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Vistazo a la siguiente edicion: El mecanico

By : Leon Delgado
Nos acercamos a la siguiente evolución del manual, muchas cosas están pasando y una de ellas es una revisión de clases, entre ellas el mecánico. En esta nueva encarnación de nuestro "mcguiver" favorito se le ha dado un énfasis en sus habilidades de construcción de elementos y simplificado las reglas que lo definen. A continuación un preview de estas reglas (en ingles). 

GAME RULE INFORMATION
Mechanics have the following game statistics.
Abilities: A Mechanic favours Intelligence in order to cultivate his Knowledge and craft devices. Dextery is always a favourite for that inevitable dive for cover. Wisdom may be a liability, depending on how one views the mind of an inventor.
Alignment: Any.
Races: Elves almost never became mechanics (they prefer to be wizards), Humans (See nations), Gnomeran, visgan and Dwarfs (Mountain and sometimes Daegars)
Country: This class is only available for character that has grown up in countries like Esparta, Cesace, Drimad, Dite and Ararat.
Hit Die: 1d6

Class Skills
The Mechanic class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (technological device) (Int), Craft (Firearms) (Int), Craft (Arms & Armour), Disable Device (Int), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Firearms) (Int), Knowledge (Mechanical Clockworks & Engines) (Int), Profession (Engineer) (Wis), Perception (Int) and Use Technological Device (Int). See Chapter 5: Skills for skill descriptions.
Skill Known at 1st level: 6 + Int modifier.


  

Table 4-14: the Mechanic
Level
Base Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
EP
1
+0
+0
+0
+2
Technological secret, Artifact guardian. Energy Infusion
2
2
+1
+0
+0
+3
Repair machine, Packrat, Bonus feat
6
3
+2
+1
+1
+3
Scavenge, cobble (1/week)
8
4
+3
+1
+1
+4
Technological secret
10
5
+3
+1
+1
+4
cobble (1/week)
14
6
+4
+2
+2
+5
Bonus Feat
16
7
+5
+2
+2
+5
Master crafter (10)
18
8
+6/ 1
+2
+2
+6
Technological secret
20
9
+6/ 1
+3
+3
+6
cobble (2/week)
25
10
+7/ 2
+3
+3
+7
Bonus Feat
30
11
+8/ 3
+3
+3
+7
Scavenge
35
12
+9/ 4
+4
+4
+8
Technological secret
40
13
+9/ 4
+4
+4
+8
cobble (3/week)
45
14
+10/ 5
+4
+4
+9
Bonus Feat
50
15
+11/ 6/ 1
+5
+5
+9
Master crafter (20)
55
16
+12/ 7/ 2
+5
+5
+10
Technological secret
60
17
+12/ 7/ 2
+5
+5
+10
cobble (4/week)
65
18
+13/ 8/ 3
+6
+6
+11
Bonus Feat
70
19
+14/ 9/ 4
+6
+6
+11
Evasion
75
20
+15/ 10/ 5
+6
+6
+12
Technological secret
80

Class Features
Training Bonus to Defense: The Mechanic is trained with a Light Training.
Weapon and Armor proficiency: A Mechanic is proficient with all simple and martial weapons, with all firearms. He only is proficient with light armor.
Starting Equipment: All Mechanic start to play with an Artifact guardian (see below), two pistos or one Rifle and with 3d4x10 gp. Additionally a Mechanic has his tools (for craft objects).

Artifact guardian (Ex): A 1st-level Mechanic start playing with an Artifact guardian, a Construct minion with humanoid appearance that server the Mechanic as bodyguard or an efficient servant. When the Mechanic start to play, she decides how did his Artifact guardian looks (a typical Artifact guardian looks like a mechanized Dwarf, Human or an elf), this Artifact has a silver or bronze look on his metallic skin and red eyes infused with energy.

The Artifact guardian is a mechanical construct powered with a mixture of primal energies, the will and spiritual force of the mechanic, so the mechanic uses his own life force to power up his mechanic guardian; this creates a powerful link between the construct and his master. This also has a cost, a mechanic that has an artifact guardian suffer a -2 penalty to his Constitution score. This constitution lost cannot be healed or restore by any magical means.

If the mechanic disable his artifact guardian (turning “off” the construct) and rest for 8 hours he recovers from the -2 penalty to his constitution. To reactivate the construct (and obtain again the penalty to Con) the mechanic need to perform again the ritual (need 1 full hour to do this) to give life to the construct.

