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pyrefiend
2007-04-24, 10:56 AM
Techworker




Techworkers are an oddity to other classes. They are known as casters of some sort, but their abilities are so unlike those of wizards and clerics that sometimes their abilities seem like perfect craftsmanship rather than magic. In truth, their abilities are a combination of the two. They are no ordinary craftsmen, they create wonders that the ordinary engineer could only dream of. They are bizarre, not quite finding any concrete role in battle. Yet the wise leader knows the power of a prepared techworker.
Adventurers: Techworkers adventure to find new uses for their inventions and discover new ways to build things. They often quest to find rare and valuable materials which they can utilize and create unknown wonders with. Good techworkers ore often aids to a struggling economy, creating slightly magical buildings and tools, thus stimulating the economy. Evil techworkers are often great builders of armies, constructing fierce automatons and vast empires. All techworkers know that their unique brand of inventions will not flourish best in the workshop, but in the field of battle.
Alignment: Because of the vast reasons for becoming a techworker, any alignment is as possible as the next for the techworker.
Religion: Techworkers are not the most reverent of peoples, but they know to offer their gratitude to Reorx, the great builder. Some techworkers follow other deities, but they are few and far between.
Background: The techworker was usually a tinkerer at a young age. As his talent grew, so also did his aptitude for the arcane arts. Although rarely recognized at first, the arcane part of his components grows until it cannot be denied. Once is talent is discovered, he is usually sent to a master craftsmen or arcane college at his discretion. Either way the techworker follows both paths- the industrial and arcane.
Races: Elves, with theirdistaste forlarge structures, rarely become techworkers, seeing them as an unnecessary waste of arcane talent. Gnomes, the great lovers of complexity and engineering, are by far the most common techworkers, although human and dwarf techworkers are not all that rare.
Other Classes: Techworkers get along extraordinarily well with most other members of an adventuring party. He is happy to lend his empowered weapons to those who know how to use them, such as the fighter or cleric. He enjoys learning from the complex art of the rouge and wizard, both characters he borrows skills from. He is only slightly at odds with the druid, if at all, because techworkers rarely appreciate the power of the natural world.
Role: The techworker finds his use in preparation. He can make any dungeon crawl easier with his powerful tools, like powerful weapons and robotic comrades. He can’t hold his own in a fight, but he rarely has to.

Game Rule Information:
Techworkers have the following game statistics.
Abilities: Intelligence is vital to the competent techworker because it governs how advanced his inventions are. A high charisma is an added bonus because it makes making inventions and robots a lot easier, and constitution is important due to low hit dice.
Hit Dice: d4



Class Skills:
The techworkers class skills (and the key ability for each skill) are
Appraise(int), Craft(int), Decipher Script(int), Disable Device(int), Gather Information(cha), Knowledge: architecture and engineering (int), Knowledge: dungeoneering (int), Knowledge: history (int), Open Lock (dex),
Disable Device (dex), Use Rope (dex)
Skill Points at First Level: (6 + int modifier) X 4
Skill Points at each Individual Level: 6+ int modifier

http://i12.photobucket.com/albums/a207/leo_star2222/2tech.jpg
Class Features:
Weapon and Armor Proficiency: The techworker is proficient with all simple and martial weapons as well as light armor.

Inventions: The techworkers foremost skill is his ability to create helpful weapons and machines. He does this through a combination of magic and craftsmanship. Apart from arcane magic needed, the techworker requires supplies: alchemical items, fuel of some sort, and almost always a base substance, like wood or iron. Since such materials are rarely on hand, the techworker uses spells to conjure up all required materials. Assembly also requires an appropriate craft check, but does not use up any spell slots. When Conjuration and assembly are used in conjunction, all spell slots are spent, but the process takes only the time that the assembly spell takes.
Robotics: Many of the inventions of the techworker are constructs. These robots are formed just like regular gadgets. However, used in conjunction with a gadget, the gadget can be fused to the construct, letting it be applied as a natural weapon. An indefinite amount of gadgets can be linked to a construct, but linking excessively uses many spell slots. Constructs cannot be linked to other constructs (that would be freaky).


