Tech Priest (3.5e Class)

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Tech Priest[edit]

"From the moment i understood the weakness of my flesh it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind clings to their flesh as if it will save you. The crude biomass you call a temple will one day wither and you will beg my kind to save you. But I am already saved for the machine is immortal. Even in death I serve the Omnissiah." - Magos Dominus Reditus

Tech-Priests are the guardians of machine-spirits and the preserver of the traditions of tech. They tend to incredibly arcane machines and learn many mysteries, such as the rites of ignition and the art of maintenance.

Making a Tech Priest[edit]

The Tech Priest is a tanky combatant, starting out with both damage reduction and a high effective armor class. However, his damage caps out quite early, and his lack of spells means he will eventually be overtaken damage wise by casters or dedicated fighters. His true strength lies in his breadth of abilities, and creative use of them will be the key to shinning through. He is also uniquely adept with items, constructs, and most mechanical devices.

Abilities: Wisdom and Intelligence are key to making effective use of the Tech Priest's many abilities and skills. Constitution is likewise important, as some of his abilities rely on it for duration. Dexterity is less useful, though still potentially viable for a ranged based Tech priest. Charisma is not terribly useful, as the Tech Priest's choices in life will lead to him eschewing the company of others anyways.

Races: Any humanoid race may join this class.

Alignment: Any Lawful.

Starting Gold: 5d10×10 gp (250 gp).

Starting Age: Moderate.

Table: The Tech Priest

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Mechanicus Implants, Machine Spirit Empathy, Adamantine body
2nd +1 +3 +0 +3 The Flesh is Weak 1, Feedback Screech
3rd +2 +3 +1 +3 Luminen Blast
4th +3 +4 +1 +4 Rite of Awe
5th +3 +4 +1 +4 The Flesh is Weak 2, Luminen Surge, Ferric Lure, Tech Craft, autosanguine
6th +4 +5 +2 +5 Reprogramming
7th +5 +5 +2 +5 Maglev Grace
8th +6/+1 +6 +2 +6 The Flesh is Weak 3, Rite of Fear
9th +6/+1 +6 +3 +6 Luminen Charge, Machinator array
10th +7/+2 +7 +3 +7 Energy Substitution (Luminen), Tech Craft
11th +8/+3 +7 +3 +7 The Flesh is Weak 4, Electrical Succor, Ferric Summons
12th +9/+4 +8 +4 +8 Rite of Pure thought
13th +9/+4 +8 +4 +8 Luminen Flare, Maglev Transcendence
14th +10/+5 +9 +4 +9 The Flesh is Weak 5, Exemplar of Metal
15th +11/+6/+1 +9 +5 +9 Prosanguine, Tech Craft
16th +12/+7/+2 +10 +5 +10 Call of Iron
17th +12/+7/+2 +10 +5 +10 The Flesh is Weak 6, Electro illumination
18th +13/+8/+3 +11 +6 +11 Voice of the Omnissiah
19th +14/+9/+4 +11 +6 +11 Gravatic Levitation
20th +15/+10/+5 +12 +6 +12 The Flesh is Weak 7, Purity of the Machine, Tech Craft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Alchemy, Engineering, Weaponsmithing, armorsmithing), Decipher Script (Int), Disable Device (Int), Forgery (Int), Heal (Wis), Intimidate (int), Knowledge (Engineering, Arcana), Open Lock (Dex), Profession (Siege Engineer, +1 other), Search (wis), Sense Motive (Wis), Spellcraft (int), Spot (wis).

Class Features[edit]

As they learn of ancient science, they seek out lost technology, and also replace their frail flesh with gleaming steel or chattering circuitry. All of the following are class features of the Tech Priest.

Weapon and Armor Proficiency: The Tech priest is proficient with Crossbows, martial melee weapons, thrown grenade-like weapons, weapons he himself has crafted, and any other weapon with mechanical components. They are also proficient with firearms, if available The Tech priest is not proficient with any armor.

