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Mechanik’s Union

All things mechanikal, magikal, clockwerk, and mundane

Thursday, March 11, 2010 ~ 3:46 am * PST


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Alt Greatcoat Rules

The damage reduction and armor bonus granted by greatcoats is cause for a lot of debate. Some people feel that the bonuses render traditional armors obsolete, others have expressed the feeling that the DR granted by an armored greatcoat is too much (pointing to magical items that offer DR 5/holy or similar bonuses). So I removd the DR and modifed them so the main draw for using great coats is the speed with which they are donned.

Armour Cost AC Max Dex Check Penalty Spell Failure Move Weight Type Don
Armoured Apron 30 gp +2 4 -2 15% 30/20 20 lb. Light
Greatcoat 20 gp +1 8 0 0% 30/20 5 lb. Light 1 rd
Padded 5 gp +1 8 0 5% 30/20 10 lb Light 10 rds
Reinforced Greatcoat 35 gp +2 6 0 10% 30/20 10 lb. Light 1 rd
Leather 10 gp +2 6 0 10% 30/20 15 lbs Light 10 rds
Armoured Greatcoat 75 gp +3 5 -1 15% 30/20 15 lb. Light 1 rd
Studded leather 25 gp +3 5 -1 15% 30/20 20 lbs Light 10 rds
Iron Mantle special +2 4 -3 15% 30/20 20 lb. Light

The Padded, Leather, and Studded Leather entries are as per normal d20 rules, they are there for comparison purposes. So now youre saying why bother with a greatcoat? The big plus to greatcoats is that I allow characters to don or remove greatcoats as a full-round action.

Article #56 by lanval on May 14, 2006 @ 09:46 AM

This article is categorically filed under House Rules

4 Comments »

Alt Duelling Rules

Step one

Appraise your foe (a.k.a. the is it worth it? stage). Sometimes there is a formal challenge; sometimes it is just a rising tension in the air. Either way, when a duel is about to go down the duelists will look each other over and size up their opponent. The Appraise roll is a BAB + Wis check. There are three things you can determine:

  • The opponents Base Attack bonus
  • Dexterity (and, hence, Initiative and ranged attack bonus)
  • Weapon familiarity (how many feats has he dedicated to using his weapon in addition to basic proficiency)

The DC for this check is:

  • 10 to learn one thing
  • 15 for two
  • 20 for all three

If the opponent knows they are being appraised and can roll a Bluff check higher than your Appraise roll, he may adjust one of the qualities you determine up or down by as much as his Charisma bonus.

For example, Renald decides he wants to know Sherrons BAB and Dexterity before accepting her challenge and rolls an 18 on his Appraise check. He will have a pretty good idea what they are, unless Sherron rolled a 19 or higher on her Bluff check. If she did roll higher, she could use her Charisma bonus of +3 to make Renald think her BAB or Dexterity was three points higher or lower than it really is. It is at this stage that most duelists will decide they are out of their league and yield (or run like cowardly dogs) or decide that they can win and accept the duel.

Step two

The battle of wills: a.k.a. the Evil Eye stage. If neither duelist backs down, or if backing down isnt an option, they proceed to the stare down. This is the part where duelists ask each other if they feel lucky and exchange steely-eyed glares.

Use the Intimidate skill to demoralize an opponent. Your Intimidate check is opposed by the targets modified level check (1d20 + character level + targets modifiers on saves vs. fear). A character immune to fear cant be intimidated, nor can non-intelligent creatures.

If you have the Persuasive feat, you get a +2 bonus on Intimidate checks. If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks. In duelling situations, this check can be performed up to a range of 30 feet. It imposes the Shaken condition on the loser, which gives -2 penalty on attack rolls, saving throws, skill checks, and ability checks.

Step three

Fire! Both duelists are considered flat-footed – however see note about sneak attack below – during the first round of the duel, even if they have Uncanny Dodge or a similar ability. If you just want to start diving for cover and shooting and bobbing and weaving, then youre not fighting a duel, youre having a gunfight (for which the normal combat rules should be sufficient).

