sabato 10 agosto 2019

The Doc (Technologist Technician)

Continuing with my Cyborg 009 conversions... do you know how much I was inspired by the Tech Sphere for Spheres of Might? At least two of these builds use it heavily. So, let’s say hello to the tenth protagonist of the manga, Professor Gilmore.
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The Doc (Technologist Technician)
Old Human Technician (Rigger) 1
LN Medium humanoid (human)
Init +0; Senses Perception +2/+3

Defense
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 7 (1d8-1)
Fort -1, Ref +2, Will +4

Offense
Speed 30 ft.
Melee battle wrench +0 (1d4, x3)

Martial
Tradition Gearhead (Equipment Sphere: Techmaniac, Toolkit Training; Tech sphere: Tech Savvy); PAM Int
Equipment sphere - DC 15, Talents Firearm Proficiency, Toolkit Training
- techmaniac (proficiency with all technological weapons)
- toolkit training (proficiency with the battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip)
Tech sphere - DC 15, Talents Anatomical Structure, Taser, Tech Savvy, Drawbacks none
- anatomical structure (create mechanical limbs and prostheses)
- taser (create a weapon that sends electric shocks through a target to incapacitate them)
- tech savvy (you are considered to be trained in any skill used against a technology-based subject)

Statistics
Str 10, Dex 11, Con 9, Int 20, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 10
Traits Clockwork Engineer, Technophile
Feats Craft Technological Item, Gunsmithing*, Technological Training, Technologist*
Skills Craft (mechanical) +9/+11, Diplomacy +1, Disable Device +5, Heal +3, Knowledge (dungeoneering, engineering, geography, local) +9, Knowledge (history) +6, Profession (mechanic) +6, Use Magic Device +4
Languages Celestial, Common, Dwarven, Elven, Halfling, Orc
SQ charge pool (5), gadgets, trapfinding
Gear battle wrench (80 gp), engineering’s kit (20 gp), gear maintenance kit (5 gp), gunsmith’s kit (15 gp), lamellar cuirass (15 gp), 2 vials of liquid life (20 gp)

Special Abilities

Equipment: Techmaniac (discipline)
You gain proficiency with all technological weapons. Additionally, you gain a +2 competence bonus to Craft (mechanical) checks made to activate gadgets. At +10 base attack bonus, this bonus increases to +4.

Equipment: Toolkit Training (discipline) You are adept at using adventurering tools as impromptu weapons of war. You gain proficiency with the battle ladder, battle stein, battle wrench, climbing pick, fishing tackle, garrote, grappling hook, iron brush, machete, net, ten foot pole, torch, and whip.
Gadgets (Ex) Technicians are experts at building things, be they improvised tools or unique mechanical marvels. These items, called gadgets, are built out of components the technician has prepared in his spare time out of commonly-found items; so long as the technician has access to a trap bag, he is assumed to have access to all the parts he needs to build his gadgets, and to have already prepared components beforehand to quickly create whatever gadget he needs.
Creating and activating a gadget is a standard action, but may be reduced to a move action by expending martial focus.
A technician can create a total number of gadgets in a day equal to ½ his technician level + his Intelligence modifier (minimum: 1). If a gadget calls for a saving throw, that saving throw’s DC is equal to 10 + ½ his technician level + his Intelligence modifier. A gadget must be used the round it is created, or fall apart back into its component parts, which does not expend the gadget.

Improvised Tools By expending one use of his gadgets, the technician can make any skill check that requires having tools and requires less than 1 hour to make as if he possessed the necessary tools. The technician does not suffer the usual penalties for using improvised tools. If the technician already possesses the necessary tools, the technician can expend a gadget to treat those tools as masterwork for one skill check. The technician can create improvised tools that function as masterwork tools for one skill check, but doing so expends 2 gadgets.

Constructed Weapons The technician can expend a gadget to allow an improvised weapon to function as a simple melee weapon of his choice for 1 minute.

