Machinists use their knowledge of engineering and their mastery of Technomancy magic to create servants made from cogs and springs. These automatons prove more reliable and capable than other constructs, enhanced as they are by the magic flowing through their bodies.
Level 7 Machinist
Attributes. Increase three by 1
Characteristics. Health +2, Power +1
Languages and Profession. You can speak another language and add a profession.
Magic You discover the Technomancy tradition or you learn one Technomancy spell.
Automatons You create three small constructs (Shadow, page 226). You control these creatures, deciding when they take their turns and what they do on each of their turns. While these automatons are within short range of you, you grant them 1 boon on attack rolls they make. If an automaton becomes incapacitated, it is destroyed. You can replace lost automatons when you complete a rest.
Hasty Upgrade When one of your automatons within short range of you gets a success on an attack roll to attack with its appendage, you can use a triggered action and expend the casting of a Technomancy spell to cause the attack to deal extra damage equal to 1d6 plus 1d6 per rank of the spell.
Level 10 Machinist
Characteristics. Health +2
Magic You learn one spell.
Greater Automatons Your three automatons become medium constructs (Shadow, page 226), each with a +2 bonus to Defense and a +10 bonus to its Health. In addition, each makes attack rolls with 1 boon.