Machinist Fighter (3.5e Alternate Class Feature)
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A machinist fighter is a fighter who know his or her way around machine and technology.
Level: 1st, 2nd, 3rd, 4th, 5th, 6th, 8th, 10th, 15th, 20th
Replaces: Weapon and Armor Proficiency, Skills, 2nd, 6th, 12th, and 20th level Bonus Feat
Benefit: A machinist fighter gets the following abilities:
Weapon and Armor Proficiency: A Machinist Fighter is proficient with simple, martial weapon and exotic crossbow and gun-like weapons as well as light armor, medium armor as well as all shield (except tower shield).
Skills: The fighter's skill list and skill points changes to the following;
(8 + Int modifier) Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Program (Int), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Trapfinding: A 1st machinist fighter gain trapfinding as a rogue.
Use Mechanical Device: A 2nd level machinist fighter is a natural with machines, gaining "Use Mechanical Device", a unique skill that allows the roboticist to identify and operate machines whose function is unknown to her. It is similar to a Use Magic Device check, but is her class level + her Int modifier, and having 5 ranks in Knowledge: Engineering gives a +2 synergy bonus to her roll.
As a general rule, DC 10 is for simple, unknown devices such as a gun, a simple vehicle, or determining what exposed gears and wires connect to. DC 20 is for complex devices, such as trying to drive a car, operating a machine with three or more complex functions, determining where gears or wires go with only indirect or partial evidence, or understanding what a complex machine does (but not how it does it). DC 30 is for really complicated devices, alien technologies, machines with non-visible parts (such as many microscopic electronics), or extremely multifunctional items.
Checks to see if she knows what it is off the bat take no longer than a Knowledge check, but checks to figure out what something does generally take 1 minute of study. Checks can be rushed to 1 round by increasing the DC by +10.
Tech Lore: A 2nd level machinist fighter gain an ability identical to a Bard's bardic lore except it only apply to technology, construct and devices, having 5 ranks in Knowledge: Engineering gives a +2 synergy bonus to her roll.
Craftman: A 2nd level machinist fighter gets half her class level as a bonus on all Craft checks.
Construct Hunter: A 3rd level machinist fighter gain a +2 attack and +2d6 damage against any creatures of the construct type, and against objects. Additionally she can critical hit and deal precision damage to construct and objects.
Special Bonus Feat: A 4th, 8th, 12th and 16th level machinist gain a bonus feat from the following list: Any [Item Creation] feat, Grand Artifice, Skill Focus, Skill Tool Optimization. She must meet any feat-based prerequisites for those bonus feat, but no others.
Recycle Construct (Ex): A 5th level machinist fighter makes well with whatever scrap she can find. She can break down a destroyed construct into raw components and store it in storage, gaining scrap worth half the creation cost and half the xp cost of the destroyed construct. For example, an iron golem (80,000gp + 5600 xp) gives 40,000 gp and 2,800 xp in scrap. Scrap cannot be used for anything other than assisting in the creation of another construct, reducing material and xp costs appropriately. Recycling a construct takes 30 minutes and requires a successful Knowledge Arcana or Knowledge Engineering check (DC 20), it is a delicate process and cannot be rushed.
Cybernetic (Ex): At 5th level, a machinist fighter begins to tinker on her own body, changing it to be more like a construct. The changes can be subtle, such as an unusual gleen to her eyes, or extreme like her skin turning iron gray, but the results are the same. She gains low light vision, darkvision out to 60 feet, may count as a construct for the purposes of magic items and pre-requisites, garners immunity to the fatigue and sickened condition, and possesses 25% fortification against critical hits and sneak attacks.
At 10th level, the artificial changes are improved upon. She gains immunity to disease, exhaustion, nausea, poison, and 50% fortification against critical hits and sneak attacks. Additionally, she gains bonus hit points as a construct of her size and can benefit from warforged components.
At 15th level, she gains an additional degree of augmentations. She gains immunity to ability damage, death effects, paralysis, stunning, and 75% fortification against critical hits and sneak attacks.
At 20th level, she finally achieves apotheosis. Her type becomes Construct with the Living Construct and Augmented subtypes. She gains damage reduction 10/adamantine, does not need to eat, sleep, or breathe, and possesses all construct type immunities, including immunity to mind affecting effects. In spite of her construct nature, she may still be raised and resurrected as a creature of her original type, as well as act as a creature of her original type when beneficial. She may accept normal healing from cure spells or from the repair series of spells.
Rapid Crafting: A 6th level machinist fighter can make craft checks x10 faster than others, and subsequently can disable a device in a shorter time as well, taking as long as a device one step less complex (Wicked to Difficult to Tricky to a minimum of Simple).
|Article Balance||High +|
|Identifier||3.5e Alternate Class Feature +|
|Rated By||Eiji-kun +|
|Rating||Rating Pending +|
|Summary||A machinist fighter is a fighter who know his or her way around machine and technology. +|
|Title||Machinist Fighter +|