Mechanist (3.5e Class)

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Mechanist
Rating: Not rated
(Rate this class)
Status: Mostly done. Playable and Informative. Not a lot to add.
Editing: Constructive edits welcome

Mechanist[edit]

You may say, it is impossible for a man to become like the Machine. And I would reply, that those never truly tried.
—An Unknown Mechanist

Mechanists are fascinated with how Machines, especially Golem's, Constructs and other magical Animated creatures work. For them building a Golem and sending it into battle is their greatest fulfillment, right after gathering and collecting Information on how to perfect that process. Almost fanatical in their endeavor they even replace their own body parts with mechanical appendages to enhance themselves and rain destruction upon their foes.

Adventures: Mechanists Acolytes regularly set out to learn more about the world, more about Constructs, and how to accomplish perfection. And adventures provide ample Opportunity to do so, especially since it often carries valuable artifacts and metals with which the Mechanist can work later on.


Characteristics: Mechanist Acolytes are often accompanied by their Mentors, but equally often are those to busy and merely will demand reports on the progress of their Pupils while they are out to gather Knowledge. Occasionally will one not have a Mentor because they travel around so much and it would draw the Mentor away from their studies, these Acolytes regularly report to the nearest Leader of the Mechanists whenever they leave an old region and travel into a new one.

Alignment: Mechanists can be of any Alignment. Those who are good are generally using their abilities to replace lost arms or legs of people, while the evil ones will ruthlessly build their own Personal Army of Golem's to wreak havoc and enslave people. No matter what Alignment

Religion: Mechanists have no true religion, as in they have no God they pray to, but that doesn't means there are no Clergies of them, mostly stronger Mechanists Accompanied by lesser Mechanists, that are hidden in scarce places. Mostly because they don't want any Distractions, but sometimes for other reasons too (As in the safety of the people).

Background: Most Mechanists are recruited from Villages, young Impressible children that awe at the tricks of those people with metal hands. Once they have joined the clergy starts the training where they are taught the basics about Golems and how to build them.

Once coming to age will the not yet Acolytes be send out to gather money for the order, and for them self to proceed to the next step of their craft.

Once a Mechanist has provided the clergy with enough money, sometimes with even dubious means which they don't seem to care much about, will the Leader of the Particular group perform a surgery using said money to buy the required tools and resources. A pair of Mechanical arms are attached and fused with the spine of the young Acolyte and once they are fit enough they start the training on how to use these arms to their advantage, or for their work.

Races: Mechanists are very pure minded, and although they accept any race among them self will a group of Humans rarely accept anything that is not a human, likewise for Elves, Orcs, or any other race. All safe for Half elves, which accept Half elves, humans and other elves.

Other Classes: Mechanists work well together with other classes, like Fighters, Mages, or Rogues. As their goal is to gather Knowledge they do tend to look down on the more simple and uneducated classes but they do see their uses.

Role: A Mechanist only strives for Knowledge and so is happy with every position in a group, as long as he can gather more Knowledge. If he should be denied this knowledge though is he free to do as he pleases to get the point across that this is the most important work in the world and no Buffoon should meddle in it.

Code of the Order: Additionally, a Mechanists code requires that he gathers more knowledge about any Constructs. If he can he will study a Construct with fascinated glee before a battle, and if that should fail he will study it after the battle is over.

Associates: While he may adventure with characters of any alignment, an Mechanist will never knowingly associate with characters which seek to destroy knowledge.


Game Rule Information[edit]

Abilities: Intelligence is the most Important Attribute of a Mechanist for he strives to uncover the deepest Secrets of Constructs, but it also governs the use of their special abilities. Dexterity helps the Mechanist to avoid getting hit in Combat and Constitution helps him to survive .

Races: Any.

Alignment: Any.

Starting Gold: As Wizard.

