“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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