Archtype Technomancer

Your specialty falls with the blending of magic with technology. Already, there are spells employing technology in some way, you focus on melding the two in personal ways. While everyone else tries to hide what they can do, you brandish it openly.

Proficiencies

You gain proficiency with Vigor (Induce) and Vigor (Commune).

Mechanical Homunculus

Beginning when you choose this archetype at 3rd level, you build yourself a semi-magical familiar; this is not an animal spirit but a mechanism you have instilled with life and a modicum of intelligence. This machine can take an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, snake, fish, rat, raven, sea horse, spider, weasel, or any other Small or smaller animal you can think up (GM’s allowance). The familiar has the statistics of the chosen form, though it is a construct instead of a beast.    Instead of animal forms, the GM may allow you to select a robot from the Antagonists chapter instead. You can take a day of construction to disassemble your familiar and give it a new form. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as usual. When the familiar drops to 0 Hit Points, it falls apart, requiring a day of engineering work to reassemble. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind concerning your own senses. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. At 3rd level, you can't have more than one familiar at a time. At 11th level, you can operate two familiars at once, or have one familiar replicating an animal form up to Medium size. At 18th level, you can operate three Small or smaller familiars or two Medium familiars at once, or have one familiar replicating an animal form up to Large size.

   

Raw Energy

You can use your vessel to recharge energy cells. Regardless of listed cell capacities, you can spend 3 dark to recharge a B cell, 6 for an M cell, and 12 for an H cell. To recharge a single cell costs an action. If you are proficient with the Engineering skill, you can also use Vigor for Engineering instead of Intelligence. Additionally, when repairing or crafting technological objects (at least TL1), you can use magic as if it was currency. Each day you can spend 20% more a day in currency in your build schedule; this extra 20% is in magic and does not cost currency. You must be able to provide the regular amount in currency to gain the magical bonus. If you have not selected the magus class, you also gain a +2 bonus to your vessel and a +1 bonus to your asset.

Mechanical Abominations

You increase the TL of any engineering kit you use by 1. This increases to +2 at 15th level and +3 at 18th level. This may raise your current engineering kit’s TL over 5. You can also craft items +1 tech level over the established setting (GM discretion). 

Transcend Hijack

Any enchantment spell you cast can now affect machines or robots; this includes machines with no Intelligence. Additionally, you can draw energy from a battery cell to recharge your vessel. Technically, the power systems are unrelated, but somehow, you make it work. A B-cell will regain you 2 to your vessel; an M-cell will regain you 5 to your vessel, and an H-cell will regain you 10 to your vessel. You can even draw power from present non-battery sources like power grids and reactors. Instead of gaining you a fixed amount, it doubles the value of your Vigor Regeneration.

Master Technomage

You have advantage with all Vigor (Induce) check with technology path spells.

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Author's Notes

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