Techsmith

Core (FP)Forgotten Realms (3.0)

Requirements

Spells: Ability to cast minor creation
Patron: Gond
Special: Must visit the High Holy Crafthouse Of Inspiration in the city of Illul on the island of Lantan.

Hit Die
d6
Skill Points
4+ Int

Class Skills

Advancement

Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Gondsman +1 level of existing class
2nd +1 +3 +0 +3 Technical knack +2 +1 level of existing class
3rd +1 +3 +1 +3 New domain +1 level of existing class
4th +2 +4 +1 +4 Construct sense +1 level of existing class
5th +2 +4 +1 +4 Technical knack +4 +1 level of existing class
6th +3 +5 +2 +5 Golembane +1 level of existing class
7th +3 +5 +2 +5 Improved critical +1 level of existing class
8th +4 +6 +2 +6 Technical knack +6 +1 level of existing class
9th +4 +6 +3 +6 Explosive obsession +1 level of existing class
10th +5 +7 +3 +7 Golemsmite +1 level of existing class

Weapon and Armor Proficiency: Techsmiths are proficient with all simple weapons, and gain the feat Exotic Weapon Proficiency (firearms) if they do not already have it.

Spells per day/Spells known: At each techsmith level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class before becoming a techsmith, the player must decide to which class to add each techsmith level for the purpose of determining spells per day and spells known.

Gondsman (Ex): Upon becoming a techsmith, the character may construct a gondsman-loyal mechanical warrior, assistant, bodyguard, and friend. This gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith he has been researching and working on parts of the gondsman in his spare time.

A gondsman is a construct, is made of metal and wood (and is therefore vulnerable to attacks such as warp wood and rusting grasp ). The techsmith can create a gondsman in one of two sizes: Small (Str 13,Dex 14, Con -, Int 4, Wis 13, Cha 6) or Medium-size (Str 15, Dex 12, Con -, Int 4, Wis 13, Cha 6), or A gondsman has a +5 natural armor, neutral alignment, d10s, for Hit Dice, and Hit Dice equal to the techsmith’s class level + 3. It has a slam attack that deals 1d8 points of base damage. A new gondsman has no equipment but can use any equipment appropriate for its size.

As the techsmith gains a level, the gondsman also increases in ability by gaining a Hit Die. Following the rules for constructs, the gondsman gains the normal improvements for a construct that adds a Hit Die: 1d10 hit points, attack bonus as cleric, poor base bonus improvement. In addition, each time the techsmith gains a level, he may add a upgrade to his gondsman, selecting from the following options:

  • +1 Strength
  • +1 Dexterity
  • +1 to base attack bonus
  • +1 to one save
  • +1 to existing natural armor bonus

A gondsman shares a special bond with its creator, similar to the relationship between a sorcerer and his familiar. The construct and creator share an empathic link to a distance of one mile. The techsmith cannot see through the gondsman’s eyes, but they can communicate telepathically. Even the most intelligent and personable gondsmen tend to see the world through a somewhat detached, mechanical perspective, so misunderstandings are possible. This empathic link is a supernatural ability.

Because of the empathic link between the gondsman and the techsmith, the techsmith has the same connection to a place or item that the gondsman does.

Should a gondsman be damaged, the techsmith can repair it using artisan’s tolls at a rate of 1 hit point per hour. Alternatively, the mace of smiting.