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1 | Mechromancer | ||||||||||||||||||||||||||||||||||||||||
2 | |||||||||||||||||||||||||||||||||||||||||
3 | There are those who work on technological creations, building robots and other such constructs, then there are mechromancers. These individuals have developed a technique to transfer a portion of their own soul into a robotic construct, giving it a symbiotic sentience with that of the mechromancer who created it. | ||||||||||||||||||||||||||||||||||||||||
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5 | Role: | Mechromancers spend much of their time exploring technological ruins and searching for signs of lost civilizations. They disect and study these discoveries, then add the tech to their own. | |||||||||||||||||||||||||||||||||||||||
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7 | Alignment: | Any | |||||||||||||||||||||||||||||||||||||||
8 | |||||||||||||||||||||||||||||||||||||||||
9 | Hit Die: | d8 | |||||||||||||||||||||||||||||||||||||||
10 | |||||||||||||||||||||||||||||||||||||||||
11 | Starting Wealth: | 2d6 × 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less. | |||||||||||||||||||||||||||||||||||||||
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13 | Skills Ranks per level: | 2 + Intelligence modifier | |||||||||||||||||||||||||||||||||||||||
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17 | Level | BAB | Fort | Ref | Will | Special | Spells Per Day | ||||||||||||||||||||||||||||||||||
18 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | ||||||||||||||||||||||||||||||||||
19 | 1st | +0 | 0 | 0 | 2 | Cantrips, Robot, Flux, Technologist | 3 | 1 | — | — | — | — | — | ||||||||||||||||||||||||||||
20 | 2nd | +1 | 0 | 0 | 3 | HUD | 4 | 2 | — | — | — | — | — | ||||||||||||||||||||||||||||
21 | 3rd | +2 | 1 | 1 | 3 | 4 | 3 | — | — | — | — | — | |||||||||||||||||||||||||||||
22 | 4th | +3 | 1 | 1 | 4 | Shield ally | 4 | 3 | 1 | — | — | — | — | ||||||||||||||||||||||||||||
23 | 5th | +3 | 1 | 1 | 4 | 4 | 4 | 2 | — | — | — | — | |||||||||||||||||||||||||||||
24 | 6th | +4 | 2 | 2 | 5 | 5 | 4 | 3 | — | — | — | — | |||||||||||||||||||||||||||||
25 | 7th | +5 | 2 | 2 | 5 | 5 | 4 | 3 | 1 | — | — | — | |||||||||||||||||||||||||||||
26 | 8th | +6/1 | 2 | 2 | 6 | 5 | 4 | 4 | 2 | — | — | — | |||||||||||||||||||||||||||||
27 | 9th | +6/1 | 3 | 3 | 6 | 5 | 5 | 4 | 3 | — | — | — | |||||||||||||||||||||||||||||
28 | 10th | +7/2 | 3 | 3 | 7 | Self Modification | 5 | 5 | 4 | 3 | 1 | — | — | ||||||||||||||||||||||||||||
29 | 11th | +8/3 | 3 | 3 | 7 | 5 | 5 | 4 | 4 | 2 | — | — | |||||||||||||||||||||||||||||
30 | 12th | +9/4 | 4 | 4 | 8 | Greater shield ally | 5 | 5 | 5 | 4 | 3 | — | — | ||||||||||||||||||||||||||||
31 | 13th | +9/4 | 4 | 4 | 8 | 5 | 5 | 5 | 4 | 3 | 1 | — | |||||||||||||||||||||||||||||
32 | 14th | +10/5 | 4 | 4 | 9 | 5 | 5 | 5 | 4 | 4 | 2 | — | |||||||||||||||||||||||||||||
33 | 15th | +11/6/1 | 5 | 5 | 9 | 5 | 5 | 5 | 5 | 4 | 3 | — | |||||||||||||||||||||||||||||
34 | 16th | +12/7/2 | 5 | 5 | 10 | Cockpit | 5 | 5 | 5 | 5 | 4 | 3 | 1 | ||||||||||||||||||||||||||||
35 | 17th | +12/7/2 | 5 | 5 | 10 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | |||||||||||||||||||||||||||||
36 | 18th | +13/8/3 | 6 | 6 | 11 | Greater Self Modification | 5 | 5 | 5 | 5 | 5 | 4 | 3 | ||||||||||||||||||||||||||||
37 | 19th | +14/9/4 | 6 | 6 | 11 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | |||||||||||||||||||||||||||||
38 | 20th | +15/10/5 | 6 | 6 | 12 | Capstone?????? | 5 | 5 | 5 | 5 | 5 | 5 | 5 | ||||||||||||||||||||||||||||
39 | |||||||||||||||||||||||||||||||||||||||||
40 | Class Skills | ||||||||||||||||||||||||||||||||||||||||
41 | The mechromancer’s class skills are Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis),Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha). | ||||||||||||||||||||||||||||||||||||||||
42 | |||||||||||||||||||||||||||||||||||||||||
43 | Weapon and Armor Proficiencies | ||||||||||||||||||||||||||||||||||||||||
