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vaultdweller7
2007-06-06, 11:03 PM
Any sufficiently advanced technology is indistinguishable from magic. -- Arthur C. Clarke
Any sufficiently advanced magic is indistinguishable from technology -- Larry Niven

Technomancer

Game Rule Information
Alignment: Any
Hit Die: 1d6
Starting Age: +1d6
Starting GP: 6d4x10
Class Skills: Appraise (Int), Concentration (Con),craft (Technology) (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier
Weapon and Armor Proficiency: A Technomancer is proficient with all simple weapons, Light Martial Melee Weapons, their self built omni-blaster and all light armors.

Technomancer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save |Tech level|Special

1st|
+1|
+1|
+0|
+1|
1| Any sufficiently advanced technology…, Alchemical power cell(Basic), Omni-blaster

2nd|
+1|
+1|
+0|
+2|
1| Techno-armor, Gadgets/1

3rd|
+2|
+1|
+1|
+2|
2| Omni-blaster Mk II, Divine Inspiration

4th|
+2|
+2|
+1|
+2|
2| Techno-armor Mk II, Alchemical power cell (Greater power cell)

5th|
+3|
+2|
+2|
+2|
3| Omni-blaster Mk III, Gadgets/2

6th|
+3|
+3|
+2|
+2|
3| Techno-armor Mk III

7th|
+4|
+3|
+2|
+3|
4| Omni-blaster Mk IV, Alchemical power cell (Lesser Generator)

8th|
+4|
+3|
+3|
+3|
4| Techno-armor Mk IV, The laws of nature

9th|
+5|
+4|
+3|
+3|
5| Omni-blaster Mk V, Gadgets/3

10th|
+5|
+4|
+4|
+3|
5| Techno-armor Mk V, Alchemical power cell (Mass production)

11th|
+6|
+4|
+4|
+4|
6| Omni-blaster Mk VI

12th|
+6|
+4|
+5|
+4|
6| Techno-armor Mk VI, Gadgets/4

13th|
+7|
+5|
+5|
+4|
7| Omni-blaster Mk VII

14th|
+7|
+5|
+6|
+5|
7| Techno-armor Mk VII, Alchemical power cell (Burst Cell)

15th|
+8|
+6|
+6|
+6|
8| Omni-blaster Mk VIII, Gadgets/5

16th|
+9|
+7|
+7|
+6|
8| Techno-armor Mk VIII

17th|
+10|
+8|
+8|
+7|
9| Omni-blaster Mk IX, Alchemical power cell (Greater Generator)

18th|
+11|
+8|
+8|
+8|
9| Techno-armor Mk IX, Gadgets/6

19th|
+11|
+8|
+8|
+8|
9| Omni-blaster Mk X, Alchemical power cell (Burst Generator)

20th|
+12|
+8|
+8|
+8|
9| Techno-armor Mk X, Gadgets/7 [/table]

Class Features

Any sufficiently advanced technology…
The Technomancer uses his knowledge of technology and magic to create devices that are a mix of both. The Technomancer’s Tech level is the maximum spell level of any single spell that he can add to any device. Adding any arcane spell to his “spell” book takes a Knowledge (arcana) check of 15+(spell level).For the cost in Gold and XP for creating devices use the rules for creating Magic Items but treat as having 50 charges.

His starts play with all level-0 spells and two level-1 spells of his choice.

Alchemical power cells
The Technomancer learns use his Craft (Alchemy) skill to make several different types of power cells which he uses to power his creations, He can also create Generators which recharge themselves but require both a Craft (Alchemy) and a Craft (Technology) check.



{table=head]Name|Craft Check|charges/powers
Basic power cell | Craft check 10 | 50 charges
Greater power cell | Craft check 20 | 100 charges
Burst power cell | Craft check 25 | Weapon only, one shot (x10 damage)
Lesser Generator | Craft check 15 | 1 charge per round, 20 reserve
Greater Generator | Craft check 20 | 2 charges per round, 40 reserve
Burst Generator | Craft check 30 | Weapon only, 1 shot every 10 rounds (x10 damage)
[/table]

When you reach the 10th level you now mass produce basic power cells making up to ten at the same time.

