1. - Top - End - #11
    Dwarf in the Playground
    Join Date
    Feb 2009
    Colorado Springs, CO

    Default Re: Base Class Challenge - Can I Borrow That?

    "I ask only one thing of each of you at this moment, the first field test of the Ionization Engine. Of my allies, I ask that they observe and think on how this device could be used or improved. Of my test subjects, I ask that they appreciate the craftsmanship of the instrument of their destruction.
    "Or, to put it in more cliched terms: Ladies and gentlemen, behold."

    There are those who see magic as a discipline, using carefully controlled effects to carry out their will. There are those who see magic as a religious practice, using ritual and prayer to invoke the will of a deity. There are those who see magic as an art, letting power flow from them to reshape the world in their image.
    And then there are those who see magic as a non-repeatable phenomenon, and seek to make it repeatable.
    Technicians are the last of these. A recent movement, they construct devices capable of mimicking magical effects in order to understand reality. And of course, for less esoteric reasons, such as to bring magic to the masses, to advance the plans of their organization's secret masters, or to rule the world.

    Abilities: Intelligence is important for technicians, as many technician class features call for skill checks, particularly focusing on Intelligence skills. Wisdom and Charisma are helpful in getting funding for new gizmos. Dexterity is essential for any technician constructing weaponry with the intent to actually use it themselves.

    Role: Technicians are largely a fire-support-type class. Most technicians use their gizmos from the back of the party, and observe the effects their opponents use.

    Background: Most technicians are academics or crafters before they begin creating their devices. Frequently, a technician has dabbled in more mundane forms of engineering before starting to emulate magical effects. However, anyone with the ability to notice and replicate the patterns behind magic may become a technician.

    Organization: Technicians are most frequently associated with organizations associated with crafting, knowledge, or magic.

    Alignment: Technicians are generally lawful. Their power, however, does not flow from any cosmic force, and they may be of any alignment.

    Races: Most technicians are dwarves and gnomes. Human technicians are also common. Among the savage humanoids, technicians are generally only found among those with strong technical or experimental traditions, such as kobolds.

    Religion: Technicians frequently revere deities of creation and knowledge. Many worship Mordain as the master of the forge, and others consider Boccob's fundamentally rational universe elegant. Some consider their work to be an extension or replication of nature, and as such follow Obad-Hai.

    Other Classes: Technicians frequently get on well with academic classes, such as wizards, formally-trained fighters, or clerics of gods of knowledge. They tend to have problems with the more "direct" classes, such as barbarians or paladins, and cooperate unwillingly at best with "natural" classes such as rangers or druids.

    Adaptation: Technicians generally call for a world with some technological background and some magic. A technician in a no-magic world might rely heavily on research (calling for reduced research costs) or study the strange abilities of monsters exclusively. A technician in a no-technology world might bind spirits or set permenant enchantments instead of building gizmos, calling for gizmos to be made spell-like or supernatural rather than extraordinary.

    Starting Gold: 5d4 x 10 gp (250 gp)

    Starting Age: As bard.

    Class Features

    Class Skills: The class skills of the technician (and the key ability for each skill) are Appraise (Int), Craft (gizmo) (Int), Craft (trap) (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (any one scientific or technical) (Int), Open Lock (Dex), Perform (oratory) (Cha), Profession (inventor) (Wis), Profession (professor) (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at First Level: (Int mod + 4) * 4
    Skill Points at Each Additional Level: Int mod + 4

