HD-
d4
Maximum AC- 12
/ Minimum Starting Hit-Points-
2
You
are a scholar and experimenter. Due to an unknown but simple property
of machines, it is possible to create a machine with relatively few
parts and low level of technology that has devastating powers of
vibration; causing earthquakes and shuddering buildings to pieces.
You aren't Nikolai Tesla; you decided to actually keep this machine
and use it for your own ends.
You
can use the Quake Machine. It is a special piece of equipment only
you can use; requiring daily maintenance. If yours is destroyed,
change your character to a Tinkerer/Rogue of one level beneath your
current level. If you must have a hard limit on the number of uses
the machine has, consider your level x 2 as the absolute max uses per
day.
At
3rd,
6th,
and 9th
level you advance as a Thief when tinkering with machines and
lockpicks.
At
1st
level, the Quake Machine can be charged to shatter class or pottery,
or anything similarly brittle. You can also strike someone with the
prod of the machine to deal 1d4 damage. Against golems, this deals
2d6 damage instead.
At
2nd
level, you gain the ability to vibrate uncontrollably, which creates
either a huge amount of noise or sinks you to the bottom of a pile of
sand or grain very fast.
At
4th
level, increase your prod damage to 1d6 and gain the power to shatter
wooden objects like doors, which can create deadly shrapnel to
whoever is inside. Your vibration ability also now reduces enemy
chance to hit by -2; essentially bouncing projectiles and blades away
from your skin.
At
5th
level, you can create a single earth-quake shockwave by pounding the
device into the ground. Everyone not within a 5ft radius of you must
make a save or be knocked prone. Also knocks objects off shelves,
throws down bookcases, widens cracks in the floor, etc.
At
7th
level, you can tune your quake machine to counteract sounds. This can
cancel out a single noise in the area, acting essentially as a
Silence
spell to who or whatever it is tuned. This requires a full combat
round to turn the dials and knobs, and if an enemy spellcaster began
chanting a spell you must beat an initiative tie to block out their
voice. Additionally, your shattering move works against old bones,
disintegrating skeletal undead, certain types of rocks, and bricks,
letting you knock holes in walls with a well placed vibrating strike
of your prod. You now deal 3d6 damage against golems.
At
8th
level, you can create a full fledged, limited time Earthquake.
Everything beyond 5ft of you in the local area experiences shaking
and uncontrollable vibrations. Bridges can collapse and buildings
cast off dangerous debris. It should also be noted here that you are
only safe from this because you hold the machine; if you are knocked
away from it you will be knocked to the ground same as everyone else,
but get +2 to saves against your own quakes. You now deal 4d6 damage
against golems.
At
10th
level, you have become a Quake
Maker. You can now set
up Earthquakes to be “buried” in the ground, and go off and up to
2 Seasons in the future, lying in wait. You can also your skills to
research to resonance frequency of any material; such as human flesh.
This allows you to deal damage to it equivalent to your damage to
golems/artificial constructs, and you must study a sample of the
material for 1d6 Seasons to find the right frequency. Note that this
only works on something specific; so human flesh would count for all
humans, but not Elves or Dwarves, despite similarities.
Additionally,
you are joined by three
amateur (1st
level) Quake Machinists who wish to find the right way to tune their
forks and devices to their full destructive power. They have
discovered the secrets to creating their own quake machines, but each
one works a little differently, so you cannot simply steal or
retrofit their machines yourself.
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