Technomancy is the blending of Magic, Psionics, the Force and Technology. It is the redefining of objective reality, as a pattern of computer code that can be manipulated by the trained will. Technomancers blur the line between objective and virtual reality. They see the world as a consensus reality, defined by the beliefs and expectations of the inhabitants. They seek to expand their own ability to alter the world around them as well as to encourage others to "open their eyes" to the possibilities around them. Technomancers have access to arcane spells, psionic powers, force skills and technological abilities, yet they are masters of none of them. A technomancer's greatest strengths are their flexibility and ability to meld all these different aspects (especially when it comes to making technological devices that feature magical and/or psionic properties).
Technomancers are treated as mages unless otherwise noted. They may, however, alter this if they so choose. Technomancers may choose to 'allocate additional system resources to their combat subroutines', gaining the combat abilities of a different class in exchange for an experience point penalty. This option must be declared at character creation and may not be changed (that would involve formatting the body's neural pathways and then rebooting) once declared. If they do not utilize this option, then use the base values from Table 1 below.
They may take a 10% XP penalty and gain the combat skills and hit dice of thieves. Clerical combat abilities cost 25%, Monk combat abilities cost 33%, and fighter abilities cost a whopping 40% ("OS bloat . . . "). A character that chooses this option gets the most favorable saving throw of the two classes. Characters that select better fighting abilities do not gain experience bonuses for high scores. Weapon proficiencies, combat skills (i.e. base attack bonuses, attacks per round, monk unarmed damage die etc) and hit dice can be gained this way, however the technomancer does not get any of the class special abilities (bonus feats etc) in this way. The technomancer could choose to spend available feats to learn those special abilities.
Weapon and Armor Proficiency: Technomancers are skilled with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Technomancers are not proficient with any type of armor or with shields. Technomancers are unable to wear any form of period armor, even if they take the fighter option. Only lightweight modern armor may be worn. Examples would be the "Gucci personal protection device" or should they have access to it, silk steel.
Skill Points: Technomancers have two pools of skill points, one is for their real skills and the other is for their virtual skills. Once a technomancer has chosen which of the following to use for a certain pool, they may not change that choice.
Multi-class: If a technomancer chooses to multi-class, he can never again gain levels as a technomancer. This is due to the unique worldview held by the technomancer. Also, they lose the ability to hot swap skills and feats, any virtual feats or skills currently allocated have a 50% chance of becoming permanent otherwise they convert into unspent real skills or feats.
TABLE 1: The Technomancer
Technomancers do not have a separate table for spells and psionic powers; they use one table to cover both. The technomancer may use either an arcane spell or a psionic power with the expenditure of a slot of the appropriate level. The combined number of arcane spells and psionic powers my not exceed the number of slots listed above.
Spells: A technomancer casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. To learn, prepare, or cast a spell, a technomancer must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against technomancer spells is 8 + the spell's level + the technomancer's Intelligence modifier. As with sorcerers, Technomancers may cast any arcane spell they choose without memorizing or declaring their spell selection first. They must be of sufficient level to cast the desired spell, and must have sufficient spell levels available. They must make a normal casting roll to successfully cast the desired spell just as other mages. The only difference in this case is primarily special effects. A mage may stop bullets by forming a sphere of silver fire around her while a Technomancer may simply hold out his hand and halt the bullets in their flight, but both are using the same protection from arrows spell.
Bonus Slots: Technomancers gain bonus slots based upon their Wisdom scores.
Familiar: At third level a technomancer can summon a familiar in exactly the same manner as a sorcerer.
Bonus Feats: Every three levels, a technomancer gains a bonus feat. This feat must be a metamagic feat, an item creation feat, a psionic feat, a metapsionic feat, a force feat, or a technological feat.
Bonus Power Points: Technomancers do not use power points as a psion does and therefore does not gain bonus power points due to high attributes.
Power Selection: Technomancers can choose their powers from either the Psion or Psionic Warrior list. To learn, prepare, or use a power, a technomancer must have Intelligence and Wisdom scores of at least 10 + the power's level. The Difficulty Class for saving throws against technomancer powers is 6 + the power's level + the technomancer's Intelligence modifier + the technomancer's Wisdom modifier.
Psionic Combat modes: Technomancers receive 2 combat modes at first level; and at every odd level thereafter, until 17th when they receive their final mode.
Force Points: Technomancers receive a number of force points equal to the sum of their Int and Wis bonuses. They gain one force point for every three levels thereafter. Must have Force Sensitivity feat as a REAL feat in order to use force skills or feats. Force feats and skills can only be used if they are known (real or virtual).
Virtual Skills and Feats: Technomancers gain Virtual Skill points each level; they also gain virtual feats at 2nd, 8th, 14th and 20th levels. A technomancer's virtual skills and feats are 'hot-swappable'. That is, the character may 'download' them from a source that knows the skill already and may then use it normally as long as it remains in memory. These virtual skills last one day for every three points of Intelligence the character has, rounded down. They may only be copied from a living source, and may not (at present since the technology required does not exist) be recorded. The source does not forget the copied ability, and the Technomancer's skill with the ability is equal to the source's skill.
The level of the technomancer does not limit virtual skills
ranks. The available number of virtual skill points only limits them.
When "hot-swapping" only abilities definable as skills or feats
may be copied, not memories, passwords, or thoughts. A technomancer who
wants to learn a skill permanently must actually spend the time and effort
learning it for it to be gained permanently. A technomancer may choose
to not expend real skill points or real feats and hold them in reserve
for use to supplement his virtual skills and feats. Any real skill points
or feats used in this way do not allow the technomancer to permanently
learn a skill or feat via hot swapping, they are considered virtual until
such time as they are spent in a normal manner to gain real skills or
feats. If a technomancer has insufficient skill points to "copy"
the skill from his target, he cannot copy part of the skill. In order
to make virtual skill points available, the technomancer must "de-allocate"
another skill in its entirety.
These are feats available to technomancers. They are not automatically gained. They must be purchased with real, not virtual, feats.
Power Conversion: A technomancer with the Power Conversion Feat can convert spell slots into Force points. To convert to Force points you convert a spell slot into a number of force points equal to the spell's level. Force points can be spent to provide emergency spell slots as well. Spell slots are gained by spending the spell slot level desired in Force points.
Bioenergetics Interface: With this feat a technomancer may mentally interface directly with any operating computer, data storage system or electronic device. Any actions taken that utilize the device when an interface is established gains a +4 competence bonus. Attempts to gather information or break into a secure system receive a bonus. This is a two way interface so the computer system can gain access to the technomancer's mind should he not have a sufficient mental firewall in place. The main drawback of this ability is that if an interface is established, then any damage done to the device during it's operation (electrical power surge, short circuit, or even loss of power) requires the technomancer to make a Will save at a DC of 10+damage or take damage as well.
The mind must be stronger: The technomancer may use his Int or Wis bonus (whichever is higher) instead of his Str and Dex bonus when determining melee and ranged "to hit" bonuses, damages bonuses and AC bonuses.
The mind and body in harmony: The technomancer may
add his Int or Wis bonus (whichever is higher) to his Str and Dex bonus
when determining melee and ranged "to hit" bonuses, damages
bonuses and AC bonuses. Requires that the "mind must be stronger"
feat be known in order to learn.