Well, I'm ready with a first draft of the class (powers and paragon paths to come).
Role: defender. Your superhuman strength and toughness allow you to last in combat, and your tendency to enter a killing frenzy when your allies are injured encourages enemies to deal with you first. Power Source: Steam Key Abilities: Constitution, Strength, Intelligence. You rely on stamina to uphold all these augmentations, intelligence to design and maintain these augmentations, and augmented strength to hit hard and fast. Armor Proficiencies: cloth, leather, hide. People don't make plate to fit over limbs of steel. Weapon Proficiencies: simple melee, simple ranged, choice of three steam weapons Implements: schemas. You use complex diagrams and technical theory to augment your body. You can use a schema as an implement for your implement attacks. You can also apply the enhancement bonus and properties of a schema to weapon attacks you make with a steam weapon or embedded weapon. If you use a magic schema for a weapon attack, you do not get to use the enhancement bonus or magic properties of the weapon (if any). Bonus to Defense: +1 Fort, +1 Will
Hit Points at 1st Level: 17 + Constitution score Hit Points per Level Gained: 7 Healing Surges per Day: 8 + Constitution modifier
Class Features: Galvanized Wrath, Ironsides, Better Faster Stronger, Alchemist
Galvanized Wrath: Every time you attack an enemy, whether you hit or miss, you can mark it until the end of your next turn. Whenever a marked enemy makes an attack that does not include you as a target, you enter a killing frenzy until the end of your next turn. While the killing frenzy lasts, you gain a +1 bonus to attack rolls and +2 power bonus to damage rolls. Increase this bonus to damage rolls to +4 at 11th level and +6 at 21st level. (The bonuses from killing frenzy apply no matter whom you attack). Ironsides: While wearing light armor, you gain a +3 bonus to AC and resist 5 against opportunity attacks. Increase to resist 10 at 11th level and resist 15 at 21st level. Better, Faster, Stronger: Choose your path of enhancement
Unbreakable - while in a killing frenzy, you can make a saving throw against one effect a save can end at the start of your turn. If successful, the effect immediately ends. If you fail the saving throw, you can still make a saving throw against the effect at the end of your turn.
Strongarm - the bonus to damage rolls from your killing frenzy instead equals your Strength modifier. Increase to Strength modifier +2 at 11th level and Strength modifier +4 at 21st level.
Gadgeteer - once a round, while you are in a killing frenzy you may reroll a failed attack roll and keep the new result.
Alchemist: You gain the alchemist feat.
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New Skill: Steam(punk?) (Int) Since I'm designing this with DragonMech in mind, I cannot imagine not having this skill. You can object to it, if you feel so. Just throw it out of your own uses. I won't budge on this.
Disable Device - as the Thievery skill. Some may complain about redundancy, but I say it counts. I've heard of some people complain about creating a technical-minded character who logically would be good at disabling traps and technical devices, but wouldn't be good at picking pockets. For them, the steam skill is what they should train in. It's kind of like bluff, diplomacy, or intimidate can all be used to get NPCs to help you, but by different methods. Nobody says they should all be rolled into one skill: Socialize.
Repair - can be used to get broken or disabled devices working again.
Repair - can be used on a steamborg, warforged, or mech in place of heal to allow use of second wind. In the case of mechs, the Heal skill cannot be used for this purpose.
Scavenge - find useful/sellable parts in a mechanical wreck.
Steam Knowledge - a monster knowledge skill for mechs and steampunk goodness.
New Weapons: Steam weapons are a new category of weapons, as opposed to simple, military, or superior. Power-wise, they should be about on-par with superior weapons. I also introduce a new weapon group: chatterblade. Chatterblades are steam-powered weapons that deal damage via rotating teeth. So buzzsaws, chainsaw swords, and the like. Many steamweapons have an at-will power (most of them are at-will) associated with them. This is something new, and maybe it will be overpowered. I'll need to test it. These at-will powers have the new Fueled keyword. To use powers with the Fueled keyword, you must expend fuel. Fuel will be handled like a consumable (or maybe I'll check AV2 for rules on ammunition). Point is, it's a small augment for one-time use, and you have to pay for it. It's just the weapon rather than the consumable that describes the effect.
