Difference between revisions of "Prestige Class: Moogle Machinist"

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Revision as of 10:43, 14 October 2012

The Moogle Machinist
Level BAB Fort Ref Will Special Student Level Geomancer Level
1 +0 +0 +1 +2 Machine Empathy ----- -----
2 +1 +0 +2 +3 Convergence +1 level of existing student class -----
3 +1 +1 +2 +3 Turn Machine ----- +1 level of existing geomancer class
4 +2 +1 +2 +4   +1 level of existing student class +1 level of existing geomancer class
5 +2 +1 +3 +4 Mechanical Life +1 level of existing student class -----
6 +3 +2 +3 +5   ----- +1 level of existing geomancer class
7 +3 +2 +4 +5 Technological Affinity +1 level of existing student class +1 level of existing geomancer class
8 +4 +2 +4 +6   +1 level of existing student class -----
9 +4 +3 +4 +6 Nature Improved ----- +1 level of existing geomancer class
10 +5 +3 +5 +7 Geomechanical Mastery +1 level of existing student class +1 level of existing geomancer class

 

Moogle Machinist

"Machines are part of nature, just like you and me!"

Representing a fusion of moogle's affinity for nature with their innate curiosity towards technology, moogle machinists work to bring their two fields together into a cohesive whole.

Requirements

To qualify for the Moogle Machinist prestige class, you must fulfill the following requirements.

Race: Moogle.

Force Alignment: Technology and Nature.

Skills: At least 8 ranks in two of the following skills - Pilot, Repair, Techcraft. At least 8 ranks in two of the following skills - Heal, Knowledge (Nature), Naturecraft.

Special: You must be considered a student and a geomancer.

Game Rule Information

Moogle Machinists have the following game statistics.

Force Alignment: Technology and Nature.

Force Resistances: SR 5 + level, PR 5 + level, DI 5 + level, VI 5 + level.

Abilities: Whatever ability scores were important to the moogle's prior classes are important to the moogle machinist, as this prestige class is an extension of those classes.

Hit Die: d6.

Class Skills: The moogle machinist's class skills are Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Technology) (Int), Knowledge (The Forces) (Int), Naturecraft (Wis), Pilot (Dex), Repair (Int), Search (Int), and Techcraft (Int).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Class Features

All of the following are class features of the moogle machinist.

Weapon and Armor Proficiency: Moogle machinists gain no new weapon or armor proficiencies.

Student Levels: At the levels on the table above, the moogle machinist gains new abilities as though he had also gained a level in any one student class he belonged to before he added the prestige class. If the student class used devices, the moogle machinist gains new devices known and device slots of the effective level; if the student class was vehicle-based, the moogle machinist adds a new level to the vehicle.

Geomancer Level: At the levels on the table above, the moogle machinist gains new abilities as though he had also gained a level in any one geomancer class he belonged to before he added the prestige class. The moogle's max stress, elements/terrains accessible, and gifts known increase as per the effective level.

Machine Empathy (Ge): The moogle machinist can use the wild empathy ability on constructs.

He can also use this ability on inanimate machines, such as vehicles; doing so grants the moogle machinist an insight bonus to Disable Device, Repair, and Pilot checks pertaining to the item equal to 1 + one-half his class level. This use of this ability requires a full-round action to initiate, then can be maintained with a swift action each round; the duration automatically ends if the moogle loses physical contact with the machine. This ability only functions on items that are Technology-aligned.

Convergence (Na/Te): At second level, the moogle machinist's affinity for machines reaches the point where his consciousness can extend to technological items he has made.

While touching an inanimate machine that he has constructed, that machine is considered part of the moogle for purposes of effects with a range of Personal.

Turn Machine (Ge): At third level, the moogle machinist can turn machines. This ability functions as per a cleric's turn undead ability, save that it affects constructs, not undead, and is based on Wisdom, rather than Charisma.

Mechanical Life (Na): At fifth level, the moogle's understanding of machines allows him to heal them with natural power. Whenever the moogle uses a geomancy effect on a construct or item that restores hit points, the target receives the full benefit of the effect, even if other attributes of the target would prevent or reduce such supernatural means of restoring hit points.