    {table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
    1st | +0 | +0 | +0 | +2 | Analysis, create gizmo (scroll)
    2nd | +1 | +0 | +0 | +3 | Reclaim
    3rd | +1 | +1 | +1 | +3 | Create gizmo (potion, wondrous item)
    4th | +2 | +1 | +1 | +4 | Dedicate workshop
    5th | +2 | +1 | +1 | +4 | Create gizmo (arms and armor, wand)
    6th | +3 | +2 | +2 | +5 | Create blueprints
    7th | +3 | +2 | +2 | +5 | Create gizmo (rod)
    8th | +4 | +2 | +2 | +6 | Patronage
    9th | +4 | +3 | +3 | +6 | Generalism
    10th | +5 | +3 | +3 | +7 | Take to bits
    11th | +5 | +3 | +3 | +7 | Memorization
    12th | +6/+1 | +4 | +4 | +8 | Create gizmo (staff, ring)
    13th | +6/+1 | +4 | +4 | +8 | Improved take to bits
    14th | +7/+2 | +4 | +4 | +9 | Improvisitation (1d2)
    15th | +7/+2 | +5 | +5 | +9 | Create gizmo (artifical intelligence)
    16th | +8/+3 | +5 | +5 | +10 | Create gizmo (engine)
    17th | +8/+3 | +5 | +5 | +10 | Improved generalism
    18th | +9/+4 | +6 | +6 | +11 | Improvisation (2d2)
    19th | +9/+4 | +6 | +6 | +11 | Flawless generalism
    20th | +10/+5 | +6 | +6 | +12 | Thesis


    Hit Die: d6

    Class Features

    Weapon and Armor Proficiency: Technicians are proficient with all simple weapons and light armor.

    Analysis: Technicians have a spellbook-like item in which they record notes, observations, and theories about magic and other phenomena. When the technician can observe a spell being cast or power being manifested, she may record the effect in this notebook if it is of a level equal to or less than one-third her class level. In addition, a technician observing an extraordinary, spell-like, psi-like, or supernatural ability may record it as though it were a spell of a level equal to half the HD of its source. Technicians are considered to know and be able to cast all spells recorded in their notebooks for purposes of creating magic items, and are treated as having a caster level equal to their class level, but are not capable of casting spells and thus cannot qualify for reserve feats or the like.
    Recording an effect is a standard action requiring the technician to make a Spellcraft check with a base DC equal to 15+spell level and modified as follows:

    {table=head]Condition | Spellcraft DC
    Untyped ability | -10
    Extraordinary ability | -5
    Spell-like ability | +0
    Psi-like ability | +0
    Supernatural ability | +5
    Affected by ability | -5
    Each previous observation of ability | -1, to maximum of -5
    Ability is based on deception (such as illusion or stealth) | +10
    Ability originates from an item or trap | -5
    Ability originates from a gizmo | -7
    Ability is shown to technician for purpose of teaching | -2
    Ability is copied from another technician's notebook | Automatic
    Ability is copied from a wizard's spellbook or a similar item | -10

    Abilities such as proficiencies, spellcasting or manifesting in general, technician class features, and any like ability (DM's discretion) cannot be analyzed.

    Create Gizmo: Technicians may construct devices similar to magic items. When creating a magic item, the technician may pay the full cost of the item in gp rather than paying an XP cost (and in fact, must if she is incapable of actual spellcasting). Items produced this way (called "gizmos") weigh twice as much as normal and all their abilities are considered extraordinary, and the only check required to use them is a Use Magic Device check at a DC of 5*the level of the highest-level spell involved, regardless of any other conditions. A Craft(gizmo) check at a DC of twice the caster level of the item is required, though, to finish the item.
    All the following can only be applied to gizmos. Each feat may be applied normally if learned from another source.
    At first level, a technician effectively gains Scribe Scroll as a bonus feat.
    At third level, a technician effectively gains Brew Potion and Craft Wonderous Item as bonus feats.
    At fifth level, a technician effectively gains Craft Magic Arms And Armor and Craft Wand as bonus feats.
    At seventh level, a technician effectively gains Craft Rod as a bonus feat.
    At twelfth level, a technician effectively gains Craft Staff and Forge Ring as bonus feats.
    At fifteenth level, a technician may make an intelligent magic item.
    At sixteenth level, a technician may create magical locations (see Complete Mage). The cost of a magical location is 50*the level of the ability granted*the number of months for which the ability is granted (assume 50 for permenant abilities).

    Reclaim (Ex): A technician may salvage parts from used or destroyed objects. Starting at second level, when an object is destroyed in a machinist's vicinity, she may spend five minutes gathering materials worth one-quarter the item's cost, which may only be applied to the creation of gizmos.

