Techno Wizard, Variant (3.5e Class)

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Techno Wizard[edit]

The techno wizard is an odd blend of technology and arcane power. Whilst they have the ability to control the magical energies around them, they must use bizarre (and somewhat dangerous) devices in order to harness this energy – often in a spectacularly destructive manner. Most people never forget meeting a techno wizard – whether the experience was a pleasant one or not is another matter entirely.

Techno wizards are easy to spot; they are always festooned with odd devices and a gleam in the eye that says they’re on the lookout for more. They tend to travel far and wide (sometimes of their own accord, but often not), and in their travels they pick up all manner of stories, lore, fables and tall tales. Mostly, it is these stories – the wilder the better – that drive them from place to place looking for the next article of power.

Ultimately, for whatever reason, it is this quest for power that all techno wizards share. Life has made it such that the one thing they crave – the ability to wield magic – simply is not a possibility for them. Instead, they have used their intelligence (and, some would say, a touch of insanity) to do what is improbable if not impossible – harness the very essence of magic and call it their own.


Making a techno wizard[edit]

Techno wizards can fit well in just about any party in a supporting role. They fill a similar role as a bard does, but with more of a focus on offense.

They have the ability to be the face of a party, though their Charisma will not be as high as a bard’s since it is not their spellcasting stat.

While their base skill points are not as high as a bard’s, they will tend to have a higher Intelligence which helps to offset this.

With numerous one-shot magic items and the ability to recharge a few spells without resting at higher levels, they can rely a bit more on their spellcasting than an equal level bard. Techno wizards are also capable in melee, especially if given a chance to apply a few buffs at the onset of combat.

Abilities: The techno wizard’s casting stat is Intelligence, so it will tend to be fairly high. Secondary stats will depend on how the character is designed. Strength and Constitution are important for a techno wizard designed to wade into combat after using a few preliminary buffs on themselves. Dexterity is a good choice for a character that is built to soften the enemy up with spells and then finish them off at range. Charisma and Wisdom both factor well with the techno wizard’s class skills.

Races: Any race can be a techno wizard, though the less magically inclined races tend to migrate to the class more often. Races like elves and gnomes usually have no difficulty in learning to control magic naturally and would tend to shun the devices that techno wizards have to resort to in order to harness their abilities.

Alignment: Any.

Starting Gold: 4d4->×10 gp.

Hit Dice: d6

Starting Age: Moderate.

Table: The Techno Wizard
Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Techno Wizard gadget 2, Techno Wizard knowledge 2 0
2nd +1 +0 +3 +3 Craft Minor Item 3 1
3rd +2 +1 +3 +3 Tinker 1 3 2
4th +3 +1 +4 +4 Techno Wizard gadget 3 3 2 0
5th +3 +1 +4 +4 Tinker 2 3 3 1
6th +4 +2 +5 +5 Overcharge 1 4 3 2
7th +5 +2 +5 +5 Tinker 3, Techno Wizard gadget 4 4 3 2 0
8th +6/+1 +2 +6 +6 Recharge 1d6 4 3 3 1
9th +6/+1 +3 +6 +6 Jury Rig 4 4 3 2
10th +7/+2 +3 +7 +7 Tinker 4, Techno Wizard gadget 5 4 4 3 2 0
11th +8/+3 +3 +7 +7 Craft Major Item 4 4 3 3 1
12th +9/+4 +4 +8 +8 Overcharge 2 4 4 4 3 2
13th +9/+4 +4 +8 +8 Tinker 5 4 4 4 3 2 0
14th +10/+5 +4 +9 +9 Recharge 2d6 4 4 4 3 3 1
15th +11/+6/+1 +5 +9 +9 Craft Greater Item 4 4 4 4 3 2
16th +12/+7/+2 +5 +10 +10 Tinker 6 4 4 4 4 3 2 0
17th +12/+7/+2 +5 +10 +10 Persistent Effect 4 4 4 4 3 3 1
18th +13/+8/+3 +6 +11 +11 Overcharge 3 4 4 4 4 4 3 2
19th +14/+9/+4 +6 +11 +11 Absorb Magic 4 4 4 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Efficient Tinkering 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The techno wizard’s class skills (and the key ability for each skill) are bluff (Cha), concentration (Con), craft (Int), craft (Gadget) (Int), decipher script (Int), disable device (Int), hide (Dex), knowledge (all skills, taken individually) (Int), listen (Wis), move silently (Dex), profession (Wis), spellcraft (Int), search (Wis), sense motive (Wis), spot (Wis), and use magic device (Int).

Class Features[edit]

All of the following are class features of the techno wizard.

Weapon and Armor Proficiency: A techno wizard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Techno wizards are proficient with light and medium armor, but not shields. A techno wizard can cast techno wizard spells while wearing light or medium armor without incurring the normal arcane spell failure chance. However, a techno wizard wearing heavy armor or using a shield incurs the usual chance of arcane spell failure. A multiclass techno wizard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Gadgets and Spells: A techno wizard casts arcane spells through the use of specialized spell gadgets. While they lack the ability to control magic directly, they are able to create items that have the ability to manipulate the magical energies instead. Note: this means that a techno wizard does not count as a spellcaster.

A techno wizard begins play with two spell gadgets chosen from the following list: Field Projection Device (Abjuration) Spectronic Analyzing Goggles (Divination) Energy Flux Discharger (Evocation) Visual/Audio Morphic Resonator (Illusion) Matter Transmogrificator (Transmutation)

In addition, all techno wizards have an Arcane Discharge Collection and Storage Device which all of their gadgets hook into. This provides the magical power to their items which, in turn, allows them to cast their spells.

At 4th level, a techno wizard is able to create a third gadget from the above list. He can create a fourth gadget at 7th and the final gadget at 10th level. If the techno wizard loses a gadget he may recreate it. This takes the same amount of time and money as crafting a wondrous magic item equal to the last level that the techno wizard acquired a gadget (so 1st, 4th, 7th or 10th). He does not need to spend any experience in the gadget’s creation. The techno wizard must succeed in a craft (Gadget) roll with a DC equal to that required to create a wondrous item with the level of the gadget. Failure means that half the materials are wasted. The initial gadgets that the techno wizard gains from leveling up take no extra time or money (it can be assumed that he has spent the time while adventuring working on the initial gadgets).

Each gadget allows the techno wizard to cast spells from its respective school of magic, with the spells being chosen from the sorcerer/wizard spell list. The number of spells that a techno wizard knows at each level is taken from Table: Techno Wizard Spells Known, this represents the formulae that he has been able to inscribe into his gadgets. These numbers are fixed and are not increased by having a high Intelligence score. The techno wizard need not choose all of his spells when they become available, but once chosen the spells may only be changed as mentioned below.

A techno wizard can cast any spell he knows without preparing it ahead of time. Every techno wizard spell has a material component (the spell gadget of the appropriate school of magic), but no verbal components (though if the spell originally had a verbal requirement, then the gadget will make noise when it casts that spell). This means that the techno wizard may cast a spell while silenced, gagged, or otherwise unable to speak but may not cast a spell if he can not utilize his spell gadgets for some reason (if he is bound, if the item has been taken away or dropped, etc).

To learn or cast a spell, a techno wizard must have an Intelligence score equal to at least 10 + the spell level and the appropriate spell gadget. The Difficulty Class for a saving throw against a techno wizard’s spell is 10 + the spell level + the techno wizard’s Intelligence modifier. Like spellcasters, a techno wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Techno Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: Techno Wizard indicates that he gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Upon reaching 4th level, and at every third techno wizard level after that (7th, 10th, and so on), a techno wizard can choose to learn a new spell in place of one he already knows. In effect, the techno wizard “loses” the old spell in exchange for the new one (he retools one of his gadgets to cast the new spell in place of the old one). The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level techno wizard spell the techno wizard can cast. A techno wizard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a techno wizard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Note – as the Techno Wizard can not actually cast any spells himself, he can not automatically use any magic items that cast Arcane Spells. He may use his Use Magic Device skill as any character could in order to use the item as normal. Additionally, he may not learn any metamagic or item creation feats with the exception of the craft item special ability (see below).


Table: Techno Wizard Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th
1st 4 21
2nd 5 3
3rd 6 3
4th 6 4 21
5th 6 4 3
6th 6 4 3
7th 6 4 4 21
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 21
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 21
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 21
17th 6 5 5 4 4 4 3
18th 6 5 5 5 4 4 3
19th 6 5 5 5 5 4 4
20th 6 5 5 5 5 5 4

1 Provided the techno wizard has a high enough Intelligence to cast spells of this level.


Techno Wizard Knowledge (Ex): A techno wizard adds half his class levels (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


Craft Item: Techno Wizards are constantly fiddling around with the forces of arcane energy that power their gadgets. Often they will create items that work without knowing exactly how or why they work (which tends to be a constant source of concern for any traveling companions they might have).

Starting at second level, a Techno Wizard may craft minor, single-use magic items. These items function much like scrolls, with the following differences:

  • The items may only replicate spells from the schools of Abjuration, Divination, Evocation, Illusion or Transmutation.
  • The items do not have to replicate spells that the Techno Wizard already knows.
  • The items may not be used by anyone else, unless that person makes a Use Magic Device check (DC equal to 20 + spell level) or if the person is a Techno Wizard of high enough level to cast the spell stored in the item.
  • The items may only replicate spells of levels 0-2, and only of a spell level that the Techno Wizard could normally cast.


