Clockwork Mage (Character Kit)

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==Clockwork Mage (Mechanician)==
The clockwork mage is unique to the Land of Fate. His abilities revolve around building and tinkering rather than crafting powerful spells. Mechanicians (as the clockwork mages are commonly known) cannot cast spells. Instead, they create devices with spell-like abilities.
There is no historical equivalent of the mechanician, but there are many stories centering around individuals capable of creating strange and exotic machinery, particularly birds.
Requirements: Those who wish to become mechanicians must have at least an Intelligence of 14 and a Dexterity of 16. Crafting clockwork devices is a skill that is not only hard to learn, but requires an extremely delicate touch as well.
Role: Mechanicians have studied the power of machines, the interaction of carefully crafted gears, and the power of magic. Through long hours of study, the members of this kit have learned to create machines that can store spells and perform a wide variety of amazing functions. These devices vary greatly in their power, but all are maddeningly complex. Even nonmagical items that are constructed by the mechanician can perform feats that would seem impossible.
The mechanician regards other wizards as flighty and not studious. Why go to all the trouble to craft a spell if you aren't going to put it down in a permanent, concrete form?
Other wizards regard the mechanician with a mixture of amusement and concern: amusement because the clockwork mage spends a large portion of his time working on the most absurd devices; concern because many of these devices are dangerous to build—dangerous enough to cause damage to a large surrounding area if something should go wrong.
Mechanicians are regarded as wonderful toy makers by the majority of the enlightened peoples. The clockwork mages have been very careful to build items of amusement for nearby cities, hiding their true identity as some of the most advanced workers of magic around.
Some mechanicians find positions with the government, but most spend their time with others of their kind, working singly or together on large projects. While mechanicians aren't exactly secretive, most of their work is best done alone. They relish the chance to work with other mechanicians, to exchange ideas and theories, and to see good machines being put together.
Weapon Proficiencies: Like all wizards, the clockwork mage is limited in the weapons that he can learn to use effectively. The clockwork mage can use the following weapons: dagger, staff, knife, jambiya, dart, and sling. An additional weapon proficiency, hammer, may be bought for two slots as mechanicians use this tool quite often in their work.
Nonweapon Proficiencies: The clockwork mage receives the clockwork creation nonweapon proficiency. This skill is unique to the clockwork mage and is described here for easy reference.
* Clockwork Creation: The clockwork mages of Zakhara are capable of producing intricate mechanical devices made up of tiny gears and clockwork mechanisms and typically powered by mechanical means. Indeed, some are powered by steam engines, but these are rare in the extreme and dangerous to build. This skill is used for all proficiency checks that are made when such a mechanical device is being made or repaired.
* Recommended, General: Blacksmithing, artistic ability.
* Recommended, Rogue: None.
* Recommended, Priest: None.
* Recommended, Wizard: Engineering, gem cutting, reading/writing, spellcraft.
Equipment: All clockwork mages start with the following equipment: tools (small hammer, chisel, pliers, assorted small tools) and miscellaneous spare parts. Clockwork mages do not wear any armor but may have their Armor Class improved through the use of magical items. Mechanicians may only use magical items usable by the wizard class.
Special Benefits: The greatest ability of the clockwork mage is the creation of clockwork devices. These creations are usually relatively small (no larger than a child's head) but can have very potent powers within them. The next section describes the abilities of the clockwork mage in greater detail. (See Clockwork Devices (CShaH))
Special Hindrances: Mechanicians cannot cast spells as can normal wizards. Their spell-like abilities can take days to prepare, and they almost never have as many spells ready as a wizard of the same level. Also, they are very clannish and do not readily share knowledge with other sorts of wizards. This has given them something of a bad name among other wizards, who don't really trust members of this kit.
Wealth Options: Clockwork mages start with only 3d6 gold, but they also receive the weapon of their choice and a mechanical that they have recently completed and that has a single spell stored in it.
Races: Members of any race may be mechanicians. Gnomes, in particular, are adept at working with clockwork mechanisms and receive a +1 to their clockwork creation nonweapon proficiency.
Category:Character Kit
Category:Character Kit CShaH