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Apparatus: of Man and Machine
Even though AranoX is a world devoid of arcane magic, there is something else that has taken its place: technology. However, technology in AranoX is not nearly as powerful as arcane magic can be, but it does hold a lot of potential. Technology has both its advantages and its disadvantages. An advantage is that arcane magic is restricted to wizards and sorcerers whereas technology is not. Therefor, anyone can work with it, but no-one is a real master in it. The only way to be better than the others is to be a tech adept.
Tech Adept
Prereqs: This feat must be taken at first level; character must be human or dwarf
benefits: +2 bonus to Disable Device and Craft(Apparatus) skill. Both skills are considered racial class skills for this character.
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Mind that the Craft(Apparatus) skill is different from the Sheenhunter's Repair Sheen skill. This is because they deal with a different kind of technology. Sheen devices use a power source and must be salvaged (repaired) from existing material. Apparatus are built from scratch and rely on gears, springs, pistons... and the muscle power of its user.
Not a lot of people in AranoX dabble in the arts of technology but the ones that do are only limited by their imagination and their resources. These individuals are helped in their quest for knowledge by old, often severely damaged, artifacts and schematics that are left from the Great War. One of the best known artificers is Felix. He runs a small shop in Undersands named "YE OLDE LIZARD SHOPPE" where he sells miners equipment and toy lizards alike. In the back of his shop he works on strange devices. Some of his inventions include strength enhancing armor, repeating crossbows, foldup crossbows, looking glasses, springloaded weapons, jumping boots (not to be used underground) and instant coffee.
Currently the potential of combining technological items with alchemical items has not been tapped. (or technology with spiritual magic, which might or might not work)
A list of mechanical and alchemical items.
MECHANICAL Because of its delicate nature, any mechanical item only has half the hardness of its ordinary counterpart (except were noted).
- Armor
- Power Armor: +2 enhancement bonus to Strength (only upper body Strength is enhanced)
- Superior Power Armor: +4 enhancement bonus to Strength (only enhances upper body Strength; must be custom build)
- Springloaded jumping Boots: +2 enhancement to jump checks
- Weapons
- Burst Crossbow: This crossbow allows the use of the Rapid Shot Feat.
- Folding Crossbow: Can fold up into a rectangular shape to become one Size smaller, when a button is pressed, the crossbow folds out. The folding mechanism needs to be rewound before every use.
- Deploying Crossbow: This is a foldup crossbow that automatically fires an arrow once it has unfolded.
- Bracer of the Claw: These bracers change into claw bracers when a button is pressed.
- Death Spear: The head of this spear is surrounded by three more spearheads. These spearheads are triggered to shoot forward on impact or when a button is pressed (must be chosen when the weapon is created). This causes an extra 1D8 damage (which is also multiplied on a critical hit). It takes a full round action to reset the springloaded mechanism.

- Burstblade: The blade of a burstblade snaps open on impact or when a button is pressed. (must be chosen when the weapon is created) The burstblade deals an extra die of damage equal to its original damage potential, i.e. a burstdagger deals 2D4 damage. It takes a full round action to reset the springloaded mechanism. Burstblades have to be piercing weapons, but not all piercing weapons, like a rapier, are fit to become burstblades.

- Stonebiter arrowhead: Similar to the death spear or the burstblade, these triggered arrowheads dig into any stone or wood surface on impact. (Rules will follow)
- Miner's Equipment
- Miner's Helmet: This helmet has a small bullseye lantern attached to it. The lantern has half the range of a normal one. The miner's helmet has normal hardness, but when it suffers damage, there is a 50 percent chance that the lantern breaks. This could set its wearer on fire according to the rules in the DMG.
- Powerpick: This miner's tool needs to be winded with a key, after which it will work for five minutes. When activated, the powerpick emits a low hum and its head vibrates. The vibration allows the powerpick to ignore half the hardness of stone it is digging in. The pick is not very popular because of the constant rewinding it requires.
- Other
- Others include: automatic door closers, experimental gliding machines, far reach hands...
