Technomage (3.5e Class)

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Date Created: 12/12/2021
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Technomages are magic users that works similarly to warlocks, but they have a more academic approach and are also experts with technology, constructs and bots. 20

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Technomage[edit]

Technomages are magic users of a unique kind, on the path between warlocks and artificers (or any other class that works with arcane technology). Despite manipulating technology their approach to it is somewhat mystical, and, while they don't always borrow their abilities from greater powers, they dabble in the occult arts as much as in technological efforts.

Making a Technomage[edit]

Technomages roughly fill the same role as a warlock, but have a great tendency to prefer interacting with constructs, where their abilities shine. Given the opportunity, they have the power to become expert when dealing with such monsters.

Abilities: Intelligence in the most preminent score for a technomage, while Constitution and Dexterity come in second place. Other characteristics are less important and may vary.

Races: Humans, gnomes, dwarves mostly, but also a lot of warforged and similar construct races, or those with competence with technology.

Alignment: Any

Starting Gold: 4d4 x 10 (100 gp).

Starting Age: Moderate.

Table: The Technomage

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Programs
Known
Fort Ref Will
1st +0 +0 +0 +2 Data Flux 1d4, Programs (minor) 2
2nd +1 +0 +0 +3 Technopath 3
3rd +2 +1 +1 +3 Bot Upgrade, Data Flux 2d4 4
4th +3 +1 +1 +4 Computing Proficiency, Steady Programming 4
5th +3 +1 +1 +4 Bonus Feat, Data Flux 3d4 5
6th +4 +2 +2 +5 Cyber Transposition 20%, Programs (minor or major) 7
7th +5 +2 +2 +5 Data Flux 4d4 7
8th +6/+1 +2 +2 +6 Coding Expertise 8
9th +6/+1 +3 +3 +6 Data Flux 5d4 8
10th +7/+2 +3 +3 +7 Bonus Feat, Program Item of Power 9
11th +8/+3 +3 +3 +7 Data Flux 6d4, Programs (minor, major, or complex) 11
12th +9/+4 +4 +4 +8 Cyber Transposition 50% 11
13th +9/+4 +8 +4 +8 Data Flux 7d4 12
14th +10/+5 +4 +4 +9 Bonus Feat 12
15th +11/+6/+1 +5 +5 +9 Data Flux 8d4 13
16th +12/+7/+2 +5 +5 +10 Motherboard Hacker, Programs (minor, major, complex, or virtual) 15
17th +12/+7/+2 +5 +5 +10 Data Flux 9d4 15
18th +13/+8/+3 +6 +6 +11 16
19th +14/+9/+4 +6 +6 +11 Bonus Feat, Data Flux 10d4 16
20th +15/+10/+5 +6 +6 +12 Virtual Ascension 17

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge (arcane) (Int), Knowledge (engineering) (Int), Knowledge (math & physics) (Int), Knowledge (the planes) (Int), Knowledge (xeno) (Int), Listen (Wis), Open Lock (Dex), Program (), Profession (Wis), Psicraft (Int), Search (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the technomage.

Weapon and Armor Proficiency: Technomages are proficient with all simple weapons. They are proficient with light armor but not with shields.

Because the somatic components required for technomage programs are relatively simple, a technomage can use any of its programs while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a technomage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all programs, including data flux, have a somatic component). A multiclass technomage still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.

Data Flux (Sp): The main ability of a technomage is its data flux. This is a wave of data in the form of energy which deals damage to the target.

A data flux is a ray with a range of 60 feet (18 meters). It is a ranged touch attack that affects a single target, allowing no saving throw. A data flux deals 1d4 points of [Data] damage at 1st level and increases in power as the technomage rises in level. A data flux is the equivalent of a 1st-level spell.

A data flux is subject to spell resistance (but not natural spell immunity of constructs, which is converted in spell resistance equal to 5 + the creature's HD), although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to data flux. A data flux deals more damage to Bots and Constructs, increasing the damage die from d4 to d8. Metamagic feats cannot improve a technomage's data flux (because it is a spell-like ability, not a spell). However, the feat Ability Focus (data flux) increases the DC for all saving throws (if any) associated with a technomage's data flux by 2.

A technomage can use data flux at will.

Programs: A technomage does not prepare or cast spells as other wielders of arcane magic do. Instead, it possesses a repertoire of attacks, defenses, and abilities known as programs that require it to code temporary programs inside its mind. A technomage can use any program it knows at will, with the following qualifications:

A technomage's programs are spell-like abilities; using a programs is therefore a standard action that provokes attacks of opportunity. A program can be disrupted, just as a spell can be ruined during casting. A technomage is entitled to a Concentration check to successfully use a program if it is hit by an attack while programming, just as a spellcaster would be. A technomage can choose to use a program defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A technomage's programs are subject to spell resistance unless a program's description specifically states otherwise. A technomage's caster level with its programs is equal to its technomage level.

