HB Class BF Techie

Techie

Class Table

Level Proficiency Renown Class Feature
1 +2 0 Expertise, Sabotage
2 +2 0 Tech Specialization, Experienced Crafter
3 +2 0 Reconfigure Weapon
4 +2 1 Ability Score Improvement
5 +3 1 Tech Specialization Feature

Class Features

As a Techie, you gain the following class features.

Hit Points

Hit Dice: 1d6 per bonded level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per bonded level after 1st.

Proficiencies

Armor: Light armor
Weapons: Simple weapons.
Tools: Electronics Toolkit, Mechanical Toolkit, Computers.
Saving Throws: Intelligence, Wisdom
Skills: Choose Two from .

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
* (a) a basic electronics kit or (b) a basic mechanical kit
* (a) a Mechanics Jumpsuit or (b)
* a Tele-Scriber (Monban), a simple weapon,

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with either Mechanical Kits, Electronics Kits, or Computers. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sabotage

The Techie’s knowledge of devices let’s the Techie disrupt their function, be it mechanical or electronic. As an action, the Techie can use the proper kit (Mechanical or Electronics Kit) to increases the DC of any check the device tries to make, by the Techie’s Intelligence Modifier. Weapons and Armor require an Intelligence (Mechanical Kit) Check to repair them back to functionality, DC 8 + Proficiency bonus + Intelligence Bonus.

Tech Specialization

At 2nd level, the Techie selects a Tech Specialization from the list at the end of this class. The Specialization defines where their interest lies: Gearhead (Construction and Drones), Hacker (Computers and electronics), High-Tech Armorer (Prototype weapons and armor).

Experienced Crafter

At 2nd level, the Techie is experienced with the process of creation. The Techie gains Advantage when using downtime to craft items and no longer pays for days they fail the crafting check.

Reconfigure Weapon

At 3rd level, the Techie gains the ability to reconfigure a single element of a ranged weapon. Spending a short rest with an item, the Techie can select one of the following options to perform on a weapon. The modification results in a – 1 to the attack roll, and can be undone by spending another short rest with the item.
Rate of Fire: The Techie can change a Semi-Automatic weapon into a Full Automatic, and a Full Automatic weapon can be made into a Semi-Automatic.
Ammo Capacity: The Techie can add 50% more ammo to a weapon’s capacity.
Range Increments: The Techie can add 10 feet to the base range increment.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Tech Specialization

Techies specialize in certain aspects of technology

Gear Head

Vehicle tune ups, drone construction, and remote piloting.

Jury Rig

At 2nd level, the Techie has the ability to enhance machinery or electronics to perform better than normal, however it usually comes at the device breaking down sooner. Spend an action to gain one of the following options.
Effectiveness: Gain a +2 on skill checks with the machinery or electronics, breaks on a roll of 1-5.
SPBT (Security Protocol Bypass Trap): Next time the device is interacted with it deals damage based on the size of the item, Tiny: 2d4, Small: 2d6, Medium: 2d8, Large: 3d6, Huge: 4d8; while the damage type depends on the item, defaults to lightning damage from arcing electricity, but could be other types if justifiable. An Inspection of DC 8 + Proficiency + Intelligence is required to notice the device is trapped, and an Electronics Kit check of the same DC is required to fix it, failure results in setting off the trap.

Drone Creation

At 2nd level the Techie may create a robot.
wip

Hacker

Digital intrusion and social engineering.

Social Engineer

At 2nd level the Techie gains proficiency in Deception, and can spend 3 days of down time to collect information on a person or organization, granting them advantage on Computer Use checks when trying to access related systems. If the target is particularly security minded, a Charisma (Deception) check may be required, where failing could result in negative consequences from notification of the authorities to activation of private security forces.

