Friday 27 December 2019

Tin Soldat

It's been a busy December, so lets use the break to do some catchup. This is the last of my triumvirate of Endjinn classes, next I need to show the monster stat block for them then the mercenaries available for hire.

This class is very similar to the Tin Soldier by Charles DM, and borrows the name. Similar to the inspirational source it's just a fighter build for a different racial template. The key difference is ultimately the proficiency list, which has about ten key differences but is at its heart still the fighter focused list.

This class is intended for players who want access to the Endjinn powers and build but with a fairly strait up class focus and build. I was tempted to give it powers but the Endjinn classes already come with a lot of abilities so chose to make it fairly standard as a fighter to allow those abilities to come to the fore.

Tin Soldat

Prime Requisite: STR 
Requirements: CON 9 
Hit Dice: 1d8 
Maximum Level: 13

Tin soldats are the most basic of the endjinn molds and are the oldest and most varied. They take on a variety of basic functions from simple labor to advanced crafts, but they all learn the arts of combat to contribute to the defence of their forges. Many older tin molds appear as articulated tin cylinders, with only a tin mask for a face. Some later tin molds incorporate the more human-like appearance of the later tinmen.

As the most numerous of the Endjinn, Tin Soldats undertake extensive military training. At first level, tin soldats hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. They increase their base damage roll from successful missile and melee attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, and 9th level. Tin soldats can wield any weapon and wear any armor. They are trained to fight wielding a weapon and shield, wielding a two-handed weapon, and wielding a weapon in each hand.

Endjinn are intelligent constructs gaining many of the benefits of being a construct while still being treated as a humanoid. Unlike soulless automatons they are still affected by spells that normally affect humanoids such as hold, charm or sleep. But similar to automatons they are immune to poison and disease, including those from magical sources. They are fueled by elemental energies and do not eat, drink or breathe. This prevents them gaining any benefit or penalty associated with those actions, for example they cannot drink potions but they can walk underwater and not drown.

Their unique physiology requires them to care for their body differently to organic creatures. Even though they do not eat or drink endjinn still require weekly maintenance that they perform on themselves. Each week they most spend an hour performing this maintenance and it consumes a unit of mechanical parts. Failure to perform maintenance follows the same rules as failure to eat but with a cycle time of a week rather than a day. They are unresting and require only four hours of sleep to be rested each night.

Endjinn are able to heal normally from rest and benefit from magical healing effects and spells. However, the Healing proficiency and the related healing equipment have no effect on endjinn. Instead, they may be repaired as automatons with mechanical parts being consumed for every full 10hp recovered or part thereof (p.20 PC). While lacking the engineering knowledge to design and build new automatons, all endjinn are able to repair automatons as mechanists of their level.
A soldats tin plating provides the character with a base unarmored AC of 1 instead of 0. Due to their tin body they may deal lethal damage when brawling (see ACKS p. 109). They can punch or kick characters in metal armor without themselves taking damage (as unarmed fighting proficiency, PC).

Due to their heavy construction they are heavier than normal humanoids and weigh 210 pounds. They can carry 5 stone without becoming encumbered and use the same encumbered ranges as other humanoids.

Their constructed nature makes other races cautious around them. The character suffers a -1 penalty to the reactions, loyalty, and morale of Humans and Demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale with other endjinn. Tin Soldats can speak Common and Endjinn.

When a tin soldat reaches 9th level (Warrant Officer), he can attract endjinn from far and wide by constructing his own forge. A forge may not be built in the civilized or borderland area of other races realms, only in a endjinn realm, or wilderness area. A total of 3d6x10 endjinn of 1st level will arrive to help maintain and defend the forge at no cost to the tin soldat. A tin soldat is expected to employ only endjinn guards and militia, but may hire members of other races for other tasks. Endjinn forges are otherwise maintained like human domains as detailed in the Campaign chapter of the ACKS Rulebook.

