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In Torar, gnomes have found ways of making technology almost magical. While spellcasters specialize in the often difficult methods of controlling magic, technomancers tinker with extraordinarily advanced science. They have dubbed this practice magitek. Their understanding of both magic and technology is on a different level than most spellcasters, especially in how magic and physical objects interact. In many ways, technomancers are seen as the harbingers of the future.

Adventures[]

Technomancers adventure for a variety of reasons. They seek deposits of rare minerals and crystals to use in their inventions. They search for hidden secrets related to making magiteknical items or constructs. They face danger to acquire money in order to fund their inventions. Like other adventurers, they might also be motivated by a desire to fight evil or gain power, or by any of a host of similar reasons.

Characteristics[]

Technomancers are the quintessential tinkers and dabblers. They can use just about any magical item, create magiteknical versions of common magical items, repair constructs, and create amazing inventions. As their powers are neither arcane nor divine, they are not bound by the restrictions of those paths. Their trade is magic in its most abstract (they might say purest) form.

Alignment[]

If technomancers have a tendency toward any alignment, it is neutrality. They are more interested in their work than in its moral implications. Some technomancers create magiteknical items for the common good, while others seek to create items of tremendous destructive power.

Religion[]

Most technomancers are too preoccupied with mastering their craft to worry about the gods. Those that do worship a deity tend to choose one based on their alignment and surroundings.

Background[]

Like mages, technomancers learn their craft through long years of hard study. They share a sense of camaraderie with others who have endured similar training. They view other technomancers as either colleagues or rivals. Rivalry may take a friendly form as the technomancers try to outdo each other’s inventions, or it could turn deadly, with technomancers sending construct assassins after each other.

Races[]

Gnomes are the sole inheritors of technomantic secrets. They invented magitek and only they have the depth of understanding of its intricate and complex workings to manipulate it in the way that they do. No other race is capable of becoming a technomancer.

Other Classes[]

Technomancers work best when providing support to members of other classes. Though they are quite versatile, their talents lie in enhancements used by all members of the adventuring party. They think of every party member as a component of a machine, and often encourage better teamwork within a group, sometimes providing the strategy and tactics afforded by their unique mindset.

Game Rule Information[]

Abilities: Intelligence is most important to technomancers is it provides more skills and affects many of the technomancer’s class abilities. High Dexterity and Constitution scores will provide a technomancer with a longer lifespan in sticky situations.

Hit Die: d6.

Starting Gold: 5d4 x 10 gp.

Starting Age: Complex (+40% of adulthood).

Class Skills: The following are the class skills (and the relevant ability for each) of the technomancer class: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills; taken individually) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha), and Use Technological Device (Int).

Skill Points: 4 + Int modifier.

Table: The Technomancer[]

Level

Base Attack

Fort

Ref

Will

Special

1

+0

+0

+0

+2

Invent, Precision, Technomancy

2

+1

+0

+0

+3

Mechanical Genius

3

+2

+1

+1

+3

Flash Augmentation

4

+3

+1

+1

+4

Chemical Mixture

5

+3

+1

+1

+4

Mechanical Genius, Quick Crafting

6

+4

+2

+2

+5

Flash Augmentation

7

+5

+2

+2

+5

Chemical Mixture

8

+6/+1

+2

+2

+6

Mechanical Genius

9

+6/+1

+3

+3

+6

Flash Augmentation

10

+7/+2

+3

+3

+7

Chemical Mixture, Automation Mastery

11

+8/+3

+3

+3

+7

Mechanical Genius

12

+9/+4

+4

+4

+8

Flash Augmentation

13

+9/+4

+4

+4

+8

Chemical Mixture

14

+10/+5

+4

+4

+9

Mechanical Genius

15

+11/+6/+1

+5

+5

+9

Flash Augmentation, Salvage Expert

16

+12/+7/+2

+5

+5

+10

Chemical Mixture

17

+12/+7/+2

+5

+5

+10

Mechanical Genius

18

+13/+8/+3

+6

+6

+11

Flash Augmentation

19

+14/+9/+4

+6

+6

+11

Chemical Mixture

20

+15/+10/+5

+6

+6

+12

Mechanical Genius, One with Machines


Class Features[]

The following are the class features of the technomancer class:

Weapon and Armor Proficiencies

Technomancers are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are also proficient with any buster weapon they invent. They are not proficient with any type of armor or shield.

