Mechanus

Many machinesmiths create automatons capable of performing a host of duties. Whether or not the servitor is created from intricate clockwork, or steam driven pistons, they share the same capabilities. Unless granted a Master Upgrade, all mechani are unintelligent constructs that follow the machinesmith’s instructions unfailingly.

At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Mechanus Base Forms

Upon creation, the machinesmith chooses the base form he wishes the mechanus to take from the following four types. This form may not be altered upon subsequent upgrades. Then he adds to the base statistics bonuses based on his levels in machinesmith using Table: Mechanus.

Aquatic

Starting Statistics

Size Medium; Speed 20 ft., swim 40 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 16, Dex 12, Con -, Int -, Wis 10, Cha 1

Humanoid*

Starting Statistics

Size Medium; Speed 20 ft.; AC +2 natural armor; Attack slam (1d8); Ability Scores Str 16, Dex 10, Con -, Int -, Wis 10, Cha 1

*A humanoid mechanus has arms and hands.

Quadruped/Tracked/Wheeled

Starting Statistics

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack slam (1d8); Ability Scores Str 14, Dex 14, Con -, Int -, Wis 10, Cha 1

Serpentine

Starting Statistics

Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 12, Dex 16, Con 13, Int -, Wis 10, Cha 1

Table: Mechanus

Class Level HD BAB Save Armor Bonus Str/Dex Bonus Special
1st 1 +1 +0 +2 +0
2nd 2 +2 +0 +2 +1 Share trick
3rd 3 +3 +1 +3 +1
4th 3 +3 +1 +3 +1
5th 4 +4 +1 +4 +2 Mechanus 1st upgrade
6th 5 +5 +1 +4 +2
7th 6 +6 +2 +5 +3 Share trick
8th 6 +6 +2 +5 +3
9th 7 +7 +2 +6 +3
10th 8 +8 +3 +6 +4 Mechanus 2nd upgrade
11th 9 +9 +3 +7 +4
12th 9 +9 +3 +7 +5 Share trick
13th 10 +10 +3 +8 +5
14th 11 +11 +4 +8 +5
15th 12 +12 +4 +9 +6 Mechanus 3rd upgrade
16th 12 +12 +4 +9 +6
17th 13 +13 +4 +10 +7 Share trick
18th 14 +14 +5 +10 +7
19th 15 +15 +5 +11 +7
20th 15 +15 +5 +11 +8 Mechanus master upgrade

Class Level

This is the character’s machinesmith level.

HD

This is the total number of 10 sided die (d10) Hit Dice the mechanus possesses. No Constitution modifier is applied to the mechanus’ hp. The mechanus gets bonus hp depending on its size: Medium 20 hp, Large 30 hp, Huge 40 hp.

BAB

This is the mechanus’ base attack bonus.

Saves

These are the mechanus’ saves. Note that as a construct the Mechanus has no good saves.

Armor Bonus

The number noted here is the mechanus’ base total armor bonus. This number is modified by the mechanus’s base form. A mechanus cannot wear armor of any kind, as the armor interferes with the machinesmith’s operation of the mechanus. A machinesmith can enchant his mechanus’s body as if it were armor. However should the mechanus be destroyed any enhancements added to the mechanus are lost until the mechanus can be enchanted again.

Str/Dex Bonus

Add this modifier to the mechanus’ Strength and Dexterity scores, as determined by its base form. Some options available through upgrades or machinesmith tricks might modify these scores.

Share Trick (Ex)

At 2nd level the machinesmith selects a trick he knows. The mechanus gains the benefit of this machinesmith trick as long as it is within 5 ft of its machinesmith. If the machinesmith chooses to share a gadget the mechanus uses its own abilities to determine its effects with the except of any saving throw DCs it requires, which are calculated from the machinesmith’s abilities. At 7th level and every 5 levels thereafter the machinesmith can select an additional trick to share.

Mechanus Upgrade 1

A machinesmith may add this upgrade to their mechanus greatwork at 5th level. Adding the first upgrade to a mechanus creates a telepathic link between the machinesmith and his creation. They can mentally communicate across any distance as long as they remain on the same plane. Communicating in this way is a free action. The machinesmith may choose to increase his mechanus by one size category, granting it an additional +2 Strength and additional hit points based on its size. In addition, it gains DR5/adamantine.

Mechanus Upgrade 2

A machinesmith may add this upgrade to their mechanus greatwork at 10th level. Adding the second upgrade allows the construct to make a second slam attack during a full attack at the mechanus’ highest base attack bonus. It also gains a bonus feat from the following list, even if it would not normally qualify: Great Fortitude, Lightning Reflexes, Power Attack, or Toughness.

Mechanus Upgrade 3

A machinesmith may add this upgrade to their mechanus greatwork at 15th level. Adding the third upgrade to the mechanus grants it the use of an energy attack. At the time of the upgrade the machinesmith chooses from cold, electricity or fire energy and picks either a 60 ft. line or 30 ft. cone, inflicting 4d6 points of damage plus an additional 1d6 points of damage for every 2 HD the mechanus possesses. This ability is usable once every 1d4 rounds and cannot be changed until the mechanus is upgraded again. In addition, the machinesmith can choose to increase his mechanus by one size category, granting it an additional +2 Strength and possibly additional hit points based on the rules for constructs. The maximum size of a Mechanus is Huge. The mechanus also gains the Grab special attack on all of its slam attacks.

Mechanus Master Upgrade

A machinesmith may add this upgrade to their mechanus greatwork at 20th level. Adding the fourth upgrade gives the mechanus an Intelligence score of 10. It can now act upon its own volition, but always according to the intention of its creator, gaining an identical alignment as the creator’s at the moment it gained sentience. It gains feats appropriate to its hit dice and 2 skill points per hit dice, treating any skill the machinesmith has ranks in as a class skill. The machinesmith may also increase the size of the mechanus once more (to a maximum of Huge), and change the mechanus’ energy attack to sonic or force damage. In addition, the mechanus gain DR 20/adamantine.

Section 15: Copyright Notice

Classes of NeoExodus: Machinesmith Copyright 2012, Louis Porter Jr. Design, Inc.

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