Starting Age: Moderate

Table: The mechanist

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Arms of the Mechanist, Charged Claw, Mechanist Upgrade
2nd +1 +3 +0 +0 Weapon Focus: Mechanical Arms, Mechanist Upgrade
3rd +1 +3 +´1 +1 Mechanical Advantage, Skull Drone
4th +2 +4 +1 +1 Mechanist Upgrade
5th +2 +4 +1 +1 High Sonic Drive
6th +3 +5 +2 +2 Back Driller, Mechanist Upgrade
7th +3 +5 +2 +2 Mind of the Machine
8th +4 +6 +2 +2 Mechanist Upgrade, Skull Drone
9th +4 +6 +3 +3 Thrall of the Machine, Flamethrower
10th +5 +7 +3 +3 Improved Arms, Dual Arm Expertise
11th +5 +7 +3 +3 Machine Toughness
12th +6/1 +8 +4 +4 Mechanist Upgrade
13th +6/1 +8 +4 +4 Temporal Stasis, Temporal Shift, Skull Drone
14th +7/2 +9 +4 +4 Acid Spray
15th +7/2 +9 +5 +5 Maintainance, Improved Skull Drone
16th +8/3 +10 +5 +5 Mechanist Upgrade
17th +8/3 +10 +5 +5 More Machine than Man, Chilling Coolant
18th +9/4 +11 +6 +6 Improved Thrall of the Machine
19th +9/4 +11 +6 +6 Material Upgrade
20th +10/5 +12 +6 +6 Mechanist Upgrade, Mechanical Perfection

Class Skills 3 + Int modifier per level, ×4 at 1st level)
Appraise, Craft Construct, Concentration, Deciever Script, Disable Device, Heal, Knowledge Arcana

Class Features[edit]

All of the following are class features of the Mechanist

Weapon and Armor Proficiency: Mechanists are proficient with all Simple and Light Armor

Energy Pool (Ex): A Mechanist has a special Energy pool he uses for his Special attacks. This pool is calculated by 1/2 Class levels (Minimum 1) + Intelligence Modifier.

Arms of the Mechanist : A pair of extra mechanical arms are attached and fused to the spine of the Mechanist. These arms can be used for normal tasks in the place of his normal arms, and are even capable of holding weapons. However the arms are not Proficient with any weapon and hence incur a -4 Attack Penalty when wielding a weapon. Since the arms are made out of metal are they stronger than normal arms, they act as if they had 28 Natural Strength. They also grant a +10 Bonus to Grapple checks. An attack with these arms counts as an improved unarmed strike. He doesn't provoke an Attack of opportunity and he causes 1d6 + Strength Modifier damage with a successful hit, with a critical of 20/x3.

Charged Claw (Ex): Using one of his Charges from the Energy pool, the Mechanist can perform a normal melee attack while increasing the damage by 1d6 Electric Damage per 2 Class levels, and 2d6 against any enemy that is weak to electricity.

Weapon Focus: Mechanical Arms : Weapon Focus: Mechanical Arms. The Mechanist gets +1 to Unarmed Attack Rolls made with his Mechanical Arms.

Mechanical Advantage (Ex): The mechanist receives an Armor Class bonus equal to the Number of Mechanical Parts and Upgrades he has. His Mechanical Arms and every other Upgrade chosen from the Mechanist Upgrade section each count as one. Max +10 AC.

Skull Drone (Ex): With a Successful craft check against a DC of 10 + HD of the creature, the Mechanist can remove the skull of said creature and outfit it to create a crawling Skull Drone. It counts as a Tiny Construct of level 1 with 10 Strength and 14 Dexterity. Its Base speed is 40 Feet. It's skills are Spot, Hide and Move Silently and gets skill ranks 2 + Int Mod per level (when first constructed, it gets 2 + Int Mod times the Mechanist's class level). The Mechanist can only control one Drone at Level 3. This raises to 2 at Level 8 and 3 at level 13. The drones are controlled telepathically by the Mechanist. He can also see what the drones are seeing at any given moment, however, looking through the drone's eyes take absolute concentration and cannot perform any other action while doing so. Creating a Skull Drone takes 1d4 Hours.

Mechanist Upgrade : At 1st level, 2nd level, 4th level, and every 4 levels afterwards, (8, 12, 16 and 20) the Mechanist can choose one of the upgrades from the following list. These can be taken multiple times. These can also be taken instead of taking a general feat as the Mechanist would normally do.

Mechanic Eye : The Mechanist replaces an eye with a mechanical one. This eye grants +1 to Attack rolls made with his Mechanical Arms, and also improves the vision of the Mechanist. (Normal to Low-Light 60ft, Low-Light to Darkvision 120ft). The Attack Bonus stacks. He also receives a +2 to Spot and +2 to saves versus Illusions. This can be taken a maximum of two times (or however many eyes the Mechanist might have), unless he is upgrading an existing eye (increasing vision and additional attack bonuses).

