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Mechanik’s Union

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BroodFather, Heavy Warjack of Renown

Broodfather Heavy Warjack
Height/Weight: 10 ft./8.7 tons
Armament: Dual Chainblades, Harpoon Cannon, Beetle servitors
HD: 18d10+30
HP: 129
Base Initiative: +1
Speed: 25 ft.
AC: 23
BAB: +13/+8/+3
MAB: +26/+8/+3
RAB: +15/+8/+3
BAD: 1d10
Space/Reach: 10 ft. by 10 ft./10 ft.
Saving Throws: Dex +8, Will +8, Fort +6
Abilities: Str: 36, Dex 14
Cortex: Arcanum Grade, Int 10, Wis 15
Build DC: 31
Construction Time: 28 weeks
Price: 57950 gp
Special Attacks:
ChainBlades (‘jack melee weapon, 1 in each hand)
These vicious weapons act on a chain belt mechanism that spins razor-sharp “teeth” at immense speeds. The teeth are infused with arcane energy upon activation, and as the teeth spin a whirling energy surrounds the blade, able to melt armor and flesh alike with ease. Not only that, but the wounds these weapons inflict are horrible, jagged cuts that will tear if the target is foolish enough to ignore them, causing further damage.

These weapons are essentially Large chainsaws that have reflexive arcane matrices built into the teeth. When the weapon is activated (a move equivalent action), the 4 Scorching Ray rune plates send the spell energy to each “tooth”, which emit that energy as the chain moves each along. The result is a blade surrounded by whirling red energy that tears through armor with ease (ignores hardness), and also leaves wounds that can tear open further. Should a target that is capable of moving under it’s own power attempt to do so after being damaged by these weapons, there is a cumulative 20% chance for each action taken that the wounds will tear open further, dealing one-third of the damage dealt by the initial blow.
These weapons are accumulator powered, and draw one charge per round of use.

Size: Large
Damage: 2d10 (extra, see description)
Special Qualities: Ignores hardness
Cost: 5500 gp each (must be equipped as a pair to function properly) plus rune plate and accumulator
Craft Check DC and XP cost: DC 20, 89 XP each
Weight: 400 lb.

Harpoon Cannon (‘jack ranged weapon, equipped on torso)
Drawing upon the instruments that whalers use to catch their prey, this weapon uses a 3 sectioned barbed harpoon as ammunition. When the weapon is fired, the three sections whirl to life, spinning independently of one another at breakneck speed. Upon impact, the weapon bores into the target, and once secured, begins to reel in the round.

This weapon is a ‘jack mounted, powered harpoon. Once fired, the boring action of the three sections deals damage for 2 rounds. After that, the round is secured enough that the chain can reel the round in (a move equivalent action). This can be used to drag the opponent closer, perhaps into range for melee weaponry. The weapon is mounted onto the torso, and can use the ‘jacks own weight to help pull in addition to the winding mechanism. For each round the chain is wound, the opponent is drawn one-third the distance fired.

Size: Large
Damage: 3d8 (special, see description)
Special qualities: (pulling, see description)
Range: 120 ft.
Cost: 3000 for gun, 1500 for arm, plus cortex costs.
Craft check DC and XP cost: DC 25, 130 XP for gun, 60 xp for arm.
Weight: 200 lb.

‘Jack-mounted Servitor Bay
Much like the servitor bays on steam armor, however this can deploy 8 tiny or four small servitors. They are usually mounted on the back of a ‘jack, with an extended version that mounts on the front, allowing for a further 8 tiny or four small servitors to be deployed.
Unlike a steam armor, however, a ‘jack can use some of its own power to recharge the accumulators in its servitors at a rate of 1 charge per accumulator per minute.
For an additional 500 gp, a relay to the ‘jack’s cortex can be installed, allowing a jack handler to give instructions to the servitors before they deploy through the ‘jack, using its cortex and modifiers to the DC of the Jack Handling check if one is required. Once deployed, the servitors can receive no further orders in this manner until they return. However, it may be given orders via ‘Jack Handling checks as normal.

