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[In Search of Xaos] Figaro
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<blockquote data-quote="Angelsboi" data-source="post: 202987" data-attributes="member: 1219"><p><strong>Gerrad Figaro</strong></p><p></p><p>((in my game, we roll 6d6, rerolling 1s. We add up the total and divide that amongst the 6 stats base of 10. They also get a free regional feat (even though im not running FR))</p><p></p><p></p><p><strong>“King Gerrad Figaro”</strong>, male human Aristocrat5/Expert 3/Machinist 4: CR 12; Size M; HP 5d8+3d6+4d4+24 (73); Init +2; Spd 30 ft.; AC 19 (Touch 12, Flat-footed 17); Atk +7/+2 (Melee) or +8/+3 (Ranged); AL LN; SV Fort +9, Ref +8, Will +13; Str 10, Dex 15, Con 14, Int 18, Wis 13, Cha 18; Height 6 ft. 2 in.</p><p> <em>Languages Spoken</em>: Common, Elf, Gnome, Draconic, Figaronian</p><p> <strong>Skills <em>(ranks are bolded):</em></strong> Bluff 7 <strong>(3)</strong>, Diplomacy 14 <strong>(10)</strong>, Disguise 9 <strong>(5)</strong>, Gather Information 7 <strong>(3)</strong>, Innuendo 4 <strong>(3)</strong>, Intimidate 9 <strong>(5)</strong>, Knowledge (Science) 15 <strong>(11)</strong>, Knowledge (Royalty) 15 <strong>(11)</strong>, Knowledge (Local) 15 <strong>(11)</strong>, Knowledge (Machines) 15 <strong>(11)</strong>, Knowledge (Architecture) 17 <strong>(11)</strong>, Knowledge (Engineering) 15 <strong>(11)</strong>, Listen 4 <strong>(3)</strong>, Read Lips 6 <strong>(2)</strong>, Sense Motives 4 <strong>(3)</strong>, Spot 4 <strong>(3)</strong>, Craft (Gadgets) 17 <strong>(11)</strong>, Profession (Inventor) 10 <strong>(9)</strong>, Alchemy 12 <strong>(8)</strong>, Open Lock 4 <strong>(3)</strong>, Disable Device 11 <strong>(8)</strong>, Search 9 <strong>(5)</strong>; Skill Focus (Craft Gadgets), Skill Focus (Knowledge Architecture), Luck of Heroes, Lightning Reflexes, Leadership, Point Blank Shot, Rapid Shot, Guildsman, Tool Proficiency, Schematic x3, Skill Focus (Disable Device)</p><p> <strong>Possessions:</strong> Heavy Crossbow +1, Necklace of Health +2, Bracers of Armor +4, Gloves of Dexterity +2, Noble clothes, studded leather armor, 60 pp</p><p> <strong>Description:</strong> Decadent yet fair, a womanizer and a flirt. He has short spiky blond hair with piercing dark blue eyes. He is muscular and commanding.</p><p></p><p></p><p><strong><em>Special thanks to the creator of the Machinist. Please email me and i will put your name here!!</em></strong></p><p></p><p><strong>The Machinist of Figaro</strong></p><p>As science marches on and the age of steam power comes to play, new inventions are appearing all over. To adventurers, this is most important where their weapons are concerned. As firearms become common, armor phases out, and weapons like the rapier or the musket with bayonet increase in popularity. To a few individuals, though, progress is everything. Science will even replace magic someday, these silly and misunderstood folks are often heard to proclaim. Many a wizard or sorcerer has laughed in the face of a Manchinist; until, that is, he wound up drained of spells or mana and staring down the barrel of their signature weapon, the Autocrossbow. </p><p></p><p>Gnomes naturally take well to the class, only slightly more so than dwarves, humans, and half-elves. Elves tend to scoff at the noise and ungainly appearance of technological items, and half-orcs generally dislike anything more complex than crossbow. Still, a rare (insane?) few members of even these races can become a Machinist. </p><p></p><p><strong>Requirements:</strong></p><p>-8 ranks each in Alchemy, Knowledge (Arrchitecture & Engineering), Craft (Gadgets), and Profession (Inventor)</p><p>-The Skill Focus feat for any two of the above skills</p><p>-The character must have already inventted a useful gadget to join the Machinists of Figaro </p><p></p><p><strong>Hit Die:</strong> d4</p><p></p><p><strong>Class Skills:</strong> Alchemy, Appraise, Craft, Disable Device, Knowledge (Architecture & Engineering), Listen, Open Lock, Profession, Search, Spot, Use Rope.