At any given time, the Wizard may not have more spell levels of these items than he has Techno Wizard levels (count 0-level items as 0.5 for purposes of this limitation).

Example: a 3rd level Techno Wizard may have six 0-level items, three 1st-level items, two 0-level and two 1st-level items, or any other combination that adds up to three spell levels of items. He may not have a 2nd-level item, as he can not cast 2nd-level spells yet.

A techno wizard may destroy an old item in order to create a new one (use the difference in spell levels to determine the new item’s cost).

The items cost the same amount of gp to create as a scroll of that same level would to make, and takes a total of 10 minutes per spell level to create (5 minutes for a 0-level item). The techno wizard must succeed in a Craft (Gadget) roll in order to make the item – this roll has a DC of 15 + spell level. A failure means he has wasted his time and raw materials costing half the base amount. If the failure is by 5 or more points (or by rolling a natural 1), add the spell’s level to a d6 roll and consult table:craft item mishaps below (count 0 level spells as +1). The items take no experience to create.

Table: Craft Item Mishaps
1-6: No additional result.
7-8: Spell goes off, but centered on the Techno Wizard. If it was a beneficial spell, then it has the opposite effect (so a Bull’s Strength lowers the caster’s strength by 4 for its duration instead of adding 4).
9-10 : Spell goes off, but is centered on the Techno Wizard and is cast as if affected by Widen Spell (or with a 20’ radius if the spell normally does not have an area that could be widened). If it was a beneficial spell, then it has the opposite effect.
11-12 : Spell goes off, but is centered on the Techno Wizard, is cast as if affected by Widen Spell (or with a 20’ radius if the spell normally does not have an area that could be widened), and is either Maximized or Persistant (lasting 24 hours). If it was a beneficial spell, then it has the opposite effect.


At 11th level, the Techno Wizard may create items that replicate spells of level 0-4. At 15th level he may craft items that replicate spells of level 0-6.


Tinker: At 3rd level, a techno wizard may choose one of the following metamagic feats to apply to his gadgets:

  • Energy Substitution
  • Heighten Spell
  • Subdual Substitution

Using a metamagic feat requires a full round action to cast the spell, as with any spontaneous spell casters.

At 5th level, he may choose any previous feat (including a different energy type for energy substitution), or one of the following:

  • Enlarge Spell
  • Extend Spell
  • Sculpt Spell
  • Silent Spell

At 7th level, he may choose any previous feat, one of the following feats, or he may lower the spell level increase of any single feat by 1* (to a minimum of 0).

  • Empower Spell
  • Reach Spell
  • Widen Spell

At 10th level, he may choose any previous feat, one of the following feats, or he may lower the spell level increase of any single feat by 1* (to a minimum of 0).

  • Maximize Spell
  • Repeat Spell

At 13th level, he may choose any previous feat, one of the following feats, or he may lower the spell level increase of any single feat by 1* (to a minimum of 0).

  • Persistent Spell
  • Twin Spell

At 16th he may choose any previous feat, or he may lower the spell level increase of any single feat by 1* (to a minimum of 0).

* Spell level increases may only be lowered once for any feat.

Efficient Tinkering - At 20th level applying a metamagic feat no longer makes a spell a full-round cast.


Overcharge: At 6th level, a Techno Wizard may attempt to overcharge one of his gadgets while casting a spell once per day. To determine the effect of the overcharge, roll a d6 and consult table: Overcharge 1.

Table: Overcharge 1
1: reroll on table: Overcharge 1 Mishap.
2-3: Spell cast at +1 caster level.
4-5: Spell cast as if Empowered, or at +2 caster levels (caster’s choice).
6: Spell cast as if Maximized, or at +3 caster levels (caster’s choice).
Table: Overcharge 1 Mishap
1: Spell goes off, but centered on the techno wizard. If it was a beneficial spell, then it has the opposite effect (so a bull’s strength lowers the caster’s strength by 4 for its duration instead of adding 4).
2: Spell fails and the gadget used to cast the spell stops functioning for d3 minutes.
3-4: Spell fails and the caster loses d3 additional spell levels.
5-6: Spell fails, no additional effect.

At 12th level, the techno wizard may also roll on table Overcharge 2 once per day.

