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Arcane Mechanist
Pathfinder class
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##### Arcane Mechanist | Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save| Special | 0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th| |:---:|:---:|:---:|:---:|:---:|:-----:| :-----:|:---:|:---:|:---:|:---:|:---:|:-----:| :-----:|:---:|:---:|:---:|:---:|:---:|:-----:| :-----:| 1| +0| +0| +0| +2| Mechanized Companion | 3 | 1 2| +1| +0| +0| +3| Mechanized Infusion | 4 | 2 3| +1| +1| +1| +3| | 4 | 3 | 4| +2| +1| +1| +4| Mechanized Evolution | 4 | 3 | 1 5| +2| +1| +1| +4| | 4 | 4 | 2 6| +3| +2| +2| +5| Mechanized Infusion | 4 | 4 | 3 7| +3| +2| +2| +5| | 4 | 5 | 4 | 1 8| +4| +2| +2| +6| Mechanized Evolution | 4 | 5 | 4 | 2 9| +4| +3| +3| +6| | 4 | 5 | 4 | 3 10| +5| +3| +3| +7| Mechanized Infusion | 4 | 5 | 4 | 4 | 1 11| +5| +3| +3| +7| | 4 | 5 | 4 | 4 | 2 12| +6/+1| +4| +4| +8| Mechanized Evolution | 4 | 5 | 4 | 4 | 3 13| +6/+1| +4| +4| +8| | 4 | 5 | 4 | 4 | 4 | 1 14| +7/+2| +4| +4| +9| Improved Mechanized Evolution, Mechanized Infusion | 4 | 5 | 4 | 4 | 4 | 1 15| +7/+2| +5| +5| +9| | 4 | 5 | 4 | 4 | 4 | 2 16| +8/+3| +5| +5| +10| Mechanized Evolution | 4 | 5 | 4 | 4 | 4 | 3 17| +8/+3| +5| +5| +10| | 4 | 5 | 4 | 4 | 4 | 4| 1 18| +9/+4| +6| +6| +11 |Mechanized Infusion | 4 | 5 | 4 | 4 | 4 | 4| 3 | 1 19| +9/+4| +6| +6| +11 | | 4| 5| 4| 4 |4| 4|4| 2 | 20| +10/+5| +6| +6| +12 |Improved Mechanized Evolution | 4 | 5| 4| 4| 4 |4 |4 |3| 1
## Class Description The Arcane Mechanist is a master of the intricate art of combining magic and technology to create powerful, sentient mechanical companions. These arcane engineers draw upon the unique properties of magepunk technology and their own innate magical abilities to forge complex constructs that serve as loyal guardians, allies, and even extensions of their own will. The Arcane Mechanist functions as a powerful spellcaster and summoner, relying on their mechanized companion and a wide range of magical abilities to control the battlefield and support their allies. ### Features As an Arcane Mechanist, you gain the following class features. #### Hit Points ___ - **Hit Dice:** d6 - \columnbreak #### Alignment ****Any**** #### Starting Wealth **Gold:** 3d6 x 10gp (average 105 gp) and begins the campaign with an armor set worth less than 10 gp. #### Skill Ranks **Skill ranks per level:** 4 + Int Modifier #### Class Skills **Class Skills:** The Arcane Mechanist's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). \pagebreakNum #### Proficiencies ___ - **Armor:** Not proficient with any type of armor or shield. Armor interferes with an Arcane Mechanist's gestures, which can cause spells with somatic components to fail - **Weapons:** All simple weapons #### Spells and Casting **Spells**: An Arcane Mechanist casts arcane spells drawn from the sorcerer/wizard spell list. An Arcane Mechanist must choose and prepare their spells ahead of time. To learn, prepare, or cast a spell, the Arcane Mechanist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Mechanist's spell is 10 + the spell level + the Arcane Mechanist's Intelligence modifier.
Like other spellcasters, an Arcane Mechanist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given in the table above. In addition, they receive bonus spells per day if they have a high Intelligence score.
