PDA

View Full Version : The Techworker [PEACH]



pyrefiend
2008-05-28, 07:48 PM
http://i12.photobucket.com/albums/a207/leo_star2222/Techworker_picture-1.jpg

There is much to be said for the power of technology. Indeed, where would mankind be without weapons and tools to defend itself and create civilization? Throughout history, it has been proven again and again that technology is power. Techworkers take this idea to an extreme. They are builders of incredible machines of all kinds, creators of ingenious gadgets and engineers of devastating weaponry. They are a strange brand of warrior, not relying on skill so much as the weapon in their hands.
Adventurers: Some techworkers remain in their labs, but many see the value of adventuring. Techworkers adventure to find new uses for their inventions and put themselves in situations that demand ingenuity. They know that they can get many more ideas when in stressful or dangerous situations, because only then will they truly see a need to fill.
Alignment: Because of the vast reasons for becoming a techworker, any alignment is as possible as the next.
Religion: Techworkers are not the most reverent of peoples, but they know to offer their gratitude to gods of technology and those who value intelligence. Some techworkers follow other deities, but they are few and far between.
Background: The techworker was usually a tinkerer at a young age. As his talent grew, so also did his aptitude for creation. Although rarely recognized at first, his talent grows until it cannot be denied. Once his potential is discovered, he is usually sent to a master craftsman (often another techworker). There he fine tunes his abilities and learns to summon his materials.
Races: Elves, with their distaste for large structures, rarely become techworkers. Gnomes, great lovers of complexity and engineering, are by far the most common techworkers, although human and dwarf techworkers are not rare.
Other Classes: Techworkers get along extraordinarily well with most other members of an adventuring party. He is happy to lend his empowered weapons to those who know how to use them, such as the fighter or cleric. He enjoys learning from the complex art of the rouge and wizard, both characters he borrows skills from. Unfortunately, their tendency for compatibility ends with the druid. The two classes represent the polar opposites of natural power and technological ingenuity. Because druids see complex inventions as distasteful and techworkers see natural magic as primitive, only the most understanding individuals are willing to work together.
Role: The techworker finds his use in preparation. He can make any dungeon crawl easier with his powerful tools, like devastating weapons he lends to friends and robotic comrades who fight beside him. He can hold his own in a fight, and indeed must if he wishes to use his more complicated weaponry. After all, few fighters and clerics are proficient with acid-shooting rifles.

Techworker
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+0|Arcane Craft, Hyperproficiency|4|3

2nd|
+1|
+0|
+0|
+0||4|4|

3rd|
+2|
+1|
+1|
+1||4|4|2|

4th|
+3|
+1|
+1|
+1||4|4|3|

5th|
+3|
+1|
+1|
+1||5|5|3|

6th|
+4|
+2|
+2|
+2|Reforming Touch|5|5|3|2|

7th|
+5|
+2|
+2|
+2||5|5|4|2|

8th|
+6|
+2|
+2|
+2||5|5|4|3|

9th|
+6|
+3|
+3|
+3||6|6|4|3|

10th|
+7|
+3|
+3|
+3||6|6|5|3|2|

11th|
+8|
+3|
+3|
+3||6|6|5|4|3|

12th|
+9|
+4|
+4|
+4||6|6|5|4|3|2|

13th|
+9|
+4|
+4|
+4||7|6|6|4|4|3|

14th|
+10|
+4|
+4|
+4||7|7|6|5|4|4|2|

15th|
+11|
+5|
+5|
+5||7|7|6|5|5|4|3|

16th|
+12|
+5|
+5|
+5||8|7|7|5|5|5|4|2|

17th|
+12|
+5|
+5|
+5||8|7|7|6|5|5|5|3|

18th|
+13|
+6|
+6|
+6||9|8|7|6|6|5|5|3|2|

19th|
+14|
+6|
+6|
+6||9|8|7|6|6|5|5|4|2|

20th|
+15|
+6|
+6|
+6||10|9|8|7|7|6|5|4|3|1[/table]