Chattersword, +2 proficiency, 1d10 damage, 2-handed, 60 gp, 20 lbs heavy blade, chatterblade brutal 1 Power: (at-will, fueled) Free action. Use this power when you hit with this weapon and deal damage. Make a secondary attack vs Fortitude. On a hit, the target takes ongoing 2 damage (save ends). Special: for +3 or higher weapons (or weapons so enhanced by magic schema) increase to ongoing 5 damage. For +5 or higher weapons/schema, increase to ongoing 10 damage.
Buzzaxe, +2 proficiency, 1d12 damage, 2-handed, 60 gp, 18 lbs ax, chatterblade high crit, brutal 1 Power: (at-will, fueled) Minor action. The next time you hit with this weapon before the end of your next turn, roll twice for damage and use the higher result.
Chatterglaive, +2 proficiency, 2d4 damage, 2-handed, 55 gp, 22 lbs heavy blade, polearm, chatterblade reach, brutal 1 Power: as chattersword. This is a new weapon, with no history in 3.5. But it makes sense. I mean, I've seen this thing sold in hardware stores for yardwork purposes. It actually does harken back to the general nature of weapons being tools put to new use.
Steam Hammer, +2 proficiency, 2d6 damage, 2-handed, 40 gp, 17 lbs hammer Power: (at-will, fueled) Free action. Use this power when you attack with this weapon. If the attack hits, it deals an extra [W] damage. Feats: Improved Unarmed Strike (heroic) Benefit: You can use unarmed strikes with a +2 proficiency bonus.
Design Notes:
Since steamborgs are supposed to be superhumanly tough, I went with higher than average hp, like the warden. I went with below average healing surges like the swordmage to reflect damage to mechanical components requiring more to fix than can be done during a short rest.
I borrowed the implements idea from the assassin and monk classes' use of ki foci. Originally I was going to make them weapon based, but it makes things really tough for the gadgeteer (or else you could build a character with no need for a magic weapon/implement and lacking critical hit bonus damage). Also, as I got to thinking about this class and powers I wanted, some I pictured as just hitting your enemy really hard with a metal fist. I wanted to make that viable.
That's all for now. It took me longer than expected to write all of this. Anyway, powers to come. I've got 1st level at-wills and encounter powers taken care. I'm running out of ideas though. I have come up with a very interesting sub-theme though - something that not everyone would want to do, but is worth at least a paragon path. The alchemical steamborg. I gave them the alchemist feat to represent making gizmos and gadgets (steamborgs certainly do that). But an occaional daily power represents steamborgs that dabble in traditional alchemy. They'll doctor their fuel source or water reserve with a potion for added effect. These will generally be daily powers, because it's bad for the engine, but they may toss a healing potion in their steam tank to gain regeneration and an aura of healing. They might use alchemist's fire to deal fire damage and get a boost of speed. At epic levels, they may use a dash of gorgons blood to partly petrify themselves with a makeshift stoneskin potion. They may have special riders for Unbreakable steamborgs, as this misuse of potions can be kind of bad for them. And using existing DragonMech lore, I'll probably include a power (and even paragon path) for doctoring the fuel with moonstone. But after that, the powers are beginning to all look the same to me. Steamborg as a tough thing that goes berserk in combat will just wind up looking like battlerager fighter. I'll probably even steal some powers. I'm blanking on many nifty, built-in tricks. I've got taser tap, boiler overload, and ejector fist powers planned, but that won't get me a full class's worth of powers. Anyone got ideas for other nifty tricks?
...And now I've got the first level's worth of powers and a few utility powers (maybe not all level 2). I'm not writing all of the attacks out in full - just the basic crunch. (So if unspecified, you can assume melee range, 1 target, standard action, etc.). Note that I'm not familiar with designing new class powers, so I could use some help here.
At-Will
Relentless Blow Con vs AC 1[W] + Con mod damage and you gain temporary hp = Con mod
Backhand Swipe Con vs AC 1[W] + Con mod damage and push 1 square
Ejector Fist Con vs AC range: melee +1 1[W] + Con mod damage
Crushing Blow Con vs AC 1[W] + Con mod + Str mod damage
Encounter
Iron Rush Con vs AC 1[W] damage and knock prone can use in place of basic attack when charging
Concealed Weapon you can draw a weapon as part of this attack. You have combat advantage for this attack. Con vs AC 1[W] + Con mod damage Gadgeteer: you can add your Int mod to the damage
Taser Tap Con vs AC 1[W] + Con mod lightning damage and the target is dazed until the end of your next turn Gadgeteer: if you have combat advantage for this attack or score a critical hit, you also knock it prone
Backhand Smash immediate reaction: an adjacent enemy hits you or an ally 2[W] + Con mod daamge and knock prone Strongarm: you can also slide the target 1 square
Unstoppable Charge 2[W] + Con mod usable in a charge deal an extra [W] damage if you were hit by an opportunity attack Unbreakable: add your Str mod to the damage if you were hit by an opportunity attack NOTE: Official wording should make it clear that being hit by multiple opportunity attacks does not further increase damage. 1 or 20, you won't be adding more than 1[W]+Str damage.
