Friday 6 March 2020

The Human Mechanist

Given I have been a bit human centric in this world I am building and I'm not using divine magic on the world ship due to the "reality filters" I need a new mechanist class. For this I have flip flopped between a few builds but settled on one that uses the thief allocations. Here it is, and a new synergy at the end (this was edited after release, see notes below).

Mechanist

Prime Requisite: INT
Requirements: None
Hit Dice: d4
Maximum Level: 14

The mechanists of the Gaumont Empire have passed down the traditions of their ancestors' technology to this day. Knowledge of steam, cog, piston and clockwork relays. With this they can construct automatons that border on the magical, though the colleges themselves have lost some knowledge of the magical/automaton fusions of their predecessors. In other setting this class can be used as a mechanist for human classes that lacks direct magical abilities.


After their graduation to journeyman many mechanists stay on as assistants at the great forges in capitals such as Neo Valliswa or Fort Marchal, but most do not. Spurred on to test their graduation project in the wild a great many join military or adventuring companies to test their metal and their mettle.

Mechanists are accustomed to wearing armor and defending their foundries. They are capable combatant but are only trained in a select range of weapons, though through their ingenuity many of these are often enhanced. At first level, mechanists 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 (as thief’s). They may fight wielding a weapon and shield or a wielding a weapon two-handed but cannot dual wield. Mechanists may wear all types of armor but are proficient in only a small group of weapons, including the crossbow, dagger, hand axe, mace, sword, and warhammer. The martial training class proficiency may be taken to train in more weapons. They may use any magic item usable by thieves.


A mechanist's main area of expertise is their 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. Rules relating to this ability are available in the machinery to the max Autarch Patreon article or in the Dwarven Mechanist in the Companion.

A significant milestone in the training of a mechanist is the creation of their own advanced personal automaton which they possess at first level. The creation of this device marks the transition from apprentice to journeyman and they take great pride in this device, continuing to tinker and improve upon its design as they move on to bigger projects. Constant tinkering and experimentation sees the innate value of the automaton increase by 1,000gp every time the character levels, as shown in the level profession table below.

All this advanced mechanical knowledge can be applied to some of the more mundane tasks required of an adventurer allowing them to open locks, find traps and remove traps as thieves of their level, this is shown in the table below.

The mechanist's technological knack allows them to attempt to use scanners, advanced robots, cloning vats, scanners, and other advanced alien technology only usable by mages (as the technological dabbling proficiency). At level 1, the character must make a proficiency throw of 18+ to use the technology. On a failed throw, the attempt backfires (use the On-the-Spot mishap table, BCK p.96). The proficiency throw required reduces by 2 per level, to a minimum of 3+. In settings without alien technology replace this with the bard arcane dabbling proficiency to reflect applying mechanical thought to arcane devices.

By level seven the mechanist chooses a field of specialisation from one of the three key automaton skills. They receive one of following three proficiencies selected from inventing, jury rigging, or tinkering to reflect this focus.

At 9th level the mechanist perfects their skills at precision engineering making them less likely to suffer setbacks or failures during a build. When building an automaton, the player may roll twice and choose the preferred result to apply. A mechanist may also build a foundry when they reach 9th level. These extensive workshops and libraries are places where great machines are built. They will then attract 1d6 assistants of 1st-3rd level plus 2d6 apprentices seeking to become mechanists. While in the mechanist's service, assistants and apprentices must be provided food and lodging, but need not be paid wages. Assistants will lead projects under supervision to design or build automatons in addition to working with apprentices to prepare mechanical materials. For more details on foundries refer to the blog post the foundry.

By 12th level the mechanists workshop has the tools and equipment to allow mass production of simpler automaton. This allows them to build automatons with a hit dice half their own with half the cost and time required. A workshop requires retooling and setup to facilitate this efficient production approach but still requires the expert knowledge of the mechanist for the benefit to apply limiting its use to their direct builds.

Mechanist Proficiency List (28): Alchemy, Alertness, Alien Lore, Arcane Dabbling, Art, Bargain, Blind Fighting, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Craft, Eavesdropping, Engineering, Fighting Style, Inventing, Jury Rigging, Lockpicking, Loremastery, Martial Training, Mechanical Engineering, Precise Shooting, Scavenging, Siege Engineering, Tinkering, Trap finding, Weapon Finesse, Weapon Focus.

Field Mechanic Template: This pre-generated template represents a field mechanic who is trained in military support for platoons or companies of troops. Along with their trusting Ironwright personal automaton they support the front line along the various conflict zones at the border of the Gaumont empire. The template is ready for adventure. However, if your mechanist’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).

