Found 4403 matches

Technomantic Dabbler
Prerequisites: Intelligence 15, character level 5th, no levels in technomancer.

You dabble with coding in the language of magic.

Technomantic Proficiency
[Level: 2]

As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.

Tekenki CR: 17 XP: 102,400 CE Colossal construct (magical, technological) Init.: +8 Senses: blindsense (thought) 120 ft., sense the masses Perception: +29 HP: 340 EAC: 31 KAC: 33 Fort: +17 Ref: +13 Will: +17 Speed: 100 ft., fly 100 ft. (jets, clumsy), swim 100 ft. Melee: slam +32 (6d12+28 B) Ranged: integrated white star plasma cannon +29 (6d10+17 E & F; critical burn 3d8) Offensive Abilities: demolish structures, electromagnetic pulse, unwieldy fire Str: +11 Dex: +8 Con:Wis: +5 Int: +5 Cha: +5 Skills: Acrobatics +29 (+21 to fly), Athletics +29, Intimidate +34, Piloting +29, Sense Motive +29 Languages: Ancient Daimalkan, Common Gear: white star plasma cannons (3)
Tekhoinos CR: 10 XP: 9600 N Medium outsider (aeon) Init.: +5 Senses: darkvision 60 ft. Perception: +19 HP: 145 EAC: 23 KAC: 24 Fort: +11 Ref: +9 Will: +13 Speed: 20 ft., fly 40 ft. (Su, perfect) Melee: slam +19 (2d8+12 B) Ranged: telekinetic blast +21 (2d8+10 B; critical knockdown) Offensive Abilities: pattern bind Str: +2 Dex: +5 Con: +2 Wis: +8 Int: +2 Cha: +3 Skills: Acrobatics +19 (+27 to fly), Culture +19 (+29 to recall knowledge), Engineering +19, Life Science +19 (+29 to recall knowledge), Mysticism +24 (+34 to recall knowledge), Sense Motive +19, Stealth +24 Languages: envisaging
Telekinesis
Level:

Technomancer 5

School: transmutation Casting Time: 1 standard action Range: long (400 ft. + 40 ft./level) Duration: concentration (up to 1 round/level) or instantaneous; see text Saving Throw: none, Will negates (object), see text Spell Resistance: yes (object), see text
Telekinetic Gloves
Level: 9 Price: 135,000 Bulk: L
Telekinetic Projectile
Level:

Mystic 0

School: evocation Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: instantaneous Saving Throw: none Spell Resistance: no
Telelocator
Level: 10 Price: 20,000 Bulk: L
Telepathic Bond
[Level: 11]

As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one.

Telepathic Bond
Level:

Mystic 4

School: divination Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Duration: 10 minutes/level (D) Saving Throw: none Spell Resistance: no