From this point there are two styles of duels; Judged and non-Judged.

  • Each opponent is considered to be flat-footed, no matter what feats/abilities he or she possesses.
  • Sneak attack damage is not added to successful shots (because then it models the situation of the dirtiest, sneakiest fighter being the best pistol duelist).
  • Shots are considered to happen simultaneously in a judged duels, in order of initiative roll in non-judged duels.
  • Successful shots are assumed to do normal damage, and critical hits do maximum critical damage.
  • If the roll to confirm a critical is within the critical threat range of the weapon, roll to confirm again – confirming this time means the victim is reduced to -1 hp automatically and begins bleeding out.
  • In a non-judged duel, if pistols are holstered at the beginning (so its more of a western showdown), the Quickdraw feat grants its possessor a +4 bonus to Init that stacks with Improved Init.

Article #55 by lanval on May 14, 2006 @ 09:38 AM

This article is categorically filed under House Rules

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Mechanika Creation Spreadsheet

I found a copy of the Mechanika Creation Spreadsheet on a backup disk.

Originally created by asura and posted on the Privateer Press IKRPG Forum.

*

Note: I don’t think that it’s been updated to include LM info.

Mechanika Creation Spreadsheet

Article #54 by lanval on May 12, 2006 @ 12:53 PM

This article is categorically filed under Mechanika

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Scrutator Prestige Class

Hit Die: d6

Prerequisites:

Patron: Menoth
Alignment: Lawful Evil
Feats: Leadership, Iron Will
Skills: Intimidate 4 ranks, Knowledge (Religion) 8 Ranks
Spellcasting: Able to cast 3rd-level divine spells

Class Skills: Concentration (CON), Craft (INT), Diplomacy (CHA), Heal (WIS), Intimidate (CHA), Knowledge (All, taken individually) (INT), Profession (WIS), Sense Motive (WIS), Spellcraft (INT)

Skill Points: 2 + INT

Level BAB Fort Ref Will Special
1 +0 +2 - +2 Extra Domain
2 +1 +3 - +3 Authority of the True Law
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4 Wrack
6 +4 +5 +2 +5
7 +5 +5 +2 +5 Castigate
8 +6 +6 +2 +6
9 +6 +6 +3 +6
10 +7 +7 +3 +7 Prayers of the Penitent

Spellcasting: Every level of Scrutator advances the Scrutator’s spellcasting.

Special:

Extra Domain: At 1st level, a Scrutator receives an additional clerical domain, either Evil or Destruction.

Authority of True Law: A Scrutator receives a bonus equal to half his Scrutator level to Intimidate and Sense Motive checks.

Wrack: At 5th level, while a Scrutator has a person held prone (such as on a wrack), and is not hurried, that character is treated as if under a Zone of Truth (Save DC equal to 10 + Scrutator level + CHA modifier).

Castigate: As standard action, a Scrutator may pronounce judgement upon a follower of Menoth whose divine caster level is no more than half their own divine caster level, and whose level is equal to or less than his own. Against that target, the DC of the Scrutator’s Enchantment (Compulsion) spells are two greater for the next minute.

Prayers of the Penitent: A Scrutator is truly alive when carrying out the will of Menoth. Starting at 10th level, after killing a sentient being by torture, a process that takes no less than one hour, he immediately receives the benefits of an Extended Death Knell. Note that this is not a Necromantic effect.

Article #51 by coffeeswiller on May 10, 2006 @ 09:36 AM

This article is categorically filed under Classes

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Warlock PrC

Republished with permission, originally created by ErrantX and posted on the Privateer Press IKRPG Forum.

