Monday, September 4, 2017

Campaign Design - Base Classes: Arcane Engineer

Arcane Engineer
(adapted from Path of Magic)

Bards, sorcerers, and wizards manipulate magical energies to create breathtaking and devastating effects. Through song, skill, or blood, these spellcasters use magic to temporarily imbue themselves with fantastic abilities and in many cases blend seamlessly with the peoples of the world around them. beneath the surface of casual observation exists another form of arcane spellcaster - one who chooses to manipulate himself as well as she manipulates the magical energies that she uses. She is a wizard, a sage, and a scientist; she is the arcane engineer. Through the use of magitech (a combination of science and magic), the arcane engineer slowly transforms herself into a hybrid of living creature and magical machine - a hybrid who wields immense magical power.

Abilities: For the arcane engineer, two abilities are equally important: Intelligence and Constitution. A high Intelligence modifier increases the effectiveness and number of spells that an arcane engineer may cast each day, as well as aiding her Knowledge and Craft-based skills. The trials her body will be subjected to during the course of her career require the arcane engineer to have a high Constitution modifier. A high modifier will aid her in the necessary Fortitude saving throws with each new magitech modification she attempts to add to herself and increases her maximum number of hits points as well.
Race: Gnome.
Alignment: Any.
Hit Die: d6.
Luck Die: d2.

Class Skills
  • Skill List: The arcane engineer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (all skills, taken individually)(Int), Heal (Wis), Knowledge (all skills, taken individually)(Int), Profession (all skills, taken individually)(Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 2 + Intelligence modifier.

Class Features
All of the following are class features of the arcane engineer:
  • Base Attack Bonus: Poor. An arcane engineer gains +½ base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. An arcane engineer gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Poor. An arcane engineer gains +13 base Reflex save bonus per class level.

  • Will Base Save Bonus: Good. An arcane engineer gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Arcane engineers are proficient with all simple weapons. They are proficient with light armor, but not with shields. Any armor check penalties or spell failure chances suffered for wearing light armor apply to arcane engineers who wear armor.

  • Spells: An arcane engineer casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the sorcerer/wizard spell list. An arcane engineer must choose and prepare spells ahead of time. To cast a spell, an arcane engineer must have an Intelligence score of 10 + the spell's level (Intelligence 10 for 0th-level spells; Intelligence 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an arcane engineer's spell is 10 + the spell's level + the arcane engineer's Intelligence modifier. Like other spell casters, an arcane engineer can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Like a wizard, an arcane engineer may know any number of spells (see Arcane Magical Writings). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the arcane engineer decides which spells to prepare (see Preparing Wizard Spells).


  • Spellbooks: An arcane engineer must study her spellbook each day to prepare her spells. (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all arcane engineers can prepare from memory. An arcane engineer begins play with a spellbook containing twenty 0th-level spells, plus three 1st-level spells of the arcane engineer's choice. For each point of Intelligence bonus the arcane engineer has, the spellbook holds one additional 1st-level spell of the arcane engineer's choice. At each new arcane engineer level, she gains two new spells of any spell level or levels that she can cast (based upon her new arcane engineer level) for her spellbook. At any time, an arcane engineer can also add spells found on scrolls or in other arcane engineer's or wizard's spellbooks to her own (see Arcane Magical Writings).

  • Summon Familiar: An arcane engineer gains the ability to obtain a familiar. An arcane engineer gains the Construct Familiar feat for free, and their familiar is a clockwork creature (see the Advanced Bestiary, pages 42-44 for details concerning the clockwork creature template).

  • Construct Spells: An arcane engineer may add any spells required to create any kind of construct to their class spell list.

  • Magitech Modification: To create a magitech modification, the arcane engineer must possess the Craft Wondrous Item feat. By creating a housing item that is implanted into the subject, she is imbued with magic power that functions as a spell-like or supernatural ability. To create a magitech modification, the arcane engineer follows the guidelines for creating a wondrous magic item (see the Dungeon Master's Guide, page 288). Magitech modifications function as magic items that may be activated with a standard action that does not provoke attacks of opportunity. A magitech modification may function as any existing, non-artifact magic item with the following restrictions:.

    • The modification may not have a limited number of charges (such as wands), but items with a number of charges per day (such as a helm of teleportation) are allowed.
    • Modifications may not be single use items (such as scrolls
    • An additional 100 shillings must be added for each caster level of the item effect duplicated, to compensate for the additional materials and tools required to implant the magitech modification.