To create the body of this minion a Mechanic has to pas a Craft (mechanical devise) check with a DC equal to 10+ hit dice of the Artifact guardian. The body of this minion has a cost of 50 gp for each Hit dice that he posses and the ritual to give life to this minion takes 1 hour.
This creature is a loyal servant that follows the Mechanic's commands and accompanies her on adventures if desired. If the Artifact guardian minion is reduced to 0 hit points is destroy. If is destroyed (0 hp) the mechanics need to build another body again. When the Artifact guardian is destroyed, the mechanic suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.

Basic Artifact guardia (1st level)
Hit dice: 1d10
Starting Hp: 1d10+10 (16 hp)
Defense: 14 (+0 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14.
Armor Damage Reduction: 0
Base attack bonus+0 (equal to 3/4 of his total Hit Dice, minimum 0)
Saves: +0 (equal to 3/4 of his total Hit Dice, minimum 0).
Starging Abilities: Str 14, Dex 11, Con —, Int 5, Wis 10, Cha 1
Weapon proficiency: He can use one simple or martial weapon and is proficient with any shield.
Armor proficiency: The artifact guardian can “use” any armor, but instead of using armor over his body, the mechanic upgrades the body of his construct with new plates. This cost the same that the normal armor (so a mechanic that want an artifact guardian that use full plate he has to pay 1600 gp to an armor crafter that build the plates to his construct). For each type of armor that the construct wear he receives a penalty to his attack, so if he “wear” a light armor he suffer -0 penalty to his attack, a medium armor imposes a -1 penalty to attacks and with heavy armors takes a -2 penalty to his attacks.
Traits: As a construct, the Artifact guardian possesses the following traits
.● No Constitution score.
● Darkvision out to 60 feet.
● Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
● Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
● Cannot heal damage on their own, but often can be repaired by the Infuse Energy especial ability of the Mechanic or a repair check made with the skill Craft (technological devises).
● Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
● Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
● Not at risk of death from massive damage. Is immediately destroyed when he is reduced to 0 hit points or less.
● Because an Artifact guardian is linked with the life force of his master he is imperious to protect him. If the Artifact guardian are adjacent to his master when he gets damage he can take the half of this damage just like the shield other spell, If the master mechanic dies the Artifact guardian stops workings and became a inert object.
 ● Since it was never alive, a construct cannot be raised or resurrected.

Energy Infusion (Su): a Mechanic is not a spellcaster, but he knows the real secrets about the primal forces that move the world. He cans drain energy from his environment or from an object, doing this he can create a brute force of energy that makes his machines and artifacts move or he can do an Energy Infusion. This technique is called Energy Infusion and whit the time a Mechanic masters this technique and can do more often in the day, with this a Mechanic can do several effects as follows: 
The mechanic can use a certain number of energy infusion points or energy points (EP) at day to create his energy infusions, those points represents the amount of energy that the mechanic can channel with his body without risk. The maximum amount of EP that a mechanic can spent in a single energy infusion is equal to his Mechanic level.
● Enhance ability (Su): Using a standard action and spending 1 EP any mechanic can increase the Str, Dex, or Con of any subject that he can touch by +2. This bonus is an enhancement bonus that increases to +4 at 8th level increasing the EP cost to 4 and finally he has a bonus of +6 at 16th level increasing the EP cost to 8. At any level the mechanic can choose to spend fewer EP for a lower enhancement.
● Energy Explosion (Su): As a standard action that generates an attack of opportunity the Mechanic can release a weave of brutal and pure energy against an target that are at 60 ft maximum, and cause 1d6 points of damage, when this energy is released the mechanic select witch kind of energy type is between Fire, electricity or sonic.
Using this ability cost the mechanic 1 EP, and he can increase the amount of damage spending more EP, increasing the damage in +1d6 for each extra EP he spend, he cannot spend more total EP than his mechanic level.
The target can make a reflex save (DC 10+ 1/2 the mechanic level+ Int bonus) to get half damage.  For Example: a level 5 mechanic with Int 16 create an Energy Explosion of 5d6+3 with a Reflex save of 15.
Depending of the type of Energy the energy explosion is released as a cone (for fire and sonic damage) or as a line (for electricity damage), for each 5 dice of damage the size of the cone or length of the line increase (see table 4-15).

Table 4-15: Energy explosion area
Damage Dice
Line (length)
Cone (length)
1d6-5d6
20 ft.
10 ft.
6d6-10d6
30 ft.
15 ft.
11d6-15d6
40 ft.
20 ft.
16d6-20d6
50 ft.
25 ft.

