Age of Orion
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]