Prerequisites

Alignment: Any
Base Attack Bonus: +5
Skills: Concentration 10 ranks, Intimidate 5 ranks, Knowledge (nature) 5 ranks (Circle, Trollbloods) or Knowledge (Arcana) 5 ranks (Skorne, Legion).
Feats: Combat Casting, Iron Will, Leadership, Skill Focus (Intimidate).
Spellcasting: Ability to cast spells (arcane or divine) of 2nd level or higher.
Hit Die: d6

Level BAB Fort Ref Will Special Abilities Spells per Day
1st +0 +0 +0 +2 Warlock Fury, The Wilding +1 existing caster level
2nd +1 +0 +0 +3
3rd +2 +1 +1 +3 +1 existing caster level
4th +3 +1 +1 +4
5th +3 +1 +1 +4 +1 existing caster level
6th +4 +2 +2 +5

Class skills

The warlock’s class skills (and the key abilities for each skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (Nature), Profession (Wis), Spellcraft (Int) and Survival (Wis).

Skill Points at Each Level: 2 + Int modifier.

Class Features:

Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons and two martial weapons of choice, and with light armor. If a warlock is wearing light (or any) armor, he still suffers arcane spell failure penalties if applicable when casting an arcane spell.

Spells per Day: At every odd level, the warlock gains new spells per day as if he had gained a level in a spellcasting class he belonged to before entering the prestige class. He does not gain any other benefits a member of that class except for increased spellcasting level. If the character had more than one spellcasting class before becoming a warlock, he must decide which class he adds the new level to in order to determine spells per day.

Warlock Fury (Su): The true power of the warlock comes from their ability to channel the awesome power of their warbeasts, called fury. When a warlock channels and directs fury, he is capable of empowering his own combat abilities or the abilities of the warbeasts bonded to him (see below under ‘Force’ ability). At 1st level, the warlock gains this ability. The warlock may have a maximum of 4 plus his warlock level in his fury reserve at any given time and a warlock may only spend up to his warlock level in fury points per round. Fury points may be discarded at the beginning of a character’s turn, but he may not leach during that turn if he discards fury. This fury may be stored within him for the duration of the battle; once combat has ended the fury dwindles quickly as the battle-rage subsides and all fury points are lost after a period of time in minutes equal to the warlock’s class level has gone by.

The Wilding (Su): One of the chief gifts a warlock is born into is that of the wilding. Having the innate ability to reach into the minds, thoughts and emotions of great and terrible beasts, warlocks are capable of bringing to bear the mightiest of terrors from the savage lands of western Immoren and beyond. There are limits, however, to this capability. Basic animals (no matter how fierce) will not respond to the call of a warlock, but the beasts that mankind has always feared on a primal level will, such as those of troll and the warpwolf. Trollkin shamans and sorcerers have long been able to utilize the ancient pacts between their race and the various races of troll to bring the mighty troll, to their air (and as of late even the fiercest of all, the dire troll). The blackclad druids of the Circle of Orboros have been able to bend the will of the argus hound, the gorax and the fearsome warpwolf and their creations of stone and wood, the woldwardens and the woldwatchers. The Skorne also seem to have mastered this strange talent in their far away kingdoms, bringing their terrifying titans and their sadistic cyclops to aid in their war against the Iron Kingdoms in the name of the Conqueror. The Legion of Everblight has also discovered a way of manufacturing the wilding, and this is by driving a shard of the dragon Everblight’s athanc within one’s chest. With this athanc shard within one’s breast, the newly born warlock is capable of contacting and directing the blighted dragonspawn that are the Legion’s hallmark. The Wilding grants the warlock the listed supernatural abilities below:

Sense Warbeast (Su): Intuitively, a warlock is able to sense the presence of warbeasts it is capable of controlling. Trollkin, for example, are capable of sensing beings with troll blood and those carrying a blighted shard of Everblight’s athanc are capable of sensing the dragonspawn of his brood. The warlock is capable of sensing any warbeasts he is capable of bonding or already has bonded with 20 feet. By concentrating, the warlock can attempt to determine if there are other warbeasts with a 100 foot radius. If the warlock makes a successful Concentration check (DC 18) he has blocked out enough of the external distractions to determine if there are any other warbeasts within range, but he does not know how many or where they are located. Sensing distant warbeasts requires a standard action. If the warlock continues to concentrate for a second round (requiring a second standard action) and makes a second successful Concentration check (DC 18), he can determine the number of warbeasts and their approximate distances from him. A warlock is always capable of sensing his bonded warbeasts and can locate them within 100 feet without a roll.

