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?
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?