- Class Features
- Spell Cache (Su) 1st Level
- Magic Hack 2nd Level
- Spell Focus 3rd Level
- Techlore (Ex) 3rd Level
- Weapon Specialization (Ex) 3rd Level
- Cache Capacitor (Su) 6th Level
- Resolve Attunement (Ex) 19th Level
- Fuse Spells (Ex) 20th Level
- Magic Hacks
- Calculate Trajectory (Ex)
- Countertech (Su)
- Direct Denial of Shapechanging (Su)
- Empowered Weapon (Su)
- Energize Spell (Ex)
- Fabricate Tech (Sp)
- Harmful Spells (Ex)
- Magic Trajectories (Su)
- Quick Scan (Su)
- Robot Influence (Ex)
- Selective Targeting (Ex)
- Spell Countermeasures (Ex)
- Technomantic Proficiency (Ex)
- Adaptable Spell Knowledge (Ex)
- Cache Concentration (Su)
- Charging Jolt (Su)
- Debug Spell (Ex)
- Distant Spell (Ex)
- Energy Alteration (Su)
- Extended Spell (Ex)
- Fabricate Arms (Su)
- Glitch Step (Su)
- Magic Negation (Sp)
- Shadow Grenade (Su)
- Spell Grenade (Sp)
- Brain Hacker (Su)
- Diviner’s Tap (Su)
- Drone Summoner (Su)
- Extend Runtime (Su)
- Flash Teleport (Sp)
- Mental Mark (Su)
- Spellshot (Sp)
- Tech Countermeasures (Su)
- Translocational Recall (Su)
- Widened Spell (Ex)
- Countertech Sentinel (Su)
- Diminish Spell Runtime (Su)
- Eternal Spell (Ex)
- Reactive Counter (Su)
- Reboot Mind (Su)
- Seeking Shot (Su)
- Phase Shot (Su)
- Quickened Spell (Ex)
- Rain of Fire (Su)
- Spell Library (Ex)
- Alternate Class Features
- Technomancer Class Builds
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.
Skill Ranks per Level: 4 + Intelligence Modifier
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms
|Class Level||Base Attack Bonus||Fort Save Bonus||Ref Save Bonus||Will Save Bonus||Class Features||Spells Per Day (by spell level)|
|3rd||+2||+1||+1||+3||Spell focus, techlore +1, weapon specialization||3||—||—||—||—||—|
|6th||+4||+2||+2||+5||Cache capacitor 1, techlore +2||4||3||—||—||—||—|
|12th||+9||+4||+4||+8||Cache capacitor 2, techlore +4||5||5||4||3||—||—|
|18th||+13||+6||+6||+11||Cache capacitor 3, techlore +6||5||5||5||5||4||3|
|20th||+15||+6||+6||+12||Fuse spells, magic hack||5||5||5||5||5||5|
You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier.
You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.
Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new technomancer level, you learn one or more new spells, as indicated on Table 4–12: Technomancer Spells Known. Unlike spells per day, the number of spells you know isn’t affected by your Intelligence modifier.
Every time you gain a level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap the spell at the same time you gain new spells known for the level.
You can cast any technomancer spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.
You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a Cursed or trapped spell gem.
Spell Cache (Su) 1st Level
As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level.
If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.
Magic Hack 2nd Level
You have carefully studied the forces that define magic and can manipulate them. You learn your first magic hack at 2nd level, and you learn an additional magic hack every 3 levels thereafter. When casting a spell, you can apply no more than one magic hack that affects the attributes of a spell (such as distant spell or extended spell). If a magic hack allows a saving throw to resist its effects, the DC is equal to 10 + half your technomancer level + your Intelligence modifier. The list of magic hacks appears starting on page 120.
Spell Focus 3rd Level
You gain Spell Focus as a bonus feat.
Techlore (Ex) 3rd Level
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.