Bonded Command (Su): A warlock can only command things that are attuned to its style or form of command. For example, a trollkin shaman who has warlock potential can command beings that have troll blood within them due to ancient pacts made long ago. The Skorne can command beings that they have conditioned (refer to either the Skorne Conditioning quickplate in NQ#3 or the Skorne Warbeast template listed below) to respond to their kind of bonding. They regularly condition cyclops, titans, and basilisks and lately have begun the process of conditioning some beasts from western Immoren. The Circle can bond beings whose souls and bodies have touched by the Devourer (the warpwolf, for example) or are vicious carnivores (such as the mighty dracolisk or the fierce argus hound). The scions of Everblight can command those with the dragon’s foul ichors within them. To bond to a warbeast, a warlock simply needs to approach it (and have it not eat you!) and succeed on a Concentration check (DC 20) to establish contact. Then to bond the warbeast, the warlock must show the beast that he is capable of being its alpha by making an Intimidate check (DC is equal to of the creature’s hit dice). If the warlock is successful with the second check, the warbeast is considered a bonded warbeast. The result of this roll is the warbeast’s Tolerance score (see ‘Force’ special ability) which should be recorded. A warlock is capable of issuing telepathic commands to all bonded warbeast with a radius equal to 5 feet per caster level. Bonded warbeasts are capable of receiving power from a warlock’s expenditure of fury (for healing or being targeted for damage transference) and can be leached for fury points within the aforementioned command radius. A warlock can have a total number of bonded warbeasts whose combined hit dice cannot exceed 10 times his warlock level.

Force (Su): A warlock can coerce a warbeast to fight above its own supposed natural ability. The warlock reaches into the primal fury and stokes that inner fire within the warbeast and causes to react above and beyond (as if the warlock had spent a fury point on enhancing his own combat capabilities, see below). Each use of this causes the warbeast to generate a point of fury from the primal anger that burns within it. A warlock is capable of issuing telepathic commands to all bonded warbeast with a radius equal to 5 feet per caster level. The use of this ability does not require the warbeast to hear or see the warlock; the warbeast simply must be within his bonded command range. This is a doubled-edged sword; a warlock can then leach this fury for his own uses but it can also cause the warbeast to fall into a state of rage in which the warlock loses command of it. At the start of each of the warbeast’s turns, if the warbeast has one or more fury points built up, it rolls a Will save against its Tolerance score, with each fury point it has stored giving it a +3 circumstance bonus to the roll. If it succeeds its saving throw, it flies into a berserker rage for 1d4 rounds and acts as if under a confusion spell (Players Guide, pg 212) with any result of fleeing being rolled again. During this rage, the warlock cannot leach or force the beast in any way. When the rage is over, it returns to the control of the warlock. The warlock can attempt to force a non-bonded warbeast, but it requires an Intimidate check equal to the target’s Hit Dice and the fury generated by this cannot be leached by the warlock (thus causing the possibility of a berserk warbeast). Fury points generated by this ability fade away from the warbeast at the rate of 1 point per minute.

Fury Ability Level-Based Bonus
1-2 3-4 5-6
Fury bonus to attacks for one round +1d6 +2d6 +3d6
Fury bonus to attack damage for one round +1d6 +2d6 +3d6
Fury bonus to movement rate 10 20 30
One extra attack at your full base attack bonus 1 2 3

Leach / Reave (Su): A warlock’s powers are often augmented if not outright fueled by his fury pool, and the only way to gain fury is to leach it from his bonded warbeasts. As a move action (which does not provoke attacks of opportunity), a warlock may make a Concentration check (DC 18) to draw 1d6 fury points from every warbeast he commands within his bonded command radius. He may also elect to (as a free action) collect any and all fury points a warbeast may have if the beast dies in a process called reaving by making a DC 25 Intimidate check.

