Class: Machinist

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The Machinist
  Devices Maneuvers
Level Special Device Slots Max Device Grade Fields Devices Known Max Maneuver Grade Schools Maneuvers Known
1 Combat Style, Turret 1 Prototype 1 2 Basic 1 2
2 Machine Savvy 1 Prototype 1 3 Basic 1 3
3   1 Prototype 1 4 Basic 1 4
4 Machine Savvy 2 Prototype 1 5 Basic 1 5
5   2 Prototype 2 6 Lesser 1 6
6 Machine Savvy 2 Refined 2 6 Lesser 1 6
7   3 Refined 2 7 Lesser 1 7
8 Machine Savvy 3 Refined 2 8 Lesser 1 8
9   3 Refined 2 9 Lesser 2 9
10 Machinist Talent 4 Refined 2 10 Lesser 2 10
11   4 Refined 3 11 Lesser 2 11
12 Machinist Talent 4 Refined 3 11 Expert 2 11
13   5 Improved 3 12 Expert 2 12
14 Machinist Talent 5 Improved 3 13 Expert 2 13
15   5 Improved 3 14 Expert 2 14
16 Machinist Talent 6 Improved 3 15 Expert 2 15
17   6 Improved 4 16 Expert 2 16
18 Machinist Talent 6 Improved 4 16 Expert 2 16
19   7 Improved 4 17 Greater 2 17
20 Machinist Talent 7 Improved 4 18 Greater 2 18

 

Machinist

Balthier, iconic machinist
"In a perfect world, you wouldn't need guns. This is not a perfect world."

In a world where guns can blast through an armored warrior as easily as a hot knife through butter, the quintessential knight is replaced by another figure: the machinist. Garbed in light armor and wielding a weapon of the new age, the machinist uses finesse and speed where the fighter would use brute force and brawn.

The machinist has rapidly replaced many other forms of combat, but only in regions where guns are common: in many parts of the worlds of Trinity, there is a significant presence of Magic or Psionics, which inhibits the usage of guns and encourages more "basic" weaponry. Due to the dangers of decompression, guns are typically prohibited on spacecraft, where a single stray bullet could lead to catastrophe. As such, machinists - while not rare - are not nearly as common as the effectiveness of their weapons would suggest.

Guns in Trinity run the gamut from relatively simple revolvers to exotic weapons like rail guns. Machinists are not necessarily trained immediately in the use of these more unusual weapons, but their knowledge of the basic principles at work allow them to rapidly pick these weapons up and use them, while others would be hard-pressed to even find the trigger.

Firearms, unlike traditional ranged weapons, lend themselves to a variety of different combat styles. As such, there are multiple traditions, some spanning back half a millenia to the Ronkan Empire, while others are relatively new. In addition to learning how to best combine guns with these arts martial, nearly every machinist has a particular "style" of gun that they prefer, which also influences how they use their weaponry.

In addition to learning about weaponry, however, machinists have found other uses for technological innovation. Their use of firearms requires that they learn the basics of machinery, and as such, find themselves able to construct objects to assist them in their endeavors. While not as complicated as a greasemonkey's vehicle or as varied as an inventor's devices, the machinist combines their knowledge of combat and mechanics in the construction of turrets, automated small devices often armed to the teeth or able to provide some logistical support.

Game Rule Information

Machinists have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Perception is the most important ability for a machinist, as it modifies his firearm attack rolls. However, dexterity and wisdom are also important, as both improve his ability to defend himself.

Hit Die: d8.

Class Skills: The Gunslinger’s class skills are Agility (Dex), Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Initiative (Dex), Insight (Wis), Intimidate (Cha), Jump (Str), Listen (Per), Move Silently (Dex), Notice (Per), Ride (Dex), Repair (Int), Search (Per), Sense Motive (Wis), Spot (Per), Survival (Wis), and Tumble (Dex).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 3d4 x 10gp.

Favored By: Halfling.

Class Features

Machinist: Combat Styles
Class Availability
Archer Check.png
Defender Nah.png
Einhander Nah.png
Executioner Maybe.png
Falconer Check.png
Karateka Maybe.png
Lancer Nah.png
Unfettered Maybe.png
Warlord Check.png

All of the following are class features of the machinist.

Weapon and Armor Proficiencies: Machinists are proficient with all simple weapons and light armor, but not shields. Machinists are also proficient with all basic and advanced firearms. A machinist who spends at least ten minutes examining a firearm weapon with which he is not proficient gains proficiency with that weapon.

