Mechanist

Alignment: Any.

Hit Die: d8.

Starting Wealth: 2d6 × 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Mechanist’s class skills are Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Mechanists are proficient with all simple weapons. Mechanists are also proficient with light armor. A Mechanist can cast Mechanist spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Mechanist wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass Mechanist still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A Mechanist casts arcane spells drawn from the Mechanist spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

To learn or cast a spell, a Mechanist must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mechanist’s spell is 10 + the spell level + the Mechanist’s Intelligence modifier.

A Mechanist can cast only a certain number of spells of each spell level each day. His base daily spell allotment is given on Table: Mechanist. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A Mechanist’s selection of spells is extremely limited. A Mechanist begins play knowing four 0-level spells and two 1st-level spells of the Mechanist ’s choice. At each new Mechanist level, he gains one or more new spells as indicated on Table: Mechanist Spells Known. (Unlike spells per day, the number of spells a Mechanist knows is not affected by his Intelligence score. The numbers on Table: Mechanist Spells Known are fixed.)

Upon reaching 5th level, and at every third Mechanist level thereafter (8th, 11th, and so on), a Mechanist can choose to learn a new spell in place of one he already knows. In effect, the Mechanist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Mechanist spell he can cast. A Mechanist may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Cantrips

A Mechanist learns a number of cantrips, or 0-level spells, as noted on Table: Mechanist Spells Known under “Spells Known.” These spells are cast like any other spell, but they may be cast any number of times per day. Cantrips prepared using other spell slots, due to metamagic feats, for example, consume spell slots as normally.

Clockwork Eidolon

A mechanist begins play with a powerful construct by his side called a Clockwork Eidolon. The eidolon forms a link with the mechanist and the two are connected by their very souls. An eidolon has the same alignment as the mechanist who built it and can speak all of his languages. Eidolons are treated as living constructs (such as warforged), not dying until reduced to a number of negative hit points equal to their constitution score.

A mechanist can infuse life in their eidolon in a ritual that takes 1 minute to perform, should it be destroyed. If constructed this way, it returns with half its total hit points. The eidolon does not heal naturally over time. Should the eidolon be destroyed, it cannot be reconstructed until the following day. If the mechanist is asleep, unconscious, or dead, his eidolon immediately ceases to function as its spark of life is directly tied to the mechanist. It revives when the mechanist regains consciousness.

The eidolon takes a form built by the mechanist. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the mechanist’s class level and increase as the mechanist gains levels. In addition, each eidolon receives a pool of evolution points, based on the mechanist’s class level, that can be used to give the eidolon different abilities and powers. Whenever the mechanist gains a level, he must decide how these points are spent, and they are set until he gains another level of mechanist.

The eidolon’s physical appearance is up to the mechanist, but it always appears as some form of mechanical creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the mechanist’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph.

Clockwork Eidolons are living constructs and, thus, do possess a constitution score unlike other constructs. They have low-light vision and are immune to all poisons and non-magical diseases. In addition, they gain a +2 bonus against all mind-affecting spells and effects. Note that, as living constructs, clockworks are made of metal and, therefore, are subject to effects such as heat metal, chill metal, and rusting.

A clockwork eidolon cannot be healed by “cure” spells, but can be healed by both spells that specifically heal eidolons and spells that heal objects.

Life Link (Su)

Starting at 1st level, a Mechanist forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the Mechanist can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the Mechanist must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its Mechanist, but its maximum hit point total does return to normal.

Clockwork Minions

Starting at 1st level, the mechanist gains control of a clockwork minion. This minion is identical, statistically, to an eidolon, except that it is small instead of medium in size. The mechanist can have a total number of minions equal to ½ his class level. The strength of the minions is based on the mechanist’s level, and they follow the eidolon’s progression table, just as the eidolon would.

However, if the mechanist has multiple minions, he must divide their strength by assigning “levels” to them. He has a number of “levels” to assign equal to his class level, and he must divide them amongst his minions. The minion is treated as an eidolon of a mechanist of a level equivalent to the number of “levels” assigned to it. (Example: Quates, a level 8 mechanist, has 8 “levels” to assign amongst his two minions, Blender and Slasher. He decides to assign 5 levels to Blender, and 3 to Slasher. This means that Blender is treated as an eidolon of a 5th level mechanist, and has 4 HD; and that Slasher is treated as an eidolon of a 3rd level mechanist, and has 3 HD.)

Bond Senses (Su)

Starting at 2nd level, a Mechanist can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his Mechanist level. There is no range to this effect, but the eidolon and the Mechanist must be on the same plane. The Mechanist can end this effect as a free action.

Shield Ally (Ex)

At 4th level, whenever a Mechanist is within his eidolon’s reach, the Mechanist receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Innovate (Su)

At 6th level, an mechanist can change his eidolon’s evolutions as if he had gained a level. To mutate his eidolon, the Mechanist must perform an arcane ritual that requires 24 hours of uninterrupted concentration and costs 200 gp per Mechanist level in material components.

Upgrade Base Form (Su)

Starting at 8th level, whenever he gains a level, the Mechanist can change his eidolon’s base form to a new base form. Once chosen, this base form is set until the Mechanist gains another Mechanist level.

Aspect (Su)

At 10th level, a Mechanist can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The Mechanist can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Transmogrify (Sp)

At 12th level, the Mechanist can cast transmogrify as a spell-like ability once per day without the need for a material component. This ability has a casting time of 1 minute.

Life Bond (Su)

At 14th level, a Mechanist’s life becomes linked to his eidolon’s. As long as the eidolon has 1 or more hit points, the Mechanist is protected from harm. Damage in excess of that which would reduce the Mechanist to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all excess damage remains with the Mechanist.

Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Merge Forms (Su)

At 16th level, as a full-round action, a Mechanist can touch his eidolon and the two can merge forms. This transformation includes all of the Mechanist’s gear. While merged in this way, the Mechanist is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the Mechanist are suspended until the Mechanist emerges from the eidolon (although durations continue to expire).

The Mechanist can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from the Mechanist’s gear, even though they are otherwise inaccessible. The Mechanist can direct all of the eidolon’s actions while merged, can perceive through its senses, and can speak through its voice.

The Mechanist can use this ability for a number of rounds per day equal to his Mechanist level. He can end this effect at any time as a swift action. The Mechanist emerges in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while the Mechanist is merged with it, the Mechanist is immediately ejected, taking 4d6 points of damage, and is stunned for 1 round.

Greater Aspect (Su)

At 18th level, a Mechanist can divert more of his eidolon’s evolutions to himself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to the Mechanist.

Twin Eidolon (Su)

At 20th level, a Mechanist and his eidolon share a true connection. As a standard action, the Mechanist can assume the shape of his eidolon, copying all of its evolutions, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his eidolon. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The Mechanist loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his eidolon’s evolutions. The Mechanist retains all of his class features. The Mechanist can keep this form for a number of minutes per day equal to his Mechanist level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The Mechanist can end this effect as a free action.

Upgrades

Mechanist

You are not Prepared Celerum