Mechanists treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Mechanists learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.
As a Mechanist, you might have learned your craft through a variety of means. You could be a formal student of arcana who became interested in magic items and artifacts. Maybe you’re a tinkerer who devised magic tools in a musty basement. Or perhaps you are an explorer who found your knowledge in forgotten places.
With a bandolier slung across your chest, you carry an arsenal of alchemical compounds, magical implements, mundane materials, and tools. You mix reagents, drink potions, and craft items. And you use your knowledge to infuse yourself and your allies with arcane power. One day, your magical skills will carry you into legend.
Role: Leader. You channel arcane power into items that empower your allies and hinder your enemies. You lean toward controller as a secondary role.
Power Source: Arcane. The cryptic formulas of arcane magic and the complex recipes of alchemy appeal to you. You are especially knowledgeable about magic items and constructs
Key Abilities: Intelligence, Constitution, Wisdom
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Orbs, rods, staffs, wands
Bonus to Defenses: +1 Fort, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int),
Perception (Wis), Thievery (Dex)
Class Features: Arcane Empowerment, Arcane Rejuvenation, Healing Infusion, Ritual Casting
Mechanist Class Features
Mechanists have the following class features.
Your study of magic has given you the ability to manipulate the arcane energy contained within items. You begin each day wit h the ability to empower a magic item. and you gain one additional arcane empowerment for each milestone you reach. You must spend a short rest with an item in order to empower it. You can empower an item in two ways.
Impart Energy: You recharge the da ily power of a magic item. An item can be recharged only once per day in this way.
Augment Energy: You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Before combat, an Mechanist spends time infusing his or her allies’ magic items with curative energy. Whenever one of the Mechanist’s allies uses a magic item’s daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier.
You can create healing infusions for later use. At the end of an extended rest, you create two hea ling infusions that last until the end of your next extended rest. At 16th level, you instead create three healing infusions.
You determine the effect of a healing in fusion at the time you use the power, not at the time you create it. When you use a Healing Infusion power, you expend one of the infusions you created during your last extended rest. During a short rest, you or an ally can spend a healing surge to replenish one of the infusions expended.
Minor Action ¦ Close Burst 5 (10 at 11th lvl, 15 at 21st lvl
You or one ally in burst
The target regains hit points equal to its healing surge value + your Wis modifier, and you expend an infusion crafted with your Healing Infusion class feature.
You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Minor Action ♦ Close Burst 5 (10 at 11th lvl, 15 at 21st lvl)
You gain the Ritual Caster feat as a bonus feat. allowing you to use magical rituals (see Chapter 10 of the Player’s Handbook). You own a ritual book, and it contains the following rituals that you have mastered: Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole. In addition. you can use Disenchant Magic Item without expending components.
Implements and Weapons
Mechanists make use of rods, staffs, and wands to help channel and direct their spells. When you wield a magic rod, a magic staff, or a magic wand, you can add its enhancement bonus to the attack rolls and damage rolls of Mechanist powers a nd Mechanist paragon path powers that have the implement keyword. Without an implement, you can still use these powers. Some Mechanist powers use a ranged weapon. When an Mechanist makes an attack using a thrown weapon. that weapon returns to the Mechanist as if it were magical, even if it is not.
Using whatever materials are on hand, you empower weapons and armors and even create allies. You imbue each of your creations with magic. elemental spirits. and a spark of life, giving it the power to perform a specific task. Your attack powers are based on Intelligence, so it should be your primary ability score. Your second-best ability score should be Wisdom, which enhances the artifices and the constructs you create. Other Mechanist powers rely on Constitution, so that should be your third highest ability score.
Suggested Feat: Alchemy
Suggested Skills: Arcana, Heal, History, Perception, Thievery
Suggested At-Will Powers: magic weapon, thundering armor
Suggested Encounter Power: spike wire
Suggested Daily Power: obedient servant
MEDCHANISTS AND SUMMONING
The Mechanist animates objects and creates constructs. Many of these creations follow the same rules as summoned creatures. When an Mechanist animates an object, he or she summons an elemental spirit and binds it to that object. The binding process also requires a bit of the Mechanist’s own vitality. If the construct is destroyed before the end of the encounter or before the Mechanist dismisses it, the destruction takes a toll on the Mechanist. For this reason, an Mechanist’s summoning is limited in both duration and frequency
Powers that have the summoning keyword bring creatures from elsewhere, often other planes, to serve you in a variety of ways.
A creature you summon uses these rules. unless a power description says otherwise.
- Allied Creature: When you use a summoning power, you create a creature that is an ally to you and your allies. The power determines where the summoned creature appears.
- Your Defenses: The summoned creature’s defenses equal yours when you summon it, not including any temporary bonuses or penalties to your statistics.
- Hit Points: The summoned creature’s maximum hit points equal your bloodied value. When the summoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value.
- No Healing Surges: The summoned creature lacks healing surges, but if a power allows it to spend a healing surge, you can spend a healing surge for it. The summoned creature then gains the benefit of the healing surge, instead of your gaining it.
- Speed: The summoning power determines the summoned creature’s speed.
- Commanding the Creature: The summoned creature has no actions of its own; you spend actions to command it mentally. You can command the creature only if you have line of effect to it. When you command the creature, the two of you share knowledge but not senses.
- As a minor action, you can command the summoned creature to take one of the following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift. squeeze. or walk.
- The summoning power determines any special commands you can give the summoned creature and gives an action type for each command. If a special command is a minor action. you can give that command only once during each of your turns.
- Attacks and Checks: If a summon ing power allows the summoned creature to attack. you make an attack through the creature, as specified in the power description. If the summoned creature can make a skill check or an ability check. you make the check. Attac ks and checks you make through the creature do not include temporary bonuses or penalties to your statistics_
- Duration: Unless the summoning power states otherwise, the sum moned creature lasts until the end of the encounter and then disappears. As a minor action. you can dismiss the summoned creature.
You carry esoteric reagents and materials. If you don’t have what you need, you transmute mundane materials into components. Each day, you craft, imbue, and prepare the objects and compounds you need for your arcane powers, which are called spells. Many Mechanists refer to spells that instill magic in objects as “infusions.”
All artificers know the repair object rote, a simple spell
that can aid them in daily tasks.
Minor Action ♦ Melee touch
Level 1 At-Will Spells
Standard Action ♦ Melee or Ranged weapon
Standard Action ♦ Melee or Ranged weapon
Standard Action ♦ Melee or Ranged 5
Standard Action ♦ Close Burst 10