Weapon Specialization (Ex) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
Cache Capacitor (Su) 6th Level
You expand your spell cache into a cache capacitor. As part of regaining your spells each day, you can cast a single spell into your spell cache and have it affect you continuously for 24 hours. The cache capacitor can hold any of the following spells: detect radiation, disguise self, keen senses, or unseen servant. You must know a spell to store it in your cache capacitor. When you cast the spell into your cache capacitor, you expend the spell slot normally and make any decisions required for that spell, but the duration doesn’t expire for 24 hours. If the spell in your cache capacitor is dispelled or dismissed, you can spend 5 minutes of uninterrupted concentration to reestablish it, keeping the same decisions you made when you cast it, and gaining whatever duration the spell had remaining. You can’t exchange the stored spell for another spell until you again regains your spells.
At 12th level, your cache capacitor gains a second slot that can hold darkvision, lesser resistant armor , life bubble, or spider climb.
At 18th level, your cache capacitor gains a third slot that can hold arcane sight, flight (spell level 3rd or lower), see invisibility, or tongues.
Resolve Attunement (Ex) 19th Level
You recover Resolve Points when you use powerful magic. Each time you cast a 6th-level spell, you regain 1 Resolve Point, up to your normal maximum. This applies only to spells you cast using your normal 6th-level spell slots, not to those you cast using magic items or other methods such as fuse spells.
Fuse Spells (Ex) 20th Level
You can combine lower-level spell slots to cast higher-level spells. As part of casting a spell, you can spend 1 Resolve Point to exchange a number of unused spell slots for a single spell slot of a higher level; this expends the lower-level spell slots. Add up the levels of the expended slots to determine which higher level of spell you can cast (maximum 6th). For instance, you could exchange three 1st-level slots to cast a 3rd-level spell, or you could exchange two 3rd-level slots to cast a 6th-level spell. If you combine spell slots to cast a 6th-level spell, it doesn’t count as such for resolve attunement.
You learn your first magic hack at 2nd level and an additional hack every 3 levels thereafter. Magic hacks require you to be a certain level and are organized accordingly.
You must be 2nd level or higher to choose these magic hacks.
Calculate Trajectory (Ex)
As a move action, you can predetermine all potential outcomes and variables before attacking a foe with a spell to consistently strike them at their most vulnerable spot, forcing the target to rely on its reflexes to avoid your attack. If you cast a spell that requires a melee attack or ranged touch attack to affect a target before the end of your next turn, you automatically hit your target, but your foe can attempt a Reflex save to negate your spell’s effect (calculating your spell’s save DC normally).
As a reaction when you take damage from an attack by a technological weapon or source within medium range that specifically targets you, you can expend an unused spell slot to disrupt the attack. With a spell slot of 1st to 5th level, you can counter an attack from a technological weapon whose item level is equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. 6th-level spell slots can counter any weapon with a level equal to or less than your caster level. For example, at 2nd level, you could expend a 1st-level spell slot to counter an attack from a 1st- or 2nd-level weapon. To successfully counter the attack, you must roll a countertech check (1d20 + your caster level) with a DC equal to 11 + the weapon’s level. If the countertech check succeeds, the attack deals half damage. If the countertech check fails, the attack deals normal damage. This magic hack only affects attacks that target you directly; you cannot use countertech against attacks that target an area or that target another person.
Direct Denial of Shapechanging (Su)
When you cast a polymorph spell (Alien Archive 2 145) on a target with the shapechanger subtype and that target attempts to end your polymorph effect using its change shape ability, that foe must attempt a Will save. If the foe fails its Will save, it fails to transform into the form allowed by its change shape ability and can’t attempt to do so again for the rest of your polymorph spell’s duration.
Empowered Weapon (Su)
As a move action, you can expend an unused spell slot to reconfigure and enhance a weapon you’re wielding. Until the start of your next turn, your attacks with the enhanced weapon gain a bonus to attack rolls equal to the level of the spell slot you expended. In addition, your attacks with that weapon deal 1d6 additional damage per level of the expended spell slot. This damage is of the same type the weapon normally deals.
Energize Spell (Ex)
Once per day as a move action, you can use a battery or a weapon’s power cell to power your spellcasting, enabling you to cast one spell you know without using a spell slot. This expends 20 charges per spell level from the battery or power cell and requires you to touch the battery, power cell, or weapon. You must cast the spell before the start of your next turn, or the charges are wasted with no effect.
