The chosen servants of Lunskor, technologists are devoted to the art of learning, and the application of knowledge towards scientific achievement. Technologists are somewhat self-absorbed, and many have been known to go for days without nourishment, simply because they became so absorbed in the study of a problem or theory that they forgot to eat. Still, most technologists are willing to temporarily halt their studies in order to assist a visitor with a problem, or answer a specific query...so long as they are not separated from their research for an extended period of time.Technologists are typically very intelligent, and have a reputation for being somewhat blunt. Though some consider this to be a point of arrogance, technologists themselves do not see it that way – they simply do not see the point in wasting time attempting to impress people. Still, technologists are much like their own creations, in that their tough, unpolished exteriors hide delicate, intricate things of beauty.
Technologists tend to set up workshops in larger cities, due more to the desire for ready access to supplies and intelligent, learned peers than anything else. Some technologists, however, prefer to live in smaller towns and hamlets, where their work can progress in a much more relaxed environment. Wherever they go, technologists work to foster the spread of knowledge and ideas, whether they do so by teaching classes at backwater hamlets in the middle of nowhere, or by publishing their findings in the most popular scientific journals to circulate learned academies.
Clerics are the most common technologists, though a few very fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Technologist, a character must meet the following criteria.
Alignment: Neutral GoodPatron Deity: Lunskor
Base Attack Bonus: +4
Skills: Craft (armorsmithing, blacksmithing, locksmithing, machine, metalworking, or weaponmaking) 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Skill Versatility (Craft (any), Disable Device, Knowledge (engineering and architecture), or Open Lock)
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become Technologists must have access to the Artifice domain.
Class Skills
The Technologist’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Heal (Wis), Knowledge (all) (Int), Open Lock (Dex), Profession (Wis), Search (Int)), Speak Language (N/A), Spellcraft (Int), Spot (Str), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Artifice Spells, Eidetic Memory - 2 +1 +3 +0 +3 Lore, Construct Magic +1 caster level 3 +2 +3 +1 +3 Detection Device (Analyze, Darkvision) - 4 +3 +4 +1 +4 Mechanical Arm (Shocking Grasp) +1 caster level 5 +3 +4 +1 +4 Clockwork Companion - 6 +4 +5 +2 +5 Detection Device (See Invisibility), Dismantle +1 caster level 7 +5 +5 +2 +5 Mechanical Arm (Lightning Bolt) - 8 +6 +6 +2 +6 Legend Lore +1 caster level 9 +6 +6 +3 +6 Detection Device (X-Ray) - 10 +7 +7 +3 +7 Mechanical Arm (Stop Heart), Revelation +1 caster level
Class Features
All of the following are class features of the Technologist prestige class.
Weapon and Armor Proficiency: Technologists gain proficiency with simple weapons and light and medium armor. Technologists prefer to use their deity’s favored weapons, either a pistol or a rifle, and gain proficiency in one of the two weapons (their choice).
Spellcasting: A technologist continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever divine spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Artifice Spells: A technologist can pray for and receive any Artifice domain spell as if it were on his divine spell list. The spell uses a spell slot of a level equal to its level in the Artifice domain list.
Eidetic Memory (Ex): The technologist gains a perfect, photographic memory, allowing him to recall the smallest details of things he has read or seen, or places he has visited.
Lore (Ex): A technologist of 2nd level or higher is well versed in esoteric knowledge, often recalling even the most obscure facts and rumors. As a result, the technologist has a chance to know some pertinent bit of information about any given object, person, place, or event. To check whether he recalls some bit of knowledge, the technologist makes a lore check with a bonus equal to his technologist level + his Intelligence modifier (if the technologist has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check). A technologist may not take 10 or 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge 10 Common, known by at least a substantial minority, common legends about the area. 20 Uncommon but available, known by only a few people, legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by those who once knew it, possibly only known by those who don’t understand the significance of the knowledge.
Construct Magic (Su): Technologists are used to battling alongside and against constructs, a fact which Lunskor acknowledges and accepts. Thus, it is no great surprise that he allows technologists of at least 2nd level the ability to spontaneously convert prepared spells into either repair damage or inflict damage spells. These spells are added to the technologist’s spell lists, and are identical to cure wound and inflict wound spells, save that they affect only constructs. The technologist is able to convert prepared divine spells into either class of spells; he need not choose one over the other, as clerics do with cure wound and inflict wound spells.
