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Fortify (Body): The creation gains 25% more fortification against critical hits.

Maximum of 100%
Mount (Body): When a creation is at least 1 size category larger than the clocksmith, the clocksmith can build a mount onto
the creation and be fully protected inside it. If the creation's health reaches 0 while the clocksmith is inside it, the clocksmith
may apply a repair kit as a free action.
Pistons (Leg x2): Increase the creation's speed by 10ft.
Anima (Brain): Add 1d6 more Charisma. (Can only be taken once)
Networking (Brain): Add the clocksmith's Int to all ranged attack bonuses.
Pneumatic Slam (Arm x2): Increase the creation's damage by it's slam attack by one die. (1d6 to 2d6, and so on.) Effect
translates when the creation increases size and stacks.
Enchanted Slam (Ench): Pneumatic Slam is required for this. Deal + 3/creation's Cha points of a certain energy to all slam
attacks. (Fire, Electricity, Force, Sonic, etc. Once chosen, must take this graft again to get a different energy. Energy attacks
can stack.)
Heavy Sling (Shoulder): Ejects stones or pebbles at unnatural speeds, dealing 1d6 + 1 per 2 HD of creation each. The
Clockwork Creation gets a bin that holds 20 rocks.
Stone Enchanter (Ench): Heavy Sling is required for this. The rocks held inside of the ammo bin gain an energy
enchantment and deals extra damage equal to the creation's Charisma modifier of either fire, electricity, acid, cold, force,
etc. damage. This graft can only be taken once per energy type. Energy effects stack.
Adv. Repeater Crossbow (Arm): This repeater cross bow has 30 bolts in a belt that feeds into the side of it. As a full round
action, the crossbow can be fired as many times in one round as the creation's Cha modifier, at it's full base attack bonus.
All targets can be at most 30 ft from each other. Bolts deal 1d8 + 1 per 2 HD of the creation each. Reloading the belt takes a
full round action, and the creation can't reload it on it's own. It replaces one of the creation's hands. Clocksmith may make
as many extra belts (bolts not included) as he wants, they cost 2 gp for materials.
Bolt Enchanter (Ench): The bolts can be enchanted before fired to deal extra damage equal to the
creation's Charisma modifier of either fire, electricity, acid, cold, force, etc. damage. The graft can only be taken once per
energy type. Energy effects stack.
Weapon Gauntlet (Arm): The clocksmith builds special gauntlets that can allow the creation to wield one type of weapon.
The gauntlet automatically grants the creation proficiency with that type of weapon only. This graft can only be taken once
per weapon type. They are interchangeable. Ranged weapons cannot be wielded while a weapon gauntlet is equipped.
(Exceptions: Any Gear Graft)
Enchanted Gauntlet (Ench): Add the creation's Cha to the Atk and Dmg of the weapon.
Turtle Legs (Arm x2): Turns a pair of arms into legs, opening a (Back) slot, and two Leg slots. Uses multiple legs base land
speed.
Turret (Back): A cannon that shoots a payload 100 ft. + 10 ft./clocksmith lvl. Each payload has a radius equal to
the clocksmith's Int, and deals 1d4/creation's Cha + 1/clocksmith's lvl. Each payload requires material cost of 2
gp. The cannon can only be fired as a full action. It reloads automatically. Payloads are considered thrown splash
weapons.
Improved Turret(Back): Requires Turret. The creation now only requires a standard action to fire the cannon, and
can add the clocksmith's Int to the damage.
Rotor Blades (back) : flying speed equal to land speed. average maneuverability

