Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day - Rise of the Machines

 I've been working on these for a while and they certainly are not finished, but there is enough information here for you to build on. I thought Swords & Wizardry Appreciation Day would be the perfect time to roll out what I've got so far. These originally started as a straight Eberron conversion, but then I decided that I wanted to publish the content at some point in the distant future. Until then it is yours to use freely (and probably after that too). None of it has been play tested and it's my first conversion so I expect there to be balance issues among other things. I encourage you all to play test this and give me some feedback.


Time Keepers - Race
  Time Keepers are a mechanical clockwork race created by Artificers for the war. They are similar in appearance to an iron golem, but differ greatly mentally as they are completely sentient.

  Because of their metal exterior Time Keepers have a +4 on saving throws against sickness and poison and a natural armor of +1 AC. A Time Keeper does not need to eat or rest, but this comes at a cost. Time Keepers also can not heal naturally. Healing spells work normally on Time Keepers and they can be healed by Artificers.

  Time Keepers are made up of gears, metal, and magic. This gives them a +1 to disarm traps. Time Keepers understand the needs to stay well oiled which keeps them silent which makes for a great thief. A Time Keeper player can also choose to be a fighter.

Artificer - Class
  Prime Attribute: Intelligence 13+ (+5% experience bonus)
  Hit Dice: 1d6/level (Gains 1 hp/level after 9th)
  Armor/Shield Permitted: Leather Armor, Ring Mail, No Shield
  Weapons Permitted: No two-handed melee, No missle
  Race: Human, Dwarves, Time Keepers
  Alignment: Any

As an Artificer you are part of an ancient art that combines magic and technology. You and your fellow Artificers are known for creating the Time Keepers during the war. Artificers are avid adventurers who are very useful in a large group. You can cast any spell available, but are limited by your wand which means are you are great for support. You also have the ability to repair Time Keepers. Since Artificers are not true magic users they have had time to learn the basics of melee combat as well.

As of now the Artificer uses the same table as the Cleric since they are both support.

Artificer Class Abilities
  Spell Casting: All spells are available to you. You are limited by your wand charges and  level.
  Saving Throw Bonus: Artificers gain a +2 bonus on saving throws against spells.
  Artificer's Laboratory (10th): At 10th level an Artificer can build a laboratory and gain up  to two apprentences per year.


Clockwork Dragon, Zandith - Monster
  Hit Points: 40
  Armor Class: 0 [19]
  Attacks: 2 claws (1d10), bite (3d12+2)
  Saving Throw:5
  Special: Breathes fire
  Alignment: Chaos
  Challenge Level/XP: 12/2,600

Zandith was created by the Artificers during the war. The intention was to create an army of Time Keepers in the sky, but Zandith quickly escaped the labratory. Without any of his own kind Zandith became bitter and eventually evil. Zandith can talk, but is not likely to because of his rage. He can breathe fire in a cone-shape 90 feet long and 30 feet wide at the base.
Spells: Anti-Magic Shell, Darkness 15-foot Radius, Heat Metal

Painted by Martin Jones, Create by Reaper Miniatures
I have not fleshed out my story for the war or the world yet. I decided early on that I wanted the back story to be my own. I still have a lot of game mechanics to work out before I even think about drawing maps and coming up with names for battles. I expect it to take a year or two to get it all done.

1 comment:

  1. very cool.

    this would make for a great S&W set in the Hawkmoon universe of Moorcock.

    --
    Tim
    My Swords & Wizardry posts, The S&W Witch and The Ördög

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