Alternate Racial Class: Mechagnome
Howdy all. As a little patch-day treat, here’s an alternate racial class for some of our newest allies, the Mechagnomes.
Any Gnome character can take levels in the “Mechagnome” racial class. This class is mutually exclusive with other racial classes - that is, to say, a single character cannot take levels in multiple racial classes.
P.S. - there’s no official gnome racial class, but you can find a good one in the EMM&M fan supplement, found on Greywolf’s fan site.
Mechagnome Racial Class:
Hit Die: d8
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier.
“Class” Skills: Appraise(Int), Craft(Any)(Int), Disable Device(Int), Escape Artist(Agy), Knowledge(Any)(Int), Tumble(Agy), Use Technological Device(Int).
Weapon/Armor Proficiency: Mechagnomes that only have racial levels are proficient in the use of all simple weapons and light armor in addition to any “natural” weapons they possess.
Starting Currency: 1st-level Mechagnomes with no other class start with 3d4 x 10gp.
Special Abilities:
Augmentation: At each level, the Mechagnome can select a single augmentation from the list below. Unless otherwise noted, each augmentation can only be chosen once.
Gyro-Stabilizing Limbs: Add 1 to one of your Physical ability scores (Strength, Agility, or Stamina). This augmentation can be selected multiple times.
OverMatter Mind-Enhancers: Add 1 to one of your Mental ability scores (Intellect, Spirit, or Charisma). This augmentation can be selected multiple times.
Max-grab synthetic grips: You gain a climb speed of 20 feet. This augmentation can be selected multiple times - each additional selection increases the climb speed by 10 feet.
Internal schematic projector: Add your levels in mechagnome to your tinker level for the purposes of determining your technological limit (TL).
MaxBlast Mana Resovoir: Select a single spellcasting class. Your Mechagnome level stacks with your levels in the chosen class for the purpose of determining your spells known and spells per day.
Ligament-integrated Locksplitters: False compartments in your arms conceal a set of masterwork thieves’ tools. These are integrated into your body and confer a +10 bonus on sleight of hand checks made to conceal them. The tools are integrated into your body and so cannot be removed except by force.
Warning Klaxon: You may select a shout feat as a bonus feat. In addition, the radius of your shouts is increased to 40 feet.
Needlessly complex attachments: Your augmentations are bulky! You gain a +1 “natural” bonus to your armor class. This augmentation can be selected multiple times.
Clamps!: You can use your synthetic limbs as a “natural” weapon. This weapon is a one-handed slam attack that deals (1d6 + Strength modifier) points of damage. This augmentation can be selected twice. The second time it is selected, the damage of your slam attack improves to (1d8 + Strength modifier).
Echolocators: You gain a +2 bonus on all Listen and Gather information checks.
Cranial Compendium: Once per day, you may reroll a failed knowledge check. You must accept the results of the second roll, even if it is worse.
TorqueTongue Translator: You gain a +2 bonus on all Diplomacy and Speak Language checks.
Voltaic Oscillation Load-Tuner: You gain resistance 5 to Electricity.
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