Techsmith

Write all about it here.

Hit Die: d6.

REQUIREMENTS
To qualify to become a techsmith, a character must fulfill all the following criteria.
Skills: Craft (armorsmithing, blacksmithing, metalworking, or weaponsmithing) 10 ranks.
Feats: Craft Wondrous Item, Skill Focus (Craft [armorsmithing, blacksmithing, metalworking, or weaponsmithing]).
Spells: Ability to cast minor creation.
Patron: Gond.
Special: Must visit the High Holy Crafthouse of Inspiration in the city of Illul on the island of Lantan.

CLASS SKILLS
The techsmith class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (religion) (Int), Open Lock (Dex), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +2 +0 +2 Gondsman +1 level of existing class
2nd +1 +3 +0 +3 Technical knack +1 level of existing class
3rd +1 +3 +1 +3 New domain +1 level of existing class
4th +2 +4 +1 +4 Construct sense +1 level of existing class
5th +2 +4 +1 +4 Technical knack +1 level of existing class
6th +3 +5 +2 +5 Golembane +1 level of existing class
7th +3 +5 +2 +5 Improved critical +1 level of existing class
8th +4 +6 +2 +6 Technical knack +1 level of existing class
9th +4 +6 +3 +6 Enhanced explosives +1 level of existing class
10th +5 +7 +3 +7 Golemsmite +1 level of existing class

CLASS FEATURES
The following are class features of the techsmith prestige class.

Weapon and Armor Proficiency: Techsmiths are proficient with all simple weapons and gain the Exotic Weapon Proficiency (firearms) feat if they do not already possess it.

Spells per Day/Spells Known: When a new techsmith level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class in which she could cast minor creation before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast minor creation spells before she became an techsmith, she must decide to which class she adds each level of techsmith for the purpose of determining spells per day.

Gondsman (Ex): Upon becoming a techsmith, the character may construct a gondsman—a loyal mechanical warrior, assistant, bodyguard, and friend. The gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith she has been researching and working on parts of the gondsman in her spare time. See the gondsman sidebar for more information.

If a gondsman is reduced to 0 hit points, it is destroyed. Should a gondsman be destroyed, the techsmith may construct another. Constructing a replacement gondsman costs 500 gp per Hit Die and takes 1 day for every 1,000 gp value of the gondsman.

Technical Knack (Ex): Techsmiths of certain levels of skill pick up a technical knack, an innate familiarity with the workings of mechanical gadgetry and science. At 2nd level, she selects two of the following skills: Appraise, Craft (alchemy, armorsmithing, blacksmithing, metalworking, or weaponsmithing), Disable Device, Knowledge (arcana, architecture and engineering, or religion), and Open Lock. Each of these skills gains a +2 bonus.

At 5th level, the techsmith selects two other skills to gain this +2 bonus. The skills she selected at 2nd level receive an additional +2 bonus, for a total of +4.

At 8th level, the techsmith selects two other skills to gain a +2 bonus. The skills she selected at 2nd and 5th levels receive an additional +2 bonus, for a total of +6 and +4, respectively.

New Domain: The techsmith may choose a new domain from Gond’s list of available domains (Craft, Earth, Fire, Knowledge, Metal, and Planning). The techsmith receives the domain’s granted power and may choose the domain’s spells as domain spells. A techsmith that has no cleric levels gains no spells or spell slots from this ability, but gains the granted power of the domain she chooses.

Construct Sense (Su): Techsmiths of 3rd level or higher can communicate telepathically with any construct within 60 feet. They may make a Spot check (DC 15) to recognize a construct for what it is.

Golembane (Ex): Because of her superior knowledge of constructs, a techsmith can combat a construct with weapons or unarmed attacks as if it had no damage reduction. After watching a construct in action for 1 round, she knows what spells it is vulnerable or immune to.

Improved Critical (Ex): Because of her study of metal and other crafting materials, a techsmith knows how to best utilize any weapon and find the weak spots of any armor. Any weapon she wields and is proficient with threatens critical hits as if she had the Improved Critical feat.

Enhanced Explosives (Ex): Due to their familiarity with the intricacies of smokepowder, techsmiths of 9th level or higher may create enhanced bombs. These powerful explosives operate exactly as described under Renaissance Explosive Weapons on page 145 of the Dungeon Master’s Guide, except that they deal 3d6 points of fire damage and have a blast radius of 15 feet. Crafting such a bomb costs 50 gp in raw materials and the time required to create such a bomb is determined by the Craft (alchemy) skill.

Golemsmite (Ex): Upon reaching 10th level, a techsmith is a lethal foe to any constructs. The techsmith ignores the immunity to critical hits of any construct he strikes with a weapon or unarmed, or with a spell (obviously, the spell needs to be capable of performing critical hits).