Invent (Ex)

At each level, a technomancer gains two invention points. These points are not spent when creating inventions, but are a limit to the level of complexity of any one invention. A technomancer may not build an invention that uses more invention points than the technomancer has. An invention takes 1 hour and 5 gp per invention point to create. A technomancer may spend one-quarter of the time taken to create an invention to dismantle it. No gold is recovered if the invention is dismantled. Technomancers can invent, mix, and match Busters, Constructs, Gadgets, and Suits.

Complexity's Mark

Each invention created is so unique that in nearly every case it is only usable by the technomancer that created it. Even other technomancers find using the inventions of other technomancers impossible. The only exceptions to this rule are General Gadgets.

Precision

Choose one type of invention: Busters, Constructs, Gadgets, or Suits. The technomancer can create inventions of that type as though he were two levels higher for the purpose of invention points. He also gains a precision ability in that type of invention:


  • Busters: The technomancer is treated as having the Weapon Focus feat for any invented buster he wields. At 6th level and above, he also treated as having the Weapon Specialization feat for any invented buster he wields.
  • Constructs: The technomancer gains one of the following auras. These auras affect any constructs invented by the technomancer that are within 30 ft. of him.
    • Aura of Striking: - The affected constructs gain a +1 circumstance bonus on attack rolls for every 4 levels of the technomancer, minimum 1.
    • Aura of Smiting: - The affected constructs gain a +1 circumstance bonus on damage rolls for every 4 levels of the technomancer, minimum 1.
    • Aura of Defense: - The affected constructs gain a +1 bonus to their natural armor for every 4 levels of the technomancer, minimum 1.
    • Aura of Repair: - The affected constructs gain fast healing 1 per 4 technomancer levels, minimum 1. This applies only as long as they are below ½ their normal total hit points or less
  • Gadgets: The initial gp cost of any gadgets invented is reduced to only ¾ the normal amount.
  • Suit: The technomancer can add a gadget slot, if possible, to any invented suit for no invention points.

Technomancy

A technomancer creates and controls technology and magical items alike. For the purposes of creating magical items and qualifying for item creation feats, a technomancer’s class level is equivalent to an arcane spellcasting class. The technomancer is considered to have any spells a given item requires in order to craft it.

Additionally, magical items crafted by technomancers function like magic… but aren’t. They are not subject to dispelling, spell resistance, or antimagic fields.

Mechanical Genius (Ex)

At 2nd level, and every 3 levels thereafter, a technomancer gains one ability chosen from the list below.

Chemical Rockets (Ex): The technomancer may, after creating a chemical mixture, affix it to a ranged buster, causing the next shot to have the effect of that mixture in addition to the attack’s normal effect. This is done when creating the mixture and takes no further action. See the Chemical Mixture ability below for more information on chemical mixtures.

Construct Expertise (Ex): The technomancer may select a second aura from those granted by the 'Precision; Constructs' ability. The technomancer must have chosen the 'Precision; Constructs' ability to take this ability.

Explosives Expert (Ex): Whenever the technomancer makes an attack with a mixture or invention that allows a Reflex save, the DC of that save increases by +6. Additionally, he may add his Intelligence modifier to the damage done by such attacks.

Innovative Dismantle (Ex): The technomancer may use parts from one invention in the construction of another. When dismantling an invention, half the gold used to make it is recovered.

Masterful Working (Ex): The technomancer pays no extra cost to make an item masterwork while crafting, but the check DC for such a masterwork component is 22 instead of 20.

Mechanical Surgeon (Ex): The technomancer gains a +2 competence bonus per four technomancer levels on Craft checks to repair constructs.

Only the Essentials (Ex): Everything the technomancer invents weighs only ¾ the normal weight.

