Hand of the All-Code

Source

Drift Hackers: Clockwork Demons pg. 46

Desperate times call for desperate measures, and among those of the Church of Triune’s faithful, you’re a special agent, capable of undertaking all manner of tasks. Whether an ordained part of the clergy or an independent agent working on behalf of the faithful, there are times when the guiding hand must become a fist.

Prerequisites
You must worship Triune to take the hand of the All-Code archetype.

Features

You’re deeply involved in the church of Triune, whether as a member of the ordained clergy, a faithful worshipper of the god, or even a hard-working clerk in the offices of the local Ordinal Datapath. You gain a number of special abilities related to the manipulation of information when using the Computers skill.

  • Whenever you use Computers to access an unsecured system, gain root access, or hack a system, you can discover information at a much more rapid pace thanks to the blessings of Triune. Reduce the amount of time that non-combat hacking tasks take by half.
  • You’re able to craft a computer with an item level equal to more than half your ranks in your Computers skill on the fly, reducing the time required for crafting from 4 hours to 1 hour. You must still have access to tools and a workshop as well as have the required UPBs or scavenged equivalent parts.
  • You can attempt a specialized Computers check to insert malicious code into a device to destroy it. Attempt a Computers check with a DC equal to 23 + (4 × the computer’s tier). On a success, you send the device into an overload state that will explosively destroy the device after 1 hour; the computer is destroyed, and any creature within 5 feet of the computer takes an amount of fire damage equal to 2d8 × the computer’s tier. A creature can halve this damage by succeeding at a Reflex save (DC = 10 + your level + your Intelligence modifier). If you fail this check by 10 or more, the computer immediately explodes.

Your understanding of the technology found in your everyday life is colored by your faith in Triune. You’re capable of swiftly approaching a technical issue from a variety of unique means, gaining the following abilities.

  • When you succeed at an Engineering check to repair a technological item by 5 or more, add your character level to the Hit Points you restore as a result.
  • Identification of technological items and creatures is far easier for you. Reduce the DC of Engineering checks to identify technological items and technological constructs by 5.
  • You can use Engineering to disable devices with reduced risk. You must fail the check by 10 or more before something goes wrong (triggering an explosive or trap or failing to fully sabotage an item).
  • If you attempt to rig a device to fail at a later time with Engineering, you still increase the DC by 5. However, if you succeed, your tampering is automatically untraceable (without the need to increase the DC further).
  • When a computer has been set into a lockdown state due to a failed Computers or Engineering check, you can still make a last-ditch attempt to reset it. Attempt a Computers or Engineering check at the original DC + 5. On a success, all security systems on the computer are temporarily reset to factory defaults, allowing you or an ally to attempt to gain access to its files as if it were a new computer. This reset can only be attempted once per affected device regardless of the original cause of the failure.

Three times per day as a standard action while you’re holding a computer (or something technologically equivalent, such as an exocortex), you can attempt to disrupt a technological item (such as most energy-based ranged weapons and melee weapons with the powered special property), cybernetic augmentation, or creature with the technological subtype within 30 feet. You must attempt a Computers check (DC = 15 + 1-1/2 × the item’s level or the creature’s CR).

If you targeted a non-weapon technological item, it ceases to function for a number of rounds equal to your Intelligence modifier. If you targeted a weapon, the user takes a –4 penalty to use that weapon for a number of rounds equal to your Intelligence modifier. If you targeted a suit of powered armor or an armor upgrade, the user takes a –4 penalty to their AC for a number of rounds equal to your Intelligence modifier. If you targeted a cybernetic augmentation or a creature with the technological subtype, that creature is dazed for 1 round and staggered for 1d4 rounds afterward; that creature is immune to any further uses of this ability for 24 hours, whether you succeeded at the check or not.


Dragonscript

ID

0743c0d8b36ea576a36c1c7e
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