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This class is not Acceptable for Instance-Based Gaming

Third Edition Homebrew
Prestige Classes
House Rules
Racial Classes
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Level BAB Fort Ref Will Special Craft Reserve 1st 2nd 3rd 4th 5th 6th
1st +0 +1 +0 +2 Mechanical Fist, Rebuke Constructs, Skilled Crafter, Construct Creation 20 2
2nd +1 +1 +0 +3 Construct Body DR 2, Doll User 40 3 -
3rd +2 +2 +1 +3 Energy Blast, Energy Pool 60 3 1
4th +3 +2 +1 +4 Mechanical Fist(+1), Construct Augmentation(1 Ability) 80 3 2
5th +3 +3 +1 +4 ______, Utility Hand 100 3 3 1
6th +4 +3 +2 +5 Shattering Touch 150 3 3 2
7th +5 +3 +2 +5 Construct Body DR 4, Bonded Homunculus 200 3 3 2
8th +6/+1 +4 +2 +6 Mechanical Fist(+2), Construct Aug.(2 Abilities), Construct Mastery 250 3 3 3 1
9th +6/+1 +4 +3 +6 Machine Born Resistance, Improved Mechanical Hand 300 3 3 3 2
10th +7/+2 +5 +3 +7 Light Fortification, Implanted Armour(+2) 400 3 3 3 2
11th +8/+3 +5 +3 +7 Construct Body DR 6, Elemental Energy Blast 500 3 3 3 2 1
12th +9/+4 +6 +4 +8 Mechanical Fist(+3), Construct Aug.(3 Abilities),Improved Shattering Touch 700 3 3 3 2 1
13th +9/+4 +6 +4 +8 Implanted Armour(+3), Improved Energy Blast 900 3 3 3 3 2
14th +10/+5 +6 +4 +9 Expanded Energy Pool 1200 4 3 3 3 3 1
15th +11/+6/+1 +7 +5 +9 Construct Body DR 8, Improved ____ 1500 4 4 3 3 3 2
16th +12/+7/+2 +7 +5 +10 Mechanical Fist(+4), Construct Aug.(4 Abilities), Implanted Armour(+4), Adamantine Hand 2000 4 4 4 3 3 2
17th +12/+7/+2 +8 +5 +10 Shattering Fist 2500 4 4 4 4 3 3
18th +13/+8/+3 +8 +6 +11 Improved Construct Mastery 3000 4 4 4 4 4 3
19th +14/+9/+4 +8 +6 +11 Implanted Armour(+5) 4000 4 4 4 4 4 4
20th +15/+10/+5 +9 +6 +12 Mechanical Fist(+5), Construct Aug.(5 Abilities), Construct Ascendant 5000 4 4 4 4 4 4

HD d6

Skill List: Appraise, Concentration, Craft, Knowledge(arcana), Knowledge(architecture and engineering), Knowledge(the planes), Profession, Search, Spellcraft, Use Magic Device
Skill Points per level: 2+Int Mod

Weapon and Armour Proficiency:
Machinists are proficient with all simple weapons and light armour.

As Artificer class ability, except a Machinist can only infuse Constructs, Living Constructs, and components, and equipment used by Constructs, Living Constructs or a Machinist, if these items are removed from the Construct, Living Constructs, Machinists possession the Infusion stops working until in the possession of a Construct or Living Construct once more.
Infusions per Day:
As Artificer.
Craft Reserve:
As Artificer except the Machinist's Craft Reserve can only be spent making Constructs.

Mechanical Hand:
Using you're impressive skills at creating constructions, you have replaced one of you're hands with a mechanical hand, this hand functions exactly as you're old one did, and serves as a weapon.
You are considered proficient with your Mechanical Hand, and can use it to make a Slam attack dealing 1d8 damage plus you're strength modifier. If your BAB is +6 or higher, you can make multiple attacks using the Mechanical Hand, just as you would with a wielded weapon. To attack using you're Mechanical Hand, you must not be wielding a weapon, or carrying anything other than a small item. You may use you're Mechanical hand to both attack and control Dolls at the same time. You can also use spells or infusions on your Mechanical Hand as if it were both a natural and a manufactured weapon. At 4th level your Mechanical Hand becomes a magic weapon, and gains a +1 enhancement bonus to attack and damage rolls. This bonus improves by 1 every 4 levels afterwards(at 8, 12, 16, and 20). This allows the Mechanical hand to be enhanced and upgraded as normal for a weapon, however the bonus from this class feature does not stack with regular enhancement.