An Arcane Mechanist's selection of spells is limited. They begin play knowing four 0-level spells and two 1st-level spells of their choice. At each new Arcane Mechanist level, they gain one or more new spells, as indicated in the table above. Unlike spells per day, the number of spells an Arcane Mechanist knows is not affected by their Intelligence score; the numbers are fixed. ## Abilities **Mechanized Companion (Ex)**: At 1st level, an Arcane Mechanist forms a bond with a specially crafted mechanized creature. This construct serves as a loyal guardian and ally to the Arcane Mechanist, and its abilities improve as the Arcane Mechanist gains levels. The mechanized companion functions similarly to a bonded animal companion, but is a functions as a mechanical construct and stays around permanently. It has a unique set of abilities and upgrades determined by the Arcane Mechanist's level and choices,
**Arcane Bond (Ex or Sp)**: At 1st level, an Arcane Mechanist forms a powerful bond with their mechanized companion. This bond allows the Arcane Mechanist to channel their spells through their companion, granting it new abilities and powers. As the Arcane Mechanist gains levels, they can choose to enhance their companion's abilities or grant it new abilities altogether.
**Magepunk Infusion (Su)**: At 2nd level, an Arcane Mechanist gains the ability to infuse their spells with the power of magepunk technology. This allows the Arcane Mechanist to modify their spells in unique and powerful ways, such as increasing their range, damage, or duration. The Arcane Mechanist gains additional magepunk infusions as they gain levels, allowing for greater customization and versatility in their spellcasting. See table below. \columnbreak
**Mechanized Evolution (Ex)**: Starting at 4th level, the Arcane Mechanist's mechanized companion begins to evolve and adapt to the challenges it faces. As the Arcane Mechanist gains levels, they can choose to grant their companion new abilities, enhancements, or upgrades that improve its combat capabilities and utility. These evolutions can include increased mobility, enhanced senses, or the ability to wield and use magical items. The Arcane Mechanist gains additional mechanized evolutions at 8th, 12th, 16th, and 20th levels. See table below.
**Arcane Repair (Su)**: At 5th level, an Arcane Mechanist gains the ability to repair their mechanized companion using their magical power. By expending a spell slot, the Arcane Mechanist can heal their companion for a number of hit points equal to the spell level × their Intelligence modifier. The Arcane Mechanist can use this ability once per day at 5th level, and gains an additional use per day at 10th, 15th, and 20th levels. Standard Action.
**Magepunk Mastery (Su)**: At 10th level, the Arcane Mechanist's mastery of magepunk infusion allows them to further enhance their spells and their mechanized companion. The Arcane Mechanist can apply two magepunk infusions to a single spell, or grant their companion additional abilities or enhancements when using their Arcane Bond ability.
**Improved Mechanized Evolution (Ex)**: At 14th level, the Arcane Mechanist's mechanized companion gains even greater adaptability and versatility. The Arcane Mechanist can choose from a more powerful set of evolutions, allowing their companion to take on new forms, gain additional attacks, or harness powerful magical abilities.
**Evolutionary Breakthrough (Ex)**: At 20th level, the Arcane Mechanist's mechanized companion becomes a perfect representation of the Arcane Mechanist's understanding and mastery of magepunk technologies. As a result, the Arcane Mechanist can choose one ability from the most powerful set of evolutions, allowing their companion to a exemplar of technology itself.
