Technomage (3.5e Class)
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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.
Level | Base Attack Bonus |
Saving Throws | Special | Programs Known | ||||||||||||||||||||||||||||||||||||||||
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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, Data Shield | 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 | Lasting Barrier | 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) Class Features[edit]All of the following are class features of the technomage. Weapon and Armor Proficiency: Technomages are proficient with all simple weapons and with the heat pistol. 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. They may also select Warforged feats, even though they are not warforged, though all other requirements must still be met. 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. Data Shield (Su): By level 8th they may cover themselves with a thin layer of [Data] energy that allows them to better resist attacks. Once per day, as a standard action that doesn't provoke attacks of opportunity, they may create a shield with 1 hit points per class level they have, that recharges by 1 hit point per minute and grants +2 deviation bonus to AC. This shield must protect either from physical damage or from elemental damage. If elemental damage is chosen, the technomage must specify which type of damage the shield blocks (which could produce some other benefits). They are effective against both mundane and magical sources. Dismissing the shield is a free action. The technomage may change the type of damage the shield is effective against with the same action used to activate it. The shield remains operational for up to an hour, unless it's destroyed before the time limit. By level 10th it may also choose to create a kinetic, spell, or psi-shield instead of the standard types. The deviation bonus increases to +3. By level 12th the technomage's shield becomes an hard shield, with hardness equal to 1 point per class level. The deviation bonus increases to +4 and the hit points of the shield become 2 per class level. By level 14th the technomage's shield protects from all sources of physical and elemental damage, without needing to choose a type. Other forms of shields must be still chosen separately, but it may also choose other types of shields, such as psychic shields. The deviation bonus increases to +5. 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. Lasting Barrier: By level 18th the technomage has mastered its control over forcefields, and its Data Shield recharges by 5 HD per round and lasts indefinitely, unless it's broken by reducing it to 0 hit points. It's hardness becomes 2 per class level. 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]
Major[edit]
Complex[edit]
Virtual[edit]
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Article Balance | Moderate + |
Author | the bluez in the dungeon + |
Base Attack Bonus Progression | Poor + |
Class Ability | Invocations + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Class + |
Length | 20 + |
Rating | Undiscussed + |
Reflex Save Progression | Poor + |
Skill | Appraise +, Autohypnosis +, Concentration +, Craft +, Decipher Script +, Disable Device +, Forgery +, Gather Information +, Knowledge +, Listen +, Open Lock +, Program +, Profession +, Psicraft +, Search +, Spellcraft + and Use Magic Device + |
Skill Points | 6 + |
Summary | 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. + |
Title | Technomage + |
Will Save Progression | Good + |