Eye Laser ranged 5 Con vs Ref (implement, not weapon) 1d6 + Con mod radiant damage and you gain a +2 power bonus to your next attack roll before the end of your next turn Gadgeteer: this attack does not provoke Attacks of Opportunity
Daily
Galvanized Rush Con vs AC usable in a charge 2[W] + Con mod damage (miss: half) deals +1[W] damage for every Attack of Opportunity that hits you during the charge.
Boiler Burst immediate reaction: an attack bloodies you or deals damage while you're bloodied Close burst 1, Con vs Fort (implement attack) 3d6+Con mod fire damage, and the burst creates a zone that is heavily obscured and lasts until the end of your next turn. Miss: 1d6+Con mod fire damage and the zone
Burst of Speed Con vs Ref, 3 attacks 1, 2, or 3 targets 1[W] + Con mod damage Gadgeteer: you can shift 1 square after each attack Effect: Until the end of your next turn you may make a basic attack as a minor action.
Liftoff Uppercut Con vs AC 3[W] + Con mod damage and you push the target 2 squares plus 1 square vertically. The target then falls. Miss: half (no push) This power feels a little awkward and in need of work, but I'm sure you get the idea of what it's supposed to do, and it's such a cool image, smacking them so hard they take off into the air.
Juggernaut Strike Con vs AC 2[W] + Con mod damage (miss half) Effect: you gain resist 2 all until the end of the encounter
Utility
Iron Berserker daily - 6th level? stance minor action when hit by an AoO, immediate reaction to push the triggering enemy 1 square
Unbreaking daily stance minor action you gain temp hp = Con mod when hit by AoO I don't think both this and Iron Berserker should be level 2 dailies. Which (if either) is appropriate for level 2?
Scanning encounter (?) minor action ignore concealment or total concealment for next attack higher level versions of this power would allow you to pinpoint invisible creatures or repeat the effect as a minor action for the entire encounter (that would be for a daily power)
Repair Automatons daily free, when you use your second wind spend a second healing surge and regain hp for both this is a higher level utility power. Based on fluff, I think it should be epic. Is it balanced for an epic level utility power? EDIT: Compared to the Cloak of Walking Wounded and the Self-Forged, paragon or even high heroic is ok.
Unbreakable Ally No mere mortal could withstand the punishment you so readily endure. Your allies take comfort in having an unstoppable war machine on their side. daily - 10th requirement: you must NOT be bloodied minor action you gain resist 5 all until you are bloodied, and each time you are hit, allies within 5 squares who can see you gain temp hp = 5+1/2 level Not a level 2 utility, that's for sure. Probably not even level 6. Is it fine for 10, or should this be a paragon level utility power?
I just realized that I haven't yet created a multiclass feat, so here we are:
Steam Implant [multiclass steamborg] Benefit: once per encounter, as a free action, you gain resist 5 against one attack.
Killing Machine [multiclass steamborg] Once per encounter, you may designate an enemy you hit or miss as the target of this feat. If the target makes an attack that does not include you, your next attack gains a +1 bonus to the attack roll and +2 bonus to the damage roll.
The second one may not be a good idea, or at least, it needs work. I want to give a multiclass option for killing frenzy. Currently, warden is the only multiclass that gives you a mark, and it's just a mark and nothing else. With killing machine I did the reverse, giving the mark's extra benefit without the actual mark. The wording feels awkward, since I didn't have the word "mark" to refer to.
I'm also questioning the balance of Burst of Speed. Maybe at higher levels that would be appropriate, but for 1st level, that might be a bit much. Maybe the first level version should be shift your speed and make a basic attack at any point along the way. Effect: until the end of the encounter, once a round as a minor action you can make a basic attack. Or maybe if I just cut it to two attacks rather than 3. The bonus damage from CON mod, magic weapon, feats, etc. add for each attack, so a third attack allows room for a fair bit more damage, especially at higher levels. As currently written, it might be a power that you never want to retrain.
