Archive for agosto 2013
Vistazo a la siguiente edicion: El mecanico
By : LeonDelgado
Nos acercamos a la siguiente evolución del manual, muchas
cosas están pasando y una de ellas es una revisión de clases, entre ellas el mecánico.
En esta nueva encarnación de nuestro "mcguiver" favorito se le ha
dado un énfasis en sus habilidades de construcción de elementos y simplificado
las reglas que lo definen. A continuación un preview de estas reglas (en
ingles).
Mechanics have the following game
statistics.
Abilities: A Mechanic
favours Intelligence in order to cultivate his Knowledge and craft devices.
Dextery is always a favourite for that inevitable dive for cover. Wisdom may be
a liability, depending on how one views the mind of an inventor.
Alignment: Any.
Races: Elves almost never became mechanics (they
prefer to be wizards), Humans (See nations), Gnomeran, visgan and Dwarfs
(Mountain and sometimes Daegars)
Country: This class is only available for character that
has grown up in countries like Esparta, Cesace, Drimad, Dite and Ararat.
Hit Die: 1d6
Class
Skills
The Mechanic class skills
(and the key ability for each skill) are Appraise (Int), Concentration (Con),
Craft (technological device) (Int), Craft (Firearms)
(Int), Craft (Arms & Armour), Disable Device (Int), Knowledge (Architecture
and engineering) (Int), Knowledge (Dungeoneering)
(Int), Knowledge (Firearms) (Int),
Knowledge (Mechanical Clockworks & Engines)
(Int), Profession (Engineer) (Wis), Perception (Int) and Use Technological
Device (Int). See Chapter 5: Skills for skill descriptions.
Skill Known at 1st level: 6 + Int
modifier.
Table 4-14:
the Mechanic
|
||||||
Level
|
Base
Attack Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
EP
|
1
|
+0
|
+0
|
+0
|
+2
|
Technological secret, Artifact guardian. Energy Infusion
|
2
|
2
|
+1
|
+0
|
+0
|
+3
|
Repair machine, Packrat, Bonus feat
|
6
|
3
|
+2
|
+1
|
+1
|
+3
|
Scavenge, cobble
(1/week)
|
8
|
4
|
+3
|
+1
|
+1
|
+4
|
Technological secret
|
10
|
5
|
+3
|
+1
|
+1
|
+4
|
cobble
(1/week)
|
14
|
6
|
+4
|
+2
|
+2
|
+5
|
Bonus Feat
|
16
|
7
|
+5
|
+2
|
+2
|
+5
|
Master crafter (10)
|
18
|
8
|
+6/ 1
|
+2
|
+2
|
+6
|
Technological secret
|
20
|
9
|
+6/ 1
|
+3
|
+3
|
+6
|
cobble
(2/week)
|
25
|
10
|
+7/ 2
|
+3
|
+3
|
+7
|
Bonus Feat
|
30
|
11
|
+8/ 3
|
+3
|
+3
|
+7
|
Scavenge
|
35
|
12
|
+9/ 4
|
+4
|
+4
|
+8
|
Technological secret
|
40
|
13
|
+9/ 4
|
+4
|
+4
|
+8
|
cobble
(3/week)
|
45
|
14
|
+10/ 5
|
+4
|
+4
|
+9
|
Bonus Feat
|
50
|
15
|
+11/ 6/ 1
|
+5
|
+5
|
+9
|
Master crafter (20)
|
55
|
16
|
+12/ 7/ 2
|
+5
|
+5
|
+10
|
Technological secret
|
60
|
17
|
+12/ 7/ 2
|
+5
|
+5
|
+10
|
cobble
(4/week)
|
65
|
18
|
+13/ 8/ 3
|
+6
|
+6
|
+11
|
Bonus Feat
|
70
|
19
|
+14/ 9/ 4
|
+6
|
+6
|
+11
|
Evasion
|
75
|
20
|
+15/ 10/ 5
|
+6
|
+6
|
+12
|
Technological secret
|
80
|
Class
Features
Training
Bonus to Defense:
The Mechanic is trained with a Light Training.
Weapon and
Armor proficiency: A Mechanic
is proficient with all simple and martial weapons, with all firearms. He only
is proficient with light armor.
Starting
Equipment: All Mechanic start to play
with an Artifact guardian (see below), two pistos or one Rifle and with 3d4x10
gp. Additionally a Mechanic has his tools (for craft objects).
Artifact guardian (Ex): A 1st-level Mechanic start
playing with an Artifact guardian, a Construct minion with humanoid appearance
that server the Mechanic as bodyguard or an efficient servant. When the
Mechanic start to play, she decides how did his Artifact guardian looks (a
typical Artifact guardian looks like a mechanized Dwarf, Human or an elf), this
Artifact has a silver or bronze look on his metallic skin and red eyes infused
with energy.
The Artifact
guardian is a mechanical construct powered with a mixture of primal energies,
the will and spiritual force of the mechanic, so the mechanic uses his own life
force to power up his mechanic guardian; this creates a powerful link between
the construct and his master. This also has a cost, a mechanic that has an
artifact guardian suffer a -2 penalty to his Constitution score. This constitution
lost cannot be healed or restore by any magical means.
If the mechanic
disable his artifact guardian (turning “off” the construct) and rest for 8
hours he recovers from the -2 penalty to his constitution. To reactivate the
construct (and obtain again the penalty to Con) the mechanic need to perform
again the ritual (need 1 full hour to do this) to give life to the construct.
To create the
body of this minion a Mechanic has to pas a Craft (mechanical devise) check
with a DC equal to 10+ hit dice of the Artifact guardian. The body of this
minion has a cost of 50 gp for each Hit dice that he posses and the ritual to
give life to this minion takes 1 hour.
This creature
is a loyal servant that follows the Mechanic's commands and accompanies her on
adventures if desired. If the Artifact guardian minion is reduced to 0 hit
points is destroy. If is destroyed (0 hp) the mechanics need to build another
body again. When the Artifact guardian is destroyed, the mechanic suffers no
ill effects and may replace it by performing a ceremony identical to the one
that allowed her to obtain her first servant.
Basic Artifact guardia (1st level)
Hit dice: 1d10
Starting Hp: 1d10+10 (16 hp)
Defense: 14 (+0 Dex, +2 natural, +2 heavy steel shield), touch
11, flat-footed 14.
Armor
Damage Reduction: 0
Base
attack bonus+0 (equal to 3/4 of his total Hit Dice,
minimum 0)
Saves: +0
(equal
to 3/4 of his total Hit Dice, minimum 0).
Starging
Abilities: Str 14, Dex 11, Con —, Int 5, Wis 10, Cha 1
Weapon proficiency: He can use one simple or martial
weapon and is proficient with any shield.
Armor proficiency: The artifact guardian can “use” any
armor, but instead of using armor over his body, the mechanic upgrades the body
of his construct with new plates. This cost the same that the normal armor (so
a mechanic that want an artifact guardian that use full plate he has to pay
1600 gp to an armor crafter that build the plates to his construct). For each
type of armor that the construct wear he receives a penalty to his attack, so
if he “wear” a light armor he suffer -0 penalty to his attack, a medium armor
imposes a -1 penalty to attacks and with heavy armors takes a -2 penalty to his
attacks.
Traits: As a construct, the Artifact guardian possesses
the following traits
.● No
Constitution score.
● Darkvision
out to 60 feet .
● Immunity to
all mind-affecting effects (charms, compulsions, phantasms, patterns, and
morale effects).
● Immunity to
poison, sleep effects, paralysis, stunning, disease, death effects, and
necromancy effects.
● Cannot heal
damage on their own, but often can be repaired by the Infuse Energy especial
ability of the Mechanic or a repair check made with the skill Craft (technological devises).
● Not subject
to critical hits, nonlethal damage, ability damage, ability drain, fatigue,
exhaustion, or energy drain.
● Immunity to
any effect that requires a Fortitude save (unless the effect also works on
objects, or is harmless).
● Not at risk
of death from massive damage. Is immediately destroyed when he is reduced to 0
hit points or less.