Detonator The technician may create a gadget that explodes in 1 round, at the end of his turn. As part of the standard action used to create this detonator, he may throw the detonator (with a range increment of 10 ft.), place it, or hide it in a space within his natural reach. After one round (at the end of his turn), the detonator explodes, dealing 1d6 damage per technician level to everything within 5 ft. of the square in which the detonator sits, half fire damage and half bludgeoning/piercing/slashing damage. Targets within this area may make a Reflex save for half damage.
A detonator counts as a trap from the Trap sphere for the purpose of determining its hardness, armor class, hit points, Disable Device DC, and its Perception DC if hidden, as well as for things such as the Opportunist or Trapper’s Recovery talents. A detonator cannot be placed in the same space as a trap, or another detonator.
If a detonator is destroyed (including by another detonator), it does not explode. If two detonators explode at the exact same time, creatures in the overlapped area suffer diminished results from every detonator but 1, suffering instead 1d6, +1d6 per 5 technician levels for each overlapping detonator after the first.

Hook and Pulley The technician may create a gadget that allows him to manipulate objects from a distance. This gadget counts as a thrown weapon with a range increment of 20 ft. Make a ranged touch attack against an unattended object that he could hold in one hand. If successful, he may move that object to his hand as a free action. Targets whose natural reach includes the path that object must take (i.e., are within the line of effect) can make a Reflex save as an immediate action to attempt to grab the object as it flies by.
Alternately, the technician may use this gadget to attempt a drag, trip, disarm, or steal combat maneuver at a distance. Performing a maneuver from a distance in this fashion does not provoke an attack of opportunity (except as normal when making a ranged attack), but requires the technician to succeed on a ranged touch attack against the target first before the maneuver may be attempted.

Launcher The technician can create a gadget to allow him to throw an object. The object can travel 10 ft. + 5 ft. per technician level before the technician begins adding range penalties or calculating its maximum range.
This gadget can be used at the same time as another gadget to hurl that first gadget a greater distance. This expends a gadget for the launcher as well as for the hurled gadget. The technician cannot attach more than one launcher to a device or object.

Gadgeteer: At 1st level, the rigger gains the Tech sphere as a bonus sphere. If he already possesses this sphere, he instead gains a one talent from that sphere.
This replaces the trap specialist.

Jury-Rigged Device: Riggers tend to hold onto more spare parts than are normally contained within an engineering kit, allowing him experiment in the creation of spontaneous inventions. At 1st level, if the rigger spends 30 minutes (or 15 minutes with an engineering kit), he may pick and craft any (gadget) talent that he meets the prerequisites for. Gadgets created in this fashion are referred to as a jury-rigged device. Jury-rigged devices do not count against the maximum number of gadgets that a rigger may have crafted at one time, but a rigger may only have one jury-rigged device prepared at a time. Beginning at 5th level, and every four levels thereafter (9th, 13th, etc.), the rigger may have an additional jury-rigged device prepared at a time.
This replaces the invention gained at 1st level.

Recharging Gadgets: At 1st level the rigger can expend a single gadget from the gadgets technician class feature as a free action to recharge his charge pool by an amount of charges equal to his practitioner modifier + 1 for every 4 technician levels he possesses.

