The Technomancer The Technomancer is a Mage who specializes in magic that interacts with technology. He casts arcane spells and builds powerful magic items. This interaction between magic and technology makes the Technomancer a capable engineer and scientist as well as a Mage, but limits him from casting spells of the Necromancy school. Select this advanced class if you want your character to master the interaction of magic and technology. The fastest path into this advanced class is through the Smart hero basic class, though other paths are possible. Requirements To qualify to become a Technomancer, a character must fulfill the following criteria. Skills: Computer Use 6 ranks, Cyberkinesis 6 ranks, Craft (electronics) 6 ranks, Knowledge (arcane lore) 6 ranks. Feats: Skill Aptitude (Cyberkinesis), Wild Talent (Cyberkinesis skill) Class Information The following information pertains to the Technomancer advanced class. Hit Die The Technomancer gains 1d6 hit points per level. The character s Constitution modifier applies. Action Points The Technomancer gains a number of action points equal to 6 + one-half his character level, rounded down, each time he advances a level in this class. Class Skills The Technomancer s class skills are as follows. Computer Use (Int), Concentration (Con), Cyberkinesis (Int), Craft (chemical, electronic, mechanical, pharmaceutical, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (arcane lore, art, current events, history, physical sciences, popular culture, streetwise, technology) (Int), Read/Write Language (none), Repair (Int), Research (Int), Speak Language (none), and Spellcraft (Int). Skill Points at Each Level: 7 + Int modifier TABLE: THE TECHNOMANCER Class Level Base Attack Fort Save Ref Save Will Save Special Def Rep 1st +0 +0 +0 +2 Arcane skills, arcane +1 +1 spells 2nd +1 +0 +0 +3 Scribe scroll +1 +1 3rd +1 +1 +1 +3 feat, +2 +1 program spell 4th +2 +1 +1 +4 Build homunculus +2 +2 5th +2 +1 +1 +4 Build magic +3 +2
mastercraft 6th +3 +2 +2 +5 feat, spell +3 +2 mastery 7th +3 +2 +2 +5 Combat casting +4 +3 8th +4 +2 +2 +6 Online casting +4 +3 9th +4 +3 +3 +6 feat, spell +5 +3 mastery 10th +5 +3 +3 +7 Build magical construct +5 +4 Class Features All of the following features pertain to the Technomancer advanced class. Arcane Skills The Technomancer has access to Concentration, Craft (chemical), and Spellcraft whose arcane uses are detailed on page 319. Arcane Spells and Armour The Technomancer can become proficient in the use of armour, and while his limitations are not as great as a traditional Mage, he still has a difficult time casting most arcane spells while wearing it. See page 53 of the Urban Arcana campaign setting for the Technomancer s table for Arcane Spells and Armour. Specialized Mage The Technomancer is considered a Mage specialized in magic that interacts with technology. This has three effects. First, the Technomancer can prepare one additional spell of the Technomancy school per spell level each day. Second, the Technomancer gains a +2 bonus to Spellcraft checks to learn Technomancy spells. Third, the Technomancer gains one opposition school: Necromancy. The Technomancer s art has nothing to do with the dead, because he concentrates on spells that interact with technology and building magical devices. He has no interest in the black arts. Spellfiles Instead of a spellbook, the Technomancer s spells are recorded in his spellfiles, a collection of computer files usually recorded in a laptop that hold his knowledge of arcane spells. The Technomancer s spellfiles otherwise follow all the rules for spellbooks detailed in page 318, except that the Technomancer is restricted from adding Necromancy spells to his spellfiles due to his chosen specialization. Arcane Spells The Technomancer prepares and casts spells using the same rules as the Mage s outlined on page 319 of the d20 Modern core rulebook. Remember the rules given for a specialized Mage above, and consult the tables below.
Spells Per Day by Spell Level Technomancer Level 0 1 2 3 4 5 1st 3 1+1 2nd 4 2+1 3rd 4 2+1 1+1 4th 4 3+1 2+1 5th 4 3+1 2+1 1+1 6th 4 3+1 3+1 2+1 7th 4 4+1 3+1 2+1 1+1 8th 4 4+1 3+1 3+1 2+1 9th 4 4+1 4+1 3+1 2+1 1+1 10th 4 4+1 4+1 3+1 3+1 2+1 Spells by Spell Level Int Score 1 2 3 4 5 12-13 1 14-15 1 1 16-17 1 1 1 18-19 1 1 1 1 20-21 2 1 1 1 1 22-23 2 2 1 1 1 Scribe Scroll At 2nd-level, the Technomancer gains the talent to scribe scrolls that store magical spells within them. This ability functions exactly as the Mage talent of the same name, except the Technomancer s preferred medium is always a file on a computer. See page 321 in the d20 Modern core rulebook. Program Spell At 3rd level, the Technomancer gains the talent program spell. This functions exactly as the talent found on page 54 of the Urban Arcana campaign setting. Feats At 3rd, 6th, and 9th level, the Technomancer gets a bonus feat. The bonus feat may be selected from the following list, and the Technomancer must meet all the prerequisites for the feat in order to select it. Armour Proficiency (light), Builder, Educated, Gearhead, Greater Spell Focus, Greater Spell Pentration, Personal Firearms Proficiency, Spell Focus, Spell Penetration, Studious, Windfall. The Technomancer may also select any metamagic feat as a bonus feat. Build Homunculus At 4th-level, a Technomancer can create a homunculus, using the rules on pages 54 and 223 of the Urban Arcana campaign setting.