Adamantine Body: This feat is identical to the one taken by warforged: If chosen instead of armor proficiency, your armor bonus is increased to +8, and you gain damage reduction 3/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a -5 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%. While this armor can be enchanted, the tech priest must follow the same procedure that warforged do for this (must stay with the enchanter the entire time).

Machine Spirit Empathy (Ex): The Tech Priest can form close bonds with the spirits of devices and machinery; coaxing information from them, soothing their anger, and persuading them to do his bidding. He may communicate with any construct, regardless of type or known languages. In all interactions with constructs the tech priest may use his Int score in place of charisma. The tech priest may also restore an uncooperative but intact construct, machine, or mechanical device to function by touching it and making a diplomacy check (either against the thing’s diplomacy, if applicable, the Crafting DC of the item, or else a DC or 10 + 1/1000gp value of the thing in question).

Mechanicus Implants: The Tech priest starts with anywhere from 40% -60% of his body replaced by mechanical parts. As such, he takes damage from heat metal and chill metal as if wearing armor, regardless of if he is or not. Rusting grasp deals half damage to a tech priest (reflex quarter damage: save DC 14 + caster’s ability mod) and the same for a rust monster’s touch (reflex DC 17 for quarter damage)). Repel metal or stone also affects the techiest as though he were wearing armor, regardless of if he is or not. He is not subject to spells that only affect constructs (as he is still a living being). However, these augments grant a +4 to saves against airborne toxic, gas, stench, and other airborne inhaled attacks and a +2 to saves vs. mind-affecting spells. This also allows him to use an ability called Logis Prophesying: this allows the Tech priest to use the appraisal skill to analyze all of the past and present information available for a given situation, in order to be able to find the most probable future outcome. While the user is able to extract the most probable future outcome, that is by no means the outcome that will happen. The roles of outside influences, no matter how minute, can lead to outcomes that the user of this skill cannot even hypothesize. Suggested DC’s by attempt: DC: 10 – Determining where a caravan will arrive next based on its passenger list over the last year. DC: 15 – Determining the details of a noble’s meal next week based on his dining habits of the last month. DC: 20 – Predicting the tavern a local merchant will go for his drinks three nights hence after examining the last several days of shopping habits; foretelling the weapon a person uses in his next combat through analysis of what gambling dens he frequents. DC: 30 – Predicting where a drug addict’s next supplier based on fragmented description of his dress style, predicting a cult’s new meeting location based on waste debris patterns along walkways. Finally, a tech priest can focus his bio-electrical energy through electoo inductors, the tech priest is able to damage his opponents through Luminen Shock. This ability functions identically to Shocking Grasp at the tech priest’s level, save that the tech priest can use it in a grapple, it is not subject to spell-resistance, is not subject to spell failure, it can land through gauntlets and gloves, it requires a standard attack roll outside of a grapple, and it counts as free-flowing electricity. He may only attack once per round with this ability.

The Flesh is Weak: As they progress in level, tech priests loose more and more flesh, replacing it with metal and blessed machine. At second level, and every 3 levels thereafter, a tech priest gains +1 natural armor and 1 resistance to fire and cold damage.

Feedback Screech (Ex): By muttering illogical formulae under his breath, a tech priest can foment rebellion within their vox synthesisers. Your audio circuits protest in a screeching blast of noise, shocking and distracting others in equal measure. All creatures within 90 ft. must make a will save (DC: 10 + ½ level + Int) or may only take a single move or attack action on their next turn. This is a standard action, and the tech priest is unable to speak or use this ability for 1d4 rounds, as the audio circuits reset. The tech priest can use this ability a number of times equal to his The Flesh is Weak number.

