Transmechanical Ascendant

Some take their love of machines and devices to a radical level. Believing in the weakness of flesh and the strength of the machine they endeavor to purge their bodies of that weakness and become something more. Naturally this alien form of thinking puts them at odds with others and transmechanical ascendants rarely stay in one place for long.

Hit Die: d8

Requirements

To qualify to become a transmechanical ascendant, a character must fulfill all of the following criteria:

Skill Points at Each Level: 4 + Int modifier.

Table: Transmechancial Ascendant
Level Base Attack Bonus Fort Save Ref Save Will Save Special Prototypes per Day
1st +1 +1 +0 +0 Mobius soul, grafter
2nd +2 +1 +1 +1 Transmechanical surgery +1 level of existing prototype-casting class
3rd +3 +2 +1 +1 Mechanical grafts +1 level of existing prototype-casting class
4th +4 +2 +1 +1 Machinesmith trick +1 level of existing prototype-casting class
5th +5 +3 +2 +2 Improved mechanical grafts +1 level of existing prototype-casting class
6th +6 +3 +2 +2 +1 level of existing prototype-casting class
7th +7 +4 +2 +2 Machinesmith trick +1 level of existing prototype-casting class
8th +8 +4 +3 +3 Greater mechanical grafts +1 level of existing prototype-casting class
9th +9 +5 +3 +3 Machinesmith trick +1 level of existing prototype-casting class
10th +10 +5 +3 +3 Become the machine +1 level of existing prototype-casting class

Class Features

The following are class features of the transmechanical ascendant prestige class.

Weapon and Armor Proficiency

Transmechanical ascendants gain no proficiency with any weapons or armor.

Mobius Soul

At 1st level rather than attaching a mobius core to a device the transmechanical ascendant instead grafts the mobius core into their own flesh turning it into a mobius soul. The core is implanted either in the forehead, the base of the skull or the center of the chest.

The mobius soul grants a number of charges equal to the transmechanical ascendant’s Intelligence modifier + ½ their class level. A transmechanical ascendant may spend charges from the mobius soul in order to rebuild prototypes he has already used. With a swift action he can recall any single prototype that he has already prepared and used that day by expending a number of charges from his mobius soul equal to the prototype’s level (minimum 1). The prototype is prepared again, just as if it had not been cast. In addition he gains low-light vision.

As the transmechanical ascendant rises in level, the mobius soul graft and the changes in their body and psychology begin to impact their ability to empathize and understand other creatures. He suffers a -1 penalty to Diplomacy and Sense Motive checks for each transmechanical ascendant level he has achieved.

Prototypes per Day

The transmechanical ascendant gains prototypes per day and learns additional prototypes at each indicated level as if he had also gained a level in a prototype-granting class. He does not, however, gain any other benefit a character of that class would have gained, except for additional prototypes per day, and an increased effective caster level. If a character has more than one prototype-granting class before becoming a transmechanical ascendant, he must decide to which he adds the new level for purposes of determining prototypes per day.

Grafter (Ex)

At 1st level, transmechanical ascendants gain Heal as a class skill and adds half their class level (minimum 1) to all Heal checks.

Transmechanical Surgery (Sp)

At 2nd level, the transmechanical ascendant achieves a profound understanding of the structure of the body and how mobius energy may be utilized through temporary prosthetics to preserve and extend life. The following prototypes are added to his prototype list:

Mechanical Grafts (Su)

At 3rd level the transmechanical ascendant begins his first earnest steps towards perfection. He grafts a number of implants into his flesh that enhance his physical capabilities. The exact form of these implants is up to the player with game master approval but the implants are always obvious unless the character uses the Disguise skill to hide them, with a check modifier of -4. He gains a +2 inherent bonus to Strength, a +2 natural armor bonus, darkvision out to 60 ft. and immunity to disease.

Machinesmith Trick

At 4th, 7th, and 9th levels the transmechanical ascendant gains a machinesmith trick, treating his transmechanical ascendant levels as machinesmith levels for purposes of qualifying for tricks.

The transmechanical ascendant adds the following machinesmith trick to the list normally available to him. He has an effective level equal to the total of his machinesmith levels and transmechanical ascendant levels, for purposes of qualifying for machinesmith trick.

Techniques

Implant Gadget (Su): You graft a gadget you have built into your own flesh modifying it to fit comfortably in your body and powering it through your mobius soul. Instead of refueling the gadget through normal means you may instead expend a charge from your mobius soul as a full round action to recharge the gadget. In addition you no longer need to handle the gadget in order to operate it and instead activate it via mental command. This does not reduce the time of the action required to use the gadget. Gadgets implanted in this way can still be targeted and destroyed. Each time this occurs you must spend an additional 100gp in addition to the normal cost of creating it in order to graft the item. Gadgets that can act independently of the wielder (such as the crossbow turret) cannot be grafted. This machinesmith trick can be taken multiple times. Each time you select this machinesmith trick you must select a new gadget to graft.

Implant Prototype (Su): You graft a prototype into your flesh making it as much a part of your body as another limb. Select one prototype that you can prepare. This prototype is treated as a spell like ability usable once per day. Using your total machinesmith and transmechanical ascendant level for caster level and Intelligence modifier to determine saving throw DCs. This machinesmith trick can be taken multiple times. Each time you select this machinesmith trick you may either grant an additional time per day for an implanted prototype to be used or implant a new prototype. You must be at least 3rd level to select this machinesmith trick.

Improved Mechanical Grafts (Su)

At 5th level the transmechanical ascendant grows even closer to perfection appearing even more mechanical than before. The inherent bonus to Strength from his mechanical grafts increases to +4 and his natural armor bonus increases to +4. In addition the transmechanical ascendant gains immunity to poison and no longer needs to eat or drink.

Greater Mechanical Grafts (Su)

At 8th level the transmechanical ascendant’s apotheosis is within reach. He appears more like a machine than his original race and it becomes impossible to hide his true nature without the use of magic. His inherent bonus to Strength increases to +6 and his natural armor increases to +6. In addition he gains immunity to sleep, fatigue, exhaustion and no longer needs to breathe.

Become the Machine (Su)

At 10th level the transmechanical ascendant’s ascension is complete. He is barely recognizable from his original race save some fleeting remnants of flesh or form left as necessary evils for the living machine to thrive. He is treated as a construct for the purposes of spells and effects with the exception that he can still be raised or resurrected. In addition his inherent bonus to Strength increases to +8, his natural armor increases to +8 and his Intelligence modifier gains a +2 inherent bonus.

Section 15: Copyright Notice

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

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