Fabricate Tech (Sp)
As a full action, you can expend an unused spell slot to temporarily construct a piece of technological gear from raw magic. You can create any single technological item with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands or in an adjacent square. You can use fuse spells with this magic hack. The size of the item cannot exceed 10 bulk or Medium size, and the quality of the item is average. Treat this as a spell of the same level as the expended spell slot. For example, at 4th level, you could expend a 1st-level spell slot to fabricate an item of up to 3rd level, or you could expend a 2nd-level spell slot to fabricate an item of up to 4th level. The item persists for a number of minutes equal to your technomancer level. At the end of this duration, the item disappears. You can’t create armor, weapons, magic items, or items with limited uses or charges (such as batteries, drugs, or fuel) with this hack.
Harmful Spells (Ex)
When you cast an instantaneous spell that deals damage, you can increase the spell’s damage by half your technomancer level. This increased damage applies to all creatures damaged by an area spell, but for spells that target multiple creatures with multiple rays or other attacks (such as magic missile), the increased damage applies only to a single ray or missile. This increased damage doesn’t apply to ongoing damage from the spell (such as bleed or burn). This magic hack doesn’t increase ability damage or other spell effects, only damage to Stamina Points or Hit Points.
Magic Trajectories (Su)
As a move action, you can augment a technological powered weapon (either a ranged energy weapon or a melee weapon with the powered weapon special property) so its wielder can exclude a number of targets equal to your key ability modifier from any attacks made by the weapon for 5 rounds. You can do this to a weapon in your possession or one held by an ally that is within reach at the time you use this ability. Each time an attack is made with the weapon, the attacker can exclude targets they are aware of. This exclusion applies only to instant effects and critical hit effects, such as damage or bleed, not lingering secondary effects such as creating a cloud of smoke.
After you use this ability, you cannot do so again until after you take a 10-minute rest to regain Stamina Points.
Quick Scan (Su)
As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don’t have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.
Robot Influence (Ex)
You can affect constructs, robots, and other creatures that have the technological subtype with your mind-affecting spells, even if they’re mindless or normally immune to such effects. However, they receive a +2 bonus to their Will saves against your mind-affecting spells.
Selective Targeting (Ex)
When you cast an instantaneous spell with an area effect, you can shape the spell so it doesn’t affect one of your allies. Choose one 5-foot square within the spell’s area to be unaffected by the spell. At 5th level, you can spend 1 Resolve Point to exclude any number of squares with this ability.
Spell Countermeasures (Ex)
You gain a +2 bonus to saving throws against spells and other magical effects.
Technomantic Proficiency (Ex)
As a standard action, you can spend 1 Resolve Point to temporarily learn how to use a weapon in combat. Choose a single weapon; you gain proficiency with it (and any identical weapon) for a number of minutes equal to your class level. Each round you use the weapon reduces this magic hack’s duration by 1 minute. For example, at 4th level, you could gain proficiency with corona laser rifles for 4 minutes. If you fire such a weapon for 2 rounds, you remain proficient with it for 2 more minutes.
You must be 5th level or higher to choose these magic hacks.
Adaptable Spell Knowledge (Ex)
Choose three technomancer spells that you do not know, each with a level equal to or less than the highest spell level you can cast. As a move action, you can add one of these spells to your list of technomancer spells known for 1 minute.
If you have the cache capacitor class feature and you could add that spell to one of your cache capacitor’s slots, you can add the spell to your cache capacitor during this time to extend its duration as described by that class feature. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use adaptable spell knowledge again before the duration expires, you replace the previous spell with your new choice. Each time you gain a technomancer level, you can replace one spell you selected with this ability with another choice.
Cache Concentration (Su)
Whenever you cast a spell with a duration of concentration, you can spend 1 Resolve Point to automate the concentration process by transforming the necessary concentration into a program loop that your spell cache can maintain for you. If the spell has a maximum duration, your spell cache maintains the spell for that maximum duration, during which you can act normally. Otherwise, your spell cache maintains the spell until you interrupt the program loop, which does not require an action. Your spell cache can loop only one spell at a time, and if you use this ability to loop a new spell while your spell cache is already looping a spell, the spell cache immediately stops concentrating on the previous spell.
You must have the spell cache class feature to choose this magic hack.
