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The Greasemonkey
Level BAB Fort Ref Will Special Rigs Devices Known Max Device Level
1 +0 +0 +2 +0 Vehicle, Vehicle Style 0 3 1
2 +1 +0 +3 +0 Vehicle Expertise 0 4 1
3 +2 +1 +3 +1   1 5 1
4 +3 +1 +4 +1 Vehicle Expertise 1 7 2
5 +3 +1 +4 +1   2 8 2
6 +4 +2 +5 +2 Vehicle Expertise 2 9 2
7 +5 +2 +5 +2   2 11 3
8 +6/+1 +2 +6 +2 Vehicle Expertise 2 12 3
9 +6/+1 +3 +6 +3   3 13 3
10 +7/+2 +3 +7 +3 Greasemonkey Talent 3 15 4
11 +8/+3 +3 +7 +3   4 16 4
12 +9/+4 +4 +8 +4 Greasemonkey Talent 4 17 4
13 +9/+4 +4 +8 +4   4 19 5
14 +10/+5 +4 +9 +4 Greasemonkey Talent 4 20 5
15 +11/+6/+1 +5 +9 +5   5 21 5
16 +12/+7/+2 +5 +10 +5 Greasemonkey Talent 5 23 6
17 +12/+7/+2 +5 +10 +5   6 24 6
18 +13/+8/+3 +6 +11 +6 Greasemonkey Talent 6 25 6
19 +14/+9/+4 +6 +11 +6   7 27 6
20 +15/+10/+5 +6 +12 +6 Greasemonkey Talent 7 28 6

 

Greasemonkey

Jennifer, iconic greasemonkey
"Burn the land, boil the sea: you can't take the skies from me..."

The vehicle is arguably the epitome of technological endeavor. Enabling individuals to travel land far faster than on foot, to voyage across the seas, to traverse the skies, or even to venture into the unknown depths of space: vehicles are the means to extreme exploration on a monumental scale.

Greasemonkeys come in a variety of flavors. Some are hotshot pilots, and while they have the minimal know-how to keep their vehicles in prime condition, their primary skills lie in taking any vehicle and pushing it to its limits - and sometimes beyond; some are tinkers and modders, and what they lack in pure piloting skill or technical knowledge they make up for with the ability to make any vehicle suit their needs; while others are engineers, devising new devices and contraptions that can be added to vehicles, vastly extending their capabilities, while somewhat lacking in piloting or the ability to modify vehicles on the fly.

It is important to note that a greasemonkey without a vehicle is at a severe disadvantage. While greasemonkeys have basic combat skills and knowledge of firearms, their devices are useless without the context of the energy output of a vehicle, and their marksmanship is nowhere near comparable to that of gunslingers. While they can pass for a gadgeteer in a pinch, with some ability to recognize and disable traps and similar devices, they are sorely outmatched unless seated behind the wheel. Fortunately, greasemonkeys are quite capable of building and piloting vehicles of a smaller scale, and while such vehicles tend to be out-classed by larger ones, they are certainly able to hold their own in the sorts of encounters adventuring greasemonkeys will likely find themselves in.

Game Rule Information

Greasemonkeys have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Dexterity is the most important ability for a greasemonkey, as that is what modifies their ability to pilot vehicles. Vehicles often make use of firearms, and as such Perception can also be important.

Hit Die: d6.

Class Skills: The greasemonkey's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Jump (Str), Knowledge (Technology) (Int), Listen (Per), Pilot (Dex), Profession (Wis), Repair (Int), Techcraft (Int), and Search (Per).

Skill Points at Each Level: 6 + Int.

Alignment: Any.

Starting Age: Simple (as a rogue).

Starting Gold: 4d4 x 10gp.

Favored By: Moogles.

Class Features

All of the following are class features of the greasemonkey core class.

Weapons and Armor Proficiency: Greasemonkeys are proficient with all simple weapons, all crossbows, and a single basic or advanced firearm of his choice. Greasemonkeys are proficient with light armor, but not with shields.

Greasemonkeys are also proficient with all weapons mounted on a vehicle.

Vehicle: A greasemonkey gains a vehicle at first level. This vehicle is always first level, and is built normally according to the vehicle creation guidelines.

