Mechanic (3.5e Class)
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|Status:||<-how close to completion->|
|Editing:||Constructive edits welcome|
Sometimes, the item that would be perfect for the job just hasn’t been invented yet. Why not? Nobody has the guts to make it. That’s where the mechanic comes in. Looking for a discreet way to kill a certain politician? Done. Need a long distance weapon that fits into a sleeve? Also done. These are the people who manage to move society forward through leaps and bounds. Always one to sit back and let the machines do the work, the mechanic is naturally proficient with anything that he may have created. The mechanic is the man behind the man behind the man, always ready with a new invention to get the job done.
Making a Mechanic
The mechanic's skill set makes him a good backseat dungeoneer. His background with machines also allows him to disable and create traps with as much efficiency as a rogue can. However, the mechanic, being a slave to his gears and springs, has trouble dealing with the outside world. Others tend to see something quirky about the standard mechanic, due to his love for machines and his need to always increase their usefulness.
Abilities: The chief skill of the mechanic is his Intelligence, where without it, he would surely be useless. Dexterity would allow the mechanic to survive battles, and constitution would also increase his survival chances.
Races: Gnomes and humans are the most likely to become mechanics, although dwarves and certain famlies of elf could also become possible mechanics(Tolkien Example: Noldorin Elves) If Orc and half-orcs were to have mechanics, their skill would not be very high, and they would be limited on item creation.
Alignment: Any. Due to the mechanic's love for machines, he tends to lean towards a neutral bias, but mechanics can also have an overarching goal with which they use their machines to achieve. They can also do it for science. Starting Gold: 6d4×10 gp (150 gp).
Starting Age: Moderate.
|1st||+0||+0||+0||+2||Mechanical Prowess, Take Notes, Reverse Engineer, Disable Trap|
|3rd||+2||+1||+1||+3||Trap Sense + 1|
|6th||+4||+2||+2||+5||Trap Sense + 2|
|9th||+6/+1||+3||+3||+6||Trap Sense + 3|
|12th||+9/+4||+4||+4||+8||Trap Sense + 4, Special Ability|
|15th||+11/+6/+1||+5||+5||+9||Trap Sense + 5|
|18th||+13/+8/+3||+6||+6||+11||Trap Sense + 6|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Mechanic.
Weapon and Armor Proficiency: Light and Medium Armor. Simple and Engineered Weapons (Engineered Weapons must have either been created or studied by mechanic).
Inventions: The mechanic has the ability to invent an item of a specific technical difficulty a certain number of times a day. Whichever devices fall into certain categories depends on the tech level of the campaign, and the discretion of the DM. Once the amount of inventions a day has reached X amount, then the mechanic has become skilled enough at his craft that he may create those items at will as long as he has the proper components.
Mechanical Prowess: The mechanic’s main skill is that of creation. He can attempt to construct a mechanical device in order to get past an obstacle or better prepare himself and his party members for an oncoming encounter. In order to create machines, the mechanic must have an Int score equal to 10 + machine complexity level. There are no saving throws. Like artificers, a mechanic can only create a few times a day, as given by the chart (#) and is given extra creations per Intellegence bonus. Most Mechanical Creations take a long time to make; one minute or more depending on the complexity of the device. Each day a mechanic must spend time reflecting on the nature of mechanisms and get the necessary sleep to allow for mechanical ingenuity. (8 hours of sleep + 15 minutes of concentration or study)
Take Notes: Like most engineers, a mechanic’s ideas flow out at random intervals. Therefore, if ingenuity were to strike while the mechanic is unable to immediately craft a device, he can then write down his notes and save them for a later date. Notes are to be created when the mechanic spends a day in study or upon sudden moments of genius. (DM’s discretion) These notes can then be used to cut the construction time of an item in half. If taking notes while creating an item, then the creation takes double the time it would if created offhand, but afterwards, this item can then be created in half the time in the future. If the notes themselves are lost, the mechanic then loses the information and must create the items as if he was never in possession of the plans.
Reverse Engineer: When a mechanic encounters a machine of increased complexity, he has the ability to take apart the item and study how it works, with the additional ability to recreate that machine in the future. The amount of time it takes to reverse engineer an item is either 20 minutes, or 4 times the length of standard item creation (Whichever is longer). The mechanic must make a Knowledge (Mechanics) throw in order to reverse engineer an item. Making a throw that is ¼ the DC of said item will end up with the mechanic injuring himself for Item Level d6 worth of damage. The mechanic can take notes of the item by doubling the study time, but can then use these notes later as when creating them himself.
Disable Trap: Mechanics can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it. Mechanics can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it. A mechanic 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.
Special Ability: Upon reaching 4th level, and every 4th level afterwards, the mechanic may choose an additional ability from below:
Backseat Inventor: The mechanic may not be working for his own means, but might instead be working for someone else. This mechanic relies not only his own talents but his ability to read other people. Therefore, the mechanic gains the ability for an item to be designed for a certain person, who would then get a proficiency in the device without having to spend a feat on it. The device must then have it's instructions explained explicitly upon being brought to it's user, or else it the user will be treated as not proficient.
Creative Insanity: The mechanic may have lost his views of reality, or may be skilled enough to see the world in a different way from everyone else, allowing him to manipulate the natural laws to his whim. Therefore, the mechanic gains the ability to sacrifice his sanity in order to bring about an invention that will change the course of history. The mechanic can then create a Lv. 6 equivalent machine, but cannot recreate, reproduce, repair, or reverse engineer the device due to its complexity. The device's secrets will die with him. If the device is destroyed, the mechanic will lose all will to live, as it was his magnum opus. The mechanic will then lose sanity completely and either enter a rage or become suicidal.
Inginuity: Due to a mechanic's knowledge of machine components, he can, if lacking a component for a machine, improvise said component in order to create that machine. While normally creating a machine with a missing or improvised part would detract from the usefulness of the machine, mechanics with this ability can improvise an item completely without any loss to quality.
Tactician: The mechanic has not spent all of his time on the bench, but instead has field tested his inventions... personally. This mechanic is not only able to fight with his engineered weapons, he prefers to. Therefore, when using his weapons on an opponent, the mechanic gains an extra damage equal to the mechanic level when he attacks.
Feat: The mechanic may take on an extra feat.
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
Knowledge (Mechanics): As a mechanic, knowledge about machines and how they work is critical to the success of the mechanic. Certain machines are more complex in nature, however, which leads to the usefulness of this skill. According to the setting of the game, certain values can change, (i.e. middle ages/renaissance/steampunk/modern) so the complexity should be seen by the DM as changeable. But the DC values for certain creations should remain the same. Lv. 1 should be a DC of 0, Lv. 2 should be a DC of 10, Lv. 3 should be a DC of 20, etc. The assignments of each Lv. value should be as follows: Lv. 1 - Simple Lv. 2 - Challenging Lv. 3 - Cutting Edge Lv. 4 - Unheard Of Lv. 5 - Beyond the Impossible
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Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
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Combat: <-Typical role in combat->.
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Mechanics in the World
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Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Mechanics in the Game
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Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.