NikolaTesla
2018-05-01, 09:34 PM
This class is still incomplete, comments and suggestions (particularly as to more modifications to be included) are welcome!
Mechanist
Mechanists are amalgams of the living and mechanical, granting them physical abilities beyond carnal limits at the price of some of their humanity. Some choose this path, willingly sacrificing their bodies for the benefits of mechanical ones, others have it thrust upon them when dire injuries threaten their life, and still others follow the discipline of a Mechanist to make up for some birth defect or deformity.
Role: Mechanists use their combination of intellect physical strength to bring down their foes. They are capable melee combatants, but also shine when it comes to mechanical devices and traps.
Alignment: Any
Hit Die: d12
Class Skillls
The Mechanist's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge Arcana (Int), Knowledge Engineering (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Intelligence modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+2
+0
+0
Not all there, Modifications, Technologist
2
+2
+3
+0
+0
Modification, Trapfinding, Mechanically Skilled
3
+3
+3
+1
+1
Surge
4
+4
+4
+1
+1
Modification, Pain Tolerance
5
+5
+4
+1
+1
Craft Technological item, Power Source
6
+6/+1
+5
+2
+2
Modification, Uncanny Dodge
7
+7/+2
+5
+2
+2
Craft Technological Arms and Armor
8
+8/+3
+6
+2
+2
Modification, Mechanical Mind
9
+9/+4
+6
+3
+3
Improved Uncanny Dodge
10
+10/+5
+7
+3
+3
Modification, Mechanical Resistances
11
+11/+6/+1
+7
+3
+3
Craft Construct
12
+12/+7/+2
+8
+4
+4
Modification
13
+13/+8/+3
+8
+4
+4
14
+14/+9/+4
+9
+4
+4
Modification
15
+15/+10/+5
+9
+5
+5
16
+16/+11/+6/+1
+10
+5
+5
Modification
17
+17/+12/+7/+2
+10
+5
+5
18
+18/+13/+8/+3
+11
+6
+6
Modification
19
+19/+14/+9/+4
+11
+6
+6
20
+20/+15/+10/+5
+12
+6
+6
Modification
Class Features
The following are class features of the Mechanist.
Weapon and Armor Proficiency: Mechanists are proficient with all simple and martial weapons, light armor, and medium armor, and shields (except tower shields).
Not all there (Ex): A mechanist's machine parts interfere with positive and negative energy. A mechanist gains only half the benefit from positive energy effects such as channeled positive energy and cure spells and suffers only half damage from negative energy effects such as channel negative energy and inflict spells.
Technologist: Gain the Technologist feat as a Bonus Feat
Mechanically Skilled: A mechanist receives a bonus equal to half his mechanist level (rounded down) on all Craft (Mechanical) and Knowledge Engineering checks.
Modification (Ex): As a mechanist gains levels he learns how to modify and improve his body to suit his needs. At first level he selects 3 first level modifications, and at every even level gains another appropriate to his level. A Mechanist may not possess more than one generation of a modification, for example, he may not have both Steel legs Mk 1 and Steel legs Mk 2. At 6th level and once every 3 levels thereafter (9th, 12th...) the mechanist may exchange a modification for another so long as if they trade out a body part they trade out the same one.
At first level, the mechanist can select from the following initial modifications.
Detecting Eye: Choose three of the following spells: Detect Abberation, Detect Animals or Plants, Detect Magic, Detect Poison, Detect Psychic Significance, Detect Radiation, Detect Secret Doors, Detect Snares and Pits, Detect Undead. Your eye can run a program equivalent to these spells 3 times per day (not 3 each, 3 to be divided among them). This is an extraordinary ability and so cannot be dispelled.
Bionic Ear: You gain a +5 bonus on hearing based perception checks.
Steel Lung: You may hold your breath for 5x the normal length of time (10 rounds per point of constitution) before needing to make a constitution check to avoid suffocation.
