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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

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