Mechanician (Clockwork Mage) Class
Version 2.o

Mechanicians have no ability to cast spells themselves, though they do know how to manipulate the energies that form spells.  This has allowed them to work spells into devices that they create. These magical constructs are often quite complex and involve the use of clockwork devices.

	Adventures: Mechanicians have studied the power of machines, the interaction of carefully crafted gears, and the power of magic.  The majority of the enlightened peoples regard mechanicians as wonderful toy makers.  The Clockwork mages have been very careful to build items of amusement for nearby cities, hiding their true identity as some of the most advanced workers of magic around.
	
	Characteristics:  The true power of the Mechanician is his clockwork devices.  They represent the only magical powers, offensive or defensive, which the mechanician possesses.  Without his mechanicals, a clockwork mage is next to defenseless.  
	These devices vary greatly in their power, but all are maddeningly complex.  Even non-magical items that are constructed by the mechanician can perform feats that would seem impossible.

	Alignment: Mechanicians may be of any alignment, although those that tend towards law are capable of much greater things due to their discipline.

	Religion:  While most Mechanicians tend to stay away form powers of divine nature, those that do believe in such things tend to follow Najm the Adventurous or Zann the Learned.

	Background:  The mechanician regards other wizards as flighty and not studious.  Why go to all the trouble to craft a spell if you aren’t going to put it down in a permanent concrete form?
	Other wizards regard the mechanician with a mixture of amusement and concern: amusement because the clockwork mage spends a large portion of his time working on the most absurd devices; concern because many of these devices are dangerous to build—dangerous enough to cause damage to a large surrounding area if something should go wrong.

	Races:  The races that become Mechanicians are a varied as the devices they design.  Although Gnomes are more adapt at working with clockwork mechanisms and receive a +2 to Craft Clockwork Device skill.

	Other classes:  While mechanicians aren’t exactly secretive, most of their work is best done alone.  They relish the chance to work with other mechanicians, to exchange ideas and theories, and to see good machines being put together.

GAME RULE INFORMATION
Mechanicians have the following game statistics.
	Abilities: Intelligence determines how many spells can be stored in each device. Wisdom determines how many devices the Mechanician can control at once.  A mechanician can control a number of devices equal to his Wisdom Modifier at once, and he can give a number of commands each round equal to his Intelligence modifier.  As long as the devices remain within Close(25ft + 5ft/level) range the Mechanician will be aware of each device.  Dexterity is also important. Crafting clockwork devices is a skill that is not only hard to learn, but requires an extremely delicate touch as well.
	Alignment: Any
	Hit Dice: d4

Class Skills
The Mechanician’s class skills (and the ability modifier for those skills) are Alchemy (INT), Concentration (CON), Craft Clockwork device, (exclusive skill)(DEX), Craft(INT), Knowledge(Arcana)(INT), Knowledge(Engineering)(INT), Knowledge(Blacksmithing)(INT), Knowledge(any)(INT), Profession(WIS), Scry(INT), and Spellcraft(INT)

	Skill points at 1st level: (4 + INT mod) x4
	Skill points per level: 4 + INT mod

Class Features:
	Weapon and Armor Proficiency: Mechanicians are skilled with the same weapons as a wizard plus the jambiya.  They are not proficient with any armor but they do not suffer spell failure while wearing it.

	Bonus Feats: Starting at 5th level and every 5 levels afterward you may choose an item creation feat.  The items that are created will be clockwork devices with permanent powers.

	Craft Device:  These are the true power of the mechainican.  They are unable to cast spells any other way.  There are a couple of steps to create these devices.  

		Step 1: Form the body of the device.  Decide on what shape the device will take, i.e. monkey, crab, horse, etc.  Choose a size and whether you’re using any special materials, from Table 1-3.  Other materials may be used but you should talk with the GM to determine any cost changes and abilities.  Strength and Dexterity, in Table 1-4, are the base values that the device starts with.  They may be increased with Functions.  Find the Price for the size you want and this will become the base price.

