The Technomancer Weird science Plastic tubes and pots and pans Bits and pieces and Magic from the hand We're makin' Weird science Things I've never seen before Behind bolted doors Talent and imagination –
Oingo Boingo, “Weird Science”
The Technomancer, much like the Arcanist, follows the ancient Hermetic traditions of myth and legend. However, the Technoma Technomancer ncer twists and contorts those traditions and melds them with technology. While not as well-versed in the ancient magics as the Arcanist, the Technomancer Technomancer has learned to tap into divine power as well, and can craft magic items and techno-magical items items quite easily. easily. The Technomancer can also create Steamjacks, steam-and-magic-powered robots. Hit Dice: 1d6+6 at character creation, and 1d3+3 at each level thereafter. thereafter. Primary Attributes: Attributes: Dex, Int, Wis, Cha Class Skills: The Technomancer's Technomancer's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), (Str), Computer Use (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Drive (Dex), 'Jack Handling (Wis), Knowledge (all skills, taken separately) (Int), Open Lock (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at 1 st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier Starting Wealth: 2d4+2 Starting Feats In addition to the feat that all characters get at 1 st level, a Technomancer Technomancer begins play with the Simple, Archaic, and Personal Firearms Weapon Proficiency feats as well as the Light and Medium Armor Proficiency and Shield Proficiency feats (excluding tower shields). Class Features The following are class features of the Technomancer: Base Attack Bonus: Average. The Technomancer Technomancer is not a warrior but they often must deal with very dangerous situations and have a realistic understanding of combat. Fortitude Save: Poor. The Technomancer Technomancer has little resilience without the aid of magic. Reflex Save: Poor. The Technomancer’s Technomancer’s reactions are not practiced. Willpower Save: Good. A Technomancer’s Technomancer’s mind is complex and they have seen things that would make most mortals scream.
Table 3-21: The Technomancer Leve Levell Base Base Atta Attack ck Bonus
Fort Ref Save Save
Will Save
Special Features
Craft Defense Reputa ti tion Reserve
Spell Maximum Points per Spell Level Level
1
+0/
0
0
2
Artificer knowledge, artisan bonus, disable trap, item creation, summon familiar, Scribe Scroll
20
0
0
1
1st
2
+1/
0
0
3
Brew Potion, mechanika familiarity
40
1
0
3
1st
3
+2/
1
1
3
Craft Wondrous Item
60
2
0
9
2nd
4
+3/
1
1
4
Craft Homunculus, bonus feat, charge accumulator
80
2
0
12
2nd
5
+3/
1
1
4
Craft Magic Arms and Armor, retain essence
100
3
1
22
3rd
6
+4/
2
2
5
Metamagic spell trigger, create mechanikal familiar
150
3
1
27
3rd
7
+5/
2
2
5
Craft Wand
200
4
1
42
3rd
8
+6/+1
2
2
6
Bonus feat
250
5
1
48
4th
9
+6/+1
3
3
6
Craft Rod
300
5
2
67
4th
10
+7/+2
3
3
7
400
6
2
75
4th
11
+8/+3
3
3
7
Metamagic spell completion
500
6
2
99
5th
12
+9/+4
4
4
8
Craft Staff, bonus feat
700
7
2
108
5 th
13
+9/+4
4
4
8
Skill mastery
900
7
3
136
5th
14
+10/+5
4
4
9
Forge Ring
1200
8
3
147
6th
15
+11/+6/+1
5
5
9
1500
9
3
180
6th
16
+12/+7/+2
5
5
10
2000
9
3
192
6th
17
+12/+7/+2
5
5
10
2500
10
4
229
6th
18
+13/+8/+3
6
6
11
3000
10
4
243
6th
19
+14/+9/+4
6
6
11
4000
11
4
256
6th
20
+15/+10/+5
6
6
12
5000
12
4
270
6th
Mechanikal innovation, bonus feat
Mechanikal in innovation, bonus feat
Defense Bonus: The listed bonus is a class bonus to a rmor class, representing the character’s ability to react to danger. danger. This bonus replaces the standard armor bonus of armor. armor. Spellcasting and Infusions: A Technomancer is a spellcaster, but the technological bent of his spellcraft limits the effectiveness of his spellcasting when it is not focused through the tools of his trade; effectively, effectively, all effects of the Technomancer's Technomancer's spells are halved (range, damage, radius, duration, etc.) when the Technomancer casts in a conventional method. If the spells are cast into or through a technological device (including archaic weapons), all applicable effects are at full strength. A Technomancer can create magical and techno-magical (mechanikal) devices in two ways. First, with the expenditure of spell points by the Technomancer Technomancer,, the magic item may be used by anyone meeting the appropriate requirements (alignment, class features, features, etc.). The Technomancer Technomancer may also choose to create an item without investing the spell points into an item, making the device usable only by spellcasters and psychics through the user's investment of spell points or power points. A Technomancer Technomancer may cast spells selected from the Sorcerer/Wizard and Cleric lists, up to 6th level spells, with a maximum spell level as determined by his class level. Additionally, Additionally, a Technomancer Technomancer may cast spells not normally available to him from scrolls, wands, or other sources with a successful Use Magic Device check. Each day, day, a Technomancer Technomancer must focus his mind on his spells and infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. concentrating. During this period, the artificer artificer readies his mind to hold his daily allotment of spell points. points. Without such a period of time to refresh refresh himself, the character does not regain regain the spell points he used up the day before. Any spell points used within the last last eight hours count against the Technomancer's daily limit.