ALCHEMICAL
- Arrowheads and Grenades
- Frostpoint Arrow or Bolt: This is an arrow or crossbow bolt to which two very small aerodynamic vials of normally inert alchemical substances have been attached near the head. When the arrow or bolt hits, the vials break and the substances mix in an alchemical reaction which produces intense cold, causing +1d4 hit points of cold damage to the target. If the arrow or bolt misses, it is always destroyed since the vials break anyway, and the resulting sudden temperature drop breaks the arrow. A frostpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt.
Alchemy check DC 22 to create. Market Price: 15 gp each (150 gp for 10 arrows, 75 gp for 10 crossbow bolts). Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.
- Alchemist’s Frost: A flask of alchemist’s frost is actually a double-chambered bottle of normally inert alchemical substances. The vial is thrown as a grenade-like weapon. When it hits a target, the double-vial is broken and the two substances mix in an alchemical reaction that produces intense cold, causing 2d4 hit points of cold damage to the target. Splashes cause 1 hit point of cold damage to creatures within 5 feet of the target. A thrown flask has a range increment of 10 feet.
Alchemy check DC 21 to create. Market Price: 20 gp each. Weight: 1 lb. per flask.
- Acid arrow: This is an arrow or crossbow bolt to which a little aerodynamic vial of concentrated acid has been attached near the head. When the arrow or bolt hits, the vial breaks, spilling the acid, and causes +1d4 hit points of acid damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the spilled acid consumes the arrow. An acidpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt.
Alchemy check DC 16 to create. Market Price: 12 gp each (120 gp for 10 arrows, 60 gp for 10 crossbow bolts). Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.
- Firepoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of concentrated alchemist’s fire has been attached near the head. When the arrow or bolt hits, the vial breaks, spilling the alchemists fire, which immediately bursts into flame and causes +1d4 hit points of fire damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the resulting fire consumes the arrow. A firepoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the.normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt.
Alchemy check DC 21 to create. Market Price: 14 gp each (140 gp for 10 arrows, 70 gp for 10 crossbow bolts).
Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.
- Weapons
- Flame Thrower: This weapon produces a cone of flaming alchemist's fire in a 10 foot long cone. The wielder only needs to make a touch attack to anyone within the area of effect to deal 2D8 fire damage. If the wielder botches an attack with the flamethrower, it explodes in a huge searing explosion doing 3D8 damage to anything in 15 foot radius from the weapon.
- Potions
- Drugs: see here
- Alkaline Salve: When this bitter-scented salve is pasted over a character’s body, it affords him damage reduction 3/- versus acid until it wears off. This damage reduction is not cumulative with any other form of damage reduction versus acid. It takes a full-round action to paste the salve over a character’s entire body, and doing so provokes attacks of opportunity from threatening opponents. Normally, the salve lasts for 1 hour before wearing off but it can be deliberately washed off. It also automatically washes off if the character is immersed in a liquid such as water. If immersed in acid, the salve gives its damage reduction for only 1 round.
Alchemy check DC 15 to create. Market Price: 10 gp. Weight: 2 lb. per jar.
- Apothecary’s Salve: This pasty substance is a viscous gray-white mixture of liquefied herbs and dissolved minerals. Pasted over any wound, one application accelerates natural healing by converting 1d4 hit points damage into subdual damage, which is recovered at a rate of one hit point per character level per hour.
Profession (herbalist) or Profession (apothecary) check DC 18 to create. Market Price: 9 gp. Weight: 2 oz. Per jar (one application).
- Drypowder: Drypowder is a powerful desiccant. One half-pound of this powder absorbs 1 gallon (a little more than 8 lb.) of water, forming a dry slurry that will not evaporate. You cannot get the water back out of the slurry unless you treat it with the appropriate alchemical procedure (DC 12, costing 1 sp of materials per gallon of water). One pound of drypowder can be used to cause 1d4 Constitution damage to oozes and to water elementals with a ranged touch attack, or 2d4 Constitution damage if they can be made to consume it (no saving throw in either case). Drypowder also an ingested-type poison to other creatures, with a Fortitude save DC 15, and initial and secondary damage 1d3 Constitution. It cannot be successfully hidden in normal food or drink.
