New Classes

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shai-hulud
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New Classes

Post by shai-hulud » Tue May 27, 2008 2:22 am

Clockwork Ranger (Variant Ranger)

The clockwork ranger is a fighting man who has adopted the mech as his home. Most rangers take to the woods, but the Clockwork Ranger has made the world of metal his domain. Currently, the only clockwork rangers in Eberron live in Argonth's gear forests, the vast engine rooms that occupy multiple levels of the mobile city.

Clockwork rangers are in most respects just like traditional rangers. They study the creatures that occupy the engine rooms, whether they be the magical creations of malfuctions, which are escaped elementals and living spells, or invaders from foreign lands. They tend to be standoffish loners who retreat to the engine rooms for solace and skill. Clockwork rangers have a natural understanding of engineering rather than the affinity for nature found with woods-dwelling rangers, though their natural talent is not as well developed as that of a mech artificer. Clockwork rangers are also known as metal rangers or enginekeepers.

Game Rule Information
Clockwork rangers are identical to normal rangers with the following modifications.

Class Skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (nature), Knowledge (engines), Listen, Move Silently, Profession, Search, Spot, Survival, and Use Rope.

Clockwork Rangers have the unique ability to use Handle Animal to influence constructs (replaces the Diplomacy skill when dealing with Intelligent constructs and can be used similarly to Wild Empathy for non-intelligent constructs).

Aside from that, the class is identical to the Ranger class.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: New Classes

Post by shai-hulud » Tue May 27, 2008 2:22 am

Mech Artificer

A mech artificer is a tinkerer and mechanic. Most mech artificers are obsessed with mech technology, working tirelessly to eke out every last drop of performance from the engines they build. They experiment constantly and are always eager to learn about others' advances in the field. If anyone can build a bigger, better mech, it's a mech artificer. Mech artificers gain power through the devices they build, and they have special infusions known as mech powers. Mech powers enable them to construct fantastic engines with amazing powers.

Adventures: Mech artificers adventure for two reasons. First, they like to test their inventions. The best way to find out if your mech is really up to snuff is to send it into battle. Second, they have a very expensive hobby. As if engines weren't expensive enough, mechs are downright exorbitant. Adventuring is a good way to fund this hobby.

Characteristics: Mech artificers are shy and reclusive. They prefer to spend their time with machines, not people. They maintain a conservative appearance and don't draw attention to themselves - except when demonstrating new inventions, at which point they are happy to show them off.

Alignment: Mech artificers tend toward neutrality and even chaos. Their belief structure places a high premium on knowledge and truth, as well as the advancement of technology through contributions to the greater body of knowledge. They consider these timeless values to be far more important than the temporal loyalties of mortal life.

Religion: Mech artificers have respect only for the gods of Artifice. They worship technology and the power it can bring them.

Game Rule Information:

As artificer, except where noted.

Hit Die: d4
BAB: Poor
Class Skills: Appraise, Concentration, Craft, Disable Device, Knowledge (any), Listen, Mech Pilot, Open Lock, Profession, Search, Spellcraft, and Use Magic Device

Skill Points at 1st Level: (8+Int modifier)x4
Skill Points at Each Additional Level: 8+Int modifier

Class Features:
Weapon and Armor Proficiencies: As normal artificers, but their frequent work inside of small enclosed metal spaces grants them proficiency with heavy armor.
1st Level: Replace Artificer Knowledge and Disable Trap with Machine Empathy (Ex): A mech artificer is finely attuned to the functions of machines. He can identify problems from the slightest hum or whir. Mech artificers receive the Craft Mech Gear feat for free at 1st level. They also add their class level as a bonus to all Craft (mechcraft), Knowledge (mechs), and Knowledge (engines) checks.
12th level: Add the That Piece Is Important feat to the list of bonus feats the mech artificer may take.
Mech Powers: A mech artificer gains the ability to maintain additional magic item slots known as Mech Powers. The number of mech powers he can maintain are given in the following table:
  1. 2+Int
  2. 3+Int
  3. 4+Int
  4. 5+Int
  5. 6+Int
  6. 7+Int
  7. 8+Int
  8. 8+Int
  9. 9+Int
  10. 10+Int
  11. 10+Int
  12. 11+Int
  13. 12+Int
  14. 12+Int
  15. 13+Int
  16. 14+Int
  17. 14+Int
  18. 15+Int
  19. 16+Int
  20. 16+Int
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: New Classes

Post by shai-hulud » Tue May 27, 2008 2:23 am

Mech Jockey

A mech jockey pilots mechs. The mech jockey embodies technical inclination combined with lightning reflexes, extraordinary spatial abilities, an emotional sensitivity to machines, and an unflinching belief that a mech can do anything a human can.

While only House Lyrandar pilots are capable of handling airships, mechs can be piloted by any technically minded individual. Since Argonth's creation, it has become clear that technical talent and piloting ability are two separate things. Low-level mech jockeys merely understand the controls of a mech, while higher-level mech jockeys can make their mechs do things the builders never thought possible.