Detection Device (Ex): At 3rd level, the technologist gains the ability to create a detection device, allowing him to gauge the powers and combat expertise of opponents at a glance. The device itself is small, and is worn at the side of the technologist’s head, resembling nothing so much as a bulky, broken-in-half pair of spectacles. A thin lens is suspended in front of the technologist’s eye, much like a monocle. When activated, the technologist needs only to stare at an opponent, and technical readouts appear, almost magically, upon the surface of the lens.Each round the technologist concentrates upon an opponent, he learns one of the following pieces of information of his choice: target’s race and type, target’s base attack bonus, target’s attitude towards you, target’s highest saving throw bonus, target’s lowest saving throw bonus, target’s Hit Dice, damage reduction the target possesses (if any), target’s natural armor bonus, or the target’s age.
The information given to the technologist is based upon the target’s current form, and may yield inaccurate results about a polymorphed or shapechanged creature. The detection device affects only corporeal targets. If the technologist cannot see the target (if he is blinded, for instance), he is unable to use the detection device. While wearing the detection device, the technologist is considered to have darkvision to a range of 60 feet.
Though this ability seems magical, it is actually the result of divinely-inspired artifice, and functions normally within the confines of an anti-magic area. Should anyone else attempt to use the detection device, they see only meaningless symbols and words appear on the lens, gaining no advantage. In fact, the constant display of these symbols superimposed over their vision renders the creature dazed for so long as the device is worn. Crafting a detection device requires 500 gp in mechanical parts and metals, as well as one day of uninterrupted work.
At 6th level, the technologist is able to improve his detection device, enabling it to detect invisible and ethereal creatures as if he were under the effects of a see invisibility spell. This ability functions simultaneously with the device’s previous abilities.
At 9th level, the technologist adjusts the detection device once more, allowing him to see into and through solid matter. Vision range is 20 feet, with the technologist seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. The technologist is unable to use his detection device’s other functions while using this ability.
Mechanical Arm (Ex): By 4th level, the technologist has learned enough of artifice that he gains the ability to replace his arm with a mechanical replica. Should he decide to do so, the process requires one day of uninterrupted work, as well as 1,000 gp worth of materials. Replacing his arm in this way grants the technologist a number of advantages. Most notably, his Strength score increases by 4 points, and he gains a single natural slam attack dealing 1d8 points of damage (1d6 points of damage for a Small creature). In addition, he is able to discharge stored electrical energy from his new limb, allowing him to duplicate a shocking grasp spell, cast at if he were a sorcerer of his technologist level, once per day per class level.At 7th level, the technologist is able to modify his mechanical arm further, enabling it to duplicate a lightning bolt spell, cast as if he were a sorcerer of his technologist level. The save DC against this ability is equal to 10 + the technologist’s class level, plus his Charisma modifier. He may use this ability three times per day.
At 10th level, the technologist is able to channel a massive amount of electricity through his mechanical arm, stopping a creature’s heart instantly. Using this ability is a standard action, and requires a melee touch attack. The touched creature may attempt a Fortitude save (DC 10 + the technologist’s class level + his Charisma modifier) to resist the effect. Failure causes the touched creature to drop to -8 hit points, then -9 hit points at the end of the round. If someone immediately makes a Heal check (DC 15) or somehow gives the subject more hit points, they stabilize. This ability is usable once per day, and affects only creatures of the “humanoid” or “animal types”. Creatures immune to electricity are unaffected by this ability.
The technologist’s arm is of masterwork quality, and may be enchanted as any other weapon.
Clockwork Companion (Ex): As part of his work and research into scientific law and physics, a 5th level technologist learns to design and build a mechanical creature to guard him against attack and aid him in his work. The technologist chooses either an ape, bear (black), bison, boar, cheetah, crocodile, dire badger, dire bat, dire weasel, leopard, lizard (monitor), shark (large), snake (large constrictor or viper), or wolverine and applies the Clockwork template to the chosen animal. The technologist’s companion increases in power as he advances, as seen in the table below.
