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The Archineer

Hit die: D8 Skills: 6+int per level The Archineer skills are: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Linguistics (Int), Sleight of Hand (Dex), Spellcraft (Int) and Use Magic Device (Cha). Level BAB Fort Reflex Will Special Base Turret DMG 1d6 1d6 2d6 2d6 3d6 3d6 4d6 4d6 5d6 5d6 6d6 6d6 7d6 7d6 8d6 8d6

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

+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/ +1 +12/+7/ +2

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5

Source Pool, Woden Walls, Basic turret, Spanning Wrench Combo Acid Trap, Range helper Splash turret Stone Walls, Slow storm Wrench Acid, Effect helper AA turret, Freeze trap Burrow Trap, Reveler helper Acid turret Metal Walls, Thunderbolt storm Wrench draining, Damage helper Anti magic trap Slow turret explosion trap Spiked Composite Walls, Source storm Wrench Freezing, Repair helper

Level

BAB

Fort Reflex Will

Special

Base Turret DMG 9d6 9d6 10d6 10d6

17 18 19 20

+12/+7/ +2 +13/+8/ +3 +14/+9/ +4 +15/+1 0/+5

+5 +6 +6 +6

+10 +11 +11 +12

+5 +6 +6 +6

Weakness trap Advanced Turret Repair Storm Master Archineer

Proficiencies: The Archineer is proficient with Simple weapons, and the wrench as well as Medium armor but no shields. Source Pool: The Archineer has a pool of energy called source that he draws from the world around him to fuel the rapid construction of his creations. This pool is equal to 3 + his intelligence modifier and resets after the Archineer has a full nights rest or if he spends 5 minutes draining power from a source well*. Anything that is created with only source automatically disintegrates into nothing at the end of the encounter as things created out of pure source can be built very quickly but become very unstable over time. Wooden Walls: The Archineer may as a full round action that provokes attacks of opportunity can use a Craft(source) check equal to 10+ the amount of source used to create it, to create wooden walls and gates out of source. These walls and gates are always 10ft high can be 5ft, 10ft, 15ft, or 20ft (for gates) long. Each wall costs a number of source equal to the number of 5ft squares it is long. These walls can be walked on and have battlements on them providing a 20% miss chance, and there is a ladder on one of the squares of each wall that is created but specific part it is in must be declared at creation. Gates are special in that you and any of your allies (your choice at creation who this applies to) can be pass through the middle two squares. Anyone else can not pass through and treats it like a solid wall. For Hp and sundering purposes all the walls are treated as wood with a thickness equal to your level in inches maxing out at 5 inches. Basic Turret: The Archineer may also create a Turret to attack from his walls. This requires a full round action that provokes attacks of opportunity an a successful Craft(source) check equal to the check required to make a 10ft wide wall of the material you are creating the turret + 2. This turret attacks using the Archineers BAB alone (no ability score mods) to attack a single non-airborne enemy within 30ft once per round (immediately after the Archineer takes his turn). This turret deals damage equal to the

Base turret damage listed on the table above. The turret takes up the same space as a 10ft wide wall except you can not walk on it and it costs source equal to a 15ft long wall (this price is based on whatever material you used to make the wall, so 3 for wood, for stone and so on). It has an hp equal to that of a wall of its material divided by 2 (unless it is connected to a wall on either side in which case use the full Hp). Spanning: The Archineer may as a standard action that provokes attacks of opportunity make a Knowledge Engineering and a Craft(source) check to repair a wall, turret, helper, or other mechanical device that has a specific Hp by an amount equal to his base turret damage. The DC for these checks is equal to 10+ the amount of source used to create it or in the case of things that did not require source the DC is equal to 10+ the amount of damage it has taken. Wrench Combo: The Archineer may, as a part of standard attack action made with a wrench, make a Slight of Hand check with a DC of 15 to add +3 to his damage. If he does this the again during his next turn then the DC becomes 20 but the added damage is +6. This can also happen a third time in which case the DC is 20 and the extra damage is +9. This ability can not be used more than once a turn. Acid Trap: The Archineer may, as a standard action the provokes attacks of opportunity, create a small trap in a 5ft square that spews acid. Doing so requires 3 source and a DC 15 craft source check. This trap is designated to have a range of 5ft (so the square it is in and all adjacent squares) and if someone passes through or stops within its range it sprays acid dealing 1d6 acid damage to everyone and everything in the range. A DC 10+ Archineer level reflex save halves this damage. This trap can only be activated once per round. Range Helper: The Archineer may, as a standard action the provokes attacks of opportunity, create a helper to add to the range of his towers. This takes up the same space as a turret and costs just as much +1. This creates an aura that extends 20ft that adds +10ft to the range increments of all allied turrets and ranged weapons within the radius. Splash Turret: The Archineer can create a turret that deals splash damage instead of attacking a single target. This works as the normal turret except the range is decreased to 15ft and the turret deals damage in a 10ft cube instead of to a single target. Stone Walls: This works the same as wooden walls except that the prices are all increased by 1 and the walls are made of stone not wood. Also the thickness for Hp purposes is 1inch + 1inch per level above 5 caping at 5 inches. You can still chose to build wooden walls if you want to. This cost increase applies to turrets and helpers as well. Slow Storm: Once the Archineer successfully kills 3 foes he may as a full round action create a slow storm that affects all foes in a 100ft radius of the Archineer as if by a slow spell.