Whenever a ‘jack’s damage threshold is reduced (see the LM, p. 24 “Mechanikal Construct Traits” callout), there is a cumulative 20% chance that the servitor bay is rendered inoperable by the damage.
Cost: 2000 gp for normal, 4000 gp for extended, + 500 gp for command
Special Qualities: Mechanikal Construct traits, Steamjack traits, damage reduction 10/serricsteel, Darkvision 60 ft, lowlight vision.
Challenge Rating: 15

A band of ragamuffins and their stolen battlegroup, two Talons and a Nomad, are fleeing the police. Having evaded them, they turn a corner and are met by a young man. “Get out of our bloomin’ way!” their leader shouts. The young man simply smiles and snaps his fingers. A tremendous buzzing fills the air, and the heavy footsteps of a warjack begin to resound throughout the streets. The leader barely has time to shout at his ‘jacks to attack, before eight tiny spheres charge from seemingly all directions, their spinning weapons tearing through the most lightly armored of the bandits like tissue paper. The Talons, responding to their master’s order, charge, swatting at as many of the spheres as possible. But the spheres are nimble, and evade with ease. Soon, one of the Talons drops, as a spinning drill-like weapon pierces it’s right leg, soon followed by its brother. The two spheres that fired the charges quickly stream away, to make room for the heavy warjack that now charges through the alleyway, it’s two blades spinning with arcane fury. The Nomad, having just reached the young man, raises it’s blade and is impaled by a strange form of drill similar to the ones that had immobilized the Talons. The man steps aside, and the Nomad is pulled by a chain into reach of the massive blades wielded by the warjack. In a moment it is over, the bandits that still live groaning in pain, the stolen battlegroup immobilized, and the leader in the young man’s grasp. When the police arrive, they find the bandits tied to a tree, and the ‘jacks in pristine condition, keeping watch over their former masters.

The Broodfather is a ‘jack designed with multiple roles in mind. First, it is an assault ‘jack, with its dual chainblades and torso mounted harpoon cannon. When working in tandem, the Broodfather can pull the enemy in with the Harpoon Cannon, then dice it to ribbons with the chainblades. It can also handle multiple lightly armored enemies and light warjacks by means of a devious servitor delivery system. Flying Carrion Beetle servitors harrass lightly armoured foes, while Ripper Beetles take down light warjacks with a smaller, accumulator powered version of the Harpoon Cannon, the Ripper Cannon. Able to store a full battle squadron of eight Carrion and four Ripper Beetles, the Broodfather can also use its internal power to recharge its servitor’s accumulators. It is also able to run much longer on a full boiler than most others of its class, and it can generally outlast its opponents if all else fails.
It is also, however, a ‘jack that due to its Carrion Beetle’s backup manipulators, and its own, brute strength, can perform much heavier manual labor than any laborjack on the market. It can lift several tons of weight, and is also capable of dextrous manipulation when neccesary.
The Broodfather is a one of a kind machine, and is the loving invention of an as of yet unidentified young mechanik. If this is his first work, who knows what will come next?

“Carrion-Beetle” Attack Servitor

Tiny Construct (Servitor)
HD: 1/2 1d10, hp 3
Init: +3
Spd: 60 ft (see text)
AC: 15
Base Attack: +2
Grapple: -6
Full Attack: Buzz cutter: +2 (2d4 slash)
Dive Bomb: +6 (2d4 slash, see text)
Special qualities: Darkvision 60 ft, Construct Traits, Servitor Traits
Alignment: neutral
Saves: Fort: +0, Ref: +3, Fort: +0
Str 10, Dex 16, Con -, Int 2, Wis 10, Cha 1
Novotski Accumulo-Inducer with a Standard accumulator
Cost: 770 gp[/b]

Flight:
These servitors fly as though under the effect of a Fly spell cast at 6th level. They will always try to return to their point of origin before the spell expires. Activation of this ability drains 3 charges from the servitor’s accumulator. These servitors may not move any other way, and if they are grounded, they are immobile. They may re-activate this ability for a further 3 charges.

