Description: A Technomage is a fusion of a tinker, artificer, mage, and marksman. The technomage focuses on using magic with the devices he creates to augment his performance and out-do similar tinkers or casters in specific fields. The technomage is limited in the type of magic he casts by the armaments he chooses to create and carry at one time. Therefore, one can consider a technomage a 'specialist,' in that he must choose to specialize in a specific task in a given environment, preparing and constructing his tools and himself accordingly.
Hit Dice: d6
Skills at 1st level: (4 + Intelect Modifier) x4
Skills gained every level: 4 + Intelect Modifier
Class Skills: Technomages can learn Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device(Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Int), Use Technological Device (Int).
Class FeaturesAll of the following are class features of the technomage.
Weapon and Armor Proficiency: Technomages are proficient with the club, dagger, heavy crossbow, light crossbow, pistol, rifle, and light armor. Technomages do not use somatic components when casting spells, so they do not suffer from armor when casting spells with somatic components.
Magic Fingers: Technomages are gadget-handy in both regards. They may not be the best tinkers or magicians, but when it comes to gadgets, they can work the whole playing field. A Technomage gains a +5 bonus to Use Magic Device, Use Technological Device checks, Craft( technology ) and Spellcraft checks involving magic items and bonus spell slots for arcane arms.
Arcane Arms: A technomage requires arcane arms to use his or her spells. Arcane arms are specialized versions of technological weaponry that synthesize the mechanism of the weapon with the preparation and casting of spells. When spells are readied within Arcane Arms, they do not warrant any attacks of opportunity, and can be treated as regular attacks from the weapon (this includes other forms of attacks of opportunity) for the purpose of dealing with firing the weapon, reloading the weapon, and performing multiple attacks with the weapon. In addition, any spell fired out of an Arcane Armament has an additional caster level cap, increased by a number equal to half a technomage's level, minimum 1. One thing to be noted is that an Arcane Armament cannot fire its munition and a spell at the same time unless the spell is specifically designed for munitions.
When crafting an Arcane Armament, the technomage must trace the inside of the chamber and barrel with a specific pattern to mimic the weaving pattern that one would normally use to cast the spell in question. This limits the weapon to firing only that spell, but it can do this a limitless number of times, so long as the technomage can continue feeding it spell slots. Also, when dealing with Arcane Arms, 0 level spells are considered to be half a spell level.
CRAFTING: The craft DC of a given Arcane Armament is the item's craft DC + the spell's level, not including masterwork and special material DC's. The time it takes to craft an Arcane Armament is the same amount of time it would take to craft an item of equal cost, plus spell level squared gp per spell level. The resource cost would be half this cost, and buying one off the market would be equal to that cost. Any magic item costs applied to the weapon are done so independently.
MAGIC AND MASTERWORK ARCANE ARMAMENTS: Arcane Arms are not considered magic or masterwork by nature. The bonuses of a masterwork or arcane armament are different than those of a regular weapon. All other magic and masterwork bonuses apply, but, for every level of magic bonus the item receives, it gains 1 caster level to the spell it is designed to cast. For example: A Masterwork Arcane Arquebus Pistol of Burning Hands used by a 4th-level Technomage would be fired as if it were cast by a 5th-level Technomage. These bonuses stack with other caster level bonuses.
FIRING SPELLS: Firing an Arcane Armament requires a Use Magic Device skill check, the DC of which is 10 + total spell level being fired from the weapon, including levels from applied metamagic. A technomage may skip this check if their Use Magic Device DC already meets this requirement. If a spell has material components, these components must be placed within the Arcane Armament, as if they were ammunition, prior to casting the spell. If a spell has a Magic Focus, the Focus can substituted by the Arcane Armament, except in cases where the spell effect is performed on the Focus. When spell effects are performed on a Magic Focus, the Arcane Armament must simply be aimed at the Magic Focus.
Arcane Arms can also fire bullets, arrows, or other types of normal ammunition, like normal weapons, when not firing spells. An Arcane Arm can also fire both a spell and a bullet at the same time, but doing so counts as dual wielding. The technomage must declare which attack will be the main weapon and offhand weapon before attacking. Dual wielding feats apply.
