The Technomancer

Hit Dice: d4

Class Skills: APPRAISE, CONCENTRATION, CRAFT (skills to be taken individually) , DECIPHER
SCRIPT, DISABLE DEVICE, FORGERY, GATHER INFORMATION, HEAL, KNOWLEDGE (skills to be taken individually), LISTEN, OPEN LOCK, PROFESSION, SEARCH, SPOT, USE MAGIC DEVICE, USE PSIONIC DEVICE.

Skill points at first level: (8 + Int mod) x 4 Skill points per level: 8 + Int mod
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 BAB +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Ref Will +2 +0 +2 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +0 +1 +1 +1 +2 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +3 +4 +4 +5 +5 +6 +6 +6 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Technological asset 1, Mending Hands, PHD 1, Bonus Feat. Tech gear, Tech crafter Technological asset 2 Bonus Feat PHD 2 Technological asset 3 Bonus Feat Technological asset 4 PHD 3, Technological asset 5, Bonus Feat

Technological asset 6, PHD 4 Bonus Feat Technological asset 7 Technological asset 8, PHD 5, Bonus Feat

Class features :
Weapon and Armor proficiency: Technomancer s are only proficient with their tech armor and tech weapon. Technological asset: At first level and again at third level and for every three levels thereafter and finally at level 20 a Technomancer may choose a special ability from the following list (OR get a bonus feat from the Technomancer bonus feat list) each ability may be taken only once unless stated otherwise;

y

y y

y

y

y

y

y y

y

Mechanical Arm:- You gain the use of one extra arm and hand that counts has 1 size category Larger then you and has a strength equal to 10 + ½ your Technomancer level + your strength bonus. In order t o use the arm you must make a Level + Int mod check DC:20 this requires a move action. The arms have AC 15, 8 points of hardness, and HP equal to your Technomancer level. Their BAB is equal to your Technomancer level and are proficient with Daggers and clubs. This ability can be taken up to two times. Scanner: lawful Technomancers gain the ability to turn constructs and chaotic one can rebuke the same way a cleric of equal level can vs. undead. RSD (remote sensory device): If you can succeed a level check DC: 15 you can gain a bonus on to any spot, listen, or search check equal to your Technomancer level this ability can only be used once per hour. Tech equivalent: You can choose a number of spells equal to triple your Int mod from any spell list an you count has knowing those spells for the purpose of making magic Items and for qualifying for any prestige classes that r equire that you know that spell this may be taken multiple times however each additional time only grants your Int mod in spells. Improved Mechanical Arm: Requirements: Mechanical Arm class ability. Your arms are now proficient in all simple weapons also you no longer need to take a level check to get your arms to attack an enemy so long has you have attack that enemy this turn. Greater Mechanical Arm: Requirements: Improved Mechanical Arm class ability. Your arms are now proficient with all martial weapons and a number of exotic weapons equal to your Int mod. Master Mechanical Arm: Requirements: Greater Mechanical Arm class ability. You no longer need to take a level check to make any actions with your arms also ordering your arms in now an instantaneous action. Improved RSD: Requirements: RSD. The bonus provided by RSD is now doubled. Artisan Arm: Requirements: Mechanical Arm class ability. The mechanical arm can no longer use weapons and cannot benefit from any other arm upgrade however you no always count has having Masterwork tool kits for all craft skills and open lock and disable device checks. Detection tool: Requirements: Improved RSD and Scanner. At will you can use two of the following: detect magic, detect traps, true seeing, identify, detect lies, or detect secret doors. This can be taken up to 3 times at which point all six w ill be useable.

Mending Hands: A Technomancer can heal the wounds of any construct or object jest like a paladin can with her lay on hands. The amount they can heal equals their Technomancer level x their Int mod. PHD: At first level and again at 5th level and for every five level there after you can choose one Craft, Knowledge, or profession skill or decipher script or forgery and gain a bonus equal to your Technomancer level x 2. In addition to this you may also take ten at any time with this skill. You cannot choose the same skill twice.

Bonus feat: At first and again at 4th and for every 4 levels there after a Technomancer may select a bonus feat of any skill focus feat or item creation feat, or from the list of Technomancer bonus feats. Tech Gear: The Technomancer has one tech weapon and one suit of tech armor. The tech weapon in a two-handed double melee weapon d8/d6 both ends have a x4 crit, it gains an enchantment bonus of +1 at 5 th Level and improves by +1 every 5 levels thereafter. It can also be use to cast any ray, missile, or orb spell known from the Tech equivalent ability 1/day per 3 levels caster level equals ½ Technomancer level. The tech armor has the following stats; AC bonus: +6, Max Dex bonus +3, Armor check penalty -5, Speed 20ft special qualities: It is impossible to swim in tech armor, -3 to all reflex saves, it give magic res 20 at 10 th level, It gains an enchantment bonus at the same rate has the tech weapon. Tech armor also gives a bonus to Str and Int equal to your Technomancer level/4 round down all fractions. 1/day for every 5 levels after 5 th movement speed can be increased to 100ft for d10 +con mod in rounds (min 1, max 12) or can give fast healing 20 for 3 rounds. Tech Crafter: Any magic Item you make (including your tech armor and weapon) is not actually magic and will still function in anti -magic areas. However without proper protection they will not function in extremes of climates and each piece can only have one type of climate protection to it except for your tech weapon and armor which function at full capacity everywhere. For qualifying for item creation feats your caster level is equal to your Technomancer Level.
Technomancer bonus feats Prerequisites Tech gear class feature Improved Tech armor Tech gear class feature Technomancer level 1 Technological asset class feature

Name Improved tech armor Greater Tech armor Better tech weapon Mind over matter Extra technological asset

Master crafter Lore keeper

Technomancer level 10 Technomancer level 5

Effects Reflex saves mod is only -1 not -3 No modifier to reflex saves Weapons enchantment starts at level 4 and is every 4 levels Use Int mod instead of cha mod for cha based skills Gain one more Technological asset of your choice. You must still meet all of it s prerequisites Crafting DC s are reduced by ½ your Technomancer level Knowledge DC s are reduced by ½ your Technomancer level