To qualify to become a Techno
Mage, a character must fulfill the following criteria.
Skills: Computer Use 6 ranks, Craft (electronics) 6 ranks, Knowledge (arcane lore) 6 ranks, Repair 6 ranks.
Techno Mages gain 1d6
hit points per level. The character's Constitution modifier applies.
Techno Mages gain a number of
action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
The Techno
Mage's
class skills are as follows:
Computer Use (Int),
Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical) (Int),
Decipher Script (Int),
Demolitions (Int),
Disable Device (Int),
Investigate (Int), Knowledge (arcane lore, art, current events, history, popular culture, streetwise, technology) (Int),
Read/Write Language (none),
Repair (Int),
Research (Int),
Speak Language (none), Spellcraft (Int).
Skill Points at Each Level: 7 + Intelligence modifier.
Table: The Techno Mage
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
Defense Bonus
|
Reputation Bonus
|
1st |
+0
|
+0
|
+1
|
+0
|
Arcane skills, arcane spells |
+1
|
+0
|
2nd |
+1
|
+0
|
+2
|
+0
|
Machine empathy, arcane spells |
+1
|
+0
|
3rd |
+1
|
+1
|
+2
|
+1
|
Bonus feat, arcane spells, program spell |
+2
|
+1
|
4th |
+2
|
+1
|
+2
|
+1
|
Create homunculus, arcane spells |
+2
|
+1
|
5th |
+2
|
+1
|
+3
|
+1
|
Arcane spontaneous casting, arcane spells |
+3
|
+1
|
6th |
+3
|
+2
|
+3
|
+2
|
Bonus feat, arcane spells |
+3
|
+2
|
7th |
+3
|
+2
|
+4
|
+2
|
Spell focus, arcane spells |
+4
|
+2
|
8th |
+4
|
+2
|
+4
|
+2
|
Online casting, arcane spells |
+4
|
+2
|
9th |
+4
|
+3
|
+4
|
+3
|
Bonus feat, arcane spells |
+5
|
+3
|
10th |
+5
|
+3
|
+5
|
+3
|
Quicken spells, arcane spells |
+5
|
+3
|
The Techno
Mage can become proficient in the use of
armor, and while his limitations are not as great as the traditional
Mage, he still has a difficult time casting most
arcane spells while wearing it.
Armor restricts movement, making the complicated gestures needed to cast spells with somatic components harder to perform. When casting an
arcane spell with a somatic component, the chance of
arcane spell failure depends on the type of
armor being worn, as shown below.
Armor Type
|
Arcane Spell Failure, Proficient
|
Arcane Spell Failure, Nonproficient
|
Light |
0%
|
10%
|
Medium |
10%
|
20%
|
Heavy |
20%
|
30%
|
The Techno
Mage must study her
spellfiles each day to prepare her spells. The Techno
Mage can't prepare any spell not recorded in her
spellfiles (except for
read magic, which the Techno
Mage can prepare from memory). The Techno
Mage begins play with
spellfiles containing all 0-level
arcane spells and three 1st-level
arcane spells of the player's choice. For each point of Intelligence bonus the Techno
Mage has, her
spellfiles hold one additional 1st-level
arcane spell. Each time the character attains a new level of Techno
Mage, she gains two new spells of any level or levels that she can cast, according to her new level. The Techno
Mage can also add spells found in other Techno Mages'
spellfiles or
Mage's spellbooks. (Mages may use spells found in the files of Techno Mages.)
A set of
spellfiles is usually put into a notebook or desktop computer, or a PDA. Occasionally they are put on a secure website to allow access by cell phone or satellite phone. Backup files are a must, and are usually kept in another location (such as a safety deposit box). Hard copy is also used for storage of
spellfiles, sometimes bound in spellbooks.
At 1st level, the Techno
Mage gains access to the
arcane skill Spellcraft and the expansion of the Concentration skill, as described under the
Mage entry
.
The Techno
Mage is limited to a certain number of spells of each spell level per day, according to his Techno
Mage class level. The Techno
Mage must prepare spells ahead of time by resting for eight hours and spending one hour studying his
spellfiles. While studying, the Techno
Mage decides which spells to prepare. To learn, prepare, or cast a spell, the Techno
Mage must have an Intelligence score of at least 10 + the spell's level. The
Difficulty Class for
saving throws against the Techno
Mage's spells is 10 + the spell's level + the Techno
Mage's Intelligence modifier.
In addition, the Techno
Mage receives bonus spells based on his Intelligence score, as shown below.