Damage Transference (Su): For the cost of one fury, the warlock may shunt damage inflicted on him (from any source) to a bonded warbeast. The warlock is still treated as having been hit by the attack, so secondary effects still apply to the targeted warlock (ex. if the target of such an attack would also be dazed for 1d4 rounds, and the warlock transferred the damaged to a bonded warbeast, the warbeast would take the damage from the attack but the warlock would be dazed for 1d4 rounds.) The warlock can transfer damage to a bonded warbeast that is within his bonded command radius.

Healing (Su): The warlock may spend one fury to forcibly regenerate their own injured body with the fortifying power of their bonded warbeasts, or focus that power into restoring the warbeast itself. The warlock can heal 1d8 points of damage +1/warlock level in damage on either him or on a bonded warbeast per fury point expended. This is usable on bonded warbeasts only if they are within the warlock’s bonded command radius. Using this healing ability counts as a standard action (and is not subject to pain of healing rules) and can be used on any amount of bonded warbeasts within the bonded command radius and the warlock himself.

Animus (Sp): The pinnacle use of fury, the warlock may tap into the primal font of rage within his bonded warbeasts and use it to fuel his magical power. The warlock may use his warbeast’s animus to apply metamagic feats to his own spellcasting, using their primal edge and fury. Every fury point that is leached from his warbeasts may be used on a spell he is casting to apply metamagic feats at no increased spell level. The warlock must spend one fury point per increased spell level per metamagic feat (Example: the warlock may spend three fury points to offset the penalty of maximizing a spell.)

Quickplate Skorne Warbeast
Special Qualities Rage +1/day
Saves Add +2 to Fort saves
Abilities Add +2 Constitution; -4 to Charisma
Feats Armor Proficiency (heavy), Endurance, Toughness
Restrictions Can only be applied to creatures raised under skorne captivity and control
Challenge Rating Increase by 1
Rage (Ex) This functions exactly like the barbarian Rage ability, and adds +1 use per day if the creature already has this ability.

Republished with permission, originally created by ErrantX and posted on the Privateer Press IKRPG Forum.

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Article #50 by lanval on May 10, 2006 @ 06:23 AM

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Illuminated Exorcist

There are those within the Church of Morrow who hunt out the darkness where it may lay and do so with the tools of darkness itself; they are called Illuminated Ones, and they wield the Dark Gift of Thamar in the service of Morrow and the Sanctaem. Most agents of the Order of Illumination are content with the powers their faith gives them, but others find ways to express this faith more powerfully than most. These Illuminated Ones have come before their Church to receive the blessing of a powerful priest, often a High Prelate or higher, to wield greater powers in the name of Morrow.
These Illuminated wizards become Exorcists and they bring with them the holy power of a cleric’s faith to the enemies of the light of Morrow. Often chosen for special assignments involving the cleansing of highly corrupted areas from either Infernal or undead sources, an Illuminated Exorcist’s life is anything but dull. An Illuminated Exorcist spends most of this time in the field, testing the power of his magic and faith against the legion of enemies that seek to corrupt and sway the hearts of men to evil and bring succor to those in need. These grim but faithful men and women are not unlike arcane knights to the Order, a sword of light in the darkest of nights.

Continued »

Article #49 by burrowowl on May 04, 2006 @ 11:18 PM

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Basic Mechanikal Armour

This post is intended to be a quick reference for the cost of some basic mechanikal armour. The first section is armour with one heavy accumulator, the second set is for people would prefer duracel and the armour contains two heavy accumulators

Important: You must add the cost of masterwork armour. I didn’t add them in to keep the charts versatile.