Tech Sphere Training in the Tech sphere teaches you how to quickly and efficiently use devices to build drones, gadgets, and grafts.
When you gain the Tech sphere, you gain 5 ranks in the Craft (mechanical) skill, plus 5 ranks per additional talent spent in the Tech sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (mechanical) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature. The Tech sphere saving throw DC, if any, is determined using the normal formula for combat sphere talents, using the practitioner’s ranks in Craft (mechanical) in place of their base attack bonus.
When you first gain the Tech sphere, you may learn any one (gadget) talent you qualify for.
Charge Pool: Gadgets from the Tech sphere are powered by charges, a neutral term for a source of energy which may be described as alchemical, clockwork, etc., depending upon what would be appropriate for the character and campaign setting. Your charge pool begins with zero charges, but you may add a number of charges equal to 1 + 1 per 2 ranks of Craft (mechanical) you possess to your pool with 30 minutes of work or 15 minutes if you have access to an engineering kit. After roughly 8 hours of rest, you may choose for a charge to dissipate or stay where it is (whether it’s in your charge pool or being stored in another gadget). The maximum number of charges your charge pool can hold at once is equal to your ranks in Craft (mechanical) + the number of Tech talents you possess (minimum 4). Your charges stored in gadgets (excluding batteries) and drones count toward the maximum number of charges you may have in play at once. You may instantly apply these charges to gadgets you have in your possession during this recharge period.
Gadgets: Some Tech talents have the (gadget) descriptor; these are devices of technological tools you can only create once you’ve learned the talent. You are considered proficient with any gadget you create. Unless otherwise noted, all gadgets are crafted without any charges.
By default gadgets are considered Tiny objects unless stated otherwise. A Small object counts as 2 Tiny objects or ½ a Medium object, etc. A light weapon counts as a Tiny object, a one-handed weapon as a Small object, etc. Unless otherwise stated, a gadget has a hardness equal to your ranks in Craft (mechanical), and 5 hit points + 5 hit points per 2 ranks in Craft (mechanical) you possess.
Augments: Some gadget talents have the (augment) descriptor; these are devices of mechanical parts that function as technological improvements of the wearer to make them faster, stronger, harder, better. They can be described as exoskeletal parts designed to slip over the users own body to improve their functioning. Augments occupy a type of slot similar to cybertech but separate from them. Unless otherwise specified, a single slot may only ever host a single augment. Augment slots are separate from normal magic item slots and cybertech slots, and do not count as being used for the purposes of worn magic items or implanted cybertech or grafts. Donning or removing an augment functions as putting on or taking off leather armor, and increases armor check penalties by 2 if donned hastily. Augments are clunky and stand out instantly inducing a penalty to Disguise checks equal to 10 + 2 per augment donned.
Drone and Rote Function: Some gadgets have the (drone) descriptor. This means that this gadget can be an innate gadget of a drone. Innate gadgets built inside the drone don’t count towards the maximum number of gadgets you can maintain at once. In addition if a gadget has a function designated a rote function, the drone can pay a single charge to power every single rote function at once, and increasing the duration of the function to 8 hours (unless the base duration is higher). Functions not marked with the rote function must be powered as normal.
Moddable and Cartridge: Some gadgets have the (moddable) descriptor, or (cartridge) descriptor; (cartridge) alters the kind of attack or damage that is done with a gadget, and (moddable) indicates that the gadget can use (cartridge) talents. A moddable gadget may have any number of cartridges, but unless further specified cannot have multiple of the same cartridge.
Signals: Some gadgets have the (signal) descriptor; these gadgets create a long distance signal that can be used for varied purposes; from long range control to receiving and sending information. 
Unless otherwise stated, the base signal range of signal gadgets is close range (25 ft. +5 ft. per 2 ranks in Craft (mechanical)). A signal can penetrate most barriers, but certain amounts of dense materials may severely reduce the signal range. When a signal attempts to pass through 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt, the remaining signal distance is halved (rounded down to the nearest 5 feet.). Barriers made of force such as force fields or barriers created with the Protection sphere do not block signals at all. Signal boosters and signal jammers can also affect signal range, as well as other phenomena (as determined by the GM). 
Special: Unless otherwise specified, animal companions, Conjuration sphere companions, drake companions, drones, eidolons, familiars, and other similar companions or pets cannot gain this sphere or talents from this sphere.

Tech: Anatomical Structure (augment, drone, gadget) You gain access to the following attachable gadget schematics. If all the limbs created are in place of pre-existing lost limbs they do not occupy an augment slot. When creating these limbs you may always choose to create less limbs than listed. 
  • Additional Arms: You create a gadget that you can attach to or remove from a creature. When activated with 1 or more charges, the attached creature gains an additional pair of arms with hands that can manipulate objects as a human’s can. This cannot be used to gain additional attacks, but can be used to stow and hold items or any other way. Each charge allows these additional arms to function regularly for 8 hours (which can be used in nonconsecutive increments of 1 hour) and is a rote function, or instead be used to double their maximum weight capacity for 1 hour instead. Additional arms occupy the body slot. Drones built with this as a innate gadget replace their basic appendages, before additional appendages count for further limbs. Failing a Reflex save against remote control prevents you from using that limb for for 1 round and causes it to drop whatever its holding.
  • Additional Head: When activated with 1 or more charges, the attached creature gains an additional head granting low-light vision and darkvision 60 feet. Each charge allows this additional head to function regularly for 8 hours (which can be used in nonconsecutive increments of 1 hour) and is a rote function, or instead be used to grant immunity to flanking for 1 minute. Additional heads occupy the brain slot as the information from extra heads is relayed much more directly. Failing a Will save against remote control makes you confused for 1 round.
  • Additional Legs: When activated with 1 or more charges, the attached creature gains an additional pair of legs granting a land movement speed of 30 ft. or increasing increasing carrying capacity as a quadruped if used on a being with less than 4 legs. Each charge allows these additional legs to function regularly for 8 hours (which can be used in nonconsecutive increments of 1 hour) and is a rote function, or instead be used to increase movement speed by 15 ft for 10 minutes. Additional legs occupy the legs slot as their mechanics tap into the leg related nervous system. Failing a Reflex save against remote control knocks you prone.

