Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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At 14th level, and every six levels thereaer, the prophet gains<br />
an additional use of this ability (2/day at 14th level and 3/day at<br />
20th level).<br />
Granted Power (Su)<br />
At 9th level, the prophet may select any one domain, gaining that<br />
domain’s granted power. She does not, however, gain domain spells.<br />
At 13th and 17thlevels, the prophet may select an additional domain.<br />
Greater Lore (Su)<br />
At 10th level, a prophet gains the ability to comprehend an object’s<br />
significance. Whenever a prophet touches a magic item, she<br />
automatically learns all of the item’s magical properties as though<br />
she had cast the identify spell. As with the spell, the prophet learns<br />
nothing when touching artifacts or items of similar power.<br />
Technologist<br />
Among the Witch Hill goblins, there are groups of crasmen who<br />
are peerless in their ability to manufacture technology and quasitechnology.<br />
Armed with the ability to generate finished products at<br />
a remarkable rate, they are the masters of their cra. However, in<br />
recent years, their secrets have escaped the confines of Witch Hill,<br />
and evidence of their unique skills have begun to appear all across<br />
the Archduchy. Calling themselves technologists, these crasmen<br />
embrace technology in all its forms, creating a variety of unique and<br />
unusual machines. Witch Hill sports the greatest concentration of<br />
these savants, and they look down on those who steal their secrets.<br />
Adventures<br />
While most Witch Hill goblins are content to work in their workshops,<br />
technologists of other races embrace adventuring as means to further<br />
their cra. By exploring other lands, technologists can uncover<br />
ancient technology, new raw resources, and in some instances expand<br />
their reputations. For a Witch Hill goblin to leave his city he must be<br />
something of odd sort, with warped views or untraditional methods,<br />
causing his peers to shun him.<br />
Table 8–6: The Technologist<br />
Chapter Eight: Character Classes 89<br />
Characteristics<br />
The technologist is something of an extension of the expert NPC<br />
class. They have a broad assortment of abilities that allow them to<br />
create a variety of devices, some benign, and others harmful. They<br />
can affect constructs like no others can, either quickly repairing<br />
them or deconstructing them with unbelievable speed and accuracy.<br />
Furthermore, technologists can mimic magical effects through their<br />
cra, although they have no magical abilities whatsoever. With the<br />
ability to construct fireball projectors, machines capable of levitating<br />
(by pulley-driven fans, of course), or a host of other effects, they can<br />
sometimes be as formidable as spellcasters.<br />
Alignment<br />
From chaos is born creativity, consequently many technologists are<br />
chaotic. On the other hand, from order come the ability to replicate<br />
results, thus there are an equal amount of lawful technologist. Above<br />
all, though, most of these characters are neutral. Technologists may be<br />
good, neutral, or evil.<br />
Religion<br />
Like the Witch Hill goblins, technologists venerate Sri Senn Sindh.<br />
They rarely embrace other gods, although a rare few uphold Spiros or<br />
the Horde.<br />
Background<br />
For a Witch Hill goblin to adventure, he must be an outsider among<br />
his people, cast out for his maverick approach to crasmanship. Other<br />
technologists learn the trade by stealing secrets from the goblins, or<br />
being taught by one who did. As a result, many technologists wander<br />
about, shiless, rootless, without any connection to their homelands,<br />
for fear of ostracism by their people. Naturally, non-adventuresome<br />
technologists are valued members of their communities, encouraged<br />
to aid the war-effort and to never leave.<br />
Races<br />
Witch Hill goblins are the most likely race to advance in this class<br />
as they are the people from which the theories and philosophies of<br />
Base Aack Fort Ref Will<br />
Gadgets<br />
Level Bonus Save Save Save Special<br />
0 1st 2nd 3rd 4th 5th<br />
1st +0 +0 +2 +2 Expert craer 1 — — — — —<br />
2nd +1 +0 +3 +3 Natural alchemist 2 — — — — —<br />
3rd +1 +1 +3 +3 Dismantling strike +1d6 2 1 — — — —<br />
4th +2 +1 +4 +4 — 3 2 — — — —<br />
5th +2 +1 +4 +4 Jury rig 3 2 1 — — —<br />
6th +3 +2 +5 +5 Control firearm misfire 4 3 2 — — —<br />
7th +3 +2 +5 +5 Dismantling strike +2d6 4 3 2 1 — —<br />
8th +4 +2 +6 +6 Greater craer 4 4 3 2 — —<br />
9th +4 +3 +6 +6 Control artillery misfire 4 4 3 2 1 —<br />
10th +5 +3 +7 +7 — 4 4 4 3 2 —<br />
11th +5 +3 +7 +7 Dismantling strike +3d6 4 4 4 3 2 1<br />
12th +6/+1 +4 +8 +8 Rapid crasman 4 4 4 4 3 2<br />
13th +6/+1 +4 +8 +8 Sometimes it takes a hammer 4 4 4 4 3 2<br />
14th +7/+2 +4 +9 +9 — 4 4 4 4 4 3<br />
15th +7/+2 +5 +9 +9 Dismantling strike +4d6, master craer 4 4 4 4 4 3<br />
16th +8/+3 +5 +10 +10 Efficient crasman 5 4 4 4 4 4<br />
17th +8/+3 +5 +10 +10 — 5 5 4 4 4 4<br />
18th +9/+4 +6 +11 +11 — 5 5 5 4 4 4<br />
19th +9/+4 +6 +11 +11 Dismantling strike +5d6 5 5 5 5 4 4<br />
20th +10/+5 +6 +12 +12 — 5 5 5 5 5 4