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    Default Re: GitP PrC Contest XXXI: Wibbly Wobbly Timey Wimey... Stuff

    The Watchmaker



    ”You see, when a watch breaks, no big deal. People come to me, and I fix it. Lickety split. But when time breaks, that's when problems start to arise. And then I have to go to it. And fixing time, that’s no simple task, I tell you.” – Silaris Orthis, Watchmaker

    Watchmakers are kindly old folks who spend their days making and repairing watches. Sometimes, however, time itself starts to break down. Then the Watchmaker goes off, sporting a cane and some Victorian style clothing to fix the anomaly. After all, who better to fix time than those who know it so well?

    Becoming a Watchmaker

    ENTRY REQUIREMENTS
    Alignment: Any non-evil
    Skills: Profession (Watchmaker) 6 ranks, Knowledge (History) 4 ranks
    Age: Must be in the "old" or "venerable" age categories
    Base will save: +4

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Cha), Gather information (Cha), Knowledge (Geography), Knowledge (History), Listen (Wis), Open lock (Dex), Profession (Wis), Search (Int), Sense motive (Wis), Speak language

    Skills Points at Each Level:6 + int

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Check the time, Watchmaker's vigour, Know thy future/1 day, Reform time/1 week

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Watchmaker's fighting style

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Know thy future/2 day, Reform time/2 week, Ashes to ashes and dust to dust

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Intricate handiwork

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Know thy future/3 day, Reform time/3 week, Know the time

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Improved Watchmaker's fighting style, Not enough time

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Know thy future/4 day, Reform time/4 week

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6/+1
    |Youthful spirit

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6/+1
    |Know thy future/5 day, Reform time /5 week

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7/+2
    |Maker forever, Imprison mind/1 week, Greater Watchmaker's fighting style[/table]

    Weapon Proficiencies: A Watchmaker is proficient with simple and martial weapons.

    Check the time (Su)
    At will a Watchmaker may attempt to track any disturbances in time. From something like detecting that a Time Stop spell was used all the way to a full blown temporal anomaly. The Watchmaker may make either a spot or perception check. You get a bonus to spot or perception checks to detect anomalies equal to your Watchmaker class levels.

    Know thy future (Su)
    The Watchmaker makes a touch attack to show the future that is to come. The subject must make a will save (10 + ˝ the Watchmaker's HD + the Watchmaker's charisma modifier) to shrug it off. Otherwise they are shaken for (2D6 + Watchmaker's class levels) rounds. Whether or not the save was made this ability also confers a +4 circumstance bonus to diplomacy to get the subject to get them to stop messing around with time. This ability is usable once per day, with a further every other level. This is a mind effecting ability.

    Reform Time (Su)
    Upon encountering an anomaly, the Watchmaker may attempt to close it via a charisma check. The Watchmaker's charisma modifier is tripled for this ability. If the anomaly DC is equal to half the Watchmakers HD the check is automatically passed. If more than one Watchmaker attempts to close the same anomaly, the total HD of all of them is tallied for auto success. Otherwise it follows the same rules as "Aid another". This ability is usable once per week, with a further use every other level.

    Suggested Anomaly DCs:
    Minor Anomaly
    DC: 10
    Example: Spring lasts a couple of weeks longer than normal
    Serious Anomaly
    DC: 25
    Example: The day/night cycle is a couple of hours out of alignment with the rest of the world
    Major Anomaly
    DC: 40
    Example: A closed time loop

    Watchmakers Vigour (Ex)
    As a gift from the gods for protecting time, the Watchmaker's youthful endurance returns in full form. The Watchmaker no longer takes a constitution penalty for aging and any constitution points lost due to aging are returned.

    Watchmaker's fighting style
    The Watchmaker has learned in his travels that fighting is unavoidable, and is rather difficult due to his old age. To counter this, Watchmaker's have developed various fighting techniques to better defend themselves. Canes and walking sticks no longer count as improvised weapons. Additionally, all attacks with, non-improvised, weapons now get a +2 to attack and damage rolls.

    Ashes to ashes and dust to dust (Su)
    The Watchmaker knows that nothing is eternal, least of all eternity itself, and that age gives it's rewards. A Watchmaker may, at will, magically age any inorganic matter no larger than a padlock. This could be used to make a lock easier to open or give a watch some character with a surface blemish. Additionally, a Watchmaker is immune to the effects of "Know thy future".

    Intricate handiwork
    Years spent creating and maintaining small, delicate time pieces have stilled the Watchmaker's hands. The Watchmaker regains his dexterity, as per the Watchmaker's Vigour class feature.

    Know the time (Su)
    This functions as, and replaces, Check the time. However, any anomaly with a DC double the Watchmaker's HD are automatically detected.

