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Read below and tell me what you think like what should be buffed, de-buffed, removed, added, or changed.
lvlBabFortRefWill Special
1 +1 +0 +2 +0 Spells, Spellsling
2 +2 +0 +3 +0
3 +3 +0 +4 +0 Weapon Specialization, Spell Focus
4 +4 +1 +5 +1
5 +5 +1 +6 +1 Deft Hands, Gun Mod
6 +6 +1 +7 +1
7 +7 +2 +8 +2
8 +8 +2 +9 +2 Agile Casting
9 +9 +2 +10 +2
10 +10+ 3 +11 +3 Magic Reserves
11 +11 +3 +12 +3
12 +12 +3 +13 +3
13 +13 +4 +14 +4 Rapid-fire
14 +14 +4 +15 +4
15 +15 +4 +16 +4
16 +16 +5 +17 +5 Improved Deft Hands
17 +17 +5 +18 +5
18 +18 +5 +19 +5 Deadeye
19 +19 +6 +20+6
20 +20 +6+21 +6 Semi-Auto Shooting
HP: 5 SP: 5 + Constitution Modifier
Class Skills: Acrobatics, Bluff, Culture, Diplomacy, Engineering, Life Science, Mysticism, Perception, Physical Science, Profession, Sleight of Hand.
Proficiency: Small Arms, Light Armour
Skill Ranks Per Level: 6 + Intelligence Modifier
Key Ability Score: Dex or Wis
Spells (1st): You get all the spells a Technomancer gets at the corresponding levels. You also get a number of spells per day, and spells known as the Technomancer.
Spellsling (1st):
When you get a critical with a small arm, you may spend 1 RP instead of your normal critical in order to attempt to cast a spell targeting the person you shot as a free action.
Deft Hands(5th):
You gain Quick Reload as a bonus feat weather or not you comply to it’s prerequisites.
Gun Mod(5th):
You can mod one gun you currently own to make hold 5 more cartridges and can shoot 10ft further.
Agile Casting(8th):
You gain Agile Casting as a bonus feat weather or not you comply to it’s prerequisites.
Magic Reserves(10th):
You can tap into your magic reserves to cast spells you don't have slots for. As a standard action you can cast a known spell without using spell slots by spending RP equal to the spell’s level.
Rapid-fire(13th):
You can make 3 attacks as a full action with a -6 penalty to all of them.
Improved Deft Hand(16th):
You can now reload guns as a free action.
Deadeye(18th):
As a full action you can spend all your resolve points to shoot a number of visible creatures equal to your gun’s ammo in front of you in a 15ft cone. When you use this you hit all of those creatures and get critical as well. You must use a small arm for this ability. You must use all of the ammo that your gun can hold.
Semi-Auto Shooting(20th):
You can make 4 attacks as a full action with a -8 penalty to all of them.