Heavy Rotor Blades (Back): Replaces Rotor Blades. Creation has + 10 ft. + 5ft./Cha to flying speed. Turns all leg
slots into arm slots.
Treads (Leg x4): Turns legs into treads and uses the creation's wheel speed. Can ignore difficult terrain.
Winch (Shoulder x2): Allows the creation to be pulled up cliffs as steep as 90 degrees at half speed. Winch has a
length of 100 ft. + 10 ft./clocksmith's lvl. Winch can grapple at a distance.
Improved Winch (Shoulder x2): Requires Winch. Range doubles. Can pull the creation at normal base speed. +1
per HD of creation to grapple.
Scopes: The Craft skill required for these upgrades is Craft (optics)
Strichplatte (Su): An Armbrust with this upgrade has a basic etched range-finding reticle on its Scope. This lets
the Eisenmeister estimate the trajectory of the bolt relatively accurately, giving the Armbrust a +5 range increment
increase and +1 to hit. This does not increase the maximum range, only the increment.
Improved Strichplatte (Su): This may only be taken if the Eisenmeister has already upgraded
the Armbrust with Strichplatte, and is level 9 or higher. An Armbrust with this upgrade has a slightly more
advanced reticle, letting the Eisenmeister estimate the trajectory of the bolt to a greater accuracy than before. This
gives the Armbrust a +10 range increment increase and +2 to hit, which does not stack with the increase
from Strichplatte. This does not increase the maximum range, only the increment.
Greater Strichplatte (Su): This may only be taken if the Eisenmeister has already upgraded
the Armbrust with Strichplatte and Improved Strichplatte. An Armbrust with this upgrade has a near
perfect reticle, letting the Eisenmeister estimate the trajectory of the bolt with almost flawless accuracy. This gives
the Armbrust a +15 range increment increase and +2 to hit, which does not stack with the increases
from Strichplatte or Improved Strichplatte. This does not increase the maximum range, only the increment.
Focuser (Su): This may only be taken if the Eisenmeister is level 12 or higher. An Armbrust with this upgrade has
a Scope with lenses that magnifies the target, making it easier to hit a specific part of them. An Armbrust with this
upgrade has a +1 Threat Range. This bonus stacks with other increases such as Keen and Improved Critical,
but it is applied last.
HUD (Su): An Armbrust with this upgrade has an enchantment on the Scope that allows it to display information
on the glass. This upgrade allows the Scope to display orientation, wind speed, distance, and elevation. this
information allows the Eisenmeister to better calculate the trajectory of a bolt. This increases the range increment
by an additional +5, even if they have Scrichplatte, and it gives the Armbrust a +1 to-hit.
Damage Scan (Su): This may only be taken if the Eisenmeister has already upgraded the Armbrust with HUD.
An Armbrust with this upgrade has an improved HUD system. As a move action, she may make a Scan of one
target. The Scan provides her with the percent health remaining of the target. At level 13, the Scan provides her
with the exact amount of remaining hit-points.

Body: The Craft skill required for these upgrades is Craft (clockwork)
Large Clip (Ex): An Armbrust with this upgrade has an expanded clip, allowing it to fit additional bolts in a
single clip. The clip size increases to 15 bolts.
Assisted Reload (Ex): An Armbrust with this upgrade has a system in place to assist the Eisenmeister in reloading
clips. Reloading the clip of the Armbrust only takes a move action, but still provokes attacks of opportunity.
Improved Assisted Reload (Ex): This may only be taken if the Eisenmeister has already upgraded
the Armbrust with Assisted Reload, and is level 9 or higher. An Armbrust with this upgrade has improved the
Assisted Reload system, allowing them to seamlessly refill the Armbrust. Reloading the Armbrust no longer
provokes attacks of opportunity.
Sheaf Firing (Ex): This may only be taken if the Eisenmeister has already upgraded the Armbrust with Large
Clip and Assisted Reload. An Armbrust with this upgrade has had its firing mechanism adapted to accept special
'sheaves' of bolts. A single sheaf contains three Small bolts, but takes up more space in the clip, so she can only put
5 in the large clip. Whenever she fires at an opponent, she attacks them with three Small bolts instead of one
Medium, but she gets a -5 to-hit. She only needs to roll for attack once, but she must roll to confirm critical hits
individually, and bonus damage from Shocking or such is only applied once.
Bayonet (Ex): This may only be taken if the Eisenmeister is level 9 or higher. An Armbrust with this upgrade has
a small blade extruding from the front. This blade is a allows her to attack with the Armbrust as though it was
a Spear.
Action: The Craft skill required for these upgrades is Craft (weaponsmithing)
Tighten String (Ex): An Armbrust with this upgrade has had its arms modified to make them longer and hold the
string tighter. This means that the bolt leaves the Armbrust at a much higher velocity than normal, allowing the
bolts to go farther. The maximum range of the Armbrust is increased by 20 feet, and it deals an extra +1 damage.
Fiery Quarrel (Su): An Armbrust with this upgrade has the ability to imbue fire energy upon its bolts.
The Armbrust is treated as having the Flaming property.
Shocking Quarrel (Su): An Armbrust with this upgrade has the ability to imbue electricity energy upon its bolts.
The Armbrust is treated as having the Shocking property.
Quick Lever (Ex): This may only be taken if the Eisenmeister is level 12 or higher. An Armbrust with this
upgrade has much less resistance in the reloading lever, allowing the Eisenmeister to fire much more rapidly.
The Armbrust is treated as having the Speed quality. However, this is not a magical ability, so it still functions in
an anti-magic field.

