Mechanaut's Apparatus
At 3rd level, you have a Jury Rig like no other Craftsman, a Mechanaut's Apparatus. For 8 DT and 40,000 Berri you can create this construct which you can summon during an encounter using 1 use of Jury Rig. As well, due to your work, you gain proficiency in Armorsmith, Weaponsmith, or Carpenter’s tools. If you already have proficiency, you gain expertise, and if you have expertise you gain 1d4 to the tool of your choice. Due to your passive work on this, your first Apparatus is free
Customizing the Apparatus
Your apparatus comes with two installed weapons of your choice and can use your Masterwork weapons if it was chosen in the Decked Out feature or use your Masterwork armor to calculate your Apparatus’ AC. The installed weapons can be changed during a long rest. Your apparatus is considered proficient with weapons you install into it. While customizing, you may choose to have 1 less use of your Jury Rig to apply 1 Jury Rig you know as an installed weapon but this only applies to the windmill or the Grappling Ballista, unless stated otherwise
Apparatus Statistics
The Apparatus' base statistics are as shown in the stat block below and increase and you level up in the Craftsman class. Its statistics are determined upon creation and changing them or upgrades requires 5DT and 5,000 berri during a long rest. Upon creating the apparatus it has 12 additional stat points which can be distributed as you see fit to a maximum stat of 18 in any ability. Whenever you gain the ability score improvement feature as part of the Craftsman class, your Apparatus gains 5 additional stat points to distribute as you see fit. At level 4 its stat maximum is 20, at 8 it is 22, at 12 it is 24, at 16 it’s 26, at 18 it’s 28, and at level 20 it is 30. The apparatus has a proficiency bonus equal to yours.
Piloting the Apparatus.
A creature can enter or exit the apparatus using half its movement speed. A creature that is inside the apparatus can pilot it; the apparatus acts on its pilot’s turn. Any creature piloting the apparatus can command it to move on its turn (no action required). When you pilot the apparatus, you can use your action to command it to take the Attack, Use a Technique,Dash, Disengage, Hide, or Use an Object action. When casting techniques using your Apparatus it uses its statistics for Brawl techniques(calculated by Str or Dex), and your statistics for Special Techniques. You can also command it to use a reaction, using your own reaction to do so.
Only one creature can pilot the apparatus at a time. The pilot takes half of the amount of damage the apparatus takes.
While you are outside the apparatus, you can command the apparatus to wait or follow you. While following, it moves on its turn to remain within 30 feet of you.
Attacking with the Apparatus
The apparatus attacks with its integrated weapons as if you were wielding them for the effects of features and feats, and uses its Strength or Dexterity as appropriate. When you take the Attack action, it makes the same number of attacks you normally would. This does increase with feats.
Repairing the Apparatus
When your apparatus drops to 0 hit points, it can’t move or act, but can be repaired. As an action on your turn you can spend a number of Jury Rig uses equal to your Intelligence modifier. The Apparatus heals 1d12+ Intelligence Modifier per Jury Rig usage. This may also be done with the Mending technique, but doing so only allows you to roll half your intelligence modifier(rounded up). You can repair your apparatus at the end of a short rest by spending your Hit Dice, causing it to regain hit points as if it had taken a short rest. When you finish a long rest, you can repair your apparatus, causing it to regain all its hit points.
Cockpit Specialization
At 6th level, You’ve begun to specialize your Apparatus, specifically your cockpit. Choose one of the following features that is automatically added to your Apparatus which can be changed by spending 6DT and 30k Berri:
Easy Access Seating: Exiting or Entering the Apparatus now only costs 5 ft of movement instead of half of a creature's movement.
Passenger's Seat: You have a second seat in your apparatus which takes an action to enter or exit. A person cannot pilot or trade seats with the pilot from this passenger's seat, but they do have total cover from outside effects.
New Glass Plating: The Blindsight from the Apparatus increases by 30ft.