Tech Craft: At level 5th, and every 5 levels thereafter (10th, 15th, and 20th) A Tech Priest may choose any skill focus or crafting feat that he meets the requirements for except Scribe Scroll, inscribe Rune, Craft Contingent spell, Tattoo magic, or other crafts that make single use magic items (with the exception of potions). Treat his level as Caster level for requirements, and he, for the purposes of crafting the item, has access to spells as a wizard/cleric (if a spell overlaps, the higher level is required). In addition, a Tech Priest may choose create or enhance an item with archeotech, arcane technology of civilizations long dead. At level 5 Tech Priest can use this ability to grant an item (not a person or creature) spell resistance 10 by expending 1/5 the item’s base price in materials + 1 for every 1/5 of the item’s base price he pays again. At 10th level, he can make an item’s effects supernatural, preventing them from being deactivated except in an anti-magic field. This requires he use resources equaling ½ the base price again in materials. At 15th level, he may graft a lobotomized brain into any construct that he builds (granting it an intelligence score equal to the individual implanted and the ability to act on its own, albeit limited, initiative) and any constructs he creates are created at maximum HP. At 20th The tech priest may make magic item abilities extraordinary abilities, costing twice the item’s base cost to upgrade in this form.

Luminen Blast (Ex): Using his Electoo inductors, the tech priest may create a crackling ball of bio-electrical energy that to fling at his foes. This is a ranged attack version of Luminen Shock, and other than having a range of 35 ft. and not being able to use it in a grapple, it is otherwise the same. He must make a normal ranged attack roll to hit, using his wis bonus instead of agility on the attack roll. He may use this as many times as he can attack in a round.

Rite of Awe (Ex): You may recite an infrasonic liturgy that causes awe and fear. Everyone within 165ft that is not immune to mind-affecting abilities, regardless of their ability to hear you, feel a sense of dread and religious guilt. Alongside these emotional effects, they take a -2 penalty to attack rolls, saving throws, and skill tests while the effect continues. Whilst incanting the rite, you may not talk at all. The rite is two minutes long, and ending it early causes the Tech Priest to a -2 penalty to attacks, saves, and skill tests for two minutes, as it is bad form to break off early. The tech priest can use this ability a number of times per day equal to The Flesh is Weak number and shares this pool of daily uses with Rite of fear.

Autosanguine (Ex): Ancient and blessed technology filters your blood. Handed down from generations past, your implants repair minor injuries. The tech priest gains fast healing 1 and automatically stabilizes when dying. At level 15, this is replaced by Prosanguine: The Tech Priest Gains Fast Healing equal to ½ his level.

Luminen Surge (Ex): The Tech Priest is able to channel even more power through his hands, sheathing them in a glowing torrent of power that can rend armour and bone alike. This ability is identical to Luminen Shock, save that it has a bonus to hit and damage equal to the Tech priest’s wis bonus and may use this attack on every attack of a full attack action. If two attacks land in a round, he rends the target for an additional 5d6 lightning damage automatically.

Ferric Lure (Ex): Ferric Lure (ex): As a swift action, you can call an unsecured metal object that you can see to your hand. You may summon objects of up to 2 lb. per point of your Wisdom Bonus. The object must be within a 65 ft. radius. Secured object will still attempt to move closer to you, though they stop when whatever securing them is strained. Objects of higher weight may still shift or move partially towards you, at the DM’s discretion. At Level 11, this is replaced by Ferric Summons: the weight limit is now 5 lb. per point of wisdom bonus and the range is 130ft. At level 16, this is replaced by Call of Iron: as a swift action, you may instead move the metal object anywhere within range (130 ft). It moves 100ft. per round and has flying (perfect) while so controlled. It cannot be used to attack, however. This may be ended as a free action. Additionally, calling a metal object to your hand is a free action, and you can attempt to tear free an object from its mooring. Make a wisdom check: if the result is greater than or equal to the mooring’s combined hardness and hp, the item is torn loose.

Reprogramming (Su): The Tech Priest has learned the ancient rights of the Machine God and is capable of putting them to use to reprogram a construct. A Tech priest must make a touch attempt against a construct to initiate: if successful, the Tech Priest may choose to alter one aspect of the construct. This may include: disabling an ability for 1d4 + Wis bonus rounds, Stunning the construct for 1d4 rounds, making the construct friendly towards the Tech Priest and those whom he chooses (as Charm, with Tech priest level for determining duration), disabling the construct’s senses for 2d4 rounds (rendering it blind and deaf), employ the effects of the curse spell against the construct, or cutting off the construct from its master’s control for 1d4 + Wis bonus rounds. This is a standard action, and the construct receives a Will saving throw (DC: 10 + ½ Tech Priest Level + Wis bonus) to negate it.