Adventures: Mech jockeys adventure because it's the only way they can get behind the controls of a mech. Most of them are in love with mechs from the moment they set sight on one. On top of that, mech jockeys get a thrill from the rust of piloting and love excitement, danger, battle, and loud noises. The transition from there to active adventuring isn't very far. Mech jockey adventures involve ferrying cargo, passensgers, or even contraband; scouting out new locations for settlements or mines; patrolling safe zones; defending Argonth against invaders; and going head to head with dragons and other huge monsters.

Game Rule Information:
Abilities: Dexterity is by far the most important ability for mech jockeys. It helps them control their craft with precision and skill. Intelligence is useful for understanding the engineering that powers the mechs.
Alignment: Any
Hit Die: d6
Class Skills: Balance, Climb, Craft, Jump, Knowledge (mechs), Knowledge (engines), Listen, Mech Pilot, and Spot.

Skill Points at 1st Level: (4+Int)x4
Skill Points at Each Additional Level: 4+Int

Class Features
Weapon and Armor Proficiency: Mech jockeys are proficient with all simple weapons, plus the rapier, short sword, all crossbows, and the fire gun. They are proficient with light and medium armor, including pilot's armor and gearmail, but not shields.
Mech jockeys are automatically proficient with all mech weapons. They are the only class to gain full mech weapon proficiency as part of the class package.

Base Attack Bonus: Normal, average. Inside a mech, good.
Reflex save is Good, Fortitude and Will are Poor.
    • Extraordinary Pilot
    • Mech Fingers - Warrior Instinct
    • Hand Speed
    • Bonus Feat
    • Patchwork Repairs
  1. Push the Envelope 1/day
  2. Bonus Feat
  3. Roll with the Punches - 1 increment
  4. Push the Envelope 2/day
    • Bonus Feat
    • Mech Fingers - Skill Transfer
  5. --
  6. Push the Envelope 3/day
  7. Bonus Feat
  8. Roll with the Punches - 2 increments
  9. Push the Envelope (Extreme Redlining) 4/day
  10. Bonus Feat
  11. --
  12. Push the Envelope (Extreme Redlining) 5/day
  13. Bonus Feat
  14. --
  15. Push the Envelope (No Overheating) 6/day
  16. Bonus Feat
  17. Roll with the Punches - 3 increments
Extraordinary Pilot (Ex): Mech jockeys add their class level as a bonus to checks in the Mech Pilot skill.

Hand Speed: A mech jockey is a highly skilled warrior who is most effective in a mech. Many of the talents that make him a skilled mech pilot--hand speed, quick reflexes, excellent hand-eye coordination--are also extremely useful in normal hand-to-hand combat. The mech jockey receives the feats Quick Draw and Weapon Finesse for free at 1st level, even if he does not meet the prerequisites. These reflect the ways his natural abilities can be used outside the mech.

Mech Fingers: Mech jockeys eventually learn to feel a mech as if it were an extension of their own self. Their strong spatial perception abilities make them acutely aware of the mech's dimensions. In effect, their fingers become the mech's fingers.
  • Warrior Instinct (Ex): At 1st level, a mech jockey gains bonuses to attack while in personal combat and while using a mech. His Base Attack Bonus is higher for any attack he makes while acting as pilot or gunner on a mech.
  • Skill Transfer (Ex): At 7th level, a mech jockey is so skilled at fighting with his mech that his personal combat abilities carry over to the mech. With this ability, a mech jockey who possesses the following feats may use them with the mech and its weapons: Dodge, Expertise, Cleave, Great Cleave, Improved Trip, Power Attack, and Whirlwind Attack. (The following feats already apply to combat in a mech, even without the skill transfer ability: Improved Critical (on any mech weapon), Improved Initiative, and Improved Sunder. Shot on the Run and Spring Attack can be used without the skill transfer ability provided the mech jockey has the necessary prerequisites and the Mechwalker feat. The various two-weapon fighting feats do not apply to mechs, and their abilities are subsumed by the new Mechidextrous feat.)
Patchwork Repairs (Ex): Starting at 2nd level, a mech jockey can perform patchwork repairs once per day to get his mech back on its feet quickly. Making patchwork repairs takes a full round action (and in a large mech, additional time may be required to move to the damaged area). Patchwork repairs fix the effects of one critical hit, but do not increase the mech's hit points. The repairs last for 1d6 hours plus one hour per two mech jockey class levels; after that, the critical damage recurs. For example, a mech that suffers gyroscope damage must normally make a Reflex save (DC 16) with every move or fall over, and it suffers a -4 penalty to trip checks. A 4th level mech jockey could temporarily fix the gyroscope so the effects disappear, but they reappear after 1d6+2 hours.