Dive Bomb: When these servitors charge, they use their momentum to inflict additional damage to their targets. Since they are harder to dodge when moving at such speeds, the servitors gain a +4 to their to-hit roll instead of the standard +2, but take only a -2 to AC. For every 20 feet away from the target the servitor starts its charge, add +1 to the damage for a max of +6

“Ripper-Beetle” Attack Servitor

Small Construct (Servitor)
HD: 1d10, hp 6
Init: +3
Spd: 60 ft (see text)
AC: 15
Base Attack: +2
Grapple: -6
Full Attack: Buzz cutter: +2 (2d4 slash)
Dive Bomb: +6 (2d4 slash, see text)
Special qualities: Darkvision 60 ft, Construct Traits, Servitor Traits
Alignment: neutral
Saves: Fort: +0, Ref: +3, Fort: +0
Str 10, Dex 16, Con -, Int 2, Wis 10, Cha 1
Novotski Accumulo-Inducer with a Standard accumulator
Cost: 4270 gp

Flight: These servitors fly as though under the effect of a Fly spell cast at 6th level. They will always try to return to their point of origin before the spell expires. Activation of this ability drains 3 charges from the servitor’s accumulator. These servitors may not move any other way, and if they are grounded, they are immobile. They may re-activate this ability for a further 3 charges.

Ripper Cannon (Servitor-mounted ranged weapon)
Similar to the Harpoon Cannon, this weapon fires a sectioned, barbed harpoon. This one, however, is designed to be operated inside a target without being attached to a chain. It can be reeled in, but only after the round stops moving, generally after combat has ended.

This weapon acts exactly as a Harpoon Cannon, but there is no chain attached when fired. The round contiuously bores into the target until it runs out of power, dealing its damage each combat round until powerdown. There is a chain that can be used, but only when retrieving the round. Once attached, the round spins in the opposite direction until it is free, then pulled in with the chain. The process takes all of 10 minutes to complete.
The Ripper round uses an accumulator, and draws one charge per round of use.

Size: Medium
Damage: 1d10 (special, see description)
Special Qualities: (powered, see description)
Range: 120 ft.
Cost: 3500 plus accumulator
Craft Check DC and XP Cost: DC 25, 160 XP
Weight: 30 lb.

Article #63 by Tsukasa111 on October 13, 2007 @ 09:07 AM

This article is categorically filed under Mechanika

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+2 Shocking Burst Carbine (Military)

Components Gold Cost Gold to Create XP to Create Enhancement
Masterwork Carbine (Military) 900 - - -
Shocking Burst Rune Plate 3360 1680 134 -
Rune Plate (+2) 2400 1200 96 2
Conduits 11520 5760 461 2
Hybrid Accumulator Socket 450 225 18 -
Heavy Accumulator 1000 - - -
Totals 19630 8865 709 4

Fusion DC: 21
Market value: 19630 gold
Total Cost: (8865 gold + 709 XP to create)

Article #61 by lanval on September 06, 2006 @ 10:39 AM

This article is categorically filed under Mechanika

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Chirurgeon

This Orgoth-style longsword as a narrow fuller down the length of its blade that appears to have been stitched closed with a thick brass thread. It was originally granted to the personal bodyguard of Lord Governor Creaus’s chief vizier, and is a +2 enchanted longsword that grants Regeneration 5 to its wielder (fire and acid do normal damage). Wounds healed by Chirurgeon leave rough scars, as though the wielder had been roughly attended to by a hasty caretaker.

Strong transmutation; CL 16th; Craft Magic Arms and Armor, requires the sacrifice of at least 100 otherwise-healthy Humans; Price 98,000 crowns

Article #60 by burrowowl on August 17, 2006 @ 03:23 PM

This article is categorically filed under Magikal

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Priest-slayer

This Orgoth blade is consecrated in the blood of the Ordic people and imbued with arcane power by their sacrifice. Crafted during the reign of Lord Governor Creaus in 300BR, Priest-slayer is an Orgoth-style +3 enchanted longsword with a number of useful properties. This blade conferrs Spell Resistance 35 once per day (wielder may declare the use of this ability after the spell is cast, but before any damage or saving throw is rolled). When wielded, Priest-slayer grants Spell Resistance 20 versus divine magic. This SR 20 is always on, and can only be waived (to allow beneficial divine magic to affect the wielder) by sheathing the sword.

When viewing the reflection of a spellcaster in the blade of this weapon, he will appear physically-abused. Arcanists will appear battered and beaten, divine spellcasters appear nearly-dead. This is a shadow of the intentions of the weapon’s crafter, and can be used as a none-too-subtle substitute for the Witch Hound feat that also detects priests.