Note: If you wish to add a Mechanikal Trigger to turn on the mechanikal enhancements for a 24-hour period, you can add the cost as follows:

  • +1 armour: +200 gp market, +100 gp cost, +8 xp cost, and +1 to DC
  • +2 armour: +400 gp market, +200 gp cost, +16 xp cost, and +1 to DC
  • +3 armour: +600 gp market, +300 gp cost, +24 xp cost, and +1 to DC
  • +4 armour: +800 gp market, +400 gp cost, +32 xp cost, and +1 to DC

Armour with one accumulator:

Armour +1 Armour +2
Costs Market GP XP Market GP XP
Rune plate 660 330 24 1200 600 48
Conduits 250 125 10 2200 1100 88
Trickle Socket 200 100 8 200 100 8
Heavy Accumulator 1000 - - 1000 - -
Totals 2110 555 42 4600 1800 144
DC 20
Charge last 20 days
DC 20
Charge last 10 days
Armour +3 Armour +4
Costs Market GP XP Market GP XP
Rune plate 3240 1620 130 6240 3120 250
Conduits 4410 2205 177 7360 3680 295
Trickle Socket 200 100 8 200 100 8
Heavy Accumulator 1000 - - 1000 - -
Totals 8850 3925 315 14800 6900 553
DC 20
Charge last 6 days
DC 20
Charge last 5 days

Armour with two accumulators:

Armour +1 Armour +2
Cost Market GP XP Market GP XP
Rune plate 660 330 24 1200 600 48
Conduits 250 125 10 2200 1100 88
Trickle Socket x2 400 200 16 400 200 16
Heavy Accumulator x2 2000 - - 2000 - -
Totals 3310 655 50 5800 1900 152
DC 21
Charge last 40 days
DC 21
Charge last 20 days
Armour +3 Armour +4
Costs Market GP XP Market GP XP
Rune plate 3240 1620 130 6240 3120 250
Conduits 4410 2205 177 7360 3680 295
Trickle Socket x2 400 200 16 400 200 16
Heavy Accumulator x2 2000 - - 2000 - -
Totals 10050 4025 323 16000 7000 561
DC 21
Charge last 13 days
DC 21
Charge last 10 days

 

Article #48 by lanval on April 17, 2006 @ 05:54 PM

This article is categorically filed under Mechanika, Retrofits

6 Comments »

Skorne Elite Jade Token

These tokens were commissioned by Vinter Raelthorne and given to Skorne troops in the elite units. The pendant is made of polished Jade fashioned in an axe head shape, secured in bronze clasp and strung on a length of matt black leather.

The Jade Token confers a +1 resistance bonus for Fortitude Saves upon it’s wearer. (500gp)

Note: Maybe a nice trinket to give out during Book III of the Witchfire Trilogy. I got the idea after wandering around Camden market and seeing the jewellry stalls.

Article #47 by Den on April 11, 2006 @ 09:15 AM

This article is categorically filed under Magikal

1 Comment »

+2 mechanikal melee weapon v2

Here at the Union we pride our selves on making the best schematics exclusively for our union workers. This schematic is a little easier than most but generally costs more. Since it’s easier to produce this way you save a lot on having less mishaps. Now keep in mind this may take a bit longer and cost a lot more than expected if done improperly.

dc cl xp gp time market price enhancement bonus components
- - 4 140* 4 days 280* - schematics
+1 - - 300** - 300** - mwk melee weapon
+1 5th 48 600 1 day 1,200 +2 +2 rune plate
+1 3rd 144 1,800 2 days 3,600 - conduit(1 plate)
+1 3rd 8 100 1 day 200 - trickle socket
19 5th 204 2,800*** 12 days 5,300*** +2 total

*when you add the cost of the weapon in, remember to add its cost divided by 20 here and double for the market price
**add the weapon cost here and remember don’t double it for the maket price
***the added cost for * and** are added here

Article #45 by spyder on April 10, 2006 @ 05:16 PM

This article is categorically filed under Mechanika, Retrofits

5 Comments »

+2 mechanikal melee weapon v1

Here at the Union we pride our selves on making the best schematics exclusively for our union workers. This schematic may be a bit more challenging, but is designed to save you a little gold. Now keep in mind this may take a bit longer and cost a lot more than than expected if done improperly.