Fuzzy Lucky Dice: A number of times equal to half your proficiency bonus(rounded down) per long rest, you can reroll an Attack Roll or Saving Throw made by the Apparatus but you must use the new roll.
Enhanced Material
At 10th Level, you’ve learned to make your Apparatus out of stronger stuff. Your Apparatus loses its fire vulnerability and gains B/P/S DR equal to your Craftsman Level + your Intelligence modifier. As well by spending 3DT and trying to hit a crafting goal of 550 using either Armorsmith, Weaponsmith, or Carpenter’s tools, you may give it Elemental DR of your choice equal to the B/P/S DR. This will then be added to any mech made in the future unless you do the CG again to change the Elemental type.
Limb Upgrade
By 10th level, you have redesigned your apparatus’s legs to achieve better mobility. Choose one of the following upgrades that is automatically applied to your Apparatus and can be changed by spending 12 DT and 70k.
Arachnotron Legs. The apparatus can move up, down, and across vertical surfaces and ceilings, and it gains a climbing speed equal to its walking speed additionally it gains 20ft of movement speed.
Heavy Suspension. The apparatus’s jump distance triples, and it takes no damage from falling a distance of less than 150 feet. Additionally as an action on your turn you may jump to anywhere within 60 ft. All creatures within 10ft of the Apparatus' landing position must make a Strength Saving Throw versus your Special Technique Save DC or be knocked prone and take your Maul attack’s damage on a failure. On a success, they take half damage and aren't knocked prone.
Stationed Structure. While no one is inside the apparatus, you can use your bonus action to command it to collapse down to Medium size or return to Large size. While collapsed in this way, the apparatus can’t be entered and its movement speed becomes 0. While in this state, it has an additional 2 HP per Craftsman level, Has UDR equal to half your Craftsman level(rounded down) + your Intelligence modifier. As an action, you may command it to attack any creature in range of it as long as you are within 60 ft of your Apparatus.
Attachment Upgrade
Beginning at 14th level, you have installed an external attachment to your apparatus. Choose one of the following upgrades that is automatically applied to your Apparatus and can be changed by spending 14 DT and 95k:
Elemental Beam Cannon. You have a giant laser, use it wisely. Upon selecting this attachment choose a damage type other than psychic. As an action, you can fire the apparatus’s integrated heavy beam cannon in a 5-foot- wide, 60-foot-long line. Each creature in the line must make a Dexterity saving throw against your Special Technique Save DC, taking 9d10+ your craftsman level damage of your chosen element on a failed save, or half as much damage on a successful one. If they fail, they also gain 1 rank of the elemental condition associated with the element you chose.
Gyro Module. You install a Gyro module that allows you to spin at high speeds, dealing heavy damage to anyone unfortunate enough to be caught in the area. You can use your action to rapidly rotate your apparatus, allowing you to make a melee attack against any number of creatures within melee range of your Apparatus, with a separate attack roll for each target. For each successful hit, you deal an additional 2 dice of damage. You can't move between these attacks.
Rocket Engine. You install a rocket booster… What else is there to say? Your Apparatus’ movement speed increases by 60 ft and you can use your bonus action to light the apparatus’s installed rocket engine, propelling you up to 45 feet in a straight line in any direction you choose. If you make a melee attack immediately after this movement, the attack is made with advantage and an additional attack modifier equal to half your proficiency modifier(rounded down). On a hit, it deals an additional 2 dice of damage and knocks the target prone or pushes it up to 20 feet away from you (your choice).
Big Red Button
At 18th level, you're able to push your machine to the limit even when the chips are down. Once per long rest, if your apparatus would reach 0 hit points you can use your reaction to eject from it. Choose a space within 30 ft of your apparatus to land in. You may then move your apparatus to a space within half of its movement speed. All creatures within a 15 ft radius of it must make a Dexterity Saving Throw versus your Special Technique Save DC+half your proficiency modifier(rounded up) or take 20d12+your Craftsman level of force damage, or half as much on a successful save.