The save DC for a program (if it allows a save) is 10 + equivalent spell level + the technomage's Intelligence modifier. Since spell-like abilities are not actually spells, a technomage cannot benefit from the Spell Focus feat. It can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

The four grades of programs, in order of their relative power, are minor, major, complex, and virtual. A technomage begins with knowledge of two programs, which must be of the lowest grade (minor). As a technomage gains levels, it learns new programs, as summarized on Table: The Technomage and described below.

At any level when a technomage learns a new program, it can also replace a program it already knows with another program of the same or a lower grade. At 6th level, a technomage can replace a minor program it knows with a different minor program (in addition to learning a new program, which could be either minor or major). At 11th level, a technomage can replace a minor or major program it knows with another program of the same or a lower grade (in addition to learning a new invocation, which could be minor, major, or complex). At 16th level, a technomage can replace a minor, major, or complex program it knows with another program of the same or a lower grade (in addition to learning a new program, which could be minor, major, complex, or virtual).

Finally, unlike other spell-like abilities, programs are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above. Technomages can qualify for some prestige classes usually intended for spellcasters; see below.

Technopath: A technomage of 2nd level gains the Technopath feat for free. It receives additional effects as it gains new levels: at 5th level and every subsequent five, up to 20th, it can affect an additional target. At level 10th it increases the range to Medium and it can change targets as a swift action instead of a move action. It becomes Long range at level 15th.

A technomage also adds its half its class level to Program checks.

Bot Upgrade (Ex): At level 3rd a technomage begins its path to become more similar to a bot, assuming its defenses. It gain a bonus on saves equal to its class level against mind-affecting effects, poison, sleep effects, paralysis, stunning, disease and any kind of fatigue.

Computing Proficiency: By level 4th a technomage becomes more apt at working with computers and bots, allowing it to reduce by one step the time needed to perform Program checks. It also halves penalties for hacking into machines without authorization.

Steady Programming: At level 4th and above, a technomage operates codes and algorithms better, allowing it to always take 10 on Program checks.

Bonus Feat: At level 5th the technomage receives a bonus feat for which it meet the requirements. It can choose it among feats that affect spell-like abilities or programs, those that require being a technomage and any feat that has as a requirement having ranks in the Knowledge (engineering), Knowledge (math & physics), Knowledge (xeno) or Program skill or that otherwise affects these skills. It gains another at levels 10th, 14th and 19th.

Cyber Transposition (Sp): By level 6th a technomage learns how to partially exists in the virtual world, allowing it to avoid danger in the real one.

As a move action which does not provokes attacks of opportunity it may gain a 20% miss chance as it partially becomes intagible. The effect lasts one round per Intelligence modifier (up to 10) and may be used two times per day. At level 12th the miss chance increases to 50%, it can be used as a swift action and it has four daily uses instead of two. The caster level for this ability is equal to the technomage level.

The technomage isn't on the Ethereal Plane in this state, so effects that may affect ethereal creatures do not work. Effects that deal [Data] damage works normally instead.

Coding Expertise: At level 8th a technomage increases its skill with computers and bots again, allowing it to reduce by another step the time needed to perform Program checks, while negating penalties for hacking into machines without authorization and halving penalties for working with an unknown machine.

Program Item of Power (Su): A technomage of 10th level or higher can use its coding skills to create magic items, even if it does not know the spells required to make an item (although it must know the appropriate item creation feat). It can substitute a Program check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell it doesn't know or can't cast.

If the check succeeds, the technomage can create the item as if it had cast the required spell. If it fails, it cannot complete the item. It does not expend the XP or gp costs for making the item; its progress is simply arrested. It cannot retry this Program check for that spell until it gains a new level.

Motherboard Hacker: At level 16th a technomage becomes capable of pushing non-bot mindless constructs as if they were Bots and takes no penalties from operating an unknown machine.

Virtual Ascension: At level 20th a technomage becomes something not quite of this world. It gains the Bot and Living ConstructRoE subtypes though positive energy has still its full effects on it and at 0 hp and below acts as Living Construct and not a Bot (disabled, not destroyed). You are always under the effects of the backup construct spell and you can be resurrected, provided that you have the material component and focus ready. You may not have more than one dummy ready at any given time.


Programs[edit]

