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    Barbarian in the Playground
     
    Beholder

    Join Date
    Oct 2014
    Location
    KCMO metro area
    Gender
    Male

    Default New Class: The Technician (very much WIP)

    UPDATE 1: Added shield proficiency, changed starting equipment. Added Modifications feature to post 2.

    Sorry for the rough presentation - I've been stuck on this class for such a long time that I wanted to put down what I had as soon as I had it.

    This is a new class created on a higher-technology campaign setting I'm working on; all the functions of the class will be possible in that setting, but some will be subject to DM approval in other settings.

    The Technician

    Hit Dice - d8
    Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, firearms
    Tools: Tinker's tools, one artisan's tools of your choosing
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from History, Insight, Intimidation, Investigation, Perception, and Sleight of Hand.

    Equipment - 6d4 x 10 gp or as listed
    (a) scale mail or (b) leather, a shortbow, and 20 arrows
    (a) a shield or (b) any simple weapon
    (a) a light crossbow and 20 bolts or (b) any 2 simple weapons
    Tinker's tools and 25 gp worth of raw materials

    Features - in rough order of when they come online; all are obviously working names and descriptions
    Expert Craftsman - when crafting, daily progress is 5 gp or a gp value equal to your Intelligence score, whichever is higher; you can treat one character not proficient with the proper tools as proficient with them while they help you craft
    Modifications - Craft weapon modifications such as increased damage, increased range, special properties (a list will be forthcoming); spend time and resources to craft one, once crafted can spend time after a long rest to disassemble and reassemble into a different modification; total possible number of modifications functioning at one time improves a la warlock invocations; modifications only work on equipment used by technician, can't be put on magic equipment
    Precision Strikes - Target a specific body part, dealing normal damage and imposing a special penalty on a failed save; usable [Int mod] number of times before needing long rest, reduced to short rest at higher level; DCs = 8 + prof. bonus + Int mod
    - Head - Con save or blinded or deafened (your choice) until your next turn
    - Body - Str save or knocked prone
    - Arm - Str or Dex save (depends on which was used for your attack) or drop held item and disadvantage on attacks with weapons held in that arm until your next turn
    - Mobility Limb - Con save or speed using that limb is halved til your next turn
    - Natural Weapon - Con save or disadvantage on attacks with that natural weapon until your next turn
    - Manufactured Weapon - Str or Dex save (depends on which was used for your attack) or subtract 1d4 from all further damage rolls with that weapon
    Alchemical Capsules - Create [Int mod] capsules per day; attach to melee weapons or ammunition; capsules lose potency after 24 hours; on hit, does one of the following:
    - Acid - 2d6 acid damage; Dex save halves
    - Poison - 1d10 poison damage and target is poisoned until your next turn; Con save halves damage, prevents poisoning
    - Fire - Target takes 1d4 fire damage and is ignited, taking 1d4 fire damage at the start of each subsequent turn until it takes an action to make a Dex check against your save DC to extinguish

    Archetypes
    Combat Technician
    - Lv3 - Proficiency in heavy armor and martial weapons
    - Lv5 - Extra Attack
    - Lv8 - Combat Modifications: Assorted modifications that only affect certain martial weapons
    - Lv11 - Craft siege equipment (gp value = [hp + AC + avg. damage] x 2); you can treat one character not proficient with the proper tools as proficient with them while they help you craft; if siege weapons require multiple actions to operate, you can perform 2 of those actions as 1 action; while operating siege weapons, use siege weapons' attack bonus or [your prof. bonus + your Int mod], whichever is higher
    - Lv15 - Weapon and armor modifications don't have to meet certain prerequisites (like being 2-handed) and don't impose drawbacks (like adding the heavy property) unless you want to impose them
    Magic Technician
    - Lv3 - Spellcasting: As EK/AT, wizard list, most spells must be transmutation
    - Lv3 - Learn 1 extra transmutation cantrip from any class's list
    - Lv5 - Aimed Attacks can be made with spells that require an attack roll, variable saves are Int
    - Lv8 - Mechanomancy: Assorted modifications that change damage type or add magical damage
    - Lv11 - Craft magic items at 50 gp per day or your Int score x 10 per day, whichever is higher; you can treat one non-caster character as a caster while they help you craft magic items
    - Lv15 - After long rest, can choose one concentration spell with a casting time of 1 action or 1 bonus action to imbue into a piece of jewelry/trinket; lose spell slot for that spell; during the day, activate jewelry/trinket as if casting the spell (doesn't consume slot), concentration duration of spell is halved but can remain active while you concentrate on another spell
    Last edited by quinron; 2016-09-27 at 07:26 PM.

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