Stellar Swords
An OGL Resource for Space Fantasy Roleplaying

Prestige Classes:
Technomancer

Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1 +0 +0 +0 +2 Arcane tools
2 +1 +0 +0 +3 Energy flux
3 +1 +1 +1 +3 Confuse construct
4 +2 +1 +1 +4 Enhance construct
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Dominate machine
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Meld with construct
Spells Per Day
Level 1st 2nd 3rd 4th
1 0
2 1
3 1 0
4 1 1
5 1 1 0
6 1 1 1
7 2 1 1 0
8 2 1 1 1
9 2 2 1 1
10 2 2 2 1

Requirements

To qualify to become a technomancer, a character must fulfill all the following criteria.

Base Attack Bonus: +5.
Feats: Technical Proficiency, one item creation feat.
Skills: Repair 5 ranks, Use Device 8 ranks.
Special: Ability to cast 1st-level arcane spells.

Class Skills

The technomancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Cryptography (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all skills, taken individually) (Int), Profession (Int), Repair (Int), Research (Wis), Scry (Int), Spellcraft (Int), Use Device (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 6 + Int modifier.

Class Features

All of the following are class features of the technomancer prestige class.

Weapon and Armor Proficiency: The technomancer gains no additional weapon or armor proficiencies.

Arcane Tools (Su): At 1st level, a technomancer can manipulate matter and energy magically on small scales. When working on or with any mechanical or electronic device, the technomancer is always considered to have tools equivalent to the most appropriate masterwork tools for his task. For example, a technomancer repairing a robot always receives the +2 circumstance bonus he would gain if he were using a masterwork robotics toolkit. This ability simply allows the technomancer to work without tools—the bonuses do not stack with those gained from actually using the appropriate tools.

Energy Flux (Su): At 2nd level, the technomancer's ability to manipulate energy allows him to alter the energy type of any one energy weapon within 100 feet. The technomancer can use this ability once per day as a standard action and the effect lasts a number of rounds equal to his class levels in technomancer. If used against a weapon wielded, held, or carried by an unwilling opponent, the ability requires a ranged touch attack. The ability simply changes energy type: None of the weapon's other characteristics or statistics, such as range and damage, are altered. The technomancer can use this ability twice per day at 5th level and three times per day at 8th level.

Confuse Construct (Sp): At 3rd level, the technomancer gains the ability to alter a construct's arcane or computer programming. The ability works against both magical constructs and robots, but not vehicles. The effect is identical to the confusion spell as cast by a spellcaster of the technomancer's character level. The technomancer can use this ability once per day at 3rd level, twice per day at 6th level, and three times per day at 9th level.

Enhance Construct (Sp): At 4th level, the technomancer gains the ability to enhance a construct's physical abilities. The ability works on both magical constructs and robots, but not on vehicles. The effect is identical to one of bull's strength or cat's grace (but not both) at the technomancer's discretion, as cast by a spellcaster of the technomancer's character level. The technomancer can use the ability once per day at 4th level and twice per day at 8th level. He cannot use enhance construct twice on the same construct to enhance the same ability. The technomancer, at 8th level or higher, can use the ability twice on the same construct to enhance both Strength and Dexterity.

Dominate Machine (Sp): At 7th level, the technomancer gains the ability to completely control a construct, vehicle, or other machine as a standard action. The effect of the ability is identical to the dominate person spell as cast by a spellcaster of the technomancer's character level. A magical or robotic construct may make a Will save to negate the effect, but vehicles and other machines typically do not receive saving throws. The technomancer can use this ability once per day.

Meld with Construct (Su): At 10th level, the technomancer gains the ability to transform himself and all his equipment into an insubstantial energy pattern. He must then immediately attempt to possess a magical or robotic construct as a full-round action. The construct may make a Will save (DC 20) to resist the effect. If the saving throw is failed, the technomancer inhabits the construct and completely controls its actions. The technomancer keeps most mental abilities and gains some physical ones, as with polymorph (except that the technomancer gets the construct's actual physical abilities, not average ones). The effect lasts one hour per class level in technomancer. If the save succeeds, the technomancer immediately reforms in his physical body.

Spells: Beginning at 1st level, a technomancer gains the ability to cast a small number of arcane spells. To cast a spell, the technomancer must have an Intelligence score of at least 10 + the spell's level, so a technomancer with an Intelligence of 10 or lower cannot cast these spells. Technomancer bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the technomancer's Intelligence modifier. When the technomancer gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A technomancer without a bonus spell for that level cannot yet cast a spell of that level.) The technomancer's spell list appears below. A technomancer prepares and casts spells just as a wizard does.

Technomancer Spell List

Technomancers choose their spells from the following list:

1st level—animate rope, detect secret doors, endure elements, endure radiation, enlarge, erase, floating disk, hold portal, identify, inflict light damage, mage armor, magic aura, magic weapon, reduce, reinforce, repair light damage, shocking grasp, true strike, undetectable aura, unseen servant.

2nd level—arcane lock, continual flame, electric scry, inflict moderate damage, instant reboot, knock, locate object, magic bullets, obscure object, power down, protection from arrows, pyrotechnics, refuel, repair moderate damage, resist elements, resist radiation, shatter.

3rd level—detect surveillance, explosive runes, greater magic weapon, inflict serious damage, keen edge, protection from elements, protection from radiation, repair serious damage, shrink item.

4th level—fire trap, inflict critical damage, minor creation, repair critical damage, stoneskin.