Arcane Edge: The craft of the techworker is not all skill. A considerable amount of magic (more than most techworkers would like people to know) aids the techworker in his craft. He applies double his charisma modifier to the craft checks he must fulfill to build inventions.
Biographing: Biographing is what separates a powerful techworker from others in his race. As the techworker gains in power, he fuses begins to fuse his inventions with organic material, specifically, his own. The techworker takes one of his favorite inventions and makes it part of his body. Doing so requires a spell to make his invention, but it is made more difficult in order to harmlessly replace a body part with it, or insert it in an already existing space. There is a caster check that has to be made to correctly perform the biographing. The DC is:
4 + creation level + (5=minor, 7=formidable, 15=major) The DC also can be increased in the following ways: If the machine part looks organic until used, the DC is +2. If the machine part is retractable, the DC is +4. These two effect modifiers do not stack. Biographing comes in three types, minor, formidable, and major. The techworker can make minor modifications at level 3, formidable at level 9, and major at level 15. He can only have on invention per area on his body. Biographing slots are shown on the descriptions of powers themselves.
Reforming Touch: Beginning at 6th level, a techworker can heal non-organic damage by touch. Each day he can heal a total number of hit points of damage equal to his techworker level his Charisma bonus. A techworker may choose to divide his healing among multiple recipients, and she doesn’t have to use it all at once. Using reforming touch is a standard action. This is much like lay on hands, the paladin ability, but is the equivalent to repair spells instead of cure spells.
Awakening Touch: At level 12, any construct the techworker forms is sentient, as if by the awaken construct spell. The intelligence score of the construct is = the techworker’s intelligence – 1. The alignment of the construct is the same as that of the techworker, except it is lawful no matter what. It is of the same alignment on the good to evil axis, and is always helpful toward the techworker that created it. The construct is immune to charm and compulsion effects. The charisma of the construct is that of the base creature if the construct is an effigy. If not the charisma is 14.
Inspiring Touch: At level 18, any construct the techworker forms is utterly complete in body, mind, and soul. It’s wonderful sentiency is all due to the techworker, and so it follows him dedicatedly. It receives a +1 bonus to attack and damage rolls, which increases to +2 when within 10ft. of the techworker, and another +2 when attacking creatures of opposing alignment. These bonuses stack. In addition, if the construct is an effigy, and the creature it imitates has one or more spell-like abilities, than the construct can use one of these abilities a number of times that the base creature could per day.
Companion Construct: At level two, the techworker creates an assistant of sorts. He does not need to construct the companion construct, it is simply born of the tech worker’s essence when he reaches level 2. The techworker who owns the companions chooses it's abilities using a point-buy system. He spends 36 points on the companion's abilities Dexterity, Strength, and Charisma as well as the companion's movement and attack forms, as outlined below on the chart. The companion is much like the familiar of the wizard in many ways, but it develops differently, as shown on the chart:
http://i12.photobucket.com/albums/a207/leo_star2222/TechworkerImage4.jpg

http://i12.photobucket.com/albums/a207/leo_star2222/3tech.jpg
However these stats stay the same as the wizard’s familiar:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level.
Hit Points: The companion has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Base Attack Bonus: Use the master’s base attack bonus, as calculated from all his classes. Use the companion’s Strength modifier, to get the companion’s melee attack bonus with natural weapons.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the companion uses its own ability modifiers. Regardless of a companion’s total skill modifiers, some skills may remain beyond the companion’s ability to use.
The companion’s wisdom is 14.

Lord of Machines: At level 20, the entire world’s machines recognize the techworker’s power. As a full round action, the techworker can change the way a machine operates, or move up to 500 pounds of mechanical material. Intelligent machines can attempt a will save against the techworker’s concentration attempt in order to stop his influence.