Tin Soldat Proficiency List (29): Acrobatics, Alertness, Blind Fighting, Combat Reflexes, Combat Trickery (force back, incapacitate, overrun, wrestle), Command, Craft, Dungeon Bashing, Endurance, Engineering, Fighting Style, Gambling, Intimidation, Jury-Rigging, Labor, Leadership, Manual of Arms, Military Strategy, Precise Shooting, Riding, Running, Siege Engineering, Signaling, Skirmishing, Weapon Finesse, Weapon Focus.
Class proficiencies at: 1st, 3rd, 6th, 9th, 12th.
General proficiencies at: 1st, 5th, 9th, 13th.

Sentry Template:
This pre-generated template represents a sentry who stood guard at an Endjinn forge before becoming an adventurer. The template is ready for adventure. However, if your soldat's 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). Additionally an advanced template ready for play at adventurer level play (6,000XP and 4,000gp) is listed below it.

Template: Sentry
Proficiencies: Alertness, Labor
Starting Equipment: Shortbow, quiver with 20 arrows, guard’s spear, short sword, steel shield, banded plate armor, armiger’s tunic and pants, low boots, backpack, tinderbox, 6 torches, laborers tools, mechanical parts (10), 4gp. (9 ⅚ st., Move 60’/20’)

Template:
Veteran Sentry
Proficiencies: Alertness, Labor, Fighting Style (weapon and shield)
Starting Equipment: Masterwork composite bow (+1 to hit), quiver with 20 arrows, masterwork guard’s spear (+1 to hit and damage), short sword, masterwork steel shield (1 item), masterwork plate armor (5 st.), armiger’s tunic and pants, low boots, backpack, tinderbox, 6 torches, laborers tools, mechanical parts (10), 77gp. (9 st., Move 60’/20’)

Tin Soldat Level Progression
Exp.
Title
Lvl.
Hit
Dice
Damage Bonus
Repair
0
Recruit
1
1d8
+1
17+
2,250
Private
2
2d8
+1
16+
4,500
Appointee
3
3d8
+2
15+
9,000
Private first class
4
4d8
+2
14+
18,000
Lance corporal
5
5d8
+2
13+
36,000
Corporal
6
6d8
+3
12+
70,000
Sergeant
7
7d8
+3
11+
140,000
Master sergeant
8
8d8
+3
10+
300,000
Warrant Officer
9
9d8
+4
9+
460,000
Warrant Officer, 10th lvl
10
9d8+2*
+4
8+
620,000
Warrant Officer, 11th lvl
11
9d8+4*
+4
7+
780,000
Warrant Officer, 12th lvl
12
9d8+6*
+5
6+
940,000
Warrant Officer, 13th lvl
13
9d8+8*
+5
5+
* Hit point modifiers from constitution are ignored

Tin Soldat (Fighter) Attack and Saving Throws
Level
Petrif. & 
Paraly.
Poison & 
Death
Blast & 
Breath
Staffs &
Wands
Spells
Attack
Throw
1
15+
14+
16+
16+
17+
10+
2-3
14+
13+
15+
15+
16+
9+
4
13+
12+
14+
14+
15+
8+
5-6
12+
11+
13+
13+
14+
7+
7
11+
10+
12+
12+
13+
6+
8-9
10+
9+
11+
11+
12+
5+
10
9+
8+
10+
10+
11+
4+
11-12
8+
7+
9+
9+
10+
3+
13
7+
6+
8+
8+
9+
2+


Tin Soldat Notes

Allocations: HP 2, FTR 2, Endjinn 0
Max level: 13
Save: fighter
Magic items: fighter
Prime requisites: Sticking to fighter, STR. Race, using CON, so that chevalier has elements of this and courtier.
Post 9 hp: as fighter = 2 per level
XP: 1000 + 1000 + 250 = 2,250; Round 7 to 70,000; Post 8 = FTR 120,000 + Endjinn 40,000 = 160,000 per level
Notes: This is deliberately kept bare bones as a minimum build for an Endjinn, as such I have kept it to a basic fighter template so players can experiment with the Endjine racial class without having to much complexity of design.

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