Vous êtes sur la page 1sur 6

Alignment: any

Hit die: d8
Class Skills:
Appraise (Int), Craft (Int), Fly (Dex), Jack Handling (Wis), Knowledge (all) (Int), Perception
(Wis), Profession (Wis), Spellcraft (Int).
Skill Ranks Per level: 6 + Int modifier


Ability Table
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2
Mechanikal Bond, Equations,
Manufacture Mechanika
1 - - - - -
2nd +1 +0 +0 +3 Recharge Accumulator 2 - - - - -
3rd +2 +1 +1 +3 Arcane Talent 3 1 - - - -
4th +3 +1 +1 +4

4 2 - - - -
5th +3 +1 +1 +4 Mechanik Craft 4 3 - - - -
6th +4 +2 +2 +5 Arcane Talent 4 3 1 - - -
7th +5 +2 +2 +5 Mechanical Bond 4 4 2 - - -
8th +6/+1 +2 +2 +6

5 4 3 - - -
9th +6/+1 +3 +3 +6 Arcane Talent 5 4 3 1 - -
10th +7/+2 +3 +3 +7 Lore Master 5 4 4 2 - -
11th +8/+3 +3 +3 +7 Mechanika Discount 5 5 4 2 - -
12th +9/+4 +4 +4 +8 Arcane Talent 5 5 4 3 - -
13th +9/+4 +4 +4 +8

5 5 4 3 1 -
14th +10/+5 +4 +4 +9 Mechanikal Bond 5 5 4 4 2 -
15th +11/+6/+1 +5 +5 +9 Arcane Talent 5 5 5 4 3 -
16th +12/+7/+2 +5 +5 +9

5 5 5 4 3 1
17th +12/+7/+2 +5 +5 +10 Mechanikal Innovation 5 5 5 4 4 2
18th +13/+8/+3 +6 +6 +11 Arcane Talent 5 5 5 5 4 3
19th +14/+9/+4 +6 +6 +11

5 5 5 5 5 4
20th +15/+10/+5 +6 +6 +12 Mechanikal Innovation 5 5 5 5 5 5

Spells per Day
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 3 1 - - - - -
2nd 3 2 - - - - -
3rd 3 3 - - - - -
4th 4 3 1 - - - -
5th 4 4 2 - - - -
6th 4 4 3 - - - -
Level 0th 1st 2nd 3rd 4th 5th 6th
7th 4 4 3 1 - - -
8th 4 5 3 2 - - -
9th 4 5 4 3 - - -
10th 4 5 4 3 1 - -
11th 4 5 4 4 2 - -
12th 4 5 4 4 3 - -
13th 4 5 5 4 3 1 -
14th 4 5 5 4 4 2 -
15th 4 5 5 5 4 3 -
16th 4 5 5 5 4 3 1
17th 4 5 5 5 4 4 2
18th 4 5 5 5 5 4 3
19th 4 5 5 5 5 5 4
20th 4 5 5 5 5 5 5

Weapon and Armor Proficiency: arcane mechaniks are proficient with all simple weapons and
light armor. An arcane mechanik can cast arcane spells while wearing light armor without
incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an arcane
mechanik 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 arcane mechanik still
incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: An arcane mechanik casts arcane spells, which are drawn from the sorcerer/wizard spell
list. An arcane mechanik must choose and prepare his spells ahead of time. To learn, prepare, or
cast a spell, the arcane mechanik must have an Intelligence score equal to at least 10 + the spell
level. The Difficulty Class for a saving throw against an arcane mechaniks spell is 10 + the spell
level + the arcane mechaniks Intelligence modifier. Like other spellcasters, an arcane mechanik
can cast only a certain number of spells of each spell level per day. His base daily spell allotment
is given on Table 11. In addition, he receives bonus spells per day if he has a high Intelligence
score. When the table for spells per day indicates 0 spells of a given level, as with 0 1st level
spells at 2nd level, the arcane mechanic gets only bonus spells to which he would be entitled due
to his Intelligence spell bonus. Unlike a bard or sorcerer, an arcane mechanik may know any
number of spells. He must choose and prepare his spells ahead of time by getting a good nights
sleep and spending 1 hour studying his liber mechanika. While studying, the arcane mechanik
decides which spells to prepare.

