Rogue Path: Gnome Machinist

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Skeletor
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Rogue Path: Gnome Machinist

Post by Skeletor » Mon Jan 15, 2018 12:53 am

New rogue path, Gnome Machinist, for Gnomes or Svirfneblin.

Requeriments:
Class Rogue
Race: Gnome of Svirfneblin

Path must be taken during arelith entry and char modification sequence at lvl 1.

The Machinist looses all sneak attack feats. Instead, he gains:
Lvl 1. Can craft a bundle of iron bolts at lvl 1. This upgrades to steel bolts at lvl 5 and damask bolts at lvl 10.
Rapid Reload (If the machinist doesn't already have it)
+5 disable trap
+5 set trap
+5 craft trap

Lvl 5 Can create one Firebomb grenade-like weapon every 5 levels per rest. The machinist cannot create more than 10 of these at a time, and they cannot be traded or dropped.
(http://nwn.wikia.com/wiki/Category:Grenade-like_weapons)

Lvl 10 Can create one Acid bomb grenade-like weapons every 5 levels per rest. The machinist cannot create more than 10 of these at a time, and they cannot be traded or droppped.
(http://nwn.wikia.com/wiki/Category:Grenade-like_weapons)

Lvl 11 Gonnes never backfire on the machinist. On a backfire roll, they simply miss their target.

Lvl 15 Golem power core: Can craft and use a single golem core that can power a shield guardian golem. The core is a craftable item available usable only by the machinist that can be used to summon the golem. To gain full power, the core requires at least 10 charges, which can be gained by draining the power of arcane spell components. The core absorbs 5 charges per spell component, consuming it, until it reachs maximun capacity (max 50 charges).
The summoned golem is a a shield guardian golem that -guards him, functions for 1 hour per level, and gains levels along with the Machinist.

Golem scaling:
Golems gain lvl equal to the machinist that summoned them. (Improving hitpoints,ab, etc).
The shield guardian golem also trains the skills Discipline, and Tumble, and gains weapon finesse at lvl 16.

The golem's dexterity also scales to equal the Machinist's current (Modified) total intelligence score. (Thus Ac increases quite a lot if the machinist has good intelligence values, and weapon finesse increases it's AB further if it exceeds it's strength value of 22.)

Unlike the vanilla Shield guardian, It also gains damage reduction 5/+3 at lvl 15, 10/+3 at lvl 20.

At lvl 21, they gain the ability to cast stone-skin on cooldown, allowing them to penetrate damage reduction +5 as long as the protection covers their fists (THis is standar NWN vanilla settings, a creature's fists are considered able to penetrate damage reduction equal to it's own damage reduction, so stoneskin makes claws penetrate +5 dmg reduction for as long as it lasts).

Finally, at lvl 25 they gain 15+3 damage reduction.

Only one power core of this type can be owned at a time.
http://nwn.wikia.com/wiki/Shield_guardian


Adittionally, the machinist gains access to the ability to craft other standard golems as if he possessed the greater spell focus transmutation feat, provided he aquires the necessary materials and has access to a golem crafting laboratory.

Lvl 17 Can create 3 gonne ammunition per rest. These are special ammunition only usable by the machinist, that can not be stacked with regular gonne amunition, and the machinist cannot hold more than 6 of them at a time.

21 The Machinist can now craft EPIC level traps, mashing together three deadly traps into one combined device of ultimate doom. These can be traded and dropped normally and consumes crafting points.
http://nwn.wikia.com/wiki/Trap

25 The machinist can craft and use a perfected and improved golem core, which now consumes only 5 charges, and can be used to power a second shield guardian golem simultaneously.

Lvl 28 The machinist can craft and use the Spell Disjunction core. This core requires 10 charges to work, and like the golem core, can be powered by absorbing spell components . When used, the core activates a massive disjunction in a cone shape directly in front of the machinist (beholder anti magic cone). Only one spell disjunction core may be owned at a time, due to them destabilizing each other when held too close. After being used, the core requires a 10 minutes cooldown period before being used again. (http://nwn.wikia.com/wiki/Beholder_antimagic_cone)

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