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Techsmith

(Faiths & Pantheons variant, p. 206)

Techsmiths are devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.

Requirements

Skills: Craft 9 ranks (armorsmithing, blacksmithing, metalworking, or weaponsmithing)

Feats: Skill Focus (Craft) [amorsmithing, blacksmithing, metalworking, or weaponsmiting] , Craft Wondrous Item

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.


Hit die

d6

Skill points

4 + Int

Class Features

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

Spells per day/Spells known: At each techsmith level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a techsmith, the player must decide to which class to add each techsmith level for the purpose of determining spells per day and spells known.

Gondsman (Ex): Upon becoming a techsmith, the character may construct a gondsman-loyal mechanical warrior, assistant, bodyguard, and friend. This gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith he has been researching and working on parts of the gondsman in his spare time.

A gondsman is a construct, is made of metal and wood (and is therefore vulnerable to attacks such as warp wood and rusting grasp ). The techsmith can create a gondsman in one of two sizes: Small (Str 13,Dex 14, Con -, Int 4, Wis 13, Cha 6) or Medium-size (Str 15, Dex 12, Con -, Int 4, Wis 13, Cha 6), or A gondsman has a +5 natural armor, neutral alignment, d10s, for Hit Dice, and Hit Dice equal to the techsmith's class level + 3. It has a slam attack that deals 1d8 points of base damage. A new gondsman has no equipment but can use any equipment appropriate for its size.

As the techsmith gains a level, the gondsman also increases in ability by gaining a Hit Die. Following the rules for constructs, the gondsman gains the normal improvements for a construct that adds a Hit Die: 1d10 hit points, attack bonus as cleric, poor base bonus improvement. In addition, each time the techsmith gains a level, he may add a upgrade to his gondsman, selecting from the following options:

  • +1 Strength
  • +1 Dexterity
  • +1 to base attack bonus
  • +1 to one save
  • +1 to existing natural armor bonus

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 telepathically. Even the most intelligent and personable gondsmen tend to see the world through a somewhat detached, mechanical perspective, so misunderstandings are possible. This empathic link is a supernatural ability.

Because of the empathic link between the gondsman and the techsmith, the techsmith has the same connection to a place or item that the gondsman does.

Should a gondsman be damaged, the techsmith can repair it using artisan's tolls at a rate of 1 hit point per hour. Alternatively, the mending spell can restore 1 hit point. Since constructs are creatures, cure spells affect it normally.

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 (as if the techsmith were creating a magic item). For example, a 6th level techsmith with wishing to replace a 9 HD gondsman would have to spend 4,500 gp and five days creating the gondsman.

Technical Knack (Ex): Techsmiths of a certain skill level pick up a technical knack, and innate familiarity with the workings of mechnical gadgetry and science that allows them a +2 competence bonus on all Alchemy, Appraise, Craft, Disable Device, Knowledge, and Open Locks checks involving some sort of mechanical, technological, or explosive circumstance. This bonus increases to +4 at 5th level and +6 at 8th level.

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 a domain spells. (The techsmith now has three choices each level for domain spells instead of two.) A techsmith that has no cleric levels gains no spells or spell slots from this ability, but gains the granted power of the domain he 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 his superior knowledge of constructs, a techsmith can combat a golem (or any construct) with weapons or unarmed attacks as if it had no damage reduction. After watching a construct in action for 1 round, he knows what spells it is particularly vulnerable or immune to.

Improved Critical (Ex): Because of his study of metals and other crafting materials, a techsmith knows how to best utilize any weapon and find the weak spots of any armor. Any weapon he uses threatens critical hits as if he had the Improved Critical feat.

Explosive Obsession (Ex): Due to their familiarity with the intricacies of smokepowder, techsmiths of 9th level or higher may create enhanced bombs. The powerful explosives operate exactly as Renaissance Grenadelike Weapons, except that they deal 2d8 points of damage and have a blast radius of 15 feet. Crafting such a bomb costs 50 gp in raw material and requires 2 hours.

Golemsmite (Ex): Upon reaching 10th level, a techsmith is a lethal foe to any opposing constructs. If the techsmith makes a critical hit with a melee weapon against a construct of any type, it is immediately destroyed, as if the techsmith were using a mace of smiting.

Advancement

Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Gondsman +1 level of existing class
2nd +1 +3 +0 +3 Technical knack +2 +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 +4 +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 +6 +1 level of existing class
9th +4 +6 +3 +6 Explosive obsession +1 level of existing class
10th +5 +7 +3 +7 Golemsmite +1 level of existing class

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Appraise INT no no
Concentration CON no no
Craft INT no no
Disable Device INT yes no
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (religion) INT yes no
Open Lock DEX yes no
Scry Int yes no
Spellcraft INT yes no

Spells for Techsmith

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