Mechanical Lung : The Mechanist replaces one of his lungs with a Mechanical one, granting himself a stacking +2 Constitution bonus. This lung is also much more effective and doubles the time he can hold his breath. He also receives +2 to his Saves against poison and weather effects. This can only be taken twice.

Mechanical Arms : The Mechanist removes the soft fleshy tissues in his arms and replaces them with cold hard steel mechanics, giving himself a stacking +10 Strength Bonus. He also receives a +8 to Grapple checks, +8 to climb Checks and it grants the Improved Unarmed Strike feat.

Mechanical Legs : Replacing his legs with stronger Mechanical ones lets the Mechanist now run at higher speeds. His base land speed is increased by 5 Feet and he can run one times Faster. (example: from 4 times to 5 times) He also receives a +5 Bonus to swim checks.

Improved Power Cell : Enhancing yourself is one thing, but utilizing yourself is another matter. The Mechanist decided to revamp his mechanical parts so that the energy flow is more efficient. He gains +5 to his Energy Pool, and his ranged attacks with any Mechanical Arms cause +1 more damage. This can be taken Multiple times but the damage increase doesn't stacks.

Mechanical Heart : By crafting an artificial heart and implanting it into his chest, he is given the capability to bypass his normal organic heart should it fail. The Mechanist is immune to Death By Massive Damage, and can make fortitude checks against spells and attacks that would drop his hit points below -9, except for spells that would destroy the heart as well (Like Disintegrate or similar spells or abilities). It also grants the Die Hard feat.

Armor Plating : Placing Layers of metal beneath his skin increases the Mechanist's Armor Class by 1. He also gains 5 resistance to Fire, Acid, Cold or Electricity. This grants the Endure Elements feat as well. This can be taken Multiple times. Taking this upgrade does not count towards the Mechanical Advantage class feature.

High Sonic Drive (Ex): Using one of his charges from the energy pool, the Mechanist can create a beam of ultra sonic frequency that will cause 1d6 Sonic Damage per class level up to a maximum of 20d6 Damage at Level 20. The target must succeed a reflex save vs 10 + 1/2 Class Levels + Int Mod for half damage, or be dazed for 1 round. This counts as a ranged touch attack.

Back Driller : In a painful surgery, a long drill is added to the spine of the Mechanist. The drill itself has a base strength of 28. Whenever the Mechanist grapples someone he can perform a touch attack with the drill, on top of his normal damage, that does 1d10 + (strength of the drill) and 1d4 constitution damage per class level to the target.

Mind of the Machine (Ex): The more Mechanical parts a mechanist has in him the stranger his brain and body becomes. He receives a bonus to his Will Save equal to the number of Mechanical Parts and Upgrades he has. Max +10.

Thrall of the Machine : Using his knowledge of Constructs the Mechanist can craft a construct himself. The Construct must be crafted out of a dead and mostly intact body as the raw materials in the Craft Construct feat. The resulting constructed being has Strength and Dexterity equal to the original body, it gains the Construct Subtype. It has no Constitution, and its Charisma, Intelligence and Wisdom are reduced to 1.

The construct can't have a higher HD than the Mechanist's Class Level + his Int Modifier. Additionally, the Mechanist is able to enhance the construct with 1/2 of all of the enhancements the Mechanist has at the time of creation of the construct. To receive instructions, the construct must be within hearing distance of the Mechanist and will blindly carry out his orders. This construct resembles the being it was before, but a Spot Check vs 10 + 1/2 Mechanist Levels + Int mod will reveal that it has been reanimated. Constructs cannot talk or socially/intelligently interact with any other creature. All wounds the body maintained before it's reanimation grant a +2 bonus to all Spot checks when discerning the origins of the body. (Like a missing arm that had to be reattached). The whole process requires a Craft Construct roll vs 5 + HD of the creature and takes 1d4+1 Days. Each day a new roll is required or there is no advance in the process. Already created Constructs, Undead creatures or Plants cannot be used as raw materials in this ability. The creature used must be in the same size category, or lower, as the Mechanist.

Flamethrower (Ex): Yet another gadget added to the Mechanist's repertoire. now he can discharge a plume of brightly burning fire at the enemy, causing 1d6+2 Fire damage per Class level up to a maximum of 20d6+2 at Level 20. The target needs a reflex save vs 10 + 1/4 Class Levels + Int Mod for half damage. The target takes 5 points of continuous fire damage each round, Ref negates (DC 17). This is a ranged touch attack.

