User:Johnnya4344/Mage Tech (3.5e Class)
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The Mage Tech is essentially the quartermaster for your party. Give him time and he can create great and terrible arms, armor, and other magical devices. Deny him time and he relies on his ability to Improvise. 20 1 Moderate Poor Poor Good Alternate Magic Other
Mage Tech's are the people who supply the vast fantasy armies with loads of magical swag. They can fix broken items, break things, and create wondrous artifacts, given enough time. Without time, the Mage Tech must rely on his ability to improvise, as sometimes he needs the thing now.
Note from the Author: This class relies on a lot of interaction and trust between the player and DM. It is very easy to take this class and do silly powerful things with it, and it is also easy to be woefully underwhelming, as the ability costs are quite high. You probably shouldn't use this class without talking to your DM, as it will require planning on his/her part to make this class worthwhile. That said, when done properly it's a bucket of fun, and I hope you enjoy!
Making a Mage Tech
Abilities: Intelligence is key for the Mage Tech, as it is his vast knowledge of the magics that flow through his universe that let him infuse mundane objects with essence. Constitution and Strength are important for a Mage tech as well, because creating magical swag is taxing, and you don't want to run yourself into the ground.
Starting Gold: 3d6×10 gp (105 gp).
All of the following are class features of the Mage Tech.
Weapon and Armor Proficiency: The Mage Tech is proficient with simple weapons, light armor, medium armor, and shields.
Tech Craft: The whole schtick of the Mage Tech is that he can craft magical items. For that purpose, he may emulate having any spell on his class spell list with a Spellcraft check (DC 15 + 2×spell level). He can only emulate spells of half his class level or lower, rounded down. For each spell emulated, he may make a daily check during the crafting of the item. Success means that he emulates the spell and does not need to check for that spell again during the crafting of the item. Failing the check every day during the crafting of the item results in unsuccessful crafting. The materials used in this way can be repurposed to craft another item.
Creating a magical item costs the Mage Tech 50% of the item's market price in reagents and supplies, as well as 1 day for every 1,000 gp in the item's market price. Rather than spend experience on crafting items (as normal in 3.5e), the Mage Tech uses his energy, which on the day of completion causes fatigue and 1 point of Strength and Constitution burn per level of the highest spell emulated in item creation (0th level items incur 1 point of burn).
Improvisation (Sp): When the Mage Tech doesn't have time to prepare, he must improvise. As a full-round action, he may make a special Spellcraft check to create an improvised effect by throwing his energy around. This can manifest itself in a number of ways, including but not limited to the effects listed in the Improvisations table. A successful improvisation uses up magical and alchemical materials and creates the desired effect as if it were cast by the Mage Tech (caster level = class level). The mage tech then becomes fatigued and takes 1 point of Strength and Constitution burn. If a Mage Tech Improvises while fatigued, he becomes exhausted and takes 1d4 Strength and Constitution burn. A Mage Tech cannot Improvise while exhausted. Failed Improvisations incur the ability burn but not the fatigue or exhaustion. This fatigue and exhaustion cannot be removed by any means other than rest.
Note: Please do not feel limited to the sample improvisations listed; this is a wonderful opportunity for a player to be creative. The DM should set the DC for any unlisted improvisation, and DC ranges for ad-hoc Improvisations are given in the table.
Bonus Feats: The Mage Tech will eventually learn to craft all types of magical items. He gains the indicated feats at the levels shown.
Charge Item: The Mage Tech knows how to replenish the charges in charged magical items. With one hour of concentration on a single charged item that he could craft, the Mage Tech makes a Spellcraft check (DC 15 + 2×highest level spell effect in the item). If the check is successful, the item regains 1d6 charges and the Mage Tech takes 1 point of Strength and Constitution burn. If the check is beaten by 5 or more, he takes no ability burn. If the check is beaten by 10 or more, another 1d6 charges are regained by the item. This ability cannot cause an item to have more than 50 charges; any extra charges that would be added to the item simply dissipate harmlessly into the air.
Identify: The Mage Tech can spend 5 minutes examining a magical item to know how it works, as per the identify spell.
Harvest Magic (Ex): A Mage Tech can cut pieces out of recently killed monsters that are useful in item creation. An Aberration, Dragon, Magical Beast, Ooze, or Outsider that has been successfully identified with the appropriate knowledge skill by the Mage Tech and killed within the last hour can have one of its organs harvested by the Mage Tech in a 10 minute procedure that preserves some of the magical power of the creature. The magical portions of such a creature can replace reagents worth 10×the CR of the creature squared.