Alchemy check DC 16 to create. Market Price: 30 gp. Weight: ½ lb. per dose.
- Firesnuff: This ashen powder, when cast upon a small fire such as a lit torch or a small campfire automatically puts it out. It also puts out alchemists fire with one application. A character who is on fire can have his flames immediately extinguished if he or a companion casts a dose of firesnuff upon him. In addition, firesnuff can injure fire elementals, causing them 1d8 damage if hit with a ranged touch attack. Firesnuff has no effect on lava or magma based creatures, or ones that are merely hot rather than flaming.
Alchemy check DC 15 to create. Market Price: 10 gp. Weight: ½ lb. per dose.
- Rejuvenative Draught: Imbibing a vial of this cool green solution immediately causes the character to fall into a coma-like state for 8 hours, during which he cannot be wakened. After this he wakes healed of damage as if he had complete bedrest for one full day. This rejuvenative coma uses up a lot of metabolic resources and after waking, the character is considered to have missed one full day’s worth of meals. He must consume 1 full day’s worth of food or may eventually begin to suffer from the effects of starvation (see the Dungeon Master’s Guide, page 86).
Alchemy or Profession (herbalist) or Profession (apothecary) check DC 19 to create. Market Price: 12 gp. Weight: 2 oz. per vial.
- Other
- Chameleon Fabric: Complex alchemical processes applied to a specially made fabric give it the remarkable, albeit somewhat limited, ability to slowly change its colour and shading to match the predominant background in any environment. If a character is wearing an outfit, cloak, or robe made of chameleon fabric and is trying to hide, then after 1 full round of motionlessness, the material changes its colouration to closely match its nearby surroundings, granting the wearer a +2 circumstance bonus to his Hide check. This circumstance bonus does not stack with bonuses due to invisibility or due to some other form of colour concealment such as that granted by a cloak of elvenkind.
Alchemy check DC 25 to create. Market Price: 400 gp. Weight: depends on the clothing: Cloak: 1 lb. Robe: 1lb. Outfit: as listed in the Player’s Handbook, page 108.
- Slowfall Cloak: A slowfall cloak is an item useful to all adventurers, especially ones without access to the feather fall spell. This billowing cloak is made of exceptionally light streamlined material and acts as a crude airfoil. If a falling character makes a Dexterity or Tumble check (DC 12), it reduces her falling damage as if she had fallen 10 feet less than the actual distance. If the character deliberately jumps, she can safely descend 20 feet without harm if she makes a Dexterity or Tumble check of DC 10.
Alchemy check DC 25 to create. Market Price: 100 gp. Weight: ½ lb.
- Snappowder: One dose of this semi-colourless powder covers a 5 ft x 5 ft area. Any creature weighing more than 20 lbs. that walks (slithers, whatever) on it sets off these tiny harmless explosives with a snapping sound and a tiny flash of light. This effect lets you hear creatures sneaking up on you and see where a creature is moving even if it is invisible or concealed by normal darkness. Creatures standing perfectly still can’t be detected, but creatures in melee combat usually can. You can automatically locate the square where a moving creature is, and the sparking trail it leaves allows you an additional reroll of the miss % due to concealment. The strewn powder can be detected with a DC 18 Spot or Search check. It can be swept up without setting it off.
Alchemy check DC 18 to create. Market Price: 5 gp. Weight: 2 oz. per dose.
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Warmsuit: This cold weather outfit that keeps you warm in almost any environmental circumstances. It is made of special heat-retaining materials so that even if you get immersed in icy water it keeps you as warm as if you were dry. It does not retain water and completely dries itself out within one hour, even during the coldest winter nights. In addition, weighs only half as much as furs.
Alchemy check DC 20 to create. Market Price: 20 gp. Weight: 7½ lb.
- Weatherstone: A stone treated with a special alchemical substance, its changes in colour can be used to predict natural weather within 24 hours, with 90% accuracy. If the percentile dice comes up 90 or less, then the character correctly knows what the weather will be like; otherwise, the character gets a false reading or the result is “indeterminate”.
Alchemy check DC 15 to create. Market Price: 5 gp. Weight: ½ lb.
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