Author Topic: Class design: Technomancer  (Read 512 times)


  • Gibbering Mouther
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Class design: Technomancer
« on: June 02, 2007, 08:50:57 PM »
I have run into writers block and I was wondering if I could get some help in creating my campaigns namesake class?

Keep in mind that I am using a heavily modified d20 system, the changes that I have made are as follows:
1) I have expanded the level cap from 20 to 50, and have adjusted BAB and saves to slower progressions. Also it takes a lot less xp, to gain a new level. (while 50 is the cap, no class has 50 levels)
2) Feats have been changed into class features or combat styles.
3) Classes do not start out with mass weapon proficiency.
4) It is a sci-fi/tech setting.


Chapter V: The Technomancer


Adventures: Under construction
Characteristics: Under construction
Religion: Under construction
Background: Under construction
Races: Under construction
Other classes: Under construction
Role: Under construction

Dominate ability: Intelligence

Hit die: d4

Class Skills

The Class skills for the Technomancer (and the key ability for each) are: Appraise (INT), Concentration (CON), Craft (INT), Diplomacy (CHA), Disable Device (INT), Gather Information (CHA), Intimidate (CHA), Knowledge (all skills taken individually) (INT), and Search (WIS).

Skill points at first level

Skill points every even level 2 + INT mod.

[tr] [td]Level[/td]   [td]BAB[/td][td]Ability[/td][td]Fort[/td][td]Ref[/td][td]Will[/td][td]power points[/td] [/tr]
[tr] [td]1[/td] [td]0[/td] [td]Secrets of Technomancy / Electrical resistance 1[/td] [td]0[/td] [td]0[/td] [td]2[/td][td]3[/td] [/tr]
[tr] [td]2[/td] [td]0[/td][td]Distrust[/td][td]0[/td][td]0[/td][td]2[/td][td]6[/td] [/tr]
[tr] [td]3   [/td] [td]0[/td][td]- [/td][td]0[/td][td]0[/td][td]2[/td][td]9[/td] [/tr]
[tr] [td]4   [/td] [td]0[/td] [td]+1 to knowledge / fast heal 1[/td] [td]0[/td] [td]0[/td] [td]3[/td][td]12[/td] [/tr]
[tr] [td]5   [/td] [td]0[/td][td]Electrical resistance 2[/td][td]0[/td][td]0[/td][td]3[/td][td]15[/td] [/tr]
[tr] [td]6   [/td] [td]1[/td][td]- [/td][td]0[/td][td]0[/td][td]3[/td] [td]18[/td][/tr]
[tr] [td]7[/td] [td]1[/td][td]- [/td][td]1[/td][td]1[/td][td]3[/td][td]21[/td] [/tr]
[tr] [td]8[/td] [td]1[/td][td]+1 to knowledge[/td][td]1[/td][td]1[/td][td]3[/td][td]24[/td] [/tr]
[tr] [td]9[/td] [td]2[/td][td]- [/td][td]1[/td][td]1[/td][td]3[/td] [td]27[/td][/tr]
[tr] [td]10[/td] [td]2[/td][td]Electrical resistance 3 / Craft Techno-magic device[/td][td]1[/td][td]1[/td][td]4[/td][td]30[/td] [/tr]
[tr] [td]11[/td][td]2[/td][td]fast heal 2[/td][td]1[/td][td]1[/td][td]4[/td][td]33[/td] [/tr]
[tr] [td]12[/td][td]3[/td][td]+1 to knowledge[/td][td]1[/td][td]1[/td][td]4[/td][td]36[/td] [/tr]
[tr] [td]13[/td][td]3[/td][td]- [/td][td]2[/td][td]2[/td][td]4[/td][td]39[/td] [/tr]
[tr] [td]14[/td] [td]3[/td][td]- [/td][td]2[/td][td]2[/td][td]4[/td][td]42[/td] [/tr]
[tr] [td]15[/td][td]4[/td][td]Electrical resistance 4 / Craft Techno staff[/td][td]2[/td][td]2[/td][td]4[/td][td]45[/td] [/tr]
[tr] [td]16[/td][td]4[/td][td]+1 to knowledge[/td][td]2[/td][td]2[/td][td]5[/td] [td]48[/td][/tr]
[tr] [td] 17[/td] [td]4[/td][td]- [/td][td]2[/td][td]2[/td][td]5[/td][td]51[/td] [/tr]
[tr] [td] 18[/td] [td]5[/td][td]fast heal 3[/td][td]2[/td][td]2[/td][td]5[/td][td]54[/td] [/tr]
[tr] [td]19[/td] [td]5[/td][td]- [/td][td]3[/td][td]3[/td][td]5[/td][td]57[/td] [/tr]
[tr] [td]20[/td] [td]5[/td][td]Electrical resistance 5 / +1 to knowledge[/td]  [td]3[/td][td]3[/td][td]5[/td] [td]60[/td][/tr]
Class Features
All of the Following are class features of the Technomancer.

Weapon and armor proficiency: A Technomancer believes that weapons and armor are far beneath the benefits that his powers grant him. Therefore the technomancer is not proficient with any type of weapons or armor.  

Secrets of Technomancy
Nanites are microscopic machines that inhabit a technomancers body, bloodstream, and many cybernetic implants. The nanites perform the function of maintaining the technomancers cybernetic systems, repairing damage to their organic system, and protecting them from many forms of disease and viruses.

Craft Implant
   Under construction

   Implantation is the process by which a technomancers nanites fuse an implant to his body and wire it to his mind. The process begins with the technomancer creating an implant and placing it on his body. His nanites then pass through his pores and disassemble the implant, drawing into his body. The implant is then reassembled and wired to the technomancers mind.
   The process of implantation is extremely painful and unpleasant. To avoid this, the technomancer places himself into a deep coma. When the process ends the technomancer awakens with a fully functional implant.

   Technomancers, as a whole, have a reputation of being manipulative, secretive, and highly self-serving. As a technomancer would say €œa reputation that is highly deserved€ As such, people who have dealings technomancers (including their own kind) view them with a level of distrust. The technomancer takes a -2 to all bluff and diplomacy checks when interacting with non-technomancers, but gain a +5 on sense motive checks when dealing with others of their kind.

+1 to knowledge
   Under construction

Fast heal
The nanites that populate the technomancers body become more efficient at repairing damage. Beginning at 4th level the technomancer gains fast heal 1, this ability increases to fast heal 2 at 11th level, and finally fast heal 3 at 18th.  

Electrical resistance
Do to the technomancers implants and nanites his body is better able to resist electrical current. Beginning at 1st level and continuing every 5 levels there after, the technomancer gains electrical resistance 1 (to a max of resistance 5 at 20th level).

Craft Techno-magic device
Under construction

Craft Techno-staff
Under construction



Levitation: the levitation implant allows the technomancer to create a small anti-gravity bubble around any object. the technomancer may then mentally move the object in any direction that he wishes to.  The object can weight no more then 10 lbs and moves at 30ft around. Unattended objects requires no saving throw, attended objects require the person holding the object to make a strength check (DC = 10 + technomancers Intelligence modifier). Passing the strength check allows the person to hold on to the object. (power point cost: 1)
Levitation add-on: the weight the technomancer may lift with his levitation implant is increased to 100 lbs and the power point cost increases to 2.

Levitation add-on: the weight the technomancer may lift with his levitation implant is increased to 1,000 lbs and the power point cost increases to 4

Levitation add-on: the weight the technomancer may lift with his levitation implant is increased to 10,000 lbs and the power point cost increases to 8

« Last Edit: December 31, 1969, 07:00:00 PM by XXsiriusXX »