		Step 2: The heart of the beast, the mechanism. All mechanisms can have two functions regardless of size.  Starting at 3rd level and every 3 levels after they can add another function to a maximum of 8.  
	Walk – Allows the device to have a speed of 20.  
	Increased Speed – Add a +20 to speed of the device.
	Fly – Device has some form of Flight its speed is 30.
	Burrow – Device may burrow in soft ground at a speed of 10.
	Climb – Device may climb any surface with a speed of 10.
	Jump – Device may jump up to 5ft.  This is cumulative with each Jump function.
	Swim – Device is equipped for underwater functioning.  It has a speed of 20.
	Dexterity – Adds a +2 to dexterity of the device.
	Strength – Adds a +2 to strength of the device.
	Armor – Add a +4 to AC of the device.
	Powered Armor – Give the device a damage reduction of 10/+1.  Must have Armor first.  Device is +1 HD for cost.
	Melee Attack – Device may attack with a weapon of the same size or smaller, or the device may have a claw or bite type attack.  For multiple attacks this function must be bought seperatly.  Use Base attack as a cleric, treat HD as level.
	Ranged Attack – Device has a ranged weapon that it may attack with.  For multiple attacks this function must be bought seperatly.  Use Base attack as a cleric, treat HD as level.
	Special ability – You may give the device a Special Monster ability or a Feat as an ability.  The device must meet all the perquisites for those feats.  Thus if a feat requires an Int of 13 the device may not take it.  Takes up 2 function slots and device is at a +1 HD for cost.
	Entangle – The Device can shot(Ranged attack) a web of sticky material at a target.  The target may not be of a larger size than the device.  The target is affected as per the web spell.  This function takes up 2 function slots, and must be reloaded after each attack, which takes about 8 hours.
	Manipulators – Device effectively has hands.  The Mechanician may concentrate to have the device perform any One of the following skills:  Disable Device, Open lock, Pick Pocket, Right Language, Use Magic Device, Search, Forgery, Escape Artist, Craft.  Use the Mechanicians Ability Modifiers or the Devices whichever is greater.  If the device is Free Thinking then you may buy ranks in these skills.  Manipulators can also lift objects that are half the devices weight.  Manipulators may not attack.  Takes up 2 function slots.
	Free Thinking – Devices usually don’t have an Intelligence of their own; this function will allow the device to think for it self somewhat.  The first time it’s bought the device has an Int of 6 each additional time it’s bought the device gains a +2 to Int.  In addition to an Int score the device gains a number of skill points equal to the Mechanicians Int modifier.  These can be used to spend on the skills listed under the Manipulators or any of the Str and Dex related skills.  I.e. a device with all function slots filled with this function will have an intelligence of 20.

		Step 3: The Spell Vessel.  This vessel is where the Mechanician stores his spells.  The spell vessel can be anything from a brass ball to a 50-karat diamond.  The base cost can be found in Table 1-6.  There are two ways of storing spells:
1.	The first is to have the vessel attuned for one or more specific spells, meaning that only that spell can be loaded into the device, which will cut the XP cost in half (min of 1).  Once a device is charged with a certain spell it will only be able to be recharged with that same spell.  The Mechanician may change this spell by spending the double XP cost.   
2.	Second is to pay the full XP cost and be able to program any spell you want into the device when you need it.  
			The mechanician can cast any spell into the vessel, so long as the total spell levels do not add up to more than the level of the vessel.  A mechanician can put two fireball spells and a stoneskin spell into a level 10 spell vessel (3+3+4=10).
			Once the spells are cast from the vessel they must be reloaded. At least 8 hours must pass before the mechanician can attempt to reload the vessel.  A spell may be placed in the vessel from the mechanicians spell book or a scroll.  He reads it as if he was casting the spell but the effects are stored in the device.  In the case of scrolls the spell is gone once read into the device.  The mechanician can only charge or recharge a number of spells equal to his spells per day.

		Final Step:  Once the Mechanician has decided on all the above elements he has to go through the process of making the device.  
			Cost: You must pay  the base price in raw materiels.
			Time:  The process takes one full day per 1000 gp value of the device.  These days do not have to be consecutive, you may work one day go do something else come back and spend another day on the device.  The device must not be disturbed during this time though or else it’s ruined.  
			Check:  Each day of the process the mechanician has to make a skill check using Craft Clockwork Device starting at DC 15 plus 5 for every 2 functions over the initial 2.  Example, a device with 6 functions would be at a DC of 25 for each day.  No you may not take 10 or 20 on this roll.
			Failure:  If at any time during the process you fail the skill check the whole process is ruined.  You will need to start over; you will also loose half of the total GP cost for the device.  You will not loose the XP cost of the vessels because you only need spend that when you’ve successfully created the device.
			Attuning: Once the device is completed, it is now time attune it.  This takes an additional day per level of the spell vessel.  You may only stop to rest and eat, any other activity or if you miss a day the process will fail and must be started again.

