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Pesimismrocks
2013-03-31, 02:10 PM
Technopath

Image (http://www.google.co.uk/imgres?imgurl=http://digital-art-gallery.com/oid/53/640x792_10097_Tech_Dwarf_2d_fantasy_dwarf_portrait _steampunk_tech_picture_image_digital_art.jpg&imgrefurl=http://digital-art-gallery.com/picture/10097&h=792&w=640&sz=144&tbnid=vbRZRiiJ0Zcc7M:&tbnh=90&tbnw=73&zoom=1&usg=__3WnETGhOquR9KprHNR2mYr3UanU=&docid=bmPAjF9BEyTjiM&sa=X&ei=XYpYUfjMJoPd4QTi6oDICQ&ved=0CEcQ9QEwBQ&dur=135)
They’re my friends; I made them
Background: Technopaths generally live their lives in solitary. On the rare occasion they go adventuring it is to test their machines or to discover new ways of designing constructs
Races: Dwarves make the stereotypical technopath, although humans with their skilled nature are also common designers of arcane gadgets. Halflings, Gnomes and Half-Elves are also skilled technomancers although the secluded lifestyle doesn’t fit them well. Elves and Half-Orcs almost never become technopaths due to the elves weak understanding of the machinas and the orcs’ low intelligence.
Other Classes: Most classes will feel uncomfortable around technopaths due to their odd machines. Rangers are more understanding of the solitary ways of the technopath and artificers are far more comfortable with the ideas of arcane gadgets.
Role: With their main weapon an at-will he technomancer will often become a powerful blaster, but their high amount of skills allow.

Alignment: Any but they tend towards lawful neutral and they are very rarely chaotic.
Hit Die: d8
Starting Gold: As Cleric
Starting Age: As Wizard
Class Skills-The Technopath’s class skills (and the key ability for each skill) are Appraise(Int), Climb (Str), Concentration (Con), Craft (Int), Dechipher Script (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (Any) (Int), Listen (Wis), Search (int), Speak Language (-), Spot (Wis), Use Magic Device (Cha).
Skill Points at 1st level: (6+ Int Modifier) x4
Skill Points per Level: 6+ Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Constructed Companion(Alpha), Machinas, Trapfinding

2nd|
+1|
+3|
+0|
+3|Weapon Upgrade

3rd|
+1|
+3|
+1|
+3|Constructbane

4th|
+2|
+4|
+1|
+4|Constructed Companion(Beta)

5th|
+2|
+4|
+1|
+4|Reconstruct limb

6th|
+3|
+5|
+2|
+5|Skill Mastery

7th|
+3|
+5|
+2|
+5|Constructed Companion(Gamma)

8th|
+4|
+6|
+2|
+6|Weapon Upgrade

9th|
+4|
+6|
+3|
+6|

10th|
+5|
+7|
+3|
+7|Constructed Companion(Delta)

11th|
+5|
+7|
+3|
+7| Disable Construct

12th|
+6/1|
+8|
+4|
+8|

13th|
+6/1|
+8|
+4|
+8|Constructed Companion(Eta)

14th|
+7/2|
+9|
+4|
+9|Weapon Upgrade

15th|
+7/2|
+9|
+5|
+9|

16th|
+8/3|
+10|
+5|
+10|Constructed Companion(Sigma)

17th|
+8/3|
+10|
+5|
+10|Weapon Upgrade

18th|
+9/4|
+11|
+6|
+11|

19th|
+9/4|
+11|
+6|
+11|Constructed Companion(Omega)

20th|
+10/5|
+12|
+6|
+12|Mecha armour, Weapon upgrade| [/table]

Weapon and Armour profeciency Technopaths have Proficiency with Simple weapons, Heavy armour but not shields.

Machinas:A technopath instead of using spells has a number of machinas per day. These function as Int-based arcane spells used through means of gadgets like for example a sonic amplifier for Shout or a Grav-Pack for Fly except he takes no arcane spell failure for wearing armour. He takes an hour at the start of the day to prepare machinas. He may only select 1 ranged spell of his maximum machina level -1 and this spell is loaded into his Machina Gun. He may use this spell at will. He prepares machinas from his the sorcerer/wizard list. He automatically knows all machinas. He has the following spells per day:

