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The TECHNOLOGIST Core Class, Final Revision

Jack Daniel

Legend
THE TECHNOLOGIST

The technologist is an exciting new class available to the players, as it finally puts some high technology on the side of the heroes. The technologist uses skills based on science, Natural Law, and mechanical crafts to build technological devices powered by steam or clockwork. Most technologists are Gnomes and Dwarves, because those races are extremely given towards engineering, construction, and general tinkering. Naturally, Man also has its share of dedicated technologists, some of them zealously following science as a religion unto itself.
Abilities: Intelligence is the most important ability to the technologist, since it grants him bonuses to important scientific skills, as well as extra skill points. Dexterity is useful because great hand-eye coordination is needed for delicate repairs, and Constitution helps because frankly, you never know when something is going to unexpectedly explode.
Alignment: Technologists have no alignment restrictions, though they lean towards law because of the discipline required in mastering technological crafts.
Hit Die: d6.
Starting Gold: 5d4 x 10 GP

Class Skills
The technologist's class skills are Craft (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, Int), Open Lock (Dex), Pilot (Dex), Profession (Wis), Repair (Int), and Search (Int).
Skill Points: 6 + Int bonus/level.

Code:
Lv  BAB  For/Ref/Wil  Special
1   0    0   +1  +1   Field of Specialty, Craft Technology
2   +1   0   +2  +2   Schematic
3   +2   +1  +2  +2   
4   +3   +1  +2  +2   
5   +3   +1  +3  +3   Schematic, Bonus Feat
6   +4   +2  +3  +3   
7   +5   +2  +4  +4   Field of Expertise
8   +6   +2  +4  +4   Schematic
9   +6   +3  +4  +4   
10  +7   +3  +5  +5   Bonus Feat
11  +8   +3  +5  +5   Schematic
12  +9   +4  +6  +6   
13  +9   +4  +6  +6   Field of Mastery
14  +10  +4  +6  +6   Schematic
15  +11  +5  +7  +7   Bonus Feat
16  +12  +5  +7  +7   
17  +12  +5  +8  +8   Schematic
18  +13  +6  +8  +8   
19  +14  +6  +8  +8   
20  +15  +6  +9  +9   Schematic, Bonus Feat

Class Features
All of the following are class features of the technologist.

