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 Machinehead

The appearance of the first tinker to be called a Machinehead came only several decades ago.  A gnome named Gnambak walked out of his home one day with metal where there should have been skin and hair.  Half of his head, which had been nearly burned away in an experiment, was replaced by mechinations.  He proclaimed that the deity Arsenal had shown him the way to cheat death and become more powerful in the process.  Since that day, only a few gnomes and humans have taken up the challenge of integrating clickers into their own body.

           

The very thought of this process is appalling to most, even to some that support Technology.  The Machineheads are feared and seen as the tinkerís equivalent to the Lich.  They preach that through their brand of Technology, anything can be accomplished, included victory over magic.  The Machineheads are the leading force behind any attempts the technologists make to reform the Tinkocracy.  They are also the driving force behind the push of Arsenal as a full deity.

           

Machineheads consider themselves above all of the other races.  They are a new breed; superior to anything that has come before them.  They hold counsel among themselves to determine the plan of action for the coming year on the anniversary of the death of the deity of the tinkers.  The Machinehead that has given the most of himself to technology is given the lead at any meeting held.

           

All of the known Machineheads are either gnomes or humans, and all have a good knowledge of tinkering.  Some are known clerics of Arsenal.  The Machineheads only live on the Great Plateau, although they have been seen traveling elsewhere in the world.

 

Requirements

                Alignment: any

                Base Attack Bonus: +3

                Feats: Technology

                Concentration: 5 ranks

                Knowledge (Religion): 3 ranks

   Knowledge (Technology): 5 ranks

                Tinkering: 10 ranks

   Other: The ability to cast at least 0-level divine spells.  Only divine casters of the following faiths may become Machineheads: Arsenal, Compture, Drunnbar, Lavash'Ki, Falan, Tfop, and Wandle.

               

 Hit Dice: d6

 

Class Skills: Skill points at each level: 6+ Intelligence modifier.

Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Knowledge (any) (Int), Open Lock (Dex), Profession (Wis), Literacy, Tinkering (Int)

 

Machinehead

Lvl

BAB

FrtSv

RfxSv

WllSv

Special

1st

+0

+2

+0

+0

Given Over to the Machine (lesser), Takes One to Know One, Design Help

2nd

+1

+3

+0

+0

+1 Casting Level, More Machine than Gnome

3rd

+2

+3

+1

+1

Improved Quick Fix

4th

+3

+4

+1

+1

Given Over to the Machine  (standard), +1 Casting Level

5th

+3

+4

+1

+1

More Machine than Gnome

6th

+4

+5

+2

+2

+1 Casting Level

7th

+5

+5

+2

+2

Given Over to the Machine  (standard)

8th

+6

+6

+2

+2

+1 Casting Level, More Machine than Gnome

9th

+6

+6

+3

+3

 

10th

+7

+7

+3

+3

Given Over to the Machine  (greater), +1 Casting Level

 

Class Features

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Weapon Proficiency: The Machinehead is proficient in all simple weapons.

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Armor Proficiency: The Machinehead gains no additional armor or shield proficiencies.

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Given Over to the Machine: Every time the Machinehead gains this ability, he has fashioned a part of his body into a clicker.  Before the process takes place, the Machinehead must follow all of the standard rules for creating a clicker, although through divine inspiration, there is no chance of failure as long as the DC of the clicker, in both design and construction, is possible for the Machinehead to make without magical bonuses.  This changeover takes one month to complete in addition to the time spent making the clicker.  Virtually any clicker can be incorporated into the body.  Any clicker fashioned this way has no chance of failure once it has been attached to the Machineheadís body.  The complexity level of the clicker that may be acttached is noted in the chart above.  If this clicker is destroyed or damaged, it must be repaired in the normal way.  If the Machinehead attempts to repair it, while it is still attached, the DC of the repair check(s) is increased by 10.  Reattaching a repaired clicker that had been part of the Machinehead previously requires no check.  A Machinehead who is brought back to life and does not still have his clickers attached must go through the process of reattaching or making and reattaching the clickers.  This is a supernatural ability.

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Takes One to Know One: The Machinehead gains a +4 circumstance bonus to all Tinkering, Knowledge (Technology), and other skill checks that are related to a clicker that he has incorporated into himself.  This bonus can be applied to a Quick Fix on the clicker, to a normal repair of it, to making a new one of them which is exactly the same.  The Machinehead has the Committed Design feat (see Tinker's Handbook) for any clicker incorporated into himself.  The Machinehead receives a +2 bonus to attack rolls with any weapon that has been incorporated.

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Design Help: The Machinehead's level count as Tinker class levels for the Design Scrolls ability of the Tinker class.

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+1 Casting Level: May only be applied to the cleric or ranger classes.

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More Machine than Gnome: The Machinehead moves away from being a humanoid and towards being a construct.  Every time he gains this ability, he may choose one rule that applies to constructs and apply that to himself.  Only one specific immunity may be chosen every time this ability is gained.  This is an extraordinary ability.

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Improved Quick Fix: When the Machinehead uses the Quick Fix ability on a clicker integrated into his body, a natural roll of 1 is a normal failure, not a roll on the Oops table.

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