INVENTIONS

Tornado Mine
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One potential tornado
Duration: Material Components
Saving Throw: Reflex Partial
Spell Resistance: No
DC: 15 (metalwork)
Biographing: N/A

This invention is a small metal disk about six inches in diameter. It has a small glass window to the inside in the center, through which can be seen a tiny cyclone of air. To be put into use, the disk must be placed on a level place on the ground. It then detaches small devices which seem to liquefy the ground for a moment, thus letting it sink into the earth about three inches deep. Only a DC 25 spot check can detect the shifted earth. The true purpose of the mine comes into effect when pressure is applied to the ground nearby the mine. If 30 pounds of pressure (or more) is applied to the ground within ten feet of the mine after it is placed than a tornado erupts from the mine under the earth. The tornado is 10 ft. wide at the base, 300 feet wide at the top, and 40 feet high. Flames within 10 ft. of the tornado are automatically extinguished. Large or smaller creatures who fail a reflex save are automatically sucked into the winds and take 1d8 bludgeoning damage. Trapped creatures can attempt another reflex save every round to escape, but flightless creatures are ejected 1d2X5 feet in 1d6 rounds. Every round spent in the tornado deals an extra 1d8 of damage. Creatures in the winds take a -4 penalty to attack rolls and strength or dexterity-based abilities. Ranged attacks in or through the winds are impossible unless they are made against creatures in the winds. Spells can be cast in the tornado, but a concentration check (DC 15 + techworker level) is required.
Material Components: 1 tiny supply of iron and 1/8 cup of blowdust.

Cosmic Ballista
Transmutation
Components: V, M
Casting Time: One full-round action
Range: 5 ft
Effect: One Force-Powered Ballista
Duration: Material Components
Saving Throw: Reflex Partial
Spell Resistance: No
DC: 18 (woodworking) 10 (metalworking)
Biographing: N/A


This spell creates a large ballista. It is normal in every way except that it glows faintly blue and emits a low hum. It functions the same way as a normal ballista in every way (noted on page 100 of the Dungeon Master's Guide) except as noted here. The techworker who created the ballista can aim it telekinetically, and imposes no penalty to attack roles. The ballista also reloads itself as a full-round action, but the most powerful aspect of the ballista is its ammunition. The siege engine is loaded with orbs of pure force, which deal damage to those struck by it as orbs of force, except that the orbs are 2 feet in diameter and have a max damage of 20d6. Also, if an orb hits its mark, it releases a forcewave spell with a +20 bonus to bull rushes, which is centered on the struck creature. The force damage dealt by the ballista replaces that of a normal ballista.
Material Components: 1 large supply of timber, 1 small supply of iron, and 1 brick of cosmix.

Arctic Knife
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One Cold-Enhanced Dagger
Duration: Material Components
Saving Throw: none
Spell Resistance: No
DC: 12 (metalworking)
Biographing: Forearm, Wrist.

Arctic Knife summons a dagger which has a size fitting that of the techworker. It functions normally as a +2 dagger with the frost ability in every way except as noted here. When a critical is scored with the dagger, ice quickly spreads all over the body of the enemy creature. This effect is similar in every way to the encasing effect of a freeze spell.
Material Components: 1 tiny supply of iron and 1/8 cup of frostbite.


Flame Crank
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One Flame-Spewing Machine
Duration: Material Components
Saving Throw: Reflex Half
Spell Resistance: No
DC: 15 (metalworking)
Biographing: Shoulder, Back Arm

A Flame Crank is a hand held machine weighing 16 lbs. It has a hand crank on its side which is turned to activate its effect. When the crank is turned, the machine spews out flaming napalm, dealing 3d6 fire damage in a 30 ft. cone. Using this ability effectively uses 1 of the machine’s 3 charges. Turning the crank is a standard action which provokes attacks of opportunity. The crank can be turned faster and harder, with some difficulty, to produce more fire as outlined below:
Strength DC Damage Charges Used
19 6d6 2
26 9d6 3
Material Components: One tiny supply of iron, and 2 flasks of alchemists’ fire.