Template: Field Mechanic
Proficiencies: Scavenging, Siege engineering
Personal Automaton: Ironwright soldier with +1 AC due to an extra # from scavenging proficiency reduction in cost.
Starting Equipment: Warhammer, banded mail armor, armigers clothing, steel capped leather boots, backpack, tinderbox, 12 torches, iron spikes (12), hammer (small), rope (50' length), machinist’s tools, one weeks iron rations, 6 gp (7 2/6 st., Move 60’/20’)

Mechanist Level Progression
Exp.
Title
Lvl.
Hit
Dice
Open
Locks
Find/ Remove Traps
Design/ 
Build/ Repair
Automaton 
Automaton Value (gp)
Technological Dabbling
0
Journeyman
1
1d4
18+
18+
17+
7,000
18+
1,250
Forger
2
2d4
17+
17+
16+
8,000
16+
2,500
Builder
3
3d4
16+
16+
15+
9,000
14+
5,000
Shaper
4
4d4
15+
15+
14+
10,000
12+
10,000
Gadgeteer
5
5d4
14+
14+
13+
11,000
10+
20,000
Maker
6
6d4
12+
13+
12+
12,000
8+
40,000
Constructor
7
7d4
10+
11+
11+
13,000
6+
80,000
Artisan
8
8d4
8+
9+
10+
14,000
4+
180,000
Mechanist
9
9d4
6+
7+
9+
15,000
3+
280,000
Mechanist, 10th level
10
9d4+2*
4+
5+
8+
16,000
3+
380,000
Mechanist, 11th level
11
9d4+4*
3+
3+
7+
17,000
3+
480,000
Mechanist, 12th level
12
9d4+6*
2+
2+
6+
18,000
3+
580,000
Mechanist, 13th level
13
9d4+8*
1+
2+
5+
19,000
3+
680,000
Creator
14
9d4+10*
1+
1+
4+
20,000
3+

Mechanist (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+
13-14
7+
7+
10+
8+
9+
4+

Mechanists and Thief Synergies


Under my earlier proposal I would tie the thief synergies to the thief class rating, in this case three synergies. But the problem with this is evident, they only have three actual thief skills. In a way the synergies would be overcompensating, or rewarding a limited thief build as opposed to a full thief. I think in hindsight, if you use thief synergies then the limit should be based of the number of skills taken relative to the thief rating, ie you take three you get one, five gives two, ten gives three, etc.

As such, the Mechanist could choose from Trap Mastery, or the new Cantrip of Disabling below. This would equally apply to the Nephil or Dwarven Mechanist if used in a game.

New Thief Synergy: Cantrip of Disabling


The two thief skills relating to what third edition would title “disable device” both come up short when compared to a spell. Rather than just directly replace them with an at will spell, this synergy seeks to add it to thief classes through a synergy. It’s not a far leap to do so given thieves eventually learn to read from scrolls anyway. The limited use and tie to intelligence reflect its arcane spell nature. In a non-magical setting this could be a device, like an auto-pick, that requires recharge each day and limited use due to the need for servicing (Rename it device of unlocking).

Cantrip of disabling (remove traps + open lock): the character has used the mastery and knowledge of devices to learn a minor cantrip that assists them with disabling small devices. They may remove traps or open locks in a single round four times per day, modified by their intelligence bonus or penalty. They still require any relevant tools when performing this action.

Mechanist build notes


Allocations: FTR 1a, THF 3
Max level: 14
Weapons (Narrow): crossbow, dagger, hand axe, mace, sword, and warhammer.
Power (3): Thief skills find traps, remove traps, open locks.
Power (3): design/build/repair automaton
Power (1): technological dabbling (in a non-alien setting replace)
Power (1): personal automaton
Tradeoff (1): progressive personal automaton increase (effectively a 1 for 2 delay given you get almost two proficiencies worth)
Tradeoff (1): for 7/9/13, 13 brought forward as its a half ability.
   Power at 7: One of inventing, jury rigging, or tinkering.
   Power at 9: precision
   Power at 12: mass production
Save: Save as thief
Magic items: THF
Requirements and Prime requisites: Went with INT as the prime even though it's a Dex based build. This is like a machine wizard. Lacking any CHA or DEX focus makes them odd choices here. Also I don’t want them to be able to transfer points into Dex. 
Post 9 hp: as thief = 2 per level
XP: 500+ 750 = 1250; no need to round 7; Post 8 = THF 100,000 per level
Proficiencies: a blend of the dwarven mechanist with a bit more base thief.
Notes:
I was so torn on the 1d4 hit dice, but in the end they can build machines/vehicles that encase them to handle some of the loss (I will post some hit point suits later). The armor is so they can wear suits requiring heavy armor and machines that make better armor. At second level they have similar hit points to fighters due to the rapid leveling, so they are not so bad early on.

Edit:
The key change in this revision is to give 1000gp to personal automaton per level, rather than an extra 7,000 at level 5. This is to encourage the player to constantly tinker with it as they level to take advantage of the extra value. Compared to the original you get less value by level 5 , but overall you get almost an extra proficiency worth of value (6000 more at levels 9 and over). But over level 9 an extra 6,000 in value is very minor in effect given the wealth you had to accumulate to get there. I costed this as a simple trading of 2 for 1 without specifying the levels (its around a 4/10 on average). I reshuffled all the other abilities, bringing one forward as its half the value of the equivalent power it was borrowed from.
Oct 2020 - I just notice they didnt have the thief skill sentance, added.

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