PhD (Ex): The technomancer chooses one Craft, Knowledge, or Profession skill, or Decipher Script. He then gains a competence bonus to checks using that skill equal to twice his technomancer level. This ability may be chosen multiple times, selecting a new skill each time.

Quick Chemicals (Ex): The time required to transmute gold into a chemical mixture is reduced by 1 action type. Full round actions are reduced to standard actions, standards are reduced to move-equivalents, and move-equivalents are reduced to swift actions.

Smith Expertise (Ex): All weapons crafted by the technomancer gain a +2 enhancement bonus to damage, and all armor crafted by the technomancer reduces his speed as if it were one category lighter.

Swift Assembly (Ex): The technomancer may create an invention in half the usual time.

Tinkerer (Ex): The technomancer may select a second type of Invention to apply to his Precision ability to.

Thrifty (Ex): The technomancer can decrease the cost in gp, including the initial cost, of creating an invention by 1/10.

Tough Structure (Ex): Everything the technomancer invents gains an additional 5 hardness.

Versatile Craftsman (Ex): The technomancer gains a +2 circumstance bonus to all Craft checks.

Flash Augmentation (Ex)

At 3rd level, and every 3 levels thereafter, a technomancer gains one ability chosen from the list below. A flash augmentation can be used once per day, but by selecting the same one more than once the technomancer can increase the number of times per day he can use that augmentation by 1. They have a range of Close (25 ft. + 5 ft. / 2 levels), and last a number of rounds equal to the technomancer’s class level.


  • Charge Buster (Sp): The technomancer infuses a buster with magiteknial energy. During this time, ranged busters do not need reloading and melee busters deal an additional 1d6 force damage.
  • Charge Gadget (Sp): The technomancer infuses a gadget with power temporarily. If the gadget has charges, it gains 1 temporary charge per level. These charges dissipate after 1 hour if not used. If the gadget does not have charges, its effects increase by +1 for 1 round/level.
  • Charge Suit (Sp): The technomancer infuses his suit with magiteknical matrices. He may consider his Invent points to be higher for this suit by an amount equal to his Intelligence modifier for 1 round/level. He may immediately apply these additional points to the suit’s existing capabilities. The technomancer may not add additional capabilities to the suit with this power.
  • Instill Prowess (Sp): This power acts like a true strike effect on the target.
  • Instill Rage (Sp): This power acts like a rage effect on the target.
  • Instill Speed (Sp): This power acts like a haste effect on the target.
  • Recall (Sp): The technomancer is able to return any buster, construct, gadget, or suit that he created to his location. This power acts like an instant summons spell, except that there is no material component and the item must have been created by the technomancer.
  • Reconstructing Touch (Sp): This power acts like a cure moderate wounds spell except that it is only usable on constructs.
  • Sensory Link (Sp): The technomancer and the target construct may interchangeably use each others senses instead of their own. A sense being used by either the technomancer or the construct may not be used by the individual that normally possesses the sense. This lasts for 1 minute/level.

Chemical Mixture (Ex)

The technomancer’s craft does not end at magiteknical automatons, gadgetry, and weaponry. He is also well versed in the advanced sciences of chemistry and alchemy. To this end he is capable of creating potent, nearly magical mixtures on the fly beginning at 4th level. The technomancer gains the Brew Potion feat as a bonus feat at this level.

Additionally he can create dangerous or beneficial mixtures which he can utilize in battle to maximum effect. The level of a mixture created by the technomancer is equal to the total number of mixtures he knows -1. However, the technomancer can increase the level of a mixture by 1 when he creates it by doubling the listed cost of gold pieces that he must sacrifice in the transmutation process to create the mixture. Creating a mixture requires a Craft (alchemy) check (DC 10 + double the mixture’s level). Saves made against a technomancer’s mixtures have a DC of 10 + double the mixture’s level + the technomancer’s Intelligence modifier. A technomancer’s mixtures are affected by his Complexity’s Mark. A mixture has a shelf life equal to 1 day per technomancer level, after which they become inert and useless. A technomancer may not salvage anything from an inert mixture.

