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IAmTheRaven
2013-05-07, 07:46 PM
This is the Technomancer, a base class I've put together for my steampunk campaign (http://www.giantitp.com/forums/showthread.php?t=282257), which is currently a work in progress.


TECHNOMANCER
"I wouldn't push that button if I were you."
- Dr. Kenji Hoverkatt, Technomancer

It is said that those who cannot adapt to the times are doomed to be left behind. Few classes hold those words as closely to heart as the technomancer, a spellcaster that combines sorcery and technology. Technomancy is not a school of magic in and of itself, but the sight of a technomancer and her gadgets is becoming an increasingly common one in Vertigo City.

MAKING A TECHNOMANCER
A technomancer is similar to other arcane spellcaster such as wizards, sorcerors, bard, or warmages. She does not learn spells as quickly as wizards do, nor have access to such a great variety of spells, but she excells at her primary reportoire- making and repairing machines. She balances combat spells and support spells, with other spells to aid in her crafting new technology.
Abilities: Intelligence determins how powerful a spell a technomancer can cast, how many spells she can cast, and how hard those spells are to resist. Like a sorceror, a technomancer benefits from high Dexterity and Constitution scores.
Races: Of the standard races, it is not surprising that gnomes are most likely to take up the path of the technomancer. Half-orcs, oddly enough, come up at a close second, at least in Vertigo City where those with orc blood are usually relegated to slums in the industrial districts, where they pick up a wide variety of mechanically-oriented skills. Humans also make decent technomancers, if only because of their adaptability. Elf technomancers, while a little rarer, are not unknown.
Alignment: Because of the versatility of the technomancer class, it draws all different types of people. Technomancers run the gamut from mad scientists to idealistic tinkerers, and everywhere in between. Technomancers are slightly more likely to be of a chaotic alignment, but there is no actual alignment restriction for the class.

CLASS FEATURES
The technomancer's class features all serve to further her overall purpose, which is to advance her talents at combining magic and technology.


Technomancer
{table=head]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+2|+0|+2|Craft battery, craft power pack, 1st outlet, craft tech|3|—|—|—|—|—|—|—|—

2nd|+1|+3|+0|+3|Rebuke construct|4|—|—|—|—|—|—|—|—

3rd|+1|+3|+1|+3|Craft spellbomb|5|—|—|—|—|—|—|—|—

4th|+2|+4|+1|+4|2nd outlet|6|3|—|—|—|—|—|—|—

5th|+2|+4|+1|+4|Electric resistance 5|6|4|—|—|—|—|—|—|—

6th|+3|+5|+2|+5|Emulate spell|6|5|3|—|—|—|—|—|—

7th|+3|+5|+2|+5|Summon familiar|6|6|4|—|—|—|—|—|—

8th|+4|+6|+2|+6|3rd outlet, craft construct|6|6|5|3|—|—|—|—|—

9th|+4|+6|+3|+6||6|6|6|4|—|—|—|—|—

10th|+5|+7|+3|+7|Craft battery, emulate spell|6|6|6|5|3|—|—|—|—

11th|+5|+7|+3|+7||6|6|6|6|4|—|—|—|—

12th|+6/+1|+8|+4|+8|4th outlet, electric resistance 10|6|6|6|6|5|3|—|—|—

13th|+6/+1|+8|+4|+8|Augment spellbomb|6|6|6|6|6|4|—|—|—

14th|+7/+2|+9|+4|+9|Emulate spell|6|6|6|6|6|5|3|—|—

15th|+7/+2|+9|+5|+9|Portal to Mechanus|6|6|6|6|6|6|4|—|—

16th|+8/+3|+10|+5|+10|5th outlet|6|6|6|6|6|6|5|3|—

17th|+8/+3|+10|+5|+10|Electric resistance 15|6|6|6|6|6|6|6|4|—

18th|+9/+4|+11|+6|+11|Emulate spell|6|6|6|6|6|6|6|5|3

19th|+9/+4|+11|+6|+11|Craft battery|6|6|6|6|6|6|6|6|4

20th|+10/+5|+12|+6|+12|6th outlet, electric resistance 20|6|6|6|6|6|6|6|6|6

[/table]
Alignment: Any
Hit Die: d6

Class Skills:
Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Knowledge (arcana), Knowledge (engineering), Profession, Spellcraft, Spot
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armor Proficency: A technomancer is proficient with all simple weapons and with any tech items he or she crafts. Technomancers are also proficient with light armor, but not with shields. Members of this class can cast technomancer spells while wearing light armor without incurring the normal arcane spell failure chance because the somatic components are usually simple. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a technomancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component.

Spellcasting: A technomancer casts arcane spells, which are drawn from the technomancer's spell list. LIke a sorceror, she cn cast any spell she knows without preparing it a head of time. When a technomancer gains access to a new level of spells, she automatically knows all the spells for that level given on the technomancer's spell list. Technomancers also have the option of adding to their existing spell list through their emulate spell ability a they increase in level (see below).
To cast a spell, a technomancer must have a Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a technomancer's spell is 10 + the spell's level + her Intelligence modifier. Like other spellcasters, a technomancy can only cast a certain number of spells of each level per day. Her base daily spell allotment is given in the table above. In addition, she recieves bonus spells for a high Intelligence score.

Craft Battery: At 1st level, a technomancer may craft a single-use battery that emulates the Empower Spell metamagic feat. This is battery is used to augment a technomancer spell or tech item. At level 10, a technomancer can craft a two-charge battery or a battery as if it had the Maximize Spell metamagic feat. At level 19, a she can create a battery with three charges. See the Scribe Scroll feat.

Power Pack: At level 1, a technomancer creates the power pack that she will use to power her devices. At level 1, a technomancer's power pack has only one outlet, so she can only use one single-connection item. Every four levels, a technomancer upgrades her power pack and adds an additional outlet. It is assumed that if a technomancer has enough outlets to use a gadget, her power pack has enough power to use it. Creating the first power pack at level 1 is free. If your power pack is lost or damaged, creating a new one costs 150 gp X your character level + 1/2 that cost in XP.

Craft Tech: A technomancer may create marvelous technological items, provided she meets the prerequisites to craft them. To craft a tech item, a technomancer must pend 1/25 of the item's price in XP and must use up raw materials costing half this price. Creating a tech item takes one day for every 1,000 gp in its price.

Rebuke Construct (Su): A technomancer may rebuke or command constructs by tapping into the energy fields that animate them. See the cleric class feature described on page 33 of the Player's Handbook.

Craft Spellbomb: A technomancer may craft a grenade-like weapon that replicates a spell, releasing it in a 10-foot blast. Crafting a spellbomb takes one day for each 1,000 gp in its bace price. The base price for a spellbomb is its caster level X the spell level X 25 gp. To craft a spellbomb, you must spend 1/25 of the price in XP and use raw materials costing one-half of this base price.
Any spellbomb that stores a spell with a costly material component or an XP cost also carries a commnensurate cost. In addition to the costsderived from the base price, you must expend the material component or pay the XP price when crafting the spellbomb.
At level 13, a technomancer may craft a spellbomb as if it were augmented with a metamagic feat.

Electric Resistance: Countless accidental shocks have gradually made you less succeptable to taking damage from electricity, giving you electricity resistance 5. At level 12, your resistance improves to 10. At level 17, it improves to 15. At level 20, your electric resistance improves to 20.

Emulate Spell (Ex): At 6th level, a technomancer's careful study of magic and technology enables her to add a new spell of the Transmutation or Evocation school from the Wizard/Sorceror spell list to her spell list. The spell must be of a level no higher than the highest-level spell a technomancer already knows. Once a new spell is selected, it is added to the technomancer's spell list and can be cast just like any other spell she knows.
A technomancer gains additional new spells at level 10, level 14, and level 18.

Clockwork Familiar Kit: At 7th level, or anytime thereafter, a technomancer your may build a level-appropriate clockwork familiar from various pieces you find lying around. The familiar is created as a normal level-appropriate familiar with the Clockwork template, only with the following differences: the familiar is intelligent and gains skills and feats as normal for a creature of its type.

Craft Construct: At 8th level, a technomancer gains the Craft Construct feat, even if she does not meet the prerequisites.

Portal to Mechanus (Sp): At 15th level, a technomancer may upen up a portal to the Clockwork Nirvana of Mechanus. This spell-like ability may be used once per day.


TECHNOMANCER SPELL LIST
1st Level: alarm, burning hands, detect magic, grease, mending, read magic, repair light damage, shocking grasp, summon clockwork creature I*, turbocharge*
2nd Level: find traps, make whole, mirror image, pyrotechnics, reduce friction*, repair minor damage, resist energy, strengthen gears*, summon clockwork creature II*
3rd Level: haste, lightning bolt, protection from energy, repair serious damage, slow, summon clockwork creature III*
4th Level: arcane eye, cone of steam*, otiluke's resilient sphere, polymorph**, repair critical damage, shout, summon clockwork creature IV*
5th Level: artificial intelligence*, defibrilate*, energy buffer, fabricate, leomund's secret chest, major creation, summon clockwork creature V*
6th Level: animate object, antimagic field, chain lightning, repulsion, summon clockwork creature VI* , wall of iron
7th Level: forcecage, limited wish**, reverse gravity, prismatic spray, summon clockwork creature VII, symbol of stunning,
8th Level: clockwork clone*, greater shout, incendiary cloud, iron body, polymorph any object**, summon clockwork creature VIII*, temporal stasis
9th Level: energy immunity, summon clockwork creature IX*, time stop,
*New spell (see below)
**Only affects constructs.


PLAYING A TECHNOMANCER
You love gadgets. You REALLY love gadgets. Some may find this odd, but hey, you can't hold back progress. You favor practical clothing that doesn't get in the way of the various gadgets and gizmos adorning your body, and tend to speak in technical terms. You generally aren't as stuffy as the average wizard, given your breadth of knowledge and more adequate social skills, but your obsession with gadgets may lead some to describe you as eccentric. The advances you make in your research are their own reward, and you find testing your research to be far more fulfilling than locking yourself away in some stuffy tower.

Religion
Some technomancers worship deities of knowledge or creativity, but their strong self-reliance and logical mindsets generally makes them poor supplicants.

Other Classes
Wizards appreciate the technomancers' resourcefullness, but often find them to be a bit reckless. Rogues appreciate the usefullness of a technomancer's bag of tricks- indeed, rogue/technomancers are not at all unheard of. Fighters like having a spellcaster at their backs that is both offensive and supportive. Paladins in Vertigo City are almost without exception members of the anti-tech Order of Pervading Light, so they tend to get along very poorly with technomancers, though this may not neccessarily be true for paladins elsewhere.