Game Rule Information:
Techworkers have the following game statistics.
Abilities: Intelligence is vital to the competent techworker because it governs what materials he can summon. A high charisma is a necessity because most inventions are impossible to create without the use of a sizable Arcane Craftbonus (see below). Dexterity has some role in how inventions are made and is important due to the techworker’s reliance on light armor.
Hit Dice: d6

Class Skills:
The techworkers class skills (and the key ability for each skill) are
Appraise(int), Craft(int), Decipher Script(int), Disable Device(dex), Gather Information(cha), Knowledge: architecture and engineering (int), Knowledge: dungeoneering (int), Knowledge: history (int), Open Lock (dex), Use Rope (dex)
Skill Points at First Level: (6 + int modifier) X 4
Skill Points at each Individual Level: 6+ int modifier

Class Features:
Weapon and Armor Proficiency: The techworker is proficient with all simple and martial weapons as well as light armor.

Inventions: The techworker’s foremost skill is his ability to create helpful weapons and machines. He does this through a combination of magic and craftsmanship. To build his machines, the techworker requires supplies: alchemical items, fuel of some sort, and almost always a base substance, like wood or iron. Since such materials are rarely on hand, the techworker uses spells to conjure up all required materials. Conjuration requires spell slots, so a techworker has to spend spell slots to conjure his materials, but not to assemble them. Assembly also requires an appropriate craft check, though due to his own innate magical talents, he not only can but must take 10 on these checks. Due to the magical nature of the materials he uses, devices he creates fade away after twenty four hours. However, because of the magical edge the techworker enjoys when building, he only needs about two hours each day to build the devices he will use. A techworker may choose to sustain a machine he built previously, but doing so forces him to sacrifice spell slots as if he had summoned the materials needed to build the gadget.
Hyperproficiency: Due to their innate understanding of the inventions they construct, techworkers are automatically proficient with any weapon they build.


Arcane Craft: The craft of the techworker is not all skill. A considerable amount of magic (more than most techworkers would like people to know) is worked into the summoned materials. Summoned materials are filled with the essence of the techworker himself, so much so that the bond connecting a techworker and his materials is as strong as that which bonds a sorcerer to his familiar.
Reforming Touch: Beginning at 6th level, a techworker can heal non-organic damage by touch. Each day he can heal a total number of hit points of damage equal to his techworker level × his Charisma bonus. A techworker may choose to divide his healing among multiple recipients, and she doesn’t have to use it all at once. Using reforming touch is a standard action. This is much like lay on hands, the paladin ability, but is the equivalent to repair spells instead of cure spells.


Materials
Conjure Iron 0
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 diminutive cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 10 hit points. It is most useful as a base substance for very small inventions.

Conjure Iron I
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 tiny cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 30 hit points. It is most useful as a base substance for inventions of all kinds.

Conjure Iron II
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 small cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 75 hit points. It is most useful as a base substance for inventions of all kinds.

Conjure Iron III
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 medium cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 180 hit points. It is most useful as a base substance for inventions of all kinds, or a barrier or strong blockade of any kind.

Conjure Iron IV
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range:10ft.
Effect: 1 large cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 500 hit points. It is most useful as a base substance for inventions of all kinds, or a barrier or strong blockade of any kind.

Conjure Iron V
Conjuration
Level: Techworker 5
Components: V
Casting Time: One standard action
Range:15ft.
Effect: 1 huge cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 1500 hit points. It is most useful as a base substance for inventions of all kinds, or a barrier or strong blockade of any kind.

Conjure Steel 0
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 diminutive cube of steel
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of steel. It has hardness 30 and 10 hit points. It is most useful as a base substance for very small inventions.

Conjure Steel I
Conjuration
Level: Techworker 3
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 tiny cube of steel
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of steel. It has hardness 30 and 30 hit points. It is most useful as a base substance for inventions of all kinds.

Conjure Steel II
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 small cube of steel
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of steel. It has hardness 30 and 60 hit points. It is most useful as a base substance for inventions of all kinds.

