TECHPRIEST

The fastest path into this advanced class is from the Smart hero basic class, though other paths are possible. Adeptus Mechancius techpriests are a canon 40k designation. While it is possible that tau earth caste engineers and eldar bonesingers can also make use of the techpriest class the abilities would have to be changed somewhat. Since all Techpriests are assumed to be of the Adeptus Mechanicus then there is no “Sample Techpriests” section. More details on the Adeptus Mechanicus can be found in the Imperium section later on. This class is a very slightly modified version of the d20 Future SRD Technosavant class.

 

Requirements

To qualify to become a Techpriest, 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.

 

CLASS INFORMATION

The following information pertains to the Techpriest advanced class.

 

Hit Die

The Techpriest gains 1d6 hit points per level. The character’s Constitution modifier applies.

 

Action Points

The Techpriest 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.

 

Class Skills

The Techpriest’s class skills are as follows.

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

 

Table: The Techpriest

Class Level

Base Attack

Fort Save

Ref Save

Will Save

Special

Defense

Leadership

1st

+0

+0

+1

+1

Salvage, Lingua Technis

+1

+0

2nd

+1

+0

+2

+2

Robomancer, technophile

+1

+0

3rd

+2

+1

+2

+2

Bonus feat

+2

+0

4th

+3

+1

+2

+2

Cybermancer, skilled salvager

+2

+1

5th

+3

+1

+3

+3

Robo-expert 1, exotic weapon adept

+3

+1

6th

+4

+2

+3

+3

Bonus feat

+3

+1

7th

+5

+2

+4

+4

Super cybersurgeon

+4

+2

8th

+6

+2

+4

+4

Robo-expert 2, expeditious salvager

+4

+2

9th

+6

+3

+4

+4

Bonus feat

+5

+2

10th

+7

+3

+5

+5

Necron Archeotech

+5

+3

 

CLASS FEATURES

The following class features pertain to the Techpriest advanced class.

 

Salvage

A Techpriest gains the Salvage feat for free.

 

Technocant

A Techpriest learns to read, write, and speak a language secret to the Adeptus Mechanicus called the Lingua Technis for free. In other words, the Techpriest gains Read/Write Lingua Technis and Speak Lingua Technis as free skills. Normally the Read/Write Lingua Technis and Speak Lingua Technis skills each cost 1 skill rank.

 

Robomancer

At 2nd level, the Techpriest becomes a master of robotics. She takes half the normal time to build or repair a robot’s (or cyborg’s or servitor’s) frame or a robotic component.

 

Technophile

At 2nd level, the Techpriest adds one-half her Techpriest class level to any Knowledge (technology) check made to identify an unfamiliar piece of technology or alien artifact.

 

Bonus Feats

At 3rd, 6th, and 9th level, the Techpriest gets a bonus feat. The bonus feat must be selected from the following list, and the Techpriest must meet all the prerequisites of the feat to select it.

Alien Weapon Proficiency, Armour Proficiency (light), Armour Proficiency (medium), Armour Proficiency (powered), Builder, Craft Cybernetics, Cybernetic Surgery, Cybertaker, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Gearhead, Mastercrafter, Vehicle Expert.

 

Cybermancer

Starting at 4th level, the Techpriest becomes a master of cybernetics. She takes half the normal time to build or repair a cybernetic attachment.

 

Skilled Salvager

A Techpriest of 4th level or higher has a special knack for scavenging useful components from destroyed vehicles, mecha, starships, robots, and cybernetic attachments.

When using the Salvage feat, the Techpriest gains a competence bonus on her Search checks equal to one-half her Techpriest class level.

 

Robo-expert 1

A Techpriest of 5th level or higher can use her knowledge of robotics to more easily defeat and disable robots. The Techpriest deals +1d6 points of damage against robots by targeting slight weaknesses in their design or armour. In addition, the Techpriest gains a +4 bonus on grapple checks against robots, enabling her to deactivate them more easily using the Disable Device skill.

 

Exotic Weapon Adept

Starting at 5th level, the Techpriest 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.

 

Super Cybersurgeon

At 7th level, the Techpriest gains a +4 competence bonus on Treat Injury checks made to perform cybernetic surgery; see the Cybernetic Surgery feat description for more information.

 

Robo-expert 2

At 8th level, the bonus to damage against robots increases to +2d6, and the bonus on grapple checks against robots improves to +8.

 

Expeditious Salvager

A Techpriest of 8th level or higher can use the Salvage feat to salvage a wrecked vehicle, mecha, starship, robot, or cybernetic attachment in half the usual time (see the Salvage feat description for details).

 

Necron Archeotech

At 10th level, a Techpriest is let into the inner circle of the Adeptus Mechanicus. He is made aware that much of the what the Mechs know about technology comes from an ancient potent race that transformed themselves into machines to escape death. The Techpriest is given access to special knowledge that the Adeptus Mechancius keeps hidden from the prying eyes of the High Lords of Terra and the Inquisition. This allows the Techpriest more liberty and the ability to create special prototype gear. The Techpriest can now craft ‘archeotech’ gear like C’Tan phaseblades.

 

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