Arcane Mechanik

Arcane Mechanik

Hit Dice: d8

Class Skills: Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points per Level: 4 + Int Modifier

Level Base Attack Bonus Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1 +0 +0 +0 +2 Artificer, Servitor, Trapfinding 1 - - - - -
2 +1 +0 +0 +3 Bond Senses, Mechanikal Familiarity 2 - - - - -
3 +2 +1 +1 +3 Demolish +1d8 3 - - - - -
4 +3 +1 +1 +4 Shield Ally 3 1 - - - -
5 +3 +1 +1 +4 Jackwrench 1/day 4 2 - - - -
6 +4 +2 +2 +5 Demolish +2d8 4 3 - - - -
7 +5 +2 +2 +5 Medium Armor 4 3 1 - - -
8 +6 +2 +2 +6 Toss a Hammer at it 4 4 2 - - -
9 +6 +3 +3 +6 Demolish +3d8 5 4 3 - - -
10 +7 +3 +3 +7 Jackwrench 2/day 5 4 3 1 - -
11 +8 +3 +3 +7 Life Link 5 4 4 2 - -
12 +9 +4 +4 +8 Demolish +4d8, Greater Shield Ally 5 5 4 3 - -
13 +9 +4 +4 +8 Mechanikal Mastery 5 5 4 3 1 -
14 +10 +4 +4 +9 Rebuild Survitor 5 5 4 4 2 -
15 +11 +5 +5 +9 Demolish +5d8, Jackwrench 3/day 5 5 5 4 3 -
16 +12 +5 +5 +10 Pilot Servitor 5 5 5 4 3 1
17 +12 +5 +5 +10 Improved Life Link 5 5 5 4 4 2
18 +13 +6 +6 +11 Demolish +6d8 5 5 5 5 4 3
19 +14 +6 +6 +11 Overload 5 5 5 5 5 4
20 +15 +6 +6 +12 Jackwrench 4/day 5 5 5 5 5 5

Weapon and Armor Proficiency: An arcane mechanik is proficient with all simple weapons, firearms, repeating crossbows, short swords, and warhammers. Arcane mechaniks are proficient with light armor, but not with any shields. An arcane mechanik can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane mechanik wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spells
An arcane mechanik casts arcane spells drawn from the arcane mechanik spell list. An arcane mechanik must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the arcane mechanik must have an Intelligence score equal to at least 10 + the spell level. The Difficulty class for a saving throw against an arcane mechanik's spell is 10 + the spell level + the arcane mechanik's Intelligence modifier.

An arcane mechanik can cast only a certain number of spells of each level per day. His base daily spell allotment is given on the table above. In addition, he recieves bonus spells per day if he has a high Intelligence Score.

An arcane mechanik may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his Liber Mechanika. While studying, the arcane mechanik decides which spells to prepare.

Arcane Mechanik Spells

Liber Mechanika
Much like a wizard, an arcane mechanik stores the spells he knows in a spellbook, called a Liber Mechanika. This prized tome also contains any unique schematics an arcane mechanik creates. An arcane mechanik must study his Liber Mechanika each day to prepare his spells. He cannot prepare any spell not recorded in his Liber Mechanika.

An arcane mechanik begins play with a Liber Mechanika containing three 1st level arcane mechanik spells of his choice. The arcane mechanik also selects a number of additional 1st level arcane mechanik spells equal to his Intelligence modifier to add to his Liber Mechanika. At each new arcane mechanik level, he gains two new arcane mechanik spells of any spell level that he is capable of casting, which are added to his Liber Mechanika.

An arcane mechanik can also add spells to his Liber Mechanika just like a wizard adds spells to his spellbook, using the same costs and time requirements. He may also study a wizard's spellbook or an alchemist's formula book to learn any spell that is also included in the arcane mechanik spell list.

Artificer: An arcane mechanik can craft magic items at 10% reduced cost, and may substitute a Use Magic Device check (DC 15 + Spell Level for arcane spells or DC 25 + Spell Level for divine) in place of any spell he does not know when crafting magic items. If the check succeeds, you can create the item as if you had cast the required spell. If it fails, you do not lose any of the materials used during the creation of the item; your progress is simply delayed until you succeed.

Additionally, an arcane mechanik can identify magic properties of items as if he had cast detect magic, learning the strength of its aura as if having studied it for 3 rounds.

Servitor: An arcane mechanik begins play with the ability to create a powerful construct called a servitor. When the arcane mechanik creates his servitor, he imbues it with a portion of his own mind and personality in order to give it true sentience. Forever afterwards the two are bonded, one to the other. The servitor has the same alignment as the arcane mechanik and can speak all of his languages.

A servitor does not heal naturally, but an arcane mechanik may repair damage done to it each night by succeeding a DC 15 Craft (Mechanika) check. If this check is successful, the servitor regains a number of hit points equal to the arcane mechanik's class level. If a servitor is reduced to 0 hit points, it gains the broken condition and becomes immobile. An arcane mechanik can repair a broken servitor by succeeding a DC 20 Craft (Mechanika) check. To do so requires 8 hours and material components worth 500 gp.

