[Dragonstar] Variant Technomancer by Matthew Mather (New Spells)

Which Technomancer variation do you like? (Choose all that apply)

  • Original Technomancer

    Votes: 1 25.0%
  • Matthew Mather's variant (see below)

    Votes: 1 25.0%
  • Cabral variant (see below)

    Votes: 2 50.0%
  • none of the above

    Votes: 2 50.0%

Cabral

First Post
<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.
 
Last edited:

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Cabral

First Post
Promised Spells

Confuse Construct
Transmutation
Level: Technomancer 1
Components: V, S, M
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: 1 round per level
Saving Throw: Will negates
Spell Resistance: Yes

As Confusion except affects only Constructs.
Material Component: A few peices of solder.

Dominate Construct
Transmutation
Level: Technomancer 6
Components: V, S
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: 1 day per level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

As Dominate Person except affects only Constructs and vehicles and they can be of any size. If cast on a machine, the machine acts as if controlled by one or more Unseen Servants (though none are actually conjured) with same skills, saving throws, and base attack bonus as the caster but with a -2 penalty. The machine also has access to any feat the caster has (any feat with limited daily uses have their number of uses shared between the machine and caster).

Energy Flux
Transmutation [See Text]
Level: Technomancer 3
Components: V, S, M
Casting Time 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 energy weapon
Duration: 1 round per level
Saving Throw: No (object)
Spell Resistance: Yes (object)

The energy type of one energy weapon is altered to Fire, Electricity, Cold, or Sonic. If the weapon is held by an unwilling creature, the caster must succeed at a ranged touch attack to affect the weapon. The spell has a descriptor of Fire, Electricity, Cold, or Sonic depending on the type of energy chosen.
Material Component: A prism.

Enhance Construct
Transmutation
Level: Technomancer 2
Components: V, S, M
Casting Time 1 action
Range: Touch
Target: Construct touched
Duration: 1 hour per level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The caster may grant a Contruct one of the following:
  • a 1d4+1 enhancement bonus to Strength
  • a 1d4+1 enhancement bonus to Dexterity
  • a +2 enhancement bonus to Fort saves
Material component: A can of fresh motor oil.

Meld with Construct
Transmutation
Level: Technomancer 5
Components: V, S, F
Casting Time 1 round
Range: Touch
Target: Construct touched
Duration: 1 hour per level
Saving Throw: Will negates
Spell Resistance: Yes

As magic jar except it does not require a receptacle and upon spell completion, the caster must immediately attempt to possess a construct in range or the spell is cancelled. If the possession is successful, the caster's body and equipment are absorbed into the construct. If the construct makes its saving throw or whenever a caster of magic jar would return to his body or the magic jar, the body of the meld with construct caster reforms in the nearest unoccupied space and the spell ends.
Focus: A masterwork crowbar (150 credits)

If you don't play in the Dragonstar but still want to use these spells, I would use these as the Sorcerer and Wizard levels:

Confuse Construct - 2
Dominate Construct - 6
Energy Flux - 3
Enhance Construct - 2
Meld Construct - 5
 

Cabral

First Post
Cabral said:
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.

After looking at the book, more closely, I think the bonus should apply to Craft, Demolitions, Disable Device, Repair, and Open Locks checks.

Also, it should be noted that these do not count as specialized toolkits (though, at 4th level, the +2 bonus cancels the -2 penalty for not using one, and at 10th level, the +4 bonus is equivelant to possing a masterwork specialized toolkit.
Additionally, I suppose a spellcaster who had Conjuration as a banned school, but could cast Illusion (shadow) spells could still be able to qualify for the class but the Arcane Tools class ability would be an Illusion (Shadow) effect instead of a Conjuration (Creation) [Force] effect
 


Cabral

First Post
Yes, add to the above abilities that a Technomancer has upgrades available as a Mechanist of the Technomancer's level plus the character's Mechanist level, if any.
 

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