Saturday 31 August 2019

Clockwork Wombats


Wombats! The latest craze. But to the discerning Artificer an opportunity to be inspired by nature.

This is not a serious post, but is an interesting exercise none the less. It uses the revised machinery rule from Machinery to the Max. I started by making a companion suitable for an apprentice, but then my wife said she thought it should be a vehicle instead, so I did both. For the companion I work towards the value threshold in the personal automaton proficiency, it's always interesting seeing what can be shoehorned into that limit. For the wombat wagon I opened up the limits a little, enjoy!

Combat Wombat Companion

Instead of taking the tinker proficiency many a brave artificer take the personal automaton proficiency. While legend has it that gnomes favour pets such as badgers or ferrets, a little known fact is the mighty wombat is seen as the most loyal and brave companion. Their sturdy composition and hardy posterior coupled with might teeth for digging make them an admirable beast. The clockwork version has all these features and more, with a hardened gnomium shell and pneumatic pincers for teeth. With all these features crammed into the small shell there is little room left to carry extra items found along the way. Many a personal automaton also features hide from the rare Surreptitious to give it a luxurious feel (count the hide value towards the cost of hardening the design if these rules are used).
The combat wombat companion can be built by a 1st level machinist at a +1 build penalty taking 14 days with a base construction cost of 6,500 gp.

Combat Wombat Companion

Hit dice: 2 (8 HP, save F1) 
Armor class: 3
Move: 60’ (20’)Weight: 40st. Carry: 10 st.
Attacks: 1 bite (1d6)
Cost (net abilities): 6,500 (####)
Positive abilities (total): Automaton immunities *, Increased AC (+2) ##. (* ##)
Negative abilities (total): Other negative ability (half carry capacity) ####, Elemental vulnerability (Lightning) ##. (#### ##)

Wombat Wagon

Legends of giant burrowing tigers are often propagated by sightings of these machines from a distance, a very long distance. Up close these machines only resemble giant Wombats in a most rudimentary way.
The size of a small mechanical carriage or hoverbike, these are in fact a single person transport capable of borrowing through dirt or loose rock. The operator is housed within the ‘torso’ of the beast with the head and jaw mechanism containing most of the burrowing machinery.
The mouth of the beast is modelled off the mighty wombat with hydraulic jaws and steel reinforced teeth for digging. In digging mode grinders retract from three panels on the bottom and sides of the skull to assist in breaking down material on the outer shell as the mouth opens with the teeth breaking through more solid material as it closes.
In normal operation the wombat wagon does not make a usable tunnel, but it can construct one when necessary. The wagon burrows at half speed when it does so forming a roughly round tube 5’ in diameter. To remove much of the debris formed when making a tunnel it contains a compressor and micro furnace that hardens the soil and loose rock into hard baked cubes that it leaves behind in a trail that flattens out the floor of the tunnel.
While not build for combat, the wagon has proven capable when in a fight. It mighty jaws can sheer steel armor and the reinforced hull and posterior make it difficult to damage.
It can be build by a 2nd level machinist at a +2 build penalty taking 18 days with a base construction cost of 11,000 gp.

Wombat Wagon

Hit dice: 3 (12 HP, save F2)
Armor class: 5
Move: Ground 90’ (30’); Burrowing 60’ (20’)
Weight: 90 st.
Carry: 22 st. (1 passenger)
Attacks: 1 bite (2d4, -1 to targets AC)
Cost (net abilities): 11,000 (*)
Positive abilities (total): Automaton immunities *, Increased AC (+3) ###, Increased movement (ground +30’, ##), Movement Mode (Borrowing, ##), Passenger (1) #, Protected compartment ####. (** ####)
Negative abilities (total): Other negative ability (half carry capacity) ####, Requires operator (mechanist, learned) *. (* ####)

Friday 23 August 2019

Gnomish Artisan

Art by Earl Geier from Scarlet Heroes free art pack
This was the very first class I built for the gnomes. It is important in that it integrates mechanical technology into both the gnome race and the overall campaign world. The initial version had thief skills the same as the dwarven mechanist, but I wanted something different. By giving this spells it maintains the gnomish feel of a little bit of magic with something else.


GNOMISH ARTISAN

Prime Requisite: DEX and INT
Requirements: CON 9, INT 9
Hit Dice: 1d6
Maximum Level: 12

Before the Arrival the world had advanced to an Age of Enlightenment. Technological and magical advancement and integration drove a golden age of prosperity. After the Arrival, the secrets of technology are known only to a few, the tradition of gnomish artisans keep the flames of technology burning through this dark period.

Often not content to tinker away in some dusty workshop, many gnomish artisans become adventurers. They are driven by their inquisitiveness to test out their inventions “in the field” where they can fine tune their inventions to perfection.

Gnomish artisans are only mediocre combatants. At first level, artisans hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience (i.e. the same as thieves). They may fight wielding a weapon and shield or a wielding a weapon two-handed, but cannot dual wield. Artisans may wear chain mail or lighter armor, but wield only a small range of weapons, including the arbalest, crossbow, dagger, hand axe, mace, and war hammer. They may use any magic item usable by thieves.

Artisans are skilled craftsmen and begin play as a journeyman in a particular type of craft, such as armor-making, clock-making, jewelling, weapon-smithing, etc. With access to craftsman’s tools, the character can produce 20gp worth of items per month, and supervise 3 apprentices in their craft (other gnome classes or adolescent non-combatant gnomes with half hit dice). When examining works of their craft, the gnome can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 10+ on 1d20. Their attention to detail gives gnomes a +1 bonus on proficiency rolls for other proficiencies they learn as well in addition to thief skills if they gain them through proficiencies or fate points (already factored into class proficiencies).

Gnomes are short in stature weighing 65 pounds on average, less than half a human. They can only carry 4 stone without becoming encumbered. When carrying 5-6 stone, their encounter movement rate is reduced to 90’. When carrying 7-8 stone, their encounter movement rate is reduced to 60’. When carrying 9 stone or more, their encounter movement rate is reduced to 30’. A gnome can carry a maximum of 16 stone, modified by its Strength bonus or penalty.

The most precious and valued secret of the gnomish artisan is his ability to design, build, and repair automatons. Automatons are machines similar to magical constructs, but using clockwork, steam engines, gears, and valves in place of dweomercraft.

Like all gnomes, artisans dabble in magic. Although unlike other gnomes, their curiosity and inventiveness towards the technological arts also channels their choices in the arcane arts. This enables them to use magic to ‘hack’ automatons or devices not otherwise in their control. Once per hour, gnomish artisans can cast Chameleon and faerie fire. Once per day, they can cast disable machine and control machines. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a sorcerer of his class level.

A lifetime of exposure to trickery and magic leaves gnomish artisans resistant to illusions made by others. They receive a +4 bonus on saving throws to disbelieve magical illusions.

Like other gnomes the gnomish artisans have a nose for potions. They may make a proficiency throw of 10+ to determine the magical properties of a potion or oil on taste. Starting at 5th level (Gnomish Artisan) gnomish artisans may brew potions as if sorcerers of their class level.

In addition to Gnomish, artisans can speak the tongues of Deep Gnome, Endjinn, Morlock, and Kobolds. In addition, gnomes can speak with animals (as the spell) at will.

Their inquisitiveness sated, many gnomish artisans settle down and may build a gnomish burg when they reach 9th level (Gnomish Artificer). Gnomes usually live in clans, so gnomes of the character’s clan will be the first to live under their roof, but gnomes from other clans will also come and live nearby to be ruled by the character. A total of 3d6x10 1st level NPCs gnomes will move in to help maintain and defend the vault at no cost to the character. A gnomish artificer is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks.

Gnomish Artisan Proficiency List (30): Alien Lore, Arcane Dabbling, Armor Training, Art, Bargaining, Beast Friendship, Blind Fighting, Caving, Craft, Engineering, Goblin-Slaying, Inventing, Jury-Rigging, Knowledge, Loremastery, Magical Engineering, Mapping, Mechanical Engineering, Navigation, Personal Automaton, Precise Shooting, Prestidigitation, Riding, Scavenging, Seafaring, Siege Engineering, Signaling, Tinkering, Trapping, Weapon Finesse.
Class proficiencies at: 1st, 4th, 8th, 12th.
General proficiencies at: 1st, 5th, 9th.

