Note This class is from “Rhune: Dawn of Twilight Campaign Guide” a stormpunk fantasy setting from Storm Bunny Studios where dwarven druids call down lightning to power cities, where mythic heroes tap into their wyrd to alter their fate, where a man’s honor is as important as his word, and where a single clock counts down the days until Ragnarök—the final Great War destined to end all life on Yggdrasil. Rhune is a setting where Vitkarr—runic masters—cast runes in search of lost wisdom, where the automata—a sentient race of awakened constructs—struggle to understand who they are, and where ælves, once the peaceful guardians of the Great Tree, now hunt all those who embrace technology. Rhune is a place where ideological conflicts pit the very children of the Old Gods against one another, a place where hope is fading with each tick of the Ragnarök Clock…
Masters of invention, clockwork adepts are specialists that blend precision craftsmanship, arcane knowledge, and clockwork understanding into a seamless art. Whether modifying developing technologies or creating entirely new ones, these individuals combine their arcane talents and their specialized knowledge to repair storm-tech, animate clockworks, and to even command the sentient constructs that dare to defy them.
Role: A clockwork adept’s role in society is as varied as his creations. Most choose utilitarian paths, incorporating their life’s work into their neighborhoods, outposts, and cities—building everything from elaborate lightning stations to the storm-engines they power. Others work solely on personal projects, building automatons and a wide array of portable clockwork devices.
Alignment: Clockwork adepts may be of any alignment, but most tend to lean toward philosophies that honor order, precision, and greater understanding. As a result, they tend to be lawful, leaning toward neutrality. They are not restricted, however, to these values and some of the most inventive individuals have proven to be the most chaotic.
Hit Die: d6
Starting Wealth: 2d6 x 10 (70 gp average). In addition, each character begins play with an outfit worth 10 gp or less.
The clockwork adept’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (clockworks), Knowledge (engineering) (Int), Linguistics (Int), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+2||+0||+2||Artificer’s touch, cantrips||3||1||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Bonded tools, field repair||4||2||—||—||—||—||—||—||—||—|
|4th||+3||+4||+1||+4||Channel energy 1d6||4||3||2||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Channel energy 2d6||4||3||3||2||—||—||—||—||—||—|
|8th||+6/+1||+6||+2||+6||Channel energy 3d6||4||4||3||3||2||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Channel energy 4d6||4||4||4||4||3||2||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Channel energy 5d6||4||4||4||4||3||3||2||—||—||—|
|14th||+10/+5||+9||+4||+9||Channel energy 6d6||4||4||4||4||4||3||3||2||—||—|
|16th||+12/+7/+2||+10||+5||+10||Channel energy 7d6||4||4||4||4||4||4||3||3||2||—|
|18th||+13/+8/+3||+11||+6||+11||Channel energy 8d6||4||4||4||4||4||4||4||3||3||2|
|20th||+15/+10/+5||+12||+6||+12||Channel energy 9d6, ghost in the machine||4||4||4||4||4||4||4||4||4||4|
Clockwork adepts are proficient with all simple weapons, plus gunblades. They are not proficient with any armor or shields.
A clockwork adept casts arcane spells drawn from the sorcerer/wizard spell list. Like many other arcanists, a clockwork adept must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the clockwork adept must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a clockwork adept’s spell is 10 + the spell level + the clockwork adept’s Intelligence modifier.
A clockwork adept can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Clockwork Adept. In addition, he receives bonus spells per day if he has a high Intelligence score (see “ability modifiers and bonus spells”). A clockwork adept may know any number of spells. He must choose and prepare his spells ahead of time by getting eight hours of sleep and spending one hour studying his spellbook. While studying, the clockwork adept decides which spells to prepare.
Starting Spells A clockwork adept begins play with a spellbook containing ten 0-level spells plus three 1st level spells of his choice. The clockwork adept also selects a number of additional 1st level spells equal to his Intelligence modifier to add to the spellbook. At each new clockwork adept level, he gains two new spells of any spell level or levels that he can cast (based on his new level) for his spellbook. Additionally, a clockwork adept can also add spells found in other places, provided those spells are on his spell list. A clockwork adept selects his spell from the sorcerer/wizard spell list.