Wrench Acid: The Archineer may, as a part of standard attack action made with a wrench, make a slight of hand check with a DC of 15 to add 1d6 acid damage to his attacks this round. This does not stack with Wrench combo and both can not be used in the same round. Effect Helper: The Archineer can create an effect helper that works like his range helper except instead of increasing range it adds +1 to the dc of any spells or turrets that have non damaging effects within its range. AA turret: The Archineer may create a turret specifically aimed at taking down arial targets. This works the same as the normal turret except the damage is increased by one dice, and the turret can only target airborne targets. Freeze Trap: The Archineer may create a trap to freeze his enemies. This works the same as the acid trap except it costs 4 source and instead of dealing acid damage it makes everyone in the area paralyzed for one round unless they make a reflex save equal to 10+ Archineer level. Burrow Trap: The Archineer may create a trap for destroying burrowing enemies. This works as the Acid Trap except that it only affects anyone burrowing or underground within 20ft of the trap and deals damage equal to half your base turret damage rounded up. Reveler Helper: The Archineer can create a reveler helper that works to reveal hidden foes. This works as the Range helper except that instead of range increase it simply has all invisible entities make a save DC 10 + Archineer level or be revealed while within the radius. Acid Turret: The Archineer may make a turret that instead of directly damaging the enemy instead inflicts them with continuos acid damage equal to 1/2 your base turret damage once per round for 3 rounds. This requires the target to make a DC 10 + Archineer level reflex save instead of a normal attack action, and the target may make a fortitude save equal to DC 10 + Archineer level once per round to end the ongoing acid. Metal walls: This works the same as stone walls except that the prices are all increased by 1 and the walls are made of iron not stone. Also the thickness for Hp purposes is 1inch + 1inch per level above 10 caping at 5 inches. You can still chose to build wooden or stone walls if you want to. This cost increase applies to turrets and helpers as well. Lightning storm: This works the same way as slow storm except that instead of slowing everyone in a radius you instead may cast the call lightning storm spell as if you were a druid of your level.

Wrench Draining: The Archineer may, as a part of standard attack action made with a wrench, make a slight of hand check with a DC of 20 slight of hand check to deal 3d6 extra damage and heal the same amount of damage that the extra 3d6 dealt. Any healed hp that goes over the Archineers max is gained as temporary hp. Damage Helper: The Archineer can create a Damage helper that works like his range helper except instead of increasing range it adds +1 dice to the damage of any allied melee attacks or turrets within 20ft. Anti-Magic Trap: The Archineer can create an anti-magic trap that trigers when a spell is cast and works as an anti-magic field with the same range as the acid trap and lasts 1 round. The trap resets and can be activated again 3 rounds later. Slow Turret: The Archineer may make a turret that instead of directly damaging the enemy instead inflicts them with a slowing effect in that they can only make a single move action in there next turn and if it is within a effect helpers range this lasts for 2 rounds instead of 1. Explosion Trap: The Archineer can create a trap the explodes dealing damage to all in its range. This works as the acid trap except it deals 3d6 and pushes all in the radius out to the edge of the radius as if it was affected be the explosive spell meta-magic feat. Spiked Composite Walls: This works the same as metal walls except that the prices are all increased by 1 and the walls are made of adamantine not metal. Also the thickness for Hp purposes is 1inch + 1inch per level above 15 caping at 5 inches. You can still chose to build wooden or stone or metal walls if you want to. This cost increase applies to turrets and helpers as well. Along with this any spiked composite wall that is struck with with a character's body or a handheld weapon that does not have the reach quality (that includes being knocked into the panel as well) must make a reflex save DC 10+ Archineer level or take 1d6 points of damage. Source Storm: This works the same way as slow storm except that instead of slowing everyone in a radius you instead gain one point of source for each enemy you kill that is within 100ft of you when you use this ability. This lasts until the end of the encounter. Wrench Freezing: The Archineer may, as a part of standard attack action made with a wrench, make a slight of hand check with a DC of 20 slight of hand check to affect an enemy he hits with a slow effect as the spell. Repair Helper: The Archineer can create a Repair Helper that will work to repair your structures. This works like the range helper but instead it will will repair an amount of damage equal to 1/2 your Archineer level per round to any walls, helpers, or turrets within a 20ft radius.

Weakness Trap: The Archineer can create a trap that weakens all who are caught in its area. This works like the acid trap except that instead of dealing damage it inflicts everyone in the area with a -5 penalty to Attack roles, damage, and all saves. Advanced Turret: The Archineer may create an advanced version of his basic turret that costs twice as much but has a range of 80ft, deals 2 additional dice in damage, and the Craft check to create it is three more than the base model. Repair Storm: This works the same way as slow storm except that instead of slowing everyone in a radius you instead repair all allied turrets, walls, and Helpers within 50ft of you by an amount equal to your base turret damage -3 dice. Master Archineer: undecided as of yet.

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