Engineer Template: This pre-generated template represents a resourceful engineer and artificer. The template is ready for adventure. However, if your engineers INT is 13 or greater, you may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS). The craft proficiency that each gnome begins with is noted in italics. Additionally an advanced template ready for play at adventurer level play (6,000XP and 4,000gp) is listed below it.

Template: Engineer
Proficiencies: Tinkering, Engineering, Craft (weaponsmithing) 2
Starting Equipment: War hammer, ring mail armor, workman’s apron, wool tunic and pants, leather belt, low boots, backpack, 50' rope, grappling hook, tinderbox, 12 torches, crowbar, small hammer, 12 iron spikes, machinist’s tools, mechanical parts (10), 1 week’s iron rations, 8gp. (5 5/6 st., Move 90’/30’)

Template: Veteran Engineer
Proficiencies: Tinkering, Engineering, Craft (weaponsmithing) 2
Starting Equipment: War hammer, clockwork auto-stabilising light ballista, 4 light ballista bolts, leather armor, workman’s apron, wool tunic and pants, leather belt, low boots, backpack, tinderbox, 6 torches, crowbar, small hammer, 12 iron spikes, machinist’s tools, mechanical parts (10), 1 week’s iron rations, 14 gp. (6 st., Move 90’/30’)

Gnomish Artisan Level Progression
Experience
Title
Level
Hit
Dice
Design/Build/
Repair Automaton
0
Apprentice
1
1d6
16+
2,475
Tinker
2
2d6
15+
4,950
Technician
3
3d6
14+
9,900
Fabricator
4
4d6
13+
19,800
Artisan
5
5d6
12+
39,600
Innovator
6
6d6
11+
80,000
Engineer
7
7d6
10+
160,000
Inventor
8
8d6
9+
310,000
Artificer
9
9d6
8+
460,000
Artificer, 10th lvl
10
9d6+2*
7+
610,000
Artificer, 11th lvl
11
9d6+4*
6+
760,000
Artificer, 12th lvl
12
9d6+6*
5+
*Hit point modifiers from constitution are ignored

Gnomish Artisan (Thief) Attack and Saving Throws
Level
Petrifaction & Paralysis
Poison & Death
Blast & Breath
Staffs & Wands
Spells
Attack
Throw
1-2
13+
13+
16+
14+
15+
10+
3-4
12+
12+
15+
13+
14+
9+
5-6
11+
11+
14+
12+
13+
8+
7-8
10+
10+
13+
11+
12+
7+
9-10
9+
9+
12+
10+
11+
6+
11-12
8+
8+
11+
9+
10+
5+


Gnomish Artisan Build Notes

Allocations: HP 1, FTR 1a (1 tradeoff), THF 2, GNO 1 (craft)
Max level: 12
Trade off: Armor Unrestricted to Broad for 1 power
Power: Mechanist ability (3 points)
Power: spells - disable & control machines (2 points)
Power: extra level of craft skill (1 point)
Weapons: narrow, 6 choices; arbalest, crossbow, dagger, hand axe, mace, and war hammer.
Save: Thief
Magic items: Thief
Prime requisites: must have one Thief, adding one for balance that is the same as a requirement. The additional one is to deliberately slow down gnome advancement. I don’t want STR to be a focus for gnomes ever. INT should be the double up. That leaves DEX as the second.
Post 9 HD: as Thief = 2 per level
Experience: 500 + 500 + 400 + 1075 = 2475; Round 7 to 80,000; Post 8 = THF 100,000 + Gnome 50,000 = 150,000 per level. (this comes out as the same as trickster!)

Technology in the Shattered Vale


So if I don’t see my game as a gonzo tech mashup what is it? Aside from a GM in denial...

