Technology Specialist (Wizard)

January 10th, 2017

Alex Riggs

Best in Class Archive

Today is the second day of Technology Week, and if you're thinking that means that we have a new technology-themed archetype for you, you're right on the ball. If you're not familiar with the rules for technology in Pathfinder, you may want to take a look at the official guide to technology by Paizo, as this archetype makes several references to concepts introduced in that book.


New Wizard Archetype
Technology Specialist

Some say that magic and technology are naturally opposing forces, but to certain wizards, such claims are nothing more than a challenge to be met head-on. Technology specialists focus their studies on blending the powers of technology and magic at the expense of more traditional schooling.

Technologist: A technology specialist gains the Technologist(TG) feat as a bonus feat at 1st level. Additionally, a technology specialist can select the following feats when choosing the bonus feats gained at 5th level and every 5 levels thereafter, as though they were item creation feats: Craft CyberneticsTG, Craft PharmaceuticalTG, Craft Technological Arms and ArmorTG, and Craft Technological ItemTG. Further, the technology specialist is treated as having a number of ranks equal to his wizard level in Craft (mechanical), Knowledge (engneering), and Heal for the purposes of meeting the prerequisites of these feats.

This ability replaces the scribe scroll class feature.

Technology Specialist: A technology specialist focuses his studies on the interaction of technology and magic, rather than on a particular school of magic. The technology specialist does not choose a school of magic to specialize in, nor does he gain the benefits of choosing to be a universalist wizard. Instead, the technology specialist gains the following benefits.

Static Jolt (Su): As a standard action, a technology specialist can make a melee touch attack against a creature or an object that is made primarily of metal. If the attack hits, it deals an amount of electricity damage equal to 1d6 + 1 per two wizard levels the technology specialist possesses. If the target is a technological item or a creature wearing or carrying a technological item, there is a 50% chance that that technological item glitches. The technology specialist can use this ability a number of times per day equal to 3 + his Intelligence modifier.

Recharge Battery (Su): As a standard action, a technology specialist can expend an unused spell slot in order to restore a number of charges equal to the expended spell's level to a single touched battery or other technological item capable of holding a charge. Any charges in excess of the maximum number that the object can hold are wasted. Charges added in this way fade after 24 hours if they have not been used.

Arcane Hack (Su): As a standard action, a technology specialist can magically interface with a nearby technological object or a construct with the robot subtype. In either case, the target must be within 30 feet. If the target is a technological item, the technology specialist gains a circumstance bonus equal to his wizard level on all skill checks made to activate the item, and any time the item would have a glitch, he can choose to have it not glitch, instead. If the target is a creature with the robot subtype, it must succeed on a Will save (DC = 10 + 1/2 the technology specialist's wizard level + the technology specialist's Intelligence modifier) or fall under the technology specialist's control, as though with the spell dominate monster. A creature that succeeds on its saving throw is immune to this ability for 24 hours. The technology specialist can use this ability for a total number of rounds per day equal to his wizard level.

This ability replaces the arcane school class feature.