    Improved Watchmaker's fighting style
    The Watchmaker has learned that against distracted opponents is the best way to win, and given his age defeating opponents as fast as possible is probably a good idea. Any attacks made against flat footed, shaken, stunned, etc, opponents gain a further +3 to attack and damage rolls. Additionally, any weapon wielded by the Watchmaker counts as his alignment for overcoming damage reduction.* True Neutral Watchmaker's gain a +3 to all attack and damage rolls instead. This ability stacks with Watchmaker's fighting style.

    *A note: A Neutral [something] or [something] Neutral only gain the [something] for damage reduction, while a LG, for example, Watchmaker's weapons would count as both Lawful and Good, a Chaotic Neutral Watchmaker's weapon counts as Chaotic.

    Not enough time (Su)
    A Watchmaker may, once per encounter, use Time Stop as spell like ability with a caster level equal to the Watchmaker's character level.

    Youthful spirit
    All the running and fighting that the Watchmaker does rekindles the fire of his youth. The Watchmaker regains his strength, as per the Watchmakers vigour class feature.

    Maker forever
    The Watchmaker's type changes to Outsider (Native). Additionally the Watchmaker may no longer die of old age.

    Imprison mind (Su)
    There are some individuals so hell bent on messing with time that not even death is enough to stop them. For these people, the Watchmaker must imprison their mind. To use this feature, make a ranged touch attack and the subject must make a will save (DC 20 + ˝ the Watchmaker's HD + the Watchmaker's charisma modifier) if it fails, the subject's mind is imprisoned and it is rendered permanently comatose. This ability will not work on those who do not threaten time.

    Greater Watchmaker's fighting style
    The Watchmaker's fighting techniques have become much better, outmatching younger and stronger foes. The Watchmaker's weapons gain a further +5 to attack and damage rolls, this stacks with a TN Watchmaker's bonus, Improved and normal Watchmaker's fighting style class features. Additionally, a Watchmaker gains an AC bonus equal to half his character level, rounded up. This bonus is always active.

    PLAYING A WATCHMAKER

    Since a lvl 1 Watchmaker regains his lost constitution, a Watchmaker should be in the front lines, stunning stronger foes to give himself and his allies more precious seconds to strike the foe with.

    Combat: Watchmakers should be in the front lines, stunning stronger foes with Know thy future. Higher level Watchmakers take this even further, using their regained dexterity and strength, as well as more powerful fighting techniques make the Watchmaker a pain in the arse against foes, especially those with low will saves.

    Advancement: At higher Watchmaker levels, dipping into fighter for a couple of levels, for the bonus feats, would give the Watchmaker a more expanded repertoire of attacks.

    Resources: Watchmakers are, generally, watch makers and as a result often has access to supplies or transportation that would be appropriate for a watch maker of his skill and renown.

    WATCHMAKERS IN THE WORLD

    "One day he just, showed up. A kindly old man who asked me if there was a wizard or some such nearby. I told him to follow the ominous clod of doom. He walked off and a few hours later he came back and the cloud was gone. I asked him who he was and just stated "A Watchmaker"" - A towns person, when asked about anything strange.

    Many Watchmakers live in small towns or villages. Virtually everyone sees him as just an artisan who sometimes ups and vanishes. Most adventuring Watchmakers were so before becoming a Watchmaker, though there are some who see their renewed spirits as a message to go and see the world.

    Daily Life: Most town bound Watchmakers spend their days as a local artisan, goes to town meetings and just generally lives a normal life. Until he gets wind of some temporal oddity.

    Notables: Silaris Orthis currently the oldest and most powerful Watchmaker, repairing time anomalies that are virtually impossible to close.

    Organizations: Beyond standard artisan collectives, Watchmakers tend not to gravitate towards any particular organization. While they will aid each other when they meet, they do not have any organizational structure in and of themselves.

    NPC Reaction

    Most ordinary folks don't really recognise a Watchmaker as anything other than a sharply dressed old person. To ordinary folks that know of the Watchmakers, are helpful and kind to them. Often pointing them in the direction of oddities that they don't really understand.

    WATCHMAKERS IN THE GAME

    Watchmakers are often a good choice for old or venerable characters, meaning that it is possible for a player's favourite character to continue on in the game, no matter how old he or she gets.

    Adaptation: Watchmakers will fit into any campaign that features clockwork as part of it's technology.

    Encounters: PCs are often likely to encounter Watchmakers traveling to or from temporal anomalies. Since all Watchmakers are non-evil most PC's may often stop and have a chat with the Watchmaker.
    Last edited by Sgt. Cookie; 2011-12-03 at 12:39 PM.
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