Firearm Attack Bonus: Unlike most other classes, machinists are specialized in one class of weapons, specifically firearms. Due to this, archers use a different attack bonus when using firearms.

For all purposes other than making melee and non-firearm ranged attacks, treat the machinist's firearm attack bonus as his BAB (for purposes of meeting prerequisites and for effects that key off of BAB).

Tradition: At first level, the machinist makes a number of decisions about his approach to his craft.

First, the machinist determines if he will follow one of three paths: akimbo, quickdraw, or sniper. Akimbo machinists specialize in using two firearms simultaneously, able to gun down many foes quickly; quickdraw machinists have unequaled situational awareness, taking a shot before they are even consciously aware of a threat; while sniper machinists provide combat support by taking out threats slowly and singly, but with certainty. This decision affects some of the machinist's later class features.

In addition, your choice of tradition determines the ability score you use to determine whether or not you acquire the bonus from some of your maneuvers. Note that only maneuvers on the machinist maneuver list have the possibility to trigger this effect; maneuvers you learn from other lists can benefit from a given bonus, but cannot grant it themselves.

  • Akimbo: Your bonus is keyed off of Dexterity.
  • Quickdraw: Your bonus is keyed off of Wisdom.
  • Sniper: Your bonus is keyed off of Perception.

Second, the machinist decides which combat style he will pursue. Consult the table on the right to find the styles available to a machinist.

  • Archer: Any machinist can select this style. A machinist's max aim tokens equals one-half his machinist level + 3 (rounded down), and gains bonus aim tokens based on his Wisdom.
  • Executioner: A machinist can only select this style if he chooses sniper for his tradition (see above). We don't know anything about executioners yet, so ignore this for now.
  • Falconer: Any machinist can select this style. A machinist can have a number of maneuvers readied equal to the amount on the class table, above. The machinist's turret (see below) is automatically considered the machinist's partner.
  • Karateka: A machinist can only select this style if he chooses akimbo for his tradition (see above). A machinist has a number of bonus opportunity attacks each round equal to one-half his machinist level, rounded down. Light firearms are considered karateka weapons for you.
  • Unfettered: A machinist can only select this style if he chooses quickdraw for his tradition (see above). We don't know anything about unfettered yet, so ignore this for now.
  • Warlord: Any machinist can select this style. A machinist can have a number of maneuvers readied equal to the amount on the class table, above. A machinist's Command Bonus is equal to one-half what it would be for a warlord of the same class level.

Turret (De): The result of the combination of the machinist's knowledge of weapons and technology, turrets are - essentially - small vehicles, serving as additional firepower, providing support for the machinist and his allies, or as a lure for the machinist's opponents.

Turrets are mechanically similar to vehicles, and follow many of the same rules. However, turrets cannot ever carry passengers, and act in accordance with their owner's actions, dependent upon their turret class. A machinist who has a turret with multiple classes can switch its "mode" as a swift action. A turret takes its actions in conjunction with its owner's standard action; if he has multiple, the turret only acts once; if he has none, the turret takes its action as though its owner had taken a standard action.

A machinist can have any number of turrets constructed; the maximum class level of a turret is equal to his student level. A machinist can only have one turret deployed at a time (though some abilities may increase this number); deploying a turret is a move action, while recalling one is a standard.

Design Notes

MANEUVERS FOR EVERYONE FOREVER

The machinist's adept mechanic is self-buffing: in essence, the idea is that the machinist cycles through a series of buffs that happen more-or-less automagically that improve their damage output or do other things. A machinist can sometimes ensure that they'll get one buff sequence, but in general it's a chance-ish thing.

So let's examine the mechanic real quick.

Hmm... well, the notion of a 50/50 chance is weak, and also does hokey things. (How do we figure that out? Natural result is even? What.) So I'm thinking a reverse of the shaman's rider mechanic, call it... extra? Bonus? Auxiliary? The terminology will need some work, but the concept is sound: if you roll (20 - stat mod) on some attacks, they give you a buff that amplifies things. These will most likely specifically be maneuvers, but I'm sure that each tradition will probably also possibly trigger it in some fashion that's appropriate.

...and I just realized that this is supposed to be a goddamn adept class, not just another combat class. Well shit. This is going to require some more tinkering...


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