The technomancer gains 2 mixtures from the list below at 4th level, and gains 1 more mixture every 3 levels after. Each mixture lists a gold piece amount and a time required to transmute the gold into the mixture. The gold piece cost is multiplied by the mixture’s level to determine the full cost. Bomb mixtures are considered grenade like weapons with a thrown range of 30 ft. Injections require the technomancer to touch the subject to inject them, which may require a melee touch attack if the subject is unwilling. Oils, salves, and the like require a full round action to apply, which is separate from the time the technomancer needs to make the item.

Tin-Base Bomb: By mixing tin and a strong base, the technomancer creates large amounts of gas and boiling liquid. This mixture deals 1d6 fire damage per level, with an explosive radius of 10 feet per level. A Reflex save halves the damage. Base cost 1 gp, standard action.

Grease-Chlorine Bomb: By mixing oil commonly used to grease axles and chemical purifier, you create an explosion of fire and dangerous gases. This mixture deals 1d6 fire damage per level for 1 round per level, with an explosive radius of 1d6 feet per level. A Reflex save halves this damage. In addition, the explosive area is filled with an inhaled poison, dealing 1d4/1d4 Constitution damage. A Fortitude save against the poison negates the effect. Base cost 15 gp, standard action.

Amphetamines: A quick injection of concentrated stimulants allows an ally to wake up instantly. The target cannot sleep for 1 hour, gains a bonus to Strength and Dexterity equal to the mixture level +2, and is no longer exhausted or fatigued. These effects last 10 minutes per level. After the effects expire, the target is fatigued. Base cost 10 gp, standard action.

Opiates: An injection of concentrated depressants allows you to give allies extra strength. The target must sleep for an extra hour within 12 hours, takes a penalty to Dexterity (Fort negates) equal to the mixture level + 2 and gains a bonus to Constitution equal to the mixture level + 2. The subject is also immune to nonlethal damage, does not go unconscious when below 0 hit points, and does not die until he reaches double his (newly modified) Constitution score in negative hit points. These effects last 1 hour per level. Base cost 10 gp, standard action.

Chemical Bandage: By spreading this salve over an afflicted area, the technomancer can seal wounds and encourage healing in allies. The target gains fast healing (2 per level) for one round per level. Base cost 20 gp, full round action.

Callus Maker: This sticky liquid encourages cell growth over the area of application, giving it a thick layer of callus-like skin. Use of this mixture grants a natural armor bonus to the subject equal to twice the level of the mixture and lowers base land speed of the subject by 5 ft. These effects last for 1 hour per level. Base cost 20 gp, standard action.

Mind Lens: This oily substance instantly makes the subjects feel incredibly focused when spread on the head. For each level of the mixture, this grants a +1 circumstance bonus to attack rolls, Reflex saves, armor class and skill checks for 1 minute/level. Base cost 20 gp, standard action.

Insulation Jelly: Any body part covered by this cream instantly becomes much more resistant to most elemental attacks. This mixture grants resistance 5/level to acid, cold, fire, and sonic damage for 1 minute/level. Base cost 30 gp, full round action.

Flash Bomb: When activated, this mixture releases a burst of extremely bright light. All creatures within an explosive radius of 10 feet per level are blinded for 1 round per level and must succeed in a Fort save or also be stunned for 1 round. Base cost 15 gp, move equivalent action.

Gunpowder Bomb: By mixing ammonium nitrate, salt and sugar the technomancer creates gunpowder. This bomb deals 3d6 damage per level and has a knockback explosive radius of 10 feet. Creatures caught in the explosion are knocked back to the edge of the affected area, falling prone and suffering damage as if they had fallen that amount of feet. A Reflex save will halve the damage from both the explosion and the knockback. This mixture requires 10 ranks in Craft (alchemy) before it can be selected. Base cost 50 gp, standard action.

