technomancer?

bellman

First Post
does any one know a good technomancer class? and please don't say artificer because thats not what i'm looking for. my vision is of a man who introduces metal into his body, which he can then shape into different magical built in weapons on the fly. could anyone help me with this?
 

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That's a pretty "cyborg" vision of the Technomancer concept.

There's a Steampunk Cyborg in DragonMech that you might want to check out for something vaguely similar to what you are looking for.

ENPublishing have a technomancer in at least one of their various Steampunk books (Steam & Steel, Technomancy, etc). But I'm pretty sure it has nothing to do with implanting hardware into your body and then modifying it with magic on the go.
 

well dyson, as far as the steamborg goes, i see it as more as a fighter with guns. my vision of it would have a set amount of technology he could create, and use indefinately for example he could create a laser gun, vibrating blade, or techno armour as part of his body by third level, as well as having two of those active at a time. and yes this vision is pretty "cyborg". gameplay-wise, as he leveled up he could learn to create more items, and create more at a time, and as part of his body, they cannot be seperated(disarmed) nor sundered without causing damage to it's wielder.
if that is what the steamborg is like then well i'm sorry, but i don't have dragonmech.
 

options:
1. Warforged (eberron campaign setting, races of eberron)
This is a (playable) living construct.
Eberron also includes various warforged components, which are basically swords, armor, etc. you can attach or incorporate into your body. Other options are gained through feats (adamantide body, etc.)
Not sure about the laser gun though. You might need to replace that with a wand of magic missile?
2. Renegade Mastermaker Prestige Class. (magic of eberron)
This is essentially someone transforming himself into a warforged, although if you stop before you reach the 10th level you never actually become one. Other options are as above, although you'd have to take the 10th lvl to get the adamantide body etc. and to lvl 7 (i think) to allow attached items.
3. Construct Grafts (faiths of eberron)
This is a different route altogether, where you add construct arms, legs, body to replace your 'regular' appendices (like arms, legs, skin) with metallic ones. More invasive, less 'gradual' than the Renegade Mastermaker, and you'll need to be at least lvl 9 (I think) to be able to take the Construct Graft feat (although you could convince your DM to have an NPC do the grafting)
 

herzog, i don't think having to buy each attachment and equip them beforehand is what i'm looking for, and as for grafting, theres going to be times when my technomancer will want to look normal in addition to the previous problem.
 

well dyson, as far as the steamborg goes, i see it as more as a fighter with guns. my vision of it would have a set amount of technology he could create, and use indefinately for example he could create a laser gun, vibrating blade, or techno armour as part of his body by third level, as well as having two of those active at a time. and yes this vision is pretty "cyborg". gameplay-wise, as he leveled up he could learn to create more items, and create more at a time, and as part of his body, they cannot be seperated(disarmed) nor sundered without causing damage to it's wielder.
if that is what the steamborg is like then well i'm sorry, but i don't have dragonmech.

Yes, a Steamborg can create a "lazer" gun. You need certain steam power combinations, but you can make a flamethrower, etc. So a lazer is definately possible.
As you level up you can create more steam powers stuff.

However, steam objects you create aren't immune to disarming or sundering. But you can always recreate them later if they get destroyed.

But what is a vibrating blade/techno armor. Describe them.
If Vibrating blade is a just a weapon then craft skills would do that.

Your idea is not a single class, but a multiclass character.

A Steamborg/Incarnate fits your character really well.
Take soulmeld for Incarnate Weapon for the Vibro-blade. and you could take the armor one (but at lower levels the armor bonus is higher for bought armor).

These two cannot be sundered/disarmed because Incarnate weapon always returns to your hands unless they are occupied. And Armor can't be sundered anyway.

Now a single classed Human Steamborg could take both Soulmelds with Shape soulmeld feat, but that is feat intensive.

Incarnate and Soulmelds are from Magic of Incarnum
Steamborg is in Dragonmech book.
 

If you want to do technomancy, see if you can find Perpetrated Press' Arsenal and Factory.

Arsenal - RPG Reviews - GameWyrd
Amazon.com: Arsenal (d20 System Weapons Guide and Sourcebook): Erik Kjerland: Books


Besides Dragonmech, you might also wish to check out Iron Kingdoms (Privateer Press), Dragonstar (Fantasy Flight Games) and Chaositech (Sword & Sorcery Studio).

Amazon.com: Iron Kingdoms Character Guide: Full Metal Fantasy, Vol. 1: Iron Kingdoms: Books
Amazon.com: Dragonstar: Players Companion: Fantasy Flight Games, Various: Books
Amazon.com: Chaositech (Sword and Sorcery Studio): Monte Cook: Books
 

To make a lazer gun:
Try a Spark Generator + pump + amplifier:
That grants a 10 foot range of 1d4 lethal "gun".
Each amplifier added adds 10 feet/1d4 damage.

Example 5 steam powers: Spark + pump + 3 amplifiers = 30 foot range + 3d4 damage.

Adding another Spark generator increases damage type.
So 6 steam powers (5 from previous + 1 Spark generator) deals 3d6 damage.

The benefit of Steam powers is no use limit.

You can make a flame thrower as an area effect or a touch attack with them.
 

Maybe I'm missing something, but what the OP seems to be looking for is some sort of character-class that can shape/form weapons of different sorts, like one of those liquid metal terminators or something.

I personally don't know of any class that does this sort of thing. I think the closest you're going to get is to reskin an already existing class. Maybe a psionics class like the Psychic Warrior or the Soulknife. I seem to recalled that Dreamscarred Press did a revision of the Soulknife that folks liked, although I could be wrong on that.
 

You may be right...

While there isn't one for magic that I know of, there is this:

Graft Weapon
Psychometabolism
Level: Psychic warrior 3
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 24 hours (D)
Power Points: 5

You attach any melee weapon you can use in one hand—mundane, psionic, or magical—onto the end of one of your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon.

The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted.

For a psychic warrior under the effect of the claws of the beast power, grafting a weapon means that attacks with this hand deal the base damage of the weapon, instead of the claw upon which a psychic warrior normally relies.

Graft Weapon :: d20srd.org
 

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