Machine Mage (Character Kit)

Machine Mages do not believe that 
machine life is inherently evil. Though they share many of the same proficiencies and spells with Sheenchasers, they aim to exploit machines rather than destroy them. Machine Mages must, of course, defend themselves from sheens, which are anything but compliant to being salvaged and reprogrammed. Machine Mages generally wear or display the symbol of the Machine Coalition: a human-shaped hand consisting only of machine parts. 
Requirements: A Machine Mage must meet the minimum requirements for the Wizard class and must also possess a Wisdom score of at least 13. AMachine Mage may be specialized, as long as the school of specialty is not a barred school. Because the Coalition.is a small splinter group, its training regimen is not nearly as strict as the League's. In fact, being a Machine Mage really just requires an attitude shift from that of a standard Sheenchaser and studied application of said attitude shift towards the utilization of machines instead of the destruction of machines. Thus, a Wizard doesn't even need to be a member of the Coalition to be a Machine Mage. However, the intensive training of the League (or some Coalition variant) is still necessary, even if all the tenants of the League are not embraced. 
Role: The Machine Coalition is a splinter organization from its larger and 
more powerful parent organization, the Vital League. In fact. League Wizards 
often come to blows with Coalition Mages, seeing Machine Mage craft as a 
perversion of sacred training. A Sheenchaser wouldn't think twice about 
destroying a Machine Mage's "familiars" if given the chance. 
Preferred Schools: None. 
Barred Schools: Necromancy, Enchantment/Charm, and Illusion. 
Secondary Skills: If secondary skills are used in the campaign, a Machine Mage should have the Smith skill. 
Weapon Proficiencies: Machine mages can choose any weapon appropriate to the Wizard class.
* Bonus: Salvage, Artifice (see New Proficiencies). 
* Recommended: Blacksmithing, Machine Language, Digital Persuasion (see New Proficiencies). 
Equipment: The Machine Mage begins the game in possession of a tiny hands kit and either a capacitor staff or a sensor belt, at the DM's option. Spell Selection: At the DM's option, the Machine Mage begins with 1d4 + 1 new spells listed under New Spells. Distinctive Appearance: Machine Mages always stand out due to their use of salvaged machine technology. Unless in hiding from Sheenchasers, Machine Mages are often followed about by small mechanical familiars that have been cobbled together using the Mage's special skills (the Artifice proficiency). Additionally, it's not uncommon to encounter Machine Mages with buzzing, humming, or beeping metallic boxes worn on their belts or backs. 
Special Benefits: Machine Mages start the game with either a standard walker or a flitter (a drifter variant) that has been reprogrammed through Digital Persuasion or completely cobbled together from spare parts using the Artifice proficiency. This companion sheen serves as the Machine Mage's familiar. Additionally, the sheen familiar proves an ideal subject for ongoing "innovations" through which the Machine Mage can hone his knowledge of machine arcana. 
Special Hindrances: Machine Mages cannot have a normal familiar. If a normal familiar already exists when this kit is taken, the familiar leaves within one month because of neglect. The affected Machine Mage suffers all associated penalties with losing a familiar. 
Wealth Options: The Sheenchaser receives the standard (1d4 + 1) x 10 gp starting money.
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