technology

Techs

Those whom can potentially understand, utilize, and recreate technology.
Techs are rare individuals that come to whatever knowledge that they possess by accident and/or experimentation. Technology, that the term “Tech” obviously derives from, is significantly rare, and functional technology is even rarer, as it is scattered throughout the world, buried beneath in forgotten areas of the earth. The science behind it has been lost, and records are so few as those who find them are unable to decipher the languages that no longer exist.

Anyone can become a tech, but most often it is the races that dwell within the earth (Dwarves, Gnomes, etc.,) that find and then seek it out that persue this class. Elves are not likely as they have no desire to dig in the earth and are content to let things be.

Much of what the person learns in this class is by experimentation, research, and inspiration (luck). At the same time though, techs do not bother with wielding magic as their focus is entirely on the tech that they seek to understand.

Alignment: Any

Hit Die: d6

Skills points: 8 + Int

Class Skills: Appraise, Climb, Concentration, Diplomacy, Disable Device, Gather Information, Jump, Knowledge (Mechanical, electrical, chemical, computer, and any else except for Arcana), open lock, search, Sense Motive, Swim

Weapon and Armor Proficiency: Simple Weapons and Light Armor and any tech

Level Base Attack Fort Ref Will Special
1 +0 +0 +2 +0 Tech Specialization, Research, Personal Firearms Proficiency
2 +1 +0 +3 +0 Bonus Feat
3 +2 +1 +3 +1 Bonus Skill, Tech Specialization +2
4 +3 +1 +4 +1 Bonus Feat, Mechanical Foe +2
5 +3 +1 +4 +1 Tech Specialization +4
6 +4 +2 +5 +2 Bonus Skill, Bonus Feat
7 +5 +2 +5 +2 Mechanical Foe +4
8 6/1 +2 +6 +2 Bonus Feat, Tech Specialization +6
9 6/1 +3 +6 +3 Bonus Skill
10 7/2 +3 +7 +3 Tech Specialization +8, Bonus Feat
11 8/3 +3 +7 +3 Mechanical Foe +6
12 9/4 +4 +8 +4 Bonus Feat
13 9/4 +4 +8 +4 Tech Specialization +10
14 10/5 +4 +9 +4 Bonus Skill, Bonus Feat
15 11/6/+1 +5 +9 +5 Tech Specialization +12
16 12/7/+2 +5 +10 +5 Mechanical Foe +8, Bonus Feat
17 12/7/+2 +5 +10 +5 Tech Specialization +14
18 13/8/+3 +6 +11 +6 Bonus Feat, Bonus Skill
19 14/9/+4 +6 +11 +6 Mechanical Foe +10
20 15/10/+5 +6 +12 +6 Tech Specialization +16, Bonus Feat

Tech Specialization

Of the four categories of technology, one is chosen to specialize in and will recieve bonuses throughout the class’ progression. The character starts out with a +5 bonus to that tech and each will receive subsequent bonuses of +2.

Mechanical- Traps, firearms, and anything with moving parts (gears, belts, pistons, etc.,). Every five ranks in this skill will give a +2 bonus to anything electrical.

Electrical- lights, radio, lasers, and anything having wires and powered by electricity. Every 5 ranks in this skill will give a +2 to bonus to anything computer.

Chemical – Acids, compounds, gunpowder, explosives, and anything having to do with chemistry.

Computer- Any complex apparatus involving complex routines, programs, software, and such that exceeds the electrical realm.

Type DC
Mechanical 15-20
Electrical 20-30
Chemical 20-30
Computer 20-50

Bonus Skills

Cryptography (Int)

You can encode or decode data. This is similar to the decipher script skill but for the fact that you are dealing with what is mathematically encoded.

Check: You make a Cryptography check when you encode that data that anyone will have to make an opposed roll to beat. You will receive a +10 bonus if you have specific gear for that purpose (instruments, software, etc.,). It is the same for decoding.

Demolitions (Int)

This skill is for setting and detonating explosive charges. The DC will be determined by the complexity of the explosives and their setup. Failure will mean that it didn’t go off or will result in a different outcome determined by the DM.

Demolitions DC

Device Time DC Example
Simple 1 round 10 Set a personal mine or other preset explosive device
Tricky 1d4 rounds 15 Place a plastic explosive charge to blow a door
Difficult 2d4 rounds 20 Place a plastic explosive charge to blow the turrent off of a tank
Wicked 2d4 rounds 25 Place a plastic explosive charge to knock out a bridge

Programming (Int)

You are able to create computer programs to do whatever you design them to do. Every 5 ranks from computer specialization will give a +2 synergy bonus to this skill.

Program DC
Simple Program (does on thing) 25
Mildly Complex Program (does 2 or 3 things) 30
Moderately Complex Program (does up to 5 things) 35
Incredibly Complex Program (does up to 10 things0 40

Recreate (Wis)

This skill is for the recreation of lost technology and can only be followed after the appropriate research has been conducted (number of consecutive weeks=DC-roll). However, you must be familiar with its use.