Improved Arms : The Mechanist Upgrades the arms upon his back, refitting them with better refined materials and adding built-in blades. The damage of the arms increased to 1d10+Str piercing or slashing. They also grant an additional +2 to Grapple roll, on top of the previous +10, and their Strength increases from 28 to 30. Furthermore the arms now add +2 to Craft Construct Checks during the Thrall of the Machine Ability.

Dual Arm Expertise (Ex): The Mechanist now can utilize both of his mechanical arms in using his abilities, like High Sonic Drive and the Charged Claw. This however comes at an increased cost, burning three of his Energy Charges. He can choose to burn two more to double the damage with each. Each separate attack needs to be declared before use.

Machine Toughness (Ex): Through his devotion to the Mechanical advantages, the Mechanist becomes much tougher and his Hit die increase from d4 to d6. This is not a retroactive effect.

Temporal Stasis (Sp): Using one of his Mechanic arms, and expending one of his charges, the Mechanist can push a foe to be out of sync with the world. This effect works like a Slow spell. The save DC is 10 + Spell Level + Int Modifier. The Mechanist's class level determines the spellcaster level. By expanding two charges, the DC becomes 10 + Mechanist Class levels + Int Modifier. This is treated as a touch attack.

Energize (Sp): By Depleting one of his charges from the energy pool, the Mechanist gains a temporal boost that slows the world around him. He gains Haste.

Acid Spray (Ex): Expanding one of his charges, the mechanist can shoot a Cone-shaped burst of acid from one of his arms, causing 1d8+2 Acid Damage per Class Level to enemies. Range 80 ft. Every enemy that is hit needs to make a reflex DC 15 for half the damage or they are Blind for 1d6+1 Rounds.

Maintainance (Ex): The Mechanist has become very adept at building and repairing his gear and upgrades. He even went so far as to automate his Mechanical arms. He now gains a +4 bonues to Craft Construct Checks whenever he is using his Thrall of the Machine Ability. Furthermore, if the Mechanist is reduced below 0 Hit Points will his arms start stitching the wounds. If the mechanist has a healing kit the arms will use it. If he doesn't, the arms will stitch him up and heal him for 1d6 Hit Points. This can only be used once a day. All Craft checks take half as much time.

Improved Skull Drone (Ex): Through trial and error, the Mechanist perfected the way to create the Skull Drones. They now are equipped with a small explosive device that can detonate, causing 3d6 force damage, whenever they are reduced to 0 Hit Points. Furthermore the drones now can jump onto someone, requiring a Touch Attack, and attack him then. Crafting of a Skull Drone only requires 2d6 turns to do. This is not subject to the bonus granted by the Maintenance ability.

More Machine than Man (Ex): As the Mechanist replaces more and more of his human parts for mechanical creations, they become more resilient to pain and damage. A Mechanist receives 1/Damage Reduction per Machine Part and Upgrade he has.

Chilling Coolant (Ex): By expunging the coolant in his Mechanical arms, the mechanist can coat a 10ft. by 10ft. area in slippery ice. The mechanist only has a 5ft reach with this ability. These surfaces melt off in warm weather after 2d6 hours, in hot, after 1d4 hours. Any creatures already standing in the effected area must roll a reflex save, DC 10 + The Mechanists Class Level + Int Mod, or become frozen, taking 1d6 points of continuous cold damage per round.

Improved Thrall of the Machine: The Mechanist now can Control two constructs which can be up to one size larger. Additionally the maximum HD the Mechanist can control is increased by 2 + his Int Modifier.

Material Upgrade: The mechanist can finally change the normal metal of his mechanical arms and his Back Driller and trade the normal steel in for Improved materials, like Adamantine or Mithral. His Mechanical arms and Back Driller are now capable of being enchanted. See This table for the information on enchantments.

Mechanical Perfection: At long last comes the final rite of the Mechanist. In another painful surgery he starts replacing his bones with metal.

Mithral: Choosing this Material will grant the Mechanist a +2 Enhancement Bonus to Dexterity, +2 to Strength, +2 Damage to all Unarmed attacks, Damage Reduction 3/-, +2 AC and a penalty of -5 to Swim and Climb checks. The procedure is very painful though and so he suffers a permanent -2 to Constitution. Estimated Cost: 7,000 Gold.