Omni-blaster
The Technomancer creates a firearm-like weapon (ranged weapon starts 1d6 damage, 50 ft Range Increment) using his spells as a base for the weapons abilities: Ex: ray of frost = cold damage / Minor Creation = Piercing damage / magic missile = force damage

The Technomancer upgrades his weapon for free every two levels and may choose between the following upgrades each time: add a new damage type / increase damage by +1d6 / +50 ft Range / non-lethal damage (one time only)

Techno-armor
The Technomancer creates an improved light suit of armor of his choice. (starts with a +1 to AC) The Technomancer can upgrade the suit using any spells that affect only him: Ex: Protection from Evil, Bull’s Strength, and Disguise Self.

The Technomancer upgrades his weapon for free every two levels and may choose between the following upgrades each time: add a new ability (needs power cells)/ +1 AC/ low profile armor (one time, removes Maximum Dex Bonus limit and sets Armor Check Penalty to 0)

Gadgets
The Technomancer creates a device of his choice which uses a single spell from his “spell” book, he does not need to pay any cost for this device.


Divine Inspiration
The Technomancer learns to add divine spells from the Cleric spell list to his “spell” book using Knowledge (religion) instead of Knowledge (arcana)


The laws of nature
The Technomancer learns to add divine spells from the druid spell list to his “spell” book using Knowledge (nature) instead of Knowledge (arcana)


It's my first homebrewed class, what do you think, overpowered? underpowered?

aaron_the_cow
2007-06-06, 11:06 PM
dose it listen to Techno music??

/pun

Vadin
2007-06-07, 02:41 AM
If you could maybe expand on where the mage aspect comes in, like the spellcasting...how many spells does he cast per day and stuff?
Also, whats the deal with the omniblaster? It might just be a formatting error, but it doesnt make all too much sense.

vaultdweller7
2007-06-07, 06:57 AM
If you could maybe expand on where the mage aspect comes in, like the spellcasting...how many spells does he cast per day and stuff?
Also, whats the deal with the omniblaster? It might just be a formatting error, but it doesnt make all too much sense.


The omni-blaster is the class's main weapon treat it as a Exotic ranged Weapon.
At first level it does 1d6 damage (of a type the Technomancer chooses at creation) and has a Range Increment of 50 ft. and uses Alchemical power cells as ammo (one charge per shot)

Every two levels you can choose between the following upgrades:

add +1d6 to the damage
add a difrent type of damage (you must have a spell the does the kind of damage you want or Minor Creation in the case of Bludgeoning, Slashing, and piercing) Ex: At first level it did only cold damage, at level three you add force as a damage type, now it can do 1d6 cold damage or 1d6 force damage.
add +50 ft to Range Increment can be taken four times for a max of 250 range
non-lethal damage seting can only be taken one time, lets you do non-lethal damage.


The class's "magic" is dependent on the devices they create (a Craft (Technology) check 15+combined spell levels of all spells used) which use Alchemical power cells instead of charges, it does not cast any spells directly.
some examples of how it works:

One use items like scrolls and potion do not require Alchemical power cells: Ex: Instead of making a scroll of Stinking Cloud, the Technomancer would make a stink grenade which has the same effect but is treated as a Grenade-like weapon.

Instead of enchanting equipment like a normal magic user, spells can be used to grant the item different abilities. Some examples:

burning hands lets you make gloves or Gauntlets which have a small flamethrower device attached that is powered by Alchemical power cells and has the same effect as burning hands

spells like Disguise Self, Jump, or Invisibility added to a suit of armor allows you to use that spell on yourself when wearing the armor (if you have power cells for it)

D Knight
2007-06-07, 07:27 AM
i like the feel of this class because i had an idea like the blaster but it ran on rechargable wands. the generator are good but are they rechargableand also could you channel meta-magic feats through the blaster like maxamize spell or widen spell.

FoeHammer
2007-06-07, 11:15 AM
*cough*Artificer*cough*

Seriously though this looks like a great twist on an old cliche. Keep uo the good work.

