
Alexander Augunas Contributor |
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Life is an endless precession. Men are born,
men grow older, and men die. Nations built from nothing decay into decadence and collapse. Even gods themselves bow down before the forces of time and fade into the annals of history and myth. There is only one force that is truly immortal, an idea born with intelligence that will never truly vanish. Philosophers have many names for this enduring idea: inspiration, innovation, or the muses. Innovations takes many forms, as
new ideas, spells, philosophies, and technologies. Innovation can be set back, innovation can be buried beneath the ageless sands, but it can never truly die.
Radiance House is happy to announce Age of Electrotech, a new 98-page supplement for the Pathfinder Roleplaying Game! Far more than a simple book with new classes, archetypes, and equipment, Age of Electrotech is about innovation, both in game mechanics and in the campaign setting. The Age of Electrotech is a golden age of new possibilities and new ideas. Set amidst a background of roaring engines and crackling batteries, the Age of Electrotech details a pulp fiction fantasy set between the Industrial Revolution and the Roaring 20s. New technology utilizing the mundane forces of nature has slowly begun to emerge in the world, and its heralds, the electrotechnicians, claimed that it would bury the esoteric arts of magic into the annals of history while ushering in a glorious, new age where anyone could obtain fantastic powers simply by sliding on a cheetah gadget or waving a scorching ray tinker.
Sadly, reality got in the way. Although most homes possess cookers and many people drive electric carriages around their city homes, these devices are simply too expensive to produce in order to truly replace the arcane arts. One could train a dozen wizards and teach them all to cast acid arrow with the amount of gold it would cost to equip one soldier with a state-of-the-art nucleonic rifle. Electrotechnology has been mostly confined to the great urban areas of the world, moaning again city walls, beginning for release into the wild world.
Now, it is up to you to unleash the wonders of electrotech into the world! Featuring:
— A new base class, the technician. This innovative new class combines aspects from 3.5's psionics and incarnum as well as a dash of Pathfinder's alchemist in order to create the first true artificer class. Whether you spend your precious battery points brandishing a powerful wand-like tinkers or slap a set of cheetah gadgets onto your feet to run twice as fast as any mortal, the technician uses her supreme intellect and cunning craftsmanship to overcome obstacles.
— The technician includes a special subsystem called trades. There are roughly nine trades for technicians to specialize in and master, and each trade grants the technician a unique set of abilities to choose from. Become a craftsman technician and put your building tools to the test or act as a soldier technician, specializing in tinkers of war. From motorist to symbionts to traps, there's a trade for just about everyone!
— Choose from a slew of new archetypes, such as the self-enhancing cyborg, the tricky holomaster, the spirit-dealing esotechician (requires Pact Magic Unbound, Vol 1), or the mutable transmoglomaniac.
— New feats, vehicles, equipment, and items to truly immerse yourself in the Age of Electrotech! This also includes a category of artifact-like machines called Wonders of Madness. You'll need a small army of technicians in order to meet those crafting DCs of 100 or more!
— Two all-new races. Grab your gun and your nearest treant buddy as you play as an inquisitive nashi. These raccoon-like humans are natural aces with electrotechnology and pride themselves on their intellectual pursuits. Or if you're not above a bit of genetic flagellation, give the humans-gone-mutants known as the mutamorphs a go! Using the most illegal of black market symbionts, these former humans have augmented themselves with bestial traits using illegal experimentation on strands of lycanthropy. Whether you're a shark mutamorph, a crocodile mutamorph, or even a wolf mutamorph, hushed whispers and baleful stares are sure to follow your way everywhere you turn!
— Downtime rules including a technician background generator, new rooms and buildings, new kingdom building structures, and even an expanded skill system for use with electrotechnology await you!
All this, and so much more will help you begin your journey into the wondrous world of the Age of Electrotech! Available here at Paizo.com!

Lord Mhoram |

Having just purchased this and as ever fascinated by techie classes, I read through and loved the Technician in this book.
And as a fan of the Tinker (Interjection's tech class) I immediately thought - Hmm...Tinkers have friends, the Technician is about worn gadgets, and spells... the complement each other.
So I knocked this prestige class out today - I tried to make it balanced, but it could easily be overpowered. Will be playtesting it soon.
The Engineer:
The Engineer combines the abilities and technical know how of the Technician and the Tinker, being a master of all things mechanical and electrical.
Prerequisites:
Spellcraft 5 ranks.
2 Innovations (1 from each)
Skill Focus 1 craft skill.
Middle BAB is used.
Reflex is 1 good save.
d8 Hit dice
4+Int skill points
Skills: Craft, Disable Device, Profession, Knowledge (All), Spellcraft, UMD
An Engineer continues to progress is the technical capacity of both classes - He continues to improve his Maximum Automatons, Blueprints, Max invention level and progression of automatons, as well as qualifying for the Alpha when combined levels reach 4th as if he took a level of Tinker. He does not gain Innovations, Craftsman bonus, Greater Innovations, or any other feature of the Tinker.
He continues to improve his Maximum Tinker Level (for "spell" Tinker, Battery poins and Upgrades as if he took a level in Technician. He does not gain bonus feats, Innovations, Trade abilities, Lormaster or any other features of the Technician.
(I'm on the fence on allows Craftsman, and the +1/2 level to Trade skills).
New Special abilities:
1st Nothing Gained.
2nd Choose Innovation from either class Innovations list. Cannot choose Greater Innovation.
3rd Nothing Gained.
4th Can add a Gadgets to Alpha. Declare battery cost at start of day. can add 1 gadget at 4th, 2 gadgets at 6th, 3 at 8th and 4 at 10th. All Battery points come from character's normal Battery points.
5th Nothing Gained.
6th Choose Innovation from either class Innovations list. Cannot choose Greater Innovation.
7th Nothing Gained.
8th Can choose that day to have 1 less automaton deployed. If he does this, his gains battery points equal to the amount from the Bonus BP from Int chart as if his Int were 10+Bld points. This is in addtion with any points he may have from his int.
9 - Nothing Gained.
10 - Choose 2 innovations, 1 from each class. Can be greater.
I wanted some "crossover" abilities so that was the 4th and 8th. Giving up one automaton for the Battery points seems about right to me - it would be giving up that second automaton for four 4th level tinkers (approximately) or extra bonus on gadgets.
I wanted a better Capstone, but that works for now.
Again, don't know how balanced this is, but throwing it out for use if anyone wants to try it. I will be.