Charging Jolt (Su)
As a move action, you can expend an unused spell slot to refill charges in a weapon’s power cell. This requires you to touch the weapon or its power cell. The power cell regains 10 charges per spell level, up to its capacity. You can also use this ability to jump-start or short out an electronic device, allowing you to attempt an Engineering check to disable a device with a bonus equal to double the level of the spell you expended.
Debug Spell (Ex)
Any piece of code has bugs, but you can turn the bugs in your spellcode into features. After rolling damage for an instantaneous spell that deals Hit Point damage, you can spend 1 Resolve Point to reroll one die with a result of 1. At 11th level, you can reroll up to two dice with a result of 1, and at 17th level, you can reroll up to three dice with a result of 1. For example, if you were 17th level and cast disintegrate, you could spend 1 Resolve Point to reroll up to three dice that rolled 1s, after rolling and seeing how many 1s you rolled.
Distant Spell (Ex)
When you cast a spell with a range of close, medium, or long, you can spend 1 Resolve Point to double its range. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this magic hack. If the spell affects an area, doubling its range doesn’t alter the size of its area.
Energy Alteration (Su)
When you cast a spell that deals damage with a casting time of 1 standard action, you can cast the spell as a full action to change the type of damage it deals to any one of the following: acid, bludgeoning, cold, electricity, fire, piercing, slashing, or sonic. If the spell requires an attack roll to hit, changing its damage type does not change whether it targets EAC or KAC. You can spend 1 Resolve Point when casting a spell that deals damage to apply the effects of this magic hack without adjusting the spell’s casting time.
Extended Spell (Ex)
When you cast a spell, you can spend 1 Resolve Point to double its duration. This has no effect on spells with a duration of concentration, instantaneous, 1 round or less, or permanent, nor can it increase a spell’s duration to more than 24 hours.
Fabricate Arms (Su)
As a full action, you can expend an unused spell slot to temporarily construct a technological weapon or suit of armor out of raw magic. You can create one suit of armor or weapon with a level equal to or less than the level of the expended spell slot × 3, to a maximum of your caster level. The item appears in your hands, on your person, or in an adjacent square. You can use fuse spells with this magic hack. A weapon can’t be larger than two-handed, and the size of the item can’t exceed 10 bulk. The quality of the item is average for its type. Treat this as a spell of the same level as the expended spell slot. For example, at 10th level, you could expend a 3rd-level spell slot to fabricate a weapon of 9th level or lower, or expend a 4th-level spell slot to fabricate a suit of armor of 10th level or lower. The armor or weapon persists for a number of rounds equal to your technomancer level. At the end of this duration, the item disappears. You are proficient with (but not specialized in) any weapons you create with this ability. You can’t create magic items, weapons made from a special material, or weapons that are expended with use (such as arrows, grenades, or missiles) with this magic hack.
Glitch Step (Su)
You can expend a 1st-level or higher spell slot to glitch yourself out of reality, as if you were an image on a bad view screen, allowing you to move in unpredictable ways. You must use this ability as part of a move action to move your speed or a withdraw action, and it provides you with one of the following benefits. You can use this ability only once per move action.
- Ignore 20 feet of difficult terrain. This increases to 40 feet of difficult terrain if you expend a 3rd- or 4th-level spell slot, and 60 feet of difficult terrain if you expend a 5th- or 6thlevel spell slot.
- Move 10 feet. This counts as 5 feet of movement, but you do not provoke attacks of opportunity when moving this way. Any other movement you attempt as part of your move action provokes reactions as normal. This increases to 20 feet if you expend a 3rd- or 4th-level spell slot, and 30 feet if you expend a 5th- or 6th-level spell slot.
- Pass through up to 1 foot of solid objects as if you were incorporeal. You can pass through ceilings, floors, and walls, provided they’re no thicker than 1 foot. This increases to 5 feet of solid objects if you expend a 3rd- or 4th-level spell slot, and 10 feet of solid objects if you expend a 5th- or 6th-level spell slot.