Combat
Technomancers are not especially powerful front-line fighters, unless equipped with the proper tech devices. They are sturdier and usually better armored than wizards, however, and will not hesitate to wade into combat when pressed. Usually, though, a technomancer deals damage with her spells or any offensive tech she may have equipped. Her familiar can also deliver touch attacks for her.

Advancement
Technomancers are usually drawn to technology at an early age. This could be because she attended a technology fair as a child or, in the case of many half-orc technomancers in Vertigo City, life in the industrial district has left her with an affinity for mechanical devices. Many are technomancers for life, though it is not unheard of for a technomancer to multiclass to expand her skill set. Technomancers are nothing if not innovative.



NEW SPELLS

TECHNOMANCER SPELLS

1st Level
Summon Clockwork Creature I: Summons a clockwork creature to fight for you.
Turbocharge: A construct or machine's speed increases by 30 ft.

2nd Level
Reduce Friction: Construct or machine gains +4 to Dexterity for 1 min./level
Strengthen Gears: Construct or machine gains +4 to Strength for 1 min./level
Summon Clockwork Creature II: Summons a clockwork creature to fight for you.

3rd level
Summon Clockwork Creature III: Summons a clockwork creature to fight for you.

4th level
Cone of Steam: 1d6/level fire damage
Summon Clockwork Creature IV: Summons a clockwork creature to fight for you.

5th level
Artificial Intelligence (X): Construct or machine gains human intellect
Defibrilate: Restores life to subject who has died as long as one minute/level ago.
Summon Clockwork Creature V: Summons a clockwork creature to fight for you.

6th level
Summon Clockwork Creature VI: Summons a clockwork creature to fight for you.

7th level
Summon Clockwork Creature VII: Summons a clockwork creature to fight for you.

8th level
Clockwork Clone: Clockwork duplicate awakens when original dies.
Summmon Clockwork Creature VIII: Summons a clockwork creature to fight for you.

9th level
Summon Clockwork Creature XI: Summons a clockwork creature to fight for you.




SPELLS

Artificial Intelligence
Transmutation
Level: Technomancer 5
Compontents: V, S, XP
Casting Time: 24 hours
Range: Touch
Target: Construct or machine touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You awaken a construct or complex machine to humanlike sentience. To succeed, you must make a Will save (DC 10 + the construct's current HD, or the HD the machine will have once awakened).
The construct or machine with artificial intelligence is friendly towards you. You have no special empathy or connection with a construct or machine you've granted intelligence to, although it serves you in specific tasks or endevors if you communicate your desires to.
A machine that has been granted intelligence has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are each 3d6. A machine granted intelligence gains the ability to move on its own, and it has senses similar to a human's.
A construct with artificial intelligence gets 3d6 Intelligence, +1d3 Charisma, and +2 HD.
A construct or machine with artificial intelligence can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any)
XP Cost: 250 XP.


Clockwork Clone
Conjuration [Creation]
Level: Technomancer 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clockwork clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell makes an inert clockwork duplicate of a creature. If the original individual has beeen slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return: see Bringing Back the Dead, page 171 of the Player's Handbook). The original physical remains, should they still exist, become inert and cannot bethereafter restoredt o life. If the original creature has reached the end of its natural life span (that is, has died of natural causes) any cloning attempt has a 95% chance of failing.
To create a duplicate, you must have the proper mechanical components. Once the spell is cast, the suplicate must be built in a laboratory over the course of 2d4 months.
When the clockwork clone is completed, the original soul enters it immediately, if that creature is already dead. The clone is a clockwork construct with a close physical resemblance to the original and possesses the same personality and memories as the original. In other respects, treat that clone as if it were the original character, only with the construct creature type and a +4 armor bonus.
If the original creature has lost levels since the construct was created and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.
The spell duplicates only the original's body and mind, not its equipment.
A duplicate can be built while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless piece of inert machinery.
Material Component: The mechanical components and various laboratory supplies (costing at least 2000 gp.)
Focus: Special laboratorty equipment (costs 500 gp.)



Cone of Steam
Evocation [Fire]
Level: Technomancer 4
Components: V, S, M
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Cone of steam creates a burst of intensely hot steam, originating at your hand an expanding outwards in a cone. It burns your foes, dealing 1d6 points of fire damage per caster level (maximum 15d6).
Arcane Material Component: A very small piece of brass pipe


Defibrilate
Evocation [Electric]
Level: Technomancer 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

By applying electrical current to the heart of a deceased creature, you can restore life to them. You can revive a creature that hasw been dead for no longr than one day per caster level. In addition, the subject's soul must be free and willing to return (see Bringing Back the Dead, page 171 of the Player's Handbook). If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return recieves no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or one HIt Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-drainign creature. If the subject is 1st level, it loses 2 points of Consitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spell prepared has a 50% chance of losing andy given spell upon being revived, in addition to losing spells for losin a level. A spellcasting creature that doesn't prepare spells (such as a sorceror) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A rasied creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. The body of the creature raised myst be whole. Otherwise, missing body parts are still missing when the creature is revived. None of the dead creature's equipment or possessions ar affected in any way by this spell.
Material Component: An electrical generator worth at least 4,000 gold.