I Know What That Does!: The Mage Tech is really knowledgeable in his understanding of how magic items are put together. He gains his Intelligence modifier as a bonus on all Use Magic Device checks he makes, and he never needs to make a Use Magic Device check to use a scroll or wand. For the purposes of using wands, staves, and scrolls, all spells are considered to be on his class spell list.
Improvised Explosive Device: The Mage Tech has gotten really good at improvising explosive devices. As a standard action, the Mage Tech may force some energy into a very small item, taking 1 point of Strength and Constitution burn. The infused item can then be either thrown to explode on impact or left carefully somewhere to explode via command word spoken within 100 feet (a free action). Either way, treat the explosion as a fireball spell centered on the object. IED's last for a number of minutes equal to the Mage Tech's class level, then either fizzle or detonate (player's choice at time of expiration).
Rush Delivery: The Mage Tech can now churn out magic items even faster than before, but doing so takes a toll on his body. While working on an item, he may craft at twice the normal rate (2,000 gp progress/day), but doing so incurs 1d4+2 Strength and Constitution burn per day.
Build a Better RNG: The Mage Tech is so attuned with the magical essences of the world that his presence enhances the energies flowing through the items around him. Whenever a magic item used by the Mage Tech prompts a roll of non d20 dice, the Mage Tech may roll twice and choose the better result.
Think it Through: The Mage Tech is now more proficient at improvising, and his plans are generally better thought out. He adds his Intelligence modifier to the DC of any Improvisation (for a total of 10 + spell/effect level + CHA + INT).
Store Essence: The Mage Tech can fashion a unique ring that can store some of his energy. With 1 hour of meditation, he can take up to 3 points of Strength and Constitution burn to store up to 3 charges in the ring. The maximum number of charges in the ring is equal to his class level. As a swift action while wearing the ring, he can consume a charge to restore 1 point of Strength and Constitution burn. Only the Mage Tech may use this ability. Crafting this ring consumes 5,000 gp in reagents, and if the Mage Tech crafts a second ring the first one becomes useless. This ring may be further enchanted by the Mage Tech once he can create magical rings.
Improved IED: The Mage Tech can now make a wide variety of IED's. He may have the device deal any kind of elemental damage (roll d4's for force and sonic damage), and all affected by the blast must make a fort save or be knocked prone. In addition, the Mage Tech may disarm IED's as a full round action, healing one point of Strength and Constitution burn as he reabsorbs his energy.
Personal Upgrade: The Mage Tech can now start implanting himself with magical items, possibly replacing his less useful organic parts as well. At levels 11, 15 and 19, he may craft one of the following upgrades in an 8 hour process. He may choose to UPGRADE! the modification by selecting it a second time.
The Personal Upgrades are:
- Wand Forearm: The Mage Tech hollows out one of his forearms and rebuilds it such that he may store up to 3 wands in the slot. Wands stored and used in his forearm use his class level as the spell's caster level. He may use any wand in his forearm as if it were held normally, and he may charge wands that are stored there without having to remove them. As a full round action, he may activate all stored wands, draining 3 charges from each wand. The spells do not have to be directed at the same target.
- UPGRADE!: Activating a stored wand is now a swift action. All stored wand spells with a range of touch are now a ranged touch attack with 60 ft range.
- Ruby Heart (Ex): The Mage Tech performs some magical surgery on himself and replaces his heart with a magical ruby. He no longer needs to eat, sleep or breathe, and he gains +2 hitpoints per hit die. He stops aging, and cannot die of old age (he still gets mental bonuses as the years pass).
- UPGRADE!: The Mage Tech gains DR 10/Adamantine and an additional +2 hitpoints per hit die. He becomes immune to any effect requiring a fortitude save, as a Construct.
- Techmoscopic Eye (Su): The Mage Tech replaces an eye and part of his face with a metal plate and telescopic lens. He gains true sight out to 60' and has perfect vision up to a mile away. In addition, he may see the magical auras emitted by creatures and objects. He is never overwhelmed by these auras.
- UPGRADE!: The Mage Tech can fire laser beams from his techmoscopic eye as an attack action. This is a touch attack with a range of 60 ft that deals 10d6 untyped magical damage on hit.