I keep asking myself if I am really running a steampunk game? But then aside from the odd automaton and device my players haven’t revelled in tech, they seem more focused on finding magic items and treasure (because xp). They do use a humanoid bot that carries their treasure, have encountered people using objects like POCS and Jugernauts, and have been to a Gnomish city with Aerostat traders and landing pads. So it hasn’t been a major theme, more background description, but I could imagine it being so.

I could imagine a group that uses Gnomish Artificers and Human Magi (will post it later, cleric/mechanists) to create an army of devices. The game would definitely take on steampunk themes then, a fact I prepared for with the “Machinery to the max” article I mentioned on Patreon.

Likewise the game could take an even more odd twist if the group contained Nephil, Cosmonaut and Psions (will post soon), the three classes I use to represent advanced technology races. Here a group could be alien tech hunters, using all the technology from Barbarian Conquerors of Kanahu. Technically you could get a group that would be able to pilot and use flying saucers, which would do interesting things to travel times.

So to steady my thinking I mentally benchmarked my technology using a cut down tech level hierarchy. This helps me keep track of what is normal (Primitive and the default Archaic tech), what is uncommon to observe (Bespoke industrial tech) and what is rare (Modern or Interstellar tech).

Finally I consider magic and technology as paradigms. They are often viewed as opposites in many RPG's, though I see them as in or out of focus based on technology levels. Starting at the most primitive magic is strongest, this flips through to Modern where technology is the most prominent. At interstellar levels magic and technology are often the same thing.

I added a few spells, two just rebadged from BCK, as they are important for two of the classes I built. In play my players have found some creative uses for the control machines spell involving control of static machinery panels. The distinction between a device and machine has come up a few times and we tend to side with a degree of complexity or moving parts making a machine, so no a simple door is not a machine.

Tech levels


From least advanced to most advanced i benchmark my technology as follows: 
  • Primitive - basic tools and limited metalworking. Some human and most beastmen tribes live at this level of technology. Here magic is powerful and technology is absent.
  • Archaic - medieval era and non-complex machines. This is the default technology of the human and endjinn people. Here magic is wanes slightly in power as people learn technology. 
  • Industrial - complex fuel driven engines and advanced mechanics. This technology is available through mechanists but not mass produced. At this level of technology magic often takes a step back.
  • Modern - modern and post modern devices involving electronics and programming, cannot be produced and only available through recovery. Most societies at this technology level have an absence of magic switching to rational thought.
  • Interstellar - advanced alien technology used by the visitors. While less rare than Space technology due to the crashed planet ship it remains available only through recovery from visitors or their hordes. Breakthroughs in technology tend to make it and magic the same thing making it difficult to tell the two apart.

New spells

For two of my classes I need the following spells.

Detect Technology
Divine 2 (Magi)
Range: 60'
Duration: Concentration
This spell is identical to the 2nd level arcane spell of the same name from Barbarian Conquerors of Kanahu.

Disable Machine 

Divine 3 (Magi) 
Range: 60'
Duration: 1 round per caster level
This spell is identical to the 2nd level arcane spell of the same name from Barbarian Conquerors of Kanahu.

Control Machines 
Arcane 3, Divine 4 (Magi) 
Range: 30'
Duration: Concentration, 1 round per caster level
This spell allows the caster to take control of the programming or command functions autonomous machines within 30'. This spell cannot be used to control technological objects under an operators control. The spell may be cast at a single machine, which makes its save at -2, or at a group, in which case 1d4 of the machines in the group may be affected. Each machine targeted may resist the effect with a saving throw versus Spells. The commanded machines will respond to the caster’s will and do whatever is commanded of them. The effect lasts so long as concentration is maintained up to a maximum of 1 round per level of the caster. Once control ends the robot or machine reverts to its original programming or command functions.

Spell design

Control Machines: Take control of a single machine or group of machines.
Enchantment: Command targets (60), 1d4 creatures of any HD (x1.5), affects robots/machines only (x0.75), range 30' (x.8), duration Concentration, maximum 1 round per level (x0.9), saving throw avoids spell effect (x0.5), Saving throw is at -2 if only 1 creature targeted** x1.1, divine command (x1.5), total cost 40.095 = 40.1, level 4 divine, (27 Arcane, level 3 arcane)