44 | Mechromancers are proficient with all simple weapons and all firearms. Mechromancers are also proficient with light armor. A mechromancer can cast mechromancer spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a mechromancer wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass mechromancer still incurs the normal arcane spell failure chance for arcane spells received from other classes. | ||||||||||||||||||||||||||||||||||||||||
45 | |||||||||||||||||||||||||||||||||||||||||
46 | Spells | ||||||||||||||||||||||||||||||||||||||||
47 | A mechromancer casts arcane spells drawn from the mechromancer spell list. A mechromancer must choose and prepare his spells ahead of time. | ||||||||||||||||||||||||||||||||||||||||
48 | To learn, prepare, or cast a spell, the mechromancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mechromancer’s spell is 10 + the spell level + the mechromancer’s Intelligence modifier. | ||||||||||||||||||||||||||||||||||||||||
49 | A mechromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: mechromancer. In addition, he receives bonus spells per day if he has a high Intelligence score. | ||||||||||||||||||||||||||||||||||||||||
50 | A mechromancer may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his tech manual. While studying, the mechromancer decides which spells to prepare. | ||||||||||||||||||||||||||||||||||||||||
51 | |||||||||||||||||||||||||||||||||||||||||
52 | Tech Manual | ||||||||||||||||||||||||||||||||||||||||
53 | A mechromancer must study his tech manual each day to prepare his spells. He cannot prepare any spell not recorded in his tech manual except for read magic, which all magi can prepare from memory. A mechromancer begins play with a tech manual containing all 0-level mechromancer spells plus three 1st-level mechromancer spells of his choice. The mechromancer also selects a number of additional 1st-level mechromancer spells equal to his Intelligence modifier to add to his tech manual. At each new mechromancer level, he gains two new mechromancer spells of any spell level or levels that he can cast (based on his new mechromancer level) for his tech manual. At any time, a mechromancer can also add spells found in other tech manuals to his own. | ||||||||||||||||||||||||||||||||||||||||
54 | A mechromancer can learn spells from a wizard’s or magus's spellbook, just as a wizard or magus can from a mechromancer’s tech manual. The spells learned must be on the mechromancer spell list, as normal. An alchemist can learn formulae from a mechromancer’s tech manual, if the spells are also on the alchemist spell list. A mechromancer cannot learn spells from an alchemist. | ||||||||||||||||||||||||||||||||||||||||
55 | |||||||||||||||||||||||||||||||||||||||||
56 | Cantrips | ||||||||||||||||||||||||||||||||||||||||
57 | A mechromancer learns a number of cantrips, or 0-level spells, as noted on Table: mechromancer Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally. | ||||||||||||||||||||||||||||||||||||||||
58 | |||||||||||||||||||||||||||||||||||||||||
59 | Robot | ||||||||||||||||||||||||||||||||||||||||
60 | A mechromancer begins play with a robot minion at his command that he has built/repaired. This robot has formed a link with the mechromancer as it's creation requires the mechromancer to infuse a bit of his soul into his creation. Forever after the two are then linked. A robot has the same alignment as the mechromancer that created it and is able to communicate in all of his languages. Robots are treated as constructs with the robot subtype, except where noted below. | ||||||||||||||||||||||||||||||||||||||||
61 | A robot is powered by a low-yield generator inside itself. To give this generator time to charge it must 'rest' for 8 hours where it's depowered. During this time the robot is unable to act or perceive it's surroundings. After it's 8 hours are up, it automatically awakens without any need from the mechromancer to activate it. The robot can be activated early, but the activation sequence requires 1 minute where the robot is still unable to act as it powers back up. During this time the robot is also able to run a repair sequence to heal damage. A robot in this fashion heals a number of hit points equal to it's hit dice each evening. A mechromancer, or any character with the technologist feat, can attend to the robot and aid it's repair sequence to allow it to restore twice the normal amount of hit points. A robot cannot be affected by the mending spell, but make whole restores hit points as normal. | ||||||||||||||||||||||||||||||||||||||||