</p><p></p><p><strong>Skill Points:</strong> 4+Int Mod</p><p></p><p><strong>Proficiencies:</strong> All crossbows and firearms, plus light armors</p><p></p><p><strong>Level BAB Ref Fort Will Special</strong></p><p>1 0 +2 0 +2 Tool Proficiency, Guildsman</p><p>2 +1 +3 0 +3 Schematic</p><p>3 +1 +3 +1 +3 Schematic, Skill Focus</p><p>4 +2 +4 +1 +4 Schematic</p><p>5 +2 +4 +1 +4 Schematic, Skill Focus</p><p>6 +3 +5 +2 +5 Schematic</p><p>7 +3 +5 +2 +5 Schematic, Skill Focus</p><p>8 +4 +6 +2 +6 Schematic</p><p>9 +4 +6 +3 +6 Schematic, Skill Focus</p><p>10 +5 +7 +3 +7 If Man Were Meant to Fly…</p><p> </p><p><strong>Guildsman:</strong> The cost for all items built with the Craft skill is reduced by half, thanks to your guild connections. Training gains you a special +2 bonus to Craft any item you have previously built.</p><p></p><p><strong>Skill Focus:</strong> Gained as a bonus feat.</p><p></p><p><strong>Tool Proficiency:</strong> The Machinist can use wrenches, hammers, and drills as weapons. Regardless of the object, it deals 1d4 damage, crit x2, although the damage may be piercing, slashing, or bludgeoning, depending on the tool.</p><p></p><p><strong>Schematic: </strong>At every level from 2nd to 9th, the Machinist gains the skill necessary to create a special mechanical weapon that only Master Mechanics are proficient in. The eight standard weapons are listed here, but creative DMs and players can add others. </p><p></p><p><strong>-Autocrossbow:</strong> A semi-automatic version of the repeating crossbow, it can be fired as many times per round as the character has attacks, just like a repeating crossbow, but you can also activate autofire, taking a –2 penalty to all attacks to gain an extra attack (just like the Rapid Shot feat). If you possess the Rapid Shot feat as well, you get a second additional attack at the second attack bonus, with no additional penalty. Reloading a magazine is a standard action.</p><p></p><p><strong>-Big Drill:</strong> A potent melee weapon that deals 1d10 damage, the big drill criticals on an 18. On a critical hit, the enemy takes double damage and he must make a Fortitude save (DC 10 + Machinist level + Intelligence bonus) or be paralyzed for 1d6 rounds plus the Machinist’s level.</p><p></p><p><strong>-Bio Blaster:</strong> Thanks to the skill of alchemy, poison gases can be fired in a 10-foot cone-shaped spray. The type of poison can be as varied as the substance found on an assassin's blade.</p><p></p><p><strong>-Debilitator:</strong> An unusual weapon, the debilitator uses a genetic blast to make a foe temporarily weak to one type of energy attack (earth, fire, air, water, thunder, cold, acid, or sonic) for 1d10 rounds.</p><p></p><p><strong>-Flasher:</strong> This brilliant blast blinds all enemies in a 20-foot semicircle around the Machinist for 1d6 rounds.</p><p></p><p><strong>-Chainsaw:</strong> This most deadly of melee weapons deals 2d6 damage, and criticals on a 20. If a critical hit is made, the enemy takes double damage and he must make a Fortitude (DC 10 + Machinist level + Int bonus) or die. As with vorpal weapons, creatures immune to critical hits or lacking discernable anatomy cannot be killed in this manner.</p><p></p><p><strong>-Noise Blaster:</strong> This sonic attack harms all enemies in a 20-foot cone. Foes failing a Fortitude save (DC 15) take 1d4 sonic damage and are confused for 1d8 rounds.</p><p></p><p><strong>-Air Anchor:</strong> This device fires a pneumatic trap that latches on to a foe. On every round the affected target takes an action (even moving), the air-powered device goes off and deals 1d8 bludgeoning damage. Only a Disable Device check vs. DC 25 will remove the Air Anchor.</p><p></p><p><strong>If Man Were Meant to Fly:</strong> At level 10, the Machinist gains his ultimate skill, the knowledge to build flying machines. Such airships are extremely technical and complex in nature, making them expensive, long, and difficult to construct. The DM should carefully control such technology in a campaign, as an airship in the hands of the PCs makes travel very easy (though by this time, the party's mage will have Mass Teleport, so what does it really matter?).</p><p></p><p><strong>Note:</strong> How to craft a weapon is as per crafting a magical trap in Songs and Silence. The Machinist need not know a spell. Use the Master Weapon List to judge if something is too powerful for that level.</p></blockquote><p></p>
