<edit: check out Dragonstar by Fantasy Flight Games >
I really like the concept of the Technomancer prestige class in Starfarer's Handbook, but I don't think it was executed well.
Matthew Mather posted a variant to the Fantasy Flight Games messageboards which was pretty cool. It is here.
It inspired my own variation:
As in Starfarer's Handbook except:
Requirements: As Matthew Mather's variant; Cannot have conjuration as a banned school
Class progresses to level 10.
Base attack progression: wizard
Good Saving throw(s): Will
Class Features:
Arcane Tools (Su): Starting at first level the technomancer can summon magical tools (Conjuration (creation) [Force] effect) while using these summoned tools grants the Technomancer a +1 circumstance bonus to Disarm Traps, Pick Locks, and Repair check. This does not stack with the bonuses for using masterwork (or other) tools. Every 3 levels beyond first, the bonus increases by 1.
Spells: Every level after first, the technomancer gains a bonus spell level. If the Technomancer has multiple arcane spellcasting classes, he must decide what class to apply it to.
Other class abilities in the Starfarer's Handbook converted to spells and added to the spell list.
Spell list: these spells are added to the Technomancer's arcane spellcasting class list. (Note: What happens if the Technomancer has multiple arcane spell casting classes?)
What do you think?
I'll post the new spells later today.
I really like the concept of the Technomancer prestige class in Starfarer's Handbook, but I don't think it was executed well.
Matthew Mather posted a variant to the Fantasy Flight Games messageboards which was pretty cool. It is here.
It inspired my own variation:
As in Starfarer's Handbook except:
Requirements: As Matthew Mather's variant; Cannot have conjuration as a banned school
Class progresses to level 10.
Base attack progression: wizard
Good Saving throw(s): Will
Class Features:
Arcane Tools (Su): Starting at first level the technomancer can summon magical tools (Conjuration (creation) [Force] effect) while using these summoned tools grants the Technomancer a +1 circumstance bonus to Disarm Traps, Pick Locks, and Repair check. This does not stack with the bonuses for using masterwork (or other) tools. Every 3 levels beyond first, the bonus increases by 1.
Spells: Every level after first, the technomancer gains a bonus spell level. If the Technomancer has multiple arcane spellcasting classes, he must decide what class to apply it to.
Other class abilities in the Starfarer's Handbook converted to spells and added to the spell list.
Spell list: these spells are added to the Technomancer's arcane spellcasting class list. (Note: What happens if the Technomancer has multiple arcane spell casting classes?)
What do you think?
I'll post the new spells later today.
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