Push the Envelope (Ex): Mech jockeys have an uncanny ability to judge the limits of their mechs. They can redline an engine, push its elemental to the blasting point, yet judge the pressure just right so they max out performance without causing permanent damage.
A mech jockey can push the envelope a number of times per day as indicated in the table above. When pushing the envelope, the mech jockey's mech gains a temporary +2 bonus to attack and damage rolls, +2 to all saving throws, and +10 ft. to its movement speed. The mech jockey can keep his mech redlined for a number of rounds equal to 3 + the mech jockey's Int modifier. At the end of the redline duration, the mech is overheated for 1d4 rounds. An overheated mech suffers a -2 penalty to attack and damage rolls.
A mech jockey who controls a specific function of a larger mech (for example, the gunner) gains the benefits of redlining only for the specific function he controls (generally one weapon).
At 12th level, the mech jockey can push the envelope to an extreme redline point. From now on, his bonuses for pushing the envelope are doubled: +4 to attack and damage rolls, +4 to the mech's saves, and +20 ft. to the mech's movement speed. The modifiers for an overheated mech are unchanged.
At 18th level, the mech jockey can continue to push the envelope to an extreme redline point, and the mech no longer overheats when the redlining is over.
Pushing the envelope is a free action that can occur at any point in the round, usually at the beginning of a mech jockey's turn. It is acceptable to declare that the pilot begins pushing the envelope after an attack or effect that forces a save.

Roll with the Punches (Ex): A mech jockey learns to move his mech with the momentum of incoming blows, reducing the likelihood of critical hits. At 5th level, a mech jockey piloting a mech of average maneuverability or better treats critical thresholds as one increment less dangerous. Yellow critical hits are treated as green, orange critical hits are treated as yellow, and red critical hits are treated as orange. This means he rolls on the lower threshold column to determine the effects of critical hits.
At 11th level, a mech jockey treats critical hits as two increments less dangerous. Yellow and orange critical hits use the green column, while red critical hits use the yellow column.
At 20th level, a mech jockey treats critical hits as three increments less dangerous. All critical hits use the green column, regardless of threshold.

Bonus Feat: At each of the indicated levels the mech jockey may take one of the following feats for free, provided the feat's prerequisites are met: Dodge, Combat Expertise, Cleave, Great Cleave, Greater Weapon Focus (any mech weapon), Greater Weapon Specialization (any mech weapon), Improved Critical (any mech weapon), Improved Initiative, Improved Sunder, Improved Trip, Mech Dancer, Mech Fu, Mechidextrous, Mechwalker, Power Attack, Shot on the Run, Speed Freak, Spring Attack, Weapon Focus (any mech weapon), Weapon Specialization (any mech weapon). A mech jockey who takes Weapon Specialization, Greater Weapon Specialization, or Greater Weapon Focus counts his mech jockey levels as fighter levels for the purposes of meeting the feat prerequisites.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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Re: New Classes

Post by shai-hulud » Tue May 27, 2008 4:36 am

Stalker (Variant Rogue)

Stalkers are rogues who specialize in infiltrating and destroying mechs. Although their abilities are generally similar to traditional rogues, their training departs in a few important ways. They study engine technology and mech piloting extensively, and the focus of their rogue skills is on infiltration and concealment at the expense of certain other areas. For game purposes, they are considered a different class than the traditional rogue.

Add the following skills to the normal rogue class skill list: Knowledge (mechs), Knowledge (engines), Mech Pilot
Remove the following skill from the normal rogue class skill list: Appraise, Forgery, Perform, and Swim.

At 10th level, the stalker gains the Contortionist special ability instead of the normal rogue special ability. At 13th level, he gains the That Piece is Important feat instead of the normal rogue special ability. Other than that, the classes are identical. You may take levels in Rogue and Stalker interchangeably, with both classes counting towards overall rogue ability.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

User avatar
shai-hulud
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Re: New Classes

Post by shai-hulud » Tue May 27, 2008 4:36 am

Constructor (Variant Wizard)

A constructor is a wizard who specializes in building constructs. Constructors learn spells that mimic the traits of constructs, just as they push the envelope of construct-building in an attempt to match the fabulous creations of the mech artificers.

Characters become constructors because they exhibit a talent for both engineering and arcane magic. If they lacked the ability to cast spells, many would have become mech artificers. Instead, they fuse their two skill sets to create creatures far beyond the scope of simple engineering (or so they hope).

Game Rule Information:
A constructor is identical to a normal wizard with the following modifications.

Class Skills: Concentration, Craft, Disable Device, Knowledge (Any), Profession, and Spellcraft.

Specialist: The constructor must be a specialist of the Constructor School. He only needs choose one normal magic school as his prohibited school. If his prohibited school is Necromancy, he gains all of the following spells. Otherwise, he may lose one or more of the spells in this list if it is a spell from his chosen prohibited school.
  1. construct friendship, detect clockwords, enginemaster's grasp, speak with constructs
  2. clockwork messenger, hold construct, make whole, shield other
  3. control gears, diminish gears, gear shape, tick tock knock
  4. gear stride, rebuild soul, rusting grasp
  5. animate gears, ironclad, ferrous soul
  6. animate objects
  7. soul box, transpose spirit, vanquish spirit
  8. clockwork double
  9. any one spell of choice
Familiar: A constructor may build a clockwork familiar.
If at first you don't succeed, then skydiving is not for you.
"Danger is like Jello. There's always room for more."

Image Kolgu 'Sparky' Dermott: Android Rogue/Wizard
Image Garrick Cae'Sarr: Human Bard
Image Hormy Noodzo: Goblin Hunter

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