Ferrus Anima (3.5e Prestige Class)
From D&D Wiki
|“||Emotions? There is no logical reason behind that. All that matters is knowledge.||”|
|—Dante Treston, Human Ferrus Anima|
A Ferrus Anima, is a person who recently lost a limb or is seeking greater knowledge in science. Please note that he is not an automaton nor will he become one in this class. Their ultimate goal is to achieve mechanical perfection, through deleting emotions, feelings and other non-rational parts of his being.
Becoming a Ferrus Anima
A Ferrus Anima is someone seeking perfection. They can come from any race or class, but they must have the willpower to continue acquiring power through mechanical enhancement.
|Skills:||8 ranks in Operate Mechanism, 8 ranks in Concentration, 8 ranks in Use Magic Device.|
|Special:||The character must have acquired a prosthetic limb by any means.|
|2nd||+2||+1||+1||+3||Eletric Resistance 5, Damage Reduction 5/Magic|
|4th||+4||+2||+2||+4||Magical Absorption I|
|7th||+7||+4||+4||+5||Eletric Resistance 10, Damage reduction 10/Magic|
|8th||+8||+4||+4||+6||Magical Absorption II|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Ferrus Anima.
Iron Soul: At 1st level, the character acquires superior intellect, receiving +5 Engineering Knowledge, +5 Craft(related to mechanics) and +2 fortitude save against poison.
Damage Reduction 5/Magic: At second level the character becomes able to ignore the first 5 points of damage inflicted on him. At 7th level this bonus increases to DR 10/Magic.
Eletric Resistance 5: At second level, the mechanical parts of the character's body becomes able to absorb electricity. At 7th level this bonus increases to 10.
Enhanced Vision: At third level the character acquires an eye implant, which allows him to see perfectly in darkness just like in the day, also he/she receiver +5 on spot checks.
Magical Absorption: At fourth level, the Ferrus Anima acquires the hability to absorb magic. The test requires a Will save CD 10 + Magic level + Conjurer Stat Bonus, if the player succeeds, he absorbs the spell and can release its energy any time he wants in the next 24 hours. The character can store up to 12 magic levels, at 8th level, this limit enhances to 16 and he receives +4 bonus on the test.
Mechanical Companion:At Fifth level, the character acquires a companion similar to the Druid's animal companion, but with a mechanical implant, receiving a few bonuses based on the implant chosen.
Leg:+20ft move speed, +4 jump checks and 1d6 claw attack. Eye:+8 spot checks and unlimited nightvision. Arm:+2 Strength bonus adn 1d8 blunt attack. Extra Limb:The companion can have an extra body part.
Mechanical Development:At sixth level, the character develops a single weapon of his choice in one of his implants, being able to use it normally. The character can acquire firearms with this bonus, speak to the DM for this.
Machine Blessing: At 9th level, the machine spirit inside the character grants him/her a blessing, granting an enhancement of +2 in Strength, Constitution and Intelligence, the player becomes immune to poisons of all kinds and acquires Magic Resistance 15.
Mechanical Apotheosis: At 10th level, the charactes completely forgets what is like to have emotions. He leaves behind any non-rational feelings he previously had, and devotes himself entirely to machine studies. He/She receives another +2 enhancement in Strength, Constitution and Intelligence, his Magic Absorption limit increases to 20, receiving +2 absorption test, he becomes immune to mind affecting spells and powers, and he does not need to sleep, drink or eat anymore.
Playing a Ferrus Anima
Combat: Ferrus Anima characters usually prefer ranged combat, striking his/her foes from far away while also being able to defend himself against any spells that may be cast upon him.
Advancement: Adapts well with ranger and warrior classes.
Resources: Ferrus Animas often are allied to any kind of automatons or effigies, as well as their builders.
Ferrus Animas in the World
|“||I find your lack of knowledge pitiful. You shall make a great subject to... experimentation...||”|
Ferrus Anima characters often live in secluded places of their own, or in cities where science is more important than anything else.
NPC Reactions: At first NPCs may be surprised by their mechanical appearance, some of them may even be frightened, but those who are connected to that sort of technology will be amazed by them.
Ferrus Anima Lore
Characters with ranks in Knowledge(Engineering) and Craft(Related to Engineering) can research Ferrus Animas to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Secluded individuals who seek some sort of "Machine Spirit".|
|16||Extreme calculists, excellent strategists at some situations, due to their increasingly lack of emotions.|
|21||If you hit them hard enough, their mechanical implants might stop working.|
|26||There is an order of Ferrus Animas, they call themselves Servantes of the Machine, they experiment new technologies on themselves and keep that information only to themselves.|
Ferrus Animas in the Game
The Ferrus Anima is an individual who develops mechanical body advancement, receiving certain physical bonuses. They are great ranged fighters and are also very resilient.
Adaptation: This class should be included in the campaign only if the DM is sending the players to somewhere technology is advanced or advancing.
Sample Encounter: A misterious person with mechanical body parts is seeking assistance to find and/or develop new tecnologies.