Arcane Arms also extend the range of a spell by adding it onto the effective range of the weapon which fires the spell. Thus, they convert the target types of some spells. Any spell that has a range of personal or touch is converted to ranged touch, using a length of 25 ft + 5 per 2 caster levels, plus the range of the weapon which fires the spell.
For certain spells whose effect range is 'Cone-Shaped-Burst' or any other non-linear attack that originates from the caster, the Technomage may choose to release the spell from the tip of his gun, for fire it at an intended destination, the range of which is the same as the effective range of his gun, and activate the spell there, or at any point along its travel path.
If a spell is prepared with a spell slot higher than is required by the spell, the extra levels may either be applied as a bonus to Save DC's, Dispell DC's Spell Resistance Checks, or a bonus to Caster Level effects independent of saves, spell penetration, and dispel resistance.
A Technomage cannot Dispell or Counterspell with his Arcane Arms unless they are specifically crafted for it.
FAILED FIRING:Margin | Consequence |
-1 to -2 | The spell fizzles and is wasted without causing any harm. |
-3 to -5 | The spell is violentely dispersed, causing 1d6 backlash damage per spell level |
-6 to -10 | The spell is released upon the technomage. If it is a spell that does not deal damage, deal 2d6 backlash damage per spell level. The weapon is reduced to 1 HP, regardless of its previous condition. |
-11 to -20 | The weapon partially explodes, sending shrapnel and magical backlash in a 30 ft radius around the technomage, including the technomage. Everyone in the blast radius rolls 5d4 force damage, no saves. The technomage rolls 15d8 backlash damage, no saves. The weapon is broken, but can be repaired. |
-21 or less | Same as above, but double the damage ratings, and the weapon is disintegrated and irreparably broken. No form of craft or magic can ever restore the weapon. |
Spells: A technomage casts spells which are drawn from the sorcerer/wizard spell list. A technomage can cast level 0 and level 1 spells spontaneously, as long as he has memorized them ahead of time, but is limited to casting them at half his caster level, minimum CL 1. For all other spells, he must craft an arcane armament which uses spell. The technomage can apply metamagic to his spells as he prepares them within the arcane armament.
To learn, prepare, or cast a spell, the technomage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a technomage's spell is 10 + the spell level + the technomage's Intelligence modifier.
Like other spellcasters, a technomage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Technomage. In addition, he receives bonus spells per day if he has a high Intelligence score.
Unlike a bard, wizard or sorcerer, a technomage may know any number of spells, but cannot cast them without creating the proper arcane armament for each spell. For the level 0 and level 1 spells that he may cast normally, he must choose and prepare his spells ahead of time by getting a good night’s sleep, and spending 1 hour studying his spellbook. While studying, the technomage decides which spells to prepare.
Also unlike other spellcasting classes, a Technomage requires much more magical power to suit his needs than other casters, even sorcerors, because he's expending spells often in the form of bullets. To make up for this, Technomages have to get especially clever with their spell casting, making less count for more, and using their bodies in such a way that they can handle a higher number of spells. A Technomage gains one bonus spell slot per spell level they can cast for every 4 ranks they have in their Spellcraft skill.
Widen Spell: At 1st level, a technomage gains Widen Spell as a bonus metamagic feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a technomage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The technomage must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The technomage is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Combine Energy: At level 2, a technomage can recycle any 2 prepared spells or spell slots to spontaneously make a higher level spell or spell slot for an arcane armament. The level of the combined spell is equal to the sum of the component spells' spell levels. For example a 1st level spell and a 2nd level spell would combine to make a 3rd level spell. A technomage can only combine spells to a maximum of the highest level spell he can cast, except during the use of applying metamagic, where he can further-apply Combine Energy to meet the spell level of the new metamagic-enhanced spell. Using Combine Energy is a free action and does not warrant an attack of opportunity.