● Because an
Artifact guardian is linked with the life force of his master he is imperious
to protect him. If the Artifact guardian are adjacent to his master when he
gets damage he can take the half of this damage just like the shield other
spell, If the master mechanic dies the Artifact guardian stops workings and
became a inert object.
● Since it was never alive, a construct cannot
be raised or resurrected.
Energy Infusion (Su): a Mechanic
is not a spellcaster, but he knows the real secrets about the primal forces
that move the world. He cans drain energy from his environment or from an
object, doing this he can create a brute force of energy that makes his
machines and artifacts move or he can do an Energy Infusion. This technique is
called Energy Infusion and whit the time a Mechanic masters this technique and
can do more often in the day, with this a Mechanic can do several effects as
follows:
The mechanic
can use a certain number of energy infusion points or energy points (EP) at day
to create his energy infusions, those points represents the amount of energy
that the mechanic can channel with his body without risk. The maximum amount of
EP that a mechanic can spent in a single energy infusion is equal to his
Mechanic level.
● Enhance ability (Su): Using a standard action and
spending 1 EP any mechanic can increase the Str, Dex, or Con of any subject
that he can touch by +2. This bonus is an enhancement bonus that increases
to +4 at 8th level increasing the EP cost to 4 and finally he has a bonus of +6
at 16th level increasing the EP cost to 8. At any level the mechanic
can choose to spend fewer EP for a lower enhancement.
● Energy Explosion (Su): As a standard action that
generates an attack of opportunity the Mechanic can release a weave of brutal
and pure energy against an target that are at 60 ft maximum, and cause 1d6
points of damage, when this energy is released the mechanic select witch kind
of energy type is between Fire, electricity or sonic.
Using this
ability cost the mechanic 1 EP, and he can increase the amount of damage
spending more EP, increasing the damage in +1d6 for each extra EP he spend, he
cannot spend more total EP than his mechanic level.
The target
can make a reflex save (DC 10+ 1/2 the mechanic level+ Int bonus) to get half
damage. For Example: a level 5 mechanic with Int 16 create an Energy
Explosion of 5d6+3 with a Reflex save of 15.
Depending of
the type of Energy the energy explosion is released as a cone (for fire and
sonic damage) or as a line (for electricity damage), for each 5 dice of damage
the size of the cone or length of the line increase (see table 4-15).
Table 4-15: Energy explosion area
|
||
Damage Dice
|
Line (length)
|
Cone (length)
|
1d6-5d6
|
|
|
6d6-10d6
|
|
|
11d6-15d6
|
|
|
16d6-20d6
|
|
|
● Restore Artifact: Thanks to the energy link that join
the mechanic whit his Artifact guardian he can use his energy infusion to repair the damage
that has suffer; this process is a complex art and mystery only known by
mechanics. As a standard action that generates an attack of opportunity the
mechanic can spend 2 EP to repair 1d6 points of damage from his Artifact
guardian (using this ability don't require a box of spare parts).
Bonus Feats: At 2nd level the Mechanic get a bonus
feat. He can select this feat from
the Technological feats or any Energy Feats. Also a mechanic can select a
feat from the next list: Exotic weapon proficiency (firearms), Skill focus,
Investigator, Point blank shot, Precise shot, Far shot, Pistol Whip, Lightning
reload, Jack of all trades. He gains a new feat at level 6, 10, 14 & 18th and
each four levels thereafter.
Repair machine: As a Full Round action that
generates an attack of opportunity the Mechanic can use the skill Craft (technological
device) to make repairs to broken machines
or his Artifact guardian. A successful skill check (DC 15) restores 1d6+Int
bonus to the machine. To be able to use this skill the mechanic need to spend
some spare parts to replace the broken components of the mechanism, this spare
parts cost 1 sp per point restored.
For each
point of the skill check that go over 20 the number of points restored increase
in +1.
A mechanic
can carry with him a box of spare parts (see chapter 8: equipment) that carries
up to 30 sp worth in spare parts.
Packrat (Ex): Mechanics tend to carry about packs and pouches full of heavy tools,
spare parts and inventions both finished and incomplete. In doing so, they
quickly develop the ability to shoulder casually otherwise crushing burdens. A
Mechanic of 2nd level or higher calculates his carrying capacity as if he
possessed 5 bonus points of Strength.