{table=head]Spells per Day
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6
1st | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | 0 | - | - | - | - | - | - | - |
3rd | 3| 1| - | - | - | - | - | - | - |
4th | 3 | 2 | 0 | - | - | - | - | - | - |
5th | 3 | 3 | 1 | - | - | - | - | - | - |
6th | 3 | 3 | 2 | - | - | - | - | - | - |
7th | 3 | 3 | 2 | 0 | - | - | - | - | - |
8th | 3 | 3 | 3 | 1 | - | - | - | - | - |
9th | 3 | 3 | 3 | 2 | - | - | - | - | - |
10th |3 | 3 | 3 | 2 | 0 | - | - | - | - |
11th |3 | 3 | 3 | 3 | 1 | - | - | - | - |
12th |3 | 3 | 3 | 3 | 2 | - | - | - | - |
13th |3 | 3 | 3 | 3 | 2 | 0 | - | - | - |
14th | 4 | 3 |3 | 3 | 3 | 1 | - | - | - |
15th | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - |
16th | 4 | 4 | 4 | 3 | 3 | 2 | 0 | - | - |
17th | 4 | 4 | 4 | 4 | 3 | 3 | 1 | - | - |
18th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | - | - |
19th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | - | - |
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - | - |
[/table][/table]

Constructed Companion:This functions as the animal companion feature of the druid with the following exceptions. The companion gains the construct type. It has no Intelligence or Constitution but gains bonus health depending on its size. It is immune to mind-affecting abilities as well as poison, sleep and disease. If its master is killed, knocked unconscious or separated from its master it follows the last instruction of its master and then deactivates. It heals to full hit points when the technopath prepares machinas The constructor chooses a companion from the following list.
Alpha: Small animated object, Badger, Camel, Rat, Dog, Riding Dog, Eagle, Hawk, Horse (light or heavy), Owl, Pony, Small or Medium Viper, Wolf, Human, Dwarf, Halfling, Gnome, Elf, Half-Elf, Orc, Goblin, Kobold, Half-OrcBeta: Ape, Black Bear, Cheetah, Leopard, Monitor Lizard, Constrictor snake, Wolverine, Goliath, Lizardfolk, Raptoran, Illumian, Alpha(+1 size, 2X Hit die, +4 Strength), 2 AlphasGamma: Brown Bear, Deinonychus, Elasmosaurus, Lion, Rhinocerous, Tiger, Troll, Beta(+1 size, 2X Hit die, +4 Strength), 2 Betas, 4 AlphasDelta: Polar Bear, Megaraptor, Minotaur, Gamma(+1 size, 2X Hit die, +4 Strength), 2 Gamma, 4 BetasEta: Elephant, Centaur, Delta(+1 size, 2X Hit die, +4 Strength), 2 Delta, 4 GammasSigma: Triceratops, Tyrannosaurus, Eta(+1 size, 2X Hit die, +4 Strength), 2 Eta, 4 DeltasOmega: Sigma(+1 size, 2X Hit die, +4 Strength), 2 Sigmas, 4 EtaTrapfinding: Can search for traps with a DC of over 20.

Weapon Upgrade: At the selected levels the technopath can choose one of the following upgrades that he meets the prequesites for:
Sniper Path:

- Elongated Barrel: The Machina guns spell for the day has twice its normal range
- Scope: Prequesites-Elongated Barrel: The Machina gun has 5 times its normal range
- Pinpoint Accuracy: Add 5 to the save DC of the Machina gun when shot at over half its maximum range
- Sniper: Prequesites- Scope, Pinpoint Accuracy: The Machina gun has 10 times its normal range.
- Headshot: Prequesites-Sniper: When sniping at over half range make a DC20 Spot check. If successful the spell does 3 times its normal damage
Gatling Path:- Heavy Weapon (Rapid Fire): By taking a full round action a technopath may fire his weapon twice. His machina gun now has a one round recharge time
- Dragging: Prequesites-Heavy Weapon (Rapid Fire or Missile):the Technopath may now drag his heavy weapon half his movement speed in addition to taking a full round action to fire it
- Multishot: Prequesites- Heavy Weapon (Rapid Fire): The technopath may take a full-round action to fire his machina gun 3 times. It has a two round recharge time.
- Gatling Cannon: Prequesites- Multishot, Dragging: The technopath may take a full-round action to fire his machina gun 1+2D4 times. It has a 3 round recharge time.
- Feeder: In addition to normal shots in a full-round action you may give up a number of machinas of equal or higher levels to fire an equal number of shots in the full round action.Constructbane:A technopath does an extra 2D6 damage with any attack against a creature with either the construct type or the living construct subtype.
Artillery Path:
- Heavy Weapon(Missile): The spell becomes a 10ft area spell or adds 10ft to its radius if it’s already an area spell
- Dragging: Prequesites-Heavy Weapon (Rapid Fire or Missile):the Technopath may now drag his heavy weapon half his movement speed in addition to taking a full round action to fire it
- Shrapnel: Prequesites-Heavy Weapon(Missile):The spell also does D10 damage per 2 technopath levels to everyone in blast
- Rocket: Prequesites-Shrapnel, Dragging: The spell doubles its range, radius and either normal damage without shrapnel or duration for effect
- Artillery: Prequesites-Rocket: By spending a number of machinas equal to or higher than your Machina guns spell level you can times normal damage or duration by the number of machinas spent.