Minor[edit]
  • Code Construct (1st Level): You can use this program as charm person or command but it affects constructs instead. If you interface with multiple constructs via the Technopath power you may affect all of them.
  • Cyber Upgrade (1st Level): You replicate the warforged heart spell, with duration of 1 minute per level and within 30 feet (9 meters), but you can affect only one creature per Intelligence modifier (minumum 1). A creature under this effect counts as a Bot for the purpose of your class abilities, but an unwilling target is allowed a Will save. The duration increases to 1 hour per level when you learn to use major programs.
  • Download Data (2nd Level): This program allows the user to gain knowledge about objects as per the analyze object spell, as if prepared in a level 0 spell. To use it at full capacity you need 1 minute of casting. Constructs count as objects for the purpose of this program.
  • E-Message (1st Level): You can replicate the spell message with this program. When you learn to use major programs, you may add a simple image of yourself to the effect. When you learn to use complex programs you may replicate the spell sending instead. When you learn to use virtual programs you may attach the message to a programmed image.
  • Fixing (1st Level): This program reproduce the effects of the repair light damageECS spell. At level 3rd you may reproduce repair moderate damage as a full-round action, at 5th repair serious damage using two rounds and at 7th it replicates repair critical damage as a three round action. You may affect multiple targets with the Technopath power.
  • Holographic Image (2nd Level): This program gan be used to replicate the silent image or disguise self spells. You can use them within your data flux range, but their effects remain in place even if you go away. You can use disguise self even on others and objects. Both last 1 minute per level.
  • Virtual Bot (1st Level): This program works as the power astral construct, except that the constructs it creates have Bot subtype. Their duration is unlimited but you can't have more than three istances at any give time. Its casting time is a full-round action. You start creating a 1-st level astral construct but you may create them one level higher per each two subsequent technomage levels you have (2nd at the 3rd, 3rd at the 5th and so on). You may impart three programmed commands + one per your Intelligence modifier (up to 8 total) at the moment of creation of each astral construct. You may control them using the Technopath power, if you wish. They are made of data and hardened light. You increase the program spell-level depending on the type of construct you create.
Major[edit]
  • Data Cloud (4th Level): You manifest a cloud of information, appearing as static rumor in the area. This program has the same range as your data flux and lasts one round per Intelligence modifier. It is a immobile cloud of 20 feet (6 meters) of area, which imposes a Will save to avoid suffering a headache for as long as one remains inside and one round later. Those that pass the save must make it again if they don't leave the area. Constructs have a -2 to the save against this effect and suffer double the penalties.
  • Debug (3rd Level): As the spell reboot, but only on constructs or yourself. To use it against unwilling targets you must pass a Program check with DC equal to 10 + the target's HD.
  • Glitch Software (4th Level): You may replicate the scramble programs spell within 30 feet (9 meters), affecting one target only and for 1 round per level. If you use your Technopath power you may affect as many targets as you can connect with and at increased range. Constructs without the Bot subtype area affected just for one round and you may decide to make them confused or just not to act, as the spell describes. You may use variants rules for confusion, even out of combat.
  • Holo-Self (3rd Level): This program works as mirror image but it can only create 1d4+2 images. Add your Int modifier to their AC.
  • Overdrive (3rd Level): Gives a bonus to Strength and Dexterity equal to +4 each to a Construct. It lasts one round per Intelligence modifier and the target is staggered for one round after the effect ends. Technopath allows to affect multiple targets.
Complex[edit]
  • Analog Horror (6th Level): Selecting a target within your data flux range you force a Will save. If the target fails it is shaken for one round per Intelligence modifier. If the affected target is a Construct, the effect is especially strong, making the target that fails the save frightened instead. This effect bypasses immunities for Constructs. You may affect multiple targets using the Technopath power.
  • Dominate Motherboard (7th level): As the dominate person spell but it works on constructs only. You can command the target with the Technopath power. It lasts only one hour and subsequent attempts to dominate the same target again in the same day give a +2 cumulative bonus to the save.
  • Nanocyte Form (6th Level): As the spell flying swarmshape but it lasts 1 round per caster level, and you always transform into a nanocyte cloud but the Matter Reconstruction and Synaptic Overload abilities only work on constructs and objects.
Virtual[edit]
  • Data Form (8th Level): As the spell data form but lasts only 1 round per two levels.
  • Hard Reset (9th Level): As the spell schism of the helix but it only affects one construct within your data flux range, or more using the Technopath power. This program requires a full-round action and a Will save instead of Fortitude.
  • Virtual Avatar (8th Level): As the project image spell but you don't need to maintain line of effect with the image. It's not made out of shadows but your own data and hardened light.
  • Virtualfield (9th Level): As the spell mirage arcana but the image is made of semi-solid hardened light. Those that disbelieve it may treat it as it wasn't there, but the image doesn't disappear otherwise (allowing it to be an hiding spot). The technomage needs to use a full-round action and pass a Program check with DC 40 to successfully create the images and Constructs take a -4 to the Will save made to disbelieve it. The program may be coded so that those inside the area see an illusion of what it's outside of the area itself, maybe thinking of having been transported in another place or plane. Those that fail to disbelieve react (and take damage) from the illusion as if it was real. The image lasts one hour.





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Article BalanceModerate +
Authorthe bluez in the dungeon +
Base Attack Bonus ProgressionPoor +
Class AbilityInvocations +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Autohypnosis +, Concentration +, Craft +, Decipher Script +, Disable Device +, Forgery +, Gather Information +, Knowledge +, Listen +, Open Lock +, Program +, Profession +, Psicraft +, Search +, Spellcraft + and Use Magic Device +
Skill Points6 +
SummaryTechnomages are magic users that works similarly to warlocks, but they have a more academic approach and are also experts with technology, constructs and bots. +
TitleTechnomage +
Will Save ProgressionGood +