Prestige Class: Moogle Machinist

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The Moogle Machinist
Level BAB Fort Ref Will Special Student Level Geomancer Level
1 +0 +0 +1 +2 Machine Empathy +1 level of existing student class +1 level of existing geomancer class
2 +1 +0 +2 +3 Convergence +1 level of existing student class -----
3 +1 +1 +2 +3 Turn Machine ----- +1 level of existing geomancer class
4 +2 +1 +2 +4   +1 level of existing student class +1 level of existing geomancer class
5 +2 +1 +3 +4 Mechanical Life +1 level of existing student class -----
6 +3 +2 +3 +5   ----- +1 level of existing geomancer class
7 +3 +2 +4 +5 Technological Affinity +1 level of existing student class +1 level of existing geomancer class
8 +4 +2 +4 +6   +1 level of existing student class -----
9 +4 +3 +4 +6 Nature Improved ----- +1 level of existing geomancer class
10 +5 +3 +5 +7 Geomechanical Mastery, Talents +1 level of existing student class +1 level of existing geomancer class

 

Moogle Machinist

Moguta, a moogle machinist.
"Machines are part of nature, just like you and me!"

Representing a fusion of moogle's affinity for nature with their innate curiosity towards technology, moogle machinists work to bring their two fields together into a cohesive whole.

Requirements

To qualify for the Moogle Machinist prestige class, you must fulfill the following requirements.

Race: Moogle.

Force Alignment: Technology and Nature.

Skills: At least 8 ranks in two of the following skills - Pilot, Repair, Techcraft. At least 8 ranks in two of the following skills - Heal, Knowledge (Nature), Naturecraft.

Special: You must be considered a student and a geomancer.

Game Rule Information

Moogle Machinists have the following game statistics.

Force Alignment: Technology and Nature.

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

Abilities: Whatever ability scores were important to the moogle's prior classes are important to the moogle machinist, as this prestige class is an extension of those classes.

Hit Die: d6.

Class Skills: The moogle machinist's class skills are Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Technology) (Int), Knowledge (The Forces) (Int), Naturecraft (Wis), Pilot (Dex), Repair (Int), Search (Int), and Techcraft (Int).

Skill Points at Each Level: 4 + Int.

Alignment: Any.

Class Features

All of the following are class features of the moogle machinist.

Weapon and Armor Proficiency: Moogle machinists gain no new weapon or armor proficiencies.

Student Levels: At the levels on the table above, the moogle machinist gains new abilities as though he had also gained a level in any one student class he belonged to before he added the prestige class. If the student class used devices, the moogle machinist gains new devices known and device slots of the effective level; if the student class was vehicle-based, the moogle machinist adds a new level to the vehicle.

Geomancer Level: At the levels on the table above, the moogle machinist gains new abilities as though he had also gained a level in any one geomancer class he belonged to before he added the prestige class. The moogle's max stress, elements/terrains accessible, and gifts known increase as per the effective level.

Machine Empathy (Ge): The moogle machinist can use the wild empathy ability on constructs.

He can also use this ability on inanimate machines, such as vehicles; doing so grants the moogle machinist an insight bonus to Disable Device, Repair, and Pilot checks pertaining to the item equal to 1 + one-half his class level. This use of this ability requires a full-round action to initiate, then can be maintained with a swift action each round; the duration automatically ends if the moogle loses physical contact with the machine. This ability only functions on items that are Technology-aligned.

Convergence (Na/Te): At second level, the moogle machinist's affinity for machines reaches the point where his consciousness can extend to technological items he has made.

While touching an inanimate machine that he has constructed, that machine is considered part of the moogle for purposes of effects with a range of Personal.

In addition, if the moogle machinist has a vehicle, the moogle machinist can freely transfer healing surges from himself to his vehicle as a non-action.

Turn Machine (Ge): At third level, the moogle machinist can turn machines. This ability functions as per a cleric's turn undead ability, save that it affects constructs, not undead, and is based on Wisdom, rather than Charisma.

Mechanical Life (Na): At fifth level, the moogle's understanding of machines allows him to heal them with natural power. Whenever the moogle uses a geomancy effect on a construct or item that restores hit points, the target receives the full benefit of the effect, even if other attributes of the target would prevent or reduce such supernatural means of restoring hit points.

Technological Affinity (Te): At seventh level, the moogle's familiarity with nature and technology allows him to fuse the workings of the two together. This has particular effects dependent upon the sort of technologies the moogle is familiar with.