Omni-stomach: You can eat and gain sufficient nutrition from any non-poisonous plant even if it isn't normally palatable to your race. For example, a human with an omni-stomach can survive on grass.
Spinal Support: Treat your strength as 3 points higher for purposes of carrying capacity.
Hamsprings: You gain a +10 competence bonus on all acrobatics checks made to jump.
Steel legs Mk 1: You have given up legs of flesh and blood in favor of robotic ones. Increase your movement speed by 20ft, but take a -2 penalty to your CMD against trip attacks, and increase your armor check penalty on Acrobatics, Climb, Ride, Stealth and Swim checks by 2, since they are a little clunky.
Mech-wrist: You gain a +10 competence bonus on all escape artist checks made to escape restraints.
Thief's friend: Your fingers look normal, but can be used as a set of thief's tools. For a 50 gp investment when this modification is taken, these can be masterwork thieves tools.
Iron Fist Mk 1: You replace the bone in your hands with metal. Increase your unarmed strike damage by one size category. You take a -2 penalty to your CMD against disarm attempts, and your armor check penalty on Disable Device, Escape Artist, and Sleight of Hand checks increases by 2.
Composite Skin Mk 1: The weaving of special fibers into your skin has made it tougher. Gain a +1 Natural Armor Bonus.
At 6th level, the mechanist adds the following modifications to the list he can choose from when he gains a new modification:
Camouflage: You have implanted an odd device that injects a camouflage serum into your blood stream when you desire. 3 times per day as a standard action, you may choose to blend into your surroundings. When standing still you are treated as invisible, and while moving you are treated as if you were under the effect of a Blur spell. This is an extraordinary ability and so cannot be dispelled. The effects last for one minute per level of mechanist you possess.
Cyber Reflexes Mk 1: Your mechanically enhanced senses are a boon. Gain +1 bonus to initiative and reflex saving throws.
Composite Skin Mk 2: The weaving of special fibers into your skin has made it tougher. Gain a +3 Natural Armor Bonus.
Lab Materials: You've implanted sufficient technology in yourself to serve as a makeshift lab for crafting technological things. Choose one lab. You may craft items this lab would normally be necessary for at half speed even if you don't have such a lab.
Steel legs Mk 2: Increase your movement speed by 30ft, but take a -2 penalty to your CMD against trip attacks, and increase your armor check penalty on Acrobatics, Climb, Ride, Stealth and Swim checks by 2, since they are a little clunky.
Iron Fist Mk 2: You replace the bone in your hands with superior metal. Increase your unarmed strike damage by one size category.
Ability Increase: You've evolved your body towards physical perfection. Increase any physical ability score by 2. This modification may be taken multiple times, but you may not increase any one ability score by more than 6 in this manner.
At 12th level, the mechanist adds the following modifications to the list he can choose from when he gains a new modification:
Steel legs Mk 3: Increase your movement speed by 30ft.
Composite Skin Mk 3: The weaving of special fibers into your skin has made it tougher. Gain a +5 Natural Armor Bonus.
Cyber Reflexes Mk 2: Your mechanically enhanced senses are a boon. Gain +2 bonus to initiative and reflex saving throws.
Lab Materials 2.0: You've implanted sufficient technology in yourself to serve as a makeshift lab for crafting technological things. Choose one lab. You may craft items this lab would normally be necessary for at full speed even if you don't have such a lab. You may only have one Lab Materials 2.0 modification.
Pain Tolerance: In general, Mechanists operate on their own body, which would cause excruciating pain if not for a small device inside the neck that dulls pain when needed. Whenever a mechanist must make a saving throw due to a pain effect (such as symbol of pain or pain strike) he receive a +6 competence bonus on that roll. Should this device ever be removed (requiring a DC 30 Heal check to not also kill the Mechanist as a Coup de Grace), the Mechanist may take 8 hours of work to construct and implant another.
Trapfinding: At second level a mechanist gains trap finding as per the Rogue class ability
Surge: As a swift action an mechanist can trigger a surge of chemicals into his bloodstream, temporarily rejuvenating him. He gains a number of temporary hit points equal to his mechanist level and a +2 chemical bonus on all saving throws for 1 minute. This ability is usable 3 + the mechanist's constitution modifier times per day.
Craft Technological Item: At 5th level a mechanist gains the craft technological item feat as a bonus feat even if he does not meet the prerequisites.
Power Source: Beginning at 5th level, a mechanist generates his own energy that he can used to power his equipment. He generates a number of charges equal to 3 + his intelligence modifier per day that can be used or stored in any technological equipment he possesses.
Uncanny Dodge: At 6th level a mechanist gains Uncanny Dodge as per the Rogue class ability
Craft Technological Arms and Armor: At 7th level a mechanist gains the craft technological arms and armor feat as a bonus feat even if he does not meet the prerequisites.
Mechanical Mind: Technological additions to your mind keep you stable. You gain a +2 bonus on all saving throws against mind affecting effects. At 13th level, this bonus increases to +4. At 17th level, this bonus increases to +6. At 20th level you are immune to all mind affecting effects.
Improved Uncanny Dodge: At 9th level a mechanist gains Improve Uncanny Dodge as per the Rogue class ability
Mechanical Resistances: At 10th level your body becomes sufficiently mechanical that some energies only have a limited effect on you. You gain resistance 10 to electricity and acid damage. At 15th level, these resistances increase to 20. At 20th level, you gain immunity to electricity and acid.
Craft Construct: At 11th level a mechanist gains the craft construct feat as a bonus feat even if he does not meet the prerequisites. When a spell is required in construction, a mechanist can instead make a craft (mechanical) check at a DC equal to 15 + 2x the spell level to ignore that requirement. Failure by 5 or more results in the ruining of materials like any other crafting check.
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New Feats
Extra Power: Increase the number of charges per day you have to use on technological items by 2.
Additional Modification: Gain an additional modification appropriate to your level.
Extra Surge: Increase the number of surges you have per day by 2.
Mechanist
Mechanists are amalgams of the living and mechanical, granting them physical abilities beyond carnal limits at the price of some of their humanity. Some choose this path, willingly sacrificing their bodies for the benefits of mechanical ones, others have it thrust upon them when dire injuries threaten their life, and still others follow the discipline of a Mechanist to make up for some birth defect or deformity.
Role: Mechanists use their combination of intellect physical strength to bring down their foes. They are capable melee combatants, but also shine when it comes to mechanical devices and traps.
Alignment: Any
Hit Die: d12
Class Skillls
The Mechanist's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge Arcana (Int), Knowledge Engineering (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Intelligence modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+2
+0
+0
Not all there, Modifications, Technologist
2
+2
+3
+0
+0
Modification, Trapfinding, Mechanically Skilled
3
+3
+3
+1
+1
Surge
4
+4
+4
+1
+1
Modification, Pain Tolerance
5
+5
+4
+1
+1
Craft Technological item, Power Source
6
+6/+1
+5
+2
+2
Modification, Uncanny Dodge
7
+7/+2
+5
+2
+2
Craft Technological Arms and Armor
8
+8/+3
+6
+2
+2
Modification, Mechanical Mind
9
+9/+4
+6
+3
+3
Improved Uncanny Dodge
10
+10/+5
+7
+3
+3
Modification, Mechanical Resistances
11
+11/+6/+1
+7
+3
+3
Craft Construct
12
+12/+7/+2
+8
+4
+4
Modification
13
+13/+8/+3
+8
+4
+4
14
+14/+9/+4
+9
+4
+4
Modification
15
+15/+10/+5
+9
+5
+5
16
+16/+11/+6/+1
+10
+5
+5
Modification
17
+17/+12/+7/+2
+10
+5
+5
18
+18/+13/+8/+3
+11
+6
+6
Modification
19
+19/+14/+9/+4
+11
+6
+6
20
+20/+15/+10/+5
+12
+6
+6
Modification
Class Features
The following are class features of the Mechanist.
Weapon and Armor Proficiency: Mechanists are proficient with all simple and martial weapons, light armor, and medium armor, and shields (except tower shields).
Not all there (Ex): A mechanist's machine parts interfere with positive and negative energy. A mechanist gains only half the benefit from positive energy effects such as channeled positive energy and cure spells and suffers only half damage from negative energy effects such as channel negative energy and inflict spells.
Technologist: Gain the Technologist feat as a Bonus Feat
Mechanically Skilled: A mechanist receives a bonus equal to half his mechanist level (rounded down) on all Craft (Mechanical) and Knowledge Engineering checks.
Modification (Ex): As a mechanist gains levels he learns how to modify and improve his body to suit his needs. At first level he selects 3 first level modifications, and at every even level gains another appropriate to his level. A Mechanist may not possess more than one generation of a modification, for example, he may not have both Steel legs Mk 1 and Steel legs Mk 2. At 6th level and once every 3 levels thereafter (9th, 12th...) the mechanist may exchange a modification for another so long as if they trade out a body part they trade out the same one.
At first level, the mechanist can select from the following initial modifications.
Detecting Eye: Choose three of the following spells: Detect Abberation, Detect Animals or Plants, Detect Magic, Detect Poison, Detect Psychic Significance, Detect Radiation, Detect Secret Doors, Detect Snares and Pits, Detect Undead. Your eye can run a program equivalent to these spells 3 times per day (not 3 each, 3 to be divided among them). This is an extraordinary ability and so cannot be dispelled.
Bionic Ear: You gain a +5 bonus on hearing based perception checks.
Steel Lung: You may hold your breath for 5x the normal length of time (10 rounds per point of constitution) before needing to make a constitution check to avoid suffocation.
Omni-stomach: You can eat and gain sufficient nutrition from any non-poisonous plant even if it isn't normally palatable to your race. For example, a human with an omni-stomach can survive on grass.
Spinal Support: Treat your strength as 3 points higher for purposes of carrying capacity.
Hamsprings: You gain a +10 competence bonus on all acrobatics checks made to jump.
Steel legs Mk 1: You have given up legs of flesh and blood in favor of robotic ones. Increase your movement speed by 20ft, but take a -2 penalty to your CMD against trip attacks, and increase your armor check penalty on Acrobatics, Climb, Ride, Stealth and Swim checks by 2, since they are a little clunky.
Mech-wrist: You gain a +10 competence bonus on all escape artist checks made to escape restraints.
Thief's friend: Your fingers look normal, but can be used as a set of thief's tools. For a 50 gp investment when this modification is taken, these can be masterwork thieves tools.
Iron Fist Mk 1: You replace the bone in your hands with metal. Increase your unarmed strike damage by one size category. You take a -2 penalty to your CMD against disarm attempts, and your armor check penalty on Disable Device, Escape Artist, and Sleight of Hand checks increases by 2.
Composite Skin Mk 1: The weaving of special fibers into your skin has made it tougher. Gain a +1 Natural Armor Bonus.
At 6th level, the mechanist adds the following modifications to the list he can choose from when he gains a new modification:
Camouflage: You have implanted an odd device that injects a camouflage serum into your blood stream when you desire. 3 times per day as a standard action, you may choose to blend into your surroundings. When standing still you are treated as invisible, and while moving you are treated as if you were under the effect of a Blur spell. This is an extraordinary ability and so cannot be dispelled. The effects last for one minute per level of mechanist you possess.
Cyber Reflexes Mk 1: Your mechanically enhanced senses are a boon. Gain +1 bonus to initiative and reflex saving throws.
Composite Skin Mk 2: The weaving of special fibers into your skin has made it tougher. Gain a +3 Natural Armor Bonus.
Lab Materials: You've implanted sufficient technology in yourself to serve as a makeshift lab for crafting technological things. Choose one lab. You may craft items this lab would normally be necessary for at half speed even if you don't have such a lab.