Barbed Chainit
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft/ 60 ft.
Effect: One Razor Wire Mechanism
Duration: Material Components
Saving Throw: None
Spell Resistance: No
DC: 17 (metalworking)
Biographing: Forearm

A Barbed Chainit is a machine which shoots out a long spiked chain, which returns to you after traveling a distance of 60 ft. in a strait line. If attempting to hit an enemy, you must succeed on a ranged attack roll, and a hit deals 1d8 slashing damage. Alternatively, you may attempt to hit many creatures by aiming the chainit as if it was a line spell with a range of 60 ft. Starting with the enemy closest to you, keep rolling a ranged attack roll for each creature in the line. If your roll is higher than the enemy’s AC by 2 or more the chain keeps traveling. At any rate, if the chain hits an enemy but doesn’t keep moving, or if the range of 60 ft. is met, the chain returns to you.

+1 Weapon
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect/Range: See Text
Duration: Material Components
Saving Throw: N/A
Spell Resistance: No
DC: 12 (metalwork)


This invention is a magically enhanced weapon of your choice. Like all enhanced weapon inventions, this one can be used in combination with another weapon enhancement (other than a +# Weapon) to create an even more powerful item. The enhancements stack, but the weapon can’t have more than a total of a +10 enhancement or +5 without special abilities.

Material Components: 1 small supply of iron and 1 puff of Raw Magic I

Skull Dragon's Maw
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect/Range: See Text
Duration: Material Components
Saving Throw: Reflex Half
Spell Resistance: No
DC: 9 (metalwork)

This invention is an approximately 5 ft. long, black iron staff with an iron black dragons' head at the top. It can be wielded as a quarterstaff, but also has magical properties. With a jab forward, the maw releases a very small sphere of acid at high speed. This special attack requires a ranged touch attack, but does not provoke an attack of opportunity. The sphere deals 1d4 acid damage to the target (reflex half) and 1 splash damage to each adjacent creature. If any creature threatened by splash damge makes a reflex save, they take no damage. This effect has a range of 60 ft and can be activated three times. The wielder of the staff can also release all it's fuel at once in a great orb of acid which functions as the Lesser Orb of Acid spell, except it deals 5 automatic points of extra damage. This option requires the staff to be completely full (no charges used). The staff has hardness 8 and 5 hit points. If sundered, it releases all the acid it held upon the wielder of the staff and the sunderer, provided he is adjacent. The acid damage taken is equal to 1d4 times the number of normal shots left. Once the staff has exhausted all acid it can be refilled by means of a conjure acid spell.

Material Components: 1 tiny block of iron and 1 flask of lesser acid.

Grenade
Transmutation
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 explosive
Duration: Material Components
Saving Throw: Reflex Half
Spell Resistance: No

This invention is a small explosive. The grenade can be thrown with a range increment of 35ft. When the grenade hits any point, whether it hits or misses the target, it creates a 10ft. radius explosion which deals 1d4 damage per techworker level past 3rd (maximum5d4).
Material Components: One tiny supply of iron and one flask of alchemist’s fire.

Grenade Launcher
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect/Range: One Grenade Launcher
Duration: Material Components
Saving Throw: Reflex Half
Spell Resistance: No
DC: 20 (metalwork)
Biographing: Back

A Grenade Launcher is a devise which does exactly what it sounds like. It can be loaded with up to 5 grenades at a time. The grenade launcher increases the range of the grenades to 200ft. In addition, the velocity of the grenades granted by the machine increases their damage output to 1d6 damage per techworker level (maximum 8d6). The grenade blast radius remains the same.
Material Components: One medium supply of iron and Raw Magic III


Razor Beam
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect/Range: One handheld laser cannon
Duration: Material Components
Saving Throw: N/A
Spell Resistance: No
DC: 16 (metalwork)
Biographing: Front Arm

A Razor Beam is a strange granite firearm-like machine with a long, narrow barrel. It can comfortably be held in one hand. With the press of a button, the Razor Beam shoots forth a glowing white razor blade-shaped blast of energy which leaves a sparking electric trail in its wake. Hitting a foe with the beam requires a ranged touch attack. If an enemy is hit, they take 2d8 slashing and 1d8 electricity damage. Firing the beam uses one of the weapon’s 5 charges, weather the beam strikes its target or not.
Material Components: One tiny supply of stone and one electric charge

