Machinists: Gnomish ingenuity, dwarven craftsmanship and human mercantilism form the cornerstone of this unique organization. While the machinists understand the power and use of the Gods and magic, it is their passion and belief in the limitless potential of the creativity and skill of mortals that drives them. With hot fire, tiny screws and heavy hammers, these individuals have been known to craft devices that would impress even the Gods. Their services are sought out by individuals and armies alike for their advanced abilities and peerless weapons, although it is rumored they keep the best always to themselves. Their heavily fortified workshop resounds night and day with the clang of hammers and the sound of explosions.
Skills: Craftsmanship: The most necessary skill for any machinist is skill itself. Those trained at the machinists workshop are unmatched by any and all, when it comes to craftsmanship of any kind. Allows the machinist to repair, smith/tailor, and alter the appearance of any ore, existing armor, jewelry, or weapon. Gunsmithing: The creation of guns and the powder to use them, is one of the best kept secrets of the machinists. After learning the art of gunsmithing, a machinist can create a variety of pistols, rifles, and cannon, along with the appropriate ammunitions. Of course, in order to create an accurate and powerful gun, the craftsman must also know the basics of how to use one. Bomb making: Sharing some similarities with the art of gunsmithing, the skill of bomb making is an essential skill for the machinists. After studying this, the machinist can make and use a variety of explosives, from small hand thrown explosives, to larger and more powerful deployed bombs. Someone unskilled in the making and use of bombs is far more likely to have an accident, in the deployment of them. Gunfighting: The machinists learned long ago that the only way to protect their inventions, gold and liberty, was to use their inventions to terrifying effect. A skilled gunsmith can wield two pistols at once, and fires/reloads all his guns with greater speed and precision.
Master level: Mechanized Golem: Utilizing their superior craft, the master machinist learns to craft mechanized golems. These constructions are powerful defensive units used to protect the machinist and their merchandise, but are rather slow, when it comes to offensive capabilities. These constructs are not living, and therefore cannot be healed, but rather must be repaired by a machinist when not in combat. They do not tire crossing terrain and mountains, but water causes rust and damage when fording rivers. Being made of metal, it is best not to lead these constructs into deep bodies of water. or Booby-traps: Let the scouts have their snares. None are more skilled in the art defense than the machinist. They understand the many ways to penetrate defenses and to avoid common traps such as flying. With this skill they can craft and deploy a variety of defensive traps to thwart their enemies, or the enemies of those that hired them. Each trap serves a different purpose, some causing damage, some trapping the infiltrator outright. It is rumored some traps can even trouble the ethereal mage.
So bored, and yes, I know, obviously this would never happen. But anyway, that would be a badass cabal.
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