- This android is not for botting
- Robots labor, but the soul of creation is an ember that they cannot kindle
- Automation paves a road to efficiency, but veers away from the scenic route of authenticity.
- In the embrace of automation, the heartbeat of creativity falters.
- Robots may mimic, but they shall never truly breathe life into art.
Step 2: Choose a spell
- Supercharge weapon
- Magic missile
- Overheat
- Energy ray
===
RZMR Male Android Technomancer 3 LN Medium Android Init +1; Senses Perception +0
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DEFENSE
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EAC 12; KAC 13
SP 21 HP 19 RP 5
Fort: +3, Ref: +2, Will: +5
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STATISTICS
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Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 9,
Base Atk +2 Grp +2
SkillsAcrobatics +1, Athletics +0, Bluff -1, Computers +11, Culture +4, Diplomacy -1, Disguise -1, Engineering +10, Intimidate -1, Life Science +10, Medicine +4, Mysticism +7, Perception +0, Physical Science +11, Piloting +7, Sense Motive -2, Sleight of Hand +7, Stealth +1, Survival +0, Profession(Philosopher) +10
Languages:
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SPECIAL ABILITIES
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RACE FEATURES Android
Complex technological creations crafted to resemble humans, androids were originally a servitor race, but they have since broken free to form their own society. Unlike ordinary robots or ship AIs, androids do not simply respond according to their programming; rather, they have independent consciousnesses and are animated by souls—a distinction crucial to their generally accepted status as people rather than property.
Constructed: For effects targeting creatures by type, androids count as both constructs and humanoids (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision: Androids have darkvision with a range of 60 feet and low-light vision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.
Flat Affect: Androids find emotions confusing and keep them bottled up. They take a –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
FEATS Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Small Arms: Add half your character level to damage with small arms.)
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Weapon Specialization: You know how to get the full damage out of a weapon type your class doesn’t normally use.(Basic Melee: Add your character level to damage with basic melee weapons, or half your level to operative melee weapons.)
Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
Spell Focus: Through careful study, you have developed methods to make your spells harder to resist.
The DC of spells you cast increases by 1. At 11th level, the DC of your spells instead increases by 2, and at 17th level, the DC of spells you cast instead increases by 3. This bonus does not apply to spell-like abilities.
Iron Will: You are more resistant to mental effects.
You gain a +2 bonus to Will saving throws.
Spell Penetration: Your spells break through spell resistance more easily than those of other spellcasters.
You gain a +2 bonus to caster level checks to overcome a creature’s spell resistance.
THEME BENEFITS Theme: Spacefarer, bonus: +1 con
Your longing to journey among the stars can’t be sated. You yearn for the adventure of stepping onto a distant world and exploring its secrets. You tend to greet every new opportunity with bravery and fortitude, confident that your multitude of skills will pull you through. Perhaps you simply find joy in the act of traveling with your companions, or perhaps you are just out to line your pockets with all sorts of alien loot!
Theme Knowledge: (level 1): You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Eager Dabbler: (level 6): In your journeys, you’ve picked up quite a few tricks about all sorts of things, even if you haven’t formally studied them, and you can often use this logic and intuition to your advantage. You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. This ability does not allow you to attempt checks for trained-only skills.
Jack of All Trades: (level 12): You can do just about anything if you put your mind to it, and you never let lack of formal instruction stand between you and a task that needs handling. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4.
Master Explorer: (level 18): Scientifically noting the even tiniest details about a new place—including everything from apparent colors and incline grades to barometric, seismic, and other delicate readings—is absolutely invigorating to you. Up to twice per day while on an unexplored planet (typically one that has had no contact with the Pact Worlds, though it doesn’t need to be one you discovered yourself), you can spend 10 minutes exploring, mapping, and documenting a new geographical feature to recover 1 Resolve Point; this doesn’t count as resting to regain Stamina Points.
CLASS FEATURES Technomancer
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.
Spell Cache: 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 regain your daily allotment of spell slots. 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: 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.(Energize Spell: 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.)
Spell Focus: You gain Spell Focus as a bonus feat.
Techlore: 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: You gain Weapon Specialization as a bonus feat for each weapon type this class grants you proficiency with.
INVENTORY Unarmed Strike: An unarmed strike can be dealt with any limb or appendage. Unarmed strikes deal nonlethal damage, and the damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus to weapon damage rolls.
Staff, Battle: Staves are long and flexible, weighted on the end to provide extra striking power. Most staves are made from aluminum or fiberglass, though some are still made from wood.
Semi-Auto Pistol, Tactical: The semiautomatic mechanism of this pistol discharges spent cartridges and reloads fresh ones in the barrel, provided a cartridge remains in the magazine.
Serum of Healing, Mk 1: This vial of medical serum quickly sets bones and repairs other physical damage. It restores 1d8 Hit Points when administered to a living creature.
Rounds, Small Arm: Cased rounds are housed in magazines, which can be fitted into the appropriate weapon.
Second Skin: This flexible body stocking fits tightly against its wearer and can be worn under ordinary clothes. If a second skin matches the wearer - s skin tone, this type of light armor can be difficult to detect. A second skin can also accept upgrades, making it popular for celebrities, diplomats, and other individuals who want protection without appearing to wear armor.
Spells Technomancer Spells knownLvl. 0: 6, Lvl. 1: 4, Lvl. 2: 0, Lvl. 3: 0, Lvl. 4: 0, Lvl. 5: 0, Lvl. 6: 0
Spells per dayLvl. 0: -1, Lvl. 1: 4, Lvl. 2: 0, Lvl. 3: 0, Lvl. 4: 0, Lvl. 5: 0, Lvl. 6: 0
--- Source Conjure GrenadePorts of Call p. 83
Classes Technomancer 0
School Conjuration
Casting Time 1 standard action
Range -
Duration instantaneous
Saving Reflex half
Description
You rapidly conjure and assemble the components to make a grenade, which you throw as part of the action used to cast this spell, requiring an attack roll to hit the intersection as normal. The grenade has a 20-foot range increment, deals 1d4 piercing damage, and has the explode (5 feet) property. Creatures in the affected area can attempt a Reflex save to halve the damage.
--- Source Dancing LightsCore Rulebook p. 347
Classes Technomancer 0, Witchwarper 0
School Evocation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect up to four lights
Duration 1 minute
Description
You create up to four lights that resemble small headlights or flashlights. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
You can have only one dancing lights spell active at a time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.
--- Source DazeCore Rulebook p. 347
Classes Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School Enchantment
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Duration 1 round
Saving Will negates
Spell Resistance True None
Description
This spell short-circuits the mind of a humanoid creature with a CR of 3 or lower so that it is dazed (unable to take actions, but taking no penalty to AC). Humanoids of CR 4 or higher are not affected. After a creature has been dazed by this spell, it is immune to it for 1 minute.
--- Source Detect MagicCore Rulebook p. 348
Classes Mystic 0, Precog 0, Technomancer 0, Witchwarper 0
School Divination
Casting Time 1 standard action
Range 60 ft.
Duration concentration, 1 minute/level
Description
You detect all magic spells, effects, items, and objects (including those on or affecting creatures you can see), as well as hybrid items, in the area. You can’t detect magical traps in this way, as they are created with additional magic that wards them from this common spell. Each round you concentrate on the same area, you can determine if one magic source you detect is from a spell, magic item, or other effect, and the caster level (or item level) of the effect. You can’t determine if there are magic sources in areas you can’t see, or if there was a magic source in an area at one time but that has since expired.
--- Source Energy RayCore Rulebook p. 353
Classes Technomancer 0
School Conjuration
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Spell Resistance True None
Description
When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You fire a ray at the target, and you must make a ranged attack against its EAC. On a hit, the ray deals 1d3 damage of the chosen energy type.
**Variant: Scaling 0-Level Spells (Galactic Magic Pg. 88)**
At 3rd level, add half your character level to damage with these spells.
At 7th level, increase the damage of spells that deal 1d3 or less damage to 2d4. Increase the damage of spells that deal 1d6 damage to 2d6.
At each of 10th, 13th, and 15th levels, increase the damage of these spells by one die of the same type (d4 or d6).
At each of 17th and 19th levels, increase the damage of these spells by two dice of the same type.
| Level | 1 | 7 | 10 | 13 | 15 | 17 | 19 |
| --- | --- | --- | --- | --- | --- | --- | --- |
| Dice | 1d3 | 2d4 | 3d4 | 4d4 | 5d4 | 7d4 | 9d4 |
--- Source FlightCore Rulebook p. 355
Classes Technomancer 1, Witchwarper 1
School Transmutation
Casting Time 1 standard action
Range -
Duration Saving Will negates (harmless)
Spell Resistance True harmless
Description
You tinker with the particles of magic surrounding one or more targets to either allow them to slow a fall, gently rise or descend, or fly short or vast distances.
