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25 The Mechromancer A Theurge Tinker Prestige Class Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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Page 1: 25 The Mechromancer Party... · Interjection Games The Mechromancer Given their ability to command hordes of mindless and subservient minions, there has always been a bit of a rivalry

25

The MechromancerA Theurge Tinker

Prestige Class

InterjectionGames

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from PaizoPublishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying

Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Page 2: 25 The Mechromancer Party... · Interjection Games The Mechromancer Given their ability to command hordes of mindless and subservient minions, there has always been a bit of a rivalry

The Mechromancer: A Theurge Tinker Prestige ClassInterjection Games

The Mechromancer

Given their ability to command hordes of mindless andsubservient minions, there has always been a bit of arivalry between tinkers and necromancers. It is not ablood feud, by any stretch of the imagination. Rather, itcan be thought of as much like the rivalries that existbetween various educational institutions or between twoprofessions that rub together the wrong way at times,much like alchemists and physicians. This rivalry, in arather amusing paradox given how the two partiesdislike each other, brings about an exchange of culture.Invariably, such a cultural exchange (the sort with a bitof acid between the two parties) brings about thoseindividuals who attempt to bridge the gap between thetwo by embracing the tenants of both at once. These arethe mechromancers, tinkers who have delved deeplyenough into the necromantic arts to command both asquadron of mechanical minions and a squadron ofundead minions. As they progress down this path, theline between machine and corpse blurs until it finallybecomes one, at which point the two camps whose viewsthey were attempting to integrate invariably agree thatthe mixture of the two concepts is an abomination andthe mechromancer must be banished.

Role: Having sacrificed his ability to achieve the highestechelons of inventions, as well as the highest echelons ofspellcasting, the mechromancer is instead a master ofminions. Where other, more focused, individuals may beable to create single minions greater than anything thatthe mechromancer himself can produce, an experiencedmechromancer makes up for this with the extreme easewith which he produces minions both mechanical andorganic. More than nearly anyone else, themechromancer's role in an adventuring party is as theconstructor of a vast array of disposable minions.

Alignment: Any nongood.

Hit Die: d6

Requirements

To qualify to become a mechromancer, a character mustfulfill all of the following requirements.

Skills: Heal 5 ranksFeats: Spell Focus (necromancy)Spellcasting: Ability to cast animate deadSpecial: The Alpha class feature

Class SkillsThe mechromancer's class skills (and the key ability foreach skill) are Heal (Wis) and Knowledge (religion) (Int).

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Table: The Mechromancer

Page 3: 25 The Mechromancer Party... · Interjection Games The Mechromancer Given their ability to command hordes of mindless and subservient minions, there has always been a bit of a rivalry

The Mechromancer: A Theurge Tinker Prestige ClassInterjection Games

Class Features

All of the following are class features of themechromancer prestige class.

Weapon and Armor Proficiency: Mechromancersgain no proficiency with any weapon or armor.

Inventions and Spellcasting: When a newmechromancer level is gained, the character gains newspells per day as if he had also gained a level in any onespellcasting class he belonged to before he added theprestige class. He does not, however, gain other benefits acharacter of that class would have gained. This essentiallymeans that he adds the level of mechromancer to the levelof whatever other spellcasting class the character has,then determines spells per day, spells known, and casterlevel accordingly. If a character had more than onespellcasting class before he became a mechromancer, hemust decide to which class he adds each level ofmechromancer for the purpose of determining spells perday.

Further, the mechromancer's class level stacks with hisinvention­using class levels for the determination ofmaximum number of build points per blueprint, numberof blueprints, inventions known, maximum inventionlevel known, effective level of inventions, and automatonhit die progression.

Blue Screen of Undeath (Su): At 1st level, themechromancer has learned that death is somethingshared by all creatures, whether they were technically"alive" to begin with or not. To that end, themechromancer gains the ability to resurrect anautomaton that has "died" within the last minute as astandard action. The automaton is treated as though itwere freshly deployed, with the exception that inventionswith a limited number of uses per day still count the usesconsumed in the automaton's previous "life". It is nowconsidered both a construct and an undead creature andthus can be affected by spells and abilities that specificallytarget one of those two classifications. Given theautomaton is still mostly a construct, however, theautomaton only has construct traits and not undeadtraits.

An undead automaton persists for 1 minute permechromancer level before finally deactivating. Anautomaton that has been raised once cannot be raisedagain. For the duration of this ability, an automatonraised in this fashion does not require directives. Instead,it is commanded as though it were a mindless undeadcrerature. This ability can be used a number of times perday equal to the mechromancer's class level.

Mechromantic Grafts (Su): At 2nd level, themechromancer gains the ability to surgically attachorganic tissue to his automatons. Each automatonblueprint, including the alpha's blueprint, gains a singlemechromantic graft, as listed below. At 4th level, themechromancer's alpha gains a second mechromanticgraft.

