Enginer Core Class [Basic Outline]

Shirt Guy John

First Post
This is a work in progress, and really is in too early of a stage to be evaluated sucessfully, but I just wanted to see what - if any - feedback I could get at this point. Does anyone think this is worth pursuing? The class uses a concept I've tried to deal with several different ways in the past (the mechanical companion constructs), but this time I'm basing it (at its heart) on the Druid's Animal Companion, with some obvious distinctions. The class will have a new exclusive skill, Tinker [Int, Trained Only], that will be the basis of all modifications to his constructs, be they temporary or permanent modifications. Construction and modification of any given machine (or Mechanik until I find a better word) will cost resources, though at this point I don't know which (time and money definately, but I'm not sure about exp.) and how much of each. Basically the class is non-existant right now, and only two of it's abilities are finished. Tinker needs to be better polished too, although it's in the general form that I want it to be. One thing that is ready for a full evaluation is the first of the Mechanik templates (the Lesser Mechanik). Do you think it's okay for a +0 CR template?

Enginer
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Lesser Mechaniks: The Enginer can create lesser mechaniks begining at first level. Lesser mechaniks are constructs in the shape of animals with the "Lesser Mechanik" template. The enginer must craft the mechaniks as per the template discription. An enginer can maintain a total number of Lesser Mechaniks with total HD equal to his class level (or a maximum of double this if he stays only in his workshop and does not adventure). Each day an enginer must spend at least one hour (in a block, ussually at the same time each day) maintaining his Mechaniks.

Tinker: The Enginer can tinker with his Mechaniks either inside or outside of combat in order to cause various short-lived effects on them. Tinkering is a full-round action that draws attacks of opportunity and requires concentration. The enginer makes a Tinker check and consults the table appropriate for the Mechanik type (and sometimes HD range). He may choose to affect the Mechanik with any effect with a DC equal to or less than his Tinker check result.

Spells: An Enginer casts spells that he has memorized from his spellbook in a fashion similar to that of a wizard. He must spend at least one hour preparing spells after having 8 hours of rest and can only prepare spells once per day. For further information consult the wizard's spell ability discription. (Spells per day will most likely be based on the Bard totals per day, though the spell list will be unique.)

Lesser Mechanic Effects
DC Effect
-- ------
15 +2 Natural Armor for 1d4 rounds
17 +2 Strength for 1d4 rounds
19 +2 Dexterity for 1d4 rounds
21 +2 to save of choice for 1d4 rounds
23 +10ft. speed for 1d4 rounds
25 Lesser Electric Charge (+1d4 electric damage to any target hit by natural attack) for 1d4 rounds
27 Endurance (+1 temporary hit point per Tinker rank for 1d4 rounds)
+2 +1 round duration
+5 1.5x effects (ie. +2 str x 1.5 = +3 str at DC=22; +2 str x 2 = +4 str at DC=27)


Lesser Mechanik
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Lesser mechanik is a template that can be added to any corporeal creature of the animal type. The creature's type changes to "Construct". A Lesser Mechanik creature uses the base creature's statistics and special abilities except as noted here.
-HD: Changes to d10
-Speed: A Lesser Mechanik creature's speed is reduced by 10ft. (minimum speed of 5 ft.). A Lesser Mechanik creature cannot run or charge.
-AC: Natural Armor improves by +2
-Special Attacks: A Lesser Mechanik creature loses all special attacks of the base creature
-Special Qualities: A Lesser Mechanik creature loses all special qualities of the base creature. It gains all construct abilities (Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.), but also gains rust vunerability like that of an Iron Golem.
-Saves: Recalculated as a construct of appropriate HD.
-Abilities: A Lesser Mechanik gains +2 to Strength, -2 to Dexterity and has no constitution or Intelligence scores because it is a construct.
-Skills: The Lesser Mechanik has no skills.
-Feats: The Lesser Mechanik has no feats.
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CR: As base creature (+0)
Alignment: Always Neutral

Lesser Mechaniks are rudimentary constructs made to resemble animals. They are tough and strong, but not as fast or agile as the creatures on which they are based. Lesser Mechaniks are ussually found in the company of an Enginer as they require daily attention to be kept in good repair, or they cease to function. Some can go without maintenance for more than a single day, but there is a 95% chance of a Lesser Mechanik ceasing on each day without maintenance.

Some nobles keep Lesser Mechaniks as oversized toys for their children, although they must also keep one or more Enginers on the grounds to keep the Mechaniks in good repair.