Armor and Weapon Proficiency: Technologists are proficient in simple weapons and light armors, plus any sort of weapon or armor that qualifies as a tech item.
Traps: All technologists can find and disarm traps with DCs higher than 20.
Craft Technology: A technologist who possesses the appropriate schematic and meets all of its crafting prerequisites may attempt to build the device with a Craft check against the schematic's DC. Technological devices can have DCs ranging from 10 for simple machines to 30 or higher for complex mechanical systems (a steam-powered airship requires a Craft check vs. DC 30 to build, in addition to lots and lots of time and money). The Craft check represents a day's work, and progress made towards completion of an invention. If the check result times the technologist's total skill modifier equals or exceeds the item's cost in GP, the item is completed; if not, progress is made and the work must continue as per the Craft rules.
Field of Specialty: Technologists are seldom generalists. No scientist ever works towards a goal so unrealistic as mastering all the fields of knowledge; instead, technologists choose one of nine scientific fields in which to specialize, drawing from a list of those fields most useful to adventurers. Those who intend to test their experiments in the field must opt to become specialized in ballistics, chemistry, explosives, electrics, herbology, mechanics, medicine, or metallurgy. The technologist gains a special skill bonus, depending on his field of specialty:
Apothecary: +2 to Alchemy and Knowledge (Herbology)
Chemist: +2 to Alchemy and Knowledge (Chemistry)
Demolitionist: +2 to Craft (Explosives) and Knowledge (Chemistry)
Gunsmith: +2 to Craft (Weaponsmithing) and Knowledge (Ballistics)
Electrician: +2 to Craft (Electrics) and Knowledge (Electricity)
Mechanic: +2 to Craft (Mechanics) and Knowledge (Engineering)
Metallurgist: +2 to Craft (Armorsmithing) and Knowledge (Geology)
Physician: +2 to Heal and Knowledge (Biology)
Schematic: At 2nd level and every third level afterward, the technologist receives a free schematic of his choice, representing successful research into a given field of science. The technologist need not pay for the research that went into a schematic gained with level advancement, but he must still meet all the necessary prerequisites (including money) in order to build the chosen device.
Bonus Feats: At levels 5, 10, 15, and 20 the technologist gains a bonus Technology or Skill Focus feat.
Field of Expertise: At 7th level, the technologist improves in his chosen field, gaining one of the following special abilities, depending on his sub-class:
Apothecary: Herb Sense. The expert apothecary can identify any plant without error.
Chemist: Double Dosage. An expert chemist can make ten doses of a chemical on the same raw materials it takes a novice to make five doeses.
Demolitionist: Spot Weakness. An expert demolitionist gets a +4 bonus to Demolitions checks used to destroy structures, and a +1 bonus to all attack rolls made with explosive weapons.
Gunsmith: Expert Firearms. An expert gunsmith's firearms and ammunition can be masterworked at no additional cost.
Electrician: Absorb Voltage. An expert electrician has been shocked so much that he develops electricity resistance 5.
Mechanic: Spare Parts. The expert mechanic can build any mechanical device that has no skill prerequisite greater than 5 ranks using nothing but spare parts an possibly even the wrong tools, effectively creating such devices for free and without the need of a laboratory.
Metallurgist: Expert armor. An expert metallurgist's armors and shields can be masterworked at no additional cost.
Physician: Surgery. The expert physician gains Surgery as a bonus feat. A physician who has already taken the Surgery feat may instead choose another Technology feat.
Field of Mastery: A 13th level technologist is considered a master of his field of study, and a doctor of unparalleled prestige within the scientific community. He gains one of the following abilities:
Apothecary: Toxin Immunity. A master apothecary has played with a lot of poisonous plants, and is highly resistant to toxic substances, gaining a +8 bonus to all Fortitude saves vs. poison.
Chemist: Distilled Potency. All variable effects of a master chemist's concoctions are multiplied by 1.5 times. Use of this ability in conjunction with the Boost Invention feat creates a double-power chemical.
Demolitionist: Explosion Exposure. You gain fire resistance 5 and a +4 bonus to all Fortitude saves made to resist choking or suffocation.
Gunsmith: Master Firearms. A master gunsmith can mastercraft firearms and ammunition to have +4 and +5 enhancement bonuses.
Electrician: Superconductivity. You have discovered the secret of electric devices that need not have their charges replaced.
Mechanic: Monkey Wrench. The master mechanic can destroy any mechanical device or trap in a single standard action, by voluntarily increasing the Disable Device DC by +10.
Metallurgist: Master Armor. A master metallurgist can mastrcraft armor and shields to have +4 and +5 enhancement bonuses.
Physician: Secret of Life. You know how to reanimate dead tissue with nothing more than a gigantic electric capacitor (treat it as a normal capacitor of 100x the normal cost and time to build). If the corpse has not decomposed, it can be revived with minimal brain and tissue damage, but it still lacks a soul, and is little more than a fancy zombie or golem.

NEW SKILLS

Demolitions (Int)
Trained Only
This skill is used to set and diffuse explosives.
Check: Setting an explosive device doesn't normally require a check unless the character is under some sort of pressure (such as in the middle of a battle) or the device is not professional quality. Disarming normal explosives, however, always needs a check.

Code:
Action				DC
Set Explosive			10
Disarm Explosive		15
Set Jury-Rigged Explosive	20
Disarm Jury-Rigged Explosive	25

Set Explosive: Anyone can push the plunger on a dynamite charge's fuse. It takes some knowledge of mathematics and engineering to know where a charge will deal the most damage. A failed check to set an explosive results in a +4 circumstance bonus to all targets' saving throws to avoid being damaged by the device, and only half damage to the intended physical target (possibly damaging parts of a structure that were meant to remain untouched).
Disarm Explosive: Disarming an explosive can be quite dangerous; failing the check by 5 or more results in an immediate detonation of the device. If the character is a technologist and knows the schematic of the device in question, a +5 circumstance bonus is added to the skill check. If the character is under any pressure situation (in the middle of a combat, or the device is about to explode) the DC is increased by 5.
Set Jury-Rigged Explosive: A jury-rigged explosive cannot be placed for optimum damage. A failed check indicates no detonation; a successful check results in 20% to 50% (1d4+1 x 10%) damage.
Disarm Jury-Rigged Explosive: Jury-rigged explosives are even more unpredictable and dangerous than normally crafted devices. Failing a check to disarm such a device results in immediate detonation.
Special: A character with 5 or more ranks in Disable Device gets a +2 synergy bonus to all Demolitions checks made to disarm explosives.
A character with 5 or more ranks in Craft (Explosives) gets a +2 synergy bonus to all Demolitions checks used to set explosives.