The Gondsman

A gondsman is a construct made of metal and wood (and is therefore vulnerable to attacks such as warp wood and rusting grasp). The techsmith can create either a Small or Medium gondsman. A gondsman has 4 Hit Dice, a +4 natural armor bonus, and all of the construct traits. It has a slam attack appropriate for its size, and is proficient with all simple and martial weapons and shields, but not armor nor tower shields.
As the techsmith gains levels, the gondsman also increases its ability as described below.

Techsmith Level Bonus HD Natural Armor Adj. Str/Dex Adj. Special
1st-2nd +2 +4 +1 Empathic link, share spells, share saving throws
3rd-4th +4 +6 +2 Construct sense
5th-7th +6 +8 +3 Wieldskill, understand device
8th-10th +8 +10 +4 Spell resistance

Gondsman Basics: Use the base statistics for one of the sample gondsman, but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra ten-sided (d10) Hit Dice, none of which gain a Constitution modifier, as normal. Extra Hit Dice improve the gondsman’s base attack and base save bonuses. A gondsman’s base attack bonus is equal to that of a cleric of a level equal to the construct’s HD. A gondsman has no good saves (treat it as a character whose level equals the construct’s HD). The gondsman gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice. The gondsman has the same class skills as the techsmith, but only gains 2 + Int modifier skill points per hit die.

Natural Armor Adj.: The number on the table is an improvement to the gondsman’s existing natural armor bonus.

Str/Dex Adj.: Add this figure to the gondsman’s Strength and Dexterity scores.

Empathic Link (Su): A gondsman shares a special bond with its creator, similar to the relationship between a sorcerer and his familiar. The construct and creator share an empathic link to a distance of one mile. The techsmith cannot see through the gondsman’s eyes, but they can communicate empathically.

Even the most intelligent and personable gondsmen tend to see the world through a somewhat detached, mechanical perspective, so misunderstandings are possible.

Because of this empathic link, the techsmith has the same connection to an item or place that her gondsman does, just as with a master and his familiar.

Share Spells: At the techsmith’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her gondsman.

The gondsman must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the gondsman if it moves farther than 5 feet away and will not affect the gondsman again even if it returns to the techsmith before the duration expires. Additionally, the techsmith may cast a spell with a target of "You" on her gondsman (as a touch range spell) instead of on herself. A techsmith and her gondsman can share spells even if the spells normally do not affect creatures of the gondsman’s type (construct).

Share Saving Throws: For each of its saving throws, the gondsman uses its own base save bonus or the techsmith’s, whichever is higher. The gondsman applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Construct Sense (Su): A gondsman can communicate telepathically with any construct within 60 feet. They may make a Spot check (DC 15) to recognize a construct for what it is.

Wieldskill (Sp): Once per day per two techsmith levels of its master, a gondsman can use wieldskill as a spell-like ability. A gondsman’s caster level is equal to ½ it’s Hit Dice.

Understand Device (Sp): Once per day, a gondsman can use understand device as a spell-like ability. A gondsman’s caster level is equal to ½ it’s Hit Dice.

Spell Resistance (Ex): A gondsman’s spell resistance equals its master’s techsmith level + 5. To affect the gondsman with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the gondsman’s spell resistance.

SAMPLE GONDSMEN
The statistics below are for normal gondsmen of the appropriate kinds; they do not include the modifications given on the table above.

MEDIUM GONDSMAN___CR —
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3
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AC 16, touch 12, flat-footed 14
hp 45 (4 HD)
Immune ability damage, ability drain, charms, compulsions, critical hits, death effects, disease, energy drain, exhaustion, fatigue, morale effects, necromancy effects, nonlethal damage, paralysis, patterns, phantasms, poison, sleep effects, stunning
Fort +1, Ref +3, Will +2
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Speed 30 ft. (6 squares)
Melee slam +6 (1d8+3)
Base Atk +3; Grp +6
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Abilities Str 16, Dex 14, Con —, Int 4, Wis 12, Cha 8
Feats Alertness, Toughness
Skills Listen +3, Spot +3, Use Magic Device +6

SMALL GONDSMAN___CR —
N Small construct
Init +3; Senses darkvision 60 ft., low-light vision; Listen +3, Spot +3
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AC 18, touch 14, flat-footed 15
hp 35 (4 HD)
Immune ability damage, ability drain, charms, compulsions, critical hits, death effects, disease, energy drain, exhaustion, fatigue, morale effects, necromancy effects, nonlethal damage, paralysis, patterns, phantasms, poison, sleep effects, stunning
Fort +1, Ref +4, Will +2
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Speed 20 ft. (4 squares)
Melee slam +6 (1d6+2)
Base Atk +3; Grp +1
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Abilities Str 14, Dex 16, Con —, Int 4, Wis 12, Cha 8
Feats Alertness, Toughness
Skills Hide +7, Jump -4, Listen +3, Spot +3, Use Magic Device +6

See page 173 of the Dungeon Master’s Guide II for information on how to read a creature’s statistics block.

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