Shantidas
# 105836-2706
Class Technomancer 1
Gender Female (she)
Class DC 17
Traits Humanoid, Vlaka
Ancestry Deafblind Vlaka
Heritage Sharp-toothed
Background Tech Delver
STR 1 DEX 1 CON 1 INT 4 WIS 1 CHA 1
Defenses AC 16 (microcord +2 Dex +1 Tr +3)
Primary Shield: Carbon AC +2 Hardness 5 HP 20 (10)
Secondary Shield: Phase Shield AC +2 Harndess 5 HP 10 (5)
Tertiary Shield: Deflecting field on armor upgrade AC +1 Harndess 2 HP 4 (2)
Perception (T) +4
Fort (T) +4 Reflex (T) +4 Will (E) +6
HP 13
Speed 25
Spellshape (Focus Spell)
Thermoelectric Phase Change ◆
Focus 1
Traits Uncommon, Concentrate, Focus, Spellshape, Technomancer
You compile a program to alter the type of energy that’s output by your magic. If your next action is to Cast a Spell with no duration that has an elemental trait (air, earth, fire, metal, water, or wood) and deals one type of damage, replace the elemental trait with a different elemental trait and the damage it deals with one of the corresponding damage types: air (electricity or sonic), earth (bludgeoning or piercing), metal (acid or slashing), fire (fire), water (cold), wood (poison).
Jailbreak If you use Jailbreak Spell with this spellshape to modify a spell that uses a basic save or spell attack roll, each creature who rolled a critical failure against the spell’s basic saving throw or were critically hit by the spell’s attack roll additionally takes 1d6 persistent damage of the same type chosen for the spell. Do not increase the amount of persistent damage dealt due to the spell’s heightened entry.
Skills Bold = Trained, Italics = Expert, ACP
Acrobatics +1
Arcana +7
Athletics +4
Computers +7
Crafting +7
Deception +1
Diplomacy +1
Intimidation +1
Lore Wreck of the Returned +7
Lore First Ones +7
Medicine +1
Nature +1
Occultism +7
Performance +1
Piloting +1
Religion +1
Society +7
Stealth +4
Survival +1
Thievery +4
Languages Common, Vlaka (ancestry), Akitonian, Trinary, Brethedan, Veskarium
Knows sign language versions of each
Gear Microcord Armor, Deflecting Field armor upgrade, Phase Shield, Carbon Shield, Battleglove, Laser Pistol, Battery, Comm Unit, Hygiene Kit, Cash 3
Bulk Microcord Armor 1, Deflecting Field armor upgrade 0, Phase Shield 0, Carbon Shield 1, Battleglove 0, Laser Pistol 1, Battery 0, Comm Unit L, Hygiene Kit L
Bulk 3.2
Limit 6
Deafblind: You're blind and deaf. Your scent becomes a precise sense with a range of 90 feet, rather than an imprecise sense with a range of 60 feet.
Versed
You gain the Sign Language skill feat, even if you don't meet the feat's prerequisites. If a language you know has a tactile version, you also learn the tactile version of those languages. This means that you know the spoken, signed, and tactile languages associated with all languages you know.
Heritage
Sharp-Toothed Vlaka
You have the strong jaw and sharp teeth of a predator, making your mouth a dangerous weapon. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.
Ancestry Feat 1
Natural Hunter
Feat 1
Traits Vlaka
You have the keen instincts of a hunter and know to go for the throat. If you're a sharp-toothed vlaka, the damage you deal with your jaws increases to 1d8, and your jaws lose the finesse trait and gain the grapple trait. Your jaws are in the brawling group and have the finesse and unarmed traits.
In either case, whenever you score a critical hit with your jaws unarmed attack, your target takes 1 persistent bleed damage per weapon damage die, in addition to the other effects of a critical hit.
Background:
Tech Delver
You're part of an expedition delving into the ruins of a First Ones city on Aballon, the Wreck of the Returned on Akiton, the Worldshards of Arshalin, or some other magitech complex. You might be a trained xenoarchaeologist or a lucky bandit.
Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.
You're trained in the Computers skill, and a Lore skill related to your expedition. You gain the Additional Lore skill feat.
Skill Feat 1
Additional Lore
First Ones Lore
Technomancer:
Key Attribute Intelligence
HP 6 + Con Mod
INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
PERCEPTION
Trained in Perception
SAVING THROWS
Trained in Fortitude
Trained in Reflex
Expert in Will
SKILLS
Trained in Arcana
Trained in Computers
Trained in a number of additional skills equal to 1 plus your Intelligence modifier
ATTACKS
Trained in simple weapons
Trained in unarmed attacks
DEFENSES
Trained in light armor
Trained in unarmored defense
SPELLS
Trained in spell attack modifier
Trained in spell DC
CLASS DC
Trained in technomancer class DC
Technomancer Spellcasting:
You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a technomancer, when you cast spells, you use specific arcane gestures, rapid typing, or verbal passphrases to hack magic, often manifesting arcane runes around the tech gear you use to channel your magic power.
At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spell database. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a technomancer, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Technomancer Spells per Day table.
Level 1: 5 Cantrips, 2 1st Rank
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell’s rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of technomancer spell slot you have. For example, as a 1st-level technomancer, your cantrips are 1st-rank spells, and as a 5th-level technomancer, your cantrips are 3rd-rank spells.
Spell Database
Your spell database is a technological object that contains a personalized digital database of every spell you know how to cast. You start with a spell database, which you receive for free and must study each day to prepare your spells. Your spell database’s form and name are up to you. It might be a comm unit, datapad, a lens integrated into your prosthetic eye, and so on. If it’s ever damaged, destroyed, or stolen, it loses its magic, and you can download your spell database onto another technological device as a 10-minute activity.
The spell database contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add one 1st-rank spell from your programming language.
Each time you gain a level, you add two arcane spells to your spell database, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your programming language to your spell database.
Cantrips
Analyze Target
Caustic Blast
Detect Magi
Electric Arc
Frostbite
Gouging Claw
Shield
Telekinetic Hand
Telekinetic Projectile
Void Warp
1st Rank
Dizzying Colors
Enhance Weapon
Enhance Body
Force Barrage
Sonic Scream
Supercharge weapon (Programming)
Magic Hacks:
Magic hacks are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to scroll through your spell database or conduct arcane research. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.
At 1st level, you learn an initial magic hack, which is unique to your programming language. You can learn an advanced magic hack with the Advanced Magic Hack feat and a greater magic hack with the Greater Magic Hack feat.
Programming Language:
Each technomancer specializes in combining the programming language of a specific variety of equipment with their arcane magic. Choose a programming language from the options on page 24. Your programming language determines the bonus spellshape feat you gain at 1st level, the focus spell you learn at 1st level (called a magic hack), the bonus spells you learn that constitute your spell cache, and the bonuses you gain for using overclocked gear and your bonus spellshape feat.
SPELL CACHE
You’ve created a magical shorthand for your favored spells that makes them easier to cast. You automatically add spells to your cache from your programming language as soon as you can cast spells of the appropriate rank. Cached spells in your spell database can be prepared normally during your daily preparations or you can Downloaded these Spells to overwrite and replace other spells you’ve already prepared so they can be cast using that spell slot. You gain the Download Spell action.
DOWNLOAD SPELL ◇
Traits Concentrate, Technomancer
Frequency once every 10 minutes
You overwrite one of your prepared spells with one of the spells in your spell cache of the same rank or lower. Select one of your prepared non-cantrip spells that has not been expended. This spell slot is emptied and one of your cached spells is instantly prepared in its place, heightened to the slot it fills.
Overclock Gear
You can unleash the true potential of your tech gear by powering it with raw magic energy. You gain the Overclock Gear action.
OVERCLOCK GEAR ◆
Traits Concentrate, Technomancer
Requirements Your most recent action this turn was to cast a non-cantrip spell.