[Notes and Random Facts:
-The Enginer can advance a Mechanik, granting it an additional HD and all associated benefits of the new HD total, for a cost, which is TBD. Advanced Mechaniks do not grow in size catagory with the new HD even if the base creature would have done so.
-The Enginer can choose to enlarge any Mechanik that has had 4 or more additional (advanced) HD added. The cost is TBD. The Mechanik gains all benefits of the size increase. This enhancement can only be applied to a single Mechanic once.
-The Enginer can install an aparatus that allows him to ride a Mechanik like a mount. The cost is TBD. The type of riding aparatus is determined by the size catagory of the Mechanik. Large Mechaniks can be equiped with a "Permanent Saddle" aparatus, which allows one rider to ride the Mechanic like he would a mount. Huge Mechaniks can be equiped with a "Riding Platform" aparatus, which allows up to two riders to ride the Mechanik. A "Riding Platform" can be designed for standing or sitting riders and typically occupies a 10ft. wide by 5ft. long portion of the Mechanik's face in combat. For Mechaniks of Gargantuan or Colossal size, a "Riding Cabin" can be installed, which is a sort of mini-room - typically with windows or portholes, though sometimes it can be fashioned entirely out of glass (ussually magically treated) - attached to the Mechanik. The "Riding Cabin" can be constructed for up to four passengeers. Benefits of these devices are as of yet unknown, and until creation costs for the Mechanik templated critters are complete, costs for enhancements seem to be a moot point.
-The Enginer can permanently modify a Mechanik given sufficeint time and resources. He can add a permanent augmentation to a Mechanik for a cost similar to that of a magical item with the same effect.
-Other modifications are in the works. Some possible ones include: Internal Firearms (rudimentary most likely), Improved Durability (damage reduction/hardness), Extra Limb, Extra Legs, Crude Wings, Air Bladder (to allow floatation), Spiked Plating (like permanent Armor Spikes), and others.]
 
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hmmm...

This must be pretty campaign specific. What is prompting this class, out of curiosity? I could see it in something like Iron Kingdoms maybe. Just because I was thinging maybe it would be oriented twords a sci-fi D20 game I initially felt some dissapointment. It is an interesting idea though, and especially since it is a work in progress my feedback should not be taken as negative. :cool: ?

The first issue I would have with the class is that it seems that the PC has to rely completly on a creation for its abilities. The person almost seems secondary. Were the spells cast only through the mechanik, or were those simply spells the Engineer could cast on anything and anyone? I also just don't think i quite get where it fits. I would like to hear something of the setting, specifically how science and magic interrelate, and how this class fits into society. Do Druids just hate them?

I think the way I see this class is to expand on the tinker and spell abilities at lower levels, creating soem sort of companion creature like you have done, only it advances in a set way like familiars do. It might not even have to be a creature, but some sort of floating clockwork ball with little arms and lamp eyes (Batteries Not Included, anyone?). He can still tinker with it, and other mechanical devices though, maybe even armor. I kind of see spells as being some kind of gadget he can make each day, things that wear out, or burn up if not used. I can't think of a mechanic off hand that limits the creation of these "spells" without obvious artifice.


-just a few random notes
---skade
 



Re: Re: Enginer Core Class [Basic Outline]

Skade said:

The first issue I would have with the class is that it seems that the PC has to rely completly on a creation for its abilities. The person almost seems secondary. Were the spells cast only through the mechanik, or were those simply spells the Engineer could cast on anything and anyone?

Well, I guess the way I have it up there could be misinterpreted fairly easily. The spells that the Enginer receives will be normal spells just like everyone else gets, but perhaps with a much greater focus. As the former title implied, this is an idea long in the making. I've gone through about two other Artificer-type core class designs (i think one system is somewhere in the boards if you'd like to look for it). Originally the class idea was for a campaign setting based in a world of floating continents and massive gulfs of air, where an ancient arcane vs. divine war (which was won by the divinely oriented nations) had destroyed a portion of the world and thus arcane magics had been more or less outlawed... except for the machinists who were not seen to be as great of a threat, since they did not dabble in such destructive forces.

As is, the Mechaniks that the Enginer will have are more along the lines of animal companions than familiars, though I could definately see room for adding such a companion as you described. If you wouldn't mind, I'd like to use the image of the machine familiar and build it in as a part of the class.

As for mechanical equipment, I was going to set the class up similarly to the Aftificer from the Magic of Faerun book, wherein they can create mechanical equipment that mimics spell effects without being magical, probably for an increased cost. Afterall, the Enginer can still craft magic items using his spells that he knows just as any other spellcaster can do.

Another class feature that I will put in, at higher levels, is the ability to craft mechanical prosthetics using the tinker skill. It could add a new feature, perhaps equivilent to the Druid's Wild Shape ability in power (I guess this class will be primarily based upon the Druid out of all of the core classes).

Thanks for the feedback at this (very) early stage. Much appreciated.
 

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