Invention: By 3rd level, an Eisenmeister has begun inventing new devices to assist in her adventures. Each Invention has
an CS, or Creation Score. The CS of an Invention is 2(class level/3) Crafting an Invention takes 1 week. The DC and price
varies for each invention. She may choose one of the following as an Invention.
Deflection Shield (Su): This invention requires a Craft (clockwork) check, DC 20, and 15000 gp of materials, and
being able to cast the spell Shield. It projects a field around the user that deflects attacks. The field provides the
user with a deflection bonus to AC equal to the CS/2, to a maximum of +5.
Sound Inhibitor (Su): This invention requires a Craft (clockwork) check, DC 20, and 4000 gp of materials, and
being able to cast the spell Zone of Silence. The Eisenmeister creates a devise to dampen sound he makes. The user
gains a bonus to Move Silently equal to CS.
Jump Boots (Su): This invention requires a Craft (clockwork) check, DC 20, and 5000 gp of materials, and being
able to cast the spell Jump. The Eisenmeister creates a devise that he wears on her feet that allows him to jump
much higher than normal. The user gains a bonus to Jump checks equal to CS1.5. This Invention can also be
combined with the Legs of Running by doubling the invention time and material price, and adding +8 to the DC.
Legs of Running (Su): This invention requires a Craft (clockwork) check, DC 20, and 5000 gp of materials, and
being able to cast the spell Expeditious Retreat. The Eisenmeister creates a pair of greaves with amplification
devices made into them. The user gains a land speed bonus of +10 feet. This Invention can also be combined with
the Jump Boots by doubling the invention time and material price, and adding +8 to the DC.
Neural Controller (Su): This invention requires a Craft (clockwork) check, DC 20, and 4000 gp of materials, and
being able to cast the spell Disguise Self. The Eisenmeister creates an earring that, when worn, gives the user
complete control over their facial expression. They gain a bonus to Bluff check equal to CS.
Shield Automoton (Su): This invention requires a Craft (clockwork) check, DC 20, and 14000 gp of materials,
and being able to cast the spell Levitate. The Eisenmeister creates a floating Automaton that acts as a shield. The
Eisenmeister does not have to hold the shield, and is free to use both hands. The shield is treated as a heavy steel
shield with an enhancement bonus equal to the CS/2.5, to a maximum of +5.
Goggles (Su): This invention requires a Craft (optics) check, DC 20, and 4000 gp of materials, and being able to
cast the spell Detect Secret Doors. The Eisenmeister creates a pair of goggles that focus images, allowing him to
see with great detail. The user gains a bonus to Spot and Search equal to the CS/2.
Spider Gloves (Su): This invention requires a Craft (clockwork) check, DC 20, and 4000 gp of materials, and
being able to cast the spell Spider Climb. The Eisenmeister creates a pair of gloves with 4 spider-leg "fingers"
coming out of the back, arching over top of the four normal fingers. The user gains a bonus to Climb equal to CS/2.
Arms of the Mechanist : A pair of extra mechanical arms are attached and fused to the spine of the Mechanist. These arms
can be used for normal tasks in the place of his normal arms, and are even capable of holding weapons. However the arms
are not Proficient with any weapon and hence incur a -4 Attack Penalty when wielding a weapon. Since the arms are made
out of metal are they stronger than normal arms, they act as if they had 28 Natural Strength. They also grant a +10 Bonus to
Grapple checks. An attack with these arms counts as an improved unarmed strike. He doesn't provoke an Attack of
opportunity and he causes 1d6 + Strength Modifier damage with a successful hit, with a critical of 20/x3.
Charged Claw (Ex): Using one of his Charges from the Energy pool, the Mechanist can perform a normal melee attack
while increasing the damage by 1d6 Electric Damage per 2 Class levels, and 2d6 against any enemy that is weak to
electricity.
High Sonic Drive (Ex): Using one of his charges from the energy pool, the Mechanist can create a beam of ultra sonic
frequency that will cause 1d6 Sonic Damage per class level up to a maximum of 20d6 Damage at Level 20. The target must
succeed a reflex save vs 10 + 1/2 Class Levels + Int Mod for half damage, or be dazed for 1 round. This counts as a ranged