Unlike normal vehicles, a greasemonkey's vehicle levels with her. Each time the greasemonkey gains a level, she can - provided access to a reasonable amount of tools, and a day to work on the vehicle - grant the vehicle a vehicle level. This requires no material cost or experience expenditure, only time and access to resources.

A greasemonkey can choose to have multiple vehicles. If she does, her free vehicle level at each level can only be applied to a single vehicle.

Vehicle Style: At first level, the greasemonkey chooses a particular style with which she approaches vehicles: pilot, modder, or engineer. Once selected, this choice cannot be changed.

  • Pilot: You gain the Weapon Finesse and Quick Draw feats, and add your greasemonkey level to all Pilot checks.
  • Modder: You gain a number of bonus rigs known equal to your Intelligence modifier; you gain these bonus rigs at even class levels until you reach your max bonus known. You treat vehicles as having additional calibration equal to your Dexterity modifier; individuals cannot modify the rigs in a vehicle if the vehicle's effective calibration for them is less than 0.
  • Engineer: You gain the Mechanical Awareness ability, which allows you to make trap-related Search and Disable Device checks with DCs over 20 in the same manner as a rogue, but only related to mechanical traps and devices. You gain bonus greasemonkey devices known based on your Intelligence.

Your choice of vehicle style also determines your access to vehicle expertise abilities: you can only access vehicle expertise abilities related to your chosen style.

Vehicle Expertise: At 2nd level, and every two levels thereafter until 10th, the greasemonkey learns a new ability relevant to her chosen specialty in regards to vehicles. She may select one of the following special features; unless otherwise specified, each ability can be selected only once.

Pilot

  • Evasive Maneuvers: When you use a move action to move a vehicle, the vehicle gains a dodge bonus to its AC equal to your Dexterity modifier.
    • Do A Barrel Roll: As an immediate action, you can cause a vehicle you are piloting to spin rapidly, allowing you to avoid a single ranged attack. Make a Reflex save against the attack roll of the attack to be avoided; if you succeed, the attack automatically misses. (Prerequisites: Evasive Maneuvers)
      • Leaf on the Wind: If you take a full-round action to pilot defensively, until your next action, you may declare a number of ranged attacks against your vehicle to simply miss, up to 1 + your Dexterity modifier. (Prerequisites: Do A Barrel Roll, Evasive Maneuvers)
  • Leadfoot: Any vehicle you pilot has its movement speeds increased by 10 feet. You can take this ability multiple times; its effect stacks.
  • Push the Envelope: Once per day, you can push a vehicle to its limits. As a swift action, a vehicle you are currently piloting gains +2 to attack and damage rolls, +2 to all saving throws, +10 feet to its movement speeds, and +2 to capacitor recharge. This lasts for a number of rounds up to 3 + your Dexterity modifier. At the end of the duration, the vehicle gains the overheat status for 1d4+2 rounds, during which it suffers -2 to all attack and damage rolls, -1 to all saving throws, halves all of its movement speeds, and its capacitor recharge rate is reduced to 0. You can take this ability multiple times; each time you do, you can use this ability an additional time per day.
    • Extreme Redlining: When you use push the envelope, the bonuses increase as follows: +2 to attack and damage rolls, +1 to saving throws, +10 feet to movement speeds, and +1 to capacitor recharge. You can take this ability multiple times; its effect stacks. (Prerequisites: Push the Envelope)
    • No Overheat: When you use push the envelope, the vehicle is no longer overheated after the duration. (Prerequisites: Push the Envelope)

