Post by Dionon on May 16, 2018 19:59:35 GMT -5
Technomancer
There are those that can wield magic. There are those that make Gadgets. Then, there are technomancers, those that blend the two together.
Prerequisites:
Feats: Talented, Seasoned, Savant, Prodigy, Superior Heroics
Skills: Craft (Electronic) 8+ Ranks, Spellcraft 8+ Ranks,
Special: Magic 8+, Must have crafted a Gadget with a DC above 30 successfully by yourself.
1 - MYSTICAL TECH [PRESTIGE]
You gain the ability to enhance your Technology with your Magic. Gain 1 Power Level in your Magic, ignoring PL Maximums. Your maximum level in Magic is now Level + 6 instead of level +5. The Super Points you gain from this must enhance one of your Gadgets instead of normal.
2 - Bonus Feat
3 - RUNIC GADGETS [PRESTIGE]
You gain the ability to absorb certain magical effects into your Gadgets to either power them up or direct them to another legal target. To use this, you must take a full defense action. If during your next turn, someone uses a Magical Attack aginst you (Any use of magic that attacks the user of this ability regardless of it's damage or effect) your gadget absorbs it, increasing all powers on the gadget 1 Power Level till the end of combat or you may use the attack against another legal target, even the original caster. The effect uses the same rolls, DCs and effects as from the original user.
4 - Bonus Feat
5 - TECHNOMAGE [PRESTIGE]
When you gain this prestige feat, your gadgets glow with arcane runes, and your eyes become slightly greened over with Binary Code. Your gadgets no longer hold any powers, but all powers they once had are now spells you can cast. If you choose too, you can put any spell you know into your gadgets, even their old powers by casting them into the items instead of using them.