Magic Negation (Sp)
As a standard action, you can spend 1 RP to temporarily suppress magic, as if using dispel magic. Choose either an ongoing spell or a magic item within 30 feet of you. The magical effects of the spell or magic item are suppressed for 1d4 rounds, and then they return. If the spell’s level is higher than you can cast or the item’s caster level is greater than yours, you can’t suppress it. If you target a spell affecting a creature, the creature can attempt a Will save to stop you from suppressing the spell.
Shadow Grenade (Su)
As a standard action, you can create and throw a quasi-real duplicate of a grenade you have in your possession. You don’t need to have the grenade in hand, but you do have to have it easily accessible (essentially any grenade that would be a legal target of the Pull the Pin feat). To use this ability, you must expend a spell slot of a spell level equal to at least half the item level of the grenade to be thrown (minimum spell level 1).
The shadow grenade acts in all ways like a standard grenade of the type being duplicated, except you are proficient with it, and any creature that makes a saving throw against it is immune to all its effects. If the grenade would not normally allow a saving throw, creatures in its area can attempt a Will save against a DC of 10 + 1/2 your technomancer level + your key ability modifier. This also applies if the grenade requires a saving throw only under specific circumstances that don’t apply to a creature. For example, if you use this ability to create a shadow smoke grenade, any creature that inhales the shadow smoke attempts a Fortitude save as outlined in that item’s description and on a success is immune to all the grenade’s effects (including any cover it would grant). Creatures that do not inhale the grenade’s shadow smoke are still allowed a Will save, as outlined above, to ignore all the grenade’s effects (including cover).
You can use this ability to duplicate a grenade with a weapon fusion or fusion seal, but for the purpose of determining the level of the spell slot you must expend to use this ability, treat the grenade’s item level as equal to its base item level + the level of any fusions.
Spell Grenade (Sp)
You can spend 1 Resolve Point to store a spell with a range of touch in a grenade, allowing you to affect a target within the grenade’s blast radius with the spell. Casting a spell with spell grenade uses the spell’s standard casting time, and throwing the spell grenade is a standard action. You must throw the grenade before the end of your next turn, or the spell is wasted. You are considered proficient with the grenade for this attack. Choose a single target within the grenade’s blast radius; that target is affected by the spell as if you had successfully touched it. The grenade goes off as normal, with all of its usual effects within its blast radius. If you miss the targeted intersection with the grenade, you must choose a target within the grenade’s new blast radius. If there are no suitable targets within the grenade’s blast radius, the spell is wasted. Spells whose ranges are not touch don’t benefit from this magic hack.
You must be 8th level or higher to choose these magic hacks.
Brain Hacker (Su)
To you, living brains are merely a type of organic computer, and you’ve learned to hack them as easily as you would an artificial mind. For the purpose of determining the effects of your technomancer spells, you treat all living creatures with an Intelligence score of 1 or higher as if they were both their original type and subtype and constructs with the technological subtype, whichever is more beneficial for you.
Diviner’s Tap (Su)
You can hack a computer to set up magical surveillance. This takes 10 minutes and requires a successful Computers check against the device’s DC. If you fail, you can’t try again on the same device. On a success, your tap lasts for a number of days equal to your caster level. You can program your tap either to give you general information about user activity on the device or to receive a mental alarm when a user accesses or transmits data about a specific topic (getting an idea of the information found). For instance, a user might hold a video call to talk about your exploits. If you chose to receive general information, you might know that a video call took place but not the call’s topic. If you chose to have the tap receive an alarm when the topic is you, you’d get the gist of the conversation (but not a complete transcript). Setting up a new diviner’s tap ends the duration of any previous one still in effect.
Drone Summoner (Su)
When you cast summon creature to summon a robot, you can grant that robot a number of benefits as if it were a mechanic’s drone you controlled. If you summon multiple robots with a single creature summoning spell, you select one of them to receive these benefits. You can give it commands if it is within 100 feet of you, as if you had limited telepathy that functioned with the robot.
For every 4 caster levels you have, you can select one additional benefit to grant the robot, up to a maximum number of benefits equal to the spell level of the spell you used to summon it. Each time you gain a new technomancer level, you can change what benefits you have selected. When you summon a robot with a summon creature spell, you can decide what benefits it receives from those you have selected, up to its maximum.