Conjure Steel III
Conjuration
Level: Techworker 5
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 medium cube of steel
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of steel. It has hardness 30 and 120 hit points. It is most useful as a base substance for larger inventions of all kinds.

Conjure Stone I
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 tiny block of stone
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a solid rock. It has hardness 12 and 25 hit points. It is most useful as a base substance for some inventions.


Conjure Stone II
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 small block of stone
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a solid rock. It has hardness 12 and 55 hit points. It is most useful as a base substance for some inventions.

Conjure Stone III
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 medium block of stone
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a solid rock. It has hardness 12 and 100 hit points. It is most useful as a base substance for some inventions, or as cover or a blockade.

Conjure Timber I
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 tiny array of timber
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates an array of timber planks, magically bound together. It has hardness 5 and 15 hit points. It is most useful as a base substance for some inventions.


Conjure Timber II
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 small array of timber
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates an array of timber planks, magically bound together. It has hardness 5 and 35 hit points. It is most useful as a base substance for some inventions.

Conjure Timber III
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 medium array of timber
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates an array of timber planks, magically bound together. It has hardness 5 and 70 hit points. It is most useful as a base substance for some inventions.

Conjure Glass I
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 diminutive cube of glass
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell conjures a diminutive cube of glass to be used as a construction material.

Conjure Glass II
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 tiny cube of glass
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell conjures a tiny cube of glass to be used as a construction material.

~Odd Substances~

Conjure Gunpowder 0
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 fine supply of gunpowder
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons just a fistful of explosive gunpowder. If the gunpowder suffers any fire damage, it explodes, dealing 1d2 fire damage to everyone in the square it occupies.

Conjure Gunpowder 1
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 diminutive supply of gunpowder
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons a small supply of explosive gunpowder. If the gunpowder suffers any fire damage, it explodes, dealing 1d4 fire damage to everyone in the square it occupies.

Conjure Lesser Acid
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: see text
Spell Resistance: No

You conjure forth a small amount of weak acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 1d4 acid damage and those adjacent to the struck creature receive 1 point of splash damage.

Conjure Potent Acid
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You conjure forth a small amount of potent acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 2d6 acid damage + another 1d6 damage per 2 levels. Those adjacent to the struck creature receive half that damage in splash damage. Victims of splash damage can also make a reflex save.


Conjure Great Acid
Conjuration
Level: Techworker 3
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You conjure forth a small amount of potent acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 1d6 acid damage per techworker level (maximum 12d6). Those adjacent to the struck creature receive half that damage in splash damage. Victims of splash damage can also make a reflex save.

Conjure Awesome Acid
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You conjure forth a small amount of potent acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 1d6 acid damage per techworker level (maximum 20d6). Those adjacent to the struck creature recieve half that damage in splash damage. Victims of splash damage can also make a reflex save.


Conjure Alchemist's Fire
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 flask of alchemist's fire
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. Despite it's obvious use as a weapon in it's own right, it is even more potent in an invention.


Electric Spark
Conjuration
Level: Techworker 1
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One small jolt of electricity
Duration: 1 minute/ level
Saving Throw: none

This spell creates a small, self sustaining jolt of electricity. Coming in direct contact with the electricity results in 1d4 electricity damage. The charge cannot be thrown, so it is almost always used only in inventions.

Electric Charge
Conjuration
Level: Techworker 2
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One large jolt of electricity
Duration: 1 minute/ level
Saving Throw: none

This spell creates a large, self sustaining jolt of electricity. Coming in direct contact with the electricity results in 1d8 electricity damage. The charge cannot be thrown, so it is almost always used only in inventions.

Flame Source
Conjuration
Level: Techworker 1
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One small source of heat
Duration: 1 minute/ level
Saving Throw: none

This spell creates a small, self sustaining orb of heat resembling a tiny sun. Coming in direct contact with the electricity results in 1d4 fire damage. The heat source cannot be thrown, so it is almost always used only in inventions.

