As widespread and sought-after as magic can be, there are those who feel mortals lose that which separates them from magical beasts when they dabble in it. Oft-cited examples of the negative consequences of mixing blood and magic are adventurers with numerous magic prosthetics. Called Tin Men regardless of gender or the nature of their prosthetics, these reconstructed mortals are said to be charmed by their own limbs. Prosthetics are controlled by tapping a mortal mind with magic similar to that which animates clockworks and constructs. Tap too often and the magic can start to flow in both directions.
Whether through magical influence or an adaptation to their new circumstances, over time Tin Men develop similarities to mindless automatons. They shrug off painful blows. They build up new immunities. They continue to move when asleep, unconscious, or dying.
Despite being victims of circumstance, Tin Men are not given sympathy from the public at large. The clanking of their steps, the clicks as they move, the scrapping sounds they make manipulating common objects all remind others of their own fragility. Many see only the metal and clay parts and the magic forgery, neglecting the mortal heart and mind.
Hit Die: d10
To qualify to become a tin man, a character must fulfill all of the following criteria:
Base Attack Bonus: +5.
Skill Points at Each Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|2nd||+2||+1||+1||+1||Reconstructed immune system|
|4th||+4||+2||+1||+2||Repair broken prosthetics|
|6th||+6||+3||+2||+3||Repair broken equipment|
The following are class features of the tin man.
Weapon and Armor Proficiency
Tin men are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Most adventurers pretend they can shrug off the nicks and scratches from near misses, but enough can eventually take them down. Tin men have no feeling in their prosthetics; to a tin man a near miss is a miss. Tin men gain DR/- equal to the number of prosthetics they have.
With fewer limbs to keep healthy and germ free, a tin man’s immune system becomes more efficient and focused. At 2nd level, a tin man gains a bonus against any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless) equal to ½ his class level.
The subconscious mind issues commands to the body faster than the conscious mind can process. At 5th level, a tin man reduced to negative hit points can still make 1 move action each round for a number of rounds equal to his class level, or until he dies.
Once a tin man gains greater influence over the movement of his prosthetics, their magic begins to have greater influence over him. At 7th level a tin man becomes immune to mind-affecting effects as a creature of the construct type.
In desperate times, a prosthetic limb can act as the thickest defense against an incoming attack. At 8th level, a tin man can gain a shield bonus to AC equal his class level as an immediate action a number of times per day equal to the number of prosthetics he possesses. Whenever he uses this ability, one of his prosthetics (his choice) gains the broken condition.
Prosthetic limbs can react more quickly to instructions than mortal limbs. At 9th level, when the tin man readies an action in combat, his action occurs the next time the conditions he specified are met before the end of combat rather than any time before his next action.
There is some truth to what the fear mongers spread; a tin man can be so affected by the magic inherent in his prosthetics, he loses his heart. At 10th level, a tin man becomes immune to death effects, disease, paralysis, poison, sleep, and stun effects, as a creature of the construct type.
Tin Man, Copyright 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.