Mechanist

Mechanists are the brains of the operation. The one's who develop and create the ships, weapons, and other technology of every fighting force. In a combat situation, the mechanist relies on his creations to distract and overwhelm the enemy rather than engage directly.

Path Features:

**More than one path to power (Level 11):** Up to three times per battle you may roll intelligence to deprive an enemy of their technological goodies. This skill can also be used to perform field repairs on androids.

**Tinkering (Level 15):** At the beginning of each 24 hour period, you may choose one effect that you may apply to armor, weapons, or other items. With a successful intelligence roll you apply that effect to an item.

**Masterpiece (level 19):** You create an android combat partner. The android is loyal to you and may be of either model you choose. This android always has 1/4th of your experience, and gains XP when you do. It may be of any class/path you choose, provided androids can take that path. If the android is destroyed it takes 48 hours to repair.

Mechanist powers

Level 11 At will powers

Pistol

your standard civilian pistol.

At-Will ✦  weapon

Standard Action    Ranged 10

Target: One creature.

Attack: Speed vs reaction

Hit: 1d4 damage

Sub machine gun

Your less than legal civilian machine gun

At-Will ✦ weapon

Standard Action    Ranged 10

Target: One creature.

Attack: Speed-5 vs Reaction

Hit: 5d4 damage

Level 11 Encounter Powers

Grenade

...Where did you even GET a grenade?

Encounter ✦  weapon

Standard Action    Area burst 2

Target: one square within 5, all creatures in burst

Attack: Intelligence vs Repulse

Hit: 2d10 damage

Demolition charge

Your handy dandy everyday satchel charge. Maybe I should have called this class the anarchist.

Encounter ✦  weapon

Standard Action    Area burst 6

Target: all creatures in range

Attack: Intelligence vs Repulse

Hit: 2d12 damage

Special: This power can be “set” in an area, and actually triggered when the player says so. Detonation can be performed as a swift action in this case.

Level 14 utility powers

Rocket Boots

Rocket boots of your own design

Encounter ✦ Personal

Swift Action    Personal

Effect: Increase your movement speed by 3 for intelligence rounds. You may fly during the duration even if you normally can't

Flash bang

You hurl a flashbang you made

Encounter ✦ Weapon

Standard Action    Area burst 5

Target: All creatures in range

Attack: Intelligence vs Resolve

Hit: all targets become blind and deaf for intelligence rounds.

Capsuleize

You throw an empty capsule at an enemy and watch the show.

Daily ✦ Weapon?

Standard Action    Melee

Target: One creature

Attack: Dex vs reaction

Hit: Target becomes trapped in a capsule and is considered defeated for the purposes of combat.

Level 16 Daily powers

RPG

A rocket propelled grenade....fuck

Daily ✦  weapon

Standard Action    Area burst 8

Target: all creatures in range

Attack: Speed vs Repulse

Hit: 4d12 damage

Tactical 50 cal

You've seen these guys dodge and even catch bullets. But let's see them do it when they can't see the shooter.

Daily ✦  weapon

Standard Action    Ranged 50

Target: one creature

Attack: Speed vs Repulse

Hit: 3d12 damage

Special: If you're hidden from sight when firing and you hit successfully, the target takes an additional 2 damage die

Level 20 ultimate power

Thermobaric bomb

Empowered warriors are great, but very flammable

Daily ✦  weapon

Fullround Action    Ultimate Area burst 10

Target: all creatures in range

Attack: Intelligence vs Repulse

Hit: 6d12 damage