Technological Affinity (Te): At seventh level, the moogle's familiarity with nature and technology allows him to fuse the workings of the two together. This has particular effects dependent upon the sort of technologies the moogle is familiar with.

  • Devices: Whenever the moogle uses a device slot to repair a device, he repairs an additional 5%.
  • Medicine: The moogle can use the medicine ability on fey and plant creatures as though they were similar to his Favored Race. He can treat constructs and elementals with a -20 penalty; attempting to treat a construct accrues 2 points of Stress towards the Machine element (even if the moogle cannot yet access it), and attempting to treat an elemental accrues 2 points of Stress towards the most relevant element the moogle has access to. Creatures without a Constitution score can be treated a number of times per day equal to their Hit Dice.
  • Vehicle: When using an offensive gift whose energy type matches any of his vehicle's weapons' energy types, the moogle machinist can opt to do so as a full-round action. If he does, he includes any and all relevant vehicle weapons' damage into the damage of the gift.

Nature Improved: At ninth level, the moogle's comprehension of machines as an extension of the natural world has reached the point where he can manipulate technology through nature. He gains access to the Machine gift suite (whether terrain or element), and automatically learns one gift from that suite. He can choose to replace up to one gift known per two geomancer levels with a gift from the Machine suite.

Stress accrued towards the Machine suite can be reduced by being in an environment with a significant presence of machines, and does not accrue stress towards that suite while in such an environment. This includes (but is not limited to) areas that have innate Technology alignment, or in or near a vehicle with a number of vehicle levels no less than the moogle's geomancer level.

If you are a shaman, you gain the following additional benefit for Elemental Affinity. You can also attune a totem to the Machine element.

  • Machine's Calculation (Na/Te): While in Machine terrain, you gain a bonus to Knowledge checks equal to your Wisdom modifier.

 

The Machine Element/Terrain
Element Description Energy Type Terrains Weather Opposes... Opposed Energy Types
Machine inventiveness, logic, curiosity magnetic Significant presence of machinery --- --- arcane, psionic

 

Geomechanical Mastery (Na/Te): At tenth level, the moogle's understanding of the fusion of technology and geomancy is complete.

Whenever you use a Machine gift, also roll a d%. If the result is less than or equal to your Wisdom score, Technology devices in your possession cannot malfunction (though accrue TDM with each charge used as normal) and abilities that would require you to expend any number of uses of Push the Envelope lose that requirement. Both effects last for a number of rounds equal to the Stress induced by the Gift used.

Whenever you activate a Technology device, if the result of the malfunction chance is (100 - your Wisdom score) or higher, your Stress towards the Machine suite is immediately reduced by the level of the device activated.

Whenever you expend at least one use of Push the Envelope, also roll a d%. If the result is less than or equal to your Wisdom score, your Stress towards the Machine suite is immediately reduced by the number of uses expended (if the number has been reduced, such as by a vehicle prestige class's Prime ability, use the base value rather than the reduced value).

Machine Suite

Machine Gifts
Gift Stress
Magnetism: Deal 1d4+1, plus additional 1d4+1 per two levels, magnetic damage to a creature, with a chance to immobilize. Basic
Machinesense: Detect the presence of items with Technology alignment. 1
Automaton: Cause materials to coalesce into an automaton for a short time. 1+
Instant Trap: Cause materials to coalesce into a trap. 1+
Exoskeleton: Cause materials to coalesce into an exoskeleton you can wear. 2+
Techno Geomental: Summon a technology-themed geomental. 2+
Repair Damage]]: Heal an item or construct. 3
Electromagnet: Generate an electromagnetic pulse (this effect disrupts Technological effects). 4
Harmonize: Reduce a device's malfunction rate or remove status ailments from a vehicle. 4
Nature's Grasp: Increase a device's malfunction rate or cause status ailments on a vehicle. 4
Universal Remote: Control the actions of a construct. 5
Machinemeld: Interface directly with an analytical engine. 6
Death Ray: Focus your life energy into a deadly ray attack. 8
Ignite Cognition: Grant a complex machine cognizance. 12