Description

Faerûn resounds with the measured cadence of blacksmiths hammering out their newest creation, the clitter-clack of tinkerers cobbling together the contents of a bin of junk to create something truly useful, and the fizzling pops of chemicals as alchemists labor to create some heretofore unseen form of artificial life. At the head of this orchestra of technological progress can be found the techsmiths of Gond, men and women devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.

Though based in the Lantanese City of Illul, techsmiths can be found throughout the continent as advisers to rulers, as merchants selling fantastic wares, and as builders and operations of small golems tasked with taking care of unsightly municipal duties such as caring for large sewer systems or interring the dead. Theirs is a primarily cosmopolitan pursuit, making techsmiths far more common in cities than in pastoral regions. Most travel widely, however, both to share their own creations and the monitor the creations of folk from all corners of the known world. Because of their skill in building constructs, techsmiths are sometimes called into service to destroy dangerous things of that type before they cause too much harm. Techsmiths tend toward extreme eccentricity, often concerning themselves with the solution of some mathematical formula far more than personal interaction with their companions. Slow to make friends with those who do not share their obsession with mechanics and explosives (in that order), it has often been said that a techsmith's only true confidante is the golemlike construct known as a gondsman, who serves as the techsmiths servant, assistant and friend.

The techsmitsh draw their ranks almost exclusively from the clergy of Gond, since the High Holy Crafthouse of Inspiration, where the secret of the Techsmiths are imparted to would-be members of the order does not accept applications from followers of other deities. Clerics of other gods who bestow the craft domain upon their followers (such as gnomish or dwarven gods) occasionally convert to Gond worship in order to gain the secrets of the Techsmiths. It is said that this troubles the Wonderbringer but little, as the end result promises interesting creations from headstrong inventors.

Those techsmiths who do not adventure often attempt to profit from their proprietary knowledge by creating smoke powder weapons and bombs and selling them to the highest bidder. Unscrupulous techsmiths seek out conflict that they might profit from both sides. Such individuals are a good source of explosives, firearms and new inventions, and do lucrative business selling their goods to members of the adventuring class. In large cities with a strong Gondian presence, they may form a Guild, but most work alone.

Requirements

Race: Any

Alignment: Any

Skills: Craft: Metalworking 6, Craft: Engineering 6, Craft: Alchemy 6 ranks

Feats: Craft wondrous Item, Skill Focus Craft (Metalworking) or Skill focus Craft (Engineering) or Skill Focus Craft Alchemy

Spellcasting: Ability to cast 4th level divine or arcane spells

Deity: Gond

NOTE: If you aren't given a qualification feat when you acquire level 4 spells, try casting a level 4 spell and then rest.

    • WARNING: Techsmith feats will not work if you have Druid or Ranger/Hunter levels, or have access to the Animal companion. No workaround available.

Class Features

-Hit Die: d6

-Base Attack Bonus: Low

-High Saves: Will and Fortitude

-Weapon Proficiencies: A Techsmith gains no weapon proficiencies.

-Armor Proficiencies: A Techsmith gains no armor proficiencies.

-Skill Points: 4 + Int Modifier.

-Class Skills: Appraise, Concentration, Disable Device, Lore: Arcana, Lore: Geography, Lore: Architecture & Engineering, Lore: Local, Lore: Religion, Open Lock, Spellcraft

-Spells per Day/Spells Known: When a new Techsmith level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class he belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before she became a Techsmith, he must decide to which class to add the levels of Techsmith to for the purpose of determining spells per day.

-Class Feats
1: Gondsman
2: Technical Knack +2
3:
4: Smoke Powder Bombs
5: Technical Knack +4
6:
7: Improved Critical
8: Technical Knack +6
9: Explosive Obsession
10: Smite Construct

-Bonus Feats: No bonus feats.

Abilities

Gondsman
Type of Feat: Class
Prerequisites: Techsmith 1
Specifics: Upon becoming a techsmith the character may construct a gondsman - a loyal mechanical warrior, assistant, bodyguard and friend. This gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith he has been researching and working on parts of the gondsman in his spare time.
A gondsman is a construct, is made of metal and wood. The Techsmith can create a gondsman in one of two sizes: Small (Str 13, Dex 14, Con 14, Int 4, Wis 13, Cha 6) Or medium: (Str 15, Dex 12, Con 14, Int 4, Wis 13, Cha 6). The gondsman has +5 natural armor, neutral alignment, d10 for hitdice and is equal in level to the techsmith's classlevel + 3 + the techsmith's hit dice divided by 3 (max HD = 23). It has a basic attack which deals 1d8 base damage. It can use any equipment appropriate for it's size.
As the techsmith gains a level, the gondsman also increases in ability by gaining a hit die. The gondsman gains the normal improvements for a construct that adds a hit die. d10 hitpoints, attack bonus as a cleric, poor base save bonus improvement. In addition, each time the techsmith gains a level, he may add an upgrade to the Gondsman, selecting the following options: +1 Str, +1 Dex, +1 BAB, +1 to one save, +1 natural armor bonus
If a gondsman is reduced 0 hitpoints, it is destroyed. The Gondsman is commanded by the techsmith through a supernatural ability, it does not take initiatve to do anything other than follow it's creator and must be commanded to do differently.
Use: Selected


Technical Knack
Type of Feat: Class
Prerequisites: Techsmith 2
Specifics: Techsmiths of 2nd, 5fth and 8th level pick up a technical knack, an intimate familiarity with the working of mechanical gadgetry and science that allows them a +2 competence bonus on all Alchemy, Appraise, Craft, Disable Device, Lore and Open lock checks .
Use: Automatic


Smokepowder Bomb
Type of Feat: Class
Prerequisites: Techsmith 4
Specifics: At 4th level the Techsmith is inducted into the art of crafting smokepowder weaponry, specifically bomb making. He can now create one smokepowder bomb per day at the cost of 250 gp. These bombs do 12d6 points of damage in a 15 foot radius. 11d6 of this damage is bludgeoning and 1d6 is sonic.
Use: Selected


Techsmith Improved Critical
Type of Feat: Class
Prerequisites: Techsmith 7
Specifics: At 7th level the Techsmith's study of metals and other crafting materials, means he knows how to best utilize any weapon and find the weakspots of any armor. He aquires the Improved Critical feat for any weapon he uses.
Use: Automatic


Explosive Obsession
Type of Feat: Class
Prerequisites: Techsmith 9
Specifics: At ninth level a techsmith's familiarity with the intricacies of smokepowder allows them to create enhanced bombs. These powerful explosives deal 16d6 points of damage and have a blast radius of 15 feet. 15d6 of this damage is bludgeoning and 1d6 is sonic.
Use: Automatic


Smite Construct
Type of Feat: Class
Prerequisites: Techsmith 10
Specifics: Techsmith is a lethal foe to any opposing constructs. As a declared attack once per round he can smite an opposing construct. If he rolls 17 or higher and hits the construct it immediately destroyed. This ability only works with melee weapons and has cooldown of 6 seconds.
Use: Selected



Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.