Liber Mechanika: An arcane mechanik must study his liber mechanika each day to prepare his
spells. He cannot prepare any spell not recorded in his liber mechanika, except for read magic,
which all arcane mechaniks can prepare from memory. An arcane mechanik begins play with a
liber mechanika containing all 0-level wizard spells plus three 1st-level spells of his choice. For
each point of Intelligence bonus the arcane mechanik has, the liber mechanika holds one
additional 1st-level spell of his choice. At each new arcane mechanik level, he gains two new
spells of any spell level or levels that he can cast (based on his new arcane mechanik level) for
his liber mechanika. At any time, an arcane mechanik can also add spells found in other arcane
mechaniks liber mechanika to his own.

Equations : Arcane mechaniks can prepare a number of equations, or 0-level spells, each day.
They can cast these spells at will as a spell-like ability. The number of equations a arcane
mechanik can prepare each day is noted on Table 11 under Arcane mechanik. Equations are
treated like any other spell cast by the arcane mechanik in terms of duration and other variables
based on level.

Mechanikal Bond : At 1st level, arcane mechaniks forge a powerful bond with an object or
mechanika. This bond can take one of two forms: The first is a mechanikal familiar, following
the standard rules for such creatures (see Mechanikal Familiars) and the second is a bond with an
object, using it to cast spells and enchanting it with even greater powers. Objects that are the
subject of a mechanika bond must fall into one of the following categories: armor, goggles, staff,
tool, or weapon. These objects are always masterwork. If the object is armor or goggles, it must
be worn to have effect, while staves, tools, and weapons must be wielded. If a arcane mechanik
attempts to cast a spell without his bonded object worn or in hand, he must make a Spellcraft
check or lose the spell. The DC for this check is equal to 20 + the spells level. A bonded object
can be used once per day to cast any one spell that the arcane mechanik knows and can cast, just
as if the arcane mechanik had cast it. This spell cannot be modified by metamagic feats or other
abilities. An arcane mechanik can enchant his bonded object as if he had the required feats.
Bonded objects only function for their creator, including any mechanik abilities added to the
object. This means that they cannot be sold. If a bonded object is damaged, it is restored to full
hit points the next time the arcane mechanik prepares his spells. If the subject of an mechanik
bond is lost or destroyed, it can be reconstructed after 1 weeks planning in a special shop that
takes 8 hours to complete.

Manufacture Mechanika: At 1st level the arcane mechanik gains the feat Etch Rune Plate for
free, regardless of prerequisites.

Recharge Accumulator:Beginning at 2nd level the arcane mechanik can begin charging
accumulators by hooking himself and the accumulator into an arcane condenser. For each spell
level expended by the arcane mechanik, he can place a single charge into an accumulator cell.
For instance if a 5th level arcane mechanik expended a 2nd .level spell and two 1st level spells
(for a total of 4 spell levels), the accumulator would gain 4 charges. Arcane mechaniks of 2nd
level or higher never need to worry about accumulator backlash. For more details see pages 92
and 324 of the IKCG.

Arcane Talent: Starting at 3rd level and at every three levels thereafter, the arcane mechanik
gains an arcane talent from the following.

Arcane Supercharger: An arcane mechanik can drain power from an arcane accumulator to
mimic the effect of one of the following metamagic feats: Empower Spell, Enlarge Spell, Extend
Spell, or Maximize Spell. The arcane mechanik must attach himself to an arcane condenser and
an accumulator with at least 10 charges in it. Upon casting a spell he wishes to supercharge, he
drains the 10 charges from the accumulator and incorporates it into the spells structure. Special:
An arcane mechanik may gain this arcane talent multiple times. Each time he selects this talent
he selects an additional metamagic feat he can mimic. The arcane mechanik cannot stack the
effects of arcane supercharger with spells already enhanced by metamagic feats.

Attune Device: The arcane mechanik may attune a foreign mechanikal device (one he did not
create). An arcane mechanik may have a number of attuned devices equal to his intelligence
modifier. Attuning a device takes 5 minutes of concentration while holding the device. Breaking
attunement to a device is a full round action, and the device may not be attuned again for 24
hours.

Bonus Feat: Instead of choosing an arcane talent, the arcane mechanik can choose a feat from the
following list of feats: Assemble Marvelous Item, Assemble Mechanikal Construct, Assemble
Mechanikal Weapons and Firearms, Assemble Steam Armor, Mechanikal Specialty, Rugged
Mechanika, and Union Steamo. The arcane mechanik must still meet all prerequisites for a bonus
feat, including caster level minimums. These bonus feats are in addition to the feats that a
character of any class gets from advancing levels.