Instant Healer: A fast-acting flesh regenerating salve, this mixture instantly heals an ally for 10 per level and regenerates limbs, and grants regeneration 10 until 20 hit points per level are regenerated. This mixture requires 10 ranks in Craft (alchemy) before it can be selected. Base cost 50 gp, full round action.

Hydrogen Fluoride: By mixing di-oxygen fluoride with hydrogen sulfide, the technomancer creates an even more volatile gas that dissolves flesh on contact. This mixture functions like the tin-based bomb, but increase the damage to 3d6 per level, damage is considered acid instead of fire, and the damage continues for 2 rounds after the initial explosion for any that get caught in that explosion. A Reflex save halves the initial damage and all secondary damage, but only the initial Reflex save is allowed. This mixture requires 15 ranks in Craft (alchemy) before it can be selected. Base cost 100 gp, standard action.

Quick Craft (Ex)

At 5th level, the technomancer learns how to craft ordinary scratch-built items more quickly than normal. When using any Craft skill to build an ordinary item, including masterwork ones, the technomancer reduces the building time by half.

Automation Mastery (Ex)

At 10th level, the technomancer has gained such insight into the working of magiteknical machinery that he can attempt a turn undead like check against enemy constructs within 30 ft. He first makes a d20 check, adding his technomancer level and Intelligence modifier to it. The DC for this check is the construct’s HD. If successful, the construct is considered stunned for 10 rounds. If the technomancer’s class level is double the construct’s HD (or higher) he instead destroys it instantly. The technomancer may attempt his automation mastery a number of times per day equal to 3 + his Intelligence modifier.

Salvage Expert (Ex)

At 15th level, the technomancer has gotten so good at repurposing his old inventions that he always regains 50% of the gold pieces spent when creating the invention when he disassembles one. This stacks with the Innovative Dismantle ability.

One with Machines (Ex)

At 20th level, the technomancer floods his body with magiteknical nanobots. The technomancer becomes immune to poison and diseases. He also gains fast healing 5. Once per day, these nanobots can bring the technomancer back to life as a raise dead spell. The technomancer will no longer takes penalties to his ability scores for aging. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue. When the technomancer’s natural life span is reached, the biology inside him fails, and his remaining systems become a construct with all of the same stats it had in life, but he no longer has independent thought.

Busters[]

“Buster” is a generic technomancer term for any weapon. All busters are considered magical for purposes of overcoming damage reduction and striking certain types of creatures. A buster may be enchanted via normal means by the technomancer (and only by the technomancer), but if disassembled it loses all magical enchantments as if they never existed.

All busters are initially as follows:


  • Light weapon
  • Weight: 4lb
  • No range
  • No damage value
  • Critical threat range of 20/x2

If a buster is made into a ranged weapon, it automatically becomes two-handed, and requires a full-round action to reload. For crafting purposes, treat this ammunition as sling bullets.

Subsequently, you may apply the following abilities to the Buster, at the Invention Point costs listed:


  • Damage Die: The weapon deals 1d6 force damage on a successful hit. If it has no range increment, it is a melee weapon, and the technomancer’s Strength damage is applied as normal. This ability may be taken multiple times; an additional die is added to the weapon each time. Force damage affects incorporeal creatures. Cost: 3 points.
  • Size Increase: The weapon increases by 1 size. This ability may be taken multiple times. Requirement: Melee weapon. Cost: 2 points.
  • Size Decrease: The weapon decreases by 1 size. This ability may be taken multiple times, to a minimum size of Tiny. Requirement: Ranged weapon. Cost: 2 points.
  • Faster Reload: The time taken to reload the weapon decreases from a full-round action to a move action. If it already takes only a move action, the time decreases to a swift action, which allows multiple attacks to be made. This ability may be taken twice. Requirement: Ranged weapon. Cost: 3 points.
  • Threat Range Increase: The critical threat range of the weapon doubles. This bonus stacks with the Improved Critical feat or the keen weapon property. This ability may be taken twice. Cost: 3 points.
  • Critical Multiplier Increase: The critical multiplier of the weapon increases by one. This ability may be taken twice. Cost: 3 points.
  • Energy Damage: The weapon deals an additional 1d6 damage of a chosen energy type on a hit (the choices are acid, cold, electricity, fire and sonic). This ability may be taken multiple times. Cost: 3 points.
  • Area Attack: The weapon deals its damage in a 10 foot cone originating from your space. This ability may be taken multiple times; the length of the cone increases by 10 feet each time. Requires melee buster. Cost: 7 points.
  • Line Attack: The weapon deals its damage in a 10 foot line originating from your space. This ability may be taken multiple times; the length of the line increases by 10 ft each time. Requires melee buster. Cost: 5 points.
  • Thrown Range: The weapon gains a thrown range of 10 ft. and 3 range increments. This ability may be taken multiple times; the range increases by 10 ft each time. Cost: 1 point.
  • Projectile Range: The weapon gains a range of 30 ft. and 10 range increments. The weapon must be reloaded before it is fired again. This ability may be taken up to 4 times times; the range increases by 30 ft. each time. Cost: 3 points.
  • Blast Radius: The weapon deals its damage in a 10 foot sphere centered on its targeted square. Creatures in the affected area may make a Reflex save (DC 10 + ½ technomancer level + Intelligence modifier) for half damage. This ability may be taken more than once; the blast radius increases by 10 ft each time. Requirement: Thrown weapon or Projectile weapon. Cost: 3 points.
  • Special Attack: The weapon gains a +2 bonus if used to perform a special attack. Select an attack from the following list: disarm, trip, sunder, feint. If trip is selected, the weapon may be used to perform a trip. This ability may be taken more than once; select a new special attack each time. Cost: 2 points.
  • Reach Weapon: The weapon becomes a reach weapon, with a reach of 10ft. This ability can not be taken multiple times. Requires melee buster. Cost: 2 points.
  • Retractable Weapon: Allows a melee weapon to change from a reach weapon to a non-reach weapon (or vise versa) as a standard action that provokes an attack of opportunity. This ability can not be taken multiple times and can only be added to a reach weapon. Cost: 4 points.
  • Auto-Fire: Allows a projectile buster to automatically fire itself once per round after being activated as a standard action. It can reload itself the following round. It can hold up to 10 rounds of ammunition. By selecting this ability a second time, the buster can fire and reload in a single round, and can hold up to 20 rounds of ammo. Cost: 6 points.

Constructs[]

Constructs are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked. A construct's creator can command it if the construct is within 60 feet and can see and hear its creator. If not commanded, a construct usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the construct a simple command to govern its actions in his absence.

Upon creation, the technomancer chooses the base form he wishes the construct to take from the following four types. This form may not be altered upon subsequent upgrades. Then he adds to the base statistics any Invent points he wishes to include, based on the list below. Each construct built has an initial cost of 150 gp and takes 10 days of work to build (plus any additional time from invention points invested). The construct begins with 1 construct hit die. Constructs are considered to be primarily made of wood, with metal gears and wires. Other materials may cost more.

Aquatic: Size: Small; Speed 20 ft., swim 40 ft.; AC: +4 natural armor; Attack: bite (1d4); Ability Scores: Str 20, Dex, 16, Con -, Int -, Wis 10, Cha 1, Luk (roll 1d20).

Humanoid: Size: Small; Speed 20 ft.; AC: +2 natural armor; Attack: slam (1d6); Ability Scores: Str 20, Dex 14, Con -, Int -, Wis 10, Cha 1, Luk (roll 1d20). A humanoid automaton has arms and hands, and is capable of wielding busters.

Quadruped/Tracked/Wheeled: Size: Small; Speed 50 ft.; AC: +2 natural armor; Attack: slam (1d6); Ability Scores: Str 18, Dex 18, Con -, Int -, Wis 10, Cha 1, Luk (roll 1d20).

Serpentine: Size: Tiny; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack: bite (1d4); Ability Scores: Str 16, Dex 20, Con -, Int -, Wis 10, Cha 1, Luk (roll 1d20).