    The process of implanting a magitech modification takes one hour for each 1,000 shillings in the final price of the modification to be installed. There are two things that must be taken into account once the process begins. First, the arcane engineer must make a Heal check (DC 20) for every hour that the procedure lasts to ensure proper grafting and bonding is taking place. If the character fails this check, no progress is made that hour. If he fails the check by more than five, he makes a fatal mistake and drops the subject's hit points to -1, at which point the subject begins to die. Also, during the process, the subject suffers damage equal to the item's caster level each hour. This damage can be halved with a successful Fortitude saving throw (DC 10 + the modification's caster level). On a roll of a natural one, the subject has suffered an unforeseen reaction to the process, drops to -1 hit points, and begins to die.

    A character can have a number of magitech modifications in caster levels equal to the subject's Constitution score.

    Once the magitech modification is successfully installed, the subject must regain full hit points before she can use the implanted item. Once installed, the modification functions as the magic item it duplicates and may be dispelled as such an items as well. Areas where magic is heightened, lowered, or negated affect the magitech modifications normally. If the magitech modification is destroyed through the use of spells, damage, and so on, it ceases to function until repaired, which is identical to the procedure used to install it in the first place. To do so, the arcane engineer must pay half the modification's cost and half of any necessary experience point costs as well.

    An arcane engineer may install a magitech modification on a construct (including a living construct). When a magitech modification is installed in a construct or living construct, there is no additional cost per caster level of the item, and no Heal checks or Fortitude saves are required, nor is any damage inflicted upon the subject by the process.

  • Craft Clockworks: At 5th level, the arcane engineer gains the Craft Clockworks feat as a bonus feat, even if she does not meet the prerequisites.

  • Craft Steamworks: At 10th level, the arcane engineer gains the Craft Steamworks feat as a bonus feat, even if she does not meet the prerequisites.

  • Bonus Feat: With a stronger grasp of magic and the mechanics of magitech, the arcane engineer is more adept at manipulating magic. At 15th level, the arcane engineer gains a bonus feat. This feat must be a metamagic feat or an item creation feat. At 20th level she gains another bonus feat. These feats are in addition to feats granted by the character's level or other sources.

  • Golem Study: By studying the intricate details of magic and magical technology, the arcane engineer becomes more adept at golem and construct construction. At 14th level, the arcane engineer must pay only 75% of the listed shilling and experience point cost to create a golem (see the Monster Manual, page 134). These cost reductions also apply to any magitech modifications made to a construct or a living construct or any Ironborn components the arcane engineer crafts.

  • Magitech Body: Through a long career of study and experimentation, the arcane engineer learns the secrets to duplicating the physical qualities of the golems he creates. At 19th level, the arcane engineer who has more than half of her allowable magitech modifications implanted gains immunity to mind-affected magic, natural poisons, and disease.
Arcane Engineer                              Spells per Day
Level
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
Summon Familiar, Construct Familiar
3
1
-
-
-
-
-
-
-
-
2nd
Construct Spells
4
2
-
-
-
-
-
-
-
-
3rd
Magitech Modification
4
2
1
-
-
-
-
-
-
-
4th
-
4
3
2
-
-
-
-
-
-
-
5th
Craft Clockworks
4
3
2
1
-
-
-
-
-
-
6th
-
4
3
3
2
-
-
-
-
-
-
7th
-
4
4
3
2
1
-
-
-
-
-
8th
-
4
4
3
3
2
-
-
-
-
-
9th
-
4
4
4
3
2
1
-
-
-
-
10th
Craft Steamworks
4
4
4
3
3
2
-
-
-
-
11th
-
4
4
4
4
3
2
1
-
-
-
12th
-
4
4
4
4
3
3
2
-
-
-
13th
-
4
4
4
4
4
3
2
1
-
-
14th
Golem Study
4
4
4
4
4
3
3
2
-
-
15th
Bonus Feat
4
4
4
4
4
4
3
2
1
-
16th
-
4
4
4
4
4
4
3
3
2
-
17th
-
4
4
4
4
4
4
4
3
2
1
18th
-
4
4
4
4
4
4
4
3
3
2
19th
Magitech Body
4
4
4
4
4
4
4
4
3
3
20th
Bonus Feat
4
4
4
4
4
4
4
4
4
4

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