Modder

  • Built This In A Cave: You can change out a vehicle's fitting slots without a workshop or similar large-scale resources. Replacing a fitted device requires 8 hours.
    • From Scraps: You can scrap a technological device, turning it into sufficient parts to construct a new device of equal level, or a number of devices whose total cost does not exceed the value of the original. The scrapped device need not be a greasemonkey device, but you must make a Techcraft check to identify a device before you can scrap it if you do not have the device on any of your class device lists. The time required to scrap a device is 1 hour per device level. (Prerequisite: Built This In A Cave)
Overclock
Degree Duration Inactive
1 3 + Dex mod 1d4 + 2
2 1 + Dex mod 1d6 + 3
3 Dex mod - 1 1d8 + 4
4 Dex mod - 3 1d10 + 5
5 Dex mod - 5 1d12 + 6
  • Overclock: Once per day, you can push a vehicle's fitted device beyond its technical limitations. As a swift action, one fitted device behaves as its next best variant, but without an increase in power usage (if it uses power); this effect lasts for a number of rounds equal to 3 + your Dexterity modifier. At the end of the duration, the device is exhausted, and becomes inactive for 1d4+2 rounds. You can take this ability multiple times; each time you do, you can use it an additional time per day.
    • Power Surge: When you overclock a fitted device, you can improve the device by another degree. You can take this ability multiple times; each time you do, you can increase a device by an additional degree. If the duration of the overclock would be reduced to fewer than 0 rounds, you can still use the device once, but it is immediately destroyed afterwards. (Prerequisite: Overclock)
  • Read the Manual: You gain knowledge of a rig. You can take this ability multiple times; its effect stacks.
  • Void the Warranty: You treat vehicles as having +1 calibration. You can take this ability multiple times; its effect stacks.
    • Unintended Purpose: When calculating a vehicle's calibration penalty for vehicle base classes, you can treat one class as one level higher or lower. You can take this talent multiple times; each time you do, you can increase either parameter (number of classes or number of levels) by one. (Prerequisite: Void the Warranty)

Engineer

Some stuff.

Greasemonkey Talent: At 10th level, and every two levels thereafter, the greasemonkey learns a new ability. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.

  • Expanded Style: You can choose another vehicle style that differs from styles you already possess. You can take this talent twice; each time, the selection must be different.
  • Improved Expertise: You can select another vehicle expertise ability that relates to one of your vehicle styles. You can take this talent multiple times.
  • Feat: The greasemonkey may select a bonus feat in place of a talent.

Rigs

Calibration Loss
Level Base Class Prestige Class
1 0 -1
2 -1 -2
3 -2 -5
4 -4 -8
5 -6 -13
6 -9 -18
7 -12 -25
8 -16 -32
9 -20 -41
10 -25 -50

Rigs are modifications performed on the base functionality of a vehicle. While some can mimic the effects of greasemonkey devices, they do not occupy a vehicle's slots, and instead have their own resource pool that they draw from for each vehicle: calibration. As such, you can use rigs to reinforce and amplify a vehicle's strengths, or use them to shore up its weaknesses.

Rigs do not have levels. Instead, a rig's effectiveness is dependent upon how much calibration you want to sacrifice for it: the more calibration spent on a given rig, the more effective the rig is, both in terms of its benefits and its drawbacks. While not all rigs have drawbacks, almost all do. In addition, while a rig has no base cost, there is a limit to how much calibration you can spend on it: you can invest no more than your Intelligence modifier + your greasemonkey class level in calibration towards a given rig.

The more specialized a vehicle becomes, the less calibration is available to work with. This is due to specialized vehicles having more hardwired systems in place to support their purpose, leaving less room for tinkering and modification. Generalist vehicles are incredibly open to modification.

A vehicle begins with calibration equal to its Constitution score. To determine calibration loss due to specialization, take each vehicle base class, and subtract all other vehicle base class levels from that. Find the corresponding line on the Calibration Loss table, and that is your vehicle's calibration loss.

Example: You have a vehicle with 7 levels in Weapons, 3 in Armor, and 2 in Engines. For purposes of calibration, your vehicle has effectively 2 levels in Weapons (7 - [3 + 2]), and none in Armor (3 - [7 + 2]) or Engines (2 - [7 + 3]). Consulting the table, an effective level of 2 in a base class yields -1 calibration.

Vehicle prestige classes are counted differently. Each vehicle prestige class specifics a number of vehicle base classes that count against it for purposes of calibration, referred to as its "calibrators." Only the calibrators count against the prestige class's level for purposes of calibration.

Example: You have a vehicle with 5 levels in Weapons, 2 in Armor, and 5 in Marauder. Marauder specifies only Armor as its calibrator. Your calibration from base classes is -2 from Weapons. Meanwhile, your Marauder levels count as three (5 - 2), and thus cause an additional -5 calibration, for a total calibration penalty of -7.