touch attack.
Back Driller : In a painful surgery, a long drill is added to the spine of the Mechanist. The drill itself has a base strength of
28. Whenever the Mechanist grapples someone he can perform a touch attack with the drill, on top of his normal damage,
that does 1d10 + (strength of the drill) and 1d4 constitution damage per class level to the target.
Flamethrower (Ex): Yet another gadget added to the Mechanist's repertoire. now he can discharge a plume of brightly
burning fire at the enemy, causing 1d6+2 Fire damage per Class level up to a maximum of 20d6+2 at Level 20. The target
needs a reflex save vs 10 + 1/4 Class Levels + Int Mod for half damage. The target takes 5 points of continuous fire damage
each round, Ref negates (DC 17). This is a ranged touch attack.
Improved Arms : The Mechanist Upgrades the arms upon his back, refitting them with better refined materials and adding
built-in blades. The damage of the arms increased to 1d10+Str piercing or slashing. They also grant an additional +2 to
Grapple roll, on top of the previous +10, and their Strength increases from 28 to 30.
Temporal Stasis (Sp): Using one of his Mechanic arms, and expending one of his charges, the Mechanist can push a foe to
be out of sync with the world. This effect works like a Slow spell. The save DC is 10 + Spell Level + Int Modifier. The
Mechanist's class level determines the spellcaster level. By expanding two charges, the DC becomes 10 + Mechanist Class
levels + Int Modifier. This is treated as a touch attack.
Energize (Sp): By Depleting one of his charges from the energy pool, the Mechanist gains a temporal boost that slows the
world around him. He gains Haste.
Acid Spray (Ex): Expanding one of his charges, the mechanist can shoot a Cone-shaped burst of acid from one of his
arms, causing 1d8+2 Acid Damage per Class Level to enemies. Range 80 ft. Every enemy that is hit needs to make a reflex
DC 15 for half the damage or they are Blind for 1d6+1 Rounds.
Chilling Coolant (Ex): By expunging the coolant in his Mechanical arms, the mechanist can coat a 10ft. by 10ft. area in
slippery ice. The mechanist only has a 5ft reach with this ability. These surfaces melt off in warm weather after 2d6 hours,
in hot, after 1d4 hours. Any creatures already standing in the effected area must roll a reflex save, DC 10 + The Mechanists
Class Level + Int Mod, or become frozen, taking 1d6 points of continuous cold damage per round.
Mechanus Armor (Ex): Any Mechanus Knight begins with a suit of Mechanus Gear. At first level, they begin without
much of the additional plating, reducing the armor bonus by 3, but at second level and on, it gains the full bonus.
Additionally, the added support makes the armor carry it's own weight, allowing the user to disregard it for encumberance
purposes. At 5th level and onwards, the bulk and mechanic muscles of the armor grant a +2 bonus to strength and
constitution and a nonmagical +1 enhancement bonus to Armor Class per modification added. Lastly
Amplifiers (Ex): This modification is essentially a built in megaphone. With this modification, a Mechanus Knight can
project his voice any distance up to three miles away. In addition, he can cast Command at will as an extraordinary ability
(DC 10+MK level/2+Charisma Mod). Furthermore, once per day this Command can be applied to all enemies within 100
feet. A Knight can apply this modification multiple times, increasing the range by 1 mile, adding an additional use of area
Command and increasing it's range by 30 feet.
Fuel Lines (Ex): This modification adds special fuel pipes to the Knight's armor, allowing production and expedited use of
various powerful chemicals. This allows the knight to drink potions and apply oils as a swift action. In addition, the Knight
produces potions or oils as if he had one spell in each spell level an equivalently leveled bard would have (1st and above),
plus bonus potions and oils from high Intelligence - for example, a 7th level MK with 16 Int would have two potions of 1st,
2nd and 3rd level, while a 4th level MK with 20 Int would have three 1st level potions and two 2nd level potions. These
potions can be prepared from any spell list, but cannot interact with other planes or other magic, and any costly foci,