Maglev Grace> (Ex): <By long hours of rote learning, you have mastered one of the miracles of the Omnissiah. As a swift action, the Tech priest may hover 1 ft. off the ground for a number of minutes equal to 1d10 + con mod. While active, you may move at your base move speed and must spend a swift action to maintain this effect each round. This may be activated whilst falling to slow your rate of fall: if active when you hit the ground, this ability reduces the falling damage you take to 1d6 (as though you fell 10 ft.), regardless of the actual Hight you fell. This ability may be used 1/day. At Level 13, this is replaced by Maglev Transcendence: The duration is doubled, and any move action taken during this right allows you to move your base run speed. If this right is active when you hit the ground, you take no damage (as it creates a controlled decent). This may be used 2/day. At level 19, this is replaced by Gravitic Levitation: The Tech Priest may now hover at will and may activate or deactivate this ability as a free action. He may still move at up to run speed with any move action but can now spend a swift action to gain Flight 10ft (Perfect) for a number of minutes equal to his constitution bonus. This may be done 3/day.

Rite of Fear (Ex): You may recite an infrasonic dirge, which causes terror within the weak. This ability is Identical to Rite of Awe, except that those failing the Will save are Terrified. Unlike Right of Awe, creatures may attempt to succeed on their WP saves on previous rounds. Stopping this chant early causes the Tech Priest to become Shaken. This ability may be used a number of times per day as the Tech Priest’s The Flesh is Weak number and shares this pool with Rite of Awe.

Luminen Charge (Su): You have learnt how to lend your life force to technology, magic, and items. On a successful Concentration test, you may use your bio-electrical field to recharge or power a construct or machine, regain a daily use of a magic item, or extend the duration of an ongoing spell (with at least a 1 minute duration) as though through an extended spell. This takes one minute of meditation and ritual incantation to activate. The DC for items is the 10 + CL of the item; for constructs, 10 + HD of the construct; for spells, 10 + spell level; and for other things, 10 + 1/1000gp of value of the machine. This ability is Supernatural if used on items, spells or constructs. Otherwise, it is extraordinary.

Machinator Array: The Tech Priest has returned to the crèches of the Workshops of Gond so they can bring him closer to the most holy of forms, adding an extensive machinator array to his existing augmetics. His Strength and Constitution increase by 2 each, and his Dex and Cha are reduced by 1. He now weights 3x his normal weight, may no longer stay afloat or swim in water or similar liquids. He can mount a medium size melee weapon, a crossbow, or medium shield on his body, which can attack once per round without penalty (it is attached to a 5ft. long mechanical limb). He counts as 1 size larger for grappling purposes and may count himself as 1 size larger for weapon use (as goliath). He can also use a Light Balista as a Heavy Crossbow, respectively (and gains weapon proficiency with it). He no longer needs to breath, and cannot suffocate by any means. However, rusting Grasp and rust monsters now affect him as though a warforged. At level 14, this is replaced by Exemplar of Metal: Haloed by prehensile mechadenrities bearing blades, tools and weaponry, the Tech-Priest has passed far from the weak human form and is now an exemplar of the strength of the machine. The Tech-Priest has been enhanced to the point where his body is a powerful frame of metal driven by pistons and servos rather than muscle. The Tech Priest now counts as a Living Construct (as a warforged), gaining all traits from that save for the following exceptions: An Exemplar of Metal can heal lethal naturally (blood is still flowing), reduces all non-letal damage taken by the armor class bonus from The Flesh is Weak ability, does not have wood or stone anywhere in his being, cannot be polymorphed, has Moderate Fortification (50% chance to ignore crits or sneak attacks), is immune to necromancy effects, does not recover automatically (if auto or prosanguine is non-functional), and still receives full healing from heal spells.

Energy Substitution(Luminen): The Tech Priest may choose to deal fire damage or cold damage with his luminen abilities. He must spend a standard action invoking the proper rights to change the damage type, and that type remains until he spends a standard action to change it again.