dc cl xp gp time market price enhancement bonus components
- - 6 65* 6 days 130* - schematics
+1 - - 300** - 300** - mwk melee weapon
+1 5th 24 300 1 day 600 +1 +1 rune plate
+1 5th 24 300 1 day 600 +1 +1 rune plate
+2 3rd 144 1800 2 day 3600 - conduit(2 plates)
+1 3rd 8 100 1 day 200 - series conduit(link)
+1 3rd 8 100 1 day 200 - trickle socket
22 5th 86 2,900*** 16 days 5,700*** +2 total

*when you add the cost of the weapon in, remember to add its cost divided by 20 here and double for the market price
**add the weapon cost here and remember don’t double it for the maket price
***the added cost for * and** are added here(schematics not included)

Article #46 by spyder on April 10, 2006 @ 04:28 PM

This article is categorically filed under Mechanika, Retrofits

4 Comments »

+1 mechanikal melee weapon

ladies and gentlemen I have in my hands a powerful mechanikal long sword. let’s start the biding at 1,600 crowns.

dc xp gp time market price enhancement bonus components
- 4 43* 4 days 86* - schematics
+1 - 300** - 300** - mwk weapon
+1 24 300 1 day 600 +1 +1 rune plate
+1 12 150 1 day 300 - conduit
+1 8 100 1 day 200 - trickle socket
19 48 850*** 8 days 1400*** +1 total

*when you add the cost of the weapon in, remember to add its cost divided by 20 here and double for the market price
**add the weapon cost here and remember don’t double it for the maket price
***the added cost for * and** are added here

Article #40 by spyder on April 05, 2006 @ 08:26 PM

This article is categorically filed under Mechanika, Retrofits

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Den’s Mage Armour Belt

This one is one that I worked out – it maybe wrong but here goes:

I recently awarded one of my players with a Conduit Belt that bestows the Mage Armour spell effect. Basically, a nice big chunky belt with a switch and a battery (Accumulator) that powers a Mage Armour rune plate.

I figured it out like this.

Component Gold Cost Gold to Create XP to Create Enhancement
Induction belt 300 300 12 -
Charge Socket 200 200 8 -
Light Accumulator 250 250 10 -
Basic Conduit costs 1000 500 40 -
Rune Plate with Mage Armour 2750 1375 55 1
Trigger 200 100 8 -
Totals 4700 2725 133 1

The schematics cost 117.5 gp and 5 xp and the Market Price is 4700 gp. The DC to build is 20. The Mage Armour effect last five hours.

You could just as easily swap the Mage Armour Rune Plate for a Spider Climb Rune Plate to bestow spider climb for 50 minutes.

Both of these are based on a 5th level caster creating the object.

Den

Article #39 by Den on March 31, 2006 @ 07:01 AM

This article is categorically filed under Mechanika

4 Comments »

Tordoran Style Fencing

From ship-to-ship struggles on the high seas to fighting off pirate reavers on the coast of the Sea of a Thousand Souls to the battlements of Midfast and the alleys of Five Fingers, a Tordoran gentleman may often be called upon to resort to skill at arms to protect his companions, life, and precious honor. Toward that end, many a skilled fencer has earned a reputation and a livelihood teaching the manly arts of self defense. Hundreds of specific styles have developed, with a vast array of subtle theories, but to the uninitiated, a single broad approach to single combat emerges: the Tordoran Style, differentiated from the methods often employed by Rynnish or Thurian fencers by the use of the off-hand. Challenging a well-schooled Ordic sea-capitain to a duel has proven the doom of many a foolhardy brigand or fop.
Tordoran fencers nearly always begin through basic proficiency with a broadsword or single-handed longsword, followed by an immersion in defensive techniques meant to first and foremost protect the life of the fencer. Towards this end, the use of parrying daggers, swordbreakers, chains, and cloaks are introduced.
Recommended Feats:

  • Martial Weapon Proficiency: Broadsword/Longsword
  • Martial Weapon Proficiency: Light Chain/Swordbreaker
  • Combat Expertise
    • Improved Disarm
  • Dodge
    • Mobility
  • Two-weapon Fighting
    • Improved Two-weapon Fighting
      • Greater Two-weapon Fighting
  • Weapon Focus Broadsword/Longsword
    • Weapon Specialization Broadsword/Longsword
    • Greater Weapon Focus Broadsword/Longsword
      • Greater Weapon Specialization Broadsword/Longsword
  • Weapon Focus Dagger/Light Chain/Swordbreaker

Feats listed in bold are strongly recommended. Few fencing schools will stress the use of a variety of off-hand weapons, preferring instead an intense study of a particular pairing of weapons.