**Archmechanist (Su): At 20th level**, the Arcane Mechanist becomes an unparalleled master of magepunk technology and magic. The Arcane Mechanist gains a bonus equal to their Intelligence modifier on all Craft, Knowledge (arcana), and Spellcraft checks related to magepunk technology, and their mechanized companion gains a +2 bonus to its Strength, Dexterity, and Constitution scores. Additionally, the Arcane Mechanist can apply up to three magepunk infusions to a single spell, or grant their companion even more powerful abilities and enhancements when using their Arcane Bond ability. \pagebreakNum
##### Magepunk Infusions | Infusion Name | Effect| Prerequisites | |:---:|:---:|:---|:---:| Elemental Flux| The Arcane Mechanist can change the energy type of a damaging spell (e.g., from fire to cold) when they cast it.| None Overcharged Spell| The spell deals an additional 50% damage, but the Arcane Mechanist takes damage equal to half the extra damage dealt.| None Chain Spell| The spell can chain to one additional target within 30 ft. of the initial target, dealing half the effect/damage. |None Empowered Minion| When casting a spell that targets or benefits the Arcane Mechanist's mechanized creature, the spell's effects are increased by 50%.| None Disruptive Spell| Targets affected by the spell must make a concentration check (DC 15 + double the spell's level) to cast spells for 1 round.| Arcane Mechanist level 6 Chrono Distortion| The spell's duration is doubled.| Arcane Mechanist level 6 Spell Synergy| If the Arcane Mechanist casts another spell of the same school within the next round, they receive a +2 bonus to their effective caster level for that spell.|Arcane Mechanist level 8 Volatile Spell| The spell has a 20% chance to deal maximum damage.| Arcane Mechanist level 10 Resonant Spell| When the spell is cast, the Arcane Mechanist can choose to delay its effect for up to 3 rounds. The spell is then triggered at the end of the chosen round.| Arcane Mechanist level 10 Echoing Spell| As a free action, the spell is automatically recast on the same target(s) with the same effect in the following round. Does not consume an additional spell slot.| Arcane Mechanist level 14 Unstoppable Spell| The spell ignores all damage reduction, energy resistance, and immunity of the target(s), but deals only 75% of its normal damage.| Arcane Mechanist level 18
##### Mechanized Evolutions | Evolution Name | Level | Effect| Prerequisites | |:---:|:---:|:---:|:---:|:---:| Reactive Plating|4 | The mechanized companion gains damage resistance 5 against one energy type (acid, cold, electricity, fire, or sonic) and can be changed as a standard action once per day. | None Arcane Conduit| 4| The mechanized companion can deliver touch spells for the Arcane Mechanist.| None Grappling Hook| 4 |The mechanized companion gains a grappling hook that can be used to initiate a grapple from a range of 15 ft. The hook deals 1d4 damage on a successful grapple check. Can also be used to pull objects with a strength check|None Camouflage Plating |4 |The mechanized companion gains a +4 bonus to Stealth checks.| None Warning Sensors| 4 | The mechanized companion reacts extremely quick and gains +15 move speed and a +2 bonus to all initiative rolls.| None
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##### Mechanized Evolutions | Evolution Name | Level | Effect| Prerequisites | |:---:|:---:|:---:|:---:|:---:| Energy Shield | 8 | The mechanized companion gains a shield that grants it temporary hit points equal to twice its level. Refreshes after a 1-hour rest. | None Arcane Capacitor | 8 | The mechanized companion can store one spell of 3rd level or lower cast by the Arcane Mechanist, releasing it later as a standard action. | Arcane Conduit Hydraulic Legs | 8 | The mechanized companion's bonus to jump height and distance increases to +20 ft. | None Improved Grappling Hook | 8 | The range of the grappling hook increases to 30 ft., and the hook deals 1d6 damage on a successful grapple check. The mechanized companion gains a +2 bonus to grapple checks made with the hook. | Grappling Hook Smoke Screen | 8 | The mechanized companion can emit a cloud of smoke in a 20 ft. radius, providing concealment. Usable 3/day. | Camouflage Plating Makeshift Thrusters | 8 | The mechanized companion gains a fly speed of 30 ft. (average maneuverability). | None Grappling Hook Mastery | 12 | The mechanized companion can attempt a reposition or drag combat maneuver with the grappling hook instead of maintaining a grapple. The hook deals 1d8 damage on a successful grapple check. The bonus to grapple checks made with the hook increases to +4 to CMB |Improved Grappling Hook Active Camouflage | 12 | The mechanized companion can become invisible, as per the invisibility spell, for a number of rounds per day equal to its level. In addition, the companion also gains +2 stealth bonus when camoflaged. | Smoke Screen Arcane Dynamo | 12 | The mechanized companion can now store two spells, up to 5th level, cast by the Arcane Mechanist. | Arcane Capacitor Projectile Absorption| 12 | The mechanized creature can absorb projectiles, negating the first ranged attack that targets it each round.