Technologist Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special 5th-6th +2 +2. +0 1 Link, Share Spells 7th-8th +3 +3. +1 2 Evasion 9th-10th +4 +4. +2 3 Multiattack
Bonus HD: Extra ten-sided (d10) Hit Dice. Extra Hit Dice improve the clockwork companion’s base attack and base save bonuses. A clockwork companion’s base attack bonus is equal to that of a cleric of a level equal to its Hit Dice, and each of its saves is a poor save.A clockwork companion costs 100 gp per Hit Die in materials to build, and takes one day of uninterrupted work for each 1,000 gp of its final cost. Should the clockwork companion become damaged, the technologist can repair it at a rate of 1 hit point per hour, so long as he has artisan tools to work with.Natural Armor Adjustment: The number on the table is an improvement to the clockwork companion’s natural armor bonus. It represents the preternatural toughness and reinforcement of the technologist’s companion.
Str/Dex Adjustment: Upgrades make the companion stronger and more resilient. Add this figure to the clockwork companion’s Strength and Dexterity scores.
Bonus Tricks: The number given in this column is the total number of “bonus” tricks the companion knows in addition to any the technologist may choose to teach it. These bonus tricks do not require any time or Handle Animal checks, and they do not count against the normal limit of tricks known by the companion. The technologist selects these bonus tricks, and, once selected, they do not change. All clockworks know how to obey an attack command from their creator, and always come when called by their creator.
Guard (Ex): A clockwork companion will willingly sacrifice itself for its creator’s benefit. If ordered to do so, the companion will block and disrupt the attacks of opponents, imposing a -2 penalty on all attack rolls to hit the technologist, so long as he is adjacent to his companion.
Share Spells (Ex): At the technologist’s option, he can choose to have any spell he casts on herself affect his companion as well, provided the companion is within 5 feet of him at the time of casting. If the spell effect has a duration other than instantaneous, it stops affecting the companion if it moves further than 5feet away and will not affect the companion again, even if it returns to the technologist before the duration expires. Additionally, the technologist may cast a spell with a target of “You” on his companion as a touch spell instead of on himself. A technologist and his companion may share spells even if such spells would normally fail to affect a creature with the Construct type.
Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a clockwork companion takes no damage on a successful save.
Multiattack (Ex): The clockwork companion gains multiattack as a bonus feat if it did not already possess it. If it does not have the requisite three natural attacks, it instead gains an additional attack with its primary natural weapon, at a -5 penalty to the attack roll.
Dismantle (Ex): At 6thlevel, the technologist gains the Skill Focus (Disable Device) feat as a bonus feat. In addition, the technologist is now able to score critical hits against creatures of the “Construct” type.
Legend Lore (Sp): Beginning at 8th level, the technologist gains the ability to call upon his connection to Lunskor, learning knowledge commonly thought lost. Once per day, the technologist may cast legend lore as if he were a sorcerer of his character level. Should the casting time of legend lore exceed 1 hour, the casting time is shortened to 1 hour.
Revelation (Su): A technologist who has reached 10th level is trusted by Lunskor, and given the ability to elevate a creature’s mind, allowing it to see, in one brief instant, all of the knowledge in existence. Unfortunately, few creatures can comprehend such a deluge of information without being driven completely and utterly insane. Once per day, the technologist is able to designate a sentient creature within 60 feet to receive the “blessing” of Lunskor. The targeted creature may attempt a Will save (DC 10 + the technologist’s class level + his Charisma modifier) to resist this effect.Success results in the creature repressing and denying much of the knowledge; the creature behaves as if it were under the effects of a confusion spell for one round per class level, and also gains a +10 insight bonus on its next Knowledge skill check. A failed save is much more disastrous; the creature is assumed to be under the effects of an insanity spell, cast as if by a sorcerer of the technologist’s class level. So long as the creature remains under the effects of this ability, it receives a +10 insight bonus on each of its Knowledge skill checks. This ability is a mind-affecting ability.
Ex-Technologists
An technologist who willingly changes alignment or who ceases the worship of Lunskor immediately loses all benefits of this class. In addition, all constructs are treated as hostile towards the character, and his mechanical arm and detection device, if any, become inert and useless. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player’s Handbook).
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