● Restore Artifact: Thanks to the energy link that join the mechanic whit his Artifact guardian he can  use his energy infusion to repair the damage that has suffer; this process is a complex art and mystery only known by mechanics. As a standard action that generates an attack of opportunity the mechanic can spend 2 EP to repair 1d6 points of damage from his Artifact guardian (using this ability don't require a box of spare parts).

Bonus Feats: At 2nd level the Mechanic get a bonus feat. He can select this feat from
the Technological feats or any Energy Feats. Also a mechanic can select a feat from the next list: Exotic weapon proficiency (firearms), Skill focus, Investigator, Point blank shot, Precise shot, Far shot, Pistol Whip, Lightning reload, Jack of all trades. He gains a new feat at level 6, 10, 14 & 18th and each four levels thereafter.

Repair machine: As a Full Round action that generates an attack of opportunity the Mechanic can use the skill Craft (technological device) to make repairs to broken machines or his Artifact guardian. A successful skill check (DC 15) restores 1d6+Int bonus to the machine. To be able to use this skill the mechanic need to spend some spare parts to replace the broken components of the mechanism, this spare parts cost 1 sp per point restored. 
For each point of the skill check that go over 20 the number of points restored increase in +1.
A mechanic can carry with him a box of spare parts (see chapter 8: equipment) that carries up to 30 sp worth in spare parts.

Packrat (Ex): Mechanics tend to carry about packs and pouches full of heavy tools, spare parts and inventions both finished and incomplete. In doing so, they quickly develop the ability to shoulder casually otherwise crushing burdens. A Mechanic of 2nd level or higher calculates his carrying capacity as if he possessed 5 bonus points of Strength.

Scavenge (Ex): A Mechanics of 3rd level or higher can put together devices out of random piles of spare parts or whatever wires and gears he happens to be carrying in his pockets at the time. A Mechanics who succeeds at a Search check with a DC equal to 15 + the intended device’s overall Mechanical Complexity (MC) can gather random materials sufficient to substitute for raw materials equal to half the Mechanic’s level x 50 gp.

Cobble (Ex): Mechanics prefer to spend days, weeks or even months constructing the devices they design. When adventuring, though, Mechanics are often forced to throw together a device more quickly. A Mechanics of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week (see Chapter 11 on the device construction process). However, after the device is complete, the device’s Malfunction Rating is increased by +1. Further, it will continue to increase by +1 each time the device is operated, and no repair or upgrade can decrease it.
At 3rd level, the Mechanics may use the cobble ability once per week. Each five levels thereafter (8th, 13th and 18th), the tinker may use the ability one additional time, to a maximum of four times at 18th level.

Technological secret (Ex): The Mechanic has learned the secret of making ancient artifacts, or just how to build a better castle o Airship. Those secrets are the most important possession of a Mechanic, he only teaches these secrets to another Mechanic or an Engineer (see NPC classes) in exchange for a secret that he already don’t Know. A Mechanic only can learn a certain number of Technological secrets (one at first level, two at 4th level, and so on).
A Mechanic can also learn a Technological secret from studding ruins from the distant past (ruins from times before the Age of Chaos) or study an artefact (like a construct) or a mechanical devise, in this case he most make a Mechanic test (1D20 + Int modifier, DC 20) if he fails he can retry after a week of study.

Especial: technological limit
A mechanic has technological limit to what he can build, this limit is equal to his ability bonus in Craft technological devise +2 from his technological secret + any bonus from a feat. For more information read chapter 7: crafting technological devises.

Building Machines & Technological limit
Mechanics can build technological devises; to build a specific kind of machine the Mechanic need to know first the corresponding technological secret.
A mechanic has technological limit to what he can build, this limit is equal to his level x 10+ his intelligent bonus +2 from the correspondic technological secret + any bonus from a feat. For more information read chapter 10: technological devises.

