SOME PEOPLE CANNOT GET ENOUGH OF NEW technology. Those with talent tinker or create. Those without collect, study, or simply nag every engineer and inventor they meet. Whether dabblers or professionals, often these technology enthusiasts come up with ideas for devices that straddle the line between clever and impractical.

In Danor, academies train technologists in specialized fields, while in Drakr master dwarven craftsmen guide huge stables of apprentices in the massive engineering projects. Crisillyir punishes such tinkering with holy flagellation, as do colonists in Elfaivar, whereas the native elves are as unsettled by technology as are the denizens of the Dreaming. A few enterprising technologists in Ber curry favor of the royal court, which responds eagerly to such intellectual pursuits.

Playing a Technologist

After centuries of reliance upon swords, bows, plate armor, and the occasional arcane evocation, keeping up with the modern pace of developing technology is daunting to many power groups, especially law enforcement and the military. Such groups might enlist technologists as specialists to explain unfamiliar devices, or to craft specialty weapons or tools. While the Danoran industrial revolution has mass-produced many common tools and weapons, only a few have the knowledge and talent to create custom items.

Technologists tend to gather lots of disposable tools and weapons, so that they always have something handy in an unusual situation. Many make a point to learn a bit of magic or alchemy as well, though every technologist is inspired by a different vision of what technology can provide.


You pull out a pre-assembled gadget, tie it to your life force, and animate it so it can recreate one of your fighting techniques.
Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but as a standard action, you may activate the contraption and place it in an unoccupied adjacent space, at which point it becomes a Small creature. The contraption has the same AC and saves as you (if you are Medium size, the contraption gains +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty to its Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks), hit points equal to one-quarter your total, and the construct type. You can deactivate the contraption as a swift action. If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again.
Choose a single task that you can normally perform as a standard action, such attacking with a specific weapon, casting a specific spell, moving, or directing a mount. As long as the contraption is within 30 ft., you can spend a standard action to have the contraption perform the chosen task instead. Spells cast through the contraption count towards your daily spell limit as though you cast the spell. The contraption cannot move on its own, unless you choose a task that involves moving (such as a normal move, running, withdrawing, or charging), in which case the contraption moves as if it has a speed of 20 ft.
Since it is a simulacrum, the contraption does the task as if you were performing the action in its space. It uses your stats, and if making a weapon attack it even functions as if it had your weapon. At the GM’s discretion, it can also take closely related minor tasks, like reloading a ranged weapon, but otherwise the contraption can take no other actions on its own.


Zeitgeist Jim_Mount