Technomancer
Technomancers are magical hackers who blend technology and magic into a single discipline. They use technology to augment their magical abilities, and magic to control and improve technology. These complementary powers can extend to manipulating the fabric of reality and laws of nature, generating illusions, and examining time and space.
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: Computers (Int), Engineering (Int), Life Science (Int), Mysticism (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis), Sleight of Hand (Dex)
Skill Ranks per Level: 4 + Intelligence Modifier
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms
Comments