Tech

Deeds Not Words

Deeds Not Words

Author Scott Lynch
Publisher Cryptosnark Games
Publish date 2003
OGL Section 15 dnw

The material below is Open Game Content

The Tech

Hit Die: d6
Power Die: d8
Origins: Any

The tech is the master of super-science, a brainy purveyor of high-tech wonders and skills. The tech’s power comes from his inventions, some of which can bend or break the laws of known reality.

Some techs specialize in amazing mechanical devices, while others concoct truly stupendous chemical formulas or genetic modifications. Imagination is the only limit on a tech’s ability to change the world around himself.

Class Skills: The Tech’s class skills (and the key ability for each skill) are: Appraise (Wis), Computers (Int), Concentration (Wis), Craft/Repair (Int), Demolitions (Int), Drive/Pilot (Wis), First Aid (Int), Knowledge (Int), Listen (Wis), Profession (Int), Ride (Dex), Search (Int), and Spot (Wis).

Note: A Tech may also place ranks in the Armor Maintenance (Int) skill as a class skill.

Initial Skill Points: (8 + Int Modifier) x 4
Skill points Per Level: 8 + Int Modifier
Initial Weapon and Armor Proficiencies: 4

Kit-Bashing: Kit-Bashing is the delicate art of enhancing a technological device with a little strategic tinkering. Kit-Bashing takes a full round and a successful Concentration check against a DC of 10. Any mechanical or electronic device can be granted a +1 bonus to any rolls made with it (this includes vehicles and firearms) for the next 10 minutes. A tech may kit-bash a number of times per session equal to his Intelligence modifier.

Bonus Feat: At 1st level level and again at 3rd level, 5th level, 7th level, 9th level, 11th level, and 13th level, a tech may choose one of the following bonus feats (all prerequisites for a given feat must be met before it can be selected): Chemical Genius (Super-Chemical Mastery), Cross-Trained, Extra Study, Highly Educated, Know-it-All, Gadget Fetish, Enduring Kit Bashing, Extra Gadgets, Mechanical Genius (Super-Device Mastery), Plot Devices, Skepticism, Skill Aptitude, Skill Focus, Technobabble, Techno-Savvy, Toughened Up, and Vehicle Focus

Fix Anything: At 2nd level, a tech gains the miraculous ability to restore a technological device (including a vehicle or firearm) to temporary working order by pounding on it and cursing. An attempt to use the Fix Anything ability requires a standard action and a successful Concentration check against a DC of 10. If the check is successful, the device will be restored to the best operative status it is currently capable of for 1d6 + [Tech’s Int Modifier] rounds. Note that this ability is intended for use with damaged devices, not those missing fuel or ammunition (thus, a tech could use Fix Anything on a plane plummeting from the sky because of an engine malfunction or a missile hit, but not on a plane that had simply run out of fuel).

A tech may use Fix Anything a number of times per session equal to his Intelligence modifier. Fix Anything may be used multiple times on the same device.

Extraordinary Genius: At 3rd level, the DC of the tech’s creation roll for any Extraordinary Machine or Extraordinary Chemical is lowered by 2. Beginning at 7th level, the DC is lowered by 4. Beginning at 15th level, it’s lowered by 6.

Craft/Knowledge Mastery: At 4th level and again at 8th level, 12th level, 16th level, and 20th level, the tech may select any Craft/Repair or Knowledge skill and master it, meaning that he may take ‘10’ with the skill at will, even when under pressure.

Discretion: Discretion is the better part of valor, as any intelligent person can tell you. Techs are not the most combative folks around, and this fact tends to make them extremely wary in combat with more dangerous individuals. Beginning at 6th level, a tech with the Discretion ability may add his Intelligence modifier as a dodge bonus to his AC until his action in the next round, provided he sacrifices one partial action to do so.

Studiousness: Techs spend so much of their time dealing with challenging mental problems that the improvement of their mental abilities is all but inevitable. At 9th level and again at 18th level, a tech gains a +1 bonus to his Intelligence score.

Improved Kit-Bashing: Beginning at 10th level, a successfully kit-bashed device gains a +2 bonus to any rolls made with it.

Special Ability: At 5th level and again at 10th, 15th, and 20th levels, the tech may select a special ability from the choices presented below:

  • Apprentice: The tech may gain a 2 EP Assistant Advantage. May be taken only once.
  • Book Learning: The tech may immediately re-roll any failed Knowledge check once. May be taken only once.
  • Field Experience: The tech may choose any two (non-exclusive) cross-class skills and make them class skills.
  • Networking: The tech may gain a 2 EP Connection Advantage to a university, an industry, the media, or the military.
  • Scholarly Pursuits: The sleuth may add 4 ranks to one or more Knowledge skills.
  • Technical Experience: The tech may immediately re-roll any failed Craft/Repair check once.
  • Unflagging Determination: The tech’s Will Save receives a +2 bonus cumulative with all other Will Save bonuses.

Improved Discretion: Beginning at 11th level, a tech may add his Int modifier to his AC score as a dodge bonus at all times, at no cost or penalty.

Fix Anything Even Better: Beginning at 17th level, a device successfully restored with the Fix Anything ability will remain working for 2d6 + [Tech’s Int Modifier] rounds.

Craft/Knowledge Supremacy: At 19th level, the tech may select one Craft/Repair or Knowledge skill in which he already has a mastery and gain a supremacy with it, meaning that he may take ‘20’ with the skill at will, even when under pressure.

Supreme Kit-Bashing: At 20th level, a successfully kit-bashed device gains a +3 bonus to any rolls made with it for up to one hour.

Table: The Tech

Level Attack Bonus Fort Save Ref Save Will Save AC Bonus Special
1 +0 +0 +0 +2 +0 Kit-Bashing, Bonus Feat
2 +1 +0 +0 +3 +0 Fix Anything
3 +1 +1 +1 +3 +1 Bonus Feat, Extraordinary Genius (DC -2)
4 +2 +1 +1 +4 +1 Craft/Knowledge Mastery
5 +2 +1 +1 +4 +1 Bonus Feat, Special Ability
6 +3 +2 +2 +5 +2 Discretion
7 +3 +2 +2 +5 +2 Bonus Feat, Extraordinary Genius (DC -4)
8 +4 +2 +2 +6 +2 Craft/Knowledge Mastery
9 +4 +3 +3 +6 +3 Bonus Feat, Studiousness
10 +5 +3 +3 +7 +3 Special Ability, Improved Kit-Bashing
11 +5 +3 +3 +7 +3 Bonus Feat, Improved Discretion
12 +6/+1 +4 +4 +8 +4 Craft/Knowledge Mastery
13 +6/+1 +4 +4 +8 +4 Bonus Feat
14 +7/+2 +4 +4 +9 +4 Extraordinary Genius (DC -6)
15 +7/+2 +5 +5 +9 +5 Special Ability,
16 +8/+3 +5 +5 +10 +5 Craft/Knowledge Mastery
17 +8/+3 +5 +5 +10 +5 Fix Anything Even Better
18 +9/+4 +6 +6 +11 +6 Studiousness
19 +9/+4 +6 +6 +11 +6 Craft/Knowledge Supremacy
20 +10/+5 +6 +6 +12 +6 Special Ability, Supreme Kit-Bashing
Page tags: class super
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