		Special Abilities:  All devices have the same abilities as Constructs on pg. 5 of MM.

		Repairing Devices:  It takes 1 hour per point of damage and 2 GP per point to repair the device.  If a device is ever dropped to –1 it is destroyed completely.  Thus if it is at 0 hp it can be saved.

Table 1-1: The Mechanician														
Level	Base
Attack Bonus	Fort
Save	Ref 
Save	Will 
Save	Special
	Recharge Spells per Day	
						0	1	2	3	4	5	6	7	8	9	
1	+0	0	2	2	Craft device, Small	3	1									
2	+1	0	3	3		4	2									
3	+1	1	3	3	Function +1	4	2	1								
4	+2	1	4	4	Craft device, Medium	4	3	2								
5	+2	1	4	4	Bonus Feat	5	3	2	1							
6	+3	2	5	5	Function +2	5	3	3	2							
7	+3	2	5	5		5	4	3	2	1						
8	+4	2	6	6	Craft device, Tiny	5	4	3	3	2						
9	+4	3	6	6	Function +3	5	4	4	3	2	1					
10	+5	3	7	7	Bonus Feat	5	4	4	3	3	2					
11	+5	3	7	7		5	4	4	4	3	2	1				
12	+6/+1	4	8	8	Function +4, Craft device, large	5	4	4	4	3	3	2				
13	+6/+1	4	8	8		5	4	4	4	4	3	2	1			
14	+7/+2	4	9	9		5	4	4	4	4	3	3	2			
15	+7/+2	5	9	9	Function +5, Bonus Feat	5	4	4	4	4	4	3	2	1		
16	+8/+3	5	10	10	Craft device, Diminutive	5	4	4	4	4	4	3	3	2		
17	+8/+3	5	10	10		5	4	4	4	4	4	4	3	2	1	
18	+9/+4	6	11	11	Function +6	5	4	4	4	4	4	4	3	3	2	
19	+9/+4	6	11	11		5	4	4	4	4	4	4	4	3	3	
20	+10/+5	6	12	12	Craft Device, Huge, Bonus Feat	5	4	4	4	4	4	4	4	4	4	
Table 1-2: Size and Cost	
Size: 	AC/
Attack 
Bonus	Dimension	Weight
In pounds	Hit Dice d10	Face
(Width x Length)	Reach	Base cost
Is 400 gp per 1/4 hd
Market Value is triple Base.	
Diminutive	+4	6 in to 1 ft	1/8 – 1 	1/8 - ¼	1 	0	200 – 400	
Tiny	+2	1 ft – 2 ft	1 – 8	¼ - ½	2 ½ 	0	400 - 800	
Small	+1	2 ft – 4 ft	8 – 60	½ -1	5 	5	800 - 1600	
Medium	0	4 ft – 8 ft	60 – 500	1 - 2	5 	5	1600 - 3200	
Large	-1	8 ft – 16 ft	500 – 4000	2 - 4	Tall – 5 
Long – 5 x 10	10
5	3200 - 6400	
Huge	-2	16 ft – 32 ft 	4000 – 32000 	4 – 16	Tall – 10 x 5
Long – 10 x 20
Long – 15 x 15	15
10
10	6400 - 25600	

Table 1-3: Special Materials	
Type	Cost Multiplier	Special	
Steel	x 1.5	Adds 1 HD 	
Mithral	x 10	Treat as one category lighter than normal for purposes of movement and other limitations.	
Adamantine	x 20	Adds a +2 enhancement bonus to AC for each size category starting at Diminutive.	
Brass	x .5	Half damage from electricity, heat and cold.  Subtract ½ a HD.	

Table 1-4: Attributes and HD	
Size	Str	Dex	Con	Int	Wis	Cha	
Diminutive	6	16	--	--	10	--	
Tiny	8	14	--	--	10	--	
Small	10	12	--	--	10	--	
Medium	12	10	--	--	10	--	
Large	18	10	--	--	10	--	
Huge	24	8	--	--	10	--	

Table 1-6: Spell Vessel	
Level	Market Cost	Base Cost	XP	
1	100	40	4	
2	2000	700	80	
3	6000	2000	240	
4	12000	4000	480	
5	20000	6700	800	
6	30000	10000	1200	
7	42000	14000	1680	
8	56000	18700	2240	
9	72000	24000	2880	
10	90000	30000	3600