User:Johnnya4344/Sandbox

Mechanic
Mechanics are rare finds in the D&D world. They posses the powers to hijack monsters and give them a tune-up so that they can be used in combat effectively. Also, If he finds enough "spare monster parts," he can create his own monsters that act like armed cars, tanks, and APCs. (Loosely based off of Scooter from Borderlands).

Making a Mechanic
Mechanics are the definition of team players. They work their ass off on racers just so their buddies can goof around on them and crash into the fountain in the middle of town. Also, many of their class features benefit their allies more than himself in combat, making him a good support class for a strong party of three or four.

Abilities: Dexterity for having skilled hands, Constitution to boost the DCs and power of many of his class features.

Races: Humans are the only known race to ever become mechanics, though it isn't out of the question to have other races become mechanics.

Alignment: Any

Starting Gold: 3d12x10 gp

Starting Age: Moderate

Class Features
All of the following are class features of the Mechanic.

Weapon and Armor Proficiency: The Mechanic is proficient with all light bludgeoning weapons and all heavy crossbows. He is proficient with light armor but not shields.

You also have an older sister named Scooter, but she isn't really important.

 (Ex), Once per day, Scooter can bring the horible memory of Lucky ruining his momma's girl parts into his head and fuel his rage into an attack. As an attack action, he can add his Constitution modifier to his attack roll and deal extra damage equal to twice his mechanic level on the attack. He gains another daily use of this ability every 5 levels after 1st (6th, 11th, etc.) and at 20th level.

In a 1 minute process that can only be done within 10 minutes of the death of the creature, Scooter can harvest parts worth the monster's CR squared x 10 gp. These parts can be used as materials for creating an outrunner, for other class features, or Scooter can sell them for around 75% of their actual value. Ya never know who will end up needing the Tarrasque's junk...

The first type he can make is a racer, which takes up a 5'x10' space and has AC room for two occupants, one drives the racer and one operates the turret. Both occupants have cover while in the racer. The racer has 15x(Scooter's mechanic level at creation) HP, and when it is destroyed, the occupants are expelled from the racer and all entities within 10' of the racer (including the 2 occupants)take 3d6 damage (no save). The turret counts as a heavy repeating crossbow for proficiency, and it can attack once every round to do 5d6 untyped damage in a 10' burst within medium range of the racer (reflex save for half damage). The racer has a base land speed of 60 ft, but it cannot move more than once every round. Entering and exiting an outrunner is a full round action.

Creating a racer costs 250 gp and 1 day/mechanic level. Scooter can outfit his racer with more HP at the cost of 275 gp per 15 exter HP, but he cannot upgrade an outrunner to have more HP than one he can make at his current level.

At 7th level, Scooter can make the monster outrunner. It has much more HP (30 x level at creation) and is much slower (base land speed 30 ft). It takes up a 10' by 10' space and has AC 19 (Touch 9). There is room for two occupants, a driver and a gunner. It's turret launches a special projectile up into the air which splits into 3 normal projectiles that come down from the sky and deal 5d6 untyped damage to its targets. The projectiles can target the same victim or different ones, and the targeting is chosen by the gunner. The turret can only be fired once every 2 rounds, but requires no attack roll. The projectiles automatically hit their target. When this outrunner is destroyed, all entities within 20' of the outrunner take 5d6 points of damage (including the occupants) and are knocked over and pushed 5' away (no save).

Creating a monster costs 500 gp and 2 days/mechanic level, and upgrading it costs 550 gp per 30 HP. same upgrade rules apply for the racer.

Note: Whenever one of Scooter's monster outrunners kills an enemy with line of sight to Scooter, Scooter feels an inkling (DC 10 Will save to resist, but many fail on purpose) to shout, "Smokin' Jesus titty cinnamon!  That was awesome!" If Scooter is in combat, this counts as an immediate action, does not provoke an attack of opportunity, nor does it count against his action limit. He just wants to have fun.

At 13th level, Scooter can make the APC of outrunners: the lancer. It takes up a 15'x15' space, has AC 25 (touch 8), has 50 HP/mechanic level, and has room for a driver, a gunner, and 2 passengers. Its base land speed is 20', and entering and exiting the lancer is only a move action. The turret on the lancer, when fired, has an effect similar to an electric version of fireball: it has long range and does 10d6 electric damage in a 15' burst at the target point. It can be fired once every round. The occupants of the lancer cannot be targeted by attacks from the outside.

Creating a lancer costs 1000 gp and 1 week/Mechanic level, and HP upgrades are 1100 gp/50 HP. Subject to same upgrade limits that the racer and monster have.

Scooter can only have 2 outrunners in existence at one time, and if one ever gets destroyed, Scooter can salvage the dead outrunner for parts. For every 2 minutes after the outrunner has been destroyed, Scooter salvages 5% less stuff, and within the first 2 minutes, he can salvage 50% of the outrunner's worth (So, between 2-4 mins, he gets 45%. 4-6, 40%, etc.). This takes 1 minute.

He can repair 10 HP if he spends 10 minutes and 5 gp of parts making the repair. Scooter cannot repair an outrunner past it's max health.

He can, once per day, rustle up enough grub to feed 4 medium creatures for a day at no cost.

If Scooter can hit the touch AC of the target using only his BAB and his DEX modifier, they fail their attack/save. This attack has a range of 40 ft and doesn't provoke an attack of opportunity.

As a move action, Scooter can yell at his buddies and they will get a 20 ft bonus to their base land speed for 1 round. This provokes an attack of opportunity if he is in a threatened square.

He gains a +3 diplomacy, bluff, and sense motive bonus on all aforementioned skill checks against women.

The ally gets the following bonuses against the target for 3 rounds:
 * Immunity to mind affecting effects
 * +3 AC
 * +3 Attack bonus
 * +5 damage bonus
 * DR 2/- against target only

This is a standard action and provokes an attack of opportunity if Scooter is threatened.

Also, he can make a crude weapon of his choice out of the surroundings that has a -1 penalty to attack and damage but nonetheless behaves like that weapon. He can only make three weapons like this in a day.

He tells all the right secrets to all the right people.

He adds twice his Constitution modifier to his attack roll and triple his mechanic level to damage. Lucky, Scooter killed you in one life, and he can't wait to do it in the next.

He may increase either the base land speed of the outrunner or the damage of the outrunner's turret, but he cannot have both upgrades at the same time on one outrunner. Scooter can use his parts as a substitute for the cost of the upgrades. The upgrades are as follows:

Racer:
 * Speed: +20 ft speed cost 2500 gp 2 days
 * Power: +2d6 untyped damage per shot cost 3500 gp 3 days

Monster:
 * Speed: +10 ft speed cost 3000 gp 3 days
 * Power: adds 4th projectile cost 5000 gp 5 days

Lancer:
 * Speed: +10 ft cost cost 7000 gp 1 week
 * Power: +5d6 lightning damage per shot cost 12000 gp 12 days

The outrunners, when activated in this fashion, teleport Scooter to their location, but can only be activated in this fashion by those Scooter designates. It takes a DC 40 use magic device check to fool the outrunner and summon Scooter without his designation. This does work if Scooter is on another plane than the outrunner. If Scooter is summoned in this fashion, he can reactivate the outrunner within 24 hours to teleport him back to his pre-teleport location. Scooter cannot resist this effect.

Epic <-class name->
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.