I haven't forgotten about this thread. Here's a few more powers.
Cobbled Resources Encounter Utility level 2 Free Action Effect: Use the Fueled effect of a steam weapon without expending any fuel.
Level 3 Encounter Powers:
Distracting Flare Encounter * Implement, Steam Standard Action * Close blast 1 Target: 1 creature in blast Attack: Con vs Ref Hit: The target is blinded until the end of its next turn. Effect: Make a secondary attack against the same target. This attack is against AC and has the weapon keyword. Hit: 1[W]+Con damage.
Sudden Charge Encounter * Steam, Weapon Requirement: You must charge and use this power in place of a melee basic attack. Standard Action * Melee weapon Attack: Con vs Reflex Hit: 1[W]+Con damage Special: You may use this power as an immediate reaction against a marked enemy who makes an attack that does not include you as a target. Strongarm: Add your Str to the damage dealt. Unbreakable: On a hit, you gain temp hp = Con mod. (Alternatively, this power targets AC but does not provoke AoOs during the charge)
Set to Puree Your weapon hand begins to spin, creating a whirling wall of death from which there is no escape. Encounter * Steam, Weapon Standard Action * Melee weapon Attack: Con vs Ref Hit: 1[W]+Con mod damage Effect: Gain a +1 power bonus to AC and Ref until the end of your next turn. Gadgeteer: The bonus equals +2
Powerful Strike Encounter * Steam, Weapon Standard Action * Melee weapon Attack: Con vs AC Hit: 3[W]+Con damage Strongarm: Add your Str mod to the damage.
Lightning Strike You strike with superhuman speed Encounter * Steam, Weapon Minor Action * Melee weapon Hit: 1[W]+Con mod damage.
Level 5 dailies
Powerful Leap Daily * Steam, Weapon Standard Action * Close burst 1 Effect: Jump a number of squares equal to your speed + Str mod. Then make the following attack Attack: Con vs AC Target: All enemies in burst Hit: 2[W]+Con mod damage and the target is knocked prone. Miss: half
Magnetic Tether You shoot out a small object that grasps hold of your foe. Using the magnet it contains and an element on your end, you keep the foe close. Daily * Implement, Reliable, Steam Standard Action * Ranged 10 Attack: Con vs Ref Hit: Until the end of the encounter, the target is affected by your magnetic tether. While affected, you can use a minor action to make a secondary attack versus Fortitude. On a hit, you pull it 3 squares and deal 1d6+Con damage. On a miss, you pull it 1 square.
Note: maybe it should be tethered (save ends)? Also, there will be a higher level version of this using electric tethers. It deals ongoing lightning damage as well as allowing the pull, and since there's a physical tether, it will also force the enemy to stay within X squares of you.
Jagged Wounds A chattersword leaves terrible wounds. You know how to capitalize on that. Daily * Steam, Weapon Standard Action * Melee weapon Requirement: You must be wielding a steam weapon Target: One creature Attack: Con vs Fort Hit: 2[W]+Con mod damage and ongoing 5 damage (save ends) Miss: half damage and no ongoing damage Strongarm: add your Str mod to the ongoing damage.
Resurgent Strike Daily * Steam, Weapon Standard Action * Melee weapon Attack: Con vs AC Hit: 2[W]+Con mod damage Miss: half damage Effect: Spend a healing surge and make a saving throw Unbreakable: Add Con mod to the hp regained.
I also figure it's about time I make some steamborg schemas. I think this will be tricky, as most ought to be non-magical, but rather indicate more advanced technology. There will be one for lightning damage, I know. Probably one for resilience (sounds more like armor, but it makes sense for a steamborg). Maybe one for speed. Perhaps a regenerative one. And I like the idea of an alchemical one. You can store an alchemical item in it, and as a minor action when you hit with attack, you also apply the effects of the alchemical item (bypassing the often low accuracy of alchemical items).
Drill Dagger, +3 proficiency, 1d4 damage, 1-handed, 30 gp, 5 lbs light blade, off-hand Power: (at-will, fueled) Free action. Use this power when you hit with this weapon and deal damage. This attack deals an extra 1[W] damage. Drill Rapier, +3 proficiency, 1d8 damage, 1-handed, 50 gp, 8 lbs light blade Power: (at-will, fueled) Free action. Use this power when you hit with this weapon and deal damage. This attack deals an extra 1[W] damage.