  • Hit Die: The construct gains one construct hit die (1d10), along with all of its benefits (higher attack, saves, etc). This ability may be purchased multiple times. This ability is gained five times for free each time you purchase the Size Increase ability. Cost: 3 points.
  • Natural Weapon: The construct’s attack’s damage increases by 1 die step (see below). This ability may be gained multiple times. This ability is gained twice for free each time you purchase the Size Increase ability. Cost: 3 points.
  • Increased Density: Increases the natural armor bonus of the construct by +1. This ability may be taken multiple times; an additional +1 to natural armor is given each time this ability is taken. This ability is gained four times for free each time you purchase the Size Increase ability. Cost: 2 points
  • Size Increase: The construct increases in size, gaining six points of Strength, losing two points of Dexterity, and applying all of the relevant penalties and bonuses. This ability may be taken up to three times. A construct at least 1 size category larger than the technomancer may carry him, but is considered flat-footed while doing so. Cost: 10 points. Extra cost: 1350 gp for the first increase, 5450 gp for the second, and 21950 gp for the third. Extra time: 30 days for the first increase, 90 days for the second, and 210 days for the third. Only use the extra cost/time from the highest size increase purchased.
  • Speed Increases: All of the construct's speed types increases by 10 ft. Cost: 5 points.
  • Armed and Dangerous: Construct gains one weapon proficiency of the inventor's choosing. This ability may be taken multiple times; each time it is taken the construct receives an additional weapon proficiency. Cost: 4 points.
  • Construct Gadget Slot: Allows the integration of one gadget (see Gadgets). This ability may be taken more than once. Cost: 6 points.
  • Strength Increase: Increases the Strength of the construct by +1. This ability may be taken more than once. Cost: 1 point.
  • Dexterity Increase: Increases the Dexterity of the construct by +1. This ability may be taken more than once. Cost: 1 point.
  • Overdrive: The technomancer outfits the core inside the construct to output more power on command, sending it beyond operational limits. As a swift action, the technomancer vocally commands the core augmentation to activate, granting the construct a +8 bonus on Strength and a +30 ft. bonus to movement speed. This bonus lasts for a number of rounds equal to the construct’s hit dice. After the overdrive’s duration expires, the construct takes 2 hit points of damage per round that it lasted from the stress placed on its frame, and the core must rest for 8 hours of total inactivity before it can be sent into overdrive again. Cost: 6 points.
  • Self-Healing: The construct gains fast healing 1. This may be chosen multiple times. Cost: 3 points.
  • Command Input: The technomancer is able to choose two tricks from the Handle Animal tricks list that the construct immediately knows. This may be chosen multiple times. Cost: 1 point.
  • Shield Support: All allies of the technomancer that are within 30 ft. of the construct gain a +4 shield bonus to AC, including the construct itself.

Disabled Constructs

An invented construct responds slightly differently from other creatures when reduced to 0 hit points. A construct with 0 hit points is disabled, as with a living creature. It can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than –10, a construct is inert. It is unconscious and helpless, and cannot perform any actions. An inert construct does not lose additional hit points unless more damage is dealt to it, however, as with a living creature that has become stable.

Repairing a Construct

A technomancer with ranks in certain Craft skills can attempt to repair an invented construct that has taken damage. In one day of work, the character can repair up to the Craft roll in damage by expending 1 sp per HD of the construct per point of damage repaired.

Applicable Craft skills are blacksmithing (for metal constructs), stonemasonry (for stone constructs), carpentry (for wooden constructs), etc.

Construct Damage Die Increase

1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 3d6, 2d10.

Gadgets[]

Gadgets are miscellaneous items. Technomancers may emulate any magical wand, ring, rod, staff, or wondrous item with gadgets. A gadget uses 1 invent point per 1000gp the item is worth. A technomancer must meet caster level prerequisites of a given item to make it into a gadget.

