Technologist Class

Technologist


To a technologist, the world consists of endless secrets to be uncovered, understood, and finally mastered.  Not content to simply measure and catalogue the physical world, technologists constantly strive to apply their knowledge to real problems immediately.  The results of their inventions then provide the knowledge to fuel the ever-further development of their craft.

Role: A technologist is hard to pin down, as various technological disciplines provide a wide array of options for those inclined to develop the necessary skills.  A technologist may stand in the back of the party, firing a gun or lobbing explosives, or he may charge to the forefront sporting the latest in close-combat gadgetry.  Still others specialize in manufacturing medicines and elixirs to support their allies, or special mechanisms to turn the tides of battle.

Alignment:  Any.

Hit Die: d8

Starting Wealth: 4d6 x 10 gp (average: 140 gp).  In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The technologist’s class skills are Appraise(Int), Bluff(Cha), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Heal(Wis), Knowledge: Engineering(Int), Linguistics(Int), Perception(Wis), Profession(Wis), and Sense Motive(Wis).

Skill Ranks per Level: 4 + Int Modifier

Level

BaB

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+2

Colleges of Study, Develop Schematic, Craft Schematic Eyeballin’ it

2nd

+1

+3

+0

+3

Develop Schematic

3rd

+2

+3

+1

+3

Refinement

4th

+3

+4

+1

+4

Colleges of Study, Develop Schematic

5th

+3

+4

+1

+4

Salvage, Refinement

6th

+4

+5

+2

+5

Develop Schematic

7th

+5

+5

+2

+5

Refinement

8th

+6/+1

+6

+2

+6

Colleges of Study, Develop Schematic

9th

+6/+1

+6

+3

+6

Refinement

10th

+7/+2

+7

+3

+7

Develop Schematic

11th

+8/+3

+7

+3

+7

Refinement

12th

+9/+4

+8

+4

+8

Colleges of Study, Develop Schematic

13th

+9/+4

+8

+4

+8

Refinement

14th

+10/+5

+9

+4

+9

Develop Schematic

15th

+11/+6/+1

+9

+5

+9

Refinement

16th

+12/+7/+2

+10

+5

+10

Colleges of Study, Develop Schematic

17th

+12/+7/+2

+10

+5

+10

Refinement

18th

+13/+8/+3

+11

+6

+11

Develop Schematic

19th

+14/+9/+4

+11

+6

+11

Refinement

20th

+15/+10/+5

+12

+6

+12

Colleges of Study, Develop Schematic

Class Features

The following are the class features of the technologist:

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

Colleges of Study

At 1st level, a technologist may choose to specialize in one technological discipline.  At 4th level, and every four following levels, a technologist may (before developing the schematic for that level) select any combination of two, one, or no specializations.  If two specializations are selected, a primary specialization and a secondary specialization must be indicated. Specializations may provide permanent benefits, as well as benefits that only last so long as the specialization is active.

Blacksmithing:  A Text for the Modern Blacksmith

Permanent Effect:  Add Martial Weapon, Light & Medium Shield Proficiencies, and the Blacksmithing feat.

 

Chemistry: Principles & Practical Applications – Tarant University, Second Edition

Permanent Effect: Poison Use class feature

Electrical: Basic Engineering of Electrical Apparatus – Volume One

Explosives: A Guide to Demolitions

Permanent Effect:  Add the Exotic Weapon Proficiency (Explosives) and the ‘Splodesmithing feats

Gunsmithing:  The Gun-Maker’s Handbook

Permanent Effect:  Add Exotic Weapon Proficiency (Firearm) and the Gunsmithing feat.

Herbology:  A Primer for the Modern Druid

Active Effect:  Add a +4 enhancement bonus to your Heal skill.

Mechanical:  An Advanced Study of Automata

Therapeutics: The Apothecary’s Encyclopedia – A Guide to Pharmaceuticals A-Z

Develop Schematic

At 1st level, and every even level after that, a technologist develops a new schematic from one of the technological colleges.  If the technologist has no specialization, roll a d8 to determine the college from which the schematic will develop.  If the technologist has one specialization, roll an 80% chance of automatically developing from the specialization.  If the technologist has two specializations, use d% on the following table:

Result

Schematic Effect

1-10

Roll to develop as normal.

11-40

Develops from secondary specialization 

41-90

Develops from primary specialization

91-100

Develops composite from both specializations.

 In order to be able to develop a schematic, a technologist must have an intelligence equal to 10 + the schematic level.  If a technologist doesn’t have enough intelligence to develop a schematic from the college obtained, continue rolling until he obtains a college for which he is eligible to develop.  If this is impossible, the development is wasted.

Craft Schematic

If you have access to the necessary kit, you can create new items from schematics you own, and repair damaged items built from the same schematics.  You do not need to make a Craft check to accomplish this.

You can craft any schematic you own so long as you possess the parts indicated on the schematic, as well as GP equal to half the added value of the item (Value – parts cost). Crafting in this way takes 1 day of work for every 1,000 gp of the schematics’ added value (minimum 1 day).

Repairing broken schematic items follows the rules under “Restoring a Broken Firearm” as described in the Gunsmithing feat.

A separate kit is required for each college, and each costs 15 GP and weighs 2 lbs.  Masterwork kits cost 55 GP, weighs 5 lbs, and allow all schematics of that college to be crafted at one refinement level higher.

Eyeballin’ It (Ex)

Your experience with physical materials allows you to calculate the most effective way to use various weapons on the fly.  Any weapon type you are proficient in because of a specialization (active or prior) receives a to-hit bonus equal to your Wisdom modifier.