Steel legs Mk 2: Increase your movement speed by 30ft, but take a -2 penalty to your CMD against trip attacks, and increase your armor check penalty on Acrobatics, Climb, Ride, Stealth and Swim checks by 2, since they are a little clunky.
Iron Fist Mk 2: You replace the bone in your hands with superior metal. Increase your unarmed strike damage by one size category.
Ability Increase: You've evolved your body towards physical perfection. Increase any physical ability score by 2. This modification may be taken multiple times, but you may not increase any one ability score by more than 6 in this manner.
At 12th level, the mechanist adds the following modifications to the list he can choose from when he gains a new modification:
Steel legs Mk 3: Increase your movement speed by 30ft.
Composite Skin Mk 3: The weaving of special fibers into your skin has made it tougher. Gain a +5 Natural Armor Bonus.
Cyber Reflexes Mk 2: Your mechanically enhanced senses are a boon. Gain +2 bonus to initiative and reflex saving throws.
Lab Materials 2.0: You've implanted sufficient technology in yourself to serve as a makeshift lab for crafting technological things. Choose one lab. You may craft items this lab would normally be necessary for at full speed even if you don't have such a lab. You may only have one Lab Materials 2.0 modification.
Pain Tolerance: In general, Mechanists operate on their own body, which would cause excruciating pain if not for a small device inside the neck that dulls pain when needed. Whenever a mechanist must make a saving throw due to a pain effect (such as symbol of pain or pain strike) he receive a +6 competence bonus on that roll. Should this device ever be removed (requiring a DC 30 Heal check to not also kill the Mechanist as a Coup de Grace), the Mechanist may take 8 hours of work to construct and implant another.
Trapfinding: At second level a mechanist gains trap finding as per the Rogue class ability
Surge: As a swift action an mechanist can trigger a surge of chemicals into his bloodstream, temporarily rejuvenating him. He gains a number of temporary hit points equal to his mechanist level and a +2 chemical bonus on all saving throws for 1 minute. This ability is usable 3 + the mechanist's constitution modifier times per day.
Craft Technological Item: At 5th level a mechanist gains the craft technological item feat as a bonus feat even if he does not meet the prerequisites.
Power Source: Beginning at 5th level, a mechanist generates his own energy that he can used to power his equipment. He generates a number of charges equal to 3 + his intelligence modifier per day that can be used or stored in any technological equipment he possesses.
Uncanny Dodge: At 6th level a mechanist gains Uncanny Dodge as per the Rogue class ability
Craft Technological Arms and Armor: At 7th level a mechanist gains the craft technological arms and armor feat as a bonus feat even if he does not meet the prerequisites.
Mechanical Mind: Technological additions to your mind keep you stable. You gain a +2 bonus on all saving throws against mind affecting effects. At 13th level, this bonus increases to +4. At 17th level, this bonus increases to +6. At 20th level you are immune to all mind affecting effects.
Improved Uncanny Dodge: At 9th level a mechanist gains Improve Uncanny Dodge as per the Rogue class ability
Mechanical Resistances: At 10th level your body becomes sufficiently mechanical that some energies only have a limited effect on you. You gain resistance 10 to electricity and acid damage. At 15th level, these resistances increase to 20. At 20th level, you gain immunity to electricity and acid.
Craft Construct: At 11th level a mechanist gains the craft construct feat as a bonus feat even if he does not meet the prerequisites. When a spell is required in construction, a mechanist can instead make a craft (mechanical) check at a DC equal to 15 + 2x the spell level to ignore that requirement. Failure by 5 or more results in the ruining of materials like any other crafting check.
------------------------------------------------------------------------------------------------
New Feats
Extra Power: Increase the number of charges per day you have to use on technological items by 2.
Additional Modification: Gain an additional modification appropriate to your level.
Extra Surge: Increase the number of surges you have per day by 2.