jaker2003
Explorer
<H2 style="MARGIN: 0in 0in 0pt; TEXT-ALIGN: justify">Mechanic
Hit Die: d4
Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (architecture and engineering) 8 ranks, and Spellcraft 5 ranks.
Feats: Craft Magic Arms and Armor, Craft Wondrous Items.
Spellcasting: Able to cast False Life, Mage Hand, Mending, Prestidigitation, and Unseen Servant as arcane spells.
Class Skills
The Mechanic’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: The Mechanic does not gain proficiency with weapons or armor.
Craft Construct (Ex): The mechanic gains the Craft Construct feat. Furthermore, a mechanic may add his mechanic level to craft checks related to constructs.
Turn or Command (Su): Starting at second level, a mechanic can turn constructs as a good cleric turns undead, though the mechanic uses his arcane caster level instead of a cleric level for the turn check. If the mechanic’s arcane caster level is at least twice as much as the Hit Dice of a construct it is attempting to turn, the mechanic may instead command it as an evil cleric would.
Commandeer (Su): Starting at third level, a mechanic may attempt to commandeer a construct a number of times a day equal to the mechanic’s level in this prestige class. The attempt is a touch effect that requires the target construct to succeed on a Will save [DC 10 + Mechanic level + spellcasting ability modifier (Int or Cha)] or thereafter treat the mechanic as its only master. Commandeered constructs are not considered commanded.
Salvage (Su): A mechanic may disassemble a construct to salvage components and magical energy. The process requires one day for every Hit Die the construct has. If the process is interrupted, any magical energy is lost, though the mechanical parts may be scavenged at any time without penalty. If a non-functional (destroyed) construct is salvaged, 50% of the cost to create it can be scavenged.
A functioning (and cooperative) construct can be scrapped for 75% of the cost to create it and 50% of the experience used to power it. The experience points harvested from the process are usually stored in a gem worth at least as many gold pieces as experience points it contains. The gem is drained when the contained experience points are used for item creation (These experience points supplement the creator’s expenditure on a 1 to 1 basis, so each the gem and the creator pay half the experience point cost. If the gem has insufficient experience points, the creator must supply all the remaining cost.). A mechanic may own any number of these power gems and may split up the harvested magical energy among them as he wishes. A destroyed gem harmlessly explodes in a flash of light.
Enhance (Su): A mechanic may enhance a cooperative construct’s natural attack (usually a Slam attack) with any weapon special ability or its natural armor with any armor special ability that you meet the requirements to make. Enhancing the weapon or armor takes one day for each 1,000 gp in the market price [of the special ability] for its magical features, 1/25 the market cost [of the special ability] in XP, and uses raw materials costing one half the market cost [of the special ability]. This is treated as an item creation.
Upgrade (Su): A mechanic may improve an existing construct by increasing its Hit Dice, size, or ability scores. Increasing a construct’s Hit Dice costs 5,000 gp per HD. Increasing the construct’s size costs 50,000 gp. Increasing a construct’s ability score (one at a time) costs 2,000 gp per point. Granting a mindless construct Intelligence costs 10,000 gp and gives it an Intelligence score of 3d6. A mechanic must pay half these listed prices in materials and 1/25 the listed price in XP. This is treated as an item creation.
Empower (Su):
Level
Spells per Day
+1 level of existing arcane class
+1 level of existing arcane class
+1 level of existing arcane class
+1 level of existing arcane class
+1 level of existing arcane class
ok, I need a 5th level ability (namely, empower constructs with what?), flavor text, and help making sure this class is balanced and fun.
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Hit Die: d4
Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (architecture and engineering) 8 ranks, and Spellcraft 5 ranks.
Feats: Craft Magic Arms and Armor, Craft Wondrous Items.
Spellcasting: Able to cast False Life, Mage Hand, Mending, Prestidigitation, and Unseen Servant as arcane spells.
Class Skills
The Mechanic’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
Weapon and Armor Proficiency: The Mechanic does not gain proficiency with weapons or armor.
Craft Construct (Ex): The mechanic gains the Craft Construct feat. Furthermore, a mechanic may add his mechanic level to craft checks related to constructs.
Turn or Command (Su): Starting at second level, a mechanic can turn constructs as a good cleric turns undead, though the mechanic uses his arcane caster level instead of a cleric level for the turn check. If the mechanic’s arcane caster level is at least twice as much as the Hit Dice of a construct it is attempting to turn, the mechanic may instead command it as an evil cleric would.
Commandeer (Su): Starting at third level, a mechanic may attempt to commandeer a construct a number of times a day equal to the mechanic’s level in this prestige class. The attempt is a touch effect that requires the target construct to succeed on a Will save [DC 10 + Mechanic level + spellcasting ability modifier (Int or Cha)] or thereafter treat the mechanic as its only master. Commandeered constructs are not considered commanded.
Salvage (Su): A mechanic may disassemble a construct to salvage components and magical energy. The process requires one day for every Hit Die the construct has. If the process is interrupted, any magical energy is lost, though the mechanical parts may be scavenged at any time without penalty. If a non-functional (destroyed) construct is salvaged, 50% of the cost to create it can be scavenged.
A functioning (and cooperative) construct can be scrapped for 75% of the cost to create it and 50% of the experience used to power it. The experience points harvested from the process are usually stored in a gem worth at least as many gold pieces as experience points it contains. The gem is drained when the contained experience points are used for item creation (These experience points supplement the creator’s expenditure on a 1 to 1 basis, so each the gem and the creator pay half the experience point cost. If the gem has insufficient experience points, the creator must supply all the remaining cost.). A mechanic may own any number of these power gems and may split up the harvested magical energy among them as he wishes. A destroyed gem harmlessly explodes in a flash of light.
Enhance (Su): A mechanic may enhance a cooperative construct’s natural attack (usually a Slam attack) with any weapon special ability or its natural armor with any armor special ability that you meet the requirements to make. Enhancing the weapon or armor takes one day for each 1,000 gp in the market price [of the special ability] for its magical features, 1/25 the market cost [of the special ability] in XP, and uses raw materials costing one half the market cost [of the special ability]. This is treated as an item creation.
Upgrade (Su): A mechanic may improve an existing construct by increasing its Hit Dice, size, or ability scores. Increasing a construct’s Hit Dice costs 5,000 gp per HD. Increasing the construct’s size costs 50,000 gp. Increasing a construct’s ability score (one at a time) costs 2,000 gp per point. Granting a mindless construct Intelligence costs 10,000 gp and gives it an Intelligence score of 3d6. A mechanic must pay half these listed prices in materials and 1/25 the listed price in XP. This is treated as an item creation.
Empower (Su):
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
SpecialFort Save
Ref Save
Will Save
Spells per Day
1
+0
+0
+0
+2
Craft Construct+0
+0
+0
+2
+1 level of existing arcane class
2
+1
+0
+0
+3
Turn or Command+1
+0
+0
+3
+1 level of existing arcane class
3
+1
+1
+1
+3
Commandeer, Salvage+1
+1
+1
+3
+1 level of existing arcane class
4
+2
+1
+1
+4
Enhance, Upgrade+2
+1
+1
+4
+1 level of existing arcane class
5
+2
+1
+1
+4
Empower+2
+1
+1
+4
+1 level of existing arcane class
ok, I need a 5th level ability (namely, empower constructs with what?), flavor text, and help making sure this class is balanced and fun.
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