Rigs are not nearly as easily utilized as vehicle devices, however. Installing a rig into a vehicle requires time, and its removal is also a lengthy process. While rigging does not necessarily require a workshop, and thus can be done in the field, it does require time and tools, and thus cannot be done at a moment's notice. Installing or removing a rig requires 1 hour per point of calibration applied for the rig.

Modders (a vehicle style) gain additional calibration that they can apply to any vehicle they interact with. While a modder's rigs will work for anyone, even if the vehicle is later passed on to someone else, an individual cannot change the rigs present in a vehicle if - for them - the effective calibration of the vehicle is less than 0.

Example: Kaylee, a modder with a Dexterity modifier of +3, treats her ship, Serenity, as having a base calibration of 15. She installs numerous rigs, reducing the ship's remaining calibration to 0. When Jennifer, a pilot, examines the rigs, she sees that the ship's effective calibration rating for her is -3. Because of this, Jennifer cannot change or even disable any of the rigs present, because the modifications are simply beyond her ability to follow.

When a greasemonkey applies a new level to a vehicle, if the change in calibration would reduce the vehicle's calibration below 0, sufficient rigs must be removed before the new level is applied such that, after the new level, its calibration is at least 0.

Devices

1st Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
Low Ancillary Armor Repair Yes Automated repair system restores vehicle integrity slowly over time.
  Armor Hardener, Basic Yes Protects the vehicle from one type of energy while active.
  Iron Plates No Simple iron plating for minor protection.
  Lightweight Structures, Basic No Improve vehicle speed in exchange for durability.
  Overdrive Injector System I No Improves vehicle speed at cost of cargo space.
  Reinforced Bulkheads, Basic No Improve vehicle hit points in exchange for speed.

 

2nd Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
Low Energized Plating, Basic No Grants the vehicle passive resistance to one energy type.
  Expanded Cargohold, Basic No Gain additional cargo space.
  Inertia Stabilizer I No Improves vehicle agility.
  Steel Plates No Advanced steel plates for armor reinforcement.

 

3rd Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
Low Armor Hardener, Improved Yes Protects the vehicle from one type of energy while active.
  Damage Control System, Basic Yes Improves all the vehicle's defensive measures.
  Lightweight Structures, Improved No Improve vehicle speed in exchange for durability.
  Overdrive Injector System II No Improves vehicle speed at cost of cargo space.
  Polarized Armor Regenerator Yes Automated repair system repairs moderate damage over time.
  Reactive Armor Membrane Yes Improves the vehicle's resistances to energy types affecting the vehicle.
  Reinforced Bulkheads, Improved No Improve vehicle hit points in exchange for speed.
  Titanium Plates No Titanium plates for increased protection.

 

4th Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
Low Energized Plating, Improved No Grants the vehicle passive resistance to one energy type.
  Expanded Cargohold, Improved No Gain additional cargo space.
  Inertia Stabilizer II No Improves vehicle agility.
  Crystalline Carbide Plates No Armor plates made out of a crystalline material.

 

5th Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
Low Armor Hardener, Advanced Yes Protects the vehicle from one type of energy while active.
  Automated Carapace Reconstructor Yes Automated repair system repairs significant damage over time.
  Lightweight Structures, Advanced No Improve vehicle speed in exchange for durability.
  Overdrive Injector System III No Improves vehicle speed at cost of cargo space.
  Reinforced Bulkheads, Advanced No Improve vehicle hit points in exchange for speed.
  Rolled Tungsten Plates No Armor plating made from rolled tungsten.

 

6th Level Greasemonkey Devices
Slot Device Name Needs Power? Effect
Low Damage Control System, Advanced Yes Improves all the vehicle's defensive measures.
  Energized Plating, Advanced No Grants the vehicle passive resistance to one energy type.
  Expanded Cargohold, Advanced No Gain additional cargo space.
  Inertia Stabilizer III No Improves vehicle agility.
  Orichalcum Plates No Sophisticated orichalcum plating for superior protection.

 

Weapons Class

Weapons Vehicle Class
Level BAB BDB Fort Ref Special
1 +1 +0 +0 +0 Weapon Slot
2 +2 +1 +0 +0 Weapons Design
3 +3 +1 +1 +1 Weapon Upgrade
4 +4 +2 +1 +1 Weapon Slot
5 +5 +2 +1 +1 Weapons Design
6 +6 +3 +2 +2 Weapon Upgrade
7 +7 +3 +2 +2 Weapon Slot
8 +8 +4 +2 +2 Weapons Design
9 +9 +4 +3 +3  
10 +10 +5 +3 +3 Weapon Upgrade

HD: 2d6.

