21 May 2014

Moogle Machinist

Inspired by metal vs skin's moogle race.


 Following the trend set down in ACKS core rules of non-humans having two different racial classes, here is the second moogle class. This is essentially the dwarven machinist from the Player's Companion with a few minor changes


Moogle Machinist
Prime Requisite:  INT
Requirements:  DEX 9
Hit Die: d6
Maximum Level:  10

Moogles are small, furry people possessing of large cat- or rabbit-like ears, tiny bat-like wings, and a pom-pom attached to an antenna.  They seem most comfortable in urban surroundings, although there is a sizable population of travelling merchants.  In both cases, moogles seem to the ones handling postal services, as well as being widely respected workers of the mechanical arts, to include the manufacture of firearms and siege-engines.

Due to their short height, moogle machinists cannot use human-sized two-handed weapons (such as two-handed swords or pole arms) or longbows. They are otherwise trained in the use of projectile firing weapons, bows, crossbows, and firearms, as well as with hammers and maces. They are trained to fight wielding a weapon two handed and wielding a weapon in each hand.

Moogles gain a +1 bonus to surprise rolls against mechanical devices, creatures, or constructs due to sensitivity to the subtle noises and smells of machines. Because of their experience machines, moogles may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moogles must be actively searching for these abilities to function. Finally, moogles are expert bargainers, at least when compared to the average human, reducing the price of purchased goods by 10% and increasing the sale value of goods by 10%, this means that moogles effectively cancel out when buying from each other.

Moogle characters will speak the Common and Moogle tongue. 


Moogle machinists advance in attack bonus and saving throws as thieves, by two points every four levels of experience. Moogle machinists are restricted to light armors like leather and may only use firearms (plus other projectile firing weapons such as crossbows),  and hammers and maces. They are trained to fight wielding two weapons or wielding a weapon two-handed, but may not use a weapon and shield.



At 1st level a moogle machinists is already a master craftsman in a particular type of mechanical craft, such as armor-making, clock-making, jewel-crafting, weapon-smithing, etc. With access to craftsman’s tools, the character can produce 40gp worth of items per month, and supervise 2 journeymen and 3 apprentices in their craft. When examining works of their craft, the machinist can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 8+ on 1d20. Their attention to detail gives machinists a +3 bonus on proficiency rolls for other proficiencies they learn as well. (This bonus has already been factored into machinist’s class abilities).

Additionally, all machinists are skilled in opening locks and in finding and removing traps with the same restrictions placed on thieves; i.e. they need thieves tools but gain a bonus due to their attention to detail, which has already been factored in. Note that moogles already have a 14+ to find traps due their sensitivity and experience with machines.

For their ability to design, build, and repair automatons see pages 18-20 in the ACKS Player’s Companion.

At 9th level (Master Machinist), a Machinist can build a manufactory. They will then attract 1d6 apprentice machinists of 1st-3rd level plus 2d6 normal moogles seeking to become machinists. Their intelligence and dexterity scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. Apprentices function like assistance in magical research (ACKS p.119). While in the machinist’s service, apprentices must be provided food and lodging, but need not be paid wages. If the machinist builds a dungeon beneath or near their manufactory, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. In all other ways a manufactory is like a mage’s sanctum.

Moogle Machinist Level Progression
Experience
Title
Level
Hit Dice

Open Locks
Find/ Remove Traps
Design/ Build/ Repair Automaton
0
Apprentice
1
1d4
15+
15+
14+
1,700
Mechanic
2
2d4
14+
14+
13+
3,400
Shaper
3
3d4
13+
13+
12+
6,800
Forger
4
4d4
12+
12+
11+
13,600
Maker
5
5d4
11+
11+
10+
27,200
Engineer
6
6d4
9+
10+
9+
55,000
Artificer
7
7d4
7+
8+
8+
110,00
Machinist
8
8d4
5+
6+
7+
240,000
Master Machinist
9
9d4
3+
4+
6+
370,000
Master Machinist, 10th Level
10
9d4+1
1+
2+
5+

Moogle Machinist Saving Throws and Attack Progression
Character Level
Petrif. &
Paralysis
Poison &
Death
Blast &
Breath
Staffs &
Wands
Spells
Attack Bonus
1-2
13+
10+
16+
13+
15+
+1
3-4
12+
9+
15+
12+
14+
+2
5-6
11+
8+
14+
11+
13+
+3
7-8
10+
7+
13+
10+
12+
+4
9-10
9+
6+
12+
9+
11+
+5