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Tech Operative (3.5e Class)

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Date Created: 9/21/10
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{{#set:Summary=A slightly altered and highly reflavored Cleric. The Tech Operative calls down assistance from a distant Base, using technology instead of magic. |Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Moderate |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Divine Spellcasting |Class Ability=Prepared Spellcasting |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}


Tech OperativeEdit

The Tech Operative is often the harbinger of an invasion, softening up enemy nations and fortifications with the well-placed application of incredible technological gadgetry.

Making a Tech OperativeEdit

The Tech Operative is much like a stealthy Cleric that functions in an antimagic field but is disabled in certain other circumstances.

Abilities: The primary "casting" stat of a Tech Operative depends on which Base they choose.

Races: Sneaky races from highly advanced civilizations are the most common members of the Tech Operative class, although non-sneaky races from highly advanced civilizations compose most of the rest.

Alignment: Any, although generally slightly more Chaotic than the average member of their society.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Moderate. People generally prefer to train their minions before giving them access to the most advanced military technology available.

Table: The Tech Operative

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Device Implantation, Base 31
2nd +1 +0 +3 +3 42
3rd +2 +1 +3 +3 421
4th +3 +1 +4 +4 532
5th +3 +1 +4 +4 5321
6th +4 +2 +5 +5 5322
7th +5 +2 +5 +5 64321
8th +6/+1 +2 +6 +6 64332
9th +6/+1 +3 +6 +6 644321
10th +7/+2 +3 +7 +7 644332
11th +8/+3 +3 +7 +7 6544321
12th +9/+4 +4 +8 +8 6544332
13th +9/+4 +4 +8 +8 65544321
14th +10/+5 +4 +9 +9 65544332
15th +11/+6/+1 +5 +9 +9 655544321
16th +12/+7/+2 +5 +10 +10 655544332
17th +12/+7/+2 +5 +10 +10 6555544321
18th +13/+8/+3 +6 +11 +11 6555544332
19th +14/+9/+4 +6 +11 +11 6555554433
20th +15/+10/+5 +6 +12 +12 6555554444

Class Skills (Skill Points::6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Tech Operative.

Weapon and Armor Proficiency: Tech Operatives are proficient with simple and martial weapons, with three ammo-based exotic weapons of their choice, and with light and medium armor.

Spells: The Tech Operative calls forth effects identical to spells from the cleric spell list, with the distinction that no verbal component is necessary, and these effects are extraordinary, not magical in nature. Tech Operatives do not receive bonus "spells" for having a high ability modifier, and do not have a minimum ability score requirement to cast their "spells".

The Tech Operative replenishes his spells by spending 1 minute in communication with his Base. It takes 8 hours after this communication for the new spells to be ready.

Device Implantation (Ex): In order to maintain a secure, unpreventable communications link to his Base, the Tech Operative's brain is implanted with some sort of fancy gadget. As a side effect of having this gadget, the Tech Operative permanently loses 1 Intelligence per year.

Base: At 1st level, the Tech Operative or his organization chooses which type of Base he uses. The type of Base chosen determines a number of things.

Battlecruiser: Save DC's for the Tech Operative's "spells" are equal to 10 + the "spell's" level + his Dexterity modifier.

When the Tech Operative moves to a different planet or plane, he loses his ability to cast "spells" for 20+1d8 hours.

The Tech Operative may spontaneously convert his "spells" to "spells" from the following list of an equal or lower level:

Table: Battlecruiser Base Spontaneous Spell Conversion
Spell Level Can be spontaneously converted to...
0 ghost sound
1 true strike
2 levitate
3 fireball
4 lesser globe of invulnerability
5 secret chest, but no Focus and chest is hidden on the Battlecruiser
6 greater dispel magic
7 mass invisibility
8 dimensional lock
9 meteor swarm

Bring Down the Thunder: Once, the Tech Operative may spend 1 minute calling down a nuclear strike on a target point he has line of sight to within Long range. Everything within Medium range of the targeted location takes 1d6 points of Fire damage per class level. Everything within Close range of the targeted location also takes 1d6 points of Force damage per class level. A Reflex save for half damage is permitted. Detecting the point before the nuke arrives is a DC 25 + class level Spot check. The Tech Operative's single use of this ability replenishes whenever he levels up.

Command Center: Save DC's for the Tech Operative's "spells" are equal to 10 + the "spell's" level + half his class level.

All "spells" the Tech Operative casts are teleportation effects, and as such are stopped by spells such as dimensional lock.

The Tech Operative may spontaneously convert his "spells" to "spells" from the following list of an equal or lower level:

Table: Command Center Base Spontaneous Spell Conversion
Spell Level Can be spontaneously converted to...
0 message
1 identify, but no material component
2 locate object
3 daylight
4 dimension door
5 teleport
6 mislead
7 greater teleport
8 discern location
9 Gate

Bring Down the Thunder: Once, the Tech Operative may spend 1 minute calling down a nuclear strike on a target point he has line of sight to within Long range. Everything within Medium range of the targeted location takes 1d6 points of Fire damage per class level. Everything within Close range of the targeted location also takes 1d6 points of Force damage per class level. A Reflex save for half damage is permitted. Detecting the point before the nuke arrives is a DC 25 + class level Spot check. The Tech Operative's single use of this ability replenishes whenever he levels up.

Guerrilla Insurgents: Save DC's for the Tech Operative's Gadgets are equal to 10 + the Gadget's level + his Strength modifier.

Instead of "spells", the Tech Operative gets an equivalent selection of Gadgets delivered to him somehow. Each Gadget is a one use magic item that uses his class level as the caster level. All Gadgets cease functioning 16 hours after they are delivered. All Gadgets weigh 1 pound, and can be drawn and used in the same amount of time it would take to cast the equivalent spell. Other characters may attempt to use the Tech Operative's Gadgets, but there is a 50% chance that they will simply fail to function and break whenever a character attempts this.

The Tech Operative may treat his Gadgets like grenades, a throwing weapon with a range increment of 20', dealing 1d6+STR bludgeoning damage to the target if it hits, and an additional 2d6 fire damage per spell level in a 15' (+5'/3 spell levels) radius. A successful Reflex save halves the fire damage.

Ex-Tech OperativesEdit

Tech Operatives who somehow lose their Base are denied all access to "spells", Gadgets, and Bring Down the Thunder until they somehow gain a new Base.




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