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Bajaaku
2008-09-21, 01:17 AM
This is a custom class I've been working on for a homebrew campaign setting. In the setting, there is a country that is technologically advanced. They have guns, infrared goggles, and other high-tech stuff. The Technomancer is my attempt to make a technologically oriented class. The main inspirations for the class is a combination of the Incarnate (Magic of Incarnum) and the Borg from Star Trek. I like the class idea, but it is still to similar to the Incarnate class. I need help improving/creating more unique class abilities. I will post the class in the next message. I will also post the Soulgear Attachments I've come up with.

Bajaaku
2008-09-21, 01:20 AM
Technomancer
“Anyone can simply fire a rifle; only I can become a rifle and fire myself.”
-Rosh Kolnaar, creator of technomancy

There are those who have been around and used advanced technology for most of their lives. Many of these people are satisfied with simply using technology as a tool. Technomancers, however, seek more from their gadgets. Just as the wizard manipulates the Arcane and the Incarnate shapes essentia, technomancers seek to become one with technology. Through a complicated process that would appear magical to the untrained eye, Technomancers can manifest their creativity and passion for technology into beneficial Soulgear Attachments that fuse themselves to various parts of the body.

In order to become a technomancer, the individual must have built or come into the possession of a Soulgear. A Soulgear is a very complicated piece of technology that very few people can build or even know about. By surgically implanting the device in the base of the brain stem, it begins to fuse with the living tissues of the host. This melding of flesh and technology allows the individual to perform technomancy.
http://i126.photobucket.com/albums/p111/DieABeeTease/untitled.jpg
Abilities: Constitution is the most important score, since it determines the maximum number of Soulgear Attachments you can stand to attach at one time. Intelligence is also important for determining the DC of Soulgear Attachments.
If you plan on using ranged attacks, either from weapons or Soulgear attachments, you should also put points into Dexterity.

Alignment: Technomancers do not lean towards any particular alignment. The class itself has no bearing on the character’s alignment.

Class skills: Concentration (Con), Craft (Int), Disable Device (Dex), Gather Information (Cha), Knowledge (Technology) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis).
Skill Points: 3 + int mod
Hit Die: d6

Weapon and Armor Proficiency: Simple and technological weapons; light and medium armor, and shields (except tower shields).

Soulgear Attachments: A technomancer’s primary ability is tapping into his Soulgear and shaping technology around his body as Soulgear Attachments, which are drawn from the technomancer Soulgear Attachment list. The Soulgear Attachments are organized by the Body Slot that they take up. You automatically know all of the Soulgear Attachments for the Body Slots you can access at your level. The Body Slots that are available at each level are shown in the table above.
Soulgear Attachments are specifically designed for one particular Body Slot and cannot be fused with any other slot. Also, a technomancer can fuse only one Soulgear Attachment at a time to each Body Slot that he knows. He may choose not to use his maximum number of Soulgear Attachments for his level and leave one or more Body Slots empty. The maximum number of Soulgear Attachments that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of Soulgear Attachments allowed for your level, whichever is lower. The DC for Soulgear Attachments is 10 + number of tech points invested in that attachment + Intelligence mod. A technomancer does not study or prepare Soulgear Attachments in advance, but must have a good night’s rest and must meditate for 1 hour to shape his Soulgear Attachments for the day.
At 3rd level, you gain access to powerful tech points, which can be invested into your Soulgear Attachments to increase their power. Your number of available tech points is shown by the table above. Each Soulgear Attachment can accept up to 3 tech points. For each point added, the Soulgear Attachment is upgraded from its base status. Upgrades can improve the existing ability or replace it entirely with a better one. As a swift action, you can reallocate your tech points in your Soulgear Attachments every round.
At 11th level, the technomancer may now shape two Soulgear Attachments to his Arms and Hands Body Slots. The Soulgear Attachments fused can be associated to either the left or right side (Left arm, right hand, etc.) You can equip the same attachment twice or two different attachments to these Body Slots. However, your total number of Soulgear Attachments must still not exceed the limit for your level. Therefore, doubling up will leave at least one Body Slot unused.

Personal Mechanic: Starting at 1nd level, if a technomancer has taken damage while he has any Soulgear Attachments shaped, three times a day he can make a Craft check against his highest Soulgear Attachment DC. If he succeeds, he is healed as though he were casting repair light damage on a construct. At 3rd level, the affect is treated as repair moderate damage. At 5th level, it becomes repair serious damage. At level 7, the technomancer can use this ability as repair critical damage.

Bonus Feat: Starting at level 2 and every 4 levels after, the technomancer gains a bonus feat chosen from this list. The technomancer must meet the prerequisites for the feat: Far Shot, Improved Critical (Any gun), Improved Precise Shot, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (Any gun).

