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View Full Version : Mechician (3.X Base Class, WIP, PEACH)



Antonok
2012-06-22, 09:54 AM
http://i1101.photobucket.com/albums/g430/Antonok/176070.jpg

You have to watch out for those Mechicians; They'll start out building a sewing machine but end up with a walking eldritch horror equipped with a 150mm needle cannon.
-- Asdaid, Scribe.


Life… Life… Give my creation LIFE!!!! Well okay not really, but the mad scientist idea fits.

Mechicians are crafters by nature and trade. They live to build, and do so by mixing the magical and mundane. Whether it be a sword for a knight, or their own personal mech, they take pride in what they make.

Although they don’t have the magical talents of a wizard or sorcerer, they have learned to emulate magical energies in their creations.

Abilities: Intelligence is the most important for a Mechician. Dexterity is also important for the lightly armored mechician.

Role: A mechician itself is a support/backline blaster, but its mech can specialize in a variety of roles such as tank, frontline fighter, area support, battlefield control, etc.

Background: Mechicians are there for one thing: to create. It is both an art, and a way of life for them. They train under older and wiser mechicians, craftsmen, and even wizards to create new ideas to advance their trade.

Organization: There are a few guilds that house schools for those interested. Many kingdoms will contact a local guildhall to hire mechicians for various purposes.

Alignment: Mechicians can be of any alignment and don’t have a particular affinity for any single one.

Races: Gnomes are the most likely to pick up the craft of a mechician. Elves pick up the craft to learn new ways to advance magical knowledge. Dwarves and humans are common too. Halflings and Half-Orcs don’t commonly grasp the intracacies.

Religion: Mechicians aren’t inherently religious, tho some do follow deities. The most common aside from racial deities are Boccob, Vecna, and Moradin.

Other Classes: Mechicians draw varied reactions from other classes. Some Fighters and barbarians respect them for the help the mech can provide on the front lines, some hate them for getting in the way. Wizards and Sorcerers are curious about the magical nature of the mech and its creation. Rogues and some of the more sneaky Rangers dislike them due to the ‘large clunky pile of metal’ making stealth harder, while others like them for the distractions they can provide.. Some Clerics and Druids look upon the Mech Craft as an abomination to creation, while others are neutral.

Adventures: Mechicians adventure for a variety of reasons. Some are hired by kingdoms, some seek new ideas for their creations. Others might be sent on a task by their guild.


The Mechician Alignment: Any Hit Die: 1d6
{table=head]Level|BAB|Fort|Ref|Will|Special|Mech Points|1st|2nd|3rd|4th|5th|6th

1st|+0|+0|+0|+2|Mech Pool, Trapfinding|10|2|-|-|-|-|-

2nd|+1|+0|+0|+3||15|3|-|-|-|-|-

3rd|+2|+1|+1|+3|Bonus Feat|20|3|1|-|-|-|-

4th|+3|+1|+1|+4||25|3|2|-|-|-|-

5th|+3|+1|+1|+4||25|3|3|1|-|-|-

6th|+4|+2|+2|+5|Medium Mech, Bonus Feat|30|3|3|2|-|-|-

7th|+5|+2|+2|+5||35|3|3|2|-|-|-

8th|+6/+1|+2|+2|+6||40|3|3|3|1|-|-

9th|+6/+1|+3|+3|+6|Bonus Feat|40|3|3|3|2|-|-

10th|+7/+2|+3|+3|+7||45|3|3|3|2|-|-

11th|+8/+3|+3|+3|+7|Large Mech|50|3|3|3|2|1|-

12th|+9/+4|+4|+4|+8|Bonus Feat|50|3|3|3|2|2|-

13th|+9/+4|+4|+4|+8||55|3|3|3|3|2|-

14th|+10/+5|+4|+4|+9||60|4|3|3|3|3|1

15th|+11/+6/+1|+5|+5|+9|Bonus Feat|65|4|4|3|3|3|2

16th|+12/+7/+2|+5|+5|+10|Mech Army|65|4|4|4|3|3|2

17th|+12/+7/+2|+5|+5|+10||70|4|4|4|4|3|3

18th|+13/+8/+3|+6|+6|+11|Bonus Feat|75|4|4|4|4|4|3

19th|+14/+9/+4|+6|+6|+11||80|4|4|4|4|4|4

20th|+15/+10/+5|+6|+6|+12|Giant Mech|80|4|4|4|4|4|4

[/table]


Class Skills:
Appraise; Bluff; Concentration; Craft; Diplomacy; Disable Device; Intimidate; Knowledge (Arcana); Knowledge (Architecture & Engineering); Listen; Profession; Ride; Search; Sense Motive; Spellcraft; Spot; Use Magic Device.

Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier


Class Skills:

Proficiencies: A mechician is proficient with all Simple weapons and light armor but not with shields.

Mech Craft:

‘I shall call him Squishy and he shall be mine and he shall be my Squishy.’

At first level, a mechician is able to craft a small mechanical companion to help her in his ventures.

In the beginning, she may only craft a mech of small size, but as the mechician advances in level, she gains the ability to create larger sized mechs (see table above).

To craft your mech, it takes one day, plus one day for every size category above small, in addition to any gold cost for the frame. See Creating Your Mech below for full details.