Spells Gained at a New Level Like many other adventurers, clockwork adepts spend a given amount of time researching new magic between adventures. Each time a character attains a new clockwork adept level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
At 1st level, a clockwork adept gains the ability to cast mending at will, using his clockwork adept level as his caster level to repair damaged objects. Additionally, by making a melee touch attack, the clockwork adept can directly damage objects and construct creatures. Objects and constructs damaged in this fashion take 1d6 points of damage +1 for every two clockwork adept levels the clockwork adept possesses. This attack bypasses an amount of damage reduction and hardness equal to the clockwork adept’s level. The clockwork adept can use this ability a number of times per day equal to 3 + his Intelligence modifier.
At 2nd level, a clockwork adept receives a special set of special tools at no cost. These tools are masterwork quality and grant the clockwork adept a +2 competence bonus to Craft (clockworks) and another Craft skill (chosen at 1st level). Additionally, the clockwork adept selects one of the tools from this set to become his bonded tool. Although this particular tool could be anything, it is commonly one of the following items: a hammer, a speed handle, a wrench, a rivet gun, or a set of clockwork calipers.
Once per day, a clockwork adept can use his bonded tools to cast any one spell that he has in his spellbook and is capable of casting, even if he did not prepare that spell that day. This spell is treated like any other spell cast by the clockwork adept, including casting time, duration, and other effects dependent on the clockwork adept’s level. This spell cannot be modified by metamagic feats or other abilities. Similar to a wizard’s bonded object, a clockwork adept’s bonded tool must be on his person (and accessible) to be effective. If a clockwork adept attempts to cast a spell without his bonded tools, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. This penalty only applies to clockwork adepts of 2nd level or higher A clockwork adept can add additional magic abilities to his bonded tool, provided he has the required Item Creation Feats and meets the level prerequisites of the feat. The magic properties of a bonded tool, including any magic abilities added to the tool, only function for the clockwork adept that owns it, however. If the clockwork adept’s bonded tool is damaged, it is restored to full hit points the next time the he prepares his spells. If the bonded tool is lost or destroyed, it can be replaced after one week in a special ceremony that costs 200 gp per clockwork adept level plus the cost of the masterwork item. This ceremony takes eight hours to complete. Bonded tools replaced in this way do not possess any of the additional enchantments of the previous bonded item.
Starting at 2nd level, the clockwork adept gains the Field Repair feat. The clockwork adept need not meet the prerequisites for this feat.
Starting at 5th level, and at every 4 levels beyond 5th (at 9th, 13th, 17th, and so on), a clockwork adept gains a bonus feat in addition to those gained from normal progression. These bonus feats must be selected from the list below and the clockwork adept, regardless of level, must meet all of the prerequisites for the feat selected:
Command Constructs, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Create Reliquary Arms and Shields, Elemental Channel, Eschew Materials, Extra Channel, Forge Ring, Improved Channel, Inscribe Rune, Magical Aptitude, Quick Channel*, Scribe Scroll, Selective Channeling, and Turn Construct.
Starting at 4th level, a clockwork adept learns to focus his arcane energy further, which he may release as a burst of energy that affects constructs (and, at the GM’s discretion, other complex machines), through his bonded tool. This arcane energy can be used to heal or deal damage, depending on the type of energy channeled and the objects (or creatures) targeted. When the clockwork adept gains this ability, he must select one of two paths— the Path of Structure or the Path of Destruction.
A clockwork adept who selects the Path of Structure learns to channel constructive (positive) energy, which he uses to repair automata, allied constructs, clockwork servants, and similar creatures. A clockwork adept who selects the Path of Destruction learns to channel destructive (negative) energy, which he uses to directly damage Automata, enemy constructs, clockwork machines, and similar creatures. Regardless of which path the clockwork adept selects, his channeled energy only affects constructs (and complex mechanisms with multiple parts). Energy channeled in this manner cannot be used to repair walls, destroy enemy armor, mend broken items, or the like.