Reconstruct Limb:
A technopath can make an artificial limb by spending a certain amount of gold and making a craft (armoursmithing, weaponsmithing or gemcutting) check. These can be basic replicators or they can be magically enhanced. Once an artificial limb has been implanted the aforementioned limb cannot be regenerated by any means mundane or magical. Also note that they must have originally had this body part to gain the artificial limb, otherwise it is useless as they have no idea how to use it.
Eye:
- Artificial Eye: Functions as a basic eye. Cost 200gp per eye. DC15 craft check. Takes 3hours to build
- Magnification lens: Doubles vision and gives 50ft Darvision. Costs 455gp per eye. D18 craft check. Takes 4hours to build
- Prismswap eye: Gives a permanent true seeing. Costs 46,000gp per eye. DC20 craft check. Takes 1 day to build
- Scryeye: Gives Scry as a spell like ability to be used 1/day. Costs 20,000gp per eye. DC22craft check. Takes 3 daysEar:
- Resonator: Functions as a simple ear. Costs 150gp per ear. DC10 craft check. Takes 1hour to .build
- Condor’s ear: Can hear everything within a half mile unless magically hidden. Costs 20,000gp per ear. DC20. Takes 5 hours to build.
- Clariaudionic ear. 3/day an use scry spell but can only hear. Costs 24,000gp per ear. DC22. Takes 2 days to buildArm or Hand
- Metal duplicate: Functions identically to an arm. Costs 1,000gp per arm. DC15 craft check. Takes 6hours to build
- Augmented muscles: Functions identically to an arm except it gives a +2 bonus to strength. Costs 4,500gp. DC18 craft check. Takes 8hours to build
- Ionic replacements: Functions identically to an arm except it gives a +2 bonus to dexterity. Costs 4,500gp. DC18 craft check. Takes 8hours to build
- +Weaponized: add to an existing reconstructed limb. Choose a weapon this weapon an never be removed from this hand mudane or magically . Add 100gp to the cost. Add 1 hour to the time to build.
- +Storage: Add to an existing reconstructed limb to give enough storage space for a diminutive object like a wand that can only be opened by the owner and the builder. Add 5 to the making DC. Add 3 hours to the build timeLeg or Foot
- Iron leg: Functions as a normal leg. Costs 1000gp per leg. DC 15 craft check. Takes 6 hours to build
- Hydraulic limb: Functions as a normal leg but adds +5 to jump, climb, balance, tumble and swim. Costs 2,000gp per leg. DC18 craft check. Takes 10 hours to build.
- Mithril shin: Functions as a normal leg but adds 10ft to your move speed. Costs 8,000 per leg. DC20 craft check. Takes 12 hours to build
- Tauric body. Can only be taken if both legs are missing. You gain +1 size category, +4 str, -2 Dex, double your land speed and gain natural armour +6. Costs 45,000. Craft check DC25. 10 Days building timeSkill mastery:Choose 3 + INT modifier skills. You can take 10 on these at any time even under stressful conditions.

Disable Construct:By taking 3 full round actions that provoke attacks of opportunity a technopath in contact with a construct can disable a construct for 5 x INT mod rounds. While disabled a construct cannot take any action. A technopath must remain in contact with the construct for the 3 rounds.

Mecha Armor :At level 20 a techno path has reached the pinnacle of his ability. He can spend 3 days in a city and spend 300,000gp on resources to make a suit of armour called mecha armour. While wearing this suit he gains damage reduction 15/-, immunity to sneak attacks, light fortification and 80 temporary HP. When the temporary hit points are reduced to 0 the suit is destroyed. You may only have 1 active suit at once and only a technopath can use it.

ACF:
Known contraptions A technopath starts the game with the knowledge of a number of spell lists equal to his Int modifier. He can learn more when he permenantly gains intelligence to a maximum of lists equal to his int mod. No non permenant sources can give him additional lists. He gains a spell list each time he would gain a weapon upgrade. This replaces his machina gun.

Pesimismrocks
2013-03-31, 04:07 PM
Reserved for PrC

Kurtmuran
2013-04-01, 01:10 AM
thanks i was praying for this t__t really thanks

Jodah
2013-04-01, 07:10 PM
I dislike the mecha suit for a capstone. It is going to be destroyed on first contact in any fight you have at that level (because almost everything will be epic). Perhaps 15/x and epic, or 15/-. Either that or it needs a really handy way to be reconstituted.

The other critique is the gatling path increasing weight and recharge time. One or the other makes sense, but both seems like too much penalty (aka the weight restriction is excessive). Also there is a somewhat silly point where your upgrade could cost you a shot, so I recommend 1+2d4 for the cannon. Lastly, where is missile?

I look forward to seeing PrCs, this is a cool one.