Mechromancer (3.5e Class)

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Mechromancer[edit]

Mechromancers are few in number, and the flip side to normal Necromancers. They enjoy the power that summoning brings, but hate the idea of disturbing the dead. After decades of study and experimentation, they found a way to incorporate the powerful summoning technique of the Necromancers without abandoning their own personal beliefs of letting the dead rest in peace. Due to the random nature of the Mechromancer, they tend to be more chaotic in nature. They are cocky when it comes to their abilities, and tend to be prodigies at a young age. They very easily stand out in a group because of how charismatic and carefree they tend to be.

Making a Mechromancer[edit]

Races: Humanoid, must have the Mechromancer race template True Neutral as a mechromancer will always attack Necromancers regardless of the Necromancers strength or alignment. . Alignment: True Neutral as a mechromancer will always attack Necromancers regardless of the Necromancers strength or alignment.

Table: The Mechromancer

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Mechromancers Law; Mechrocraft; Anti-Necromantic Fervor
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Mechrosis
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Lesser Construct Modification
6th +3 +2 +2 +5 Mechrosis; Steel Bones; Item Creation Feats Major
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6 Mechrosis
10th +5 +3 +3 +7 Item Creation Minor; Lesser Construct Modification
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Mechrosis; Steel Bones
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Mechrosis;Greater Construct Modification
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11 Mechrosis; Steel Bones
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Greater Construct Modification
21st +10/+5 +6 +6 +12 Mechrosis
22nd +11/+5 +6 +6 +15
23rd +11/+5 +7 +7 +15
24th +12/+5 +7 +7 +16 Mechrosis; Steel Bones
25th +12/+5 +7 +7 +16 Major Construct Modification; Improved Mechrocraft
26th +13/+5 +8 +8 +17
27th +13/+5 +8 +8 +17 Mechrosis
28th +14/+5 +8 +8 +18
29th +14/+5 +9 +9 +18
30th +15/+5 +9 +9 +19 Mechrosis; Major Construct Modification; Steel Bones
31st +15/+5 +9 +9 +19
32nd +16/+6 +10 +10 +20
33rd +16/+6 +10 +10 +20 Mechrosis
34th +17/+7 +10 +10 +21
35th +17/+7 +11 +11 +21 Ultimate Construct Modification
36th +18/+8 +11 +11 +22 Mechrosis; Steel Bones
37th +18/+8 +11 +11 +22
38th +19/+9 +12 +12 +23
39th +19/+9 +12 +12 +23 Mechrosis
40th +20/+10 +12 +12 +24 Ultimate Construct Modification

Class Skills (4 + Int modifier per level, ×4 at 1st level) Appraise, Concentration, Craft, Diplomacy, Disable Device, Gather Information, Heal, Intimidate, Knowledge (Arcana), Knowledge (Architecture & Engineering), Profession, Spellcraft, Survival, Use Magic Device.

Class Features[edit]

All of the following are class features of the Mechromancer.

Mechromancers Law: A Mechromancer must fully dedicate themselves to their mastery of their powers. While taking this class you may not multiclass, and must complete all levels of Mechromancer or lose all progress in the class. You cannot change your alignment from chaotic good/neutral, and if you do you will no longer be able to use any of the class skills until you revert your alignment. In game, you must try to convert any non-hostile necromancers you meet into a mechromancer at least once if you are able, or risk losing your summoning powers due to losing focus in the mechromancers overall goal. As long as you obey this law, all of your constructs HD are considered a d12 instead of a d10.

Anti-Necromantic Fervor: The Mechromancer gains a +10 to ALL rolls against necromancers and undead.

Steel Bones: As per the Steel Bones feat, with slight differences. You do not have to pay gold/experience, and your construct gains the phantom armor instead of yourself.

Mechrocraft: You gain a caster level (Mechromancer class level + Charisma mod) that can only be used for enchanting or creating magical items for your construct. You also gain a +5 to all craft rolls, and may now have a maximum craft construct rank of 1.5x for the purpose of healing your summon.