The Technological secrets that a Mechanic can learn are:
● Build Medium devices and constructs (Automatic Secret): You are capable of building mechanical devices. All Mechanics get this secret for free, because this is the requisite to be a Mechanic.
● Build small devices and Constructs: You are capable of building fine mechanical devices. Additionally, you get a +2 bonus to Craft (technological device) checks when building a device of Tiny, diminutive, or small size.  This bonus also counts to determine you maximum mechanical complexity that you can build.
● Build Ground Vehicles: You are capable of building Ground Vehicles. These vehicles are clock working or Steam powered machines, for rules of making these vehicles see chapter 7: Building Mechanical devises. Additionally, you get a +2 bonus to Craft (Mechanical devises) checks when building an Air Vehicles. This bonus also counts to determine you maximum mechanical complexity that you can build.
● Build Air Vehicles: You are capable of building Air Vehicles. These vehicles are clock working or Steam powered machines that fly over the skies of Arcadia, for rules of making these vehicles see chapter 7: Building Mechanical devises. Additionally, you get a +2 bonus to Craft (Mechanical devises) checks when building an Air Vehicles. This bonus also counts to determine you maximum mechanical complexity that you can build.
● Build Siege weapons: You are capable of building siege engines. Additionally, you get a +2 bonus to Craft (technological device) checks when building a device siege weapon (like a Ballista, a catapult, etc).  This bonus also counts to determine you maximum mechanical complexity that you can build.
● Build Constructs (Small or Tiny): You are capable of building fine mechanical devices. Additionally, you get a +2 bonus to Craft (technological device) checks when building a device of Tiny, diminutive, or small size.  This bonus also counts to determine you maximum mechanical complexity that you can build.
● Build Constructs (large): You are capable of building Mechanical constructs that are powered by brute magic. You know the secrets art of making a mechanical construct and can build any construct of large size or below (Medium o small, but not Tiny). For rules of making mechanical constructs see chapter 7: Building Mechanical devises. Additionally, you get a +2 bonus to Craft (Mechanical devises) checks when building a Mechanical Construct of Large, medium or small size. This bonus also counts to determine you maximum mechanical complexity that you can build.
The Technological secrets Build Constructs (huge, Gargantuan) and Build Constructs (Colossal) are improvements of this Technological secret and use the same rules.
● Build Constructs (Huge, Gargantuan): You are capable of building bigger Mechanical constructs that are powered by clockworks mechanism, energy capacitors or steam. You know the secrets art of making a construct and can build any construct of Huge or Gargantuan size or below (Large or medium). For rules of making mechanical constructs see chapter 7: Building Mechanical devises. Additionally, you get a +2 bonus to Craft (Mechanical devises) checks when building a Mechanical Construct of Huge or Gargantuan size. This bonus also counts to determine you maximum mechanical complexity that you can build.
Especial: You need the Technological secret Build constructs (large) to learn this Technological secret.

● Build Constructs (Colossal): You are capable of building amazing Mechanical constructs that are powered by clockworks mechanism, energy capacitors or steam. You know the secrets art of making a construct and can build any construct of Huge or Gargantuan size or below (Large or medium). For rules of making mechanical constructs see chapter 7: Building Mechanical devises. Additionally, you get a +2 bonus to Craft (Mechanical devises) checks when building a Mechanical Construct of Colossal size. This bonus also counts to determine you maximum mechanical complexity that you can build.
Especial: You need the Technological secret Build constructs (Huge, Gargantuan) to learn this Technological secret.
● Build Firearms: You are capable of building Firearms. Additionally, you get a +2 bonus to Craft (Firearms) checks when building a Firearm.  This bonus also counts to determine you maximum mechanical complexity that you can build.
● Gunpowder Secret: You know the secret of making the mysterious Gunpowder; you can create Gunpowder using one of your daily uses of your Energy Infusions. The Mechanic most pays 1/30 of his cost in XP to create Gunpowder. Additionally, you get a +2 bonus to Craft (Explosives) checks when making Gunpowder.
● Build Wonders: An architect can build castles and temples, but you know how to build amazing buildings that defies the time. You know how to build a Wonder (great building, temple or colossal statue). Additionally, you get a +2 bonus to Knowledge (Architecture and engineering) when you design a building, this bonus also applies to Craft checks when are using to create impressive statues or buildings.

Master crafter (Ex): At 7th level the mechanic can take a 10 when he is constructing a mechanical devise, even in dire circumstances. When he take a 10 the time of constructing the mechanical devise don’t increase. In level 15th he can take a 20 and the construction time don’t increase.

Scavenge (Ex): A Mechanic of 11th level or higher can put together devices out of random piles of spare parts or whatever wires and gears he happens to be carrying in his pockets at the time. A mechanic who succeeds at Craft (mechanical devises) check with a DC equal to 10 + highest MD (Mechanical difficulty from the intended device) will reduce the cost and time of building the machine. If the Mechanic success the check he can gather random materials sufficient to substitute for raw materials equal to the mechanic level x 50 gp (the devises cost can never be reduce to half of his original price).

Evasion (Ex): At 19th level, a Mechanic gains the evasion ability and can avoid even magical and unusual attacks with great agility. If a Mechanic with the evasion ability makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a burning hands spell or an exploding phlogiston boiler), he instead takes no damage. Evasion can be used only if the Mechanic is wearing light armor or no armor. A helpless Mechanic (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.


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