Aquatic Gel
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect/Range: One cube of gel
Duration: Material Components
Saving Throw: N/A
Spell Resistance: No
DC: 26 (alchemy)
Biographing: N/A

An aquatic gel is a cube of gray gelatin. When it touches any organic creature, it covers the body totally and completely. The user of the gelatin can breathe freely through the gel, and gains many bonuses while underwater. They gain a swim speed equal to their land speed +10ft, breathe underwater, and otherwise acts as if under the effect of a freedom of movement spell while underwater.
Material Components: One cup of ectoplasm, cup of blowdust

Hover Wagon
Transmutation
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect/Range: One hovering metal sled
Duration: Material Components Duration X 60
Saving Throw: N/A
Spell Resistance: No
DC: 26 (alchemy)
Biographing: N/A

Hover Wagon is a fairly misleading name, because this invention is no more than a hovering iron platform which a heavy load can be placed upon, and moved easily. The sled weighs a great deal, but can be pushed very easily even when weighted down because it hovers above the ground. Up to 600 pounds of material can be placed on the Hover Wagon- any more and the platform falls to the ground.
The Hover Wagon fills one 5ft. square.
Material Components: One medium supply of iron and Raw Magic I

MORE TO COME




MATERIALS



Conjure Iron I
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 tiny cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 30 hit points. It is most useful as a base substance for inventions of all kinds.

Conjure Iron II
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 small cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 75 hit points. It is most useful as a base substance for inventions of all kinds.

Conjure Iron III
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 medium cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 180 hit points. It is most useful as a base substance for inventions of all kinds, or a barrier or strong blockade of any kind.

Conjure Iron IV
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range:10ft.
Effect: 1 large cube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 500 hit points. It is most useful as a base substance for inventions of all kinds, or a barrier or strong blockade of any kind.

Conjure Iron V
Conjuration
Level: Techworker 5
Components: V
Casting Time: One standard action
Range:15ft.
Effect: 1 hugecube of iron
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a featureless block of iron. It has hardness 15 and 1500 hit points. It is most useful as a base substance for inventions of all kinds, or a barrier or strong blockade of any kind.

Conjure Stone I
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 tiny block of stone
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a solid rock. It has hardness 12 and 25 hit points. It is most useful as a base substance for some inventions.


Conjure Stone II
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 small block of stone
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a solid rock. It has hardness 12 and 55 hit points. It is most useful as a base substance for some inventions.

Conjure Stone III
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 medium block of stone
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates a solid rock. It has hardness 12 and 100 hit points. It is most useful as a base substance for some inventions, or as cover or a blockade.

Conjure Timber I
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 tiny array of timber
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates an array of timber planks, magically bound together. It has hardness 5 and 15 hit points. It is most useful as a base substance for some inventions.

Conjure Timber II
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 small array of timber
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates an array of timber planks, magically bound together. It has hardness 5 and 35 hit points. It is most useful as a base substance for some inventions.

Conjure Timber III
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft
Effect: 1 medium array of timber
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell creates an array of timber planks, magically bound together. It has hardness 5 and 70 hit points. It is most useful as a base substance for some inventions.

Raw Magic I
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 puff of magic
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

You evoke a bit of arcane energy. It takes the shape of a small magenta cloud that ripples with white lightning. It can be carried in a flask and serves no a purpose other than a common tool in inventions.

Raw Magic II
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 puff of magic
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No


You evoke some arcane energy. It takes the shape of a magenta cloud that ripples with white lightning. It can be carried in a flask and serves no a purpose other than a common tool in inventions.

Raw Magic III
Conjuration
Level: Techworker 3
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 puff of magic
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No
You evoke a powerful chunk of arcane energy. It takes the shape of a sizable magenta cloud that vibrates and emits white lightning. It can be carried in a flask and serves no a purpose other than a common tool in inventions.