Blaze Source
Conjuration
Level: Techworker 2
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One moderate source of heat
Duration: 1 minute/ level
Saving Throw: none

This spell creates a self sustaining orb of heat resembling a tiny sun. Coming in direct contact with the electricity results in 1d8 fire damage. The heat source cannot be thrown, so it is almost always used only in inventions.

Conjure Razormetal
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 flask of Razormetal
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons a chunk of Razormetal. Razormetal is a which comes apart in very sharp pieces when put under pressure. It is useful as a component in some inventions that are meant to have sharp edges.


Conjure Phlastik I
Conjuration
Level: Techworker 3
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 diminutive piece of phlastik
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons a chunk of Phlastik. Phlastik is a remarkable material which is nearly as strong as iron but weighs only a fraction of what most metals do.

Conjure Phlasik II
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 tiny piece of phlastik
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons a chunk of Phlastik. Phlastik is a remarkable material which is nearly as strong as iron but weighs only a fraction of what most metals do.


Inventions
Techlight
DC: 21 (metalworking)
This wand-like apparatus is a short iron staff with a glowing electric filament at the end. It is a useful gadget which is a staple of the techworker’s repertoire. It can be used as a light source which sends out bright light in a 50 ft. radius and shadowy illumination in a 100 ft. radius. This effect can function all day until it dematerializes, like all inventions, after 24 hours. In addition, once per day the techlight can release a flare of bright light. All creatures within a 20 ft. radius must succeed on a reflex save or suffer a -2 penalty on attack rolls for one minute. Alternatively, the techlight can be wielded as a melee weapon which functions as a sap in all respects except deals 2d6 electricity damage. Both the flare and the melee attack render the techlight useless afterward.
Material Components: One electric spark and one tiny supply of iron.


Grenade
DC: 21 (metalworking)
A Grenade can be thrown as a ranged weapon with a range of 35ft. When it hits a solid surface, it explodes in a 10 ft. radius explosion, dealing 1d4 fire damage per techworker level (maximum 6d4)
Material Components: One tiny supply of iron and one fine supply of gunpowder


Scimerang
DC: 21 (metalworking)
The scimerang is a boomerang-like weapon made of incredibly lightweight alloys and fitted with sleek sharp blades. It functions as a boomerang in most respects, but is far more combat worthy. Its stats are as per the boomerang except as follows:
• Deals lethal damage
• Damage 2d8 slashing
• Critical is X3
Material Components: One tiny supply of phlastik, one tiny supply of iron.

Rocket Javelin
DC: 21 (metalworking)
A Rocket Javelin acts as a normal Javelin in all respects except that it activates a rocket engine when thrown. The increased speed and power granted by the rocket enhance it’s properties as follows:
• Range is 200 ft, and the javelin must be used at a range of at least fifty feet or a -2 penalty is applied to the attack roll.
• Damage is 1d6+4 piercing
• The Rocket Javelin has a massive critical of 15-20 X3
Material Components: One tiny supply of lumber and diminutive supply of gunpowder.


Basic Firearm
DC: 21 (metalworking)
The basic firearm is the weakest gun a techworker can create, though more powerful than most ranged weapons. Its stats are as follows:
•one-handed
•piercing
•range 120 ft.
•damage 1d8
•X3 critical
•The firearm takes a move action, and both hands, to reload and comes equipped with 30 bullets.
Material Components: One diminutive supply of gunpowder and one tiny supply of iron.

