The Arcane Mechanik is the synthesis of mechanika and arcane power. These talented individuals creatively combine engineering and arcane power to create works of wonder that surpass both.
Game Rule Information
Abilities: Intelligence is one of the most important abilities a Mechanik can pick up. It helps with crafting as well as spells.
Hit Die: d6
The Arcane Mechanik’s class skills and key ability modifiers are Appraise (Int), Athletics (Str), Craft (All) (Int), Disable Device (Int), Knowledge (Arcane) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int Modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||1||2||3||4||5||6|
|1||+0||+0||+0||+2||Item Creation, Scribe Scroll, Trapfinding||1||-||-||-||-||-|
|2||+1||+0||+0||+3||Mechanika Familiarity, Etch Rune Plate||2||-||-||-||-||-|
|3||+1||+1||+1||+3||Craft Arcantrik Wondrous Items||3||-||-||-||-||-|
|4||+2||+1||+1||+4||Charge Accumulator, Craft Cerebral Matrix||3||1||-||-||-||-|
|5||+2||+1||+1||+4||Craft Mechanikal Familiar||4||2||-||-||-||-|
|6||+3||+2||+2||+5||Craft Mechanika Arms and Armor||4||3||-||-||-||-|
|7||+3||+2||+2||+5||Craft Mechanika Wand||4||3||1||-||-||-|
|8||+4||+2||+2||+6||Craft Mechanika Construct||4||4||2||-||-||-|
|10||+5||+3||+3||+7||Craft Mecahnika Rod||5||4||3||1||-||-|
|12||+6/+1||+4||+4||+8||Craft Mechanika Stave||5||5||4||3||-||-|
|14||+7/+2||+4||+4||+9||Greater Arcane Sight||5||5||4||4||2||-|
Weapons and Armor Proficiency: Arcane Mechaniks are proficient with all Simple Weapons, with light and medium armor, and with all shields (except tower shields).
Infusions: While Arcane Mechaniks are not spellcasters in the traditional sense, they gain the ability to imbue items with arcane power. This class feature otherwise functions exactly as the Infusion class ability (see Eberron Campaign Setting, p 31).
Bonus Feats: Beginning at 1st level, the Arcane Mechanik acquires bonus feats for magic item creation. Where applicable, these feats focus on creating the Mechanika version of magic items and require the Arcane Mecahnik take the corresponding feat to create a base magical item. The list of bonus feats, and their corresponding level, are as follows: Etch Rune Plate (2nd), Craft Arcantrik Wondrous Items (3rd), Craft Cerebral Matrix (4th), Craft Mechanika Arms and Armor (6th), Craft Mechanika Wand (7th), Craft Mechanika Construct (8th), Craft Mechanika Wand (10th), Craft Cortex (11th), and Craft Mechanika Stave (12th).
Item Creation (Ex): Beginning at 1st level, the Arcane Mechanik gains the extraordinary ability to create magic items despite not meeting the spell prerequisites. This ability functions identically to the Artificer class feature (see Eberron Campaign Setting, p 32) substituting the Arcane Mecahnik’s level for levels in Artificer.
Trapfinding: The insight gleamed from constantly working on machines and other devices provides the Arcane Mecahnik with a keen insight to all mechanical workings. This ability otherwise functions as the Rogue class feature of the same name, using the Arcane Mecahnik’s class level in place of Rogue class levels.
Mechanika Familiarity: Starting at 2nd level, the Arcane Mechanik adds his 1/2 his class level to all Craft (Mechanika) checks and all knowledge checks involving mechanika.
Charge Accumulator (Sp): As per the printed class feature (Iron Kingdoms – Character Guide p 92).
Create Mechanikal Familiar (Ex): As per the printed class feature (Iron Kingdoms – Character Guide p 92).
Arcane Sight (Ex): At 9th level, by simply reading the subtle variations and general makeup of different magic items, an Arcane Mechanik can determine the composition and function of any magic item he can see. This ability functions as a continual arcane sight using the Arcane Mecahnik’s class level in place of his caster level when applicable.
At 14th level, the Arcane Mechanik’s aptitude for identifying magical items is further honed. His Arcane Sight now functions as a continual greater arcane sight.
Mechanika Aptitude: Beginning at 13th level, the Arcane Mechanik completely internalizes the form and function of his creations. Henceforth, he is considered proficient with any mechanika or magic item he creates.
Skill Mastery (Ex): Upon reaching 15th level, the Arcane Mechanik becomes so accomplished at creating and operating mechanika it becomes second nature to him. The Arcane Mechanik may take 10 on any skill check relating to the creation, maintenance and operation of any mechanika device.
Mechanikal Innovation: As per the printed class feature (Iron Kingdoms – Character Guide p 93). The Arcane Mechanik can create a new breakthrough at 16th, 18th and 20th level.
Efficient Mechanika: At reaching 17th level, the Arcane Mechanik has learned and created so many short cuts to efficiently building mechanika devices he can do so cheaper and faster than an ordinary craftsman. The Arcane Mechanik considers the market value of an item 25% less than its listed cost for purposes of the raw material cost and time necessary to create the item.
Accumulator Mastery (Sp): At 19th level, the Arcane Mechanik gains the ability to charge Accumulators on a one for one basis (instead of 2 to 1). That is, the accumulator gains one charge for each level of the Infusion sacrificed by the Arcane Mechanik. Additionally, the Arcane Mechanik can channel Infusions directly into accumulators without the need for an arcane condenser. Channeling Infusions without an arcane condenser is done on a 2 for 1 basis and only a single Infusion can be imbued at a time. Charging accumulators in this manner is a full round action that provokes an attack of opportunity.
Warcasters are talented mages that specialize in using and handling mechanika. They gain special abilities that can push mechanika to feats and are the unrivaled masters of mechanical automaton. These boys put the mech in mechanika.
Base Attack Bonus: +3
Spells: Able to cast 3rd level Arcane spells
Skills: ’Jack Handling 5 ranks, Spellcraft 5 ranks
Hit Die: d8
Craft (Int), ’Jack Handling (Cha), Knowledge (any) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Ranks per Level: 2 + Int Modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells per Day|
|+1 level of existing arcane spellcasting class|
|2nd||+1||+1||+1||+1||Contact Cortex||+1 level of existing arcane spellcasting class|
|3rd||+2||+1||+1||+2||Augment ’Jack||+1 level of existing arcane spellcasting class|
|4th||+3||+1||+1||+2||Limitless ’Jack||+1 level of existing arcane spellcasting class|
|5th||+3||+2||+2||+3||Ghost in the Shell||+1 level of existing arcane spellcasting class|
Weapons and Armor Proficiency: Warcasters are proficient with all Simple weapons and with Light, Medium and Heavy armor.
Warcaster Focus (Su): At 1st level, the Warcaster adds his class level as a Focus bonus on all ’Jack Handling checks.
Detect Cortex (Sp): At 1st level, the Warcaster is able to use Detect Cortex at will as a spell-like ability. He uses his arcane caster level to determine the spell effects as normal.
Contact Cortex (Su): Beginning at 2nd level, the Warcaster can issue telepathic commands to any Cortex within 5 ft. per caster level. Issuing commands to a ’Jack still requires the requisite amount of time, but the Warcaster can flawlessly issue commands even in a pitched battle to his ’Jack.
In addition, the Warcaster may attempt to arrest control of a ’Jack from another handler. Doing so requires he issue the command and roll a contested ’Jack Handling check. This check is opposed by any recognized handler (or other Warcaster) that can issue commands to the ’Jack. The Warcaster may not attempt to issue commands to a cortex protected by cortex locks.
Augment ‘Jack (Sp): Beginning at 3rd level, the Warcaster may sacrifice a spell as a free action to augment any Steamjack within 10 ft per caster level. The higher the spell level sacrificed, the more effective the augmentation. Each augmentation lasts a number of rounds equal to the Warcaster’s class level.
+1 Focus bonus per spell level to attack rolls
+2 Focus bonus per spell level to damage rolls
+1 Focus bonus per spell level to AC
+1 Focus bonus per spell level to all CMB checks
Limitless ’Jack (Sp): At 4th level, the Warcaster gains the ability to push a ’Jack beyond its designed potential to accomplish impossible feats. Each augmentation requires a standard action to activate. The targeted ’Jack must be within 10 feet per caster level to be targeted by this ability. The Warcaster may only use one augmentation per sacrificed spell but can take multiple terms to use multiple augmentations on the ’Jack.
By sacrificing a 1st level spell slot, the Warcaster grants the Jack the ability to run for 10 minute per caster level. The Jack may move all out at x4 its base movement and make charge attacks.
By sacrificing a 2nd level spell slot, the Warcaster gains the ability to grant a ’Jack a single combat feat of his choosing for 1 minute per caster level. The feat granted can be any feet provided the ’Jack or the Warcatser meet the prerequisites for it. Cumulative applications of this ability on subsequent rounds consider existing applications when determining feat eligibility.
By sacrificing a 3rd level spell slot, the Warcaster can enable the ’Jack to act as if hasted for 1 round per caster level.
Ghost in the Shell (Sp): At 5th level, the Warcaster so intrinsically understands Steamjacks that he can substitute his own magical energy to power the ‘Jack for a short period. By touching the ’Jack and sacrificing a spell as a standard action, the ’Jack returns to full powered operation for 1 minute per spell level. While so empowered, the arcane connection between the Warcaster and the ’Jack is so potent the ’Jack seems to implicitly understand the Warcater’s will. The Warcaster may issue telepathic commands to the ‘Jack as a free action while the ’Jack is operating off the Warcaster’s arcane energy.