Raw Magic IV
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 puff of magic
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No
You evoke a volatile blast of arcane energy. It takes the shape of a large, powerful magenta cloud that erupts white lightning. It can be carried in a flask and serves no a purpose other than a common tool in inventions.

Raw Magic V
Conjuration
Level: Techworker 5
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 puff of magic
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

You evoke an explosive blast of arcane energy. It takes the shape of a large, awesomely powerfull magenta cloud that erupts white lightning. It can be carried in a flask and serves no a purpose other than a common tool in inventions.

Raw Magic VI
Conjuration
Level: Techworker 6
Components: V
Casting Time: One standard action
Range: 5ft.
Effect: 1 puff of magic
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

You evoke a great reservoir of rare arcane energy. It takes the shape of a large, awe-inspiringly powerful magenta cloud that churns white lightning. It can be carried in a flask and serves no a purpose other than a common tool in inventions.

Electric Charge
Transmutation
Level: Techworker 2
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One large jolt of electricity
Duration: 1 minute/ level
Saving Throw: none

This spell creates a large, self sustaining jolt of electricity. Coming in direct contact with the electricity results in 1d8 electricity damage. The charge cannot be thrown, so it is almost always used only in inventions.

Ectoplasm
Transmutation
Level: Techworker 2
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One cup of unstable ectoplasm
Duration: 1 minute/ level
Saving Throw: none

This spell summons the near-translucent goo called ectoplasm. It deals no damage and has no functional purpose except as a base substance in some alchemical items.

Conjure Lesser Acid
Conjuration
Level: Techworker 0
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: see text
Spell Resistance: No

You conjure forth a small amount of weak acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 1d4 acid damage and those adjacent to the struck creature receive 1 point of splash damage.


Conjure Potent Acid
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You conjure forth a small amount of potent acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 2d6 acid damage + another 1d6 damage per 2 levels (maximum 6d6 damage). Those adjacent to the struck creature receive half that damage in splash damage. Victims of splash damage can also make a reflex save.

Conjure Great Acid
Conjuration
Level: Techworker 3
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You conjure forth a small amount of potent acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 1d6 acid damage per techworker level (maximum 12d6). Those adjacent to the struck creature receive half that damage in splash damage. Victums of splash damage can also make a reflex save.

Conjure Awesome Acid
Conjuration
Level: Techworker 6
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/2 cup of acid
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

You conjure forth a small amount of potent acid. This spell is usually used to call forth acid inside a vial, although it does not have to. If inside a vial, it can be thrown as a splash weapon with a range increment of 20ft. Those struck by the vial take 1d8 acid damage per techworker level (maximum 15d8). Those adjacent to the struck creature recieve half that damage in splash damage. Victums of splash damage can also make a reflex save.


Conjure Alchemist's Fire
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 flask of alchemist's fire
Duration: 1 minute/level
Saving Throw: Reflex half
Spell Resistance: No

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. Dispite it's obious use as a weapon in it's own right, but it is even more potent in an invention.

Conjure Blowdust
Conjuration
Level: Techworker 1
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/8 cup of blowdust
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons a bit of blowdust, a curious material which swirls air around it rapidly. If not summoned within a closed case it immediately disperses, but if used in a closed space it can be used in an invention later.

Conjure Cosmix
Conjuration
Level: Techworker 4
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1 tiny brick of cosmix
Duration: 1 minute/level
Saving Throw: N/A
Spell Resistance: No

This spell summons a block of cosmix, a mighty mineral with a connection to the primal threads of reality. It has hardness 8 and 28 hit points. If enough pressure is applied to cosmix (if it's hardness is exceeded) it explodes in a forcewave spell, imitaing the effects of the spell in all ways except it has a mighty +20 bonus to bull rushes.

