Mechanic

The zeppelin repairman, the tinker with his wares, the mad bomber, the mercenary gunner, the professional arsonist; all are mechanics. Whether motivated by greed, knowledge, insanity, or loyalty, mechanics are known to be skilled craftsmen. Some are the best and brightest university graduates; others are repairmen, venturing to fix the broken and wishing for nothing more than tinkering; still others thirst for explosions and blood, reveling in the light of carefully-placed bombs. Mechanics who are not actively engaged in adventuring might attach themselves to merchant caravans, repairing the wagons; they might join a sailing ship in order to keep it in order; they might work for an evil wizard bent on destroying the world, building new and powerful magical gadgets. An adventuring mechanic might call himself a gunman, a mercenary, a tinkerer, a gadgeteer, a craftsman, or simply an adventurer.

Adventures: Most mechanics see adventures as a way to hone their skills, gain more knowledge, expose themselves to new and better ways of building things, or simply make money. Some have wealthy patrons who pay them regularly. Others prefer to join up with the nearest adventuring party, hoping for a big piece of the wealth and respect such parties usually gain. Still others simply love watching their inventions turn heads, or in some cases blow them off.

Alignment: Though mechanics can be of any alignment, most are of a chaotic bent. Lawful mechanics are rare, but usually are connected to a higher cause, inventing new contraptions to further their deity’s or lord’s agenda. Good mechanics usually try to invent new items that somehow make the world a better place. Evil mechanics are usually rampant arsonists or mad scientists. Chaotic mechanics could run the gamut, but have an intrinsic dislike of order.

Background: Mechanics come to their profession in a number of different ways. Most were apprenticed to smiths or other craftsmen. Some are university graduates, trying to further their knowledge of physics. Still others come from seedy criminal backgrounds, picking up the ability to craft bombs as a means of gaining notoriety in their area’s criminal element. Mechanics do not see themselves as a group or a brotherhood. Some who share an alma mater, or have the same patron, may find camaraderie, but usually they are a disparate group.

Other Classes: Mechanics excel at staying behind the front lines, firing from behind cover and throwing bombs into large groups of enemies. They also excel at some rogue and ranger tricks, like trapping, opening locked doors, and disabling traps. As such, they often get along well with fighters, barbarians, rogues, and rangers, but often find themselves at odds with paladins and some clerics and favored souls, claiming that their lawful tendencies usually stifle their creativity. Due to their philosophical differences with druids, most mechanics dislike them (some druids see mechanics as destroyers of nature). They work well with most other magic users.

Role: Mechanics are best in supporting roles, using their bombs and guns from the rear. Their aptitude for using magical items often means that they have support abilities that differ greatly from rangers and rogues, and their lack of heavy armor usually means that they must stay back and rely on opportunistic ranged attacks.

Game Rule Information:

Mechanics have the following game statistics:

Abilities: Dexterity is important to mechanics, in order to wield guns and bombs to better effect and to provide the armor class bonus that they lack. Intelligence is also very important due to its bonuses to Craft checks and skill points, and a high Intelligence is needed to cast Mechanic spells. Charisma is important for those mechanics who wish to use more magical devices than other classes.

Alignment: Any, but tend toward chaotic.

Hit Dice: d6

Class Skills: The mechanic’s class skills (and the key abilities for each skill) are Appraise (Int), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge (Any; Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Skill Points at 1st Level: (9 + Intelligence Modifier) x 4

Skill Points at Each Additional Level: 9 + Intelligence Modifier

Class Features:

  • Weapon and Armor Proficiency: A mechanic is proficient in all simple weapons, as well as firearms, bombs (and by extension any ball- or vial-shaped thrown weapon), picks (light and heavy), hammers (light, heavy, and warhammer), and the gnome hooked hammer; and with light armor.
  • Spells: Mechanics cast arcane spells, drawn from the Mechanic Spell List. Mechanics must prepare their spells every morning, like wizards or clerics.
    To learn or cast a spell, a mechanic must have an Intelligence score equal to at least 10 + the spell level. The DC for a saving throw against a mechanic’s spell is 10 + the spell level + the mechanic’s Intelligence modifier.
    Like other spellcasters, a mechanic can only cast a certain number of spells of each spell level per day (see below). In addition a mechanic receives bonus spells per day if he or she has a high Intelligence score. Otherwise, a mechanic’s spells work in much the same way as a wizard’s (I’m still working on ironing out the kinks, so bear with me).
  • Craft Specialization: At 1st level, a mechanic must choose one Craft Skill from the following: Alchemy, Armorsmithing, Blacksmithing, Carpentry, Locksmithing, Stonemasonry, Trapmaking, or Weaponsmithing. This is considered his or her specialty, and he or she gains +2 max ranks in this skill. At 5th level, this bonus increases to +4 max ranks. At tenth level, this bonus increases to +6 max ranks, and the mechanic may choose a secondary specialization with a bonus of +2 max ranks. At 15th level, the specialty craft bonus increases to +8 max ranks, and the secondary specialty craft bonus increases to +4 max ranks. At 20th level, the specialty craft bonus increases to +10 max ranks, the secondary specialty craft bonus increases to +6 max ranks, and the mechanic may choose a tertiary specialty craft at +2 max ranks. All of these specialties must be trained as normal.
  • Trapfinding: Mechanics, like rogues, can find traps with a DC higher than 20. They may also use Disable Device to disable magical traps. However, unlike rogues, they cannot bypass the trap without disabling it. Also unlike rogues, a mechanic with the Craft (Trapmaking) skill may on a successful Disable Device check choose to study a trap by performing a Knowledge (Arch/Eng) check while disabling it. If successful, he or she learns how to construct that trap.
  • Repair: At 2nd level, mechanics gain access to the Repair skill (Int) as a class skill. They may take ranks in it untrained. This skill allows them to repair devices and constructs, even if they have no ranks in the requisite craft skill. This skill functions as the Heal skill when used on constructs and living constructs. On a successful DC 20 Repair check, a Mechanic may concentrate for 10 hours to repair a construct or living construct to full Hit Points. This does not remove ability damage or negative levels.
  • Imbue Item: A mechanic of 8th level or higher can use his/her talent for gadgetry to create magic items, even if he/she does not know the spells required to make an item (although he/she must know the appropriate item creation feat). He/she can substitute a Use Magic Device check (DC 20 + spell level, regardless of whether the spell is arcane or divine) in place of a required spell he/she doesn’t know or can’t cast.
  • If the check succeeds, the mechanic can create the item as if he/she had cast the required spell. If it fails, he/she cannot complete the item. He/she does not expend the XP or gp costs for making the item; his/her progress is simply arrested. He/she cannot retry this Use Magic Device check for that spell until he/she gains a new level.
  • Quick Creation: At 13th level, the time it takes to construct any item is halved.
  • Scrounge: At 18th level, Mechanics have become adept at scrounging spare parts from just about anywhere. They may choose to craft items for half the cost, provided they add 15 to the item creation DC.
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 0 0 2 2 Craft Specialization +2, Trapfinding 2 - - - - - - - - -
2 1 0 3 3 Repair 3 0 - - - - - - - -
3 2 1 3 3 3 1 - - - - - - - -
4 3 1 4 4 3 2 0 - - - - - - -
5 3 1 4 4 Craft Specialization +4 3 3 1 - - - - - - -
6 4 2 5 5 3 3 2 0 - - - - - -
7 5 2 5 5 3 3 3 1 - - - - - -
8 6/1 2 6 6 Imbue Item 3 3 3 2 0 - - - - -
9 6/1 3 6 6 3 3 3 3 1 - - - - -
10 7/2 3 7 7 Craft Specialization +6 / +2 3 3 3 3 2 0 - - - -
11 8/3 3 7 7 3 3 3 3 3 1 - - - -
12 9/4 4 8 8 3 3 3 3 3 2 0 - - -
13 9/4 4 8 8 Quick Creation 3 3 3 3 3 3 1 - - -
14 10/5 4 9 9 4 3 3 3 3 3 2 0 - -
15 11/6/1 5 9 9 Craft Specialization +8 / +4 4 4 3 3 3 3 3 1 - -
16 12/7/2 5 10 10 4 4 4 3 3 3 3 2 0 -
17 12/7/2 5 10 10 4 4 4 4 3 3 3 3 1 -
18 13/8/3 6 11 11 Scrounge 4 4 4 4 4 3 3 2 0 -
19 14/9/4 6 11 11 4 4 4 4 4 4 3 3 3 1
20 15/10/5 6 12 12 Craft Specialization +10 / +6 / +2 4 4 4 4 4 4 4 3 3 2

Mechanic Spells Known

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 - - - - - - - - -
2nd 5 2 - - - - - - - -
3rd 6 3 - - - - - - - -
4th 6 3 2 - - - - - - -
5th 6 4 3 - - - - - - -
6th 6 4 3 2 - - - - - -
7th 6 4 3 3 - - - - - -
8th 6 4 4 3 2 - - - - -
9th 6 4 4 3 3 - - - - -
10th 6 4 4 4 3 2 - - - -
11th 6 5 4 4 3 3 - - - -
12th 6 5 4 4 4 3 2 - - -
13th 6 5 4 4 4 3 3 - - -
14th 6 5 4 4 4 4 3 2 - -
15th 6 5 5 4 4 4 3 3 - -
16th 6 5 5 4 4 4 4 3 2 -
17th 6 5 5 4 4 4 4 3 3 -
18th 6 5 5 4 4 4 4 4 3 2
19th 6 5 5 4 4 4 4 4 3 3
20th 6 5 5 5 4 4 4 4 4 3

Mechanic

Adar Ardacil