Saturday, 27 June 2020

Endjinn related magic items

Last day of Endjinn month, maybe I just ran out of classes to post :) Did i miss anything obvious? To finish it off the following items have appeared in my games or been created when I was building endjinn characters. Enjoy.

Bracers of expertise: these items are forged by arcane military orders and come in many forms. The most common is that of a leather forearm guard with intricately etched electrum banding on the outer facing. When both bracers in a set are worn the character benefits from a fighting style proficiency bonus as determined by the bracers. If they are already trained in the style they gain no additional benefit. Roll on the table below to determine the unique bonus of any bracers found. When two sets of four bracers are worn by a being with four arms they gain the relevant special fighting style proficiency as presented in BCK based on the combinations shown on the table below (they do not gain both styles). Value: 25,000gp (1st level permanent effect).

Fighting style provided
Roll 1d6
Style provided
1
Pole weapon
2
Missile weapon
3
Single weapon
4
Two weapons
5
Two-handed weapon
6
Weapon and shield

Four-armed fighting style bracer combinations
Multiarm fighting style
Bracer set required
Three weapon styles

1 small weapon & 2 shields
“Weapon and shield” x2
2 small weapons & 1 shield
“Single weapon” & “Weapon and shield”
3 small weapons
“Single weapon” & “Two weapons”
1 medium/large weapon & 1 shield
“Two-handed weapon” & “Weapon and shield”
Four Weapon Styles

1 small weapon & 3 shields
“Weapon and shield” x2
2 small weapons & 2 shields
“Weapon and shield” x2
3 small weapons & shield
“Two weapons” & “Weapon and shield”
4 small weapons
“Two weapons” x2
1 medium/large weapon & 2 shields
“Two-handed weapon” & “Weapon and shield”
1 md/lg. weapon, 1 small weapon, 1 shield
“Two-handed weapon” & “Weapon and shield”
2 medium/large weapons
“Two-handed weapon” x2

Radiant Plate Armor: this suit of +2 plate mail was originally created for use by the iron giants, but may be used by anyone capable of wearing plate armor. The armor itself is made of polished steel and has a unique chest construction with an emitter matrix of red zircon housed centrally on the chest. On command the user may emit scorching rays (as the spell) using their character level as the caster level. They may do this a number of times per day equal to the Endjinn mote level of their class plus one. For example, a brass courtier is built off Endjinn 1 and may use it twice per day, while a human may use it once. Value: 27,000gp (+2 enchantment, 2nd level spell 3/day - scorching ray; Variable use prices as three per day to favour use by people that benefit most).


Clockwork Alce: These mechanical artifacts are often remnants of the original boarding actions on the worldship. Similar to clockwork griffons, they are modelled after the wingless griffon, or Alce. Their bodies are made of steel, brass and electrum with intricate etching making them as much works of art as they are lethal mounts in battle. While an Alce can carry a bronze chevalier into battle it can strain under the load for extended durations, leading some chevaliers to only mount their steeds in battle. The clockwork design suffers none of this problem, though many endjinn still see them as heartless machines nonetheless. 

The Alce are a replica of the wingless griffon in every way and retain the creatures fast ground speed of 180'. It is a five hit dice construct that saves as a level 3 fighter and has an armor class of 4. It attacks with two claws and a bite (doing 1d4 and 1d6+1 damage respectively). It can carry two passengers with the rider operating the machines as they would a normal beast. The Alce weights 250 stone and can carry half that amount.

Forged by the creators many are hardened designs with more hit points than the standard template below, when found as treasure roll a d8 and grant hardening (optional rule in machinery to the max) equal to the dice roll if the roll is 5 or higher (the hit points are calculated as the dice roll, minimum four, times five hit dice).

The Alce can be build by a 3th level machinist at a +4 build penalty taking 29 days with a base construction cost of 21,875 gp.

Clockwork Alce
Hit dice: 5 (20 HP, save F3)
Armor class: 4
Move: 180’ (60’)
Weight: 250 st. (1.75 ton)
Carry: 180 st. (no passengers)
Attacks: 2 talons (1d4 damage), 1 bite (1d6+1 damage)
Cost (net abilities): 21,875 (** ###)
Positive abilities (total): Automaton immunities *, Increased AC +1, Increased move (ground +120’) *, Passengers (2) ##. (** ###)
Negative abilities (total): Ridden as animal -. (-)

Gloves of holding: these gloves come in many forms, from the military design of a soldier to the silk glove of a courtier. Their benefits vary between users, courtiers favour their discreet concealment of weapons held within while soldiers favour their ability to rapidly swap between weapons. Each glove may store one weapon of up to one stone in weight, the weapon is stored within a dimensional pocket until needed. The stored weapon may be recalled into an empty hand, or swapping weapons between hand and glove, without taking an action. Shields count as weapons for the purpose of storage, and only weapons may be stored in the gloves. While normally made in pairs, each glove counts as its own storage device. As such these items may be found in pairs or as a single glove. Value: 25,000gp per glove (1st level permanent effect - reduce weapon).