Adamantine: Choosing this Material will grant the Mechanist a +4 Bonus to Strength, -2 to Dexterity, +4 Damage to all unarmed Attacks, Damage Reduction 5/-, +4 AC and a penalty of -10 to Swim and Climb. The procedure is very painful though and so he suffers a permanent -4 to Constitution. Estimated Cost: 13,000 Gold.

Ex-Mechanists[edit]

Epic Mechanist[edit]

Table: The Epic Mechanist

Hit Die: Variable

Level Special
21st Epic Machine Toughness, Epic Mechanist Upgrade
22nd Combat Style
23rd Machine Knowledge
24th Epic Mechanist Upgrade
25th
26th Mechanical Purification
27th Epic Mechanist Upgrade
28th Mechanical Spare Parts
29th
30th Epic Mechanist Upgrade, Mechanical Completion

3 + Int modifier skill points per level.

Charged Claw Epic Machine Toughness: The Mechanist becomes more and more like a machine, and hence tougher. His Hit Die increases from D6 to D8, this is not retroactive and only goes for the Epic Levels.

Epic Machine Upgrade: At level 21 and every 3 Level afterward can the Mechanist chose an upgrade from the Following List. He can also take one of these feats instead of a general feat:

Improved Battle Arms: The Damage of the Mechanical Arms of the Mechanist increases to 1d20+2 with a threat range of 19-20/x3. The arms now count as if having a natural Strength of 32 and Weapon Specialization: Mechanical Arms, letting them cause +2 extra Damage. Furthermore they now can discharge one of the Mechanics Powers (Charged Claw, Flamethrower, Chilling Coolant, Acid Spray, High Sonic Drill) as bonus damage when they hit. This costs 1 energy charge in addition to the power cost of this power.

Epic Energy Storage: With this upgrade increases the Mechanist his Energy pool by +10.

Combat Targeting: With this upgrade receives the Mechanist a +2 Attack bonus with his Machine Arms, but furthermore increases his threat range by one (From 19-20 to 18-20).

Construction Expertise: A Mechanist of such proportions can combine a pair of Constructs, merging their strength and their forms, creating a Construct up to Large Size. This construct has the HD of both of its parents and 1 times the Abilities of one of their parents plus half of the Abilities of the second parent. (So a construct that would have been made from a 18 Strength Construct and a 14 Strength Construct would have 18 Strength + 14/2 = 23 Strength). Such a Construct can not have more HD than the Mechanist has Class Levels + 4 + Int Modifier. Also is such a construct an abominational sight and everyone will instantly know that it is not the slightest bit human. The Spot and Sense Motive Checks are forfeit. This ability can only be used once and not again until the merged Construct is destroyed.

Combat Repairing: Each time the Mechanist takes no action in his round can his Mechanical Arms heal up to 1d10 + Int HP to him, or 1d20 + Craft Construct to a Construct.

Expert Salvager: Not wanting to let anything get to waste does Mechanist not require the newest shiniest materials to build things. He can simply salvage the material from what is around, even if the result will be mediocre. The cost for building Constructs is now halved, but they receive a -2 Penalty to Strength, Dexterity and their Maximum Hit Points is reduced by 1 for each HD they have.

Overload Attack: Through rerouting and overloading his systems can the Mechanist unleash all Four of his Powers (Flamethrower, Chilling Coolant, Acid Spray, High Sonic Drill) upon a single target. This costs a lot of energy and the attack requires 5 Energy, plus one Energy per each power used. If the Mechanist should use it with Dual Arm expertise would it require 2 energy instead of 1 per Power.

Improved Mechanic Eye : The Mechanist upgrades one of his existing cybereyes, doubling the range he can look with it. He also receives +4 to Spot

Improved Mechanical Arms : The Mechanist upgrades his existing mechanical arms, granting him a +4 Bonus to Strength, but also a +2 Bonus to Grapple and +4 Bonus to Climb Checks.

Improved Mechanical Legs : With his improved Mechanical Legs can the Mechanist now run faster than ever before. His base speed is increased by 10 Feet and he can run one time Faster. (From 5 Times to 6 times, as an example.) He also receives a +5 Bonus to swim checks.

Improved Armor Plating : Placing Layers of metal beneath his skin increases the Mechanist his Armor Class by 2. He also gains 10 resistance to Fire, Acid, Cold or Electricity. This can be taken Multiple times.

Combat Style: At level 22 has the Mechanist to choose between several styles of Combat or Support.

