Ruins of Adventure
- Races: Any
- Sub-Classes: Mage or Specialist
- Ability Requirements: Knowledge 14, Aim 16
- Alignments: Any
- Starting Cash: 3d6 gp (plus see below)
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: By class, plus Hammer (any)
- Allowed Armors: By class
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Clockwork Creation
- Required Proficiencies: none
- Recommended Proficiencies: Artistic Ability, Blacksmithing, Bone Armor, Carpentry, Cartwright, Craft Instrument, Cryptography, Engineering, Gem Cutting, Glassblowing, Leatherworking, Lens Crafting, Literacy, Locksmithing, Metalworking, Numeracy, Pottery, Research, Smelting, Spellcraft, Waterproofing, Weaponsmithing.
- Forbidden Proficiencies: none
Overview: The clockwork mage is unique among spellcasters in the Realms. His abilities revolve around building and tinkering rather than crafting powerful spells. Mechanicians (as the clockwork mages are commonly known) cannot cast spells. Instead, they create devices with spell-like abilities. There is no historical equivalent of the mechanician, but there are many stories centering around individuals capable of creating strange and exotic machinery, particularly birds. Mechnicians are most common in the lands of Lantan, where technological devices of all kinds are highly appreciated, and Neverwinter, where the craft originated. Many gnome Tinkers multi-class as Mechanicians, blending technology and magic to create all manner of dangerous and ill-conceived contraptions.
Description: Mechanicians typically look like your stereotypical mad-inventor—they wear heavy protective aprons, typically grease-stained, and belts festooned with tools of all kinds; their hair is usually unkempt, and often scorched or standing on end; and they usually have very long, thin fingers for performing the fine manipulations of their craft.
Role-Playing: Mechanicians have studied the power of machines, the interaction of carefully crafted gears, and the power of magic. Through long hours of study, the members of this kit have learned to create machines that can store spells and perform a wide variety of amazing functions. These devices vary greatly in their power, but all are maddeningly complex. Even nonmagical items that are constructed by the mechanician can perform feats that would seem impossible.
The mechanician regards other wizards as flighty and not studious. Why go to all the trouble to craft a spell if you aren’t going to put it down in a permanent, concrete form? Other wizards regard the mechanician with a mixture of amusement and concern: amusement because the clockwork mage spends a large portion of his time working on the most absurd devices; concern because many of these devices are dangerous to build—dangerous enough to cause damage to a large surrounding area if something should go wrong.
Mechanicians are regarded as wonderful toy makers by the majority of the enlightened peoples. The clockwork mages have been very careful to build items of amusement for nearby cities, hiding their true identity as some of the most advanced workers of magic around. Some mechanicians find positions with the government, but most spend their time with others of their kind, working singly or together on large projects. While mechanicians aren’t exactly secretive, most of their work is best done alone. They relish the chance to work with other mechanicians, to exchange ideas and theories, and to see good machines being put together.
- All clockwork mages start with the following equipment for free: tools (small hammer, chisel, pliers, assorted small tools), one weapon that he is proficient with, one completed mechanical (standard size, brass shell, mechanical power source, any 2 functions, and a level 1 storage vessel containing one spell), and miscellaneous spare parts.
- The greatest ability of the clockwork mage is the creation of clockwork devices known as Mechanicals. These creations are usually relatively small (no larger than a child’s head) but can have very potent powers within them. Full details on the costs and abilities of these devices can be found under Mechanicals.
- Mechanicians cannot cast spells as can normal wizards. Their spell-like abilities can take days to prepare, and they almost never have as many spells ready as a wizard of the same level (see Mechanicals for detailed rules).
- Mechanicians are very clannish and do not readily share knowledge with other sorts of wizards. This has given them something of a bad name among other wizards, who don’t really trust members of this kit. Mechanicians suffer a -2 penalty on NPC reactions against any other wizard.
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