Smart Shot: At level 3, a technomage can use his connection to the weave to help determine, hone in on, and aim at his target, when using any form of ranged arcane arm to fire spells or standard ammunition. He gains an additional attack bonus equal to his Intellect modifier, which stacks on the attack bonus of his Dexterity modifier.
Magic Bullet: Sometimes guns need a little extra kick to get the job done. Some people risk using more power in the form of experimental or excessive gunpowder, but a technomage can focus some of his magic into a blast of pure force, which his arcane arms immediately apply to their munitions. At level 4, a technomage can sacrifice a spell slot to add a +1 attack bonus per spell level and a +1 damage bonus per spell level and a +1 to threat range, regardless of spell level, to all his ranged attacks using any form of arcane arms. The technomage must declare their use of Magic Bullet prior to attacking. At every 4th level afterward, this bonus is incremented by 1. This bonus can also apply to projectile spells fired from the gun, but deals force damage independent of the spell or munition fired. However, when the spell or bullet performs a critical hit, the additional damage is also multiplied by the appropriate modifier for the spell or bullet, and is calculated independently of the weapon's maximum critical hit damage. Using Magic Bullet is a free action that does not warrant an attack of opportunity.
Spellbooks: A technomage must study his spell book each day to memorize his spells, but he does not need to prepare them ahead of time. He need only prepare a spell before crafting an arcane armament that uses the spell. He cannot prepare or normally cast any spell not recorded in his spellbook, except for read magic, which all technomages can prepare from memory.
A technomage begins play with a spellbook containing all 0-level technomage spells (except those from his prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the technomage has, the spellbook holds one additional 1st-level spell of your choice. At each new technomage level, he gains two new spells of any spell level or levels that he can cast (based on his new technomage level) for his spellbook. At any time, a technomage can also add spells found in other technomage’ spellbooks to his own.
Table: The Technomage |
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1 | +0 | +0 | +2 | +2 | Arcane Arms, Magic Fingers, Enlarge Spell |
2 | +1 | +0 | +3 | +3 | Combine Energy |
3 | +1 | +1 | +3 | +3 | Smart Shot |
4 | +2 | +1 | +4 | +4 | Magic Bullet 1 |
5 | +2 | +1 | +4 | +4 | Bonus Feat |
6 | +3 | +2 | +5 | +5 | |
7 | +3 | +2 | +5 | +5 | |
8 | +4 | +2 | +6 | +6 | Magic Bullet 2 |
9 | +4 | +3 | +6 | +6 | - |
10 | +5 | +3 | +7 | +7 | Bonus Feat |
11 | +5 | +3 | +7 | +7 | - |
12 | +6/+1 | +4 | +8 | +8 | Magic Bullet 3 |
13 | +6/+1 | +4 | +8 | +8 | |
14 | +7/+2 | +4 | +9 | +9 | |
15 | +7/+2 | +5 | +9 | +9 | Bonus Feat |
16 | +8/+3 | +5 | +10 | +10 | Magic Bullet 4 |
17 | +8/+3 | +5 | +10 | +10 | |
18 | +9/+4 | +6 | +11 | +11 | |
19 | +9/+4 | +6 | +11 | +11 | |
20 | +10/+5 | +6 | +12 | +12 | Bonus Feat, Magic Bullet 5 |
Spells Per Day |
Class Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | 5 | 3 | — | — | — | — | — | — | — | — |
2nd | 6 | 4 | — | — | — | — | — | — | — | — |
3rd | 6 | 5 | — | — | — | — | — | — | — | — |
4th | 6 | 6 | 3 | — | — | — | — | — | — | — |
5th | 6 | 6 | 4 | — | — | — | — | — | — | — |
6th | 6 | 6 | 5 | 3 | — | — | — | — | — | — |
7th | 6 | 6 | 6 | 4 | — | — | — | — | — | — |
8th | 6 | 6 | 6 | 5 | 3 | — | — | — | — | — |
9th | 6 | 6 | 6 | 6 | 4 | — | — | — | — | — |
10th | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | — |
11th | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | — |
12th | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — |
13th | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — |
14th | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — |
15th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — |
16th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — |
17th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — |
18th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |