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Role Playing (Games)

Journal Short Circuit's Journal: D&D custom class

I played this class for about a month and a half in another DM's game. The game was a cross between D&D and Star Wars Saga Edition, set some time in the steam era.

The class isn't my creation, though I got permission to post it.

The Mechanic

Class Table

Lvl Special Craft Materials

1 Craft Pool 50 100g

Tech Savant +2

Tear it Apart

2 Master Scavenger (75%) 100 200g

Swift Repairs

3 Personal Touch (+1) 150 300g

4 Quick Rig 200 400g

5 Temporary Modifications 250 500g

Tech Savant +4

6 Instant Repairs 300 600g

Personal Touch (+2)

7 Master Scavenger (100%) 350 700g

8 "Off Switch" 400 800g

9 Tech Savant +8 450 900g

Personal Touch (+3)

10 Tech Paragon 500 1000g

Class Parameters

The Mechanics gains a d8 HD, a medium BAB (as Cleric), a +2 bonus to Reflex defense and a +1 bonus to Will defense. Mechanics gain 6 trained skills at 1st level, plus their Intelligence bonus.

Craft Pool

You gain a Craft Pool as listed in the table above. These Craft Points work as detailed in the Unearthed Arcana supplement, page 97.

Materials

You gain a limited amount of random scrap metals, springs, gears and other bits and pieces that you keep with you, which you can use to build mechanical devices. Your Materials pool is essentially a pool of virtual gold pieces, which can be "spent" only to pay the cost of crafting, modifying or repairing technological creations.

Tech Savant

You are a master at working with technological wonders. You gain a +2 bonus on all Craft (Mechanics), Devices, and Knowledge (Mechanics) checks. This bonus increases to +4 at 5th level, and to +8 at 9th level.

Tear it Apart

You gain a +2 bonus to attack and damage rolls against any mechanical device. You know just where to strike to disable key gears and important parts. In addition, any time you move a machine down the Condition Track, you apply a persistant condition. This condition cannot be removed until the machine has been specially repaired, requiring one hour of work.

Master Scavenger

You become adept at scrapping mechanical devices, turning them into spare parts with which to build new machines. You may take an hour to scrap any technological device of up to medium size, gaining Material to spend to craft new devices. You gain Materials equal to 75% of the base cost of the scrapped object. At 7th level, you gain Materials equal to 100% of the base cost of the scrapped object.

Swift Repairs

You may make a Craft (Mechanics) check to repair a mechanical device in one minute, instead of ten minutes, by taking a -5 penalty to your check. You may make a Jury Rig attempt as a standard action instead of a full round action.

Personal Touch

You know the details of your gear by heart, including all the little quirks and idiosynchracies. When using a piece of equipment you have crafted yourself, using points from your Craft and Materials pools and nothing else, you gain the listed bonus on all attack, damage and skill rolls involving that particular piece of equipment.

Quick Rig

You may jury rig a mechanical device that is not disabled, moving it up the Condition Track and healing HP as normal. The device still becomes disabled at the end of the encounter or scene.

Temporary Modifications

When you jury rig any mechanical device that has not been moved down the Condition Track at all, or that you have jury-rigged or repaired to the top of the Condition Track, you may choose to make temporary modifications, increasing the performance of the object for a short time. Any object you improve in this way gains a +2 bonus to all attack, damage and skill checks involved with it until the end of the encounter or scens, at which point it becomes disabled.

"Off Switch"

With a practised twist with a wrench, you can disable even the most complex machines. You may make a DC 20 Devices check as a standard action. If you succeed, you move the targeted device -1 step down the condition track, -1 step per 5 points by which you beat the DC.

Tech Paragon

You may use your Swift Repairs ability with no penalty on your Craft (Mechanics) roll, and you heal an additional 2d4 HP for each minute of work.. In addition, when you make a jury rig attempt, you move the target 3 steps up the condition track, and heal double the normal amount of HP. Finally, when you use the jury rig option on a device that is not disabled, it is not disabled at the end of the encounter or scene but is moved -1 step down the condition track each time it is used, instead. If the device is made for continual use, it moves -1 step down the condition track per round of use.

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D&D custom class

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