Weapon Slot: At 1st, 4th, and 7th levels, the vehicle gains either a turret or a launcher slot.

A turret slot allows a greasemonkey device with the [Turret] descriptor to be fitted to a slot of the appropriate type. A vehicle can only have a number of [Turret] devices fitted equal to the number of turret slots it has.

A launcher slot allows a greasemonkey device with the [Launcher] descriptor to be fitted to a slot of the appropriate type. A vehicle can only have a number of [Launcher] devices fitted equal to the number of launcher slots it has.

Weapons Design: At 2nd, 5th, and 8th levels, the vehicle is modified in such a way that specifically enables weaponry. Choose one of the following abilities.

  • Ammo Packaging: Changing the ammo type loaded into a [Turret] or [Launcher] device fitted in the vehicle is a swift action, rather than a move action.
  • Compact Weapon Racks: The vehicle can fit [Turret] and [Launcher] devices built for vehicles one size category larger. A vehicle can take this design multiple times; its effect stacks.
    • Compact Missile Storage: Ammunition for [Launcher] devices takes up space as though it were ammunition for a launcher one size smaller. A vehicle can take this design multiple times; its effect stacks. (Prerequisite: Compact Weapon Racks, at least one launcher slot)
    • Efficient Weapon Power Usage: [Turret] devices fitted to the vehicle consume an amount of power as though they were one size smaller. A vehicle can take this design multiple times; its effect stacks. (Prerequisite: Compact Weapon Racks, at least one turret slot)
  • Falloff Optimization: The range increment of all [Turret] and [Launcher] devices fitted to the vehicle is increased by 50%. A vehicle can take this design multiple times; each time, the percentage increase is increased by 50% (so the second time, ranges are doubled; third, 150%; fourth, tripled; and so on).
  • Improved Targeting: The vehicle gains a +4 inherent bonus to weapon damage. A vehicle can take this design multiple times; its effect stacks.
  • Improved Tracking: The vehicle gains a +2 inherent bonus to attack rolls. A vehicle can take this design multiple times; its effect stacks.
  • Launcher Slot: The vehicle gains a launcher slot. A vehicle can take this design multiple times.
  • Turret Slot: The vehicle gains a turret slot. A vehicle can take this design multiple times.
  • Weapon Linkage: The vehicle can link together fitted [Turret] and [Launcher] devices. Linked weapons make a single attack roll (using the lowest attack roll among linked weapons), but a successful hit deals all of the linked weapons' damage to the target.

Weapon Upgrade: At 3rd, 6th, and 10th levels, choose one of the following abilities.

  • Accurate Targeting: When making an attack action, the greasemonkey may expend one use of Push the Envelope and spend a full-round action making a single attack. If he does so, he automatically hits, but he does not threaten a critical.
  • Rush: When making an attack action, the greasemonkey may expend three uses of Push the Envelope and spend a full-round action making a single attack roll with his highest attack bonus. If he hits, he deals damage as though he hit with each vehicle weapon for each attack the greasemonkey can normally make (for instance, if the greasemonkey can normally make two attacks, and his vehicle has three weapons, he deals damage as though each weapon hit twice). This damage is not multiplied by a critical hit. After the attack roll, the vehicle is overheated.
  • Blitz Weaponry: When making an attack action with an area-effect weapon, the greasemonkey may expend one use of Push the Envelope. If he does so, creatures do not benefit from Evasion against the damage. Creatures with Improved Evasion are treated as though they had Evasion instead. If the greasemonkey expends two uses of Push the Envelope, all creatures are treated as though they had neither Improved Evasion nor Evasion.
When making an attack with a single-target weapon, the greasemonkey may expend one use of Push the Envelope. If he does so, the target is treated as flat-footed for the purpose of that attack action.
  • Rapid Response Time: The vehicle may make a single AoO each round. If the greasemonkey expends a use of Push the Envelope, the vehicle can make an additional AoO that round. This may be done in reaction to a creature taking an action that provokes AoOs.


Deal with precision formatting later.