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The Tech

 

The powerful Tech prestige class if usually pursued by high-level experts, but sometimes, even Rogues and  Wizards choose this profession. Although most believe the Tech to be an expert in technical areas, he isn't neccessarily. While many Craftsmen are not especially talented in social skills, but concentrate on their technical skills, the Tech does the exact opposite. He has reached a level of profiency where there is little need for further improvement, and so he balances them with interpersonal abilities and building up his reputation. The success of his efforts show, as others believe the Tech's skills as bordering on the supernatural, supposedly repairing broken equipment by laying on hands or even his mere aura.

NPC Techs are often shunned by the population for their dealing with adventurers and other homeless people, but relied upon for their obvious abilities and power over all things technical. Evil Techs enjoy selling equipment that fails about three weeks after purchase, often using followers to spread their business over a whole landscape. Many adventurers have perished due to a set of Masterwork Thieves’ Tools that broke in the most inconvenient of moments or burned to their death under their Backpacks of Unlimited Storing because the included Fireproof Greek Fire Container (TM) wasn't that fireproof after all.

Hit die: d6

 

Requirements

Skills: 18 skill ranks in Bluff or any Craft skill

Feats: Skill Focus (Craft) or Skill Focus (Bluff)

 

Class Features

Class skills: Appraise, Bluff, Craft, Diplomacy, Intimidate, Knowledge (any), Profession

Skill Points per Level: 8

 

Class Level

Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special

1st

0

0 0

2

Technobabel, Sound System

2nd

1

0 0

3

Explain Technicalities, v.0.89

3rd

1

1 1

3

Write Technical Manual

4th

2

1 1

4

Helpful Modifications

5th

2

1 1

4

Explain Technicalities, v.1.37

 

Technobabel: The Tech subculture has developed a secret language similar to those of Druids or Illusionists, called Technobabel. Technobabel, however, is not a separate language, but developed as a kind of dialect of existing languages. All Techs know how to communicate in the Technobabel dialect in all languages they are proficient in. Only Techs can learn to understand Technobabel, and even spells like Comprehend Languages or Tongues fail here.

Thus, the use of Technobabel is limited, as only Techs can use it to actually communicate. When used against non-Techs, however, profiency in Technobabel confers a +4 profane bonus on all tech-related Bluff, Diplomacy and Intimidate checks.

Sound System: The Tech receives a state of the art sound system and DVD player, using money gained by selling other people's computer spare parts on eBay.

Explain Technicalities, v.0.89: The Tech knows a little boring something about next to everything. He is all to happy to tell others about these minor Technicalities. Thus, he can use Sleep with a caster level equal to his class level at will.

Write Technical Manual: With time, the Tech is relied upon to write technical manuals, and uses this trust to spread his knowledge to those without other help. He can use Symbol of Sleep, Symbol of Confusion or Symbol of Hopelessness once per day, but only on technical manuals of his own writing. His caster level equals his class level.

Helpful Modifications: Because of his superior knowledge of technology and its uses, the Tech is often relied upon to modify equipment according to special situations (e. g. to rub a silver coin against a weapon in order to circumvent the Damage Reduction of a Lycantrophe or modify a starship’s protective shield “for 110% efficiency”). These modifications are generally and obviously impossible, but the Tech readily pretends to help anyway, granting the user of the device False Hope (as the Bard spell Good Hope with a caster level equal to the Tech’s class level). Using this ability takes a 1d6 full-round action.

Evil and chaotic Techs often use this opportunity to extort money “for special materials”, cover up for past failures (“This will probably do damage to the warp coils!”) or get some spare time (“This will take at least a week.”). The Tech receives a bonus to related Bluff and Intimidate checks equal to his class level.

Explain Technicalities, v.1.37: The Tech ultimately gains profound knowledge over things no one else is aware of (or even interested in). He can share this knowledge with anyone, but usually bores them to death – literally, in this case. He can use Wail of the Banshee once per day, with a caster level equal to his class level, as a language-dependent, extraordinary effect.

Immunity to Death Magic does not protect from this ability. Thus, even Undead and some Constructs can be bored into oblivion, usually killing themselves in the process.

A creature killed in this way that is later attempted to be reincarnated, raised or resurrected usually (75% chance) refuses to return, instead enjoying an afterlife more thrilling than the living world.