Hydrochloric Rifle
DC: 21 (metalworking + alchemy)
This invention is a long, oddly shaped rifle with many pipes and tubes traveling in and out of the weapon. With a pull of the trigger, the rifle releases a very small sphere of acid at high speed. This special attack requires a ranged touch attack, but does not provoke an attack of opportunity. The sphere deals 1d6 acid damage to the target (reflex half) and 1d3 splash damage to each adjacent creature. If any creature threatened by splash damage makes a reflex save, they take no damage. This effect has a range of 60 ft and can be activated six times. If the rifle has at least three charges remaining, the wielder of the rifle can also release all its fuel at once in a great orb of acid which functions as the Lesser Orb of Acid spell, except it deals 5 automatic points of extra damage. The rifle has hardness 8 and 5 hit points. If sundered, it releases all the acid it held upon the wielder of the staff and the sunderer, provided he is adjacent. The acid damage taken is equal to 1d4 times the number of normal shots left. Once the rifle has exhausted all acid it can be refilled by means of a conjure lesser acid spell.
Material Components: 1 tiny block of iron and 2 flasks of lesser acid.


Small Bomb
DC: 21 (metalworking)
This invention is simply a thin iron sphere filled with gunpowder and carrying a string fuse. The fuse can be lit as a standard action, provided the wielder has some means of doing so. The bomb then detonates on the next turn on initiative count 1. The explosion causes 1d10 per two techworker levels (maximum 4d10) to everyone in a 10 ft. radius of the bomb.
Material Components: One tiny supply of iron and one diminutive supply of gunpowder.

Crystal Spyglass
DC: 21 (crystal)
This small spyglass is perfect for magnifying small details. Any character using a crystal spyglass receives a +4 circumstance bonus on their search check for one minute. Cumulative use of the spyglass reduces it’s effectiveness for every minute spent past the normal duration. For example, two minutes of use renders the glass’ bonus +3, three makes it +2, etc.
Material Components: One diminutive supply of iron and diminutive supply of glass.


Gunsword
DC: 21 (metalwork)
This invention is a longsword with a blade that flips backward to reveal a firearm inside. Switching between the two forms is a swift action that does not provoke attacks of opportunity. It takes a DC (5+craft check result for this invention) to notice that the gunsword is anything but a longsword when in sword form. The weapon stats for the gunsword in it’s two forms are as follows:
Sword Form:

one handed
slashing
damage 1d8+2
19-20x2 critical

Gun Form:

two handed
range 120 ft.
damage 1d8
20x3 critical
requires a move action to reload
Material Components: 1 small supply of iron and 1 diminutive supply of gunpowder.


Motor Shuriken
DC:21 (metalworking)
This devise is a bit of a misnomer. It is far too large to be used effectively as a normal shuriken; it is instead outfitted with a motor which causes the shuriken’s blades to rotate. As the blades spin faster and faster, the machine is able to suspend itself in the air on its own while its master controls it from afar. The shuriken is treated as a monster in its own right, and continues to act on it’s own so long as it’s wielder uses a standard action each turn to continue to control the device.
Its statistics are as follows:

Motor Shuriken
Diminutive Construct
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: fly (perfect) 30 ft.
Armor Class: 22 (+3 Dex, +3 Natural Armor, +4 Size)
Base Attack/Grapple: +0/-
Attack: Razor Spin +6 melee (1d6)
Space/Reach: 1ft. (1/25 squares)/-
Special Attacks: -
Special Qualities: Construct traits
Saves: Fort +0 Ref +5 Will +0
Abilities: Str 14, Dex 16, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Lightning Reflexes
Challenge Rating: 2

Material Components: One tiny supply of iron, one electric spark.

Magnetic Ray
DC: 22 (metalworking)
The magnetic ray is an almost unwieldy two-handed firearm which is used to attract or repel metallic objects. Activating a magnetic pulse is a standard action, and can have one of two effects: either the target is flung toward the gun or away from it. Either way, the attack is treated as a bull rush with a +5 bonus plus half the techworker’s level. The amount of metal the target is carrying also determines the effectiveness of the weapon:
{table=head]
Condition|
Example|
Bonus to Bull Rush Used

Target is carrying no metal |Creature wielding or wearing no metal|no effect on target

Target is carrying only a tiny amount of metal.|Creature carrying loose change.|-8

Target is carrying or wearing small amounts of metal.|Creature wearing bracelets, a helmet, some weaponry or clothing inlaid with metal.|-4

Target is wearing significant metal.|Creature wearing chainmail or studded leather armor.|+0

Target is heavily clad in metal.|Creature wearing a breastplate or half-plate armor.|+4

Target is wearing extremely heavy armor.|Usually only full plate falls under this category.|+8[/table]
Material Components: One tiny supply of steel, one tiny supply of iron, electric charge.