Suits[]

A suit is a customized suit of armor. To craft a suit, a technomancer must first create a masterwork version of any type of armor, then add abilities from the below list as his Invent points allow. A technomancer is always proficient in any suit he creates

  • Armor Bonus Increase: The armor bonus increases by 1. This ability may be taken more than once. Cost: 3 points.
  • Maximum Dexterity Bonus Increase: The maximum Dexterity bonus increases by 1. This ability may be taken more than once. Cost: 2 points.
  • Armor Check Penalty Decrease: The armor check penalty decreases by 1, to a minimum of zero. This ability may be taken more than once. Cost: 2 points.
  • Skill Bonus: The armor grants a +2 armor bonus to a number of skills equal to his Intelligence modifier that are keyed off of Strength, Dexterity, or Constitution. This ability may be taken more than once, stacking bonuses and/or being applied to new skills. The same skill cannot be chosen more than once as part of a single purchase of this ability (e.g. a technomancer with an 18 Intelligence could not gain a +8 bonus to Jump checks from a single purchase of this ability). Cost: 4 points.
  • Energy Resistance: The armor grants resistance 5 to a single energy type. This ability may be taken more than once, increasing an existing resistance or choosing a new one. Cost: 6 points.
  • Ability Boost: The armor grants a +2 armor bonus to one physical ability score. This ability may be taken more than once, increasing an existing bonus or choosing a new one. Cost: 6 points.
  • Speed Increase: The armor increases your land, climb or swim speed by 10 ft or your burrow speed by 5 ft. If you do not possess the movement type, you gain that movement type at 10 ft. (or 5 ft. for burrow). This ability may be taken multiple times. Cost: 6 points.
  • Shield Generator: A button may be pressed as a swift action to enable a field of force that envelops the suit, and absorbs up to 10 + 2 x (the technomancer’s level + Int modifier) hit points of damage. This entails no additional armor check penalties, spell failure chance, or speed reduction. Since the shield is made of force, incorporeal and ethereal creatures cannot bypass it the way they do normal armor. When all of the damage has been absorbed the shield wears off and requires a full 8 hours of inactivity to recharge. The field is invisible except when struck, which causes it to illuminate like a blue aura with a queer hexagonal pattern woven about it, and the illumination fades immediately after the strike is delivered. This may be taken multiple times, each time the recharge time is reduced by 1 hour (minimum 1 hour). Cost: 8 points.
  • Size Increase: The technomancer may build a suit of armor a size category larger than himself. This grants him a +6 bonus to Strength, -2 to Dexterity, and a -1 size penalty to AC and attack rolls while wearing the suit. If the suit is Large-sized, the space it takes up is 10 ft and it has a natural reach with melee busters of 10 ft. The suit’s speed does not change. This may be chosen multiple times, up to Colossal size. Cost: 8 points.
  • Smash: The suit allows the technomancer to make unarmed attacks as if he has the Improved Unarmed Strike feat. The damage is increased based on the size of the suit. Cost: 3 points.
  • Buster Slot (Arms): The technomancer may build a ranged or melee buster into the arms of the suit. The buster must be able to be manipulated with one hand, but one buster may be mounted to each arm, allowing two weapon fighting. The buster fits into a slot on the arm of the suit, locking securely, and can be removed or reapplied at the push of a release mechanism which is a swift action. By purchasing this multiple times, the technomancer can fit multiple busters into the arms of his suit, though only one may be active at once, allowing him to swap between them as a swift action as above. Cost: 6 points.
  • Buster Slot (Shoulder): The technomancer may build a ranged buster onto the shoulders of the suit. The buster must be able to be manipulated with one hand, but one buster may be mounted to each shoulder. Alternately a two-handed ranged buster can be mounted, taking up both shoulders. The shoulder-mounted busters are aimed via turning the suit, and still require hands to trigger them. The buster fits into a slot on the shoulder of the suit, locking securely, and can be removed or reapplied at the push of a release mechanism which is a swift action. It is possible to wield four weapons in this manner, but of course only two may be fired at once. Cost: 10 points.
  • Fly Speed: The armor allows you to fly with poor maneuverability at 10 ft per round. This ability may be taken more than once, increasing the speed at which the armor allows you to fly by 10 ft each time. Cost: 8 points.
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