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
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features Spells Per Day (by spell level)
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Spell cache 2 — — — — —
2nd +1 +0 +0 +3 Magic hack 2 — — — — —
able 4–11: Technomancer Bonus Spells Int Score Bonus Spells Per Day (by spell level)
0 1st 2nd 3rd 4th 5th 6th
1–11 — — — — — — —
12–13 — 1 — — — — —
14–15 — 1 1 — — — —
16–17 — 1 1 1 — — —
18–19 — 1 1 1 1 — —
Table 4–12: Technomancer Spells Known Class Spells Known (by spell level) Level
0 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
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.