Craft Reserve: A Technomancer Technomancer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the Technomancer Technomancer gains a new level, he receives a new craft reserve; leftover points from from the previous level do not carry over. over. If the points are not spent, they are lost. lost. A Technomancer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP. XP. Artificer Knowledge: A Technomancer Technomancer can make a special artificer knowledge check with a bonus equal to his Technomancer Technomancer level + his Int modifier to detect whether a specific object has a magical aura. The Technomancer Technomancer must hold and examine the object for 1 minute. A successful successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item. A Technomancer may not take 10 or 20 on this check. A particular particular item can only be examined in this fashion one time; if the check fails, the Technomancer Technomancer can learn no more about that object. Disable Trap: A Technomancer Technomancer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, or higher if it is is well hidden. Finding a magical trap has a DC of 25 + the level of the spell used to create the trap. A Technomancer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. A Technomancer Technomancer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it. Item Creation (Ex): A Technomancer Technomancer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The Technomancer Technomancer must make a successful Use Magic Device check (DC20 + caster level) to emulate each spell spell normally required to create the item. item. Thus, to make a 1st-level wand of magic missile, missile, a Technoman Technomancer cer would need a Use Magic Device check chec k of 21 or higher. To create a bottle of air (caster air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. The Technomancer Technomancer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). Guide). If he comes to the end of the crafting time and he has still not successfully successfully emulated one of the powers, he can make one final check – his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, a Technomancer's Technomancer's effective caster level equals his Technomancer level +2. If the item duplicates a spell effect, however, however, it uses the Technomancer's actual level as its caster level. Costs are always determined using the minimum caster level or the Technomancer's Technomancer's actual level (if it is higher). Thus, a 3rd-level Technomancer Technomancer can make a scroll of fireball of fireball , since the minimum caster level for fireball is fireball is 5th. He pays the normal cost for making such a scroll scroll with a caster level of 5th: 5 x 3 x 125 = 1,875 credits, plus 15 XP. XP. But the scroll's actual caster level is is only 3rd, and it produces a weak fireball that fireball that deals only 3d6 points of damage. A Technomancer Technomancer can a lso make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, however, including item creation feat prerequisites. prerequisites. He must meet the minimum caster caster level prerequisite, including including the minimum level to cast a spell he stores in a potion, wand, or scroll. Familiar: As the class feature of the Sorcerer, Player's Handbook pp. Handbook pp. 52-54. Bonus Feat: A Technomancer Technomancer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. spellcasters. He gets Scribe Scroll as as a bonus feat at 1st level, Brew Potion at 2 nd level, Craft Wondrous Item at 3 rd level, Craft Magic Arms and Armor at 5 th level, Craft Wand at 7 th level, Craft Rod at 9th level, Craft Staff at 12 th level, and Forge Ring at 14th level. In addition, a Technomancer Technomancer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, th and 20 ). For each of these bonus feats, the Technomancer Technomancer must choose a metamagic feat or a feat from from the following list: Attune Magic Weapon, Craft Craft Construct (see the Monster Manual , page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Mechanikal Secrets, Mechanikal Specialty, Skill Focus, Union Steamo, or Wand Mastery. Mastery. Any prerequisites of these feats must be met. Mechanika Familiarity: By 2nd level, the Technomancer Technomancer has become so familiar with the workings of mechanikal devices that he does not need to make Craft (mechanika) checks to use a mechanikal device.