Vadin
2007-06-07, 11:46 AM
So, he doesn't need to pay any cost to make his gadgets?
Any healing spell and a lesser generator for 1 charge per round, given to every character, means that the party never runs out of health. Also, weapons of true strike? A constant +20 to hit bonus that you can get in the first few levels?
A *bit* broken when mixed with no cost and a little creativity.

Human Paragon 3
2007-06-07, 01:48 PM
Yeah, agreed. Needs a little more examination. Somebody had a Girl Genius-style Spark base class on the forum somewhere which was very interesting and similar to the flavor you are using, though it didn't depend on arcane magic. It's more for a specialized campaign.

If you use a quote with this class, may I suggest "Where does he get those wonderful toys?"

vaultdweller7
2007-06-07, 03:11 PM
So, he doesn't need to pay any cost to make his gadgets?
Any healing spell and a lesser generator for 1 charge per round, given to every character, means that the party never runs out of health. Also, weapons of true strike? A constant +20 to hit bonus that you can get in the first few levels?
A *bit* broken when mixed with no cost and a little creativity.

No you still have to pay to make any extra gadgets and weapons, I'm still working on the pricing.

Maybe I'll add a rule where the Technomancer is the only one who can use his free gadgets.

vaultdweller7
2007-06-09, 01:45 PM
I decided to add a few new things, removed the free gadgets, and clarified some of the costs. I'm still working on the add-ons for the omni-blaster and Mechanical pet and some other weapons and armor upgrades.

Technomancer
{table=head]Level|BAB|Fort Save|Ref Save|Will Save |Tech level|Special

1st|
+1|
+1|
+0|
+1|
1| Any sufficiently advanced technology…, Alchemical power cell(Basic), Omni-blaster, Gadgets

2nd|
+1|
+1|
+0|
+2|
1| Techno-armor

3rd|
+2|
+1|
+1|
+2|
2| Omni-blaster Mk II, Divine Inspiration

4th|
+2|
+2|
+1|
+2|
2| Techno-armor Mk II, Alchemical power cell (Greater power cell)

5th|
+3|
+2|
+2|
+2|
3| Omni-blaster Mk III

6th|
+3|
+3|
+2|
+2|
3| Techno-armor Mk III

7th|
+4|
+3|
+2|
+3|
4| Omni-blaster Mk IV, Alchemical power cell (Lesser Generator)

8th|
+4|
+3|
+3|
+3|
4| Techno-armor Mk IV, The laws of nature

9th|
+5|
+4|
+3|
+3|
5| Omni-blaster Mk V

10th|
+5|
+4|
+4|
+3|
5| Techno-armor Mk V, Alchemical power cell (Mass production)

11th|
+6|
+4|
+4|
+4|
6| Omni-blaster Mk VI

12th|
+6|
+4|
+5|
+4|
6| Techno-armor Mk VI, Mechanical pet

13th|
+7|
+5|
+5|
+4|
7| Omni-blaster Mk VII

14th|
+7|
+5|
+6|
+5|
7| Techno-armor Mk VII, Alchemical power cell (Burst Cell)

15th|
+8|
+6|
+6|
+6|
8| Omni-blaster Mk VIII

16th|
+9|
+7|
+7|
+6|
8| Techno-armor Mk VIII

17th|
+10|
+8|
+8|
+7|
9| Omni-blaster Mk IX, Alchemical power cell (Greater Generator)

18th|
+11|
+8|
+8|
+8|
9| Techno-armor Mk IX

19th|
+11|
+8|
+8|
+8|
9| Omni-blaster Mk X, Alchemical power cell (Burst Generator)

20th|
+12|
+8|
+8|
+8|
9| Techno-armor Mk X [/table]



Game Rule Information
Alignment: Any
Hit Die: 1d6
Starting Age: +1d6
Starting GP: 6d4x10
Class Skills: Appraise (Int), Concentration (Con),craft (Technology) (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier
Weapon and Armor Proficiency: A Technomancer is proficient with all simple weapons, Light Martial Melee Weapons, their self built omni-blaster and all light armors.