Moderate abjuration and necromancy; CL 15th; Craft Magic Arms and Armor, spell resistence, crafter must sacrifice no less than fifty otherwise-healthy Humans in an Orgoth ceremony no longer known in Western Immoren; Price 48,430 crowns

Article #59 by burrowowl on August 17, 2006 @ 03:12 PM

This article is categorically filed under Magikal

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Armour Bonus by Class/Level

The Class bonus is similar to a Dex bonus. It stacks with all others [including class bonuses from multiple classes] but is lost when one is flanked, flat-footed, or similar, just as Dex bonus would be. Classes that cannot be flanked, or caught flat-footed retain their Class Bonus to AC as well. Essentially, anytime the Dex bonus is lost, so too is the Class bonus. Dex Bonus and class bonus also stack regarding armour maximum Dex modifier. So as you progress in level, armour becomes less useful to you. A chain shirt with a max Dex modifier of +4 provides +4 AC and allows a combination of Dex and Class bonus up to +4. So a person with a Dex of 18 would not count any Class Bonus towards AC while in a chain shirt.

Defense progression by Character level (Divisions are based on Base Attack Bonus Progression over levels 1 to 20):

AC = 10 + Dex. Bonus. + Armour Bonus. + Class bonus + Misc. Bonus.

Lvl Weak
[+1 to +10]
Intermediate
[+1 to +15]
Strong
[+1 to +20]
Weak: [+1 to +10]
Arcane Mechanik
Sorcerer
Wizard

Intermediate: [+1 to +15]
Bodger
Cleric
Druid
Fell Caller
Gentleperson
Gun Mage
Monk
Rogue
War Bard

Strong: [+1 to +20]
Beserker
Fighter
Paladin
Scout

1 1 2 2
2
3 3
4 2 3
5 4
6
7 3 4 5
8
9 6
10 4 5
11 7
12
13 5 6 8
14
15 9
16 6 7
17 10
18
19 7 8 11

Article #58 by lanval on June 02, 2006 @ 11:13 AM

This article is categorically filed under House Rules

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Mechanikal Flametongue

A conversion from the DMG. This is a +1 mechanikal flaming burst longsword. The sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.

Component DC Mod Caster Level Cost GP Cost XP Days to Create Price
MW Longsword +1 N/A N/A N/A N/A 315
+1 Enhancement Runeplate +1 5th 300 24 1 600
Flaming Burst Runeplate +1 7th 2,880 231 6 5,760
Scorching Ray Runeplate +2 3rd 1,650 132 4 3,300
Offensive Spell Trigger +1 6th 600 48 2 1,200
Mechanikal Trigger +1 3rd 300 24 1 600
Standard Hybrid Socket +1 3rd 225 18 1 450
Conduits (2 plates, +3 total) +2 3rd 3,510 281 8+1 7,020
Spell Plate Conduit (2nd level spell) +1 3rd 200 16 N/A 400
+11 7th 9,665 774 24 19,645

Project Costs: Blueprints 9 days to draft, Price 966 gp 5 sp, Cost 483 gp 2 sp 5 cp + 9 XP; Component construction 15 days, Price 11,910 gp, Cost 5,955 + 477 XP + masterwork longsword; Assembly & Fusion 9 days, Price 7,420 gp, Cost 3,710 gp + 197 XP.

Components: masterwork longsword, +1 enhancement rune plate, flaming burst runeplate, scorching ray spell rune plate, offensive spell trigger, mechanikal trigger, hybrid accumulator socket, conduits.

Moderate evocation; CL 7th; Craft Wondrous Item, Etch Rune Plate, Craft (Mechanika) 8 ranks; Craft (Mechanika) fusion check (DC 26); Price 19,645 gp; Cost 9,665 gp + 774 XP + schematic costs; Weight 6 lbs., 8 lbs. with accumulator.
Schematics = 484 gp, 9 xp; Craft (Mechanika) DC 26; 9 days

EDIT: Corrected costs for the Mechanikal Trigger (was showing costs for a +2 equivalent, but Flaming Burst and +1 enhancement are a +3 equivalent total)

Article #57 by netminder69 on May 18, 2006 @ 07:10 AM

This article is categorically filed under Mechanika, Retrofits

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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

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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

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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

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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

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