Reduce Friction
Transmutation
Level: Technomancer 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Construct touched.
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The construct becomes more graceful, agile, coordinated, and maneuverable. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A few drops of lubricant.


Strengthen Gears
Transmutation
Level: Technomancer 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Construct or machine touched.
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The construct becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Material Component: A pinch of carbon.


Summon Clockwork Creature I
Conjuration [Creation]
Level: Technomancer 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./ 2 levels)
Effect: One conjured clockwork creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Reistance: No

This spell creates a creature constructed from mechanical components. It appears where you dsignate and acts immediately, on your turn. It attacks your opponents to the best ofits ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list of either the summon monster table or the summon nature's ally table (pages 287-288 of the Player's Handbook).
You can choose what kind of creature to conjure, and you can change that choice every time you cast the spell. The conjured creature is a construct made of mechanical parts, gaining the clockwork creature template (see below)
In all other ways, summon clockwork creature I functions like summon monster I.
Material Component: A handfull of gears and sprockets.


Summon Clockwork Creature II
Conjuration [Creation]
Level: Technomancer 2
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

The spell functions just like summon clockwork creature I, except that you can conjure one creature from the 2nd-level list or two creatures of the same kind from the 1st-level list.


Summon Clockwork Creature III
Conjuration [Creation]
Level: Technomancer 3
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions just like summon clockwork creature I, except that you can conjure one creature from the 3rd-level list, two creatures of the same kind from the 2nd-level list, or four creatures of the same kind from the 1st-level list.


Summon Clockwork Creature IV
Conjuration [Creation]
Level: Technomancer 4
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions just like summon clockwork creature I, except that you can conjure one creature from the 4th-level list, two creatures of the same kind from the 3rd-level list, or four creatures of the same kind from a lower-level list.


Summon Clockwork Creature V
Conjuration [Creation]
Level: Technomancer 5
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions just like summon clockwork creature I, except you can conjure one creature from the 5th-level list, two creatures of the same kind from the 4th-level list, or four creatures of the same kind from a lower-level list.


Summon Clockwork Creature VI
Conjuration [Creation]
Level: Technomancer 6
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions like summon clockwork creature I, except that you can conjure one creature from the 6th-level list, two creatures of the same kind from the 5th-level list, or four creatures of the same kind from a lower-level list.


Summon Clockwork Creature VII
Conjuration [Creation]
Level: Technomancer 7
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions like summon clockwork creature I, except you can conjure one creatue from the 7th-level list, two creatures of the same kind from the 6th-level list, or four creaturs of the same kind from a lower-level list.


Summon Clockwork Creature VIII
Conjuration [Creation]
Level: Technomancer 8
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions like summon clockwork creature I, except you can conjure one creature from the 8th-level list, two creatures of the same kind from the 7th-level list, or four creatures of the same kind from a lower-level list.


Summon Clockwork Creature IX
Conjuration [Creation]
Level: Technomancer 9
Effect: One or more conjured clockwork creatures, no two of which can be more than 30 ft. apart.

This spell functions just like summon clockwork creature I, except you can conjure one creature from the 9th-level list, two creatures of the same kind from the 8th-level list, or four creatures of the same kind from a lower-level list.


Turbocharge
Transmutation
Level: Technomancer 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct or machine touched
Duration: 1 min./level (D)

This spell increases a construct or machine's base land speed by 30 feet (this adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that incrases speed, this spell also affects jumping distance (see the Jump skill, page 77 of the Player's Handbook).

TECHNOMANCER TECH
Developing and crafting new tech items is a cornerstone of the technomancer class. These are a few examples of some technomancer-crafted items.


Darkvision Goggles: To most, these green-lensed brass and leather goggles are goofy looking. To a dungeon-delving technomancer, this gadget can be a lifesaver. When plugged in and equipped, these goggles give their wearer a darkvision range of 60 feet. Because they use so little power, they can be worn for hours on end with no cool-down period. Requires 1 outlet.
CL 4th; Craft Tech; Price 750 gp


Doctor Coggle's Alchemical Converter: Tired of the hassle of lugging around and sorting through so many different vials of potions? Well, try Dr. Coggle's Alchemical Converter! Through its new patent pending process, it condenses potions into lightweight, color-coded pills! GET ONE TODAY!!!!
Changes 6 potions into capsule form before needing a 3-minute cool-down.
Requires 1 outlet.
Faint transmutation; CL 6th; Craft Tech, 4 ranks Heal, 8 ranks Craft (Alchemy); Price 4,000 gp.


Flamethrower: One of the most dramatic offensive technomancer items, the flamethrower has struck fear into the hearts of many who have seen it in action. The flamethrower deals 4d4 points of fire damage plus 1d4/level (max 15d4) in a 50-foot cone and has a cool-down period of 3d4 rounds. Requires 2 outlets.
Moderate evocation (fire); CL 6th; Craft Tech, burning hands; Price 7,000 gp.


Goblin Launcher: What is this device but an oversized mechanical slingshot that fires clockwork goblins? The device comes with a deceptively spacious bag, from which you can extract up to four clockwork goblins three times per day. If clockwork goblins are not avaliable, clockwork gnomes, clockwork halflings, or clockwork imps/quasits will also work. Not reccomended for use with actual organic goblins, gnomes, halflings, imps or quasits. Goblin launcher has a maximum range of 60 feet. Requires 2 outlets.
Faint conjuration (creation); CL 6th; Craft Tech, summon clockwork creature I, summon clockwork creature II; Price 3,000 gp.


