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Path of the Technologist
This is the path of the Technologist. Characters who pursue this path will be able to unlock the secrets of ancient technology. They may build and repair technology as well as recharge it. This path allows players to master technology if it is present in a campaign setting.
Key Skills
Upon purchasing the Path of The Technologist, you gain the following Key Skills:
Tech Secrets (Talent)
- Requirements: Knowledge (Engineering) 1, Use Magic Device 1, 5 EXP
You may now roll Use Magic Device checks or Knowledge (Engineering) to identify and use technological items. Without Tech Secrets you cannot use or identify technology effectively. Tech Secrets also allow you to passively notice technology with a successful Perception check. Tech Secrets does not let you repair or create technology.
Tech Savant Trail
Fabricator, Rudimentary
- Requirements: Tech Secrets, Knowledge (Engineering) 4, Craft (Technology) 4, 10 EXP
You may create Tech Parts (Rudimentary) using Craft (Technology). Doing so with standard or Masterwork Artisan tools doubles all craft times listed. You may also repair technological items that require Rudimentary parts to fix.
Fabricator, Standard
- Requirements: Tech Secrets, Fabricator (Rudimentary), Knowledge (Engineering) 10, Craft (Technology) 10, 15 EXP
You may create Tech Parts (Standard) using Craft (Technology). Doing so with standard or Masterwork Artisan tools quadruples all craft times listed. You may also repair technological items that require Standard parts to fix.
Fabricator, Advanced
- Requirements: Tech Secrets, Fabricator (Standard), Knowledge (Engineering) 15, Craft (Technology) 15, 25 EXP
You may create Tech Parts (Advanced) using Craft (Technology). Doing so with standard or Masterwork Artisan tools octuples all craft times listed. You may also repair technological items that require Advanced parts to fix.
Ancient Techprint
- Requirements: Tech Secrets, Knowledge (Engineering) 8, 15 EXP
You gain the ability to read Teachprints as well as create Techprints from items you know how to craft.
Haste Makes Waste
- Requirements: Tech Secrets, Fabricator (Rudimentary), Knowledge (Engineering) 6, Craft (Technology) 6, 5 EXP
You create far more waste fabricating Tech parts, but work with lighting pace. You negate the work time multiplier when using standard tools, but use twice the number of parts in exchange.
Hacker
- Requirements: Tech Secrets, Use Magic Device 4, 10 EXP
You are able to access hidden data or douse ancient firewalls. Communicating with the technological spirits, you may negotiate with terminals and bypass locks that are technological in nature with a Use Magic Device check. Without this Talent you are unable to do anything more than read displays or perform basic inquiries.
Researcher Trail
Techno Researcher (Talent)
- Requirements: Knowledge (Engineering) or Knowledge (Esoteric) or Use Magic Device or Spellcraft 4, 10 EXP
You now research Technological items faster. The time required to research an undiscovered Technological item is halved.
Technological Insight (Talent)
- Requirements: Knowledge (Engineering), Knowledge (Esoteric), Use Magic Device, Spellcraft 8, 20 EXP
You now research Technological items faster. The time required to research an undiscovered Technological item is halved. (This stacks with other abilities. You do not use the base research time but your current research time after previous modifiers.)
Techno Weapons Specialist (Talent)
- Requirements: Knowledge (Engineering) 12, Craft (Technology) 12, 10 EXP
You may now Research Technological weapons in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological weapons.
Technological Gadgeteer (Talent)
- Requirements: Knowledge (Engineering) 12, Craft (Technology) 12, 10 EXP
You may now Research Technological gadgets in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological gadgets.
Cybernetic Wiz (Talent)
- Requirements: Knowledge (Engineering) 12, Craft (Technology) 12, 10 EXP
You may now Research Technological Cyberware in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological Cyberware.
BioTechnician (Talent)
- Requirements: Knowledge (Nature) 6, Craft (Alchemy) 6, 5 EXP
You may now Research Technological Biomedicine in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological Biomedicine.
Techno Shaman (Talent)
- Requirements: Knowledge (Engineering) 8, Use Magic Device 8, 5 EXP
You may now Research Technological Computing in half the time it normally takes you. (this stacks with similar effects and allows you to half the time it previously took. Not the base time.) In addition you get a +5 bonus to skills when Crafting Technological Computing.
Living Conduit
Detect Charge
- Requirements: Tech Secrets, Use Magic Device 1, 5 EXP
By spending 1 MP you may detect the presence of any charges within 10 ft per rank in Use Magic device you have. For each Full Round Action you spend focusing, you may see charges through barriers at 1 foot per round. Some materials may block this ability. It lasts a number of minutes equal to your ranks in Use Magic Device.