62 | The robot's form is decided upon by the mechromancer. While the base chassis of the robot must remain the same, the mechromancer is able to make modifications to the robot. The robot's hit dice, saving throws, skills, feats, and abilities are tied to the mechromancer's class level and increase as the mechromancer gains levels. In addition, each robot receives a pool of modification points, based on the mechromancer's class level, that can be used to give the robot different abilities and powers. Whenever the mechromancer gains a level, he must decide how these points are spent, and they are set until he gains another level of mechromancer. | ||||||||||||||||||||||||||||||||||||||||
63 | If the robot is brought to 0 hit points or lower, the robot is then disabled. During this time the robot is unable to perform any actions until it has been brough back up to positive hit points. Should the robot be dealt enough damage to bring it below 10 + the mechromancer's Intellgience modifier, it is then destroyed. A destroyed robot requires the mechromancer to spend 8 hours to fix the robot, bringing it back up to 1 hit point at this time. | ||||||||||||||||||||||||||||||||||||||||
64 | |||||||||||||||||||||||||||||||||||||||||
65 | Flux | ||||||||||||||||||||||||||||||||||||||||
66 | A mechromancer is able to take advantage of his robot's low-yield generator to power various devices and powers. At the start of each day the mechromancer must spend 1 hour siphoning off this energy. This time overlaps with the time he spends preparing his spells. Each day the amount of Flux the mechromancer has is equal to 3 + 1/2 his mechromancer level. | ||||||||||||||||||||||||||||||||||||||||
67 | |||||||||||||||||||||||||||||||||||||||||
68 | Surge Repair Systems | ||||||||||||||||||||||||||||||||||||||||
69 | As a standard action a mechromancer can spend one point of flux to cause his robot's repair systems to surge to life for one round. The mechromancer has to be within 30' of his robot to use this ability. His robot heals for 1d8 points of damage at first level. This increases by an additional 1d8 points for every two levels beyond first the mechromancer possesses (2d8 at 3rd, 3d8 at 5th, etc). | ||||||||||||||||||||||||||||||||||||||||
70 | Infuse Energy | ||||||||||||||||||||||||||||||||||||||||
71 | As a move action a mechromancer can spend ont point of Flux to power a technological device. As long as the device has at least one charge, he can use a point of flux to count as a point of charge this round. If the charge isn't used by the beginning of his next turn, the point of charge is wasted. Only one point of Flux can be spent in a round in this manner. At 7th level this becomes a swift action. At 11th level it becomes a free action. | ||||||||||||||||||||||||||||||||||||||||
72 | Overdrive | ||||||||||||||||||||||||||||||||||||||||
73 | At thrid level, the mechromancer can touch his robot to spend a point of Flux to have it enter a stated called overdrive. This grants the robot a +2 enhancement bonus to one ability score. This ability lasts for one round for every two mechromancer levels (min 1). At level 7 this ability goes up to a +2. At level 12 it goes up to a +6. Only one ability score can be in overdrive at any one time. | ||||||||||||||||||||||||||||||||||||||||
74 | Overclock | ||||||||||||||||||||||||||||||||||||||||
75 | At sixth level, the mechromancer can touch his robot to spend a point of Flux to have his robot enter a state called Overclock. This functions as the Haste spell but only affects the robot. This ability lasts for one round for every two mechromancer levels possessed (min 1). This is a standard action to use. | ||||||||||||||||||||||||||||||||||||||||
76 | Hard Kick | ||||||||||||||||||||||||||||||||||||||||
77 | At ninth level, a mechromancer can spend five points of Flux to revitalize their robot when it's been reduced to 0 hit points. This functions as a breath of life spell that only afffects the robot. | ||||||||||||||||||||||||||||||||||||||||