Adhesive Caltrops
DC: 16 (metalworking)
DC: 22 (knowledge: alchemy)
The adhesive caltrops are 40 caltrops designed to release sticky glue when they impale an enemy. There are enough caltrops to cover four five by five feet squares. Until the caltrops impale an enemy, they have no distinguishing features. Once they do, however, they are extremely hard to remove. The caltrop deals and additional 1d3 damage to the target on their turn each round, or 1d6 if the target moves during their turn. If the target is damaged by more than one caltrop, the additional damage stacks. For example, a foe damaged by three caltrops suffers 3d3 damage each round. The target only continues to take damage for a number of rounds equal to your techworker level plus 3. The heal check to remove the adhesive caltrop and heal the wound is 35. An unsuccessful heal check which fails by ten or less still removes the caltrop, but the “healed” creature suffers an additional 1d6 damage.

Searing Crystal
DC: 22 (crystal)
DC: 22 (metalworking)
The searing crystal is a hand held device which concentrates a ray of searing light to burn foes. Training the beam of light upon a foe is a standard action, a ranged touch attack which provokes attacks of opportunity. The ray has a range of 300ft. A successful “hit” deals 1d8 fire damage to the enemy, and successive hits on the same target increase the damage as follows:
{table=head]
Consecutive Hits|
Damage

1|1d8 fire damage

2|2d8 fire damage

3|4d8 fire damage

4+|6d8 fire damage, and foe catches fire unless they succeed on a reflex save.[/table]
The string of consecutive hits ends if the wielder of the searing crystal ever fails to hit the enemy on his turn or the path leading from the wielder to the target is ever impeded by cover or other creatures.
Material Components: One small supply of iron, one tiny supply of glass, and one Flame Source.



Arc Whip
DC: 22 (metalworking)
The arc whip is a metal chord charged with powerful electric charge. It is wielded as a normal whip, but has much more power than a mundane weapon. The whip deals 2d8 electricity damage on a successful hit, and deals an automatic 1d8 electricity damage for every round it’s wielder is using the whip to maintain a grapple on an opponent. The arc whip has even more devastating effects on a critical hit. On a critical hit (threat range 17-20) the arc whip releases a powerful current, dealing an extra 1d8 electricity damage and forcing a fortitude save. On a failed save, the opponent is dazed.
Material Components: One electric charge and one small supply of iron.


Flame Crank
DC: ??? (metalworking)
A Flame Crank is a hand held machine weighing 16 lbs. It has a hand crank on its side which is turned to activate its effect. When the crank is turned, the machine spews out flaming napalm, dealing 3d6 fire damage in a 15 ft. cone. Using this ability effectively uses 1 of the machine’s 5 charges. Turning the crank is a standard action which provokes attacks of opportunity. The crank can be turned faster and harder, with some difficulty, to produce more fire as outlined below:
{table=head]
Strength DC|
Damage|
Charges Used

12|
3d6|
1

19|
6d6|
2

26|
9d6|
3[/table]
Material Components: One tiny supply of iron, and 1 flask of alchemists’ fire, and one Blaze Source.


Barbed Chainit
DC: ?? (metalworking)
A Barbed Chainit is a machine which shoots out a long spiked chain, which returns to you after traveling a distance of 60 ft. in a strait line. If attempting to hit an enemy, you must succeed on a ranged attack roll, and a hit deals 2d8 slashing damage. Alternatively, you may attempt to hit many creatures by aiming the chainit as if it was a line spell with a range of 60 ft. Starting with the enemy closest to you, keep rolling a ranged attack roll for each creature in the line. If your roll is higher than the enemy’s AC by 2 or more the chain keeps traveling. At any rate, if the chain hits an enemy but doesn’t keep moving, or if the range of 60 ft. is met, the chain returns to you, dealing an additional 1d6 slashing damage to each creature already damaged as it passes through them back to you.
Material Components: One tiny supply of iron and one chunk of Razormetal.