And I have a 9th level daily. More will come after I have the 6th level utilites and 7th level encounters.
Bend Weapon You smash your foe's weapon or break off a chunk of its claw, ruining the weapon's threat. As long as your foe continues to wield that weapon, its combat style is thrown off, further limiting their threat. Daily * Steam, Weapon Standard Action * Melee weapon Attack: Con vs Ref Hit: 1[W] + Con + Str mod damage and the target is weakened and takes a -2 penalty to attack rolls (save ends both). Miss: Str mod damage and the target is weakened and takes a -2 penalty to attack rolls (save ends both). Strongarm: On a hit, the foe takes a -2 penalty to the saving throw agains this power.
Hopefully I balanced this all right. Most powers deal half damage on a miss. I made it less damage and preserved the effect, because that's the more important part of this attack. And the more flavorful. It's not without precedent, but it is still rare. So I'd really like feedback on this. Should I just throw the damage out entirely? To make it more akin to standard attacks, on a miss it should be "until end of next turn," but I cannot imagine a bent weapon suddenly being ok after one round. Unless it's the foe bending it back into place. Still, I think "save ends" ought to stay, and I should just find other ways to weaken it if currently overpowered. Let me know.
I've gone back to the utility powers now. Here's the level 2 ones now: Cobbled Resources - see above
Scanning - see above
Don't Even Think About It * Utility 2 Your foe thinks to ignore you for an ally, but a glare from you makes their attack wither. Encounter * Fear, Steam Immediate Interrupt * Close burst 2 Trigger: a marked enemy makes an attack that does not include you as a target. Target: the triggering enemy Effect: The enemy rolls twice for damage and uses the lower result.
Boundless Endurance - see below
Unstoppable - see below
Iron Berserker is now a 6th level utility, and Unbreakable Ally is 10th level. I'm also looking at the 2nd level fighter utilities Boundless Endurance and Unstoppable - they perfectly fit steamborgs, so I'm just going to steal those two. Heck, both fighters and swordmages get Luring Strike. The powers are identical but for the power source. So I'll save myself some trouble.
A Tool for Every Job level 2 utility Encounter * Steam Minor Action * Personal Effect: Choose a skill. Gain a +2 power bonus to checks using that skill until the end of the encounter.
6th level utilities
Iron Berserker see above
Rocket Boosters level 6 utility Encounter * Steam Move Action * Personal Effect: You fly your speed. You must land at the end of this movement or else you fall. Gadgeteer: Fly your speed +2 Target Acquired level 6 utility Daily * Steam Immediate Reaction an enemy you've marked makes an attack that does not include you as a target. Effect: Apply the attack and damage bonus from killing frenzy against this target until the end of the encounter. You still need to trigger killing frenzy as usual to gain its benefits against other foes.
I Don't Think So level 6 utility Encounter(?) * Steam Immediate Interrupt a foe in melee range makes an attack. Effect: Make a melee basic attack against the triggering opponent. On a hit, do not deal damage. Instead, the triggering attack misses. Strongarm: If you hit, the target grants combat advantage for your next attack and you deal extra damage equal to your Str modifier.
7th level encounter powers
Unbalancing Smash level 7 attack Encounter * Steam, Weapon Standard Action * Melee weapon Target: One creature Attack: Con vs AC Hit: 2[W]+Con damage and the target grants combat advantage until the end of your next turn.
Heavy Blow level 7 attack Encounter * Steam, Weapon Standard Action * Melee weapon Target: One creature Attack: Con vs AC Hit: 3[W]+Con damage and the target is dazed until the end of my next turn.
Quick Strike level 7 attack Encounter * Steam, Weapon Minor Action * Melee weapon Target: One creature Attack: Con vs Ref Hit: 1[W]+Con damage
Flying Charge level 7 attack Encounter * Steam, Weapon Standard Action * Melee weapon Target: One creature Effect: fly your speed and then make the following attack: Attack: Con+1 vs AC Hit: 1[W]+Con damage and you knock the target prone. Special: This attack counts as a charge. Your turn ends after the attack is resolved. Gadgeteer: You may shift one square after the attack (before your turn ends).
Resourceful Strike level 7 attack Encounter * Steam, Weapon Standard Action * Melee weapon Target: One creature Attack: Con vs AC Gadgeteer: Roll your attack twice and use either result. Hit: 2[W]+Con damage. Special: If you're wielding a steam weapon, you may use its fueled effect for free.