78 | Force Field | ||||||||||||||||||||||||||||||||||||||||
79 | At seventh level, a mechromancer can cause his robot to generate a field to protect it from harm by spending a point of Flux and touching it. This provides the robot with a number of temporary hit points equal to the mechromancer's level + his int modifier. | ||||||||||||||||||||||||||||||||||||||||
80 | Master Mechanic | ||||||||||||||||||||||||||||||||||||||||
81 | At fourteenth level, a mechromancer can use one standard action to activate two of the following: Overdrive, Overclock or Force Field. This requires an expenditure of three Flux to activate. At level 20 a mechromancer can activate all three for five Flux. | ||||||||||||||||||||||||||||||||||||||||
82 | |||||||||||||||||||||||||||||||||||||||||
83 | HUD | ||||||||||||||||||||||||||||||||||||||||
84 | Starting at 2nd level, a mechromancer can, as a standard action, see through the eyes of his robot. He can use this ability a number of rounds per day equal to his mechromancer level. The range to this effect is 1 mile per mechromancer level. This effect can be ended as a free action. | ||||||||||||||||||||||||||||||||||||||||
85 | |||||||||||||||||||||||||||||||||||||||||
86 | Shield Ally (Ex) | ||||||||||||||||||||||||||||||||||||||||
87 | At 4th level, whenever a mechromancer is within his robots’s reach, the mechromancer receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the robot is grappled, helpless, paralyzed, stunned, or unconscious. | ||||||||||||||||||||||||||||||||||||||||
88 | |||||||||||||||||||||||||||||||||||||||||
89 | Bonus Feats | ||||||||||||||||||||||||||||||||||||||||
90 | Starting at 5th level, and every three levels thereafter, the mechromancer can choose a bonus feat. The feat must be selected from the following list: Any craft technological feat, point blank shot, precise shot, gunsmithing, rapid shot, EWP (Heavy Weapons), Scavenger's Luck, Robot's Bane, Wrest Charge, Technology Adept. | ||||||||||||||||||||||||||||||||||||||||
91 | |||||||||||||||||||||||||||||||||||||||||
92 | Self Modification | ||||||||||||||||||||||||||||||||||||||||
93 | At 10th level, a mechromancer can divert up to 2 points from his robot’s modification pool to add modifications to himself. He cannot select any modification that the robot could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase modification through this ability. Any points spent in this way are taken from the robot’s modification pool (reducing the total number available to the robot). The mechromancer can change the modifications he receives from these points any time he can change the robot’s modifications. | ||||||||||||||||||||||||||||||||||||||||
94 | |||||||||||||||||||||||||||||||||||||||||
95 | Greater Shield Ally (Su) | ||||||||||||||||||||||||||||||||||||||||
96 | At 12th level, whenever an ally is within an robot’s reach, the ally receives a +2 shield bonus to its Armor Class and a +2circumstance bonus on its saving throws. If this ally is the mechromancer, these bonuses increase to +4. This bonus does not apply if the robot is grappled, helpless, paralyzed, stunned, or unconscious. | ||||||||||||||||||||||||||||||||||||||||
97 | |||||||||||||||||||||||||||||||||||||||||
98 | Cockpit | ||||||||||||||||||||||||||||||||||||||||
99 | At 16th level, as a full-round action, a mechromancer can touch his robot and the two can merge forms. This transformation includes all of the mechromancer’s gear. While merged in this way, the mechromancer is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the mechromancer are suspended until the mechromancer emerges from the robot (although durations continue to expire). | ||||||||||||||||||||||||||||||||||||||||
100 | The mechromancer can cast spells while inside the robot by taking control of the robot for the duration of the casting. Any material components used for these spells are taken from the mechromancer’s gear, even though they are otherwise inaccessible. The mechromancer can direct all of the robot’s actions while merged, can perceive through its senses, and can speak through its voice. |