Some machinesmiths grow to distrust or even loathe magic. To this end they endeavor to use as little as possible while simultaneously researching new and deadly ways to counter magic and all of its practitioners.
The technologist is an archetype of the machinesmith class.
A technologist prepares one less prototype of each level than normal. If this reduces the number of prototypes to 0, the technologist may use prototypes of that level only if his Intelligence allows bonus prototypes for that level.
Beginning at 3rd level, the technologist may resist and impart their disbelief of magic through their promotion of scientific knowledge. The machinesmith’s scientific exposition is a Spellcraft roll using a standard action. Any creature within 30 feet of the machinesmith that is affected by a spell in the following round may choose to replace their saving throw with the technologist’s Spellcraft roll. If a creature is already under the effect of a spell, they gain another saving throw, but they must replace their saving throw with the technologist’s Spellcraft check. Counter Science doesn’t work on effects that don’t allow saves. Counter Science relies on audible components.
This ability replaces crafting expertise.
At 7th level the technologist can channel mobius energy into a protective field around him that serves as a buffer against magical assault. As a standard action the technologist may expend two uses of his repair ability to grant himself spell resistance equal to 11 + ½ the technologist’s level + Intelligence modifier for a number of rounds equal to his Intelligence modifier.
This ability replaces Axiom.
At 11th level the technologist’s research into defeating magic allows him to build features into his devices that inherently resist spells. Gadgets, greatworks, and any item the technologist makes receive a resistance bonus on saving throws versus spells and spell-like abilities equal to the technologist’s class level. Items crafted by the technologist may no longer be enchanted or used in the creation of magic items.
This replaces the 10th level Upgrade ability.
At 15th level the technologist learns how to make his mobius energy persistent and less reliant on magic through the use of technology. The technologist’s greatwork, gadgets, and other supernatural abilities function even in an anti-magic field or a dead magic zone.
This ability replaces the 15th level Upgrade ability.
Classes of NeoExodus: Machinesmith Copyright 2012, Louis Porter Jr. Design, Inc.