When the mech is reduced to 0 hit points, it shuts down and becomes inactive until someone applies a Repair spell or use the of Craft skill. If the mech is reduced to a quarter of its total hit points below zero, it is utterly destroyed and cannot be repaired, it must be rebuilt. You can salvage the wreckage of a destroyed mech, which reduces the craft time and frame cost by ½.

Due to the quasi-magical nature of creating the mech, controlling it is done telepathically as a free action. In addition, no one can take control of the mech away from a mechician by any means, but that does not stop someone from taking control of the mechician directly and having them command the mech for them.

The mechician can customize her mech with parts and augments. The amount of customization allowed is determined by how big her Mech Pool is. Each part and augment has a set Mech Pool cost to install the part onto the mech and the mechician cannot exceed her total Mech Pool in installs.

The mech only has so many slots a mechician can install parts to, and can only install so many parts into each slot. The slots and descriptions are as follows:

If the part grants a spell effect, the caster level for it equals the mechicians class level. Saves, if applicable, equal 10+ spell level+ mechicians Int modifier.

Head: An area used to install vision based parts. Only 1 part can be installed here.
Shoulder: An area used to attach weapons that utilize long range missile, area of effect. and other miscellaneous heavy artillery attacks. Only 1 part may be installed here.
Chest: An area of the mech used to install a cockpit or defensive/shield generators. Only 1 part can be installed here.
Arms: An area used to install small arm artillery, and weapons. 2 parts may be installed here.
Legs: An area used to install mobility parts. Only 1 part may be installed here.
Frame: The material the base of the mech is constructed of. Only 1 material may be chosen to craft the mech with.
Inlay: A special material weaved into the mech during construction. Only 1 Inlay may be used.
Augments: Special upgrades that don’t use take up any slots. Only 8 augments can be used in a single mech at a time.

Creating Your Mech:

Type: Construct. As such they gain all the traits of the construct type listed in the MM pg 307 expect noted here.

Hit Dice: Mechs have as many HD as their creators do, and always use a d10.

Base attack: Mechs have a base attack equal to 3/4s their HD.

Saving Throws: Mechs use their creators base saving throws, modified by their own ability scores.

Ability Scores: A mechs starting ability scores are largely based on its size category. However, no mech has a constitution or intelligence score. Some attributes can be enhanced through augments.

Small: Str 12; Dex 14; Con --; Int--; Wis 10; Cha 10
Medium: Str 14; Dex 12; Con --; Int--; Wis 10; Cha 10
Large: Str 18; Dex 12; Con --; Int--; Wis 10; Cha 10
Huge: Str 20; Dex 12; Con --; Int--; Wis 10; Cha 10

Armor Class: A mech uses the normal formulas for its AC. (10+ Dex+ size+ misc modifiers)

Skills: A mech gains 2 skill points per HD. Its skill list is as follows:
Balance; Climb; Jump; Listen; Spot.

Feats: A mech gains 1 feat for every 6HD it possesses. The mechician can however install augnments that grants bonus feats at the cost of Mech Pool points.

Weapon and Armor Proficiency: A mech starts out only proficient with simple one-handed weapons, and no armor. A mechician may install augments to further increase proficiency.

Special Traits: A mech has these special traits for being of the construct type:
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
—Not at risk of death from massive damage (see page 145 of the Player’s Handbook).
—Constructs do not eat, sleep, or breathe.





Infusions:

'I wonder what would happen if I mix this and this together...

A mechician is not a spellcaster, but she does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and a mechician must make a Concentration check if injured while imbuing an item with an infusion.

A mechician can imbue an item with any infusion from the list without preparing the *infusion ahead of time. Unlike a sorcerer or bard, she does not select a subset of the available infusions as his known infusions; she has access to every infusion on the list that is of a level she can use.

It is possible for a Mechician to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions she finds in the ruins of Xen’drik or secret infusions known only to the members of certain guilds or organizations. When she encounters such an infusion, a mechician can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, she adds the infusion to his list. If not, she can try again when she gains another rank in Spellcraft, assuming she still has access to the new infusion.

To imbue an item with an infusion, a mechician must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws.

Like spellcasters, a mechician can use only a certain number of infusions of a particular level per day. Her base daily infusion allotment is given on the accompanying table. In addition, she receives extra infusions per day if she has a suffi ciently high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).

A mechician’s infusions can only be imbued into an item or a construct (including *Warforged). She cannot, for example, simply imbue an ally with bull’s strength. She must instead imbue that ability into an item her ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. She can, however, imbue bull’s strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. A mechician can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).

Like a spellcaster, a mechician can apply item creation feats and metamagic feats to her *infusions. Like a sorcerer, a mechician can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. A mechician can craft alchemical items as though she were a spellcaster.
A mechician cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on her infusion list. For example, a mechician must still employ the Use Magic Device skill to use a wand of light, even though light appears on her infusion list.

Each day, a mechician must focus her mind on her infusions. She needs 8 hours of rest, after which she spends 15 minutes concentrating. During this period, the mechician readies her mind to hold her daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots she used up the day before. Any infusions used within the last 8 hours count against the mechician’s daily limit.

Trapfinding: Mechicians can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Mechicians can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A mechician who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Bonus Feat: Every time the Mechician gains this, she may select an Item Creation feat so long as she meets the prerequisites for it, as a bonus feat.

Antonok
2012-06-28, 07:37 AM
Bumping and reserving this spot for the parts list, which I'll hopefully start getting up sometime today.

Mech Parts:

Head


Frame:


Chest:


Arms:


Legs:


Inlays:


Augments: