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tech-knight_prestige_class

Tech-Knight (Prestige Class)

A Tech-Knight routinely augments himself with cybernetics, elevating his awareness and combat capabilities to safeguard the laws of information-sharing and the technological future of mankind. No symbol represents a Tech-Knight's devotion to these goals more than the robotic familiar constructed as a rite of passage into the knighthood. This robot companion then serves as a unique heraldic device, badge of honor, and extension of a Tech-Knight's will.

In action, Tech-Knights uphold a literal code of honor, stored deep within their data archives, swearing an oath to mutual support of the knighthood as well as their current benefactor. They champion the rights of the living and the artificially intelligent in equal measure, tracking their quarry across land-scapes both real and virtual. Some Tech-Knights hire on as mercenaries to corpora-tions, stellar nationalities, or the highest bid-der. Others pursue their own goals, simulta-neously fostering both the acquisition and spread of technology to those in need.

Select this prestige class if you want your character to bridge the gap between man and machine as a technological warrior with a robotic companion.

The fastest path into this prestige class is a combination of the Strong and Smart hero basic classes, though other paths also exist.

REQUIREMENTS

To qualify to become a Tech-Knight, a character must meet the following criteria. Base Attack Bonus: +6. Skills: Computer Use 10 ranks, Craft (electronic) 10 ranks, Craft (mechanical) 10 ranks, Repair 10 ranks. Feats: Archaic Weapons Proficiency, Robo-Engineer, Robot Companion, Robot Fa-miliar.

Allegiance: The character must adopt an allegiance to the Technological Knight-hood to become a Tech-Knight.

HIT DIE

The Tech-Knight gains 1d8 hit points per lev-el. The character's Constitution modifier ap-plies.

ACTION POINTS

Tech-Knights gain a number of action points equal to 7 + one-half their character level (rounded down) with each new level in this prestige class.

CLASS SKILLS

A Tech-Knight's class skills include: Computer Use (Int), Concentration (Con), Craft (electrical, mechanical) (Int), Disa-ble Device (Int), Intimidate (Cha), Knowledge (behavioral sciences, civics, current events, earth and life sciences, physical sciences, streetwise, tactics, technology) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (any) (N/A), Repair (Int), Re-search (Int), Search (Int), Speak Language (any) (N/A), Spot (Wis). Skill Points at Each Level: 4 + Int modifier

CLASS FEATURES

The following class features pertain to the Tech-Knight prestige class.

Code of Honor

A Tech-Knight lives by a specific code that guides his actions, If a Tech-Knight ever violates his code of honor or gives up his allegiance to the Technological Knighthood, he can no longer advance in this class. He is also required by his fellow knights to surrender both his auto-blade and improved robotic familiar's frame (see below). The fallen Tech-Knight may still remove the robot's brain for implantation in another frame, however.

Improved Robotic familiar

Initiation into the Technological Knighthood involves the construction of an improved robotic familiar, which uniquely identifies Tech-Knights to one another. Tech-Knights go to great lengths to maintain and care for these machines, coming to depend upon them as messengers, personal defenders, and confidants. They also provide a variety of additional benefits, but if a Tech-Knight loses his status within the knighthood, he must surrender his familiar's robot frame and thereby forfeit these abilities. In addition to these abilities, a Tech-Knight's robotic familiar may have no more than 2 manipulators, uses thrusters for loco-motion, and carries armor appropriate to the Tech-Knight's Progress Level. It also includes a built-in Class IV sensor, two skill nets (four skills at 8 ranks each), a feat net (two feats), and a tool mount for a projectile deflector, granting a +4 equipment bonus to Defense against ranged attacks. This protection can also extend to cover the Tech-Knight as long as his robotic familiar stays adjacent to him. The Tech-Knight may improve these initial systems over time, as per the normal rules for improving and altering robots. Share Senses-The link between a Tech-Knight and his robotic familiar expands to allow the robot to also share the Tech-Knight's senses as if using a reverse AV transmitter. This enables the robot to see and hear every-thing around its master as long as it stays within the accepted control range. Hardened Systems-A Tech-Knight's robotic familiar receives a +6 bonus to resist

Accessories: Weapon mount (autoblade), Tool mount (electricomp sensor) Purchase DC: 25 Restriction: Military (+3)

The TECH-KNIGHT

Class Base Attack Fort . Ref Will Class Defense Reputation Level Bonus Save Save Save Features Bonus Bonus 1st +1 +0 +1 +1 Code, Imp. Robot Familiar +1 +0 2nd +2 +0 +2 +2 Bonus Feat +2 +0 3rd +3 +1 +2 +2 Personal Shield +2 +1 4th +4 +1 +2 +2 Bonus Feat +3 +1 5th +5 +1 +3 +3 AutoBlade +3 +1