    Dedicate Workshop (Ex): At fourth level, a technician may prepare a workshop for her specific use. By doubling the creation cost of a gizmo made in her chosen workshop, she gains the ability to reduce all of her further creation costs of items with an equal or lower caster level in that workshop by one fifth. A machinist may only have one dedicated workshop at a time, and a workshop may only be dedicated to one machinst at a time.

    Create Blueprints (Ex): At sixth level, a technician may create blueprints to aid in the creation of magic items. By adding a week to the time taken to create a gizmo, the machinist may also create a permenant extraordinary item that reduces that gizmo's creation cost by one day for any creator using it. A gizmo may benefit from a number of blueprints equal to half its creation time.

    Patronage: At eigth level, a technician's reputation is such that she attracts patrons. As long as the technician creates one gizmo per year at the highest caster level possible for her patrons' exclusive use, she may make a Perform(oratory) check (DC of triple the caster level of the item to be created) to persuade her patrons to cover a quarter of any gizmo's creation cost. This adds a day to the gizmo's creation time.

    Generalism: At ninth level, the technician may substitute Intelligence for Charisma when making Use Magic Device checks, and any user of her gizmos may substitute Intelligence or Wisdom for Charisma when making the Use Magic Device check to activate it.
    At seventeenth level, the technician may grant others the ability to substitute Intelligence for Charisma on Use Magic Device checks when making the Aid Another action.
    At nineteenth level, a user of the technician's gizmos may substitute any ability for Charisma when attempting to activate it.

    Take to Bits (Ex): At tenth level, the technician may carefully rip apart a device to understand its operation. By spending an amount of time equal to what it took to create it, she may make a Disable Device check at a DC equal to a magic item's caster level (destroying it in the process) to perform one of the following effects: learn all spells involved in its creation that she is of an appropriate level to learn, create a blueprint for it, change it into a gizmo that she can create of equal or lower cost instead of destroying it, or identify it for free instead of destroying it.
    At thirteenth level, she may take an artifact to bits. Of the above benefits, she can only identify the item, but this can be a handy way of destroying hard-to-get-rid-of things. If she choses to destroy an artifact, she is 95% likely to attract the attention of a powerful being at the start of the attempt, but not at risk of losing spellcasting abilities.

    Treat all artifacts as having a caster level of 30th and taking one month to create for purposes of this ability.

    Memorization: At eleventh level, the technician may memorize a number of spells from her notebook or any other such items she carries equal to her class level + Intelligence modifier. She does not need her notebook to create items based on these spells, can prepare them without a spellbook if she would normally need one, and may attempt to record new observations to any open slots if her notebook is not available.
    She may refresh any or all of these memory slots any time she could prepare spells if she were a spellcaster.

    Improvisation: At fourteenth level, the technician may craft gizmos on the fly. She may create a gizmo as a full-round action, but the gizmo will fall apart into worthless (not even reclaimable) components (and its effect, if it has any lasting one, will end 1d6 rounds later if it would not end sooner) 1d2 rounds after the machinst ceases to take one standard action each round to maintain it.
    Increase the time taken for an improvised gizmo to fall apart by 1d2 rounds every four levels.

    Thesis (Su): When a technician reaches epic levels, she may analyze epic spells, and, as an exception to the normalrules regarding such things, may incorporate them into gizmos. A gizmo containing an epic spell requires a Spellcraft check with a DC equal to the casting DC of the spell to create (check for each epic spell involved), requires an additional 10 gp per point of casting DC, and requires the technician to make a Spellcraft check each day as though she were casting the spell.
    Last edited by sidhe3141; 2010-10-22 at 12:34 AM.
    ...and to balance the seriousness of anything I might have said: boingo boingo whoopsy knickers.(Apologies to B. Croshaw)
    My homebrews:
    The Xeromancer [PrC], The Gamer [Monster] (Monster Contest XXXII Winner)The Sworn [Base Class]...and various things scattered around the forums I can't be bothered to track down again.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.