Class Features

Any sufficiently advanced technology…
The Technomancer uses his knowledge of technology and magic to create devices that are a mix of both. The Technomancer’s Tech level is the maximum spell level of any single spell that he can add to any device. Adding any arcane spell to his “spell” book takes a Knowledge (arcana) check of 15+(spell level).
His starts play with all level-0 spells and two level-1 spells of his choice.

The rules for making devices are noted below.

Note: all of a Technomancer devices are non-magical and thus unaffected by anti-magic zones

Alchemical power cells
The Technomancer learns use his Craft (Alchemy) skill to make several different types of power cells which he uses to power his creations, He can also create Generators which recharge themselves but require both a Craft (Alchemy) and a Craft (Technology) check.



{table=head]Name|Craft Check|charges/powers
Basic power cell | Craft check 10 | 50 charges
Greater power cell | Craft check 20 | 100 charges
Burst power cell | Craft check 25 | Weapon only, one shot (x10 damage)
Lesser Generator | Craft check 15 | 1 charge per round, 20 reserve
Greater Generator | Craft check 20 | 2 charges per round, 40 reserve
Burst Generator | Craft check 30 | Weapon only, 1 shot every 10 rounds (x10 damage)
[/table]

When you reach the 10th level you now mass produce basic power cells making up to ten at the same time.

Omni-blaster
The Technomancer creates a firearm-like weapon (ranged weapon starts 1d6 damage, 50 ft Range Increment) using his spells as a base for the weapons abilities: Ex: ray of frost = cold damage / Minor Creation = Piercing damage / magic missile = force damage

The Technomancer upgrades his weapon for free every two levels and may choose between the following upgrades each time: add a new damage type / increase damage by +1d6 / +50 ft Range / non-lethal damage (one time only)

The omni-blaster has three slots which the Technomancer can install a set of replaceable reusable devices to enhance its abilities: the slots are under-slung (under the barrel), scope (top of weapon), and side-mount (one side of the weapon). rules for these devices are noted below.

Techno-armor
The Technomancer creates an improved light suit of armor of his choice. (starts with a +1 to AC) The Technomancer can upgrade the suit using any spells that affect only him: Ex: Protection from Evil(always on / spell effects as normal), Bull’s Strength (always on / +1 technology bonus one time only for each ability score), and Disguise Self (requires charges / one per round).

The Technomancer upgrades his weapon for free every two levels and may choose between the following upgrades each time: add a new ability (May need power cells)/ +1 AC/ low profile armor (one time, removes Maximum Dex Bonus limit and sets Armor Check Penalty to 0)

Gadgets
The Technomancer can make the following type of devices:
Alchemical elixirs: Treat as a potion (same GP and XP costs as potion) requires a Craft (Alchemy) check DC 12+spell level
One-shot devices: Act like scrolls (As scroll but GPx2) requires Craft (Technology) check DC 15+spell level
Reusable Devices: see below

Divine Inspiration
The Technomancer learns to add divine spells from the Cleric spell list to his “spell” book using Knowledge (religion) instead of Knowledge (arcana)

The laws of nature
The Technomancer learns to add divine spells from the druid spell list to his “spell” book using Knowledge (nature) instead of Knowledge (arcana)

Mechanical pet

At level twelve the Technomancer using his knowledge of arcane, divine, and nature magic can now build a dog-like mechanical construct to act as a protector and ally.

The Technomancer must spend 10,000 GP to build the construct

The construct can attack using its front claws, bite attack, or the omni-blaster-like energy cannon in its mouth.

May look something like this (http://i22.photobucket.com/albums/b314/spam_12345/runner1.jpg)

It can be improved by installing add-ons in the following slots:

2 shoulder mounts, 2 sides, 1 back, 1 mouth, 1 feet, 1 head 12 internal

Mechanical “dog”
Medium-Size Construct
Hit Dice: 3d10+15 (50 hp)
Initiative: +2
Speed: 30ft.
AC: 15, touch 12, flat-footed 14
Attacks: bite, claw; or cannon
Damage: Bite 1d6+2; claws 1d4+2; Energy Cannon (See below)
Special Attacks: Energy cannon, Other add-ons (See below)
Special Qualities: Construct
Saves: Fort +0 Ref +1 Will +2
Skills: Spot +10, Listen +5, Move Silently -5
Abilities: Str 20 Dex 20 Con - Int 2 Wis 10 Cha 1
Alignment: Same as creator
Notes: Can be repaired (healed for 2d6+1 HP) by making a DC 20 Craft (Technology) check.