The benefits you can select from include bonus feats and drone mods. The bonus feats you can select from are Blind-Fight, Cleave, Far Shot, Jet Dash, Kip Up, and Mobility. The drone mods you can select from are camera, cargo rack, climbing claws, enhanced senses, hardened AI, hydrojets, jump jets, speed, and tool arm (you must define the tool when you select this benefit).
You must be able to cast summon creature to summon a robot to select this magic hack.
Extend Runtime (Su)
You hack a spell’s runtime, dramatically increasing its duration. Whenever you cast a spell with a duration of 10 minutes/day or longer and target only yourself, you can either spend 1 Resolve Point or cast the spell using a higher-level spell slot to increase its duration to 24 hours (D).
Flash Teleport (Sp)
As a move action, you can spend 1 Resolve Point to teleport up to 30 feet. You must have Line_of_Sight”>line of sight to your destination. This movement doesn’t provoke attacks of opportunity.
Mental Mark (Su)
When an enemy fails a Will save against one of your technomancer spells, it takes a –2 penalty to saving throws and AC for 1 round. When an enemy succeeds at a Will save against one of your technomancer spells, it takes a –1 penalty to saving throws against your spells for 1 round. A creature can take only one penalty from a mental mark at a time.
You can cast an area spell with a casting time of 1 standard action or less through a ranged weapon, allowing you to use the weapon’s range rather than the spell’s range. You must target a single creature with your attack, and the spell’s area is centered on that creature, or originates at the creature’s location for a cone or line effect (oriented in whichever direction you choose), even if the spell would normally be centered on or originate from a point. You can fire the weapon as part of the standard action to cast the spell. You must fire the weapon during the round that the casting is completed, or the spell is wasted. If the attack misses, the spell is wasted. Spells with an emanation effect that would be centered on you don’t benefit from this magic hack.
Tech Countermeasures (Su)
As a move action, you can spend 1 Resolve Point to make it more difficult for enemies to target you with technological weapons for 1 round. Until the start of your next turn, as a reaction just before an enemy attacks you with a technological weapon, you can force that enemy to roll the attack twice and take the lower result; if the weapon allows a Reflex save instead of requiring an attack roll, you instead gain the benefit of evasion (as the operative’s class feature) against the attack. This magic hack has no effect on spells that target you or on weapons or attacks that are not technological in nature.
Translocational Recall (Su)
As a standard action, you can spend 1 Resolve Point to create a translocational beacon that you place anywhere within your reach. As a swift action, you can instantly teleport from your current location to the location where you placed your translocational beacon, provided the beacon has at least 1 Hit Point and is no further than 10 feet × your technomancer level from your current location. This movement doesn’t provoke attacks of opportunity, although it does create a dazzling flash of neon light (Perception DC 0 to notice).
A transdimensional beacon is a Fine object with negligible bulk, hardness equal to your technomancer level, and Hit Points equal to 3 × your technomancer level. Your spell cache monitors your beacon, and you are automatically alerted if it is destroyed or you move out of its range. You can have only one beacon active at a time, and creating a new beacon causes the old beacon to immediately collapse and become inert.
Widened Spell (Ex)
When you cast a spell with a burst, emanation, or spread, you can spend 2 Resolve Points to double its radius. For instance, a spell with a 30-foot burst would have a 60-foot burst instead. Spells that don’t have an area of one of these three types are not affected by this magic hack.
You must be 11th level or higher to choose these magic hacks.
Countertech Sentinel (Su)
You can spend 1 Resolve Point to use your countertech magic hack to counter a direct attack against an ally within 15 feet. You can’t use countertech sentinel against attacks that target an area. You must have the countertech magic hack to choose this magic hack.
Diminish Spell Runtime (Su)
As a standard action, you can attempt to hack an active spell effect that you’re aware of to reduce its duration. You must be able to touch the area, creature, or object affected by the spell that you want to hack. As part of the hack, attempt a Mysticism check with a DC equal to 15 + 1-1/2 × the caster level of the spell. If you succeed, you reduce the spell’s duration by 50%. If this reduces its duration to less time than the effect has already been active, the spell ends as if dispelled. If you fail the check by 5 or more, you can’t attempt to hack that spell again for 24 hours. This ability does not affect spells with an instantaneous or permanent duration.