Rebuke Constructs:
as rebuke undead, except it effects constructs. See Cleric class feature. Constructs have turn resistance to this ability according to the table(list) below.


Skilled Crafter:
At level 1 the Mechanist gains 4 bonus skill points that are put into the Craft(Construct) skill. Every Level after that they get another bonus skill point in the skill. This skill can be substituted for any craft skill required in the construction of a construct, as long as the created item is used to make a construct.

Construct Creation:
As a bonus feat, and when making a construct they can emulate spells, infusions, and powers as a Artificer does when using the Item Creation class feature. See Artificer.

Construct Body:
You're continued experimentation on you're body has resulted in a resilience to harm. At 2nd level you gain DR 2/Adamantine. This bonus increase to DR 4 at 7th level,DR 6 at 11th level, and DR 8 at 15th level.

Doll User:
Starting at level 2 Machinists can make Dolls 1 level earlier than other classes can(ex. at level 2 a Machinist can make a 2nd Level Doll).

Energy Blast:
At 3rd level, you upgrade you're Mechanical hand to be much more effective in combat, you gain the ability to shoot blasts of magical energy out of the hand. The Energy Blast has a range of 60ft., is a ranged touch attack, and deals 1d6 damage. It works as a regular weapon with no range increments. If you can make more than one attack in a round and are using you're Mechanical Hand or Energy Blast, you can switch between which one you are using. Just like the Mechanical hand, to use you're Energy Blast you must not be wielding a weapon, or carrying anything larger than a small item in you're Mechanical Hand, you can still use the Mechanical hand to control Dolls while using Energy Blast.

Energy Pool:
At 3rd level you're experimentation has also created a small magical battery that you have connected to you're Mechanical Hand. You gain a number of energy points per day equal to you're class level, plus you're Int modifier. You can use up to 1/2 you're class level Energy Points per attack the first time you attack with either you're Mechanical Fist, or Energy Blast in a round. Each point spent in this way adds an additional 1d6 points of damage to the attack.

Construct Augmentations:
Beginning at 4th level you can draw additional power from the Constructs you control at the beginning of each day. At the beginning of each day you choose an ability from the following list to apply to all constructs under you're control. See Pact Augmentation Abilities. As you attain higher levels you can apply more Augmentations at the beginning of each day. You gain one additional ability at levels 8, 12, 16, and 20.

Beginning at level 5 you heal half the result of repair and damage spells and infusions cast on you.

Utility Hand:
Starting at level 5, as a swift action you can change the damage that you're Mechanical Hand deals, to Slashing, piercing, or Bludgeoning.

Shattering Touch:
Starting at 6th level, with a standard action you can effect a single object or area as if by a Shatter spell, CL equal to you're Class Level, DC based on Int.

Bonded Homunculus:
At 7th level or any time later, a Machinist may create a special Homunculus that they share a bond with. The Homunculus' HD are equal to you're Class Level, and it gains NA and special Abilities as if you had the Improved Homunculus Feat from Magic of Eberron. In addition for every 4 levels in Machinist you have past level 4, it gains a +1 bonus to its Int score, and you share a Telepathic Link with the Homunculus as the psicrystal ability, and it can deliver touch infusions for its master. This Homunculus may not be advanced normally, and costs no gold to initially create, or to improve it as it goes up levels. However if you're Bonded Homunculus is destroyed, you must pay 100gp per HD as well as 1 day per HD creating a new one, this must be done personally.

Construct Mastery:
All constructs created by the Machinist who is 8th level or higher, gain a +4 Enhancement bonus to Str and Dex, and the HP bonus from size is doubled,(this retroactively applys to the Homunculus gained from the Bonded Homunculus)
In addition the Machinist may control an additional number of Dolls equal to 1/2 there class level.