Reusable Devices

Reusable devices include weapons and armor upgrades, devices that use charges to cast a spell, and add-ons for the omni-blaster and Mechanical pet.

Devices that use charges to cast a spell are treated as wondrous items for determining GP and XP cost (Treat as if made with 50 charges)

Weapon upgrades, their costs and the spells needed to add them are as follows

{table=head]Effect|Cost|Spell needed
+1 to damage | 500 GP times the bonus squared | keen if slashing or piercing mighty wallop if bludgeoning
+1 to attack | 600 GP times the bonus squared | true strike
+1 enhancement bonus (for bypassing DR only, no bonus to damage or attack) | 500 GP times the bonus squared | magic weapon.
1d6 extra damage (any type) requires charges 1 per 1d6 damage each round active | 2000 GP times each 1d6 damage | Any spell that causes the damage type desired
[/table]

Armor upgrades, their costs and the spells needed to add them are as follows

{table=head]Effect|Cost|Spell needed
+1 AC | 500 GP times the bonus squared | Mage armor
+ 1 enhancement bonus to Str/Dex/Con requires charges 1 per each point of bonus each round active | 1000 GP times each point of bonus | bull’s strength/cat’s grace/bear’s endurance
Spell resistance 15 / each extra +5 | 25,000 GP / + 20,000 every extra +5 SR | Spell resistance[/table]

Add-ons
<work in progress>

Nasrudith
2007-06-09, 06:51 PM
I have a few questions about the blasters.
1. What happens if it gets sundered? Can a technomancer repair it or make a new one for free? If so what prevents them from mass producing them.
2. Can anyone else steal and use a blaster?

The BAB is also nonstandard. In general it's better to stick to 1,3/4, or 1/2 progression.

vaultdweller7
2007-06-09, 10:19 PM
I have a few questions about the blasters.
1. What happens if it gets sundered? Can a technomancer repair it or make a new one for free? If so what prevents them from mass producing them.
2. Can anyone else steal and use a blaster?


Good question, I'd say if the blaster gets sundered you can rebuild it for free, but it takes 1d3 days to do so.


As for anyone else using it, I think I'll add something like this rule

Non-technomancer blaster use
The technomancer's omni-blaster is very difficult to use by most people's standards. This is intentional, as the technomancer does not want anyone to steal his personal weapon or copy its design as a mater of pride. If any character other than the technomancer (Including other technomancers) attempts to use the blaster, roll a d20 and consult the table below.

{table=head]d20 Roll|Effect
15-20 | Fires as normal.
10-14 | Instead of firing switches to a diffrent damage type. (If blaster has only one damage type, roll again)
5-9 | Ejects power cell, requiring a standard action to replace.
2-4 | Jams, requiring a Craft (Technology) check DC 15 to fix.
1 | power cell explodes, blaster must be rebuilt and the user and everything in 5 ft. take half of the remaining charges in the cell rounded up in d3 force damage Ex: 11 charges = 6d3 damage
[/table]

D Knight
2007-06-10, 02:57 PM
hey i like the class and how its worked out but i have a few questions to ask. the frist beening that if you learned the mending spell could u apply it to mans best friend to "heal" it? also if you mined all your materials. would it still cost as much to bulid? how many spell are know at each lv?

vaultdweller7
2007-06-10, 04:46 PM
hey i like the class and how its worked out but i have a few questions to ask. the frist beening that if you learned the mending spell could u apply it to mans best friend to "heal" it? also if you mined all your materials. would it still cost as much to bulid? how many spell are know at each lv?

Yes, mending and any other "repair" spells let you fix it.

Yes, you can may be able to lower the cost by mining the materials but you would still need make craft checks and spend time alot of time mining to do so.

You can learn any spell you can find in a scroll or spellbook, and and one spell for free every level (any from the wizard spell list at level 1, the cleric spell list at level 3, and the druid spell list at level 8)