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*Pathfinder & Starfinder
Technologist (alternate wizard using Santiago rules)
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<blockquote data-quote="gamerprinter" data-source="post: 6457674" data-attributes="member: 50895"><p>I've been playing with ideas for use in a Pathfinder Sci-Fi game using the Santiago Players Guide concepts. Keeping in mind that spells are technical procedures and not magic, though the resulting effect is the same. Despite liking the ideas behind the existing alternate spellcaster classes like the Engineer, I think its viable to build something closer to the wizard I want to call the Technologist. I haven't worked out all the bugs, nor all the class feature replacements, but here's my start.</p><p></p><p><span style="font-size: 12px"><strong>Technologist</strong></span></p><p></p><p><strong>Bonus Language</strong>: Technical Procedural Language (software coding language)</p><p></p><p><strong>Robotic Familiar</strong>: essentially a tiny or small UAV with AI and manipulator hands that has all the normal properties of a typical wizard's familiar serving the same purpose. (replaces Arcane Bond)</p><p></p><p><strong>Technical Procedures/Procedural Processing Units</strong> (spells/spellbooks):<em> Procedural Processing Units</em> serves as the "spellbook" of a technologist, that stores software programs encoded by the technologist using a tablet or holographic touchscreen and voice to text conversion - emulating both somatic and verbal components (waving your hands in the air and uttering some words, as in casting a spell). A technologist is a software engineer. Like the Santiago class Engineer, a need for something like widgets that serve as hardware devices to boost, test or otherwise tweak the Procedural Processing Units and serve as material components to alter the capability of the equipment that enables the technical procedure "effects". Technical Procedure effects either emanate from the PPU or Wireless communication with "electronic systems" in structures, vehicles, man-made locations that discharge effects enabled by technical procedure encoded by the technologist.</p><p></p><p><strong>Something that replaces Scribe Scroll</strong>: transfering programs encoded by a technologist to memory storage units (like jump drives) or uploaded to the Galactic Cloud Server for galactic internet that can be retrieved to your PPU and enabled.</p><p></p><p><strong>Spell List</strong>: haven't decided on which "spellcaster spell list" to choose, or just do a direct conversion of the existing sorcerer/wizard spell list to technical procedural versions with the same effects.</p><p></p><p>As an aside, I'm also thinking of creating either an Engineer Archetype called <strong>Pilot</strong> that replaces the options from the Mechanic archetype, with options for piloting starships - or developing a prestige class that allows any qualifying class to become a starship pilot. Which way should I try to build a starship pilot as an archetype or a prestige class?</p><p></p><p>I also want to develop 3D movement rules for starships for ship to ship combat scenarios, as well as adapting existing sailing ship combat rules for space combat with slugthrowers and laser/energy cannons - since the Santiago setting rules is missing this aspect of Sci-Fi gaming.</p><p></p><p>Any thoughts on these ideas?</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6457674, member: 50895"] I've been playing with ideas for use in a Pathfinder Sci-Fi game using the Santiago Players Guide concepts. Keeping in mind that spells are technical procedures and not magic, though the resulting effect is the same. Despite liking the ideas behind the existing alternate spellcaster classes like the Engineer, I think its viable to build something closer to the wizard I want to call the Technologist. I haven't worked out all the bugs, nor all the class feature replacements, but here's my start. [SIZE=3][B]Technologist[/B][/SIZE] [B]Bonus Language[/B]: Technical Procedural Language (software coding language) [B]Robotic Familiar[/B]: essentially a tiny or small UAV with AI and manipulator hands that has all the normal properties of a typical wizard's familiar serving the same purpose. (replaces Arcane Bond) [B]Technical Procedures/Procedural Processing Units[/B] (spells/spellbooks):[I] Procedural Processing Units[/I] serves as the "spellbook" of a technologist, that stores software programs encoded by the technologist using a tablet or holographic touchscreen and voice to text conversion - emulating both somatic and verbal components (waving your hands in the air and uttering some words, as in casting a spell). A technologist is a software engineer. Like the Santiago class Engineer, a need for something like widgets that serve as hardware devices to boost, test or otherwise tweak the Procedural Processing Units and serve as material components to alter the capability of the equipment that enables the technical procedure "effects". Technical Procedure effects either emanate from the PPU or Wireless communication with "electronic systems" in structures, vehicles, man-made locations that discharge effects enabled by technical procedure encoded by the technologist. [B]Something that replaces Scribe Scroll[/B]: transfering programs encoded by a technologist to memory storage units (like jump drives) or uploaded to the Galactic Cloud Server for galactic internet that can be retrieved to your PPU and enabled. [B]Spell List[/B]: haven't decided on which "spellcaster spell list" to choose, or just do a direct conversion of the existing sorcerer/wizard spell list to technical procedural versions with the same effects. As an aside, I'm also thinking of creating either an Engineer Archetype called [B]Pilot[/B] that replaces the options from the Mechanic archetype, with options for piloting starships - or developing a prestige class that allows any qualifying class to become a starship pilot. Which way should I try to build a starship pilot as an archetype or a prestige class? I also want to develop 3D movement rules for starships for ship to ship combat scenarios, as well as adapting existing sailing ship combat rules for space combat with slugthrowers and laser/energy cannons - since the Santiago setting rules is missing this aspect of Sci-Fi gaming. Any thoughts on these ideas? [/QUOTE]
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