Pilot (Dex)
This skill is used to operate vehicles of all sorts.
Check: Whether the device in question is a steam-powered carriage or a helium zeppelin, it must be driven by some sort of pilot. Most vehicles do not require Pilot checks for simple driving; only maneuvers that would push the intended limits of the vehicle (or put some form of strain on the driver to complete) require checks. Simple maneuvers, such as a quick turn to evade a pursuer, have DCs ranging from 5 to 10. More advanced maneuvers, such as full reverse or banking, have DCs set between 15 and 20. Heroically risky or nearly impossible maneuvers have DCs of 25 or higher.
Special: A character with 5 or more ranks in Craft (Mechanics) gains a +2 synergy bonus to Pilot checks involving vehicles for which he knows the schematic.

Repair (Int)
Trained Only
You can repair damaged machines and devices.
Check: Damage devices can be restored to full functionality with a successful Repair check. Simple crafted devices can be repaired in anywhere from a few minutes to an hour, and have DCs ranging from 10 to 15. Repairs will restore such devices to full hp. A more complex technological device requires more time, and such work is more delicate. The DC is often 20 or higher, and even if the repair is successful, the device's maximum hit points are reduced by 1d4. Failing a repair check on a technological invention deals a further 1d10 points of damage, and may put it beyond repair (on a critical failure, the device is ruined).
Repair checks may be attempted without the proper tools on hand ("jury-rigging"), but the DC is 5 points higher. A character may attempt a temporary jury-rigging at no penalty, but after one use the device ceases to function again.
Retry: A Repair check may be attempted as many times as the player wishes, until the device in question falls below 0 hit points, at which point it is beyond repair, or a critical failure automatically destroys the device.
Special: A character with 5 or more ranks in the appropriate Craft or Profession skill gains a +2 synergy bonus to repair checks for applicable devices.
Master mechanics suffer no penalty for making Repair checks without proper tools on items they can build with the Spare Parts ability.

NEW FEATS

Accidental Invention [Technology]
You stumble upon a method for crafting a device you did not know how to build.
Prerequisites: Technologist level 9+
Benefit: Choose a basic schematic you do not know. You may attempt to craft this device with the appropriate Craft check, but the creation DC is increased by +6. The resulting invention has variable hit points (roll 1d10 per 10 hp a typical version of the item has) or dosages (one-half d10).

Boost Invention [Technology]
Your one-shot inventions pack a greater punch.
Prerequisites: Technologist level 1+
Benefit: Choose a schematic from the field of chemistry, explosives, herbology, or medicine. All variable numeric effects are increased by one-half. Inventions without variable effects are not affected by this feat. The Alchemy or Craft DC is increased by +4.

Extend Invention [Technology]
Your devices last longer than normal.
Prerequisites: Technologist level 3+
Benefit: Choose a schematic from the field of gunsmithing, electrics, mechanics, or metallurgy. It has +50% hit points once created, but its effective level is increased by +6.

Gearhead [General]
You are a natural tinkerer.
Benefit: You gain a +2 aptitude bonus to Disable Device and Repair checks.

Maximize Invention [Technology]
Your one-shot inventions pack the best wallop possible.
Prerequisites: Technologist level 6+
Benefit: Choose a schematic from the field of chemistry, explosives, herbology, or medicine. All variable numeric effects are maximized. Inventions without variable effects are not affected by this feat. The creation DC of the invention is increased by +8.
Special: An invention may be crafted as a boosted, maximized invention at a +12 DC increase.

Surgery [General]
You know how to treat major wounds.
Prerequisite: 4 ranks in Heal and Knowlege (Medicine).
Benefit: By making a successful Heal check vs. DC 5 + the total number of hit points a patient has lost, you can begin to cure the patient's hit point damage. The patient recovers 1 hit point for every hour you operate, to a maximum of 7 hp. During this time you may devote medical healing only to the patient undergoing the operation.