Extra Bond: The arcane mechanik can forge an bond with an additional object or mechanika.
This extra bond must be different from any of his existing forms: a mechanikal familiar, armor,
goggles, staves, tools, or weapons. You may take this talent multiple times. Each time you take
this talent, you add a new form (to a maximum of 6 forms).

Overload: The arcane mechanik can overload a single mechanikal item (such as an arcantrik
engine, weapon, shield or other mechanically enhanced item) of his construction that he chooses
as long as it has an arcane accumulator installed within it. The arcane mechanik may as a
standard action sacrifice any spell he has prepared to make a ranged touch attack (to a maximum
of 30 feet) against the piece of mechanika he wishes to overload with an impulse of arcane will.
The resulting overload detonates the accumulator within and destroys the mechanikal item and
the accumulator. This arcane talent may be used once per day for every 4 levels of arcane
mechanik.

Recharge Self :An arcane mechanik can begin recharging himself by hooking himself and a
accumulator into an arcane condenser. For each charge drained in an accumulator cell by the
arcane mechanik, he can replace an expended spell level. An arcane mechanik cannot drain more
charges from an accumulator than the total number of his expended spell levels. . For instance, if
a 5th level arcane mechanik had expended one 2nd level spell and two 1st level spells previously
that day, he couldnt drain an accumulator more than 4 charges. The arcane mechanik recharged
by this arcane talent retains these spell levels until 8 hours have passed or has completely rested.

Schematic Savant : An arcane mechanik can recreate drafted schematics from a foreign
mechanikal device (one he did not create). Drafting the schematics takes 1 day per component
while examining and measuring the device. Losing a device prevents any progress on the
drafting, and the schematics may not be finished until the item is retrieved. Recreating
schematics requires a skill check with a DC of 20 + 1 for each component (add the effective
bonus/price modifier for rune plates instead of a single component) on the last day and takes one
day per component drafted.
Skill Mastery : The arcane mechanik selects one intelligence-based skill. When making a skill
check with this skill, he may take 10 even if stress and distractions would normally prevent him
from doing so. Special: You can gain this arcane talent multiple times. Each time you take this
arcane talent, you add a another skill.

Spontaneous Repair : The arcane mechanik can channel stored spell energy into repair spells that
they did not prepare ahead of time. The arcane mechanik can lose any prepared spell that is not
an equation in order to cast any repair spell of the same spell level or lower (a repair spell is any
spell with repair in its name).

Transfer Energy : The arcane mechanik can directly power a mechanikal item he has created
using his own innate magical energy. After 1 full hour of rest he must hold the item and sacrifice
a number of spell levels equal to the charges he wishes to imbue within it. The arcane mechanika
charged by this arcane talent retains the charges until 8 hours have passed.

Mechanik Craft : At 5th level, an arcane mechanik selects one Craft skill. He gains 1 bonus
skill point to place in that Craft skill and an additional skill point every time he gains a level. In
addition, an arcane mechanik adds half his class level (minimum 2) to all Craft skill checks and
may make such checks untrained.

Lore Master : At 10th level, an arcane mechanik becomes a master of lore and can take 10 on
any Knowledge skill check that he has ranks in. An arcane mechanik can choose not to take 10
and can instead roll normally. In addition, once per day, an arcane mechanik can take 20 on any
Knowledge skill check as a standard action. He can use this ability one additional time per day
for every five levels he possesses beyond 10th, to a maximum of three times per day at 20th
level.

Mechanika Discount: Beginning at 11th level the arcane mechanic learns to efficiently craft and
assemble mechanikal devices. Each mechanikal item he creates costs 10% less. Or alternatively,
considered one item level lower than its actual worth, including items commissioned to other
characters.

Mechanikal Innovation : The arcane mechanic reaches the pinnacle of his craft when he is
capable of making a mechanikal innovation. The Arcane mechanic creates a device, process, or
theory of such a scale that is could potentially alter the future. The arcane mechanic discovers
this innovation, but others who wish to learn it must spend a normal feat selection to do so. A
good example of this would be any item creation feat (craft mechanikal Construct, Craft Cortex)
that has changed the face of the Iron kingdoms for all time. The player should work with the GM
to discuss and develop the rules necessary for the innovation and any other specifics regarding
mechanika creation as outlined on page 63 of Liber Mechanika.

Vous aimerez peut-être aussi