Tracking Device: Starting at 3rd level, the technomancer can shape a Tracking Device that buds off from his body. The technomancer is always aware of the location of the Tracking Device. When created, the technomancer decides how many tech points to invest in the Tracking Device. He must use at least 1 tech more and no more than ¼ his level. These tech points are not regained until the device is retrieved or destroyed. The technomancer can create a maximum of Tracking Devices at once equal to his Constitution Modifier. The Tracking Device is of Fine size, has 1 HP, and can be destroyed by any attack, damage-dealing spell, or crushed by a Strength check (DC 10). Because of its small size, it can be hidden easily. However, when attempting to hide it on someone’s person, the technomancer must make a Sleight of Hand check against their Spot. If he beats their Spot check, the device is safely hidden. If he fails the check by 5 or less, he missed his chance to hide the device but is not spotted. If he fails by more than 5, the creature spots the attempt. At level 7, the Tracking Device is now equipped with a microphone that transmits sounds within a 60 ft radius back to the technomancer.
At level 11, the technomancer now has the ability to channel a strong shock through the remote Tracking Device. If the device is in contact with a creature, either on its flesh or hidden on its person; the technomancer can trigger the ability with a thought as an immediate action. The creature must then make a Will save (DC 10 +½ technomancer level + Intelligence Mod) or be stunned for 2d4 rounds. Since this ability uses an electronic shock on the person, Lightning Resistance (Immunity) applies, however spell/power resistances do not.
At 15th level, the Tracking Device can now tap into the nervous system of the person on which it is hidden. If the person fails a Will save (DC 10 + ½ technomancer level + Int mod), it becomes dominated by the technomancer. This ability it triggered by a through as an immediate action. You can dominate as many humanoids equal to the number of Tracking Devices that are hidden on individuals. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round per device concentrating each day, each subject receives a new saving throw to throw off the domination. Since this ability uses an electronic shock on the person, Lightning Resistance (Immunity) applies, however spell/power resistances do not.
At 19th level, the Tracking Device’s core becomes a bomb. The technomancer can active the charge with a thought as an immediate action. Any creature within 30 ft is dealt 4d6 lightning damage/tech point invested. If the device is hidden on a creature, that creature does not get a save. All other creatures affected are entitled to a reflex save (DC 10 +½ technomancer level + Int mod) for half damage. Lightning resistances apply. The Tracking Device is destroyed in the process.

Artificial Intelligence: Your Soulgear taps further into your brain. Starting at level 8, you can temporarily increase your Intelligence score by the number of Soulgear Attachments you are currently shaping + 1. This burst of intelligence is an immediate action and lasts for 3 + Int mod (after the boost) rounds. This ability can be used once per day.

Swift Engineering: Starting at level 12, you can quickly replace one of your Soulgear Attachments with another. This ability uses a full-round action. You may use this ability 3/day.

Timeless Body: Upon attaining level 17, the presence of technology within your body becomes so prevalent that your aging process changes dramatically. You no longer take penalties to your ability scores and cannot be magically aged.

Best of Both Worlds: At level 20, the technomancer’s efforts have come to fruition. From constantly using his Soulgear and attachments, he now gains the traits of the Construct type while keeping the benefits of being a living creature. The technomancer gains the following traits:
• His HP is rerolled using d10’s
• Low-light vision
• Darkvision out to 60 feet
• Immunity to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
• Not a risk of death from massive damage
• Gains 20 bonus hit points (10 if small or 30 is large)
• Does not need to eat, sleep, or breathe

Overclock: At 20th level, you gain the ability to push your body to the limit for a brief period of time. As a free action that does not provoke attacks of opportunity, you can double the amount of tech points invested in each of the Soulgear Attachments and Tracking Devices that you currently have shaped. This total will be greater than the amount of tech points normally available to you. This ability lasts for a number of rounds equal to 3 + Constitution modifier. During this duration, you can’t reallocate tech points from your Soulgear Attachments. You can use this ability once per day.

Bajaaku
2008-09-21, 01:30 AM
Soulgear Attachments
These will be expanded on at some point. I really only need help coming up with Heart and Brain attachments, or a replacement for those Body Slots.
Arms
Long Rifle
Shotgun
Chain gun
Flamethrower
Sub-machinegun
Arm extension (increases melee attack range)
Hands
Wrist pistol
Silencer
Multipurpose Tool (buffs to open lock, disable device, etc.)
Stun glove
Weapon grip (bonuses to attack rolls for guns)
Hypodermic nails (something with poison)
Feet
Shock Absorbers (buff to jumping, decrease falling damage)
Heavy Cleats (immune to bull rush and similar things)
Cloud Boots (increased movement speed)
Sole Sensors (tremorsense)
Eyes
Dark Visor (low-light vision, darkvision, etc)
Binoculars (far shot feat, improved spot, increased sight distance)
Thermo-goggles (can see hiding and invisible creatures, True Seeing?)
Ocular Arachnid (Eye turns mechanical, pops out of socket and walks around as scout. See Crawling Eye warlock invoc in CMage)
Crown
Flashlight (Light, makes a flash that temporarily blinds people)
Laser Sight
Rear-view Camera (immune to flanking)
Torso
Jetpack (flight, duh)
Reflex cannon (shoulder device that functions as Deflect Arrows)
Iron Lung (don't need to breathe)
Waist
Cloaking Device (invisibility, or greater invis with more Tech points)
Holographic emitter (Disguise self, or alter self, can't remember which)
Electric Fence Generator (Mantle of Flame from Magic of Incarnum, but with electricity)
Fog Generator (miss chance)
Heart
Adrenaline Shot (1/day you automatically heal a certain amount when dropped below 0 hp, but you still die at -10)
Steroid Injection (buff to strength?)
Brain (I NEED IDEAS)