Brain (Ex) ­ The automaton has had a brain grafted intoit. An automaton with a brain acts autonomously and doesnot require directives from the mechromancer tofunction, though it deactivates irrevocably should theautomaton ever be beyond the mechromancer's master'spresence radius. Further, the automaton counts as two forthe purpose of calculating the number of automatons thatcan be deployed simultaneously.

Circulatory System (Ex) ­ The automaton has had amammalian circulatory system integrated into itsstructure. An automaton with this graft is healed bynegative energy, but takes damage from positive energyjust as though it were undead. It is still considered aconstruct, however, and cannot be turned, rebuked,commanded, etc.

Dead Flesh (Ex) ­ Dead, nerveless flesh has been added tothe automaton in strategic locations, granting it a 25%chance to ignore critical hits and precision damage, aswell as resistance 5 versus cold.

Heart (Ex) ­ A heart has been integrated into thestructure of the automaton, granting it +15 feet to its baseland speed.

Large Intestine (Ex) ­ The automaton has been outfittedwith a large intestine. It smells rather fouler than onewould expect a piece of corpse to smell. Whenever asuccessful combat maneuver is made by an automatonwith a large intestine, the creature affected is sickened for1 round with no saving throw allowed. If the automaton isgrappling, the creature is sickened for the duration of thegrapple and for 1 round after the cessation of the grapple.

Lymph System (Ex) ­ The automaton has been outfittedwith a lymph system, granting it a +3 bonus to itsFortitude saves, as well as a +3 bonus to its channelresistance.

Mandible (Ex) ­ The automaton has been outfitted withan oversized mandible, thus granting it a secondary biteattack.

Musculature (Ex) ­ Various bits of exposed organicmusculature have been added to appropriate places on theautomaton, granting it a +4 bonus to its Strength and a +2bonus to its Dexterity.

Nervous System (Ex) ­ A mostly­intact nervous systemhas been integrated into the automaton, granting it a +3bonus to its Reflex saves, as well as a +2 bonus toinitiative rolls.

Second Skin (Ex) ­ The automaton has been covered withthe skin of a dead humanoid. Whenever the automatonexecutes the kamikaze directive, it deals negative energydamage instead of its usual damage type. Any inventionsthat add additional damage to a kamikaze are not affectedby this graft; however, this graft does override thecustomkaze invention.

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Page 4: 25 The Mechromancer Party... · Interjection Games The Mechromancer Given their ability to command hordes of mindless and subservient minions, there has always been a bit of a rivalry

The Mechromancer: A Theurge Tinker Prestige ClassInterjection Games

Sensory Organs (Ex) ­ Eyes, ears, noses, and othersensory organs dot the surface of the automaton, grantingit a +5 bonus to its Perception checks.

Skeleton (Ex) ­ The automaton has been built around askeleton, granting it a +3 natural armor bonus to AC.

Small Intestine (Ex) ­ A small intestine has been prettymuch stapled into place on the chest of the automaton.This intestine can lash out, effectively increasing the reachof all of the automaton's combat maneuvers by 5 feet.

Stomach (Ex) ­ A stomach has been integrated into theautomaton. One pound of edible organic material can beshoved into the automaton's digestive tract, where it isprocessed as though the automaton were a living animal.One hour after food is inserted into the automaton, itheals 10 hit points. An automaton cannot have more thanone meals inside it at any one time.

Tendons (Ex) ­ The Achilles tendons of a humanoidcreature have been added to an automaton. This adds toboth the structural integrity and the speed of theautomaton, granting +5 to the automaton's maximum hitpoints, as well as +5 feet to the automaton's base landspeed.

Beacon of Undeath (Su): At 3rd level, themechromancer's alpha radiates a permanent aura of evilnecromantic energy as the desecrate spell. At 5th level,the alpha's aura also includes the channel resistance effectof the unhallow spell, but not the magic circle againstgood or spell fixation effects of the unhallow spell. Theradius of this aura is 10 feet per mechromancer class level.

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Page 5: 25 The Mechromancer Party... · Interjection Games The Mechromancer Given their ability to command hordes of mindless and subservient minions, there has always been a bit of a rivalry

The Mechromancer: A Theurge Tinker Prestige ClassInterjection Games

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15 COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;Authors Jonathan Tweet, Monte Cook, Skip Williams, based on materialby E. Gary Gygax and Dave Arneson.Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;Author: Jason Bulmahn, based on material by Jonathan Tweet, MonteCook, and Skip Williams.The Book of Experimental Might. Copyright 2008, Monte J. Cook. Allrights reserved.Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, CaseyChristofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,and Bill Webb; Based on original content from TSR.Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;Author: Jason Bulmahn, based on material by Jonathan Tweet, MonteCook, and Skip Williams.The Mechromancer: A Theurge Tinker Prestige Class, Copyright 2013Bradley Arthur Crouch.[End of License]

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