Int Score
|
-Bonus Spells by Spell Level-
|
1
|
2
|
3
|
4
|
5
|
12-13
|
1
|
-
|
-
|
-
|
-
|
14-15
|
1
|
1
|
-
|
-
|
-
|
16-17
|
1
|
1
|
1
|
-
|
-
|
18-19
|
1
|
1
|
1
|
1
|
-
|
20-21
|
2
|
1
|
1
|
1
|
1
|
22-23
|
2
|
2
|
1
|
1
|
1
|
Techno Mage Level
|
-Spells per Day by Spell Level-
|
0
|
1
|
2
|
3
|
4
|
5
|
1
|
3
|
1
|
-
|
-
|
-
|
-
|
2
|
4
|
2
|
-
|
-
|
-
|
-
|
3
|
4
|
2
|
1
|
-
|
-
|
-
|
4
|
4
|
3
|
2
|
-
|
-
|
-
|
5
|
4
|
3
|
2
|
1
|
-
|
-
|
6
|
4
|
3
|
3
|
2
|
-
|
-
|
7
|
4
|
4
|
3
|
2
|
1
|
-
|
8
|
4
|
4
|
3
|
3
|
2
|
-
|
9
|
4
|
4
|
4
|
3
|
2
|
1
|
10
|
4
|
4
|
4
|
3
|
3
|
2
|
At 2nd Level, the Techno
Mage is so comfortable with technology that she gains a +2 competence bonus with any electronic or mechanical device, and in addition may use any
skill that involves technology untrained.
At 3rd level, the Techno
Mage may spend an
action point to insert a spell within a particular analog or digital device, such that by touching a key (or flicking a switch), the spell activates. All variables of the spell are set at the time of casting.
Casting a spell takes the normal amount of time; discharging a programmed spell is an
attack action.
At 3rd, 6th, and 9th level, the Techno
Mage gets a
bonus feat. The
bonus feat must be selected from the following list, and the Techno
Mage must meet all of the prerequisites for the feat to select it.
Armor Proficiency (light),
Builder,
Educated,
Gearhead,
Greater Spell Focus,
Greater Spell Penetration,
Personal Firearms Proficiency, Spell Focus, Spell Penetration,
Studious,
Windfall.
At 4th level, the Techno
Mage can create a
homunculus. The
homunculus may be flesh, digital, chemical, or biochemical in nature.
Creating a homunculus requires a DC 25
Wealth check to acquire the appropriate equipment. The materials used are consumed in the creation of the homunculus. In addition, the creation of a homunculus requires a pint of the Techno
Mage's blood.
It takes a week to create a
homunculus. During this time the Techno
Mage must labor for 8 hours a day. A character not actively working on the ritual must perform no other activities except eating, sleeping, or talking. If she misses a day, the process fails, and the ritual must begin anew. At the end of the period, the Techno
Mage makes an appropriate
skill check for the Craft skill connected with the particular subtype of
homunculus (DC 20). A failure indicates loss of the subject (requiring the Techno
Mage to begin again) but no other penalty.
The Techno
Mage may create any number of homunculi. However, when a homunculi perishes, its death deals 2d10 points of
damage to the Techno
Mage, so caution is usually the by-word in
homunculus creation.
Arcane Spontaneous Casting
At 5th, the Techno
Mage chooses a number of spells she already knows equal to her Intelligence modifier. From that point on, the Techno
Mage can cast those spells in place of already-chosen spells of the same level. The Techno
Mage "loses" a prepared spell to cast another spell of the same level or lower.
At 8th level, the Techno
Mage can cast spells through electronic devices, including cameras, cell phones, and modems.
If the spell requires the caster to be seen, then the target must see the caster, if it requires the caster to be heard, then
the target must be able to hear the caster. Range is determined from the caster to the pick-up device (camera, keyboard, etc.) and then from the device to its target. The space between keyboard and monitor, or camera and screen, is not considered. The Techno
Mage must be able to see or otherwise be able to determine the location of her target ("person at the keyboard" is a suitable target). Spells cast online are less effective, such that the target gets a +4 circumstance bonus on
saving throws.
At 10th level, the Techno
Mage learns to cast some spells as free actions. With but a moment's thought (and the proper verbal, somatic, and material components). She can perform another action, even casting another spell, in the same round as she casts a quickened spell. She may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened.
When a quickened spell is prepared, it is treated as a spell of four levels higher than the spell's actual level, such that only 0- and 1st level spells may be quickened by a Techno
Mage.
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