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Clockwork Options (Part 2)

Clockwork Options (Part 2)


Although a cyborg sorcerer’s connection with the mechanical is literally in her bones, with her body slowly transforming into an arcane amalgam of flesh and metal, the industry oracle looks outward to the infrastructures and societal shifts that accompany these novel technologies. With the potential to fulfill many roles in a city-heavy campaign, these mysterious urbanites were heavily inspired by steampunk, clockwork fantasy, Upton Sinclair’s The Jungle, and the gritty NYC of 1970s cinema.

(As previously, materials marked with (1) below can be found in the Zobeck Gazetteer.)

Industry (Oracle Mystery)

Oracles of the industry mystery find their divine magic in automation, toil, pollution, and noise. Some may attain positions of prestige as techno-chaplains of great forges and mills; others flourish in the criminal underground as saboteurs, leaders of cultlike street gangs, and relentless assassins. Many evil oracles develop a taste for swift and ruthless violence, their passion for amoral industrial efficiency seemingly knowing no bounds.

Deities: Rava

Skills: As an oracle with the industry mystery, add Appraise, Disable Device, Intimidate, and Stealth to your list of class skills.

Bonus Spells: grease (2nd), magic siege engine (4th), heatstroke (6th), steam blast1 (8th), winding key1 (10th), animate objects (12th), timeless engine1 (14th), maze (16th), implosion (18th)

Revelations: An oracle with the industry mystery can choose from any of the following revelations:

Confusion (Sp): You may cast confusion once per day. You gain an additional use at 5th level and every 5 levels thereafter.

Dirty (Ex): You receive Catch Off-Guard, Combat Expertise, and Improved Dirty Trick as bonus feats.

Factory Tours (Sp): As a standard action, you can create an effect that replicates the stinking cloud and distracting cacophony spells. You can use the effect for a number of rounds equal to your oracle level per day. The rounds need not be consecutive. You must be at least 11th level to select this revelation.

Haywire (Sp): You can animate clockwork or other machinery, albeit with control limited to not injuring yourself. As a standard action, you may cause (large or smaller) machinery within 20 feet of yourself to violently activate and shake uncontrollably, moving away from you at slow speed. For machinery that is secured, use the “DCs to Break or Burst Items” table against your oracle level. The GM should make an attack roll against anyone within 5 feet of an agitated machine (BAB +0). Damage is dealt by the size of the machine (small—d4, medium—d6, large—d8). Constructs can resist this ability with a successful Will save. You can use the effect for a number of rounds equal to your oracle level per day. The rounds need not be consecutive. You must be at least 7th level to select this revelation.

Morlock (Su): When entering or leaving a sewer, you can do so through passages two sizes classes smaller than yourself. In a sewer you can use dark vision and spider climb at will.

Ragman (Su): You can conjure surprisingly durable armor of little more than dirty rags and cloth around yourself. You gain a +4 armor bonus, which increases by +2 every four levels thereafter. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Sweatshop (Su): You may summon a crew (five per oracle level) of miniature workers to do your bidding. The diminutive humanoids are not suitable for strength tasks and disappear when attacked in any way. Between them, the group may work on any Craft skill project as if they were you, with your oracle level in Craft skill ranks. The workers appear equipped with appropriate tools but do require raw materials. They will work unattended for up to one week straight and any work period must be followed by an equal amount of time off. They are uncommunicative aside from accepting your instructions and can follow only one set of crafting instructions at a time.

Urban Interrogation (Sp):In a sufficiently urban environment as determined by the GM, you may commune with buildings as in the stone tell spell. You can use this ability for 1 minute per oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. You must be at least 5th level to select this revelation.

Vigilante (Ex): Embracing messy modernity, you receive Exotic Weapon Proficiency (firearms) and Amateur Gunslinger as bonus feats (and +1 to BAB if necessary for the proficiency feat, for firearms only).

Final Revelation: Upon reaching 20th level, you become a master of the mechanical infrastructure around you. You may use winding key1 at will, with no duration limit as long as you are in the presence of the affected constructs (3 + Cha modifier). Conversely, you may also cause machines to simply fall completely to pieces as a standard action. Constructs take 15d6 points of damage (5d6 with a successful Will save).

(This post is Product Identity.)

(Updated 2/13/13)

4 thoughts on “Clockwork Options (Part 2)”

  1. Morgan Boehringer

    A difficult niche that I think you’ve tackled admirably. Nice nods to the canon, Tom.

    * I like the Ragman ability especially – most Mysteries provide some sort of armor revelation – you’ve chosen a nicely creative and very cool way to express it.

    I was somewhat surprised by the whole archetype to tell the truth, but pleasantly so – you’ve evoked all the smelly, dirty, avaricious and oppressive tropes of Industrial Revolution industry (and AD40,000 or whenever the Morlocks appear) and tied them together with some very bizarre shop-floor discard twine. Fantastic. I also really liked this aside:
    “Many develop a taste for swift and ruthless violence as well.”

  2. Thanks, Morgan! At some point this did diverge from any sort of overtly clockwork theme and headed someplace else, and I think you summed up that new destination just about perfectly.

  3. I like this archetype very much. I think it successfully integrates the concepts of industrialism and urban blight with traditional high fantasy. It reminds me of the street shaman concept in Shadowrun. One of my favorite CRPGs is Arcanum, which tries to bridge this gulf. I think your concept is more successful than some of the design in that game (which pits magic and technology against each other rather than integrating the two very much).

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