I’ve created a new prestige class for the current D&D campaign I am playing in. The Machine Mage is a wizard who specializing in building and enchanting machines.
To qualify to become a Machine Mage, a character must fulfill all the following criteria.
Craft (machine) 10 ranks, Knowledge (machine) 10 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks, Use Magic Device 2 ranks
Craft Wondrous Item, Craft Magic Arms And Armor, Craft Construct
The machine mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
|Table : The Machine Mage|
|Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1st||+0||+0||+0||+2||Machine familiar, knack with machines 1||+1 level of existing class|
|2nd||+1||+0||+0||+3||Machine construct||+1 level of existing class|
|3rd||+1||+1||+1||+3||Machine magic, knack with machines 2||+1 level of existing class|
|4th||+2||+1||+1||+4||Efficient machining||+1 level of existing class|
|5th||+2||+1||+1||+4||Knack with machines 3||+1 level of existing class|
All of the following are Class Features of the machine mage prestige class.
Weapon and Armor Proficiency
Machine mages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known
When a new machine mage level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of machine mage to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
A machine mage learns how to make a machine familiar at 1st level. Said familiar looks and acts like a regular familiar, but is obviously a machine upon close inspection. The machine mage can only make a machine familiar if he or she does not currently have a familiar.
A machine familiar takes 1 week to build and costs 500 gp in raw materials. A Craft (machine) check with a DC15 is needed to successfully craft the body. Unlike other constructs, this check must be made by the familiar’s master. Its type is Construct as opposed to Magical Beast and has all the qualities of a typical construct.
Levels in this class stack with Wizard, Sorcerer or other classes that have familiars to find the level of the familiar.
Knack With Machines
At 1st level, a machine mage develops an almost mystical understanding of the way machines and complex mechanical devices work. This knack allows him to add one to any roll that deals with or affects a machine, e.g. rolls for Craft (machine), to hit, to damage, saves vs. machine traps, etc. Note that most constructs and traps aren’t machines.
At 3rd level this bonus becomes +2 and at 5th level it becomes +3.
At 2nd level, the machine mage discovers how to make machines into constructs. Any type of construct may be a machine construct. The only game difference is that Craft (machine) is used in in place of any craft skill needed to create the construct. Craft (machine) can also be used to to repair a machine construct.
At 3rd level, the spells Animate Objects, Fantastic Machine and Greater Fantastic Machine are added to the machine mage’s class list. If he is of high enough level to cast them, the machine mage also learns the spells. If not, he learns them as soon as he becomes high enough level to cast them.
At 4th level, the machine mage becomes more efficient in his machine crafting. He becomes faster and makes the most of every scrap of raw material. Machines or machine constructs take 25% less time and money to create. XP costs remain the same.