Electrical Succour (Ex): You call upon the sacred flow of energy to replenish your weak flesh. When struck by a lighting damage, you may choose to attempt to absorb the lightning. If you succeed on a concentration check with a DC equal to half damage dealt, you heal for half the damage taken and ignore the remainder. If you fail, you take an extra 50% damage from the attack. You must state that you are attempting this when you are hit (not after you see the damage). You may automatically succeed on this check against natural lighting, allied electricity attacks (so long as they inform you what they are doing), or if connected to some form of controlled lighting. Alternatively, you may remove a negative condition from yourself or restore 1 point of ability damage/drain for every 10 points of damage taken.

Rite of Pure Thought (Ex): You have replaced the creative right half of your brain with a cogitator. You no longer feel emotion, and are instead filled with the cold purity of logic. You are now immune to Fear and any effects that cause emotional disturbance. Others now find you disturbing to say the least.

Luminen Flare (Ex): The Tech Priest has mastered the ability to channel his will through the Potentia Coil into a powerful blast of energy that brings the fury of the Omnissiah to all who might stand in his path. This is identical to Luminen Blast, save that the range is 70ft. and hits all enemies within up to Wis bonus x 5ft of the impact point (Reflex save for half, DC: 10 + ½ Tech Priest level + Wis Bonus). If the tech priest selects a creature as a target, that creature gets no save, though all others do. If the attack roll misses, resolve the impact point as though a grenade-like weapon.

Electro-Illumination (Ex): The Tech-Priest has mastered the electricity that flows through his biological and mechanical components, allowing him to use it as a deadly weapon or to feed the hungry circuits of machines. For all damaging Luminen abilities, the Tech Priest may choose to spend HP to boost the chance to hit and damage (1:1 ratio). The damage he takes from doing this is acid. All luminen abilities crit on a 19-20 and deal x3 damage on a crit (as opposed to the normal x2 of 20 only). Furthermore, energy substitution (luminen) is a free action and the tech priest may now choose force as an energy type. Finally, the tech Priest gains a bonus on Luminen Charge tests equal to his Wis bonus.

Voice of the Omnissiah (Ex): The character has total control over the emissions from his vox unit implants enabling him to produce blurts of disturbing code, imitate others voices, or turn his own synthesized voice into a fearful distorted rasp. The Tech Priest can produce a terrifying voice to gain a +4 to all intimidation tests (this is a free action to turn on and off). The character may attempt to mimic the voice of others. The character must have listened to the target for at least ten minutes in order to study his voice properly. The character must also understand the language. The DC to determine a faked voice is 10 + Tech Priest level. Finally, as a full action, the Tech Priest may invoke the Rite of Awe and/or Rite of Fear in a 165ft radius. In addition to their normal effects, the rites avoid affecting creatures the Tech Priest chooses, and affect all creatures with regard for ability to sense sound, bypassing immunities. The Tech priest may also end these rites early without penalty, though it is still considered bad form. He may use this ability a number of times per day equal to his The Flesh is Weak bonus.

Purity of the Machine: The character has been freed of the weakness of his remaining flesh’s desires and physical vulnerability. Blessed technology filters the character’s blood, making him immune to its whispers and mitigating its vulnerability, while cranial circuitry suffuses his thoughts beneath layers of binary prayer. The Prosanguine fast healing is replaced by regeneration of an equal amount (stopped by acid), and Charm, compulsion, and moral effects automatically fail affect him. He gains a +6 bonus against all attempts to influence him through charisma skills, charm and compulsion. He is immune to nonlethal damage, ability damage, critical hits, stunning, and death effects. He also gains spell resistance equal to 10 + Tech Priest level to resist the effects of metal or construct-only-targeting spells.

Ex-Tech Priest[edit]

A Tech Priest cannot gain levels if his alignment strays from lawful. If a character multiclasses out of Tech Priest, he looses all extraordinary and class abilities, and can never again take levels of Tech Priest. If he complete all 20 levels of class progression, however, he may then choose another class while keeping all abilities gained from this one.

Epic Tech Priest[edit]

(Not planning on doing this, or any part hereafter)

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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