You siphon residual magic energy to unlock the full potential of your equipment. After Casting a Spell, one item you hold, wield, or wear, or a tech minion you are commanding (depending on your programming language), becomes overclocked for 1 minute. You can only have one overclocked gear at a time; if you attempt to overclock a different piece of gear, any other gear you have overclocked is no longer overclocked. As long as your gear is overclocked, you gain the benefits of your programming language’s overclock boost.
Programming Language
At 1st level, you select a programming language, which you use to understand magic and to store, manipulate, and hack your spells.
Spell Cache Your programming language grants you additional spells known; these bonus spells are your spell cache. You automatically add the 1st-rank spell listed in your programming language’s spell cache to your spell database and your spell cache. As soon as you gain the ability to cast technomancer spells of a new rank, add the associated spell from your programming language’s spell cache to your spell database and spell cache. You can use the Download Spell action to replace a prepared spell with a spell in your spell cache.
Magic Hacks Your programming language grants you a type of focus spell called a magic hack.
Spellshapes Your programming language grants you innovative ways to manipulate magic. You gain the listed spellshape feat at 1st level.
Overclock Boost Each programming language is associated with a specific type of item, noted in parentheses in the overclock boost entry. You can only Overclock Gear on items that match your programming language’s item type. When you are holding, wearing, or wielding an overclocked item, or have an overclocked minion, you gain the benefits of the overclock boost.
Jailbreak Spellshape At 3rd level, when you Jailbreak Spell and choose to apply your programming language’s preferred spellshape, you gain the additional benefit listed in the jailbreak spellshape entry in addition to its normal jailbreak bonus.
DPS++:
DPS++ is the premier programming language for weapons, incorporating tactical commands, shortcuts, and innovations from programming languages found across the galaxy to cause maximum destruction. This incredible feat of computer science is responsible for the universal compatibility of weapon upgrades.
Spell Cache 1st supercharge weapon; 2nd caustic conversion; 3rd electrotether; 4th hydraulic torrent; 5th impaling spike; 6th disintegrate; 7th true target; 8th arctic rift; 9th implosion
Magic Hacks initial thermoelectric phase change; advanced: virtualized data transmission; greater: overclock brain
Spellshape Signal Boost
Overclock Boost (weapon) You reduce the circumstance bonus to AC your targets have from cover by an amount equal to half the rank of the spell you cast to overclock your gear (minimum 1). Reduce any penalties due to range by 1. You gain a circumstance bonus to weapon damage equal to the rank of the spell you cast to overclock your gear. If the spell dealt damage, this bonus damage is of the same type of damage the spell dealt, rather than the weapon’s normal damage (if the spell dealt multiple types of damage, select one damage type from among those options).
Jailbreak Spellshape When you Jailbreak Spell to apply the Signal Boost spellshape to a spell that deals damage, you gain an item bonus to damage equal to the base weapon die of your weapon to one target of the spell. Do not apply any other modifiers to the damage, including feats, attribute modifiers, weapon traits, and weapon upgrades.
Magic Hack
Thermoelectric Phase Change
Focus 1
Traits Uncommon, Concentrate, Focus, Spellshape, Technomancer
You compile a program to alter the type of energy that’s output by your magic. If your next action is to Cast a Spell with no duration that has an elemental trait (air, earth, fire, metal, water, or wood) and deals one type of damage, replace the elemental trait with a different elemental trait and the damage it deals with one of the corresponding damage types: air (electricity or sonic), earth (bludgeoning or piercing), metal (acid or slashing), fire (fire), water (cold), wood (poison).
Jailbreak If you use Jailbreak Spell with this spellshape to modify a spell that uses a basic save or spell attack roll, each creature who rolled a critical failure against the spell’s basic saving throw or were critically hit by the spell’s attack roll additionally takes 1d6 persistent damage of the same type chosen for the spell. Do not increase the amount of persistent damage dealt due to the spell’s heightened entry.
Spellshape
Signal Boost ◆
Feat 1
Traits Concentrate, Spellshape, Technomancer
You can extend the reach of your magic. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Jailbreak If you use Jailbreak Spell to use this spellshape, you increase the spell’s range by 60 feet.