Eternal Spell (Ex)
Choose one 1st-level spell you know from the list of technomancer spells. You can cast it at will, as though it were a 0-level spell. It still counts as one of your 1st-level spells known, not one of your 0-level spells known. You can choose a 1st-level spell from a source other than the core rules with the GM’s permission.
Reactive Counter (Su)
Whenever an opponent you’re aware of casts a spell, as a reaction you can cast dispel magic or greater dispel magic in an attempt to counter the spell, even if you didn’t ready an action or select that opponent. This magic hack doesn’t allow you to cast a spell that you don’t know, and you must expend a spell slot of the appropriate level to cast dispel magic or greater dispel magic in this way.
Reboot Mind (Su)
You can free someone from magical mental control or conditions. As a standard action, you can spend 1 Resolve Point and touch a willing creature. This restarts the subject’s brain, ending all mind-affecting effects affecting it, as well as all conditions that could be removed by greater remove condition that were imparted on the creature by mind-affecting effects, but the subject becomes Stunned”>stunned until the end of its next turn. Once you reboot a mind, you can’t use this ability again for 24 hours.
You can attempt to reboot the mind of an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If she succeeds, the ally can allow her mind to be rebooted, but if she fails, you waste the expended Resolve Point and action.
You can use this ability to reboot your own mind. If you’re unable to take actions, you can reboot your mind without spending actions, but it must be the first thing you do on your turn, and you are Stunned”>stunned until the end of your next turn.
Seeking Shot (Su)
As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels to the target, even around corners. Only an unavoidable obstacle or the limit of the weapon’s range prevents the shot from reaching the target. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.
You must be 14th level or higher to choose these magic hacks.
Phase Shot (Su)
As a standard action, you can spend 1 Resolve Point to fire a single shot from a ranged weapon at a target known to you within range. The shot travels straight to the target, passing through any nonmagical barrier in its way, ignoring hardness and Hit Points (any magical barrier, such as a wall of force, stops the shot). This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally.
Quickened Spell (Ex)
You can cast a spell as a move action. You can spend 2 Resolve Points to cast a quickened 0-level spell or 4 Resolve Points to cast a quickened 1st-level spell. You can quicken only spells with a casting time of 1 full action or shorter. At 16th level, you can spend 6 Resolve Points to cast a quickened 2nd-level spell.
Rain of Fire (Su)
Once per day as a full action, you can spend 2 Resolve Points to shoot a ranged weapon at multiple targets within range; the maximum number of targets is equal to half your technomancer level or the number of shots in your weapon, whichever is lower. Each attack uses your highest attack bonus, and each enemy can be targeted only by a single shot.
Spell Library (Ex)
You gain one extra spell known for each level of spell you can cast. You must choose the new spells when you gain this magic hack. If you gain access to a higher level of spell after choosing this hack, you gain one extra spell known for that spell level.
Alternate Class Features
Technomancers have access to these alternate class features.
Cache Augmentation (Ex) 1st Level
Your studies of the fundamental forces of the galaxy have enabled you to enhance one of your body’s systems to benefit from the energy of stored spells. You might have been bestowed this augmentation by an order of technomancers, implanted the augmentation into yourself as part of your research, or witnessed part of your body undergo a technomantic apotheosis that left you with the ability to cast spells.
Your cache augmentation takes the form of any cybernetic augmentation or magitech augmentation of your choice with an item level of 1. Each time you gain a level, the item level of your augmentation increases by 1, and you can replace it with a different augmentation with an item level equal to your technomancer level or lower. This augmentation counts toward the total number of augmentations you can have implanted into each of your body’s systems as normal.
At 6th level, each time you regain your spells, choose one of the following: attack rolls, Computers and Engineering checks, Fortitude saves, or Reflex saves. You gain a +1 enhancement bonus to rolls of your chosen type. This enhancement bonus increases to +2 at 12th level and +3 at 18th level.
At 12th level, each time you regain your spells, choose a second option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type. This enhancement bonus increases to +2 at 18th level.
At 18th level, each time you regain your spells, choose a third option from the 6th-level list. You gain a +1 enhancement bonus to rolls of this type.