Furthermore, he gains a +5 bonus to all Craft (mechanika) skill checks to use foreign mechanika, replace accumulators and rune plates, and to repair damaged mechanika. Craft Homunculus (Ex): At 4th level, a Technomancer Technomancer can create a homunculus as if he had the Craft Construct feat. feat. He must cast arcane eye, eye, mending , and mirror image, image, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). A Technomancer can also upgrade an existing homunculus that he owns, a dding 1 Hit Die at a cost of 20,000 credits and 160 XP. XP. If a Technomancer Technomancer gives his homunculus more than 6 Hit Dice, it becomes a Small creature a nd advances as described in the Monster Manual (+4 Manual (+4 Str, Str, -2 Dex, damage increases to 1d6). The homunculus also gains 10 extra Hit Points for being a Small construct. A Technomancer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. Charge Accumulator: Anyone can charge an accumulator by plugging it into the charging socket of an arcane turbine, but by 4th level the Technomancer Technomancer has such a deep understanding of the scientific and arcane principles governing the workings of accumulators that he can channel his own arcane spell energy to recharge accumulators. By hooking himself and the drained accumulator into an arcane condenser, the Technomancer Technomancer infuses the accumulator with energy. energy. For every two spell levels the Technomancer Technomancer sends through the condenser, the the accumulator gains one charge. See the “Recharging in the Field” callout callout (Iron (Iron Kingdoms Character Guide, Guide, page 92) for more details on this process. Technomancers of less than 4th level can use arcane condensers, but use the standard rules for arcane spellcasters. Retain Essence (Su): At 5th level, a Technomancer Technomancer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The Technomancer Technomancer must spend a day with the item, and he must also have the a ppropriate item creation feat for the item he is salvaging. After one day, day, the item is destroyed and the Technomancer Technomancer adds the XP it took to create the item to his craft reserve. These points are lost if the Technomancer Technomancer does not use them before gaining his next level. For example, a Technomancer Technomancer wants to retain the essence of a wand of summon monster IV that IV that has 20 charges. Originally created (like (like all wands) with 50 charges, it required required 840 XP when initially initially made, or 16.8 XP (840 / 50) per charge. The Technomancer Technomancer is able to recover the XP from from the remaining charges. He puts 336 XP (16.8 x 20) into his craft reserve. Metamagic Spell Trigger (Su): At 6th level, a Technomancer Technomancer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally (generally a wand). He must have the appropriate item creation creation feat for the spell trigger item he is using. Using this ability expends additional additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell. For example, a Technomancer Technomancer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item. A Technomancer Technomancer cannot use this ability when using a spell trigger item that does not have charges, such as prayer as prayer beads. beads. Create Mechanikal Familiar: Master Technomancers Technomancers are well-versed in the construction of all of the components necessary for building and assembling mechanika, and they have been trained in the p lanning and construction of steamjacks. However, However, before he is considered a master and allowed to accept contracts contracts for steamjack construction, the Technomancer Technomancer must complete a final test of his skills. Commonly, Commonly, this test involves the construction of a small-scale, working steamjack replica. However, However, many Technomancers Technomancers see this as an opportunity to test their design and construction skills. These Technomancers Technomancers set out to build fully functional mechanikal constructs that will serve them as familiars. A Technomancer Technomancer who does not already have a familiar may opt to build a mechanikal familiar at this time, or at any time in the future; he may may do so using the following guidelines. However, However, he can only have one familiar (living or mechanikal) mechanikal) at any time. The mechanikal familiar may may take the shape of any standard animal familiar (PHB (PHB). ). Construction of a mechanikal familiar familiar costs 25,000 credits and 100 XP and requires three weeks time and three successful Craft (mechanika) (mechanika) skill checks (DC 20). The first check is to develop the required required schematics, the second is to construct the necessary necessary components, and the third is for assembling assembling the familiar. familiar. If any one of these checks is failed, the Technomancer must spend one additional week and an additional 2,500 credits to replace damaged materials materials to continue with the construction. Mechanikal familiars familiars are generally powered by clockwork mechanisms that require winding 1/day. However, some Technomancers echnoma ncers design their mechanikal familiars to to draw power from an accumulator with with a trickle socket. These familiars run for one week
on a light accumulator, the only size with which they can be fitted. The cost for an accumulator powered familiar increases by 3,500 credits, 2,500 credits for a light accumulator and 1,000 credits for the accumulator socket. A mechanikal familiar familiar has all of the normal abilities of a standard familiar under familiar basics (PHB ( PHB)) with the following exceptions: exceptions: the familiar's creature creature type changes to construct, the familiar does not have have any good save bonuses (base save bonuses Fortitude +0, Reflex +0, Will +0), the familiar has standard construct traits, all mechanikal familiars are Tiny. Tiny. Mechanikal familiars have all of the standard familiar abilities (PHB (PHB). ). Metamagic Spell Completion (Su): At 11th level, a Technomancer Technomancer gains the ability to apply a metamagic feat he knows to a spell completion completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion completion item he is using. The DC for the Use Magic Device Device check is equal to 20 + (3 x the modified level of the spell). For example, applying the Empower Empower Spell feat to a scroll of cone of cone of cold , creating a 7th-level effect, has a DC of 20 + (3 x 7), or 41. A Technomancer Technomancer can use this ability a number of times per day equal to 3 + his Int modifier. modifier. Skill Mastery: At 13th level, a Technomancer Technomancer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions distractions would normally prevent him from from doing so. This ability circumvents circumvents the normal rule that a character may not take 10 on a Use Magic Device check. Mechanikal Innovation: Innovation: At 16th and 20th levels, the Technomancer Technomancer has mastered his art enough to make a major breakthrough. breakthrough. He fashions a new creation of such a scale scale that it warrants its own feat. The Technomancer learns this new science on his own, but others who wish to learn it must spend a feat to do so (a new feat is christened in the invention's invention's name). A good example example of this would be cortex creation. This is a complicated mechanikal device that that requires special training to master master its manufacture. See the mechanikal creation procedures (see the Iron Kingdoms Character Guide, Guide, Chapter Five: Five: Magic & Mechanika) Mechanika) for details on mechanikal item creation; the player should work with the DM to determine the Craft (mechanika) DC as well as other specifics such as special materials, test procedures, and other factors that would contribute to such a creation.