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. |