The CODE OF THE TECH-KNIGHTS

The members of the Technological Knighthood believe that intelligent machines—robots—can not only achieve sentience, but also acquire free will. In order for these pre-sentient beings not to resent their biological creators, robots must be treated with compassion and under-standing. The Tech-Knights have adopted this code to guide robots toward a peaceful coexistence with biological beings. •A Tech-Knight must champion the advancement of technology by supporting research, protecting the sanctity of data archives, and opposing those who misuse or abuse technology to threaten others. •A Tech-Knight must provide support for all other Tech-Knights of his Order. (Though nothing prevents Tech-Knights of different Orders from opposing one another over contentious issues.) •A Tech-Knight must maintain and care for his robotic companions. He may not intentionally mistreat or sacrifice his companions. (The Goal of the Knighthood is for individual Knights and their robotic familiars to develop a “Knight-and-Squire” relationship in preparation for the robot’s emancipation as a thinking, free-willed being.) •A Tech-Knight must fully accept cybernetically enhanced individuals and protect them from discrimination. •A Tech-Knight must accept emancipated sentient machines as equals and protect them from discrimination. (This part of the code applies to all free-willed machines with an Intelli-gence score.) jamming or interference of their shared rem-con link. Loyalty programs also allow the robot to continue acting autonomously on its owner's behalf in the event such jamming occurs, or if sent beyond the link's control range.

Memory Buffer-A Tech-Knight may use his robotic familiar as a free buffer to temporarily store memories or information he seeks to protect from those who might interrogate him or otherwise pry into his mind. This information is of course subject to compromise or loss if the robot is destroyed, however. Direction Sense–A Tech-Knight may use the navigational data from his robotic familiar to gain a +2 bonus to Navigate skill checks.

Bonus Feats

At 2nd and 4th level, the Tech-Knight gets a bonus feat. The bonus feat must be selected from the following list, and the Tech-Knight must meet all the prerequisites of the feat to select it. Advanced Two-Weapon Fighting, Agile Riposte, Alertness, Attentive, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (powered), Blind-Fight, Brawl, Builder, Cleave, Combat Expertise, Combat Reflexes, Cybertaker, Dead Aim, Dodge, Far Shot, Gearhead, Great Cleave, Improved Bull Rush, Improved Brawl, Improved Disarm, Improved Knockout Punch, Improved Two-Weapon Fighting, Knockout Punch, Mastercrafter, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quick Reload, Renown, Robo-Diplomat, Sunder, Two-Weapon Fighting.

Personal Shield

At 3rd level, a Tech-Knight's robotic familiar takes on a protective anticipation with regard to its owner. At the Tech-Knight's direction, or of its. own volition, the robot may intervene and defend against an attack by placing itself in harm's way. This action may only be attempted once per round, against a single ranged or melee attack (but not attacks that target an area). The robotic familiar must be adjacent to the Tech-Knight to attempt such a defense. If the attack hits the robot, it takes damage normally. If the attack misses, however, it re-solves normally against the Tech-Knight.

Autonomous Blade

At 5th level, a Tech-Knight may craft a special type of robot called an auto-blade to take up defense of the knighthood and civilized society. This robotic sword serves as both a weapon and an additional robot companion. The Tech-Knight can choose to allow the au-tonomous blade to fight on its own, or, more commonly, wield it as his personal melee weapon. See below for complete statistics.

The TECH-KNIGHT’S AUTOBLADE

This robot companion is a high-tech sword approximately four feet in length from blade to hilt. The majority of its control systems are housed within the pommel, grip, and crossguard. The blade itself is the robot’s only weapon, which the machine can wield through complex thrusters positioned across its entire chassis. The autonomous blade serves as a capable weapon whether flying independently or wielded by a skilled warrior. Frame: Armature Locomotion: Thrusters Manipulators: None Sensors: Class VI sensor system Skill Software: Listen skill progit (3 ranks), Search skill progit (3 ranks, Spot skill progit (3 ranks) Feat Software: Archaic Weapons Profi-ciency Ability Upgrades: Strength (+4), Dex-terity (+2)

Autonomous Blade Robot: CR ½; Small Con-struct; HD ½d10+5; hp 10; Mas-; Speed Fly 30 ft (poor); Defense 20 (+2 Dex, +8 equip-ment), touch 12, flat-footed 18; BAB +0; Grapple N/A; Attack +2 melee (2d6+2); Face 5 ft; Reach 5 ft; SQ Construct; Allegiance: Owner; Saves Fort +0, Ref +2, Will +0; Action Points 0; Rep +0; Str 15, Dex 14, Con -, Int -, Wis 10, Cha 1 Skills: Listen +5, Search +5, Spot +5 Feats: Archaic Weapons Proficiency Damage Purchase Weapon Damage Critical Type Size Weight DC Restriction Autonomous Blade 2d6 19-20 Slashing M 4 lb 25 Mil (+3)

Storyteller House Rule

Requirements

To qualify to become a , a character must fulfill the following criteria.

Base Attack Bonus:

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st
tech-knight_prestige_class.txt · Last modified: 2021/12/04 00:39 (external edit)