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Technomancer

To the uninitiated, magic and technology are completely unrelated, but you know there are more correlations between the two than most suspect. Magic and technology are just tools, and when combined into one discipline, called technomancy, they can be far more powerful than one or the other on its own. You utilize tech to empower, harness, and manipulate magic, and you wield magic to augment, control, and modify technology. You are an expert at hacking the underlying structure of the universe itself, bending the laws of science and nature to your will. Your technomancy— which is gained from scientific study and experimentation— manipulates the physical world, weaves illusions, allows you to peer through time and space, and if necessary, can blast a foe into atoms.

Hit Points: 5

Stamina Points: 5 + Constitution Modifier

Key Ability Score

Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.

Class Skills

Skill Ranks Per Level: 4 + Intelligence Modifier

Class Skills: Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int) Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex)

Proficiencies

Armor Proficiency: Light Armor

Weapon Proficiency: Basic melee weapons, small arms

Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Spell cache 2 - - - - -
2nd +1 +0 +0 +3 Magic hack 2 - - - - -
3rd +2 +1 +1 +3 Spell Focus, techlore +1, weapon specialization 3 - - - - -
4th +3 +1 +1 +4 - 3 2 - - - -
5th +3 +1 +1 +4 Magic hack 4 2 - - - -
6th +4 +2 +2 +5 Cache capacitor 1, techlore +2 4 3 - - - -
7th +5 +2 +2 +5 - 4 3 2 - - -
8th +6 +2 +2 +6 Magic hack 4 4 2 - - -
9th +6 +3 +3 +6 Techlore +3 5 4 3 - - -
10th +7 +3 +3 +7 - 5 4 3 2 - -
11th +8 +3 +3 +7 Magic hack 5 4 4 2 - -
12th +9 +4 +4 +8 Cache capacitor 2, techlore +4 5 5 4 3 - -
13th +9 +4 +4 +8 - 5 5 5 3 2 -
14th +10 +4 +4 +9 Magic hack 5 5 5 4 2 -
15th +11 +5 +5 +9 Techlore +5 5 5 5 4 3 -
16th +12 +5 +5 +10 - 5 5 5 4 3 2
17th +12 +5 +5 +10 Magic hack 5 5 5 4 4 2
18th +13 +6 +6 +11 Cache capacitor 3, techlore +6 5 5 5 4 4 3
19th +14 +6 +6 +11 Resolve attunement 5 5 5 5 5 4
20th +15 +6 +6 +12 Fuse spells, magic hack 5 5 5 5 5 5

Spells

You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on the Technomancer table. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on the table Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on the table Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.

Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.

You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher- level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Technomancer Bonus Spells

INT SCORE 1ST 2ND 3RD 4TH 5TH 6TH
1-11 - - - - - -
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
24-25 - 2 2 2 1 1
26–27 - 2 2 2 2 1
28-29 - 3 2 2 2 1
30–31 - 3 3 2 2 2

Technomancer Spells Known

CLASS LEVEL 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 5 5 4 3 - -
12th 6 5 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 4