**1st:** When you cast flight as a 1st-level spell, you can target one Medium or smaller falling object or creature per level at close range (25 feet + 5 feet/2 levels). The targets must all be within 20 feet of each other. A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so on. The affected targets instantly fall slower, at a rate of just 60 feet per round (equivalent to the end of a fall from a few feet). The targets take no damage upon landing while the spell is in effect. This spell doesn’t affect charging or flying creatures.
For each target, this casting of the spell lasts until that target lands or 1 round per caster level (whichever happens first).
The 1st-level version of this spell can be cast as a reaction, but when you do so, you can’t take a standard action on your next round.
**2nd:** When you cast flight as a 2nd-level spell, you can target yourself or one willing or unconscious creature or unattended object (total weight up to 100 pounds or 10 bulk per level) at close range. The spell allows you to move the target up or down as you wish. Each round as a move action, you can mentally direct the target up or down as much as 20 feet. You can’t move the target horizontally. A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack takes a –1 penalty to attack rolls, the second a –2 penalty, and so on, to a maximum of –5. A full round spent stabilizing allows the creature to begin again at –1.
This casting of the spell lasts 1 minute per caster level and is dismissible.
**3rd:** When you cast flight as a 3rd-level spell, you can target one willing or unconscious touched creature and give it the power of flight. The target can fly at a speed of 60 feet with average maneuverability. Flying while under this spell’s effects takes no more concentration than walking, so the target can attack or cast spells normally. The target can charge but not run, and it can’t carry aloft more weight than its normal bulk limit. The target gains a bonus to Acrobatics checks to fly equal to half your caster level.
If this spell expires or is dispelled while the target is aloft, the target floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 damage per 10 feet fallen.
The spell lasts for 1 minute per caster level.
**4th:** When you cast flight as a 4th-level spell, you can target one willing or unconscious touched creature and affect it as per the 3rd-level version of the spell, except the target’s fly speed is increased by 10 feet and the spell lasts for 10 minutes per caster level.
**5th:** When you cast flight as a 5th-level spell, you can target yourself and be affected as per the 4th-level version of the spell, except the spell lasts for 1 hour per caster level. When you use this flight speed for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). You can cover 140 miles in an 8-hour period of flight (or 80 miles at a speed of 50 feet).
**6th:** When you cast flight as a 6th-level spell, you can target multiple willing or unconscious creatures at close range (25 feet + 5 feet/2 levels) and affect them as per the 3rd-level version of the spell. You can target one creature per caster level, all of which must be within 30 feet of each other. This casting of the spell lasts 10 minutes per caster level.
--- Source Magic MissileCore Rulebook p. 364
Classes Technomancer 1
School Evocation
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Duration instantaneous
Saving Spell Resistance True None
Description
You fire two missiles of magical energy that strike targets unerringly (the creatures must still be valid targets) and deal 1d4+1 force damage each. You can’t target specific parts of a creature, and objects are not damaged by the spell.
You can target a single creature or several creatures, but each missile can strike only one creature. You must designate targets before you attempt to overcome spell resistance or roll damage.
You can cast this spell as a full action. If you do, you fire three missiles instead of two.
--- Source OverheatCore Rulebook p. 367
Classes Precog 1, Technomancer 1, Witchwarper 1
School Evocation
Casting Time 1 standard action
Range 15 ft.
Duration instantaneous
Saving Reflex half
Spell Resistance True None
Description
You collect the heat generated by nearby bodies and devices and vent it outward in a thermal wave, dealing 2d8 fire damage to creatures and objects in the area.
--- Source Supercharge WeaponCore Rulebook p. 379
Classes Technomancer 1
School Evocation
Casting Time 1 standard action
Range touch
Duration Saving Description
You supercharge the target weapon. If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.
--- Source Telepathic MessageCore Rulebook p. 381
Classes Mystic 0, Precog 0, Technomancer 0
School Divination
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Duration 10 minutes/level
Saving Description
You can send a short telepathic message and hear simple telepathic replies. Any living creature within 10 feet of you or an intended recipient also receives your telepathic message if it succeeds at a DC 25 Perception check. You must be able to see or hear each recipient. The creatures that receive the message can reply telepathically, but no more than a single message can be sent each round, and each message cannot exceed 10 words. A technomancer casting this spell can also use it to send a message to a computer or a construct with the technological subtype if the receiving target is designed to receive messages.