9th level dailies
Human Missile You grab a foe and throw him at your enemies. This is fun. xD Daily * Reliable, Steam, Weapon Standard Action * Melee weapon Primary Target: One creature Attack: Con vs AC Hit: 3[W]+Con damage and push the target a number a squares equal to your Str modifier and knock it prone. Then make a secondary attack: Secondary Attack: Con vs Ref Secondary Target: All enemies adjacent to the primary target after the push. Hit: 1d6+Con damage and you knock the target prone.
Defensive Flares Daily * Fire, Implement, Radiant, Steam Immediate Interrupt you're attacked Close burst 1 Target: all creatures in burst Attack: Con vs Ref Hit: 1d10+Con fire and radiant damage and the target is blinded (save ends). Miss: half damage and the target is blinded until the end of your next turn.
Automated Shouldergun Daily * Steam Effect: Until the end of the encounter, you gain the following attack as a minor action, usable once per round. This attack has the weapon keyword Ranged 10 Attack: Con+3 vs AC Hit: 1d6+Con damage Special: This attack counts as a weapon, so a magic schema can confer its benefits to this weapon. Gadgeteer: If an ally grants you a free ranged basic attack, you can use this power, even if you've already used the once per round limit.
Don't Get Up Daily * Steam, Weapon Opportunity Action an enemy stands up from prone Melee weapon Attack: Con vs AC Hit: 1[W]+Con damage and the target is knocked prone and dazed (save ends). Miss: half damage and the target is dazed until the end of your next turn. Effect: Until the end of the encounter, your basic attacks knock the target prone on a hit.
Steam Veil You let loose a blast of steam before charging through. The distraction shields your movement. Daily * Implement, Fire, Steam Standard Action * Close blast 3 Target: all creatures in blast Attack: Con vs Ref Hit: 3d6+Con fire damage Miss: half damage Effect: You make a charge attack as a free action without provoking opportunity attacks.
Bend Weapon - see above
Magnetic Pulse Daily * Implement, Steam Standard Action * Close burst 3 Primary Target: all creatures in burst Primary Attack: Con vs Fort Hit: pull the target adjacent to you. If the target cannot be pulled adjacent, pull it as close as possible and deal 1d6 damage for every square it couldn't move. Effect: Make a secondary attack that is close burst 1. This attack has the weapon keyword. Secondary Target: all enemies in burst Secondary Attack: Con vs AC Hit: 3[W]+Con damage Miss: half damage
10th level utilities
Unbreakable Ally - see above
Smokescreen Encounter * Steam, Zone Minor Action * Personal Effect: Your square and all adjacent squares become a zone that is heavily obscured until the end of your next turn. You can see normally in this zone.
Heat of the Furnace Daily * Fire, Steam Minor Action * Personal Effect: Gain an aura 1 of intense heat. Creatures that start their turns in the aura take 1d6 fire damage and take a -2 penalty to damage rolls until the end of their next turn.
Doctored Fuel: healing potion It's not good for the system, but in a pinch you can add a healing potion in place of water to your boiler. Better to spend hours cleaning out gunk than eternity in a grave. Daily * Healing, Steam Minor Action * Personal Effect: Until the end of the encounter, you gain regeneration 2 and an aura 1. Creatures in the aura (including yourself) can use their second wind as a minor action.
Targeting Daily * Steam Minor Action * Personal Effect: Until the end of the encounter, gain a +1 power bonus to attack rolls for attacks that have only 1 target. (If a power has primary and secondary attacks, only one of which meets this requirement, apply it to the primary/secondary attack that does have only one target)
And I've got "magic" schema on the way. The majority aren't magic, just more advanced technology. But there are exceptions.
I've updated a couple of the steam weapons, and now have some sample magic schema. I list the lowest level the schema are available at along with the enhancement bonus. Assume that a 5-level higher version grants an additional +1 bonus
Advanced Schema+1 level 1 The notes scattered in this worn notebook detail all sorts of advanced mechanisms and other wonders of engineering. Critical: +1d6 per plus
Schema of Retractable Blade +1 level 2 A series of diagrams detail how to make even the largest of blades fold up and deploy in an instant. There are also hints on devious ways to employ this tactic. Critical: +1d6 per plus Property: You may draw a weapon modified by this schema as a free action and gain combat advantage for your next attack. Storing a weapon in the middle of combat to draw it again does not give you combat advantage. Power (Daily): Minor action. Gain combat advantage for your next attack. If you use this power in conjunction with a weapon attack, the weapon becomes brutal 1 for the attack.