Grease Gun: Need a quick get away, or just need to lubricate your machinery? Well, the grease gun is for you! The grease gun's resevoir tank holds enough grease to cover a 30-foot area. Any creature in the area must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or thrugh the area of grease with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or less means it fails (see the Balance skill for details.)
The grease gun can also be used to create a greasy coating on an item- a rope, ladder rungs, or a weapon handle, for isntance. Material objects not in use are always effected by this, while an object wielded or employed by a creature recieves a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus to Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Grease gun has a maximum effective range of 60 feet, and a cool-down period of 2d4 rounds. The grease shot by the grease gun loses its lubricating properties after 1 hour. Requires 1 outlet.
Faint conjuration (creation); CL 3rd; Craft Tech, grease, 6 ranks in Knowledge (engineering); Price 1,500 gp.


Earthquake Generator: The earthquake generator is the restult of the collaborative research of elven technomancers and druids. The magical vibrating wand can be used once per day to cause an intense, highly localized tremor (covering an area of 80 ft.) to strike the ground wherever the wand is pointed at. The magical vibrating wand has a maximum range of 800 feet.
See page 225-226 of the Player's Handbook for more information on the effects of earthquake.
Requires 1 outlet.
Strong evocation; CL 16th; Craft Tech, earthquake; Price 80,000 gp.


Power Boots: These impressive, ornately decorated metal boots have a piston-like heel. When worn and plugged into a power pack, these boots allow a technomancer to make prodigious leaps, as if she were under the effects of a jump spell. These boots allow for 10 boosted jumps, followed by a 3d4-minute cool-down period. Requires 1 outlet
Faint transmutation; CL 6th; Craft Tech, 10 ranks in Jump; Price 3,000 gp


Shock Glove: A shock glove looks from the outside to be made of brass and leather, with a large dial on the back. The dial controls the voltage, which varies in levels from nonlethal to lethal. The shock glove is a relatively simple device, requiring only one outlet to plug into a technomancer's power pack. A successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 10d6), and can be adjusted with the dial to do lethal or nonlethal damage as a free action. On the nonlethal setting, it has a cool-down period of one round. On the lethal setting, it has a cool-down period of 1d4 rounds. Requires 1 outlet.
Faint evocation (Electricity); CL 1st; Craft Tech, shocking grasp; Price 500 gp

Spike Shot: The Spike Shot is one of the simplest things a Technomancer can craft. The Spike Shot comes with a myriad of interchangeable tips. The firing of the Shot can either be a full-round action or a standard action. If you choose to fire the Spike Shot and retract in the same round, it counts as a full round action. If you choose to fire it and not retract the Shot it counts as a standard action. If you choose not to retract the Shot anyone within five feet of the chain can attempt to trip you. You can choose to detach the chain as a free action.
You can detach and change the tip on the Spike shot as a standard action. The Spike Shot does not have a cool-down period. Requires 1 outlet.
Standard spike tip: when used as a weapon it deals 1d4. Takes a Strength check to remove from living target.
Harpoon tip: When used as a weapon deals 2d4. Takes a Strength check to remove to remove from non-living targets and a Heal check (DC 20) on organic targets.
Blunt Tip: The Blunt tip deals 1d6 non-lethal damage. It resembles a boxing glove and does not stick in in the target.
Grappling tip: +4 to Climb checks. Can be used improvised weapon (with all inherent penalties applied.) that deals 1d3 damage.
CL 1st ; Craft Tech, 4 ranks in Knowledge (engineering); Price 500 gp.


(Coming tomorrow night: My clockwork template)

ironwizard
2013-05-07, 08:51 PM
Oh jeez, fix that table. Please! Table building page (http://pifro.com/dnd/NEW/)

IAmTheRaven
2013-05-08, 07:54 PM
Oh jeez, fix that table. Please! Table building page (http://pifro.com/dnd/NEW/)

Fixed it! Thanks.

ironwizard
2013-05-09, 01:59 PM
Craft Battery: At 1st level, a technomancer may craft a single-use battery that emulates a metamagic feat of the technomancer's choosing. The feat must be chosen at item creation and cannot be changed. At level 10, a technomancer can craft a two-charge battery. At level 19, a she can create a battery with three charges.

Power Pack: At level 1, a technomancer creates the power pack that she will use to power her devices. At level 1, a technomancer's power pack has only one outlet, so she can only use one single-connection item. Every four levels, a technomancer upgrades her power pack and adds an additional outlet. It is assumed that if a technomancer has enough outlets to use a gadget, her power pack has enough power to use it.

I still don't quite know what these abilities do. The battery emulates a metamagic feat, but what does that mean? A bit clearer please. Does the technomancer have to have the feat in order to craft the battery? How much does it cost to craft such a battery?

After reading the items at the bottom of the page, Power Pack makes a bit more sense, but some clarification up here would be nice. Also, does it cost anything?


