Dungeon Realm: Classes

by unspeakable on Jun.08, 2010, under Dungeon Realm

Mechanic

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Gadgeteer, Fighter, Pets ATT: M DEF: M HP: d8 MP: d4 EP: d6

(W) H (A) H (M) None

Skills: Sleuth, Smarts, Combat (Melee or Ranged)

Special: Has a whole trunk-load of special gadgets.  Also, fights with guns & chainsaws.

Basic Info: Mechanics are fighter/rogues with their greasy fingers in many Class-ability pies.  They pick locks, disable traps, and can fix almost anything.  They can follow combat Paths related to melee devices like the legendary chainswords and grinders, or become expert marksmen with firearms.  As they level, they acquire various gadgets that perform a variety of functions, not unlike magic items and spell effects (yet they can be used in anti-magic zones).  Finally, they build a mechanical companion – their very own Construct ally.  The best thing about Mechanics is that they can do so much, and never need fear running out of Mana.  The worst thing is that replacing fuel units can get expensive.  Either way, the Mechanic always has a unique solution to any situation.

Character Building: A Mechanic’s special abilities focus around Smart and Sleith Skills, so IQ and DX are very important.  If a Mechanic is going to be using melee gadgets, ST is also a good choice, but if they’re going to focus on guns, CN might be better.  There are some great mechanical lashes and grappling devices, so don’t rule out AG.  During overland travel, a Mechanic might be maintaining a party vehicle; if so, you might want to add mount-related Skills or combat abilities to the whole party.  Finally, save lots of gold for purchasing rare parts and ingredients for mechanical gadgetry upgrades, as those things don’t drop as often in most areas.  Fuel and Ammo – don’t leave town without it!

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