Machine Born Resistance:
As the Dread necromancer's Negative Energy Resistance

Improved Mechanical Hand:
Starting at 9th level, a Machinist's Mechanical Hand deals 1d10 plus 1 1/2 Str mod damage.

Light Fortification:
See the Dread Necromancer's Light Fortification ability.

Implanted Armour:
Starting at level 10 a Machinist begins to implant flexible metal plates under and over top of their skin, this provides a +2 armour bonus, this is not natural armour, and does not stack with other effects that give an armour bonus. The implanted armour can be enchanted as normal, but the Machinist must be present for the entire time it takes to enchant them. If the Machinist decides to wear a magic robe or suit of armor over the Implanted armour, any enchantments on the Implanted Armour are suppressed, this also applies to regular armour. The armour bonus provided by this class feature eincreases every 3 levels after level 10(levels 13, 16, 19).

Elemental Energy Blast:
Starting at level 11 a Machinist can make the extra damage dealt by expending a energy point deal acid, cold, fire, or lightning damage, this has no additional cost.

Improved Shattering Touch:
Starting at level 12, you're Shattering Touch ability can be used to damage all constructs, not just crystalline creatures. Also for the purposes of saving throws, Shattering Touch is treated as being a 4th Level spell.

Improved Energy Blast:
Starting at level 13, a Machinist can spend 2 energy points to turn there Energy Blast into either a 30 ft line, or a 10ft. wide blast, by spending an additional point they can add 10ft. to the line, or 5 ft. to the Blast. this use of Energy Points does not increase damage.

Expanded Energy Pool:
Beginning at level 14, a Machinist adds twice their Int modifier to there energy pool. This replaces the original bonus.

Improved ______:
Beginning at level 15 you heal the full result of repair and damage spells and infusions cast on you.

Adamantine Hand
Beginning at level 16, a Machinist can spend 1 Energy Point to have there Mechanical Hand be treated as being made of Adamantine for 1 minute, this use of Energy Points does not increase damage.

Shattering Fist:
Starting at level 17 you can make multiple attacks using Shattering Touch in a round, as if it were a manufactured weapon for this purpose. For the purpose of DC's Shattering Touch is now treated as a level 6 spell.

Improved Construct Mastery:
All constructs created by the Machinist who is 18th level or higher, gain a +6 Enhancement bonus to Str and Dex, and double the bonus HP from size(this retroactively applys to the Homunculus gained from the Bonded Homunculus)
In addition the Machinist may control an additional number of dolls equal to there class level. This ability replaces Construct Mastery, but does not retroactively apply to any constructs other than you're Bonded Homunculus.

Construct Ascendant:
At level 20 a Machinist finally finishes there long transformation, and becomes a Living Construct, gaining all the bonuses and penalties associated with it, and lose there old type. They also now benefit from there Construct Mastery ability, and their Construct Augmentations. If the Mechanist was already a Living Construct there type remains the same, they benefit from Improved Construct Mastery, and their Construct Augmentations.

Machinist Infusion List:
As Artificer's Infusion List except as follows
1st Level Infusions:
Remove: Enhancement Alteration, Light, Magic Stone, Spell Storing Item, Entangling Dragonmark, Indisputable Possession, Knight Unburdened, Metamagic Scroll

2nd Level Infusions:
Remove: Align Weapon, Cold Metal, Heat Metal, Elemental Prod, Ignite Dragonmark, Lucky Blade, Ray of Retaliation, Suppress Dragonmark

3rd Level Infusions:
Remove: Metamagic Item, Power Surge, Suppress Requirement, Blast Rod, Dragonmarked Weapon, Lucky Cape, Spell Snare

4th Level Infusions:
Remove: Glob of Invulnerability, Lesser, Item Alteration, Minor Creation, Concure Elementals,
Add:Call Zelekhut

5th Level Infusions:
Remove: Disrupting Weapon, Fabricate, Major Creation, Dragonmarked Weapon, Greater, Invoke Elemental, Slaying Arrow
Add: Call Kolyarut, Wall of Gears

6th Level Infusions:
Remove: Globe of Invulnerability, Move Earth, Spell Snare, Greater
Add: Call Marut, Construct Essence Greater

A skill that can be used in place of any other craft skill while making constructs. Cross-Class for all but the Machinist Class.

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