Table: Overcharge 2
1: reroll on table: Overcharge 2 Mishap.
2: Spell cast at +2 caster levels.
3: Spell cast as if Empowered, or Heightened by +2 levels (caster’s choice); and at +1 caster level.
4: Spell cast as if Repeated, or Heightened by +3 levels (caster’s choice); and at +2 caster levels.
5: Spell cast as if Maximized, or Heightened by +4 (caster’s choice); and at +3 caster levels.
6: Spell cast as if Maximized, or at +3 caster levels (caster’s choice).
Table: Overcharge 2 Mishap
1: Spell goes off, but is centered on the techno wizard and is cast as if affected by Widen Spell (or with a 20’ radius if the spell normally does not have an area that could be widened). If it was a beneficial spell, then it has the opposite effect.
2: Spell goes off, but centered on the Techno Wizard. If it was a beneficial spell, then it has the opposite effect.
3: Spell fails and the gadget used to cast the spell stops functioning for d3 hours.
4: Spell fails and the caster loses d6 additional spell levels.
5: Spell fails and the caster loses d3 additional spell levels.
6: Spell fails, no additional effect.

At 18th level, the techno wizard may also roll on table: Overcharge 3 once per day.

Table: Overcharge 3
1: reroll on table: Overcharge 3 Mishap.
2: Spell cast as if Empowered, or Heightened by +2 (caster’s choice); and at +2 caster levels.
3: Spell cast as if Repeated (cast again the following round, using all of the same criteria), or Heightened by +3 levels (caster’s choice); and at +2 caster levels.
4: Spell cast as if Maximized, or Heightened by +4 (caster’s choice); and at +3 caster levels.
5: Spell cast as if Twinned (immediately cast a second time), or Persistent (caster’s choice); and at +3 caster levels.
6: Spell cast as if Improved (Maximized, and then Twinned) or Persistent (lasting 48 hours instead of 24), caster’s choice; and at +4 caster levels.
Table: Overcharge 3 Mishap
1: Spell goes off, but is centered on the techno wizard, is cast as if affected by Widen Spell (or with a 20’ radius if the spell normally does not have an area that could be widened), and is either Maximized or Persistent (lasting 24 hours). If it was a beneficial spell, then it has the opposite effect. The gadget used to cast the spell is inoperable for 24 hours.
2: Spell goes off, but centered on the techno wizard and is either Empowered or Extended. If it was a beneficial spell, then it has the opposite effect. The gadget used to cast the spell is inoperable for 24 hours.
3: Spell fails and the gadget used to cast the spell stops functioning for 12 hours.
4: Spell fails and the caster loses 2d4 additional spell levels. The gadget used to cast the spell stops functioning for d3 hours.
5: Spell fails and the caster loses d6 additional spell levels and the gadget used to cast the spell stops functioning for 1 hour.
6: Spell is cast, but is affected by the Widen Spell feat (or it has a 20’ radius) and is Maximized (if possible) or lasts for 12 hours if it can not be Maximized. The original target is still used, however, and beneficial spells have the correct effect. The gadget used to cast the spell stops functioning for d6 hours and the caster loses d6 additional spell levels.


Recharge: At 8th level, the techno wizard may take ten minutes to enact a quick recharge on his Arcane Discharge Collection and Storage Device. In effect, he gains back up to d6 spell levels, distributed as he sees fit.

Example – if the d6 roll comes up as a ‘4’, then the techno wizard may get back 2 2nd level spells; 4 1st level spells; 2 1st level and 1 2nd level spell; etc…

0-level spells count as 0.5. Any excess spell levels that can not be used are lost, and the techno wizard can not end up with more spell levels than he would normally have after resting.

At 14th level the recharge increases to 2d6 spell levels.

Recharge may be done once per day.


Jury Rig: At 9th level, the techno wizard may attempt to use any of his Tinker metamagic feats with any magic device that uses charges. To succeed, he must make a successful craft (Gadget) roll with a DC equal to 20 + the item level. If he fails he may not try again on that item, and if he fails by more than 10 the item loses half its remaining charges. The modification takes 1 minute per level of the item. If successful, anyone that uses the item may apply the metamagic feat to it at the cost of one additional charge for every additional spell level that the feat would cost (with a minimum of 1 additional charge).


Persistent Effect: At 17th level, the techno wizard may cast one spell per day on himself and have its duration extended to 24 hours without it taking up a higher spell level. The techno wizard need not have learned the Persistent Spell tinker in order to use this ability. Only a spell with a duration longer than instant may be made persistent with this ability.


Absorb Magic: At 19th level, the techno wizard may attempt to absorb a hostile spell that is targeting him. He must be able to interrupt the caster’s action and succeed in a dispel roll (d20 + level vs 11 + caster level). If he fails, then any save he would have been eligible for automatically fails as well. If he succeeds, then the spell is countered and he automatically gains a number of spell levels equal to the spell’s level. If this exceeds his normal limit of spells per day, then the excess spell levels are lost and he must immediately roll on the Overcharge Mishap 3 table (randomly determine which gadget loses functionality). Treat the spell that the techno wizard was attempting to absorb as the cast spell if necessary.


Epic <-class name->[edit]

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-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable 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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