Weave Spirit

At 2nd level, the Techie gains access to a Weave Spirit of their choice. The Weave Spirit is a magical companion that exists on the ethereal plane, and thus can’t be physically interacted with or seen without an ability to do so. Weave Spirits can appear on Magi-Tech slates, able to see the direction the slate is pointed, as well as speak and hear. Weave Spirits speak, read and write Draconic and Common. The Weave Spirit looks like a creature of your choice and has it’s own personality, but obeys the Techie’s commands.
Commands:
Red Hat: Gain double proficiency with Computer Hacking checks.
Blue Hat: Add your proficiency bonus to the Device’s Defense DC, and double your proficiency to counteract hacking attempts with Intelligence (Investigation) checks.
Green Hat: Perform a Research check, Intelligence (Investigate) using your proficiency bonus and intelligence modifier.

Magi-Tech Software

At 5th level, the Techie gains the ability to write Magi-Tech Software designed to perform a specific function. To add functionality to Magi-Tech Software, you need to spend a down time day, at the end of that day make an Intelligence (Computer) DC. Success brings you one day closer to completion, failure give you no progress.

Task Time: Amount of time it takes the task to run on a normal system. Times will increase on more secure systems.
Task Bonus: Bonus to the Task’s hack, Intelligence (Computer) check.
Counteract Task DC: The Intelligence (Investigation) check required to detect and remove the result of the task. The Counteract Task DC is 8 + Proficiency Bonus + Intelligence Mod.




Tasks Task Time DC Days
(Task) Weave Breach 4 minutes 14 2 Days
(Task) Disable Security 8 minutes 16 6 Days
(Task) Subvert Security 12 minutes 20 8 Days
(Task) Memory Wipe 2 minutes 12 1 Days
(Task) Copy Memory 1 minute or more 10 1 Days
Task Modifiers DC Days
+ 1 Task Bonus 14 2 Days
+ 2 Task Bonus 18 4 Days
+ 3 Task Bonus 22 8 Days
+ 2 Counteract Task DC 15 4 Days
+ 4 Counteract Task DC 20 8 Days
+ 6 Counteract Task DC 25 16 Days
75% Task Time 12 3 Days
50% Task Time 16 6 Days
25% Task Time 20 12 Days

Weave Breach: Any system expecting a specific Weave Signature can be bypassed by using a Weave Breach task.
Disable Security: Override security and shut them down usually by placing them in a maintenance state or triggering other fail safes. Alarms no longer go off or turn off if currently active.
Subvert Security: Alter the security protocols, the hacker decides who is to be treated as an ally or an enemy by the security system from this point onward.
Wipe Memory: Completely wipes the memory of the device. If the process is interrupted before half of the required run time, no memory is deleted.
Copy Memory: Bypasses security and copy protection to copy data and information onto the Device or another connected Device.

Magi-Tech Armorer

Creation and Modification of Magi-Tech equipment.

Arcane Spell Caster

At 2nd level, the Techie gains basic Arcane Spell Casting.

They pick spells from their list in the Bright Future Spells

Level Cantrips 1st 2nd 3rd 4th 5th
2 2 2
3 2 3
4 2 3
5 3 4 2

Spell Saving Throw: 8 + Proficiency Bonus + Intelligence Modifier
Spell Attack: Proficiency Bonus + Intelligence Modifier

Prototyping

At 2nd level, you can create Prototype weapons, armor, and other equipment that uses a spell you know. You must spend an hour every 24 hours maintaining the prototype or else it stops functioning. You pay the value of the item, then $4,000 [16W] multiplied by the level of the spell imbued into it, squared. It takes one day of down time per $2,500 [10W] slips to create the prototype. Cantrips can be imbued into a Prototype for $2,500 [10W] extra slips. Cantrips which enhance with character level, do not gain benefits from a higher level character, the prototype casts as if the creator is 1st level. The spell recharges at dawn and requires attunement to use.

Item Enchantment

At 5th level the Techie can imbue items with magic. Pay the item price again, and then $12,000 [48W] multiplied by the Enchantment Bonus Squared. It takes 8 days of down time to enchant per enchantment bonus. The Enchantment bonus is limited to + 1 until level 8, and + 2 until level 16, and can never go higher than + 3.
+ 1 = $12,000 [48W]
+ 2 = $48,000 [192W]
+ 3 = $108,000 [432W]

HB Class BF Techie

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