Chevalier's Estoc: these two handed swords have thin pointed blades without edges and are designed for rapid thrusting and armor defeating attacks. Estoc's are a common weapon used by all Endjinn, in particular the Bronze Chevaliers, though the enchanted versions are higly revered as Endjinn generally lack the ability to enchant them. Each sword is a +1 two handed sword that has no initiative penalty. Value: 30,000gp (+1 enchantment, 1st level permanent effect - speed of action).

Sunday, 21 June 2020

The Gnomium Loremaster

This class started not from a class idea but an experiment on the delayed arcane 3 rules from Axioms 7. The revised delayed arcane 3 fascinated me as it takes the standard D&D mage path to power and stretches it out further. It takes longer to get spells, but once you do you catch up fast, almost fully recovering compared to a normal caster.

Being a class building nut I then had to decide on the remaining class build point, the extra powers from thief? The hit points to make a hardier mage? Or fighter? In the end the combination of Endjinn 0 and fighter enticed me. What do you do while you wait four levels to get your first spells? You armor up, grab a crossbow, and rely on loremastery proficiency to define your character. 

This class would suit someone interested in playing out the long payoff. Play this one only if you're patient and have a long campaign planned.

In my first shattered vale campaign this class had an interesting history. Again one player, the Tin Soldat, was seeking to uncover the secrets of the Endjinn and why they were a diminishing race. They had found the Gnomium mold in an shattered creator tower (Dyson Logos Map). At around 7th level she cast a wish spell from a sword with a single wish inside it. All hell broke loose when she cast the wish and as a result her mote ended up transferred into the new chassis (xp transferred into new class, swap prime attribute, preserve general proficiencies, retake class proficiencies). The words of the wish reshaped the campaign as she stated “return all motes to the cycle”. The wish spell in its older form used with creativity can be a lot of fun.

At the end is a bonus proficiency to grant arcane casters the ability to repair automatons, and later build and design them.

Gnomium Loremaster

Gnomium Loremaster (left), Iron Giant (middle),
Electrum Gendarme (Back right)
Prime Requisite: INT
Requirements: none
Hit Dice:1d4
Maximum Level: 13

Gnomium Loremasters don’t exist. But could they exist? If they did exist it would be in the form of a blueprint in a mad gnomes workshop. Some even say they once did exist! These rumors postulate that they were an experimental design of the creators that only reached the prototype phase. Of course gnomium is a modern alloy created by the gnomes, the creators would have called it something else. Treasure hunters to this day seek out creator ruins hoping to find instructions for this design or an empty mold.

Hypothetically the Endjinn would be built on a Gnomium mold using a tin soul. Gnomium itself is used as a lightweight metal in airframes, it is an alloy of an unknown lightweight metal combined with copper alloys and a combination of other elements. It’s unearthly nature makes it a channel for arcane energies that if structured correctly would allow an Endjinn to use their whole body as a conduit for arcane and primordial energies.

Gnomium Loremasters would be capable combatants, a trait they inherit from their primordial essence. Assuming they exist, at first level, loremasters 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 (a progression mid-way between fighters and mages). Loremasters are trained to wear any armor but learn only the bare essentials of weaponry, being able to wield all bows and crossbows in addition to clubs, daggers and staffs. They are trained to fight wielding a two-handed weapon.

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 breath. 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.

There 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 must spend an hour performing this maintenance and it consumes a unit of mechanical parts. Failure 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 loremasters gnomium plating provides the character with a base unarmored AC of 1 instead of 0. Due to their gnomium 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).

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 a +1 bonus to the reactions, loyalty, and morale with other endjinn.

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.

Loremasters absorb and consume esoteric knowledge as though it was a form of sustenance to them possessing their namesake ability of loremastery. This knowledge allows them to decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, a loremaster must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.

Starting at 4th level (academic), loremasters begin to learn and cast arcane spells. The number and levels of spells the loremaster can use in a single day is summarized on the Loremaster Spell Progression table. They cast spells at a reduced caster level that is also listed in the Loremaster Spell Progression table (Using rules from Axioms 7, convert back to a class level -3 arcane caster in other games, PC p.81). Like other arcane casters, the loremasters spell selection is limited to the spells in their repertoire. A loremasters repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intelligence bonus. Loremasters may use magic items available to sorcerers. 

At 6th level (chronicler), the loremaster may begin to research spells, scribe magical scrolls, and brew potions. Unlike a full arcane spellcasters they use their caster level, not class level, for magical research rolls.

Unlike arcane practitioners of other races gnomium loremaster cannot attract apprentices and lack the tendency to tower themselves away from the world. When an loremaster reaches 9th level (loremaster), they instead attract endjinn from far and wide by constructing his own forge. A forge may not be built in the civilized or borderland area of a 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 gnomium loremaster. A gnomium loremaster 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.

Additionally on reaching 9th level (loremaster) they are able to create more powerful magic items such as weapons, rings, and staffs. Unlike a full arcane spellcasters they use their caster level, not class level, for magical research rolls.

Upon reaching 11th level, a loremaster may learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical cross-breeds. Unlike a full arcane spellcasters they use their caster level, not class level, for magical research rolls. Their innate knowledge to repair automatons combined with this new ability to build arcane constructs allows them to also design and build automatons as mechanists using their repair throw for all three tests.

