Bunkers & Badasses: The Mechromancer class

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A perfect melding of person and machine, the Mechromancer is a technical genius whose robot buddy distracts and attracts while they blast away with reckless abandon.

Mechromancers tinker with EVERYTHING, including their personal appearance. It’s not uncommon to meet a Mechromancer who is more machine than flesh, with prosthetic limbs and rusty, cybernetic enhancements everywhere. But they’re still cute, and they’ve still got a fashion sense that leans toward the punky and rebellious.

Bunkers & Badasses PHB, Mechromancer Class, by Nerdvana

Your main character is a little bit squishier, with a 1d6 Melee die instead of the regular 1d8 that most ranged attackers get, but everything comes down to getting your action skill triggered as much as possible. Fittingly, the class gets the biggest bonus to Mastery (+2) which will help you use your action skill more often. Other than that, +1 to Damage and Speed on the stat modifiers.

It’s no surprise that your action skill with the Mechromancer is Deathtrap, which summons a big robot for 2 turns that can attack twice each turn. It’s very destructive, with 2d8 claws or a 3 square range Shock Pulse ranged ability that does 2d6 Shock damage. Deathtrap is just plain awesome. Overpowered even?

Like all classes, there are some backgrounds to pick from. These are some of the more humourous ones and have some unique bonus or negatives.

  • Anti-Bully: Bonus melee damage (+2) which helps boost Deathtrap, but at the cost of sneaky with a -2 to Sneak Checks. This might be one of the best choices though.
  • Well-read: A little reference to Belle from Beauty & the Beast here, giving you an unusual +3 bonus on Insight checks (!!), but at the cost of -2 on Talk Checks. If you have a charismatic leader in your party to do all the talking, this might be helpful for being the adviser role who keeps an eye out for deceivers.
  • Wealthy Parents: Money matters, but at the cost of -1 Mastery (your most prized possession in the stats for this class) I don’t think the 200 gold per month bonus is worth it.
  • Accidental Murderer: +1 Speed is nothing to sneeze at, but with a 5000 gold reward on your head it may not be worth the hassle. If it was +2, maybe???
  • Clumsy: If you don’t take the damage bonus from Anti-Bully, this is a good choice for bonus to Accuracy (+2). The -2 on Traverse checks can bite you when navigating the terrain, but hitting more is always good!

There are some really cool options, especially when you start getting into these Shock Rifts. The Shock Rift starts at Tier 2 with having them start with Crit kills, and then at Tier 3 you can do it with any grenade toss.

Tier 1 skills are ‘okay’, but starting at Tier 2 you get a lot of options that can do extra damage, especially leveraging elemental damage.

It is tough to pick an archetype that is bad for this class. You could go for extra damage with Deadeye, you could lean on the Shock elemental damage with an Elementalist, you could be more of a tank with Guardian or really increase melee damage for Deathtrap with Enforcer. There are so many options where an archetype could fit with this class. There’s a lot of flexibility here.

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