Techslayer
Techslayer is a D&D 3.5 character class from HPG. Hit die d8.
Requirements
Race: Any. Alignment: Any nonchaotic. One of a techslayer's primary motivations is to eliminate the chaos created by rampant, uncontrolled science. Affiliation: Any. Skills: Disable Device 8 ranks, Use T echnological Device 4 ranks. Feat: Improved Sunder. Special: Must have witnessed or been involved in some spectacularly destructive technology-based act or event.
- Type
- Prestige
- Hit Die
- d8
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +2 | +2 | +0 | Construct slaying +1, identify technology, pierce armor (+1) |
| 2 | +1 | +3 | +3 | +0 | Opportunistic strike |
| 3 | +2 | +3 | +3 | +1 | Crush construct (ignore 5 DR), disruptive maneuver +1, pierce armor (+2) |
| 4 | +3 | +4 | +4 | +1 | Construct slaying +2 |
| 5 | +3 | +4 | +4 | +2 | Shutdown strike |
| 6 | +4 | +5 | +5 | +2 | Crush construct (ignore 10 DR), pierce armor (+3) |
| 7 | +5 | +5 | +5 | +2 | Construct slaying +3, pierce armor (+4) |
| 8 | +6 | +6 | +6 | +3 | Disruptive maneuver +2 |
| 9 | +6 | +6 | +6 | +3 | Crush construct (ignore all DR), pierce armor (+5) |
| 10 | +7 | +7 | +7 | +3 | Construct bane, construct slaying +4 |
Some nay-sayers do not appreciate the slow spread of technology . They see this new science as inherently destructive, and believe that left unchecked, technology will eventually lay waste to Azeroth. The actions of certain groups, such as the V enture Company , are clear evidence of this. While some use magic or other means to halt the use of destructive technology, a chosen few use its own power against it. These techslayers study and learn what they can about technology, then use that knowledge to keep it in check. T echslayers are often misunderstood. They do not hate science, only science used for evil purposes. T echslayers are adept at the use of technology, but they use their
Construct Slaying (Ex): The techslayer knows how to strike at constructs for maximum efficiency. He gains a +1 bonus on attack and damage rolls against constructs. In addition, constructs he attacks are not immune to critical hits. His bonus on attack and damage rolls increases by +1 every three levels (+2 at 4th level, +3 at 7th level, and +4 at 10th level). Identify T echnology (Ex): As a free action on his turn, a techslayer can attempt to identify any technological device within 30 feet, as long as he can see it. He makes an Appraise check (DC 10 + the device's T echnology Score - the device's size modifier to AC). He can take 10 but cannot take 20. The DC might also be higher if the device is partially concealed or is specifically designed to be innocuous. If the check succeeds, the techslayer knows the basic purpose of the device. If the check succeeds by 10 or more, he knows how it operates and all of its functions. A techslayer can identify a particular device in this manner once per minute. Pierce Armor (Ex): The techslayer knows how to get around the defenses provided by armor. He ignores the first point of armor bonus from natural or manufactured armor. This essentially means that he gains a +1 bonus on attack rolls against a foe with an armor or natural armor bonus of +1 or higher. He ignores an additional point of armor bonus for every two additional techslayer levels (he ignores 2 points of armor at 3rd level, 3 points of armor at 5th level, and so on). Opportunistic Strik e (Ex): At 2nd level, the techslayer can make an attack of opportunity against anyone attempting to activate a technological device within his threat range, even if activating the device normally doesn't provoke an attack of opportunity. This attack of opportunity doesn't count against the techslayer's normal limit.
Crush Construct (Ex): At 3rd level, the techslayer learns how to penetrate a construct's inherent defenses. The techslayer ignores the first 5 points of a construct's damage reduction. This amount increases to the first 10 points at 6th level. At 9th level, a techslayer ignores a construct's damage reduction entirely. Note, however, that a techslayer cannot offset or ignore damage reduction provided by other means, such as magic items, using this class ability, nor does he ignore hardness.
Disruptive Maneuver (Ex): At 3rd level, the techslayer can attempt to disrupt the activation of technological devices within 50 feet, provided he can see the device. By making a sudden gesture or shout, throwing a pebble, or something other action timed just right, the techslayer causes the device's MR to increase by +1 for that activation only. A techslayer performs this disruptive maneuver as an immediate action and can do so once per day per techslayer level. At 8th level, the disruptive maneuver's penalty to MR increases to +2.
Shutdown Strike (Ex): At 5th level, the techslayer understands technological devices so well that he can shut them down with a single well-placed blow . The techslayer can declare a normal melee attack to be a shutdown strike. He must make this declaration before making the attack roll. If this attack deals damage to a technological device (including a construct with the mechanical subtype), that device must make a Fortitude save (DC equals damage dealt) or shut down. The device cannot be reactivated until this damage is repaired. A techslayer can make a shutdown strike once per day for every two techslayer levels he possesses.
Construct Bane (Ex): At 10th level, a techslayer has achieved the pinnacle of his abilities, and is adept at destroying technological devices and constructs of all sorts. Whenever dealing damage to a device or construct, his weapons' threat ranges double. This ability stacks with other enhancements such as keen weapons and the Improved Critical feat. Furthermore, his critical hits against devices and constructs deal double normal damage (x2 becomes x3, x3 becomes x4, and so on). Table 3 -16: The Techslayer (Tsl) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +2 +2 +0 Construct slaying +1, identify technology, pierce armor (+1) 2nd +1 +3 +3 +0 Opportunistic strike 3rd +2 +3 +3 +1 Crush construct (ignore 5 DR), disruptive maneuver +1, pierce armor (+2) 4th +3 +4 +4 +1 Construct slaying +2 5th +3 +4 +4 +2 Shutdown strike 6th +4 +5 +5 +2 Crush construct (ignore 10 DR), pierce armor (+3) 7th +5 +5 +5 +2 Construct slaying +3, pierce armor (+4) 8th +6 +6 +6 +3 Disruptive maneuver +2 9th +6 +6 +6 +3 Crush construct (ignore all DR), pierce armor (+5) 10th +7 +7 +7 +3 Construct bane, construct slaying +4