materials, or XP components must be provided. Any potions or oil that normally wouldn't effect the Mechanus Knight do
anyway in this modified form. A Knight can apply this modification multiple times, gaining an additional spell in each level
with every modification.
Ability Augment (Ex): This modification is a general appending of special abilities to your armor. Your armor gains a
further +1 enhancement bonus, DR X/- where X is the enhancement bonus, and you can replace up to +3 enhancement
bonus with armor special abilities. A Knight can apply this modification multiple times, stacking all effects except DR,
which instead simply gains +2.
Behemoth Augment (Ex): This modification adds mass and power to the armor. You gain an additional +2 to strength,
constitution and armor class, gain a size category, and gain a trample attack with large-sized damage 3d6. A Knight can
apply this modification multiple times, stacking ability gain and increasing size on the third application. Minimum Level 9.
Blazing Ascension (Ex): This modification adds, essentially, a steam-powered jet pack and jet boots, while simultaneously
spewing flammable materials and lighting them. The result of this is a flight speed of 60 feet (perfect), with +10 feet per
size category above Medium. In addition, as you fly, you leave a blazing trail of flame. This deals damage as a Wall of Fire,
the wall occupying any spaces you move through, with CL = MK Level. A Mechanus Knight makes enough fuel for a
minute of flight each day, becoming ten minutes at 10th level and 100 minutes at 15th.
Mechanus Armaments (Ex): Upon reaching 5th level, a Mechanus Knight crafts a powerful weapon of his choice. Every
fourth level thereafter, he gains an additional weapon (or upgrades an existing one), adding to his arsenal. In addition, he
can craft weapons that are so well-made and flawlessly augmented with technology that they gain a bonus to damage equal
to the number of weapons he owns. However, they are only usable by Mechanus Knights.
Mechanus Mount (Ex): This "weapon" is a mighty steed that looks like a warhorse with too many layers of plate barding.
This counts as a Nightmare of the Construct type (ability scores are unchanged) that is completely obedient to it's Knight. It
loses its Spell-like abilities (but retains the smoke, breath weapon and fire damage) and Subtypes. In addition, it gains Hit
dice, Natural Armor and abilitie scores as a Druid's Animal Companion as if the Knight had Druid levels equal to his
MK levels-5. The mount is once size larger that the Knight, and gains +8 strength, +4 Constitution, +2 natural armor, and -2
Dexterity for every size category it gains, and equivalent penalties for size reduction. Finally, it has a trample attack, 3d6 at
Large Size. Minimum level 7.
Rocket Lance (Ex): This weapon allows you to modify lances to be fired as though from a one handed cannon. It can be
used as a ranged weapon with range increments of 40' and counts as charging when fired. Instead of using Strength modifier
to calculate damage and attack bonuses, you add your Intelligence modifier x2 to damage, and Dexterity and Intelligence
modifiers to hit. Loading this lance is a move action, while firing it is a normal attack, and reload time can be reduced
through any effects that would apply to crossbows. Ten of these lances can be produced each day. Minimum Level 7.
Artificer's Weapon: (Ex): This weapon is an enhanced version of a basic weapon, mimicking magical effects. It is treated as
though magical (with a Greater Magic Weapon effect) in almost all ways, with a total bonus equal to half MK levels.
However, these powers are extraordinary, and are as such immune to antimagic effects. The weapon still bypasses
DR/magic and can strike incorporeal targets.
Craft Grenades (Ex): This weapon consists of various, powerful and specialized grenades. Each day, a Mechanus Knight
with this in his arsenal can create grenades equal to his Intelligence modifier + MK levels each day. Sadly, they are unstable
and will be unusable after 24 hours. Until then, they may be thrown as grenade-like weapons, exploding in a 30' radius. The
save DC is 10 + half the Knight's HD + their Int modifier. The Golem-Knight may choose the effects upon creation:
Incendiary: All in the area take 3d6+MK levels+Intelligence modifier of Fire damage. A successful Reflex save halves this
damage, but those who fail the save catch fire.

