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Machinesmith

Page history last edited by Jeff 14 years, 7 months ago

Clockwork creations, steam-driven machines, and magically powered devices are all the domain of the machinesmith. In bygone days, large, idiosyncratic machines did much work for the rich and noble, and mechanical trinkets occasionally trickled down to commoners. Although some devices and principles were common knowledge, most were too large or complex to be understood by more than a handful of machinesmiths.

     Nearly all the great machines fell silent in the aftermath of the Plagues because these devices requires considerable resources for upkeep and maintenance by master crafters who were dead or disabled. However, the world is still filled with one-of-a-kind mechanical wonders waiting to be rediscovered.

      Machinesmiths are poor combatants, but usually assemble devices or golems to help them explore and survive. As they gain levels, machinesmiths learn to create and maintain more complex devices.

 

Machinesmith

Alignment: Any.

 Hit Die: d6.

 

Class Skills

The runeblade’s class skills (and the key ability for each) are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Drive (Dex), Fly (Dex), Heal (Wis), Knowledge (engineering) (Int), Language, and Mechanics (Dex).

 

 

Level Base Attack Bonus Fort Save Ref Save Will Save Skill Points  Special
1st +0 +0 +0 +2 2 + Int mod. Malfunction, two simple devices
2nd +1 +0 +0 +3 3 + Int mod. Simple device
3rd +1 +1 +1 +3 4 + Int mod. Simple device, solid state
4th +2 +1 +1 +4 5 + Int mod. Simple device
5th +2 +1 +1 +4 6 + Int mod. Simple device, upgrade device
6th +3 +2 +2 +5 7 + Int mod. Advanced device
7th +3 +2 +2 +5 8 + Int mod. Advanced device
8th +4 +2 +2 +6 9 + Int mod. Advanced device, solid state
9th +4 +3 +3 +6 10 + Int mod. Advanced device
10th +5 +3 +3 +7 11 + Int mod. Advanced device
11th +5 +3 +3 +7 12 + Int mod. Greater device
12th +6/+1 +4 +4 +8 13 + Int mod. Greater device
13th +6/+1 +4 +4 +8 14 + Int mod. Greater device, solid state
14th +7/+2 +4 +4 +9 15 + Int mod. Greater device
15th +7/+2 +5 +5 +9 16 + Int mod. Greater device
16th +8/+3 +5 +5 +10 17 + Int mod. Managem device, spell parry
17th +8/+3 +5 +5 +10 18 + Int mod. Managem device
18th +9/+4 +6 +6 +11 19 + Int mod. Mana vacuum, managem device
19th +9/+4 +6 +6 +11 20 + Int mod. Managem device
20th +10/+5 +6 +6 +12 21 + Int mod. Ultimate device

 

 

Class Features

All of the following are class features of the machinesmith.

 

Weapon and Armor Proficiency

Machinesmiths are proficient with all simple weapons, machine weapons, and light armor, machine armor, and shields.

 

Devices

Machinesmiths can assemble, disassemble, and operate devices they create. See full device rules here.

 

Malfunction

You can counteract other devices you find. If the device was created by another machinesmith, you can make a level check (DC 10 + creator’s level) to jam it, rendering it nonfunctional (but not destroyed). An upgraded device adds +4 to this Difficulty Class, a greater device adds +6, a managem device adds +8, and the ultimate device adds +10. You must be able to touch a device to jam it. Jamming a device you created is a standard action; otherwise, it takes a full minute.

 

Simple Device

Each time you gain this ability (at 1st through 5th levels), you learn a new simple device from the list below. Each simple device you create counts as 1 point toward your total device value. Assembling a simple device is a full-round action.

Alchemical Bandage: Anyone treated by this immediate device heals at double the normal rate. This effect lasts for twenty-four hours while the subject rests.

Body Armor: This segmented metallic armor is an object device, a fitted creation for the wearer. Anyone wearing this armor gains a +4 armor bonus to Armor Class or a +1 enhancement bonus to AC provided by existing armor.

Clamp Trap: This object device occupies a square. When any creature steps into, or otherwise touches the ground in the square, it must succeed at a Reflex saving throw (DC 10 + 1/2 machinesmith level + Intelligence bonus) or the trap clamps around its legs (or other mobility appendages) causing 1d4+1 points of damage per machinesmith level. In addition, the creature moves at half speed until freeing itself. A creature may free itself with a successful DC 20 Strength check or by breaking the material the trap is made of (usually iron). A spellcasting creature caught in the trap must make a DC 15 Concentration check to cast a spell. (Huge or larger creatures take damage, but suffer no movement penalty.)

Energy Ray: This hand-held object device blasts a target for 1d6 points of energy damage + 1 point per machinesmith level on a successful ranged touch attack. The machinesmith chooses the energy (acid, cold, or fire) when creating the device.

Ordnance Improvement: When applied to a weapon, this augmentation device causes it to inflict 1d6 points of additional electricity damage on a successful hit. It is usable once per machinesmith level before requiring reapplication. The wielder decides whether to apply the extra damage at the beginning of his or her turn (although the device does not discharge until the wielder hits with the weapon).

Sleep Gas: This object device pumps a green sleeping gas into one square. Creatures in that square must succeed at a Will save (DC 10 + 1/2 machinesmith level + Intelligence bonus) or fall asleep for 1d4 rounds. The target must have Hit Dice equal to or fewer than yours; otherwise it merely becomes dazed for 1d4 rounds.

Small Golem: When assembled, this object device (with stats equivalent to a creature from the summon monster II list, chosen at the time of creation) attacks any creature or object you direct for 1 round per machinesmith level (or until destroyed). At the end of the duration, the golem runs down and must be restarted (a full-round action). A machinesmith using the upgrade device ability (see below) can choose a golem modeled on a monster from the summon monster III list instead of doubling its duration.

Shimmering Shield: This object device generates a shimmering shield of energy surrounding its bearer. Clamped to a belt or strap on the wearer's body, this shield provides a +2 deflection bonus to Armor Class. The shimmering shield can be activated or deactivated as a standard action.

 

Solid State

At 3rd, 8th, and 13th level, you can make one of your devices permanent, free from the ongoing maintenance and tinkering your devices normally require. Creating a solid state device requires one hundred times the normal amount of time to assemble. In addition, it calls for a 1,000 gp managem for a simple device, a 4,000 gp managem for an advanced device, 10,000 gp in managems for a greater device, 22,000 gp in managems for a managem device, and an uncut natural managem (worth at least 50,000 gp) for the ultimate device.

     You can disassemble the device, and it can be destroyed, but it never runs down on its own. Devices with instantaneous effects cannot be made solid state. Solid state devices still count toward your total device value.

 

Upgrade Device

At 5th-level, you can upgrade a device you have the blueprint for to double the duration, damage, or healing of its effect. Some devices gain no benefit from an upgrade. An upgraded device counts double toward your total device value.

 

 

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