Channeling energy causes a burst that affects all constructs in a 30-foot radius centered on the clockwork adept. The amount of damage dealt or repaired is equal to 1d6 points of damage plus 1d6 points of damage for every two clockwork adept levels beyond 4th (2d6 at 4th, 3d6 at 6th, 4d6 at 8th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + ½ the clockwork adept’s level + the clockwork adept’s Intelligence modifier.
Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A clockwork adept may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A clockwork adept may choose whether or not to include himself in this effect. A clockwork adept must be able to present his bonded tool to use this ability.
At 20th level, your insight into how automata, clockworks, and constructs function reaches a supernatural level, granting you the ability to effortlessly insert your essence into the shells of such machines. This ability manifests in two, distinct ways.
First, whenever you are adjacent to (and physically able to touch) a non-sentient construct, you may attempt to transfer your soul into the body of that creature. To do so, you need only touch the creature and concentrate (a standard action) to initiate the transfer. Intelligent (but nonsentient) constructs receive a Will save against this effect (the DC is 20 + your Intelligence modifier). If you fail, you are stunned for 1d4 rounds. If you succeed, your normal body drops prone and remains inactive (and helpless) until you exit the touched creature. While in this new creature’s body, you retain all of your mental attributes, memories, and class abilities, but bonuses gained from worn magic items (such as magical headbands, rings, and so on) do not transfer. You also gain all of the physical characteristics of the touched creature, including any physical strengths (or weaknesses) that creature may have, any bonuses the creature receives from worn magical items, and so on. You may remain in this creature’s body for a number of hours equal to your class level + your Constitution modifier. If you remain in the touched creature’s body beyond the maximum period, you risk becoming trapped. For each hour you remain beyond the maximum allowed, you must make a Will save, as if you had been targeted by the spell trap the soul. The difficulty of this save is based on your mental attributes (DC 18 + your Intelligence modifier). The DC increases by one for each hour you remain beyond the maximum.
Secondly, when you die, you may instantly attempt to transfer your soul into a non-sentient automaton, clockwork servant, or construct, provided that creature is on the same plane of existence as you are. You are not limited by distance, but you only have a number of hours (equal to your clockwork adept level + your Constitution modifier) to complete this transfer. If you fail, you die.
While attempting to seek out a suitable body, you are treated as being under the effect of the spell overland flight, you are incorporeal, and you automatically sense constructs within a mile of your location. The number of available constructs is determined by circumstance (more are available in a city than say the wilderness). Intelligent constructs are allowed normal saving throws (see above) to resist your attempts to occupy their body.
Summoning your inner might, you force constructs to flee from the might of your unleashed arcane energy.
Prerequisite(s): Channel positive energy class feature
Benefit(s): You can, as a standard action, use one of your uses of channel positive energy to cause all constructs within 30 feet of you to flee, as if panicked. Constructs receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your clockwork adept level + your Charisma modifier. Constructs that fail their save flee for 1 minute. Sentient constructs receive a new saving throw each round to end the effect. If you use channel positive energy in this way, it has no other effect (it does not repair nearby constructs).
By manipulating the nature of your arcane powers, you shape your channeled energy to command constructs, turning them into your mindless servants.
Prerequisite(s): Channel negative energy class feature
Benefit(s): As a standard action, you can use one of your uses of channel negative energy to enslave constructs within 30 feet. Constructs receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your clockwork adept level + your Charisma modifier. Constructs who fail their saves fall under your control, obeying your commands to the best of their ability. Sentient constructs receive a new saving throw each day to resist your command. You can control any number of constructs, so long as their total Hit Dice do not exceed your clockwork adept level.
If you use channel energy in this way, it has no other effect (it does not damage nearby constructs). If a construct is under the control of another spellcaster, you must make an opposed Charisma check whenever your orders conflict.
Section 15: Copyright Notice
Rhune: Dawn of Twilight Campaign Guide. Copyright 2016, Storm Bunny Studios, LLC; Authors: Clinton Boomer, Will Cooper, Adam Daigle, Stephen Michael DiPesa, Joshua Kitchens, Ben McFarland, Mike Myler, and Jaye Sonia.