Improved Mechrocraft: You gain a caster level (Mechromancer class level + (Charisma mod x 2)) that can only be used for enchanting or creating magical items for your construct. Instead of spending exp or gold, you may choose to spend 1.5x time crafting instead. You also gain another +5 to your craft rolls, your maximum craft construct rank is 2x, and your maximum crafting rank is 1.5x when crafting items, armor, or weapons for yourself or your summon.

Mechrosis: You gain points to spend as per the Mechromancer race. For 1-2 limbs, you Gain one point. For 3 limbs you gain 2 points, and for 4 limbs you gain 3 points. You will continue to gain the appropriate amount of points from the limbs sacrificed every 2 levels after this class is completed. This stacks with the points gained from the racial ability.

Item Creation Minor: You gain all non-epic item creation feats, but can only build items for yourself and your construct.

Item Creation Mastery: You gain all epic item creation feats, but can only build items for yourself and your construct.

Lesser Construct Modification: The construct modification increases your constructs perimeters and what they are able to use or do. You can choose to spend unused Mechrosis Points to upgrade these skills. You may choose four of the the following:

Offensive: Gain a weapon proficiency of your choice(2 Mechrosis points for each after the first); Increase slam damage by one die (up to Xd12; 4 for each after the first); Increase natural weapon damage by one die (up to Xd12; 4 Mechrosis points for each after the first); Increase bite damage by one die (up to Xd12; 4 Mechrosis points for each after the first)

Defensive: Gain a armor proficiency of your choice(2 Mechrosis points for each after the first); Gain a shield proficiency of your choice(2 Mechrosis points for each after the first); Increase your natural armor by 1 (3 Mechrosis points for each after the first)

Supportive: You gain spells from the clerics spell list from the 1st to the 3rd level. You can learn a number of spells equal to the summoners charisma modifier. The caster level for these spells is half of your Mechromancer class level, and the saves are based on your charisma mod.(1 Mechrosis Points for each additional spell)

Greater Construct Modification: The construct modification increases your constructs perimeters and what they are able to use or do. You may choose three of the following:

Offensive: Gain the weapon focus and proficiency of the weapon you chose in Lesser Construct Modification; Add 1d6 elemental damage of your choice to your bite or natural attack;

Defensive: Gain 5 AC(4 Mechrosis points for each after the first); Gain 5 damage resistance of your choice(4 Mechrosis points for each after the first);

Supportive: You gain spells from the clerics spell list from the 4th to the 6th level. You can learn a number of spells equal to the summoners charisma modifier. The caster level for these spells is half of your Mechromancer class level, and the saves are based on your charisma mod. (2 Mechrosis Points for each additional spell)

Major Construct Modification: The construct modification increases your constructs perimeters and what they are able to use or do. You may choose two of the following:

Offensive: Gain the improved weapon focus and proficiency of the weapon you chose in Lesser Construct Modification(3 Mechrosis points for each after the first); Dual wield two-handed weapons; Add 1d8 elemental damage of your choice to your weapon (3 Mechrosis points for each after the first)

Defensive: Gain an immunity to an element of your choice (4 Mechrosis points for each after the first); Gain immunity to an effect of your choice(5 Mechrosis points for each after the first);

Supportive: You gain spells from the clerics spell list from the 7th to the 8th level. You can learn a number of spells equal to the summoners charisma modifier. The caster level for these spells is half of your Mechromancer class level, and the saves are based on your charisma mod. (2 Mechrosis Points for each additional spell)

Ultimate Construct Modification: The construct modification increases your constructs perimeters and what they are able to use or do. You may choose one of the following:

Offensive: Your construct gain +15 to attack and damage rolls. To upgrade this skill, you spend 3 Mechrosis Points to increase both roles by 1 (3,+1 additional, Mechrosis points for each after the first).

Defensive: Your construct gains 150 HP. To upgrade this skill, you spend 3 Mechrosis Points to increase its HP by 10 (3,+1 additional, Mechrosis points for each after the first).

Supportive: You gain spells from the clerics spell list from the 9th level. You can learn a number of spells equal to the summoners charisma modifier. The caster level for these spells is half of your Mechromancer class level, and the saves are based on your charisma mod. (3 Mechrosis Points for each additional spell)


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