Repair (Wis)

Anything can be repaired with the proper know how, and the right parts. However, even without the right parts, given enough time and ingenuity the task can be done. However, again you must be familiar with its use. Every 5 ranks of this skill will give a +2 synergy bonus to Recreate.

Type Repair DC w/parts substitute parts no parts Recreate DC w/parts
Basic Mechanical 10+ 15+ 20+ 25+ 20+
Basic Electrical 15+ 20+ 25+ 30+ 25+
Basic Chemical 15+ 20+ 25+ 30+ 25+
Basic Computer 20+ 30+ 40+ 50+ 45+
Adv. Mechanical 20+ 25+ 30+ 35+ 30+
Adv. Electrical 30+ 35+ 40+ 45+ 40+
Adv. Chemical 25+ 30+ 35+ 40+ 35+
Adv. Computer 45+ 50+ 55+ 60+ 55+

Research (Wis)

As technology is discovered, it’s true purpose can only be found with experimentation and searching for whatever information that can be found on the particular subject or object. For each point of the DC that is missed when first figuring out its use, will require that number of weeks of experimentation minus number of days spent in study for at least 8 hours with adequate information found (book, CDs, Data chips, etc.,).

Bonus Feats

Advanced Firearms Proficiency

You can fire any personal firearm on autofire without penalty (provided of course that is has an autofire setting).

Prerequisites: Personal Firearms Proficiency

Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on autofire (see Modern d20 pg 148).

Burst Fire

When using a firearm with the autofire setting, you can fire a short burst at a single target with a -4 on the attack roll, but you get +2 damage dice. Firing a burst expends 5 bullets and can only be done if the weapon is loaded with at least 5 bullets.

Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.

Normal: Autofire uses 10 bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a
specific target. Without this feat, if you attempt an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five, and can be used if the weapons has only three bullets left in it.

Dead Aim

You are able to aim before making a ranged attack by taking a full-round action to receive a +2 on your next attack roll. Once you begin aiming, you can’t move, not even a 5-foot step, until you make your next roll, or the effect is wasted. The same results from any kind of interruption before your next attack roll.

Prerequisites: Wisdom 13, Far Shot

Double Tap

When using a semiautomatic firearm with at least two bullets loaded, you may fire two bullets as a single attack against a single target. You receive a -2 penalty to attack, but receive +1 die of damage upon a successful attack. This can only be done if the weapon has at least two bullets.

Prerequisites: Dexterity 13, Point Blank Shot

Exotic Firearms Proficiency

Choose a weapon type from the among the list: Cannons, Heavy. Machine guns, Heavy Energy Weapons, Grenade Launchers, Rocket Launchers. You understand how to use all weapons under that specific category. This feat can be taken more than once for a different weapon type.

Prerequisite: Personal Firearms Proficiency, Advanced Firearms Proficiency

Normal: A character that makes a attack roll with a weapon that they are not proficient with receives a -4 to attack.

Far Shot

See Player’s Handbook pg. 94

Gunner

You are skilled at firing a weapon attached to a vehicle. You receive a +4 to your ranged attack and your penalty for firing from a moving vehicle is halved (see mounted archery feat).

Hacker

Prerequisites: Programming skill

You have the skill to bypass systems to get what you want. This utilizes the programming skill.

Security DC
Simple Security 15
Good Security 20
Excellent Security 25
Incredible Security 30

Information Junkie

You have the knack for aquiring information for whatever research you are currently pursuing (+5 to research).

Personal Firearms Proficiency

You can fire any personal firearm (a firearm that is designed for to be carried and used by a single person).

Normal: Otherwise, a person receives a -4 attack in firing a personal firearm.

Piloting

This feat is for the operation of any one vehicle, aircraft or mechanized equipment. This feat is required to initially use what is specified and can be taken multiple times, each time for something different. The skill piloting (Dex) is then made available and will be required for any evasive manuevers.

Point Blank Shot

See Player’s Handbook pg. 98

Precise Shot

See Player’s Handbook pg. 98

Quick Reload

Reloading a firearm with a clip, ammo magazine/box, or speed loader becomes a free action, and those with internal magazines becomes a move action.

Prerequisites: Base Attack bonus +1

Normal: Reloading a firearm with a clip, ammo magazine/box, or speed loader becomes a move action, and those with internal magazines becomes a full-round action.

Quick Draw

See Player’s Handbook pg. 98

Remote Operation

You have the knowledge to operate technology from a distance with the proper equipment. Whatever you control will use your attack bonus and move on your initiative. Otherwise it can act without you supervision.

Shot on the Run

See Player’s Handbook pg. 100

Strafe

When using a firearm on autofire, you can affect an area four five-foot squares by and one square wide (that is any 4 squares in a line).

Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency

Normal: A firearm on autofire normally can only affect a 10-foot-by-10-foot area.

(More feats may become available in the near future.)

technology

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