Gnomium Loremaster Proficiency List (29): Alchemy, Battle Magic, Collegiate Wizardry, Combat Trickery (force back, sunder), Contemplation, Craft, Diplomacy, Elementalism, Engineering, Fighting style, Illusion Resistance, Jury rigging, Knowledge, Language, Magical Engineering, Mapping, Martial Training, Mystic Aura, Quiet Magic, Performance, Point blank shot, Prestidigitation, Profession, Sensing Power, Transmogrification, Soothsaying, Unflappable Casting, Weapon Focus.
Class proficiencies at: 1st, 6th, 12th.
General proficiencies at: 1st, 5th, 9th, 13th.

Savior Template: This pre-generated template represents a savior of the Endjinn people, travelling far and wide to uncover the truth of their origins. Most characters of this class have above average Intelligence, and this template reflects that. It assumes that the character has an INT ability score of between 13 and 15, qualifying them for one bonus proficiency. The bonus proficiency is noted last. For characters with INT of less than 13 remove the bonus proficiency. However, if your Loremaster INT is 16 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). Otherwise the template is ready for adventure. 

Template: Savior
Proficiencies: Point Blank Shot, Navigation, Leadership
Starting Equipment: Crossbow, case with 20 bolts, dagger, concealed partial breastplate with greaves (as scale), grey robes with electrum trim, leather shoes, backpack, mechanical parts, mechanist tools, 9gp. (5 3/6 st., Move 90'/30').

Gnomium Loremaster Level Progression & Spell progression
Exp.
Title
Lvl.
Hit
Dice
1st
2nd
3rd
4th
5th
6th
Caster
Level
Repair
0
Winder
1
1d4
-
-
-
-
-
-
-
17+
2,525
Lapidary
2
2d4
-
-
-
-
-
-
-
16+
5,050
Horologist
3
3d4
-
-
-
-
-
-
-
15+
10,100
Academic
4
4d4
2
-
-
-
-
-
2
14+
20,200
Steward
5
5d4
3
1
-
-
-
-
3
13+
40,400
Chronicler
6
6d4
3
1
1
-
-
-
5
12+
80,000
Archivist
7
7d4
4
2
2
-
-
-
6
11+
160,000
Curator
8
8d4
4
3
2
1
-
-
7
10+
360,000
Loremaster
9
9d4
4
3
2
2
1
-
9
9+
540,000
Loremaster, 10th lvl
10
9d4+1*
4
3
3
2
2
-
10
8+
730,000
Loremaster, 11th lvl
11
9d4+2*
4
3
3
2
2
1
11
7+
920,000
Loremaster, 12th lvl
12
9d4+3*
4
4
3
3
2
2
12
6+
1,110,000
Loremaster, 13th lvl
13
9d4+4*
4
4
4
3
2
2
12
5+

Gnomium Loremaster (Mage) Saving Throws
Level
Petrification & Paralysis
Poison & Death
Blast & Breath
Staffs & Wands
Spells
1-3
13+
13+
15+
11+
12+
4-6
12+
12+
14+
10+
11+
7-9
11+
11+
13+
9+
10+
10-12
10+
10+
12+
8+
9+
13
9+
9+
11+
7+
8+

Gnomium Loremaster (Thief) Attack Throws
Level
Attack Throw
1-2
10+
3-4
9+
5-6
8+
7-8
7+
9-10
6+
11-12
5+
13
4+

Gnomium Loremaster Notes

Allocations: FTR 1, ARC 3, Endjinn 0
Max level: 13
Tradeoff: shield style
Power (1): loremaster
Power (0): design/build/repair automatons for 'free' when they gain constructs as they already have repair. Removed the normal necromancer and undead text as it's not something they would explore.
Save: Mage
Magic items: mage
Requirements and Prime requisites: Prime requisite using only INT.
Post 9 hp: as mage = 1 per level
New XP - 500+ 1875+ 150 = 2,525; Round 7 to 85,000 (84); Post 8 = mage 150,000 + Endjinn 40,000 = 190,000 per level
Design notes: this design uses the quirky delayed acquisition magic rules to create a unique class. It pays off the delayed casting to get close to a full sorcerer at max level, starting without magic. The armor, loremaster and ranged weapons allows it to remain useful at lower level as it awaits its magic to kick in. This class is not recommended for starting at heroic levels as it loses its cost benefit impact to play. It also takes more XP to get to 13 than a mage takes to get to 14.

New Proficiency: Arcane Mechanist

Arcane casters already have the ability to design and build constructs, but what about automatons. This proficiency is a class proficiency for arcane casters that grants the ability to repair automatons at low levels. Then at higher levels is unlocks full access to automatons using the rules in Machinery to the Max.

Arcane Mechanist (arcane caster class proficiency): the character has studied from the archives of mechanists and learned of their arts. They may repair automatons using their magical research throw in place of the repair throw using the normal repair rules in the player's companion. Additionally, when they gain the ability to build constructs, they also gain the ability to design and build automatons as a mechanist using their magical research throw in place of the build and design throws.