The servitor's Hit Dice, saving throws, skills, feats, and abilities are tied to the arcane mechanik's class level and increase as he gains levels. In addition, each servitor recieves a pool of innovation points, based on the arcane mechanik's class level, which can be used to give the servitor different abilities and powers. Whenever the arcane mechanik gains a level, he can allocate these poitns as he will. These innovations are set until he gains another level.

Servitor Base Statistics

Trapfinding: An arcane mechanik ads 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An arcane mechanik can use Disable Device to disarm magical traps.

Bond Senses: Starting at 2nd level, an arcane mechanik can, as a standard action, share the senses of his servitor, perceiving everything that the servitor does. He can use this ability a number of rounds per day equal to his arcane mechanik level. There is no range to this effect, but the servitor and the arcane mechanik must be on the same plane. The arcane mechanik can end this effect as a free action.

Magical Familiarity: At 2nd level, an arcane mechanik gains a competence bonus to all Use Magic Device skill checks equal to 1/2 his arcane mechanik level. Additionally, he need not make Use Magic Device checks to use any magical item he has crafted.

Demolish: At 3rd level, an arcane mechanik has come to understand the key workings of constructs so well that he deals an additional +1d8 points of damage against creatures of the construct type (This also functions against Inevitables) whenever he is using a blunt or percing weapon. This increases by +1d8 every three levels after 3rd. This bonus damage only applies to melee attacks.

Jackwrench: At 4th level, an arcane mechanik can, by kicking, striking, and swearing at machinery, make it function for a number of minutes equal to his arcane mechanik level, even if it has the broken condition or is otherwise unable to function. This ability can also be used to squeeze a little more power from an "empty" charged magic device, gaining an additional charge. After being jackwrenched, a piece of machinery or magic item gains the broken condition if it does not already have it, and must be repaired in order to function again. Of course, if the machenry breaks down again, the arcane mechanik can convince it to work again with sufficient cursing and bashing. If this is used on a broken charged magical device, the device is destroyed after the gained charge is used. If the arcane mechanik uses this ability on his servitor when it is at 0 hit points, it gains 2 temporary hit points per arcane mechanik level, and gains 1 negative level each time this ability is used. The negative levels remain until the servitor is repaired. The arcane mechanik can use this ability an additional time every four levels after 4th.

Shield Ally: At 4th level, whenever an arcane mechanik is within his servitor's reach, he recieves a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the servitor is grappled, helpless, stunned or broken.

Medium Armor: At 7th level, an arcane mechanik gains proficiency with medium armor, and can cast spells drawn from the arcane mechanik spell list while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane mechanik wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Toss a Hammer at it: At 8th level, the arcane mechanik becomes so adept at booting machinery into submission that he can do it from a distance. His demolish and jackwrench abilities can be used from a range of 15 feet.

Life Link: At 11th level, an arcane mechanik can transfer his life energy to stabilize his servitor when it is damage. Whenever his servitor takes damage, the arcane mechanik can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the servitor. This can prevent the servitor from being reduced to 0 hit points and gaining the broken condition.

Greater Shield Ally: At 12th level, whenever an ally is within the servitor's reach, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. If the arcane mechanik is within his servitor's reach, these bonuses increase to +4 (for the arcane mechanik only). This bonus does not apply if the servitor is grappled, helpless, stunned, or broken.

Magical Crafting Mastery: At 13th level, an arcane mechanik creates magic items in half the time normally required.

Rebuild Servitor: At 14th level, an arcane mechanik gains the ability to rebuild his servitor, changing which innovations it has as if he had gained a level. To do so requires 24 hours of work and material components worth 250 gp. If he chooses, an arcane mechanik may spend an additional 24 hours and an additional 750 gp worth of components to change the base form of his servitor.

Pilot Servitor: At 16th level, as a full-round action, an arcane mechanik can climb atop his servitor (if it is at least one size category larger than he is). While atop the servitor, he is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the arcane mechanik are suspended until he emerges.
The arcane mechanik can cast spells while atop the servitor by taking control of it for the duration of the casting. The arcane mechanik can direct all of the servitor's actions, perceive through its senses, and speak through its voice while piloting it.
The arcane mechanik can use this ability for a number of rounds per day equal to his arcane mechanik level. He can end this effect at any time as a swift action. The arcane mechanik emerges in a square adjacent to the servitor if able. If the servitor is reduced to 0 hit points while the arcane mechanik pilots it, he is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Improved Life Link: At 17th level, whenever the arcane mechanik sacrifices hit points to prevent damage done to his servitor, each hit point sacrificed prevents 2 points of damage.

Overload: At 19th level, an arcane mechanik can will an impulse to overload a magical device or construct, instantly reducing it to 0 hit points. A construct, or magic item wielded by another character is allowed a single Will saving throw (DC 10 + 1/2 the arcane mechanik's class level + his Intelligence modifier) to avoid utter annihilation. On a successful save, a construct takes 1d8 damage per arcane mechanik level (Magic items are unaffected). If the construct or magic item is destroyed by this ability, the magic inside of it becomes unstable, dealing 1d6 force damage per two arcane mechanik levels to everything within a 10-foot radius of the construct or item. A reflex saving throw ((DC 10 + 1/2 the arcane mechanik's class level + his Intelligence modifier)) reduces this ability by half. This ability can be used once per day on a magic item.

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