Craft Spellbomb: A technomancer may craft a grenade that replicates a spell, releasing it in a 10-foot blast. Crafting a spellbomb takes one day for each 1,000 gp in its bace price. The base price for a spellbomb is its caster level X the spell level X 25 gp. To craft a spellbomb, you must spend 1/25 of the price in XP and use raw materials costing one-half of this base price.
Any spellbomb that stores a spell with a costly material component or an XP cost also carries a commnensurate cost. In addition to the costsderived from the base price, you must expend the material component or pay the XP price when crafting the spellbomb.
At level 13, a technomancer may craft a spellbomb as if it were augmented with a metamagic feat.

As above, this ability needs some clarification. It's unclear how it works.


Emulate Spell (Ex): At 6th level, a technomancer's careful study of magic and technology enables her to add a new spell to her list. The spell must be of a level no higher than the highest-level spell a technomancer already knows. Once a new spell is selected, it is added to the technomancer's spell list and can be cast just like any other spell she knows.
A technomancer gains additional new spells at level 10, level 14, and level 18.

This is really good. You should probably make the spell count as one level higher than it is for the other class. (like Warmage's Eclectic Learning ACF from PHBII). Also should consider limiting the spell lists you can draw from, especially considering different classes get spells at different levels.


Clockwork Familiar Kit: At 7th level, or anytime thereafter, a technomancer recieves a kit that contains everything she needs to build her own clockwork familiar. The manual has several sets of blueprints for level-appropriate familiars with the Clockwork template, only with the following differences: the familiar is intelligent and gains skills and feats as normal for a creature of its type. Also contains instructions for summoning a friendly ravid to animate your familiar.

An accompanying table would help this a lot. Right now, there's no indication of what the clockwork familiar does. Also you should reword it. Saying the technomancer receives a kit is very strange for a class feature, and might collide unpleasantly with plot. Better to say the technomancer just builds it on his own from a strange array of parts. Also, what's a ravid?

More general in nature:

Some of the items at the bottom require Knowledge(Arch and Engineering), but that skill isn't on the Technomancer skill list. Should probably fix that. Also, 4 +INT mod skill points is too much for that tiny list. Especially considering that this is an INT caster, you can easily imagine a scenario where a technomancer has all the skill maxed. Either change to 2+INT mod, or improve the skill list.

Looking forward to more.

IAmTheRaven
2013-05-10, 09:59 PM
I still don't quite know what these abilities do. The battery emulates a metamagic feat, but what does that mean? A bit clearer please. Does the technomancer have to have the feat in order to craft the battery? How much does it cost to craft such a battery?

After reading the items at the bottom of the page, Power Pack makes a bit more sense, but some clarification up here would be nice. Also, does it cost anything?



As above, this ability needs some clarification. It's unclear how it works.



This is really good. You should probably make the spell count as one level higher than it is for the other class. (like Warmage's Eclectic Learning ACF from PHBII). Also should consider limiting the spell lists you can draw from, especially considering different classes get spells at different levels.



An accompanying table would help this a lot. Right now, there's no indication of what the clockwork familiar does. Also you should reword it. Saying the technomancer receives a kit is very strange for a class feature, and might collide unpleasantly with plot. Better to say the technomancer just builds it on his own from a strange array of parts. Also, what's a ravid?

More general in nature:

Some of the items at the bottom require Knowledge(Arch and Engineering), but that skill isn't on the Technomancer skill list. Should probably fix that. Also, 4 +INT mod skill points is too much for that tiny list. Especially considering that this is an INT caster, you can easily imagine a scenario where a technomancer has all the skill maxed. Either change to 2+INT mod, or improve the skill list.

Looking forward to more.

Thank you for all of your very valid points. I'll fix the skill set promptly. I will now address the problems you have pointed out one at a time. There is a reason I've omitted Knowledge (architecture and engineering). The skill seems to refer to the engineering of buildings, where Knowledge (engineering) is just technology and general engineering.

I don't think the Power Pack would be expensive for a level-1 technomancer. I'd like some suggestions for a price.

How about this for the Craft Battery changes?
Craft Battery: At 1st level, a technomancer may craft a single-use battery that emulates the Empower Spell metamagic feat. This is battery is used to augment a technomancer spell or tech item. At level 10, a technomancer can craft a two-charge battery or a battery as if it had the Maximize Spell metamagic feat. At level 19, a she can create a battery with three charges. See the Scribe Scroll feat.

I'm not sure how to make the Craft Spellbomb ability more clear. It's essentially a grenade-like weapon that replicates the effects of a spell on the technomancer's spell list in a 10-foot burst.

And you mentioned that I should change the Emulate Spell ability a bit. How does this sound?
Emulate Spell (Ex): At 6th level, a technomancer's careful study of magic and technology enables her to add a new spell of the Evocation school to her list. The spell must be of a level no higher than the highest-level spell a technomancer already knows. Once a new spell is selected, it is added to the technomancer's spell list and can be cast just like any other spell she knows.
A technomancer gains additional new spells at level 10, level 14, and level 18.

As for the Clockwork Familiar bit, it sounds like it would help a lot if I were to put the clockwork creature template I created up. When I first created the class, I thought about giving the class a shocker lizard familiar instead of a clockwork familiar. I've thought about changing it back.

ironwizard
2013-05-11, 06:04 AM
Thank you for all of your very valid points. I'll fix the skill set promptly. I will now address the problems you have pointed out one at a time. There is a reason I've omitted Knowledge (architecture and engineering). The skill seems to refer to the engineering of buildings, where Knowledge (engineering) is just technology and general engineering.