Conjure Frostbite
Conjuration
Level: Techworker 2
Components: V
Casting Time: One standard action
Range:5ft.
Effect: 1/8 cup of the liquid frostbite
Duration: 1 minute/level
Saving Throw: Reflex half, Fort partial
Spell Resistance: No

This spell summons a bit of the rare black liquid called frostbite. This spell is usually used to summon frostbite within a container of some sort, although it does not have to. If thrown while in a vial it has a range increment of 20ft, as a ranged touch attack. If the attack hits it's mark, it deals 2d8 cold damage. This attack does not deal splash damage, the lequid freezes on contact with it's target. In addition, if the target fails a fortitude save, it is encased in the ice as with the freeze spell.


Eschew Absuerb
Transmutation
Level: Techworker 3
Components: V, M
Casting Time: One standard action
Range: 5 ft
Effect: One cup of absuerb
Duration: 1 minute/ level
Saving Throw: none
Spell Resistance: No


Absuerb is a bizarre and magical liquid which has the ability to absorb raw arcane magic. When hit with a magical attack, it suffors no harm, instead taking in the magical power itself. However, absuerb can only take in so much energy before it detonates with power. For every cup of absuerb used, 6 levels of spells can be absorbed. Thus 1 cup of absuerb can absorb 1 6th level spell, or six 1st level spells, or any combination of spells that adds up to 6. 0-level spells have no effect on absuerb, they neither harm it or are aborbed. When absuerb takes in arcane energy, it gains distinct proporties depending on the school of magic it absorbed:
Abjuration: The absuerb turns gray and lets out a low hum. It becomes denser, and seems to repel nearby objects as though magnetically.
Conjuration: Odd items randomly pop in and out of existence around the absuerb. The absuerb itself has turned to a swirling mass of color and shapes, and sometimes teleports a few inches before returning to its original spot.
Enchantment: The color of the absuerb seems to differ by the observer, but it is always pleasing- gold or silver usually. Those who see the absuerb in this state sometimes seem to think of it as something else, though they always have the urge to take it for their own.
Evocation: The absuerb is a mass of light, sound in color. It sparks with dangerous energy: it catches fire, freezes solid, or even begins to hum with electricity. It also lets out shrieks of sonic energy, to it's owners dismay.
Illusion: Absuerb in this form is impossible to describe. Observers seem to take it as anything and everything. Those who look apon it are sometimes assulted with a wave of strange emotions or sensations, the only consistant description is that is anything but mundane.
Necromancy: Absuerb in this state turns sickeningly black. It seems to smell of death and whisper in no language.
Transmutation: This form of absuerb is a writhing mass of everything. it is sharp, fuzzy, sticky and rough, and every color- unless it is invisible.

Absuerb in any spell-charged form can be drank as a potion. One cup of it bestows a +1 modifier to spell DCs of the appropriate school for every 2 points of energy from that school absorbed. When absuerb has absorbed all it can, it explodes with no ill effects on those nearby.

MORE TO COME





I'm trying to work all the kinks out of this class now. I'll be adding more inventions and materials to the list as I make them, and suggestions are welcome as well.

leostar2222
2007-04-25, 02:39 PM
What happens if you get a companion with no move and no attack? Does it just sit there uselessly? Do you have to just carry it around as some irrevelant little gizmo? HMMMMM?!

Innis Cabal
2007-04-25, 02:43 PM
i would think so...looks good though

pyrefiend
2007-04-25, 04:02 PM
What happens if you get a companion with no move and no attack? Does it just sit there uselessly? Do you have to just carry it around as some irrevelant little gizmo? HMMMMM?!
Yes, it does, but it doesn't have much combat ability anyway, so it wouldn't really be a problem. And calling it irrelevent makes it sad:smallfrown: .

Torpedo Ted
2007-04-25, 04:44 PM
This is a really good class, except I think they should have more creations per day. I mean, each invention takes about 2 spell slots, so a level 4 techworker could only make about 3 creations in one day. These last for about one fight, because they only last for a few minutes, and since this is really the only way a techworker can be useful, he can only help for 3 encounters. What happens when the techworker is on his 4th encounter for the day? He has already used all of his crreation spells. Also, I think that the companion should give a bonus to things, since it isn't very good at attacking.

