Technomancers: Good Idea, or not?


Iron Gods


One of my players seems to be really strung up on prestige classing into technomancer eventually, to the point of them really not seeming to want to play much else besides it. I have to ask, though, is it a good idea for me to greenlight this? We've already received word that technology crafting won't come any sooner than Book 3, and the Player's Guide mentions it being a bad idea to take crafting feats.

I don't want to shoot the player down entirely, but the Technomancer PrC seems to be pretty heavily focused around tech-crafting, and we've heard little in regards to the AP being friendly to that so far.


Actually, they're not just centered around tech-crafting. They are able to expand the usage of tech weapons by temporarily recharging them with their spells, taking temporary control of robots and even allowing a Timeworn piece of equipment remain usable.

All for a single loss of Casterlevel. That being said, they are indeed excellent tech crafters.

I see no place in the player's guide that says it being a bad idea to take crafting feats, can you point me to where it says that?


I can't find the exact line myself - it was the player in question who mentioned the Player's Guide talking about it. Maybe he was talking about the entry under the "Craft" skill on Page 10?

"NPCs with the means of crafting technological items are extremely rare, and it is not assumed PCs have access to such resources. GMs are encouraged to discuss such considerations with their players before allowing technological crafting into their game."


Thats only at the beginning, during character creation. The players will eventually get the resources to build such items later on in the campaign, as you mentioned (Book 3+).

Crafting is a possibility in book 1; Theres no time restriction (Well, there SORT OF is), and the players can certainly craft if they wish to. Even one of the campaign traits centers on the player being a Skymetal Smith, after all.


Aye!


How is your player planning on entering the PrC?


I had made a lengthy post but i misclicked and it got eaten so here is the short version:
I don't think that the crafting abilities of the technomancer PrC are so major so that you would feel that you lost a lot even if you craft only a little, the recycled technology ability only saves you money and the amounts aren't nowhere near the amounts of money you save with craft wondrous item (both because of the percentage and because of the amount of items you will want to craft), the other crafting ability (efficient construction) is a very situational but very helpful ability, whether that situation comes up or not is in the hands of the AP writers.

My issue with the technomancer PrC is that i fear that PCs won't get a chance to join the PrC, yes i know that the PrC doesn't even list a special requirement but we know that this a PrC created and used by the technic league, so i don't think that a PC should be able to just start taking levels in it.
I think it would be good if the AP has the PCs find a traitor of the league, or a ghost, or a fugitive in order to teach them the secrets of the technic league, or maybe just piles of books/notes that can help the PCs "re-create" the PrC.


leo1925 wrote:

I had made a lengthy post but i misclicked and it got eaten so here is the short version:

I don't think that the crafting abilities of the technomancer PrC are so major so that you would feel that you lost a lot even if you craft only a little, the recycled technology ability only saves you money and the amounts aren't nowhere near the amounts of money you save with craft wondrous item (both because of the percentage and because of the amount of items you will want to craft), the other crafting ability (efficient construction) is a very situational but very helpful ability, whether that situation comes up or not is in the hands of the AP writers.

My issue with the technomancer PrC is that i fear that PCs won't get a chance to join the PrC, yes i know that the PrC doesn't even list a special requirement but we know that this a PrC created and used by the technic league, so i don't think that a PC should be able to just start taking levels in it.
I think it would be good if the AP has the PCs find a traitor of the league, or a ghost, or a fugitive in order to teach them the secrets of the technic league, or maybe just piles of books/notes that can help the PCs "re-create" the PrC.

Spoiler right here:

There actually is one in the first adventure path, that you rescue and cure. He currently has nanites inside of him. Or in the case of the group I was running, he got a a coup de grace because "he was unsavable" group doesn't take ranks in heal.


book 1 spoiler:

I just got my book and (as you have seen in the other thread) i started reading bits here and there, what's the name of that NPC and in which part of the book appears?


leo1925 wrote:
** spoiler omitted **

Spoiler that was requested:

KHONNIR BAINE p. 54; his fate is detailed on page 40 under development. It also displays alot of Khonnir's knowledge if you read the section Campaign Role


book 1 spoiler:

Thanks, i found him.
He really does fit the role i was hoping but the issue is that he doesn't have the PrC (he is too low level for that)... hmm... anyway it is a solution to the problem i mentioned above even if it means giving him a couple more levels.


leo1925 wrote:
** spoiler omitted **

here be spoilers:

He only needs one level, the actual Technomancer level as he practically meets all prereq's level 5 wizard = 3rd level spells, level 1 rogue wallah!