Front Line Combat: With this style chosen will the Mechanist seek the frontlines. It grants a +2 damage bonus to all Melee Attacks, furthermore can the Mechanist now perform a dual attack with his normal Arms and the Mechanical arms at his highest Attack bonus to hit up to 4 times, either multiple targets or just one target which will be hit 4 times then. This style also will provide the Mechanist with a pair of natural weapons implemented into his arms which will cause 1d10 Piercing damage in addition to his unarmed damage, they will also increase his unarmed threat range by 2(From 20/x2 to 18 - 20/x2). His ranged attacks suffer because of this specialization though and his ranged attacks will only cause damage as if he was a Level 10 Mechanist (Capped at 10dX damage) while also draining double the Energy.

Ranged Combat: With this style Chosen will the Mechanist stay back and attack from afar. His Energy Pool increases by 10 and his ranged attacks are no longer capped at level 20 but increase up to his Mechanist Class level. However his melee attacks suffer from this specialization and he will cause -4 damage with all melee attacks, furthermore whenever he uses one of his powers in Melee will he provoke an Attack of opportunity. He can however use his powers from each arm, targeting up to 2 enemies with them.

Support Combat: With this style Chosen forsakes the Mechanist all close combat and Melee attacks and instead focuses on building Constructs to support himself. He can now control 3 Constructs, up to Large size, and build them in half the time. He also can finally Control up to twice his Mechanist Class Level + 9 + Int Modifier in Construct HD. Those constructs will get +4 Strength and +4 Dexterity for each 5 points the craft Construct roll exceeds the DC, while additionally gaining a Stat boost of +4 to Strength and Dexterity. The mechanist can also enhance these constructs with his Powers, granting them a Permanent close combat Damage bonus of either Acid, Fire, Cold or Sonic of 1d10. The Mechanist however completely looses his ability to make Ranged attacks and his close combat damage is limited to only his mechanical arms whose damage is cut in half.

None: In the case the Mechanist doesn't want to specialize himself can he choose this Style and remain as he is.

Mechanical Purification: The Mechanist starts replacing more and more of his internal organs with Mechanical parts, rendering him immune to sneak attacks.

Mechanical Spare Parts: Through knowledge of how adventuring goes and how problematic it can be when one is wounded carries the Mechanist a pair of spare arms, legs, and even more around with him to replace them if he should have the need to do so. This renders the Mechanist immune to Critical Strikes.

Mechanical Completion: At the height of their power have the Mechanist's replaced almost everything in their bodies with advanced machinery. They now gain the Construct Subtype, with the only difference that he keeps his Constitution Score and can be raised from the Dead. He also stops aging.


Epic Mechanist Bonus Feat List: Additional Magic Item Space Armor Skin, Damage Reduction, Energy Resistance, Epic Leadership, Epic Prowess, Epic Toughness, Superior Initiative.

Human Mechanist Starting Package[edit]

Weapons: Shortsword

Skill Selection: Pick a number of skills equal to 3 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int "—"
Craft Construct 4 Int "—"
Knowledge Arcana 2 Int "—"
Disable Device 2 Int "—"

Feat: Mechanic Eye

Bonus Feats: Arms of the Mechanist, Charged Claw, Mechanical Arms


Gear: Leather Armor, Bedroll,Waterskin

Gold: 10

Campaign Information[edit]

Mechanist Lore[edit]

Characters with ranks in Knowledge Arcane can research Mechanist's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 A Mechanist worships constructs.
10 A Mechanist often has Mechanical Arms fused to their spine.
15 More powerful Mechanist's surround them self with Constructs that serve them .
20 The most powerful Mechanist's can even defeat death.

Mechanist's in the Game[edit]

Mechanists vary greatly. Some of them help townspeople and stitch their wounds together while others devote themself to the study of Constructs while others see their powers given as a meaning to rise to high strength.

Adaptation: The mechanist could be adapted to the D20 Modern world.

Sample Encounter: A small group of Mechanists settled down near a village. One day the local Mayor disappear, just to be found later wandering the woods. The townspeople think that there might be something of about him but they can't pinpoint it. Some suspect that the Mechanists might've captured the Mayor and replaced it with a Copy, so they try to keep the mayor locked up but he simple breaks out and marches out into the woods. Eventually the PC's will find the entrance to the lair of the Mechanists where they are greeted warmly and the Mechanists do not seem as hostile as the townspeople made them out to be, or are they?



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