Schema of Master Tools +1 level 3 This schema details various specialized tools, some of them curiously specific. (Why would anyone ever need a tool that tells them when their shoelaces have been tied together?) Even the more mundane instruments are modified in grand ways. Critical: +1d6 per plus Power (Daily): Reroll a missed implement attack using this schema and add your intelligence modifier to the reroll. You must use the new result.
Schema of Easy Repair +1 level 4 This battered set of notes appears to have met with almost every disaster possible. If still legible, it focuses on repair and durability. Critical: +1d6 per plus, and you regain hit points equal to your Intelligence modifier. (Note: this remains Int mod in higher level versions, not Int mod per plus) Property: Add this schema's enhancement bonus as an item bonus to your healing surge value.
Schema of Electric Mayhem +1 level 4 A mad alchemist's book details the superiority of electrical power over steam. Yeah, right... Critical: +1d6 lightning damage per plus Power (At-Will): Free action. Change all damage from this implement or weapons modified by this schema to lightning damage. Another free action returns damage to normal. Power (Daily): Free action. Use this power when you hit with an attack modified by this schema. Deal an extra 1d8 lightning damage, and the target is dazed (save ends).
Schema of Concussive Force +1 level 5 This treatise on physics includes notes how certain trajectories can make a fist mimic the strength of a trebuchet. Critical: +1d6 force damage per plus and the target is knocked prone. Property: Deal and extra 1d6 force damage with attacks that push or knock prone.
Schema of the Necrotic Engine +2 level 7 A grimoire of a more modern necromancer, this books speaks of how to use the power of undeath to make a steam engine operate in reverse. Additional diagrams detail how to modify devices to be powered by suction rather than expansion. Critical: +1d4 necroitc damage per plus Property: gain resist 5 necrotic Power (at-will): Free action. Change all damage to necrotic damage. Another free action returns the damage to normal. Power (Daily): Free action. Use this power when you hit with an attack. Deal an extra 1d6 necrotic damage and regain hit points equal to your Constitution modifier.
Schema of the Blood Engine +2 level 8 This foul tome details how to convert a steam engine to use blood in place of water. Although collecting supplies is a gruesome task, it does render you unlikely to ever bleed out. Critical: ongoing 3 damage per plus (save ends). Property: Gain a +2 item bonus to saves against untyped ongoing damage and to death saving throws.
Schema of Razor Edges +3 level 11 This schema details methods to render blades sharper than ever before conceived. Critical: +1d8 per plus Property: weapons modified by this schema can score a critical hit on a roll of 19-20.
FEATS
Dragonfire Engine Prereqs: dragonborn, steamborg Benefit: You can trade in a 2nd level or higher utility power for the dragonfire engine feat power.
Dragonfire Engine * level 2 feat power You rig your engine up to your draconis fundamentum, lending raw elemental might to your steam power. Daily * Acid, Cold, Fire, Lightning, or Poison; Steam Minor Action * Personal Effect: Until the end of the encounter, your steamborg attacks deal an extra 2 damage and all damage is of the same type as your dragonbreath racial power in addition to any other damage types it would normally be. As a minor action, you may expend your dragonbreath racial power to instead deal an additional 1d6 damage with a single attack.
Who You Calling Tiny? Prereqs: steamborg, small size, Str 17+ Benefit: You ignore the restrictions of small size with regards to weapons you can wield.
Rebounding Chatterblade Benefit: when you miss with a chatterblade, you can use a minor action to expend fuel and make a basic attack with the chatterblade against the same target.
Steam Hammer Jet Benefit: When you use a steam hammer's fueled effect, deal fire damage equal to your intelligence modifier to the target or an adjacent enemy.
Brutal Assault Prereqs: half-orc, steamborg Benefit: If you use furious assault while in a killing frenzy, you may reroll all 1s for damage until you all damage rolls are 2 or higher.
Galvanized Resolve Prereqs: steamborg Benefit: When you enter a killing frenzy, gain temporary hit points equal to your Con mod.
Reliable Enhancements Prereqs: steamborg Benefit: If you use your gadgeteer reroll for a steamborg implement power, add your Int mod as a feat bonus to the reroll.
And that's it for now, but that's basically heroic tier.