Build Magic Mastercraft At 5th-level, a Technomancer can build magic mastercraft weapons and armour which anyone can use. It takes twice as long as an ordinary item to build magic mastercraft items. The cost to build a magic mastercraft item is equal to the purchase DC of the components (see the appropriate Craft skill description) + the purchase DC modifier of the magical enhancement bonus. You can add the magic mastercraft feature to an existing ordinary item by making the Wealth check and Craft check as though you were constructing the item yourself. The Technomancer must also spend experience points to create a magic mastercraft item. The XP cost is equal to the total enhancement bonus x the purchase DC of the magic mastercraft item x the purchase DC of the components. The XP must be paid before making the Craft checks. Finally, the Technomancer makes a Craft (mechanical) skill check and a Craft (chemical) skill check to complete the work. The DC for the Craft (mechanical) check is 20 + the total enhancement bonus for armour; 25 + the total enhancement bonus for weapons. The DC for the Craft (chemical) check is 25 + the total enhancement bonus ½ the Technomancer s class level (rounded down). Spell Mastery At 6th and 9th-level, the Technomancer gains the talent spell mastery, as described on page 322 of the d20 Modern core rulebook. Combat Casting At 7th-level, the Technomancer gains the talent combat casting. This functions exactly as the talent found on page 322 of the d20 Modern core rulebook. Online Casting At 8th level, the Technomancer gains the talent online casting. This functions exactly as the talent found on page 55 of the Urban Arcana campaign setting. Build Magical Construct At 10th level, the Technomancer can build magical constructs, including golems, that follow his commands. The Technomancer can build a construct whose prerequisites he meets. Building the body of the construct takes 24 hours of work. The Technomancer may not build a construct from flesh such as a flesh golem, but is otherwise free to build any type of magical construct he wants. The Purchase DC of the raw materials for the construct s body is 30 + ½ the construct s hit dice + the caster level. The DC for the check to build a construct s body is 10 + the construct s hit dice + the caster level. Chemical golems require a Craft (chemical) as well as a Craft (mechanical) check to build, but otherwise use Craft (mechanical) to build the body. The rituals to animate a construct are a long process that takes two months to complete, with the Technomancer working 8 hours out of each day, in a specially prepared alchemist s or scientific laboratory with a Purchase DC of 32 to establish. The XP cost of the rituals is equal to the construct s hit dice x the caster level x the Purchase DC of the raw materials. Completing the ritual requires a Craft (chemical) check, the DC being the same as building the body.
When not working on the rituals, the Technomancer must rest and cannot perform any other activities except eating, sleeping, and talking. If the Technomancer misses a day of rituals, the process fails, and must be started again. Money spent is lost, but the XP is not spent. The construct s body can be re-used, as can the laboratory. Prerequisites to build specific constructs will be given elsewhere. Technomancy Spell List Technomancers use the Mage spell list, with the following spells considered part of the Technomancer s school. Remember that the Technomancer is barred from learning Necromancy spells. 0-level Technomancy Spells (Cantrips) Arcane graffiti, caller ID, enumerate, haywire, magic ID, mending, open/close, repair minor damage. 1st-level Technomancy Spells Degauss, detect gold, erase, hold portal, magic weapon, mask metal, power device, red light green light, repair light damage, shocking grasp, trace purge. 2nd-level Technomancy Spells Arcane lock, assassin s senses, burglar s buddy, camera shy, dataread, knock, locate object, machine invisibility, magic message, obscure object, protection from arrows/bullets, relay text, repair moderate damage, shocking missile. 3rd-level Technomancy Spells Electromagnetic pulse, explosive runes, greater knock, greater magic weapon, improved arcane lock, iron storm, Leomund s tiny hut, lightning bolt, missile storm, phantom chopper, repair serious damage, rune of fire, rune of seeing, rune of sleep, secret page, shrink item, shutdown. 4th-level Technomancy Spells Clown car, energy trap, iron butterflies, Leomund s secure shelter, lesser creation, magic bullets, magic circle of seeing, persistent missles, quick learn, repair critical damage, rune of poison, sacrifice spell, tattoo item, wire walk. 5th-level Technomancy Spells Instant connectivity, Leomund s hidden lodge, mass repair light damage, meld object, permanency, phantom limousine, phantom projectiles, symbol of pain, symbol of sleep, synchronicity.