Unbreakable Invention [Technology]
Your inventions don't wear out.
Prerequisites: Technologist level 12+
Benefit: Choose a schematic from the field of gunsmithing, electrics, mechanics, or metallurgy. It has double hardness, but its creation DC is increased by +8.

Mastercraft Arms & Armor [Technology]
You know how to create masterful weapons and armor.
Prerequisites: Technologist level 5+
Benefit: Choose a schematic from the gunsmithing or metallurgy field. You may create weapons and armor that have nonmagical enhancement bonuses from +1 to +3, but they raise the Craft DC by +4, +8, and +12 accordingly.

SAMPLE TECH ITEMS

The Electric Light
Electrics
Cost: 50 GP
Craft (Electrics) DC: 11
Prerequisites: Voltaic Battery, Tungsten Fillament, 3 ranks in Knowledge (Electricity), 3 ranks in Craft (Electrics)
A simple tungsten fillament affixed to an evacuated glass bulb is the heart of this wonder of technology -- when attached to a single Voltaic charge and placed in a normal, household lantern (or bullseye lantern) casing, the result is a light-source that be taken anywhere, is impervious to draughts and humidity, and lasts far longer than any sputtering torch!
--The electric light has 5 hit points and hardness 2; the bulb itself has only 1 hp, which expends itself after 25 hours of use, requiring replacement of the bulb.

The Voltaic Battery
Chemistry
Cost: 30 GP
Craft (Electrics) DC: 10
Prerequisites: Strong Acid, 3 ranks in Kowledge (Chemistry), 2 ranks in Craft (Electrics), 2 ranks in Alchemy
Little more than acid and electrolyte solution in a metal casing with cathode and anode placed conveniently next to each other on the top, the Voltaic wet-cell battery is a must-have for any aspiring electrician! Take your inventions on the road! Not included with anything.
--The Voltaic battery contains 15 electric charges, one of which is used per hour of operation.

The Revolving Pistol
Ballistics
Cost: 750 GP
Craft (Weaponsmithing) DC: 14
Prerequisites: Pistol, Black Powder, 6 ranks in Craft (Weaponsmithing), 4 ranks in Knowledge (Ballistics)
How often has one found themselves in the unsavory situation of being caught by surprise with an unloaded firearm? Or worse, having missed the crucial shot and being forced to take precious seconds out of combat to pour more powder and prime another charge? Well those days are gone with the new six-chambered automatically revolving pistol! You can load the weapon on Monday morning and need not do so again until the preacher has finished his sermon! Fantastic!
--The revolving pistol can be fired as many times in a round as you have attacks, and can be used with feats such as Rapid Shot. Reloading requires two full round actions for all six bullets.

Clockwork Platemail
Metallurgy
Cost: 8900 GP
Craft (Armorsmithing) DC: 29
Prerequisites: Dwarftech Breastplate, 17 ranks in Craft (Armorsmithing), 9 ranks in Craft (Mechanics), 10 ranks in Knowledge (Metallurgy)
Behold the latest marvel in protective technology! This suit of fine steel looks like naught more than exceptionally stylish half-plate at first glance, but look again! Within the joints and layers of the clockwork platemail lay gears and cogs, sprockets and springs, all coming together to give you the greatest mobility armor this strong can offer. But wait, there's more! Spring loaded greaves and gauntlets provide a storage of potential energy that will boost the muscular prowess of even the lowliest weakling! Did we mention it looks good?
--Clockwork platemail provides a +2 tech bonus to the wearer's Strength and Dexterity, and has the following statistics: AC +8, Max Dex +4, Check Penalty -3, Arcane Failure 30%, Speed 20'/15'.
 
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Someone plays Arcanum ;)

But seriously, looks good. One of the most solid classes of this sort i've seen. Though you could afford to offer it a little more power (more healing, more powerful abilities, better skill bonuses). It seems a little on the conservative side for power level. Overall, i'm impressed. But you'll need to work out more rules for item creation.
 

Can I ask you how you posted your class description with all of the nice formatting? I'm guessing you didn't type in all of the and 's -- in other words, there's some cheaty way to post a nicely formatted rich text document . . .

So what's The Secret? :)
 

*pant...pant...gasp* Thanks... Billiarmus... *whew!* And yeah, I do play Arcanum! :p

Forrester, you can rest assured that no trick of information technology was used in the formatting of the above. Just good old fashioned finger grease!
 

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