Refinement

At 3rd level, and every odd level after that, a technologist will revisit his old schematics and improve upon them.  If he has specializations selected, all schematics from his primary college will upgrade one refinement level (including dual-college schematics).  If no specializations are selected, the technologist refines the last college he developed a schematic for.  Existing inventions are not automatically upgraded. 

Salvage

At fifth level, a technologist may spend a day disassembling 1000 GP of items built using a schematic he owns, recovering the crafting cost of the item.  That value may not be spent, but rather must be put towards the raw materials cost for crafting another schematic, and may be stored over time and stacked with other salvaged goods.  Lowering the effective cost of a schematic in this way also reduces the length of time required to craft the schematic, as if its value were reduced by the salvage value.

Schematics

Blacksmithing

Level 1: Why the Old Bellows Just Won't Do

Featherweight Axe

“Dwarven technologies often supply us with the most innovative and useful items.  The Feather-Weight Axe is no exception.  Through combining Dwarven ore and a common oaken axe handle, an axe is created with only half the weight of a common axe!  Maimings and decapitations have never been easier!”

As per a masterwork battleaxe, but weighs only 3 pounds.

Requires:  Dwarven ore, oaken axe handle

1010 GP

Refinements 

I.  Is considered a light weapon (1510 GP)

II. +1 enhancement bonus (2500 GP)

III. Invigorating (18000 GP)

(Later – Speed?  Dueling?)

Dwarven Gauntlets

+2 STR for melee combat purposes

1002 GP

Chemistry

Level 1: Strong Poison

Injury

DC 20

1/rd for 6 rds

-1d3 STR

1 save

180 GP

Refinements 

I.  DC 21 (189 GP)

Electrical

Level 1: LOCKED

Explosives

Level 1: The Fuse:  Longer is Better

Refinements 

I.  2d6 (splash 2) (40 GP)

II. 3d6 (splash 3) (80 GP)

III. 4d6 (splash 4) (160 GP)

IV. 5d6 (splash 5) (320 GP)

V. 6d6 (splash 6) (640 GP)

Level 2: Your Friend Nitroglycerin

Black Powder

Metal Can

23 GP

Rng Tch Atk

20 ft. Increment

Direct: 1d6 damage

Splash: Equal to Direct

Refinements 

I.  2d6 (46 GP)

II. 3d6 (92 GP)

III. 4d6 (184 GP)

IV. 5d6 (368 GP)

V. 6d6 (736 GP)

Level 3: The Blast Radius and Overcompensation

Black Powder

20GP

Refinements 

I. (46 GP)

II. (92 GP)

III. (184 GP)

IV. (368 GP)

V. (736 GP)

Gunsmithing

Chapter 1: A Quick Introduction to High Velocity Projectiles and Internal Organs

Refinements

I. -14 to restealth (Value: 4900/1900 GP)

Herbology

Level 1: Lifeforce and the Vegetable

Wonder Drug

“Advances in the science of herbology have no made it possible to restore vim and vigour in no time at all.  By combining the leaves of the coca and tobacco plants, an elixir is produced with regenerative powers superior to those of any spell or incantation of magick.”

Requires: Coca, Tobacco

60 GP

This bitter pill eliminates the effects of fatigue for the next 8 hours; when the drug’s effect ends, the user is exhausted. Users become jittery and unable to focus; they suffer a –2 penalty on all skill checks until the effects wear off.

Mechanical

Chapter 1: Physics, Friction, and Fair Maidens

Multi-tool

“The secrets of the multiverse are laid bare when one uses the incredible Multi-tool!  Built to the general specifications of every mechanical device with few moving parts, this simple tool can assist in almost any tool-based endeavor.  [We understand the implications of such a device, and expect both sound judgement and discernment in its use.]”

Requires: Tools (artisan’s)

100 GP

This device can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The multi-tool counts as a set of artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Refinements:

I. +1 competence bonus to lockpicking (Value: 200GP)

II. +2 competence bonus to lockpicking (Value: 500GP)

III. Multi-tool counts as masterwork (+2 bonus on craft checks) (Value: 750GP)

Refinements 

I. “Slow” for 1 round (Value: 1350GP)

II. +1 damage (Value: 1950GP)

III. +2 damage (Value: 2550GP)

Chapter 2: The Parable of the Unmindful Machinist

Refinements 

I. +6 Competence Bonus (Value: 3600GP)

II. +7 Competence Bonus Value: 4900GP)
III. +8 Competence Bonus (Value: 6400GP)

Chapter 3: Gears, Oil, and the Long Walk Home

Eye Gear

Required components: Eyeglasses, gears

Effects as per Alertness feat (Value: 3200 GP)

I. Low light vision: 20 feet (Value: 3800 GP)
II. Low light vision: 40 feet (Value: 4500 GP)

III. Effects as per Ambush Awareness feat (14500 GP)

IV. Low light vision: 60 feet (Value: 15,000 GP)

V. Darkvision: 20 feet (Value: 19,000 GP)

Perfect Awareness? Combat Reflexes? Opportunist?

Therapeutics

Level 1: LOCKED

Gunsmithing+Mechanical

Chapter 1:  Explosive Mechanisms – Form and Function

Refinements

I. Masterwork (Value: 1800GP)

II. +1 Bonus (Value: 3800GP)

III. Range: 20ft. (Value: 6800GP)

Explosives + Chemistry

Chapter 1:  The Joys of the Explosive and Corrosive

Ranged touch attack, 20ft. Inc.

All creatures in area of effect contact the following poison:

Fort DC: 15

1/rd for 6 rds

1d3 Con

1 Save

 340 GP

Refinements

I. DC 16 (360 GP)

II. DC 17 (385 GP)

III. DC 18 (405 GP)

IV. DC 19 (430 GP)

V. DC 20 (450 GP)

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