There's no distinction unless you've house-ruled that there is. And building engineering can be quite technology-intensive.


I don't think the Power Pack would be expensive for a level-1 technomancer. I'd like some suggestions for a price.

I'm still not quite sure what it does. Is it just a power source for other items?


How about this for the Craft Battery changes?
Craft Battery: At 1st level, a technomancer may craft a single-use battery that emulates the Empower Spell metamagic feat. This is battery is used to augment a technomancer spell or tech item. At level 10, a technomancer can craft a two-charge battery or a battery as if it had the Maximize Spell metamagic feat. At level 19, a she can create a battery with three charges. See the Scribe Scroll feat.

Sooo.... it's like a one use metamagic rod?


I'm not sure how to make the Craft Spellbomb ability more clear. It's essentially a grenade-like weapon that replicates the effects of a spell on the technomancer's spell list in a 10-foot burst.

That already helps clarify. Now for other questions: RAW, a technomancer could create a spellbomb with invisibility, have his allies gather close, and detonate it in the middle to get Mass Invisibility? Are you ok with this? How would spells that already have an area work (such as fireball)? Would the spell use it's original area, the spellbombs's radius, or would they stack?


And you mentioned that I should change the Emulate Spell ability a bit. How does this sound?
Emulate Spell (Ex): At 6th level, a technomancer's careful study of magic and technology enables her to add a new spell of the Evocation school to her list. The spell must be of a level no higher than the highest-level spell a technomancer already knows. Once a new spell is selected, it is added to the technomancer's spell list and can be cast just like any other spell she knows.
A technomancer gains additional new spells at level 10, level 14, and level 18.

That certainly puts the breaks on the power, but invocation doesn't really seem to be the feel you're going for. Trans might be a better option? And as is right now, you can pull from ANY list, as long as it's invo. Is this intentional?


As for the Clockwork Familiar bit, it sounds like it would help a lot if I were to put the clockwork creature template I created up. When I first created the class, I thought about giving the class a shocker lizard familiar instead of a clockwork familiar. I've thought about changing it back.

That would help immensely. Please post

IAmTheRaven
2013-05-11, 08:06 PM
There's no distinction unless you've house-ruled that there is. And building engineering can be quite technology-intensive.



I'm still not quite sure what it does. Is it just a power source for other items?



Sooo.... it's like a one use metamagic rod?



That already helps clarify. Now for other questions: RAW, a technomancer could create a spellbomb with invisibility, have his allies gather close, and detonate it in the middle to get Mass Invisibility? Are you ok with this? How would spells that already have an area work (such as fireball)? Would the spell use it's original area, the spellbombs's radius, or would they stack?



That certainly puts the breaks on the power, but invocation doesn't really seem to be the feel you're going for. Trans might be a better option? And as is right now, you can pull from ANY list, as long as it's invo. Is this intentional?



That would help immensely. Please post

OK, that makes more sense. I'll fix the A&E thing.

The power pack is a power source for the tech items, yes.

The battery is sort of like a one-use metamagic rod, I guess.

How about Transmutation OR Evocation, and only from the wizard/sorcerer spell list?

I'll put the Clockwork template in my next post. Bear in mind, this is my first time creating a template.

IAmTheRaven
2013-05-11, 08:18 PM
Well, here's my attempt at a clockwork creature template....

CLOCKWORK CREATURES
A clockwork creature is a construct of gears and wires, created by means of a summmon clockwork creature spell (or similar effects) in the image of a real creature. The majority are mindless automatons, following only their creators' orders.
A clockwork creature usually does only what it is ordered to do. It can draw no conclusions of its own, and takes no initiative. Its instructions must always be simple, such as "Attack that Ogre", or "Stay close and attack anyone who threatens me."

CREATING A CLOCKWORK CREATURE
"Clockwork creature" is a template that can be added to any corporeal creature (other than ooze or undead), hereafter referred to as the base creature.

Size and Type: The creature's type changes to construct. It uses all the base creature's statistics and special abilities, except as noted here.

Hit Dice and Hit Points: Change the base creature's Hit Dice to d10s. As a construct, the creature loses any Constitution bonus to hit points.

Speed: The creature retains its base speed and all of its modes of locomotion.

Armor Class: A clockwork creature gains a +4 natural armor bonus

Attack: A clockwork creature retains all the natural attacks, manufactured weapon attacks, and weapon proficiencies of the base creature. A humanoid with no natural attacks gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the clockwork creature's size. (f the base creature already had a slam attack, use the clockwork creature's slam attack only if it's better.)

Size/ Slam Attack Damage
Diminutive or Fine/ 1
Tiny/ 1d2
Small/ 1d4
Medium/ 1d6
Large/ 1d8
Huge/ 2d6
Gargantuan/ 3d6
Colossal/ 4d6

Special Attacks: A clockwork creature loses all the special attacks of the base creature, but gains a breath weapon. As a standard action, a clockwork creature can exhale a burst of intense steam. Its breath weapon deald 1d6 points of fire damage per 2 HD it possesses in a 30-foot cone (DC10 + 1/2 the clockwork creature's HD, Reflex save half). Once an clockwork creature uses its breath weapon, it must wait 1d4 rounds before it can use it again.