Requirements
To qualify to become a technomancer, a character must fulfill all the following criteria.

Feats: Skill Focus (Knowledge [engineering]), Technologist.

Skills: Disable Device 6 ranks, Knowledge (engineering) 6 ranks, Spellcraft 6 ranks.

Special: Ability to cast 3rd-level arcane spells.


Anyways, Technomancer good idea?

Absolutely!

At level 7 is the soonest they would be able to take their first level will put them at the 3rd AP, which is when the first crafting lab actually comes available. They don't get any benefits however, until they are 2nd level in the prestige class, which is probably when they will be able to utilize it. Being one spell level behind is going to be well worth the investment. At third level, being able to power their technology is even more worth while.

Conclusion : If you are using the AP for what it is, the technomancer is an awesome idea.

It's just like being an Arcane Trickster in a thief campaign. It's a fun roleplaying solution.


iron gods book 1 spoiler:

There is also Sanvil Trett, sure he also isn't high enough level and he is a lot more difficult to be a help to the PCs (the least of the problems is that he is CE) but i think that we see a pattern here, i am really hopeful that in later AP books we are going to see more technic league members, which means opportunities for PCs to get access to the PrC.


Pathfinder Adventure Path Subscriber

How about Myrmidarch Magus into Technomancer?
I guess there should be some nice synergy, but perhaps i´m missing something.

Sczarni

As an addendum to this:

Use the Laser Pistol example: Technic League has been getting broken pistols at dirt cheap prices, 1% of Cost (500 GP). If that. I mean, I expect they just steal the stuff if it looks like junk. Anyway, the technomancer gets 10% crafting cost in "trade value" to use this junk to craft a timeworn "New" laser pistol.

Cost to craft timeworn laser pistol = half it's value (5000) or 2500 GP.
Value of broken 5 stolen guns: 0-100 GP.
Needed broken guns: 5 = 0-500 GP value of timeworn laser pistol (2500 GP).

So that is 2000-2500 GP profit.

This is why the Technic League has huge taxes, and won't let anyone use their forges.

Do the same math on a Death Ray and you get 28,000 GP profit. And you can make it rechargeable for you (reconditioned), or sell it as timeworn.

I thought there was a reconditioning loop which adds value, but mostly it just works with already timeworn items and saves the technomancer 25% crafting cost (or adds 25% profit). 80% profit from broken items is a way better profit margin.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Oliver Veyrac wrote:
leo1925 wrote:

I had made a lengthy post but i misclicked and it got eaten so here is the short version:

I don't think that the crafting abilities of the technomancer PrC are so major so that you would feel that you lost a lot even if you craft only a little, the recycled technology ability only saves you money and the amounts aren't nowhere near the amounts of money you save with craft wondrous item (both because of the percentage and because of the amount of items you will want to craft), the other crafting ability (efficient construction) is a very situational but very helpful ability, whether that situation comes up or not is in the hands of the AP writers.

My issue with the technomancer PrC is that i fear that PCs won't get a chance to join the PrC, yes i know that the PrC doesn't even list a special requirement but we know that this a PrC created and used by the technic league, so i don't think that a PC should be able to just start taking levels in it.
I think it would be good if the AP has the PCs find a traitor of the league, or a ghost, or a fugitive in order to teach them the secrets of the technic league, or maybe just piles of books/notes that can help the PCs "re-create" the PrC.

** spoiler omitted **

Umm, in case of your group that did that, wouldn't he have been cured when scroll of resurrection that Council had saved for him was used?

I mean, the council's mission was to recover his body(scroll was bonus reward if he is alive) <_<

Edit: Ah. This is two years old thread. Got confused by necromancy

Community / Forums / Pathfinder / Pathfinder Adventure Path / Iron Gods / Technomancers: Good Idea, or not? All Messageboards

Want to post a reply? Sign in.
Recent threads in Iron Gods