Friday, October 12, 2012

The Tin Philosopher



“If I may venture an opinion ...”


Prime Requisite: INT
Requirements: None
Hit Dice: 1d4
Maximum Level: 13

Tin philosophers are created with an unquenchable thirst for knowledge. Upon discovering a book for the first time, a tin philosopher may read every page in one sitting. Other tin philosophers are known to stand like statues for days, observing an event or process.

At 1st level, tin philosophers hit an unarmored foe (AC 0) with an attack throw of 10+. Like mages, they advance in attack throws and saving throws by two points every six levels of experience. Tin philosophers are limited to fighting with dagger, dart, sling and staff. All tin philosophers are unable to use shields, fight with two weapons, use a weapon two-handed or wear any kind of armor.

At 1st level, a tin philosopher may read languages as the spell at will. Each use takes 1 turn. At 1st level, 2nd level and 6th level tin philosophers specialize and may select a bonus proficiency from the Tin Philosopher Proficiency List.

Tin philosophers learn and cast arcane spells as mages of two thirds their class level. The number and levels of spells the tin philosopher can use in a single day is summarized on the Tin Philosopher Spell Progression table. Like a mage, the tin philosopher’s spell selection is limited to the spells in his repertoire. A tin philosopher’s repertoire can include a number of spells up to the number and level of spells listed for his level, increased by his Intelligence bonus.

At 8th level, a tin philosopher adds speak with animals, speak with dead, tongues and true seeing to his class spell list. The tin philosopher can then add these spells to his repertoire following the usual procedure (see Adding New Spells to the Repertoire in Chapter 5 of ACKS). Except for being arcane, these spells are identical to their divine counterparts. If a copy of these spells is found or placed on a scroll, the scroll will be useable only by divine casters who have the spell on their class list, or by tin philosophers who have the spell on their class list. (Lower level tin philosophers or mages could not use the scroll or cast the spell because it is not on their class spell list.)

At 7th level, the tin philosopher may begin to research spells, scribe magical scrolls, and brew potions, as if he were a mage of 5th level. Upon reaching 13th level, the tin philosopher gains the ability to create magic items such as weapons, rings, and staffs as a mage of 9th level. Because of his research acumen, he may conduct spell research and learn and cast ritual arcane spells of great power as a mage of 11th level. A tin philosopher can use any magic items usable by mages.

Due to a tin philosopher’s inhumanity, the character suffers a -1 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale of intelligent constructs. As an intelligent construct, the character is unaffected by poison. Note that as an intelligent construct, the character is affected by hold, charm, or sleep spells. However, the character gains a +1 bonus on saving throws versus Spells. The character doesn't need to breathe, eat, or sleep, but he may choose to do so, typically to gain a specific benefit. A tin philosopher’s tin plating provides the character with a base unarmored AC of 1 instead of 0. When brawling (see ACKS p. 109), the character may deal lethal damage, 1d3 with a punch or 1d4 with a kick. He can punch or kick characters in metal armor without himself taking damage.

At 9th level, a tin philosopher can build or claim a sanctum, often a great tower. When the tin philosopher establishes his sanctum, 1d6 tinmen of 1st-3rd level will arrive to serve him. While in the tin philosopher’s service, these tinmen must be provided with lodging and maintenance. If the tin philosopher builds a dungeon beneath or near his tower, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. Additional rules for sanctum are detailed in the Campaign chapter of the ACKS Rulebook.

Tin Philosopher Proficiency List (29): Alchemy, Battle Magic, Beast Friendship, Black Lore of Zahar, Collegiate Wizardry, Contemplation, Craft, Diplomacy, Elementalism, Engineering, Familiar, Healing, Illusion Resistance, Knowledge, Language, Loremastery, Magical Engineering, Mystic Aura, Naturalism, Quiet Magic, Performance, Prestidigitation, Profession, Repair, Sensing Power, Transmogrification, Soothsaying, Unflappable Casting, Wakefulness

Experience
Level
Title
Hit Dice
Special Abilities
1
2
3
4
5
0
1
Tin Aspirant
1d4
Read languages, at will; each use takes 1 turn, specialize, spellcasting
1




2,275
2
Tin Novice
2d4
Specialize
1




4,550
3
Tin Initiate
3d4

2




9,100
4
Tin Theurgist
4d4

2
1



18,200
5
Tin Thaumaturge
5d4

2
1



36,400
6
Tin Sorcerer
6d4
Specialize
2
2



72,800
7
Tin Mage
7d4
Magic research (minor)
2
2
1


145,600
8
Tin Wizard
8d4
Add speak with animals, speak with dead, tongues and true seeing to class spell list
2
2
1


291,200
9
Tin Philosopher
9d4
Sanctum
2
2
2


582,400
10
Tin Philosopher, 10th lvl
9d4+1*

3
2
2
1

1,164,800
11
Tin Philosopher, 11th lvl
9d4+2*

3
2
2
1

2,329,600
12
Tin Philosopher, 12th lvl
9d4+3*

3
3
2
2

4,659,200
13
Tin Philosopher, 13th lvl
9d4+4*
Magic research, research acumen
3
3
3
2
1
*Hit point modifiers from constitution are ignored

New Proficiency



Custom Class Build Information

Hit Dice
Fighting
Thievery
Divine
Arcane
Tinman
0
0
1
0
3
0

Trade-Offs

Eliminate one fighting style

XP Calculation: 0 + 0 + 200 + 0 + 1875 + 200 = 2275 at 2nd level

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