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Stewart O'Connely

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Stewart O'Connely.jpg
Stewart O'Connely[T]
Race Urban gnome
Born 745 p.o.
Age 127 y.o.[A]
Status Alive

Description

Personality

Curious, but reserved. Tries to give the impression that ye knows most things.

History

  • Born and raised in Millthorpe, but moved to Kinbrook Crossing with his family at the age of 20. At this time he also got a sister.
  • 32 years old during the Camorian Rebellion, which was 8 years before he would be considered an adult. Despite this he volunteered his services in the fight.

Notable Equipment

Name Quantity Description Value
Leather Lamellar +2 1 4750 gp
Crossbow, Repeating Heavy 1 400 gp

Class Abilities

Crafter (Ex)

A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Prototypes (Su)

Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith’s level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith’s possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it’s not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn’t actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan’s tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype’s level. The DC for a saving throw against a machinesmith’s prototype is 10 + the prototype level + the machinesmith’s Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus‘s spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Chosen prototypes:

1st-Level:

Alarm, expeditious retreat, keen senses, longstrider, mage armor, obscuring mist, shocking grasp, shield

2nd-Level:

bull’s strength, continual flame, shatter

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Bomb (Su)

This ability functions identically to the alchemist‘s ability of the same name, using machinesmith levels in place of alchemist levels. Instead of using alchemical catalysts, the machinesmith powers the bombs with their own mobius energy. The bombardier adds their machinesmith level to alchemist levels, if any, to determine the effects of this ability. Bombs become inert if they are not used within a round of their creation. Creating and throwing a bomb is a standard action, and provokes an attack of opportunity. The range of a bomb is 20 feet, and use the Throw Splash Weapon rules. Feats such as Point-Blank Shot and Weapon Focus may be selected to affect bombs as if they were weapons. The damage of a bomb is 1d6 points of fire damage plus the bombardier’s Intelligence modifier; this damage increases by 1d6 on each odd-numbered bombardier level. Splash damage is always equal to the minimum possible damage, and may be resisted with a Reflex save for half damage. The save DC is 10 + ½ the bombardier’s level + the bombardier’s Intelligence modifier. This ability replaces the Greatwork ability.

Bomb Discoveries

Shock Bomb (Su)

Benefit: When the alchemist creates a bomb, he can choose to have it inflict electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.

Gadgets

Folded Horse (Ex)

This two-wheeled contraption folds into a cube roughly the size of a small foot stool for easy carrying and packing. When unfolded it turns into a Medium vehicle with a single seat for a Medium or Small creature and handlebars for steering.

Activating the contraption is a full-round action that provokes an attack of opportunity. Once activated, the machinesmith can ride the folded horse like a horse using Ride; others can ride it if they have the User Friendly Gadget technique.

The folded horse has a speed of 60 feet over flat terrain and 30 feet over rough or hilly terrain. Unlike a horse, the gadget cannot attack, but it does not require training to enter combat. To remain active, the operator must have one hand on the device at all times; otherwise, it stops in place and the rider must make a DC 25 Ride check to avoid being thrown off. One flask of oil allows the folded horse to operate for a half hour.

It has 10 AC, hardness 10, and 40 hit points. It weighs 40 pounds and can carry the rider plus 100 pounds.

The machinesmith must be at least 4th level to select this trick.

Trapfinding (Ex)

At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.

Crafting Expertise (Su)

At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.

Equipment

Connections

Family

Friends

Aquaintences