To qualify to become a Technosavant, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electrical or mechanical) 6 ranks, Disable Device 6 ranks, Knowledge (technology) 6 ranks.
The following information pertains to the Technosavant
advanced class.
The Technosavant gains 1d6
hit points per level. The character's Constitution modifier applies.
The Technosavant gains a number of
action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Computer Use (Int), Craft (electrical, mechanical) (Int),
Demolitions (Int),
Disable Device (Int),
Drive (Dex), Knowledge (behavioral sciences, earth and life sciences, physical sciences, popular culture, technology) (Int),
Navigate (Int),
Pilot (Dex),
Profession (Wis),
Read/ Write Language (none),
Repair (Int),
Research (Int),
Speak Language (none),
Spot (Wis).
Skill Points at Each Level: 7 + Int modifier (6 + Int modifier for nonhumans).
A Technosavant learns to read, write, and speak a trendy jargon-riddled dialect called
Technocant. In other words, the Technosavant gains Read/Write
Technocant and Speak
Technocant as free
skills. Characters without the Read/Write
Technocant skill can translate written
Technocant with a successful Decipher Script check (DC 20). Characters without the Speak
Technocant skill can translate spoken
Technocant with a successful Intelligence check (DC 20), although any character with the linguist talent can add her Smart hero levels to the check.
At 2nd level, the Technosavant becomes a master of robotics. With the help of some mechanical "magic," she takes half the normal time to build or repair a robot's frame or a robotic component.
At 2nd level, the Technosavant adds one-half her Technosavant class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.
At 3rd, 6th, and 9th level, the Technosavant gets a
bonus feat. The
bonus feat must be selected from the following list, and the Technosavant must meet all the prerequisites of the feat to select it.
Alien Weapon Proficiency,
Armor Proficiency (light),
Armor Proficiency (medium),
Armor Proficiency (powered),
Builder,
Craft Cybernetics,
Cybernetic Surgery,
Cybertaker,
Exotic Firearms Proficiency,
Exotic Melee Weapon Proficiency,
Gearhead,
Mastercrafter,
Vehicle Expert.
Starting at 4th level, the Technosavant becomes a master of cybernetics. With the help of some mechanical "magic," she takes half the normal time to build or repair a
cybernetic attachment.
When using the
Salvage feat, the Technosavant gains a competence bonus on her Search checks equal to one-half her Technosavant class level.
A Technosavant of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Technosavant deals +1d6 points of
damage against robots by targeting slight weaknesses in their design or
armor. In addition, the Technosavant gains a +4 bonus on
grapple checks against robots, enabling her to deactivate them more easily using the Disable Device
skill.
At 8th level, the bonus to
damage against robots increases to +2d6, and the bonus on
grapple checks against robots improves to +8.
Starting at 5th level, the Technosavant becomes more adept at handling exotic
weapons without any formal training. She suffers only a -2 penalty (instead of the usual -4 penalty) when wielding an
exotic melee weapon or exotic
ranged weapon with which she is not proficient.
A Technosavant of 7th level or higher can perform small wonders with a computer. She gains the following benefits when using the Computer Use
skill:
Find File, Degrade Programming, or Write Program:
When attempting to find a file, degrade a computer program, or write a program, a Technosavant who exceeds the Computer Use check DC by 5 or more accomplishes her intended task in half the normal time (minimum 1 round).
Cover Tracks:
A Technosavant who successfully covers her tracks while hacking into a computer system imposes a -10 penalty (instead of the normal -5 penalty) on any attempt made to identify her.
At 10th level, a Technosavant can build robots, robotic components, and
cybernetic attachments of a
Progress Level one step higher. However, the Craft check DCs for such items are increased by +10.
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