Tech: Taser (gadget, moddable) You may create a weapon that sends electric shocks through a target to incapacitate them. You may attach the taser to any weapon as part of the same action used to draw the gadget, otherwise the gadget must be attached to a weapon as a move action. Once attached, the wielder may make expend 2 charges from the taser to make a special attack action with the weapon. On a successful attack the attack deals only nonlethal electricity damage, and deals an additional 1d8 damage nonlethal electricity damage per 2 ranks you have in Craft (mechanical) (minimum 1d8), and the damaged creature is sickened and staggered for 1 round. Creatures with the robot subtype take lethal electricity damage instead of nonlethal. Creatures damaged may make a Fortitude save to reduce the damage taken by half and avoid the sickened and staggered condition.
If attached to a net (or similar weapon), the taser expends a charge each round that a creature begins its turn entangled after the initial attack, and deals 1d8 damage nonlethal electricity damage per 5 ranks you have in Craft (mechanical) (min 1d8) damage again, forcing additional Fortitude saves versus sickened and staggered as well as the damage.


Tech: Tech Savvy You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you may instead make a Craft (mechanical) check in its place with a -5 penalty. Associated Feat: Technologist.

Trapfinding A technician adds ½ his level on Perception checks to locate traps and on all Disable Device checks (minimum +1). A technician can use Disable Device to disarm magic traps.
Build
The Doc is built with a 20-point buy and 175 gp starting wealth. Favored Class Bonus is +⅙ of a technician insight. If using a lower point buy, you can lower Strength and Constitution. If using a higher point buy (or rolling really well), your most important attributes are Intelligence and Dexterity. Intelligence is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, and also increases your skill number and Knowledge and Craft bonus; Dexterity is useful to create items, increases your initiative, and bolsters your AC and Reflex save. Wisdom is important too, to resist mind control and give good advice.

Playing the Doc
After a youth as a siege engineer, you got sick of creating deadly machines and put your experience to the service of heroes, creating tools, weapons and prosthetics to further the cause of good and allow righteous beings who were wounded in battle to fight again. You follow your charges everywhere in their adventures to be of help, even if you are no more a warrior yourself.

Future Abilities
Martial Talents Chainsaw, Commset, Dermal Plating, Exo-Skeletal Muscles, Jet-Boosters, Laser Pack, Mechanical Ranged Weaponry x3, Particle Weapon, Superior Mechanical Ranged Weaponry x2, Seeker Missile Cannon, Self Destructive Device, Synaptic Reaction Maximizer
Inventions Grand Gadget (Chemical Thrower, fire x5), Improved Armor (Air Bladder, Improved Joints, Improved Mobility, Mechanized Strength, Resistance), Improved Backpack (Propeller x4, Transmitter), Improved Boots (Motorized Steps x3, Rocket Boots, Super Kick), Improved Goggles (Microscope Lens, Nightvision Lens, Telescope Lens, Thermal Lens, X-Ray Lens)
Technical Insights Aesthetic Insight, Architectural Insight, Chemical Insight, Demolitions Insight, Electrical Insight, Expert’s Insight, Golemsmith, Greater Craftsman, Inventor’s Insight, Mechanical Insight, Medical Insight, Professional Insight, Steampower Insight
Feats Combat Sphere Specialization (Tech), Craft Augment Graft, Craft Permanent Gadget, Craft Cybernetics, Craft Technological Arms and Armor, Create Enhanced Firearm, Field Repair, Harvest Parts, Skill Focus (Craft-mechanical)

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