21 May 2014

Moon-rat Machinist

Inspired by metal vs skin's moogle race.


 Following the trend set down in a specific retro-clone core rules of non-humans having two different racial classes, here is the second moogle class. This is essentially a dwarven machinist with a few minor changes



Moon-rat Machinist
Ability Score Requirements:  Dexterity 9, Intelligence 9
Hit Die: d4
Saving Throws: As a Thief
Armor: Light Armors.
Weapons: As a Thief plus firearms.
Special Abilities: Dwarf-like bonuses vs. mechanical constructs; bargaining; construct design, manufacture, and repair.
 Due to their short height, Moon-rat 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.
Moon-rats 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, Moon-rats may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moon-rats must be actively searching for these abilities to function. Finally, Moon-rats 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 Moon-rats effectively cancel out when buying from each other.
Moon-rat characters will speak the Common and Moon-rat tongue.
Moon-rat 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 Moon-rat 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 Moon-rats already have a 14+ to find traps due their sensitivity and experience with machines.
For their ability to design, build, and repair automatons utilize one of many OSR games with construct construction.
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 Moon-rats 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. 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.


Moon-rat 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+2
1+
2+
5+