Frost Cloud: All in the area take 3d6+MK levels+Intelligence modifier of Cold damage and are Slowed for 1d4+1 rounds.
A successful Fortitude save halves the damage and negates the Slow effect.

Flash Bang: All in the area are Blinded and Deafened for 1d4+1 rounds and Stunned for 1 round on a failed Fortitude save.
On a successful save, they are still Blinded and Deafened for 1 round.

Concussion: All in the area take 3d6+MK levels+Intelligence modifier of Sonic damage. Additionally, they are are knocked
prone and Dazed for 1 round on a failed Fort save.

Electro Pulse: All in the area take 3d6+MK levels+Intelligence modifier of Electricity damage. A successful Reflex save
halves this, but those who fail the save count as Entangled for 1d4+1 rounds and Dazed for 1 round as their limbs spasm.

Sleep Gas: All in the area must make a Will save or fall asleep for 1 round and fall prone. On a succesful save or at the end
of the duration, they instead become drowsy for 1 round. Drowsy characters count as Fatigued and take a -6 penalty on
saves and doubled duration with Sleep effects.

Corrosive Gas: All in the area take 3d6+MK+Intelligence modifier levels Acid damage, Reflex half. Those who fail the
save take damage equal to half the Golem-Knight's character level on the following round.

Hallucinogenic Gas: All in the area must make a Will save or go insane for 1d4+1 rounds, as per Insanity. Those that
succeed are immune to the gas's effects for the rest of the encounter.

Toxic Gas: All in the area must make a Fortitude save against poison (Con 1d6+Half MK/Con 1d6+Half MK), and even on
a successful save they are sickened. Alternatively, the Knight can load this grenade with his own inhaled poison, increasing
its effected area to a 30 ft radius and adding Intelligence modifier to the DC.

Boomstick: This project is a double-barrelled shotgun of sorts. This two handed weapon fires like a crossbow and takes a
move action to reload, but can fire twice before needing to be reloaded. Any feats that reduce crossbow reload time apply,
and skills requiring an attack roll can use ranged attack feats. Add your intelligence modifier+half MK levels to total
damage, divided among damage types as chosen by the Knight. Save DCs are equal to 10+Half MK levels+Int Mod. Each
day, the Knight can produce MK level+Intelligence modifier of these shotgun rounds. All damage (including elemental
damage) is based on medium size - Any size increase also increases damage accordingly, as well as increasing splash by 5
feet.
Solid Shot: 40' range increments, 4d6 Bludgeoning damage, critical 20/x2.

Scatter Shot: 20' range increments, 2d6 Bludgeoning damage, 1d6 splash within 10 feet, Reflex half. The target and those
who fail the Reflex save are knocked Prone.

Incendiary: 20' range increments, 2d6 Fire damage, 1d6 splash within 10 feet, Reflex half. The target and those who fail the
Reflex save catch fire.

