Technomancer
A focus on Technomancy grants you greater control over the gadgets and gizmos you make with it. As your understanding of the magic grows, so does your command over it until you can whip up useful machinery to aid you in a raft of challenging circumstances.
Level 7 Technomancer
Attributes: Increase three attributes by 1 each.
Health: +6
Languages: Any one
Traditions: Technomancy, Spells: One master
Deploy Turret (Magical): You can use an action to deploy a turret. Target an empty Size 1/4 space on the ground in reach. A turret of your choice from the options presented below appears in that space. The turret remains for 1 minute or until destroyed. The turret has Defense 0 and Health 10.
- Healing Turret: At the end of each round, the turret enables each creature within 3 yards of it to heal 1d6 damage.
- Flame Turret: At the end of the round, the turret spews fire. Target one creature within 5 yards of the turret. The target makes an Agility roll. On a failure, it takes 2d6 damage.
- Shielding Turret: The turret emanates an opaque barrier of blue energy out to either side of it that also covers the front of the turret. The barrier conforms to the available space, and can be up to 5 yards tall and extend 5 yards to either side. The barrier has Defense 0 and Health 20. Nothing can pass through the barrier until it is destroyed. If the barrier is destroyed, this effect ends early.
You can use this talent a number of times equal to your level. You regain expended uses after you rest.
Level 8 Technomancer
Health: +6
Spells: One master
Mega Gun (Magical): You assemble a Mega Gun, an absurdly large weapon that counts as 4 items for purposes of carrying limits. The Mega Gun produces and fires magical ammunition. If you lose this object, you can build another one after you rest and the one lost disappears.
A creature carrying the Mega Gun can use an action to fire it. From the barrel comes a barrage of glowing bullets that spread through a line-shaped area, 5 yards wide and 30 yards long, originating from the creature’s space. Each creature and object in the area that does not have total cover takes 3d6 damage. A creature makes an Agility roll. The creature rolls with 1 boon if it has partial cover. On a failure, the creature takes an extra 3d6 damage.
After each use, make a luck roll. On a failure, the Mega Gun breaks. You can repair it after you rest.
Level 10 Technomancer
Health: +6
Spells: One master
Abominable Machine (Magical): You can use an action to create an abominable machine. Target one Size 2 space within reach. A giant, heaving mass of machine parts, spinning blades, and crackling sparks appears in that space. The abominable machine remains in your service for 1 hour, until it’s destroyed, or until you use this talent again. You can use this talent three times. You regain expended uses after you rest.
DEFENSE: 8, HEALTH: 40
ATTRIBUTES: Strength 16 (+6), Agility 8 (–2), Intellect 8 (–2), Will 15 (+5)
SIZE: 2, SPEED: 5
IMMUNE: asleep, blinded, deafened, frightened, held, poisoned, prone
NATURAL WEAPONS: The machine uses its sharp ends as natural weapons that deal 3d6 damage. On a critical success against a flesh-and-blood target, the target becomes vulnerable (luck ends).