  • Devices: Whenever the moogle uses a device slot to repair a device, he repairs an additional 5%.
  • Medicine: The moogle can use the medicine ability on fey and plant creatures as though they were similar to his Favored Race. He can treat constructs and elementals with a -20 penalty; attempting to treat a construct accrues 2 points of Stress towards the Machine element (even if the moogle cannot yet access it), and attempting to treat an elemental accrues 2 points of Stress towards the most relevant element the moogle has access to. Creatures without a Constitution score can be treated a number of times per day equal to their Hit Dice.
  • Vehicle: A moogle gains different benefits from this ability dependent upon his vehicle style ability. If the moogle has multiple vehicle styles, he gains the benefit for each.
    • Pilot: A moogle with the pilot style adds his Wisdom modifier as an insight bonus to all Pilot checks.
    • Modder: A moogle with the modder style adds his Wisdom modifier to a vehicle's Calibration.
    • Engineer: A moogle with the engineer style can use his Wisdom modifier to determine the base Building Points to determine a vehicle's Speed, Cargo, and Power.

Nature Improved: At ninth level, the moogle's comprehension of machines as an extension of the natural world has reached the point where he can manipulate technology through nature. He gains access to the Machine gift suite (whether terrain or element), and automatically learns one gift from that suite. He can choose to replace up to one gift known per two geomancer levels with a gift from the Machine suite.

Stress accrued towards the Machine suite can be reduced by being in an environment with a significant presence of machines. This includes (but is not limited to) areas that have innate Technology alignment, or in or near a vehicle with a number of vehicle levels no less than the moogle's geomancer level.

If you are a shaman, you gain the following additional benefit for Elemental Affinity. You can also attune a totem to the Machine element.

  • Machine's Calculation (Na/Te): While in Machine terrain, you gain a bonus to Knowledge checks equal to your Wisdom modifier.

 

The Machine Element/Terrain
Element Description Energy Type Terrains Weather Opposes... Opposed Energy Types
Machine inventiveness, logic, curiosity magnetic Significant presence of machinery --- --- arcane, psionic

 

Geomechanical Mastery (Na/Te): At tenth level, the moogle's understanding of the fusion of technology and geomancy is complete.

Whenever you use a Machine gift, also roll a d%. If the result is less than or equal to your Wisdom score, Technology devices in your possession cannot malfunction (though accrue TDM with each charge used as normal) and abilities that would require you to expend any number of uses of Push the Envelope lose that requirement. Both effects last for a number of rounds equal to the Stress induced by the Gift used.

Whenever you activate a Technology device, if the result of the malfunction chance is (100 - your Wisdom score) or higher, your Stress towards the Machine suite is immediately reduced by the level of the device activated.

Whenever you expend at least one use of Push the Envelope, also roll a d%. If the result is less than or equal to your Wisdom score, your Stress towards the Machine suite is immediately reduced by the number of uses expended (if the number has been reduced, such as by a vehicle prestige class's Prime ability, use the base value rather than the reduced value).

Talents: At tenth level, the moogle machinist adds the following talents to his talent lists for his geomancer and student classes to which he applied his bonus geomancer and student levels gained from this prestige class.

If you do not have a class that grants talents, you still add these talents to the list of talents you have available; thus, if you gain access to talents in other ways, you can gain these abilities.

  • 1.21 Gigawatts: When you use a Lightning or Ramuh gift, also roll d% (if you already are, use the same d% for all abilities). If the result is less than your Wisdom score, choose one device you have readied of the Energy field or with the [Electricity] descriptor; that device gains a number of charges equal to your Wisdom modifier. Alternatively, if you have a vehicle, it instead regains Capacitor equal to your Wisdom modifier. When you use a device of the Energy field or with the [Electricity] descriptor, if the TDM result is higher than (100 - your Wisdom score), you reduce your stress towards the Lightning or Ramuh suite by your Wisdom modifier. (Prerequisites: Access to the Lightning or Ramuh suite)
  • Coolant Flush: When you use a Water or Leviathan gift, also roll d% (if you already are, use the same d% for all abilities). If the result is less than your Wisdom score, choose one device you have readied of the (Chemistry) sub-field or with the [Water] descriptor; that device's TDM is immediately reduced to its lowest possible value; alternatively, if you have a vehicle, it immediately loses all status ailments. When you use a device of the (Chemistry) sub-field or with the [Water] descriptor, if the TDM result is higher than (100 - your Wisdom score), the next Water or Leviathan gift you use is maximized; this benefit lasts until used or for 1 round per point of Wisdom modifier, at which point it is lost. (Prerequisites: Access to the Water or Leviathan suite)
  • Instant Replay: When you use a Cosmic or Fenrir gift, also roll d% (if you already are, use the same d% for all abilities). If the result is less than your Wisdom score, the next time you activate a device of the Energy field, you can activate it twice instead in the same action (this benefit lasts for 1 round per point of Wisdom modifier, after which it is lost); alternatively, if you have a vehicle, it gains the benefit of haste for a number of rounds equal to the stress caused by the gift that triggered this ability. When you use a device of the Energy field, if the TDM result is higher than (100 - your Wisdom score), you instantly gain a round of apparent time, as per temporal acceleration, except you are not shaken at the end of the effect's duration. (Prerequisites: Access to the Cosmic or Fenrir suite)
  • Object 199: When you use a Gravity or Atomos gift, also roll d% (if you already are, use the same d% for all abilities). If the result is less than your Wisdom score, the damage of the next Armaments device you use is maximized; alternatively, if you have a vehicle, the next time your vehicle deals damage, that damage is maximized (this benefit lasts for 1 round per point of Wisdom modifier, after which it is lost). When you use a device of the Armaments field, if the TDM result is higher than (100 - your Wisdom score), increase the saving throw DC of the next offensive Gravity gift you use by your Wisdom modifier (this benefit lasts for 1 round per point of Wisdom modifier, after which it is lost). (Prerequisites: Access to the Gravity or Atomos suite)
  • Two Paths, One Goal: When you ready devices, you can opt to reduce your max stress towards the Machine element. If you do, you gain an additional device slot for every two points you reduce your max stress. Alternatively, you can choose to meditate on Nature, by expending a device slot on the Machine suite; if you do, your max stress towards the Machine suite increases by three that day for every device slot expended this way. (Prerequisites: Must have a student class that readies devices)