Tengu
2007-04-25, 04:54 PM
I don't like the random table for your companion's abilities. I think that instead it should've been "point buy".

KingGolem
2007-04-25, 05:43 PM
Ahh, you have made a very nice class! I may adapt this system of spell-fueled invention that you have created for my own...projects. However, I am unclear upon one thing: in the inventions descriptions it says the material components are things like a tiny ammount of iron or a large ammount of timber. Where in this class description does it specify exactly how much these ammounts are? :smallconfused:

Edit: Oh, and I just noticed; several of the inventions are not assigned levels. They're supposed to have those, right?

Triaxx
2007-04-25, 09:25 PM
I'd love it just so I could forge Absuerb onto my armor and shields. Helicopter would be far more useful than those sissy pigeons the Wizards get.

pyrefiend
2007-04-26, 11:46 AM
This is a really good class, except I think they should have more creations per day. I mean, each invention takes about 2 spell slots, so a level 4 techworker could only make about 3 creations in one day. These last for about one fight, because they only last for a few minutes, and since this is really the only way a techworker can be useful, he can only help for 3 encounters. What happens when the techworker is on his 4th encounter for the day? He has already used all of his crreation spells. Also, I think that the companion should give a bonus to things, since it isn't very good at attacking.
Yes, I agree, I gave them some more spell slots so they can make a decent amount of inventions. I'm not sure the companion should provide a bonus to anything, because it isn't supposed to be all that great. It's there for fluff, mostly.

I don't like the random table for your companion's abilities. I think that instead it should've been "point buy".
Nice suggestion, I edited that in.

Ahh, you have made a very nice class! I may adapt this system of spell-fueled invention that you have created for my own...projects. However, I am unclear upon one thing: in the inventions descriptions it says the material components are things like a tiny ammount of iron or a large ammount of timber. Where in this class description does it specify exactly how much these ammounts are? :smallconfused:

Edit: Oh, and I just noticed; several of the inventions are not assigned levels. They're supposed to have those, right?
I forgot all the mundane summoning spells like summon timber, iron and stone. They are in the materials section now, and they describe how much they summon. Oh, and the inventions themselves don't use spell slots, only spells used to summon the components.


I'd love it just so I could forge Absuerb onto my armor and shields. Helicopter would be far more useful than those sissy pigeons the Wizards get.
Well, absuerb is really helpful, but it doesn't last that long, and only a techworker can create it.

On a seperate note, any suggestions for new inventions would be really helpful.

Triaxx
2007-04-26, 02:06 PM
True, but I can throw it onto my shield just before battle, or splash my rogue in it before he goes in visible, and it'll protect him from an area damage spell, such as Fireball. Did you leave out Divination?

KingGolem
2007-04-26, 06:06 PM
Ok, in the descriptions of the material conjuring spells, it doesn't specify how much (in weight and other measurements) of the material is summoned. Does this mean that the inventions can only be made with summoned materials? I would think that it would be appropriate at some times to use materials that weren't conjured by magic.

And on the note of helping you with inventions, I think it would be interesting to be able to make vehicles. Nothing too specific stat-wise, just a general description of speed, hardness, hit points, size, and carrying capacity. You could also make several types of ray weapons, a weapon that shoots explosives (like a grenade launcher), a device that lets you walk up walls, and a device that lets you breathe under/walk on water. You know, the sky's the limit with fake science and magic. :smallcool:

Triaxx
2007-04-27, 06:17 AM
Pack mule. Something where the only operational limit is the materials. You might want to look up the Motorcycle someone else posted. It was an interesting idea, that a Techworker might find useful as a 'steed'.

pyrefiend
2007-04-27, 10:55 AM
Thanks Triaxx and King Golem for the suggestions- I added Grenade Launcher, Razer Ray, Aquatic Gel, Hover Wagon, as well as two new materials: Electric Charge and Ectoplasm. I'm still working on something for climbing walls. I remember the motorcycle thread, but I can't find it. Does anyone have a link?