Tech Whisperer Envoy (Envoy Alternate Class Feature)
(art by Jazz-Rhythm on DeviantArt)
When I say the word “technopath”, you probably think of someone with vaguely defined empathy for machines. They might be able to control them mentally, diagnose their purpose and any malfunctions at a glance, or even communicate with them on some primal level the way a more traditional mage might speak to the spirit of a castle wall.
Now, whether or not they possess some special empathy with machines, have a knack for contacting the spirits of mechanical devices, or just understand machines better than people, today’s subject: the tech whisperer, is the very definition of a low-power technopath.
I say low-power because more crazy abilities associated with technopaths, such as making wires move like snakes or remote-controlling or glitching nearby devices with one’s mind falls fairly under the purview of magic and the technomancer class. Don’t underestimate them just because they don’t have any magic on their own. Anyone that can open a high-grade security lock by befriending the lock itself and asking nicely is not to be taken lightly.
While they may not be able to reconfigure machines into strange arcane forms on the fly without multiclassing, these envoys have a few tricks of their own, so let’s see what they look like!
These envoys gain the same sort of expertise die as their standard counterparts, but they get to choose between social and technological skills as their first skill they can use the die with. Furthermore, they can use mental talents on normally mindless or unliving foes like robots, albeit with a slightly higher DC.
However, where things get interesting is that they can communicate with powered machines on a basic level to understand simple concepts about what the machines are trying to convey or basic operating prompts, allowing them to use social skills to learn things about machines.
Later on, they can even use those social skills to influence and operate them, befriending a machine to make it more willing to work with you.
Of course, if the machine has no sensors that can detect you, this ability requires physical contact to work.
Want to play an envoy that acts as the party techie, but also have an excuse to use social skills as well as part of a unique form of interaction? This option might appeal to you. You’re more or less limited to computer, engineering, or various social skills when it comes to expertise talents, but you were probably going to build with that focus anyway. Consider feats and talents that also give you a leg up in dealing with machines, as well as diversifying.
It's left intentionally vague exactly what these heroes are talking to. Is it a form of shamanism and they are speaking to the spirit of the machine? Are they communicating with the machine itself akin to speak with plants or animals? Answering that question can inform a lot about how the GM might roleplay these conversations.
Also consider how the traits of the machine might influence their personality. Is a brand new device plucky and eager to prove themselves, or haughty because they’re top of the line? Is an older, outdated machine tired but honest and proud of how they served their function?
More content in solitude surrounded by her machines, Deminaiva delights in tinkering and making small functional drones. However, the elf’s skill in machine empathy make her a high-demand troubleshooter for all manner of jobs both above and below the board.
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When his initial scouting into a secret base reveal corridors overgrown with out of control biotech forming flesh tunnels, technopath Akilza Renfog knows enough to recruit help, as his abilities don’t really work with biotech, and the whole thing unnerves him fiercely anyway.












