Tech Priest
Table of Contents
Tech Priest (Cleric Archetype) (Champion)
This archetype requires sphere cleric (Ultimate Spheres of Power).
Proficiencies: A tech priest is proficient with all simple weapons, as well as light armor and bucklers. Tech priests are also proficient with the favored weapon of their deity. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.
The tech priest uses their casting ability modifier as their practitioner modifier.
This modifies proficiencies.
Machinery Focus: The tech priest does not gain bonus Life or Death sphere talents and instead gains the TInker sphere as a bonus sphere. In addition, the tech priest must select at least one Tinker domain (and may select Tinker domains regardless of their deity’s domain portfolio).
This alters domains and replaces necromantic focus.
Technodivinity Conduit (Su): The tech priest’s channel energy is usable a number of times per day equal to 3 + their Charisma modifier + their casting ability modifier (if the tech priest’s casting ability modifier is Charisma, this allows the tech priest to add their Charisma modifier twice).
This alters channel energy.
Technoclergy Marvels: At 1st level and every odd level thereafter, the tech priest selects a singular tech priest marvel (chosen from below). If a technoclergy marvel grants the tech priest abilities, they are treated as personal gizmos (or personal battery abilities), and are subject to the tech priest’s Tinker tradition as appropriate.
If a technoclergy marvel grants a sacred or profane bonus, it grants a sacred bonus if the tech priest channels positive energy and a profane bonus if the tech priest channels negative energy.
Technoclergy marvels with the [channel] tag are treated as using channel energy and expends 1 use as appropriate; these abilities may also be modified by the Quick Channel feat (or similar abilities), allowing the tech priest to use them as a move action.
- Assistant (requires tech priest 5): The tech priest gains a familiar and the Improved Familiar feat as a bonus feat. The tech priest may craft and implant 1 gizmo in their familiar, with that gizmo not counting against the tech priest’s gizmo limit, +1 additional gizmo per 10 tech priest levels.
- Channeled Savant (Su) [channel]: The tech priest gains Tinker Savvy as a bonus talent. The tech priest may expend a use of channel energy when attempting any skill check to substitute that skill with their TInker sphere associated skill. If attempting a Tinker sphere associated skill check, the tech priest instead gains a sacred or profane bonus on that check equal to 2 + 1/2 their tech priest level.
- Conductive Armaments (Su) [channel]: The tech priest gains Technological Weapons as a bonus talent. The tech priest may channel energy using a blaster gizmo as their focus to have their channel energy use the gizmo’s blaster shape to determine its area of effect (depleting a battery to increase the blaster shape’s effects as normal). Alternatively, the tech priest may expend a use of channel energy as part of using a blaster gizmo to add +2 damage per tech priest level to the blaster’s damage. This bonus damage is only applied to a target a single time, even if they would be hit by multiple instances of the blaster’s damage in a single turn (such as the volley blaster shape).
- Energy Solutions (Su) [channel]: The tech priest gains Energy Set as a bonus talent. In addition, the tech priest may channel energy to directly power a gizmo in their possession or within their natural reach, granting it a single charge lasting 1 minute per tech priest level. This charge may be expended as though it were a battery crafted by the tech priest (lasting for the gizmo’s normal battery use ability’s duration, as normal for a battery).
- Expanded Domain (requires tech priest 5): The tech priest selects and gains an additional Tinker domain. This technoclergy marvel may be selected multiple times.
- Gizmo Feat: The tech priest gains a single gizmo feat of their choice. The tech priest must meet the feat’s prerequisites as normal.
- Glorious Evolution (requires (augmentation) package): The tech priest gains Prosthetics Mastery as a bonus talent. The tech priest may craft 1 supplemental prosthetic as a personal gizmo, +1 at 7th level and every 5 tech priest levels after. A supplemental prosthetic crafted this way does not count against the tech priest’s gizmo limit, and if the supplemental prosthetic would grant a competence bonus, it instead grants a sacred or profane bonus.
- Miraculous Assembly (Su) [channel] (requires tech priest 11): The tech priest may channel energy to immediately create a gizmo they could normally craft. The resulting gizmo does not count against the tech priest’s gizmo limit. This gizmo is a temporary fabrication and lasts for 1 round per tech priest level. Alternatively, the tech priest may expend a use of channel energy when maintaining their gizmos to craft a gizmo in excess of their normal gizmo limit, which lasts until the tech priest rests and regains their resources. The tech priest may only craft a single gizmo this way.
- Multidisciplinary Doctrine: The tech priest gains two utility talents of their choice, which may be from non-Tinker spheres.
- Restoration Protocols (Su) [channel]: The tech priest gains Repair Kits as a bonus talent. In addition, the tech priest may channel energy to briefly empower a single repair kit gizmo (rolling their channel energy’s results as normal). If the empowered repair kit is used within the next minute per tech priest level, the recipient gains temporary hit points equal to the channel energy’s results in addition to the repair kit’s effects. These temporary hit points last 1 hour per tech priest level.
- Sanctified Engines (Su) [channel] (requires (transportation) package): The tech priest priest may channel energy to directly empower a mechanoid, granting it a +1 sacred or profane bonus on attack rolls, damage rolls, and saving throws, +1 per 5 tech priest levels. This bonus lasts for 1 round per class level. If the tech priest is piloting that mechanoid, they may expend a use of channel energy as part of piloting that mechanoid (instead of needing to channel energy as a separate action); if they use this ability as part of piloting, the effect’s duration ends if the mechanoid is no longer continuously piloted by the tech priest (or expires normally).
- Seeker Doctrine (Su) [channel] (requires (transmission) package): The tech priest gains Transmission Mastery as a bonus talent. While using a detector, if the detector pinpoints one or more valid targets, the tech priest may channel energy to outline each pinpointed target with a faint glow for 1 round per tech priest level. This glow is visible, even in the darkness, allowing creatures to see and target the outlined creature as though they were visible, penalizing the target’s Stealth by 2 per tech priest level and preventing the target from benefitting from concealment.
- Technofaith Healing (Su): The tech priest gains Medical Set as a bonus talent. In addition, effects the tech priest creates that could ordinarily only heal living or undead creatures may also heal constructs and repair gizmos (as though they were living or undead, whichever is beneficial to receive such healing). This includes applications of the Life sphere, channel energy, and so on.
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| Ultimate Engineering Hub Page | ||||||||
| Rules and Information | ||||||||
| Using Tinker Sphere | Using Spheres of Might | Skill Rules | ||||||
| Tinker Sphere | ||||||||
| Gizmo Feats | Mastering Gizmos | AI and Mechanoids | ||||||
| Tinker Traditions | Tinker Optional and Variant Rules | Inventioneering | ||||||
| Get Ultimate Engineering | ||||||||
| Get Diamond Spheres: Expanded Tinker and Silverminds | ||||||||