Scavenge
(Ex): A Mechanics of 3rd level or
higher can put together devices out of random piles of spare parts or whatever
wires and gears he happens to be carrying in his pockets at the time. A
Mechanics who succeeds at a Search check with a DC equal to 15 + the intended
device’s overall Mechanical Complexity (MC) can gather random materials
sufficient to substitute for raw materials equal to half the Mechanic’s level x
50 gp.
Cobble (Ex): Mechanics prefer to spend days, weeks or even
months constructing the devices they design. When adventuring, though,
Mechanics are often forced to throw together a device more quickly. A Mechanics
of 3rd level or higher can make Craft (technological device) checks for
progress on a device’s construction once per hour, rather than the normal once
per week (see Chapter 11 on the device construction process). However, after
the device is complete, the device’s Malfunction Rating is increased by +1.
Further, it will continue to increase by +1 each time the device is operated,
and no repair or upgrade can decrease it.
At 3rd level, the Mechanics
may use the cobble ability once per week. Each five levels thereafter (8th,
13th and 18th), the tinker may use the ability one additional time, to a
maximum of four times at 18th level.
Technological secret (Ex): The Mechanic has
learned the secret of making ancient artifacts, or just how to build a better
castle o Airship. Those secrets are the most important possession of a Mechanic,
he only teaches these secrets to another Mechanic or an Engineer
(see NPC classes) in exchange for a secret that he already don’t Know. A Mechanic only
can learn a certain number of Technological secrets (one at first level, two at
4th level, and so on).
A Mechanic can
also learn a Technological secret from studding ruins from the distant past
(ruins from times before the Age of Chaos)
or study an artefact (like a construct) or a mechanical devise, in this case he
most make a Mechanic test (1D20 + Int modifier, DC 20) if he fails he can retry
after a week of study.
Especial:
technological limit
A mechanic has technological limit to what he can build, this limit is
equal to his ability bonus in Craft technological devise +2 from his
technological secret + any bonus from a feat. For more information read
chapter 7: crafting technological devises.
|
Building Machines & Technological limit
Mechanics can build technological devises; to build a
specific kind of machine the Mechanic need to know first the corresponding
technological secret.
A mechanic has technological limit to what he can
build, this limit is equal to his level x 10+ his intelligent bonus +2 from the
correspondic technological secret + any bonus from a feat. For more information
read chapter 10: technological devises.
The Technological secrets that a Mechanic can
learn are:
● Build Medium devices and constructs (Automatic Secret):
You are capable of building mechanical devices. All Mechanics get this secret
for free, because this is the requisite to be a Mechanic.
● Build small devices and Constructs: You are
capable of building fine mechanical devices. Additionally, you get a +2 bonus
to Craft (technological device) checks when building a
device of Tiny, diminutive, or small size.
This bonus also counts to determine you maximum mechanical
complexity that you can build.
● Build Ground Vehicles: You are capable of building
Ground Vehicles. These vehicles are clock working or Steam powered machines,
for rules of making these vehicles see chapter 7: Building Mechanical devises.
Additionally, you get a +2 bonus to Craft (Mechanical
devises) checks when building an Air Vehicles. This bonus also counts
to determine you maximum mechanical complexity that you can build.
● Build Air Vehicles: You are capable of building Air
Vehicles. These vehicles are clock working or Steam powered machines that fly
over the skies of Arcadia, for rules of making these vehicles see chapter 7:
Building Mechanical devises. Additionally, you get a +2 bonus to Craft
(Mechanical devises) checks when building an Air Vehicles. This bonus also counts
to determine you maximum mechanical complexity that you can build.
● Build Siege weapons: You are capable of building siege
engines. Additionally, you get a +2 bonus to Craft
(technological device) checks when building a device siege weapon (like a
Ballista, a catapult, etc). This bonus also counts
to determine you maximum mechanical complexity that you can build.
● Build Constructs (Small or Tiny): You are
capable of building fine mechanical devices. Additionally, you get a +2 bonus
to Craft (technological device) checks when building a
device of Tiny, diminutive, or small size.