Special Qualities: A clockwork loses any creature-based traits it posssessed and gains the following special qualities:
Rust Vulnerability (Ex): A clockwork creature is affected by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construct Traits: A clockwork creature has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extra damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. It has darkvision out to 60 feet and low-light vision.
Damage Reduction (Su): The clockwork creature gbins damage reduction based on its Hit Dice, as shown below:

Hit Dice/ Damage Reduction
1-4 HD/ None
5-9 HD/ 5/magic
10-19 HD/ 10/magic
20 HD + / 15/magic

Abilities: A clockwork creature has no Contitution or Intelligence score. Its Wisdom score changes to 10.
Skills: A clockwork creature has no skills. (Exception: Clockwork creatures given sentience gain skills as the base creature)
Feats: Creatures with this template may only select feats from the fighter bonus list.
Organization: Any
Challange Rating: A clockwork creature's CR is 1 plus 1/2 its Hit Dice
Treasure: None
Advancement: -----

ironwizard
2013-05-11, 10:44 PM
The power pack is a power source for the tech items, yes.

Ok. You should add a cost of replacing it if something happens to it. First one can be free though (especially since it's first level)


The battery is sort of like a one-use metamagic rod, I guess.

Cool feature, but I'm not sure how well it synergizes with the rest of the class, mechanically or flavorfully


How about Transmutation OR Evocation, and only from the wizard/sorcerer spell list?

Much more reasonable




</snip>

Armor Class: A clockwork creature gains a +4 armor bonus

Should this be a natural armor bonus instead? That seems to make more sense. (unless you want to explicitly prevent clockworks from wearing armor that is)



Special Attacks: A clockwork creature loses all the special attacks of the base creature, but gains a breath weapon. As a standard action, a clockwork creature can exhale a burst of intense steam. Its breath weapon deald 1d6 points of fire damage per 2 HD it possesses in a 30-foot cone (DC10 + 1/2 the clockwork creature's HD, Reflex save half). Once an clockwork creature uses its breath weapon, it must wait 1d4 rounds before it can use it again. If a clockwork creature already has a breath weapon, use whichever is better.

This is contradictory. By the first sentence of the paragraph, the creature looses it's breath weapon, but the last sentence gives it back. Probably best to remove base breath weapons and standardize to the steam cone. It also has the benefit of being cool flavorful.



Abilities: A clockwork creature has no Contitution or Intelligence score. Its Wisdom score changes to 10.
Skills: A clockwork creature has no skills. (Exception: Clockwork creatures given sentience gain skills as the base creature)
Feats: A clockwork creature loses all feats except those that improve its attack, such as Improved Natural Attack, Multiattack, or Weapon Finesse. (Exception: Clockwork creatures given sentience gain feats normally)

How do you define a feat the improves its attack? That's vague and asking for abuse. Also, if the creature had feats that don't "improve its attack," do they get replaced with ones that do? Or do they disappear?

Overall, looks solid, but my experience with templates is minimal, so you'll need someone else to come in here and give you balance advice.

IAmTheRaven
2013-05-11, 10:59 PM
Ok. You should add a cost of replacing it if something happens to it. First one can be free though (especially since it's first level)



Cool feature, but I'm not sure how well it synergizes with the rest of the class, mechanically or flavorfully



Much more reasonable



Should this be a natural armor bonus instead? That seems to make more sense. (unless you want to explicitly prevent clockworks from wearing armor that is)



This is contradictory. By the first sentence of the paragraph, the creature looses it's breath weapon, but the last sentence gives it back. Probably best to remove base breath weapons and standardize to the steam cone. It also has the benefit of being cool flavorful.



How do you define a feat the improves its attack? That's vague and asking for abuse. Also, if the creature had feats that don't "improve its attack," do they get replaced with ones that do? Or do they disappear?

Overall, looks solid, but my experience with templates is minimal, so you'll need someone else to come in here and give you balance advice.

Well, the battery thing was someone else's suggestion, and I suppose it doesn't hurt the class.

I'll fix the natural armor bit right away. Oh, and I added a price for replacing a lost or damaged power pack.

How would you rephrase the contradictory part? I'm not being crabby or sarcastic. I'd like your opinion.

I'd say feats that a fighter can take as a fighter feat would work. Also, a clockwork creature isn't transformed into a clockwork creature, but created as a clockwork creature.

ironwizard
2013-05-12, 11:48 AM
Well, the battery thing was someone else's suggestion, and I suppose it doesn't hurt the class.

I'll fix the natural armor bit right away. Oh, and I added a price for replacing a lost or damaged power pack.

How would you rephrase the contradictory part? I'm not being crabby or sarcastic. I'd like your opinion.

Just remove the last sentence about existing breath weapons. Now all clockworks have a uniform steam breath weapon across the board.


I'd say feats that a fighter can take as a fighter feat would work. Also, a clockwork creature isn't transformed into a clockwork creature, but created as a clockwork creature.

Ok, then re-word it to say that creatures with this template may only select feats form the fighter bonus list. That's clear and concise.

IAmTheRaven
2013-05-12, 12:02 PM
Just remove the last sentence about existing breath weapons. Now all clockworks have a uniform steam breath weapon across the board.



Ok, then re-word it to say that creatures with this template may only select feats form the fighter bonus list. That's clear and concise.

Fixed, and fixed. Also, I added a link to my steampunk campaign building page in the main page.

zzuxon
2013-05-30, 08:47 AM
Is it Ok if I use this class in my setting?