Flash-Bang Powder: 20' range increments, 2d6 Bludgeoning damage, target is Blinded and Deafened for 1d4+1 rounds and
Stunned for 1 round, Fortitude negates Stunning and reduces Blinded and Deafened to 1 round each. Those within 10 feet
must make a Fortitude save or be Blinded and Deafened for 1 round.

Explosive Shells: 20' range increments, 2d6 bludgeoning damage and 2d6 Fire damage, sets the target on fire. Crit 20/x2
(only multiplies the Bludgeoning damage).

Meltdown Shells: 20' range increments, 2d6 bludgeoning damage and 2d6 Acid damage, with 1d6 Acid damage the
following round. Crit 20/x3 (only multiplies the Bludgeoning damage).

Seeker Rounds: Creates a non-magical Magic Missile effect, dealing 2d6 force damage.

Techblade: This project is a powerful adaptation of a bladed weapon, powered by steam and incredibly deadly to all sorts of
enemies. Unlike the Artificer's Secret Weapon, it is a uniquely made technological advance (though it can be combined
with Artificer's Secret Weapon). Each time you take this ability, you choose a listed ability here, and on the second and
fourth application the weapon's damage increases a size category. Minimum Level 7
Chainblade: This ability gives the weapon reach as a Spiked Chain, and allows it to be used for tripping. If it already had
reach, it triples your threatened area instead of doubling it. In addition, once per day, you may use attack nearby enemies
as Whirlwind Attack, but gaining bonus attacks from high BAB against each, and make a trip attempt against all
damaged enemies. However, this severely damages the Chainblade and removes it's reach and tripping for the rest of the
day.

Gunblade: This ability allows you to augment the blade with the Boomstick, Rocket Lance or Grenades with the Techblade.
You may use the chosen ranged weapon with the Techblade as an iterative attack and do not provoke attacks of opportunity.
This ability reduces the damage of the Techblade by one size category, but applies any other techblade's bonuses to the
ranged weapon, and increases the damage of the ranged weapon by one size. Once per day, you may overload the Gunblade
as a full round action, firing two times in addition to your normal iterative attacks. However, this damages the Gunblade,
making it lose its ranged capabilities for the remainder of the day.

Alchemist's Blade: This ability allows you to store various solutions in the blade, making their use a Free action and
applying their effects to the next attack made. The blade has ten capsules, each holding a pint of liquid. For example, you
could fill one capsule with a pint of Drow Knockout Poison, allowing 16 uses of the poison, while having another capsule
full of Alchemist's Fire, allowing you to add 1d6 fire damage to your attack and set the damaged targets on fire. However,
you may not use two liquids simultaneously. Once per day, you may apply every liquid in the blade at once, simultaneously
granting their effects for the rest of the round. However, this has dangerous chemical effects, halving any damage dealt by
the liquids but adding an additional 1d6 untyped damage per liquid used, and makes the Alchemist's Blade lose use of the
capsules for the remainder of the day.

Eviscerating Blade: This ability makes your blade even more deadly, especially when targeting vitals. This increases critical
threat range by 1 (applied after multipliers), stacking with all other bonuses, increases critical multiplier a step and grants
1d6 Sneak Attack damage. In addition, once per day, you may make a critical hit especially deadly, launching various spike
and razors out of the blade. The opponent takes an additional 1d10 piercing and slashing damage per point of critical
multiplier and must make a Fortitude save (DC = extra damage dealt) or die. This weakens the blade, making it lose Sneak
Attack and bonus critical multiplier for the rest of the day.

Bulwark Blade: This ability adds heavy metal plating and the ability to manipulate the blade's shape, making it powerful
defensively as well as offensively. This treats the blade as a Heavy Shield of enhancement bonus equal to the blade, granting
it's shield bonus as long as you wield the Bulwark Blade in both hands. In addition, whenever you fight defensively or use
the full defense action, you gain an additional +2 shield bonus to armor class. Finally, once per day, you may turn the
Bulwark Blade into a hulking mass of metal, increasing damage by two steps and adding an additional +3 shield bonus.
These effects last 1 minute, at the end of which the Bulwark Blade collapses and cannot be used as a shield for the rest of
the day.

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