Mechinomancer
“Where others see steel, I see potential. Where others see magic, I see a system waiting to be improved.”
Creators of magical devices, clockwork entities, and intricate arcane mechanisms, mechinomancers fuse magic and engineering into a single disciplined craft. Their power lies not within themselves, but in the creations they build - each device a deliberate expression of intellect over chaos.
Game Rule Information
Abilities: Intelligence determines the effectiveness of many class features and is key to crafting and spell use.
Alignment: Any
Hit Die: d6
Starting Gold: 8d4 × 10 gp
Starting Age: As wizard
Class Skills
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Profession (Wis), Search (Int), Spot (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
Weapon and Armor Proficiency
Mechinomancers are proficient with all simple weapons, all martial weapons, and light armor. They are not proficient with shields.
Spellcasting (Widgets)
A mechinomancer does not cast spells in the traditional sense. Instead, they prepare magical effects within specially constructed devices known as widgets.
A mechinomancer knows and uses spells as a sorcerer of equal level, but is limited to the abjuration, evocation, and transmutation schools.
- Creating a widget requires 1 hour per spell level (minimum 1 hour)
- Each widget costs 25 gp × spell level (minimum 25 gp)
- Each widget weighs ½ lb
- A widget holds a single use of a known spell
- Activating a widget is the same action as casting the stored spell
A mechinomancer may create and maintain a number of prepared widgets equal to his class level + Intelligence modifier at one time. Creating a new widget beyond this limit causes the oldest inactive widget to become inert.
Recharging Widgets:
A used widget may be repaired and recharged at ½ its original gold cost, requiring the same crafting time.
Use by Others:
Widgets are treated as wondrous items. A non-mechinomancer may activate a widget with a successful Use Magic Device check (DC 10 + spell level).
Special:
Widgets are nonmagical until activated and do not radiate magic under detect magic until use.
Bonus Feats
At 1st level and every odd-numbered level thereafter (1st, 3rd, 5th, etc.), a mechinomancer gains a bonus feat from the following list:
Alertness, Craft Wondrous Item, Great Fortitude, Iron Will, Skill Focus, Improved Sunder, any item creation feat, or any feat with “Craft” in its name (DM’s discretion)
Craft Clockwork Construct (Ex)
At 1st level, a mechinomancer gains the ability to create clockwork constructs, artificial beings powered by intricate mechanisms and arcane bindings.
Creation Rules
- The creature must be based on an existing creature
- It gains the Construct type and loses all Constitution score
- It cannot possess supernatural (Su) or spell-like (Sp) abilities
- Maximum Hit Dice = mechinomancer level
- The mechinomancer may only have one active clockwork creature at a time
If a new one is created, the previous construct becomes inert unless released.
Size Limitation
The maximum size of the construct depends on the mechinomancer’s level:
- 1st - Fine
- 4th - Diminutive
- 7th - Tiny
- 10th - Small
- 13th - Medium
- 16th - Large
- 19th - Huge
Cost and Time
- Cost: 250 gp per HD (minimum 250 gp)
- Time: 3 days per HD (minimum 1 day)
Control
The construct obeys its creator absolutely and understands simple commands. Directing it is a free action, but complex instructions may require a move action (DM’s discretion).
Release
A mechinomancer may release a construct into the world. Once released:
- It becomes autonomous
- It adopts behavior appropriate to its base creature (DM adjudicates)
- It can no longer be controlled

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