Grenade Launcher
DC: ?? (metalworking)
A Grenade Launcher is a devise which does exactly what it sounds like. It can be loaded with up to 5 grenades at a time. The grenade launcher increases the range of the grenades to 200ft. In addition, the velocity of the grenades granted by the machine increases their damage output to 1d6 damage per techworker level (maximum 8d6). The grenade blast radius remains the same.
Material Components: One medium supply of iron and one small supply of gunpowder.


Hover Wagon
DC: ?? (metalworking)
Hover Wagon is a fairly misleading name, because this invention is no more than a hovering iron platform which a heavy load can be placed upon, and moved easily. The sled weighs a great deal, but can be pushed very easily even when weighted down because it hovers above the ground. Up to 600 pounds of material can be placed on the Hover Wagon- any more and the platform falls to the ground.
The Hover Wagon fills one 5ft. square.
Material Components: One medium supply of iron and one tiny supply of phlastik.


So, obviously this class is going to have a lot of issues. The materials-summoned-per-per-day, for example, is set up really strangely and probably needs editing. A lot more inventions need to be made as well. Thanks in advance to everyone willing to give me their honest opinion about the class!:smallwink:

Lady Tialait
2008-05-28, 09:12 PM
I like this, keep up the good work. I can't wait to see it finished. I could use this idea.

Xuincherguixe
2008-05-28, 09:16 PM
Needs to have a vulnerability to outsourcing.

pyrefiend
2008-05-30, 06:30 PM
I added two slightly higher level inventions, the magnetic ray and adhesive caltrops. The inventions themselves don't have levels, so techworkers are only restricted to creating inventions for which the materials are available. Also, I added some nifty tables.

Siosilvar
2008-05-30, 07:14 PM
Looks interesting; but you spell "phlastic/phlastik/phlasic" (Supposed to be plastic or does the 'h' make it magical?) several ways, especially in the spells.


Conjure Phlasik I
...
This spell summons a chunk of Phlastik. Phlastic is a remarkable material...

It's a very good concept, but could use some polishing.

Also, if I'm not mistaken, Arcane Edge is the name for the warmage's bonus damage by intelligence. May want to rename it (Mystic Crafting or somesuch?).

EDIT: Also, three of your inventions are missing components. Small Bomb, Motor Shuriken, and Adhesive Caltrops. I would help, but I'm too tired right now.

pyrefiend
2008-05-30, 08:48 PM
Looks interesting; but you spell "phlastic/phlastik/phlasic" (Supposed to be plastic or does the 'h' make it magical?) several ways, especially in the spells.

Yeah, it's supposed to be "phlastik". It's essentially just supposed to be plastic, but I didn't want to call it plastic for... some reason. I'll just go back now and fix the spelling. Thanks for catching that.


It's a very good concept, but could use some polishing.

Also, if I'm not mistaken, Arcane Edge is the name for the warmage's bonus damage by intelligence. May want to rename it (Mystic Crafting or somesuch?).

Thanks!:smallbiggrin: As for Arcane Edge, I believe what you're thinking of is Warmage Edge. Still, the name is close enough to warrant changing it.


EDIT: Also, three of your inventions are missing components. Small Bomb, Motor Shuriken, and Adhesive Caltrops. I would help, but I'm too tired right now.
Oops. They are indeed. Thank you for pointing that out, they have all their components filled in now.

Thanks to everyone who's helping out here! There's a huge amount of inventions left to be made, so suggestions would be very welcome.

pyrefiend
2008-06-01, 04:10 PM
I added another invention, the focus crystal. Still, though, I'm having some serious writer's block. If anyone has an idea for an invention, I'd love to stat it out and add it to the list.