Mana Recharge
- Requirements: Tech Secrets, Detect Charge, Use Magic Device 4, 10 EXP
By spending your own Mana you may temporarily provide a charge to a technological device. This charge lasts a number of minutes equal to your ranks in Use Magic Device. The cost of the charge is normally comparable to the Spell Tier which the technological device mimics, but may vary from item to item. Some items may require a Use Magic Device check if they are particularly delicate or esoteric. You must be able to touch the item to use this ability, and it requires a Standard Action.
Mana Diode
- Requirements: Tech Secrets, Detect Charge, Mana Recharge, Use Magic Device 8, 20 EXP
Through continued mastery of Mana manipulation you may infuse technological devices with permanent charges at the cost of far more Mana. When using Mana Recharge, you may instead make the charge permanent, if you pay twice the Mana cost.
Charge Leech
- Requirements: Tech Secrets, Detect Charge, Mana Recharge, Mana Diode, Use Magic Device 10, 25 EXP
By simply touching a technological device (or making a touch attack versus a technological creature) you may absorb charges from them and convert them directly into Mana. This requires a Standard Action and a Use Magic Device check. The number of Mana Points resorted is equal to the check result divided by 10 (rounded down). Each time this ability is used on a device, it loses a charge. If used on a technological creature, the creature must make a DC 15 Fortitude save, or become staggered for one round.
Aether Master
- Requirements: Tech Secrets, Detect Charge, Mana Recharge, Mana Diode, Use Magic Device 15, 25 EXP
By reaching through the mysterious Aether you may use Mana Recharge and Charge Leech from a range. So long as you can detect a charge you may use this ability. Its range is equal to 10 ft per rank in Use Magic device that you possess.
Living Conduit
- Requirements: Tech Secrets, Detect Charge, Mana Recharge, Mana Diode, Aether Master, Use Magic Device 20, 35 EXP
Your body has become so accustomed to transferring Mana and technological charges you may now store a number of charges in your body equal to your Constitution modifier (or Intelligence if you have the Mind Over Matter Boon). These charges may be transferred in place of Mana when using Mana Recharge with the Mana Diode Talent (Temporary charges can not be transferred). When using Charge Leech you may instead gain a charge in your Charge storage.
The Flesh is Weak
Self Augmentation
- Requirements: Tech Secrets,Heal 1, Craft (Technology) 1, 10 EXP
You have discovered that steel surpasses skin in all ways and may now install prosthetics on yourself using the Heal skill at no penalty. This talent also increases the number of Cybernetics you may have equal to half your Hit Dice (Rounded Down).
Cybercrafter
- Requirements: Tech Secrets, Self Augmentation, Heal 3, Craft (Technology) 3, 15 EXP
You have learned how to make replacement limbs. They are rather basic, but retain the full functionality of the flesh they replace. You may craft Replacement Legs (Rudimentary) and Replacement Arms (Rudimentary). If you begin play with this Talent, you may gain a single free replacement limb from the choices above. Note that crafting these replacement limbs requires Tech Parts as with any technology.
Custom Job
- Requirements: Tech Secrets, Cybercrafter, Self Augmentation, Heal 4, Craft (Technology) 4, 10 EXP
Your cybernetics are far more versatile than most, and each replacement limb may support another modification. This only applies to cybernetics on your own body.
Steel Within
- Requirements: Tech Secrets, Self Augmentation, Cybercrafter, Heal 8, Craft (Technology) 8, Hit Dice 6, 15 EXP
You have mastered harnessing the strength of steel. Your replacement limbs and cybernetics now have additional wounds equal to your total hit dice.
Til’ There is None
- Requirements: Tech Secrets, Self Augmentation, Steel Within, Cybercrafter, Heal 12, Craft (Technology) 12, Hit Dice 10, 10 EXP
You will not be satisfied until you are complete. You may now replace your head and body with prosthetics. You may craft Replacement Body (Rudimentary). and Replacement Head (Rudimentary). Your cybernetics also continue to function into the negatives at no penalty (excluding the Head and Body).
Machine Messiah
- Requirements: Tech Secrets, Self Augmentation, Cybercrafter, Steel Within, Til’ There is None, Heal 15, Craft (Technology) 15, Hit Dice 15, Must have replaced all limbs (including Head and Body with cybernetics), 25 EXP
Your machine body is complete. You no longer are bound to the limits of biology and have embraced perfection. You may add additional cybernetic limbs up to twice your natural original number. If your Head is ever destroyed, you may spend a hero point to instead return to zero wounds and remain unconscious and stable.