| None Reactive Defenses | 12 | The mechanized creature gains a +4 bonus on Reflex saves and a +2 bonus on AC against attacks of opportunity. | Warning Sensors Combat Reflexes | 12 | The mechanized companion gains the Combat Reflexes feat, allowing it to make additional attacks of opportunity equal to its Dexterity modifier. | None Arcane Dynamo II| 16 | The mechanized companion can now store three spells, up to 7th level, cast by the Arcane Mechanist. |Arcane Dynamo Reactive Defenses II | 16| The mechanized companion gains a +6 bonus on Reflex saves and a +4 bonus on AC against attacks of opportunity. | Reactive Defenses Makeshift Thrusters II | 16 |The mechanized companion's fly speed increases to 60 ft. (good maneuverability). | Makeshift Thrusters Nullification Field | 16 | The mechanized creature can project an anti-magic field, as per the spell, centered on itself with a 10 ft. radius for a number of rounds per day equal to its level. | None Reactive Defenses II | 16| The mechanized creature gains a +6 bonus on Reflex saves and a +4 bonus on AC, and a + 4 on AC against attacks of opportunity. | Reactive Defenses Makeshift Thrusters II | 16 |The mechanized companion's fly speed increases to 60 ft. (good maneuverability). | Makeshift Thrusters Arcane Dynamo II| 16 | The mechanized creature can now store three spells, up to 7th level, cast by the Arcane Mechanist. |Arcane Dynamo
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##### Improved Mechanized Evolutions | Evolution Name | Level | Effect| Prerequisites | |:---:|:---:|:---:|:---:|:---:| Adaptive Cores | 14 | The mechanized companion's ability scores each increase by 4. | None *Anyone Can Cast!* | 14 | The mechanized companion gains the ability to cast spells as a 10th-level Wizard, using the Arcane Mechanist's spell list. It has a separate pool of spell slots equal to a 10th-level Wizard, and can be taught spells by the Arcane Mechanist. | None Perfect Integration | 14 | The mechanized companion can perfectly integrate an additional weapon system of the Arcane Mechanist's choice. The integrated weapon gains a +3 enhancement bonus to attack and damage rolls, and can be used as an additional natural attack per round. | None Overcharge | 14 | The mechanized companion overcharges its core, spreading to targets within a 30ft radius. Targets gain 50% more move speed (30 ft. can now move 45ft. ex), they gain a +4 to all reflex saves, and and a +2 to dexterity until the end of the duration and for as long as they remain within the aura. Lasts 2 rounds and is cast as a free action. Can be cast 5 times per day. | Reactive Defenses Energetic Aura| 14 | The mechanized creature emanates a powerful aura, granting all allies within a 30 ft. radius a +2 bonus to attack rolls, damage rolls, and saving throws against spells and spell-like abilities for a number of rounds equal to its level. Additionally, all allies within the radius gain a pool of temporary hit points equal to twice its level, which last for 1 minute. |Energy Shield Adaptive Resistance | 14 | The mechanized creature can adapt to resist any type of energy damage, gaining energy resistance 30 to the last type of energy damage it was affected by. It can change its resistance as a swift action. | Arcane Dynamo
##### Evolutinary Breakthrough | Evolution Name | Level | Effect| Prerequisites | |:---:|:---:|:---:|:---:|:---:| Energy Shield | 20 | The mechanized companion gains a shield that grants it temporary hit points equal to twice its level. Refreshes after a 1-hour rest. | None Arcane Capacitor | 20 | The mechanized companion can store one spell of 3rd level or lower cast by the Arcane Mechanist, releasing it later as a standard action. | Arcane Conduit Hydraulic Legs | 20 | The mechanized companion's bonus to jump height and distance increases to +20 ft. | None Improved Grappling Hook | 20 | The range of the grappling hook increases to 30 ft., and the hook deals 1d6 damage on a successful grapple check. The mechanized companion gains a +2 bonus to grapple checks made with the hook. | Grappling Hook Smoke Screen | 20 | The mechanized companion can emit a cloud of smoke in a 20 ft. radius, providing concealment. Usable 3/day. | Camouflage Plating Makeshift Thrusters | 20 | The mechanized companion gains a fly speed of 30 ft. (average maneuverability). | None
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