Machine Suite

Machine Gifts
Gift Stress
Magnetism: Deal 1d4+1, plus additional 1d4+1 per two levels, magnetic damage to a creature, with a chance to immobilize. Basic
Machinesense: Detect the presence of items with Technology alignment. 1
Automaton: Cause materials to coalesce into an automaton for a short time. 1+
Instant Trap: Cause materials to coalesce into a trap. 1+
Exoskeleton: Cause materials to coalesce into an exoskeleton you can wear. 2+
Recharge: Grant extra power to technological vehicles or devices. 2+
Techno Geomental: Summon a technology-themed geomental. 2+
Repair Damage: Heal an item or construct. 3
Electromagnet: Generate an electromagnetic pulse (this effect disrupts Technological effects). 4
Harmonize: Reduce a device's malfunction rate or remove status ailments from a vehicle. 4
Nature's Grasp: Increase a device's malfunction rate or cause status ailments on a vehicle. 4
Universal Remote: Control the actions of a construct. 5
Jump Start: Restore a nonfunctional vehicle to functional status. 6
Machinemeld: Interface directly with an analytical engine. 6
Death Ray: Focus your life energy into a deadly ray attack. 8
Ignite Cognition: Grant a complex machine cognizance. 12

 

Feats

The following are a selection of feats that are relevant to moogle machinists.

 

RACIAL SPECIALIZATION [General]
Your focus on the traditions and practices of your kind has allowed you to further unlock your own potential.
Prerequisites: Access to a talent list granted by a racial prestige class.
Benefit: You gain a talent from the talent list of one of your racial prestige classes.

 

Design Notes

Vehicle-centric abilities for technological affinity need to be vastly rewritten. Suggest making expertise-based rather than vehicle class-based.

Different types of machinists (in terms of tech origins) should maybe gain access to different gifts. Give a unique gift, instead of tech affinity? That sounds like it would potentially be more useful in the long run, and more flavorful. Look into this more.

Vehicle-centric affects of capstone ability can be removed, vehicles now roll TDM for fitted modules, so interface cleanly with tech-centric mechanics.

Hmm... parent classes utilize mechanics that both work off percentages. Unity of theme. Me gusta. So talents will have an interesting effect on a device if a gift is used, and will reduce stress towards the element if a relevant device is used... hrm. That second effect is okay for a few things, but needs to be more exciting. Basically every talent should be encouraging you to be switching between using nature and using tech.

Putting this here, because I may want it later, but it is no longer relevant.

  • Lightning Is As Electricity Does: A moogle machinist can translate electrical energy stored in devices or vehicles into natural lightning, allowing him to utilize his natural Gifts with technological Devices. As a move action, you can expend one charge from a device of the Energy field or with the [Electricity] descriptor and reduce your current Stress towards the Lightning or Ramuh suite by the device's device level; this process can function in reverse, by accruing stress equal to the device's level to grant it a single charge. Alternatively, you can expend an amount of a vehicle's Capacitor, up to your student level, and reduce your current stress towards the Lightning or Ramuh by half that amount; this process can be reversed, by accruing stress up to one-half your student level, and restoring an amount of Capacitor equal to double that amount. (Prerequisites: Access to the Lightning or Ramuh suite)