*New feats*

Tordoran Fencer [General, Fighter]

Highly skilled at parrying, with a refined guard and quick reflexes, the well-trained Tordoran-style Fencer is a difficult target to strike a blow at.

Prerequisites: Combat Expertise, Dodge, Two-weapon fighting, Weapon Focus (Broadsword or Longsword), Base Attack Bonus +4
Benefit: When simultaneously wielding a Broadsword or Longsword for which he has the Weapon Focus feat and a light weapon, the character receives a +2 competance bonus to AC versus melee attacks from the subject of his Dodge feat. This bonus explicitly stacks with the bonus granted by the Dodge feat, resulting in a total improvement of +3.

Master Tordoran Fencer [General, Fighter]

A true master of the defensive sword, the master of a Tordoran fencing style’s impeccable footwork leaves no opening and makes him difficult for even multiple opponents to box in.

Prerequisites: Tordoran Fencer, Greater Weapon Focus (Broadsword or Longsword), Improved Two-weapon Fighting, Mobility, 5 ranks Sense Motive, 5 ranks Bluff
Benefit: When simultaneously wielding a Broadsword or Longsword with which he has the Greater Weapon Focus feat and a light weapon, the subject of the character’s Dodge feat is not treated as threatening the character for purposes of flanking or attacks of opportunity.

Article #38 by burrowowl on March 30, 2006 @ 12:31 AM

This article is categorically filed under House Rules

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Tordoran Swordbreaker

A simple, light, bludgeoning weapon intended for use in the off-hand in the Tordoran fencing style (other off-hand weapons include light chains, fencing cloaks, and a variety of daggers). It is typically a strong steel rod with heavy notches and ring guard that are well-suited to fouling, trapping, or even breaking an opponent’s weapon.

Cost Dmg (M) Critical Range Increment Weight Type
Swordbreaker 12 Royals 1d6 x2 - 2 lb. Bludgeoning

The Tordoran style of swordbreaker confers a +2 circumstance bonus on opposed attack rolls when attempting to disarm an opponent wielding a weapon in one hand (a light or medium weapon). This bonus explicitly stacks with the bonus provided by the Improved Disarm feat.

Article #37 by burrowowl on March 29, 2006 @ 11:51 PM

This article is categorically filed under Mundane

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Lightning Rod

Not actually meant to be affixed to structures to draw away the dangers of nature, but rather intended to inflict them upon one’s foes, the Lightning Rod is a swordbreaker with a Lightning Bolt runeplate and offensive spell trigger incorporated.

The base item is a light bludgeoning weapon intended for use in the off-hand in the Tordoran fencing style. It is typically a strong steel rod with heavy notches and ring guard that are well-suited to trapping and breaking an opponent’s weapon. The Lightning Rod is a particularly-fine specimen of this this traditional Ordic weapon, crafted in rare Serricsteel.

Lightning Rod
(+1 Mechanika Serricsteel Swordbreaker with CL 5 Lightning Bolt incorporated)

Component Gold Cost Gold to Create XP to Create Enhancement
Swordbreaker (Serricsteel) 1512 - - -
Light accumulator 250 - - -
Rune plate (+1) 600 300 24 1
Enhancement Conduit 300 150 12 -
Hybrid Socket 450 225 18 -
Offensive Spell Trigger 3000 1500 120 -
Lightning Bolt Standard Rune Plate(CL 5) 4125 2063 165 -
Standard Conduit 600 300 24 -
Totals 10837 4538 363 1

Article #36 by burrowowl on March 29, 2006 @ 11:40 PM

This article is categorically filed under Mechanika

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