This bonus also counts to determine you maximum mechanical
complexity that you can build.
● Build Constructs (large): You are capable of building
Mechanical constructs that are powered by brute magic. You know the secrets art
of making a mechanical construct and can build any construct of large size or
below (Medium o small, but not Tiny). For rules of making mechanical constructs
see chapter 7: Building Mechanical devises. Additionally, you get a +2 bonus to
Craft (Mechanical devises) checks when building a Mechanical Construct
of Large, medium or small size. This bonus also counts
to determine you maximum mechanical complexity that you can build.
The
Technological secrets Build Constructs (huge, Gargantuan) and Build Constructs
(Colossal) are improvements of this Technological secret and use the same
rules.
● Build Constructs (Huge, Gargantuan): You are
capable of building bigger Mechanical constructs that are powered by clockworks
mechanism, energy capacitors or steam. You know the secrets art of making a
construct and can build any construct of Huge or Gargantuan size or below
(Large or medium). For rules of making mechanical constructs see chapter 7:
Building Mechanical devises. Additionally, you get a +2 bonus to Craft
(Mechanical devises) checks when building a Mechanical Construct of Huge or
Gargantuan size. This bonus also counts to determine you
maximum mechanical complexity that you can build.
Especial:
You need the Technological secret Build
constructs (large) to learn this Technological secret.
● Build Constructs (Colossal): You are
capable of building amazing Mechanical constructs that are powered by
clockworks mechanism, energy capacitors or steam. You know the secrets art of
making a construct and can build any construct of Huge or Gargantuan size or
below (Large or medium). For rules of making mechanical constructs see chapter
7: Building Mechanical devises. Additionally, you get a +2 bonus to Craft
(Mechanical devises) checks when building a Mechanical Construct of Colossal
size. This bonus also counts to determine you maximum mechanical
complexity that you can build.
Especial:
You need the Technological secret Build
constructs (Huge, Gargantuan) to learn this Technological secret.
● Build Firearms: You are capable of building
Firearms. Additionally, you get a +2 bonus to Craft (Firearms)
checks when building a Firearm. This bonus also counts
to determine you maximum mechanical complexity that you can build.
● Gunpowder Secret: You know the secret of making the
mysterious Gunpowder; you can create Gunpowder using one of your daily uses of
your Energy Infusions. The Mechanic most pays 1/30 of his cost in XP to create
Gunpowder. Additionally, you get a +2 bonus to Craft (Explosives)
checks when making Gunpowder.
● Build Wonders: An architect can build castles and
temples, but you know how to build amazing buildings that defies the time. You
know how to build a Wonder (great building, temple or colossal statue).
Additionally, you get a +2 bonus to Knowledge (Architecture and engineering)
when you design a building, this bonus also applies to Craft
checks when are using to create impressive statues or buildings.
Master
crafter (Ex): At 7th level the
mechanic can take a 10 when he is constructing a mechanical devise, even in
dire circumstances. When he take a 10 the time of constructing the mechanical
devise don’t increase. In level 15th he can take a 20 and the construction time
don’t increase.
Scavenge (Ex): A Mechanic of 11th level or higher can put together devices out of
random piles of spare parts or whatever wires and gears he happens to be
carrying in his pockets at the time. A mechanic who succeeds at Craft (mechanical devises) check with a
DC equal to 10 + highest MD (Mechanical difficulty from the intended device)
will reduce the cost and time of building the machine. If the Mechanic success
the check he can gather random materials sufficient to substitute for raw
materials equal to the mechanic level x 50 gp (the devises cost can never be
reduce to half of his original price).
Evasion (Ex):
At 19th level, a Mechanic
gains the evasion ability and can avoid even magical and unusual attacks with
great agility. If a Mechanic with the evasion ability makes a successful Reflex
saving throw against an attack that normally deals half damage on a successful
save (such as a burning hands spell or an exploding phlogiston boiler),
he instead takes no damage. Evasion can be used only if the Mechanic is wearing
light armor or no armor. A helpless Mechanic (such as one who is unconscious or
paralyzed) does not gain the benefit of evasion.