Mechanomancer (3.5e Class)
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| (Rate this class) | |
| Status: | <-how close to completion-> |
| Editing: | Constructive edits welcome |
Contents |
[edit] Mechanomancer
There are those that see the world as a living peaceful place filled with wondorous creatures and courteous people, and then there is the Mechanomancer. Living in quite isolation a Mechanomancer has come to appreciate not nature but technology, his endless loneliness is satisfied by his creations and his logic. In a world filled with imperfection a Mechanomancer must build the perfect organisms.
[edit] Making a Mechanomancer
Abilities: A Mechanomancer has only a passing need for Strength, as he has his Masterpiece to do the heavy work for him. Dexterity however is important for quick hands and a shifty defense needed to work with his robots and against the fleshy imperfect creatures of the world. Constitution can be helpful, the Mechanomancer can effectively stay out of a fight whilst his Masterpiece is engaging, however the extra Hit Points could be useful in case an enemy slips through. Intelligence is the Primary Attribute of a Mechanomancer, this influences the effectiveness of his robots, his numerous skills, as well as his limited Spellcasting. Wisdom and Charisma is of no importance to a Mechanomancer, as they have no desire to conversate with the imperfect humanoids of the world.
Races: Dwarves make excellent Mechanomancers because of their natural affinity toward metalworking, Gnomes also because of their logical minds and artistic tinkerings make terrific ranged Mechanomancers. Humans of course have dabbled in it, however as a social race their view is to capture the military might of the robots, not to appreciate the constant stability such a creature possesses.
Alignment: Most Mechanomancers are neutral to good or evil, some however use their Masterpieces in favor of enforcing the law, whilst others make theif bots.
Starting Gold: As Rogue
| Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +0 | +0 | +2 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 2nd | +1 | +0 | +0 | +3 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 3rd | +2 | +1 | +1 | +3 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 4th | +3 | +1 | +1 | +4 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 5th | +3 | +1 | +1 | +4 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 6th | +4 | +2 | +2 | +5 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 7th | +5 | +2 | +2 | +5 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 8th | +6/+1 | +2 | +2 | +6 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 9th | +6/+1 | +3 | +3 | +6 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 10th | +7/+2 | +3 | +3 | +7 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 11th | +8/+3 | +3 | +3 | +7 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 12th | +9/+4 | +4 | +4 | +8 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 13th | +9/+4 | +4 | +4 | +8 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 14th | +10/+5 | +4 | +4 | +9 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 15th | +11/+6/+1 | +5 | +5 | +9 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 16th | +12/+7/+2 | +5 | +5 | +10 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 17th | +12/+7/+2 | +5 | +5 | +10 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 18th | +13/+8/+3 | +6 | +6 | +11 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 19th | +14/+9/+4 | +6 | +6 | +11 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
| 20th | +15/+10/+5 | +6 | +6 | +12 | <-any class features gained at this level-> | ||||||||||||||||||||||||||||||||||||
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Class Skills (6 + Int modifier per level, 6 times;4 at 1st level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
<-fluff about class features->. All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-spell-like class feature-> (Sp): <-class feature game rule information->
<-supernatural class feature-> (Su): <-class feature game rule information->
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-Lather, rinse...->
<-... repeat as necessary.->
[edit] Epic <-class name->
| Level | Special | ||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
| 30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
|
<-number of skill points-> + Int modifier skill points per level. | |||||||||||||||||||||||||||||||||||||||||
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
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->.
[edit] Gnome Mechanomancer 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.
| Skill | Ranks | Ability | Armor Check Penalty |
|---|---|---|---|
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
| <-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
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.->.
[edit] Campaign Information
[edit] Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
[edit] <-pluralized class name-> in the World
| “ | <-Some quote from a character of this class-> | ” |
| —<-NPC name->, <-race-> <-class-> | ||
<-Where characters of this class fit in a d20 world.->
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->.
[edit] <-class name-> Lore
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.
| DC | Result |
|---|---|
| 5 | <-common knowledge->. |
| 10 | <-not so common knowledge->. |
| 15 | <-rare information->. |
| 20 | <-very rare information->. |
[edit] <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
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.->.
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