These enhancement bonuses count as part of the effects of your cache augmentation, and if your augmentation is removed or its effects suppressed (such as by the reject augmentation spell) you also lose these bonuses.
This replaces spell cache and cache capacitor.
Hack Capacitor (Su) 6th Level
You can adjust your magical knowledge, granting you the ability to hack your spellcasting in unexpected ways. Select three magic hacks that you do not have but whose prerequisites you meet. As a move action, you can gain the benefit of one of these magic hacks for 1 minute. You can use this ability multiple times each day, but each time you use it after the first in a single day, you must spend 1 Resolve Point. If you use hack capacitor again before the duration expires, you replace the previous magic hack with the new choice. If a magic hack you chose with hack capacitor has a daily use limitation, any uses of any magic hack from your hack capacitor count toward the hack’s daily limit. Each time you gain a technomancer level, you can replace one magic hack you selected with this ability with another choice.
At 12th level, select a fourth magic hack. As a move action, you can gain the benefit of two magic hacks for 1 minute by spending 1 Resolve Point (or 2 Resolve Points if you have already used this ability during the same day). Both magic hacks count as a single choice for the purpose of this ability, so if you use this ability again during the same day, both magic hacks are replaced.
At 18th level, select a fifth magic hack. As a move action, you can gain the benefit of three magic hacks for 1 minute by spending 2 Resolve Points (or 3 Resolve Points if you have already used this ability during the same day). All three magic hacks count as a single choice for the purpose of this ability.
At 19th level, you can use this ability as a swift action or a move action.
This replaces cache capacitor and resolve attunement.
Cache Hacks (Su) 6th Level
At 6th level, you can acquire a cache hack, a fundamental shift in the focus of your spell cache that alters the spells you can cast with the cache capacitor class feature. Choose one of the cache hacks; your cache capacitor can hold the listed spells.
Some of the cache hacks described below allow you to place spells with targets into your cache capacitor. These spells are marked with an asterisk (*). For such spells, you effectively gain the ability to cast the cached spell at will. You don’t need to make any decisions required for the spell in advance, but their duration expires normally. Reestablishing one of these spells requires only that you cast the spell again; you don’t need to spend 5 minutes reestablishing it. You can have only one instance of each spell active at a time, and casting the spell again causes the previous instance to automatically end, as if its duration had expired. After 24 hours, you lose the ability to cast the spell in your cache capacitor and effects produced by those spells immediately end, as if their duration had expired.
Aside from the change in the spell list and the changes listed above, your cache capacitor otherwise functions as described in the cache capacitor class feature. This alters cache capacitor.
The devastator uses their technomancy not for fame, fortune, or glory. Instead, the devastator use their spells to lay waste to their enemies.
The genehacker uses their spell cache to fundamentally alter organisms, be it themselves, their allies, or their foes.
Holographic Artist’s Cache
The holographic artist uses their spell cache to paint the world around them with dazzling holograms and creatures that others can’t help but believe.
The junker uses their spell cache to build incredible weapons, armor, and machines from scrapped parts.
Technomancer Class Builds
Your sorcery is a tool of war, and you fuse it with high-tech weapons.
- Empowered weapon (2nd)
- Fabricate arms (5th)
- Phase shot (14th)
- Seeking shot (11th)
- Spellshot (8th)
- Heavy Armor Proficiency
- Heavy Weapon Proficiency
- Longarm Weapon Proficiency
- Weapon Specialization (heavy weapons)
You work for an important corporation, and when they need to get something done, they call on you.
- Fabricate tech (2nd)
- Seeking shot (11th)
- Distant Spell (5th)
- Spell library (14th)
- Diviner’s tap (8th)
You use your sorcery to study all the strange things in the universe, and you need to prepare yourself for any danger.
- Countertech (2nd)
- Countertech sentinel (11th)
- Magic negation (5th)
- Rain of fire (14th)
- Tech countermeasures (8th)
- Greater Iron Will
- Skill Synergy (Computers and Engineering, Life Science and Physical Science)
- Iron Will
You have devoted your life to the study of magic in all its forms, but you don’t shy away from technology.
- Harmful Spells (2nd)
- Eternal Spell (11th)
- Debug Spell (5th)
- Quickened Spell (14th)
- Mental Mark (8th)