[QUOTE="Angelsboi, post: 202987, member: 1219"] [b]Gerrad Figaro[/b] ((in my game, we roll 6d6, rerolling 1s. We add up the total and divide that amongst the 6 stats base of 10. They also get a free regional feat (even though im not running FR)) [b]“King Gerrad Figaro”[/b], male human Aristocrat5/Expert 3/Machinist 4: CR 12; Size M; HP 5d8+3d6+4d4+24 (73); Init +2; Spd 30 ft.; AC 19 (Touch 12, Flat-footed 17); Atk +7/+2 (Melee) or +8/+3 (Ranged); AL LN; SV Fort +9, Ref +8, Will +13; Str 10, Dex 15, Con 14, Int 18, Wis 13, Cha 18; Height 6 ft. 2 in. [i]Languages Spoken[/i]: Common, Elf, Gnome, Draconic, Figaronian [b]Skills [i](ranks are bolded):[/i][/b][i][/i] Bluff 7 [b](3)[/b], Diplomacy 14 [b](10)[/b], Disguise 9 [b](5)[/b], Gather Information 7 [b](3)[/b], Innuendo 4 [b](3)[/b], Intimidate 9 [b](5)[/b], Knowledge (Science) 15 [b](11)[/b], Knowledge (Royalty) 15 [b](11)[/b], Knowledge (Local) 15 [b](11)[/b], Knowledge (Machines) 15 [b](11)[/b], Knowledge (Architecture) 17 [b](11)[/b], Knowledge (Engineering) 15 [b](11)[/b], Listen 4 [b](3)[/b], Read Lips 6 [b](2)[/b], Sense Motives 4 [b](3)[/b], Spot 4 [b](3)[/b], Craft (Gadgets) 17 [b](11)[/b], Profession (Inventor) 10 [b](9)[/b], Alchemy 12 [b](8)[/b], Open Lock 4 [b](3)[/b], Disable Device 11 [b](8)[/b], Search 9 [b](5)[/b]; Skill Focus (Craft Gadgets), Skill Focus (Knowledge Architecture), Luck of Heroes, Lightning Reflexes, Leadership, Point Blank Shot, Rapid Shot, Guildsman, Tool Proficiency, Schematic x3, Skill Focus (Disable Device) [b]Possessions:[/b] Heavy Crossbow +1, Necklace of Health +2, Bracers of Armor +4, Gloves of Dexterity +2, Noble clothes, studded leather armor, 60 pp [b]Description:[/b] Decadent yet fair, a womanizer and a flirt. He has short spiky blond hair with piercing dark blue eyes. He is muscular and commanding. [b][i]Special thanks to the creator of the Machinist. Please email me and i will put your name here!![/i][/b][i][/i] [b]The Machinist of Figaro[/b] As science marches on and the age of steam power comes to play, new inventions are appearing all over. To adventurers, this is most important where their weapons are concerned. As firearms become common, armor phases out, and weapons like the rapier or the musket with bayonet increase in popularity. To a few individuals, though, progress is everything. Science will even replace magic someday, these silly and misunderstood folks are often heard to proclaim. Many a wizard or sorcerer has laughed in the face of a Manchinist; until, that is, he wound up drained of spells or mana and staring down the barrel of their signature weapon, the Autocrossbow. Gnomes naturally take well to the class, only slightly more so than dwarves, humans, and half-elves. Elves tend to scoff at the noise and ungainly appearance of technological items, and half-orcs generally dislike anything more complex than crossbow. Still, a rare (insane?) few members of even these races can become a Machinist. [b]Requirements:[/b] -8 ranks each in Alchemy, Knowledge (Arrchitecture & Engineering), Craft (Gadgets), and Profession (Inventor) -The Skill Focus feat for any two of the above skills -The character must have already inventted a useful gadget to join the Machinists of Figaro [b]Hit Die:[/b] d4 [b]Class Skills:[/b] Alchemy, Appraise, Craft, Disable Device, Knowledge (Architecture & Engineering), Listen, Open Lock, Profession, Search, Spot, Use Rope. [b]Skill Points:[/b] 4+Int Mod [b]Proficiencies:[/b] All crossbows and firearms, plus light armors [b]Level BAB Ref Fort Will Special[/b] 1 0 +2 0 +2 Tool Proficiency, Guildsman 2 +1 +3 0 +3 Schematic 3 +1 +3 +1 +3 Schematic, Skill Focus 4 +2 +4 +1 +4 Schematic 5 +2 +4 +1 +4 Schematic, Skill Focus 6 +3 +5 +2 +5 Schematic 7 +3 +5 +2 +5 Schematic, Skill Focus 8 +4 +6 +2 +6 Schematic 9 +4 +6 +3 +6 Schematic, Skill Focus 10 +5 +7 +3 +7 If Man Were Meant to Fly… [b]Guildsman:[/b] The cost for all items built with the Craft skill is reduced by half, thanks to your guild connections. Training gains you a special +2 bonus to Craft any item you have previously built. [b]Skill Focus:[/b] Gained as a bonus feat. [b]Tool Proficiency:[/b] The Machinist can use wrenches, hammers, and drills as weapons. Regardless of the object, it deals 1d4 damage, crit x2, although the damage may be piercing, slashing, or bludgeoning, depending on the tool. [b]Schematic: [/b]At every level from 2nd to 9th, the Machinist gains the skill necessary to create a special mechanical weapon that only Master Mechanics are proficient in. The eight standard weapons are listed here, but creative DMs and players can add others. [b]-Autocrossbow:[/b] A semi-automatic version of the repeating crossbow, it can be fired as many times per round as the character has attacks, just like a repeating crossbow, but you can also activate autofire, taking a –2 penalty to all attacks to gain an extra attack (just like the Rapid Shot feat). If you possess the Rapid Shot feat as well, you get a second additional attack at the second attack bonus, with no additional penalty. Reloading a magazine is a standard action. [b]-Big Drill:[/b] A potent melee weapon that deals 1d10 damage, the big drill criticals on an 18. On a critical hit, the enemy takes double damage and he must make a Fortitude save (DC 10 + Machinist level + Intelligence bonus) or be paralyzed for 1d6 rounds plus the Machinist’s level. [b]-Bio Blaster:[/b] Thanks to the skill of alchemy, poison gases can be fired in a 10-foot cone-shaped spray. The type of poison can be as varied as the substance found on an assassin's blade. [b]-Debilitator:[/b] An unusual weapon, the debilitator uses a genetic blast to make a foe temporarily weak to one type of energy attack (earth, fire, air, water, thunder, cold, acid, or sonic) for 1d10 rounds. [b]-Flasher:[/b] This brilliant blast blinds all enemies in a 20-foot semicircle around the Machinist for 1d6 rounds. [b]-Chainsaw:[/b] This most deadly of melee weapons deals 2d6 damage, and criticals on a 20. If a critical hit is made, the enemy takes double damage and he must make a Fortitude (DC 10 + Machinist level + Int bonus) or die. As with vorpal weapons, creatures immune to critical hits or lacking discernable anatomy cannot be killed in this manner. [b]-Noise Blaster:[/b] This sonic attack harms all enemies in a 20-foot cone. Foes failing a Fortitude save (DC 15) take 1d4 sonic damage and are confused for 1d8 rounds. [b]-Air Anchor:[/b] This device fires a pneumatic trap that latches on to a foe. On every round the affected target takes an action (even moving), the air-powered device goes off and deals 1d8 bludgeoning damage. Only a Disable Device check vs. DC 25 will remove the Air Anchor. [b]If Man Were Meant to Fly:[/b] At level 10, the Machinist gains his ultimate skill, the knowledge to build flying machines. Such airships are extremely technical and complex in nature, making them expensive, long, and difficult to construct. The DM should carefully control such technology in a campaign, as an airship in the hands of the PCs makes travel very easy (though by this time, the party's mage will have Mass Teleport, so what does it really matter?). [b]Note:[/b] How to craft a weapon is as per crafting a magical trap in Songs and Silence. The Machinist need not know a spell. Use the Master Weapon List to judge if something is too powerful for that level. [/QUOTE]
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