- Hydraulic Biceps: The Mage Tech replaces his upper arm musculature with hydraulic cylinders. This does... something, but the ladies totally dig it. Your Strength score increases by 4 and your Charisma score increases by 2, and you gain a natural slam attack that does 2d6 damage for a medium creature. It bypasses DR/magic and has an enhancement bonus equal to 1/3 your class level (round down).
- UPGRADE!: You can punch things really hard now. Your Strength and Charisma increase by a further 2 points, and the slam attack now does an extra 3d6 magical fire damage (looks like fire, acts like untyped). Also, whenever you make a slam attack against a foe no larger than one size category above yours you may choose to knock them up with an uppercut. They get knocked up a number of feet equal to the damage rolled (yes, including the magical fire), and must make a reflex save (DC 17 + attributes) or land prone. They take falling damage as normal. You can chain uppercuts with a full attack, knocking them up 1.5× normal distance height on the second attack, 3× on the third, and 5× on the 4th attack (if you have one).
- Magical Techmakeet: The Mage Tech creates a magical parrot and perch on one of his shoulders. While perched, the parrot shouts demoralizing profanities at his opponents, forcing them to make a Will save or become shaken. Whenever the Mage Tech scores a critical hit or Improvises, opponents must make a will save (DC 15 + stuff)or become really shaken, doubling the normal penalties. The parrot can also take flight, and can travel up to 5 miles from the Mage Tech. He sees what it sees, and he can command it perfectly with his thoughts. Treat the parrot as a hawk with hardness 20 and 40 hp.
- UPGRADE!: The parrot can transform into a much deadlier form, being somewhat useful as a meat shield in combat. As a swift action the bird transforms into a T-Rex, except it is a medium construct, has +5 to attack, damage, and deflection AC, and has DR 15/Adamantine. It acts immediately after your initiative and you can command it perfectly via thought.
- Viridian Wings (Su): The Mage Tech installs slots on his upper back that can project brilliant holographic wings. Evoking or retracting the wings is a move action, and the wings do not interfere with any equipment the Mage Tech is wearing. These wings grant him a fly speed of 60' (good maneuverability) and the Hover feat. He can use these wings to attack, and they are treated as a +4 weapon that deals 2d6+4 force damage. When airborne and knocked unconscious, the wings automatically spread themselves and the Mage Tech glides directly downward gracefully, taking no falling damage.
- UPGRADE!: Your fly speed doubles to 120 feet with perfect maneuverability. You may use these wings to whip up a mini tornado as a full round action, affecting a 100 ft line emanating from you. Affected creatures and objects take 10d6 bludgeoning damage (reflex half) and if they fail their reflex save are knocked prone. Medium creatures must also make a fortitude save or be knocked airborne, rising 2d4 × 10 feet and taking the appropriate falling damage when landing. Winged creatures struck by the whirlwind must make a fortitude save or have their flight interrupted, immediately plummeting to the ground, their wings useless for 1d4 rounds.
- Energy Barier (Sp): The Mage Tech installs a specially treated diamond into his abdomen. As a swift action he may activate the diamond to produce a Spell Turning effect and temporary hitpoints equal to the sum of his Strength and Constitution scores. Activating the barrier costs 2 points of Strength and Constitution burn. These effects last for 3 rounds, and while active the Mage Tech is covered in a shimmering rainbow light.
- UPGRADE!: Activating the Energy Barrier grants twice the rolled spell turning levels and temprary hitpoints as before, and the effects last 10 rounds. The Mage Tech may take another point of Strength and Constitution burn to emanate an antimagic field in a 20 ft radius centered on him for 2 rounds. The Mage Tech's magical effects and items function normally in this field.
I Have That!: After months or years or whatever of making magic items, you become really, really good at making the small things you need, fast. As a full round action, you can make a spellcraft check as if you were creating an item worth less than 3000 gp. Success means you craft the item from whatever is available, failure means that whatever you were trying to do ended up exploding in your face. Either way, you will take 1d4 Strength and Constitution burn as you try to force some energy into the item, and if you fail you will become fatigued. This provokes attacks of opportunity.
Least Improvisations: DC 0-20. Cost: up to 50 gp in reagents.
Lesser Improvisations: DC 21-25. Cost: up to 300 gp in reagents.
Greater Improvisations:DC 26-30. Cost: up to 1000 gp in reagents.
Master Improvisations:DC 31+. Cost: DM's Discretion, minimum 1,500.
<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->
<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->
<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->
<-... repeat as necessary.->
Human Mage Tech Starting Package
Weapons: Breastplate, Heavy Mace.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->|| <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
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.->.