Mage

Technomancer - by T.A. Saunders ©2012 v1.1

Summary The technomancer uses their unique skill set to merge the worlds of magic and technology to create amazing devices and weapons that are a blend of both. While not a heavily combative sort of mage, the technomancer is not without their tricks to defend themselves. They are most often found amongst the most forward-thinking lands and can find a variety of employment. The greatest techno-magical achievement thusfar is considered the airship, followed closely by the golem. The technomancer can wear any sort of armor and usually favors armor that has a few contraptions built into it.

Class Skills Mana Fusion

Technomancers have the unique skill of being able to fuse mana into a bit of technology. Depending on the amount of infusion, a technomancer can temporarily power a piece of technology with magic or permanently infuse it. To temporarily infuse an item, it requires infusing the item directly for five minutes (one round) per hour the item is to be infused. To permanently infuse something, a vesperite crystal is required to act as a sort of mana battery. This ability has no limit to its use, outside the normal realms of exhaustion for repetitive processes! (Fusing Magic into Technology. One round per hour of operation, or a vesperite crystal is required. No limit to use.)

Summon Golem

The technomancer may summon a humanoid-sized golem to defend them once per day, for the length of one combat scenario. This golem will appear in whatever form the technomancer deigns. For all intents and purposes, the golem fights as if it were a Siege Golem with similar attacks and defenses. If the golem is destroyed before the end of the combat scenario, it will explode in a Final Solution attack, that will damage anything within 15′ of the blast with fire and shrapnel, with a 15% chance of Catastrophic Damage to anything in the blast radius. (Conjure golem, usable once per day and lasts an entire combat scenario, or when destroyed. Explodes in a Final Solution detonation, if destroyed).

Feedback Burst

A more unusual application of the technomancer's talents, they are able to evoke a burst of anti-magical energy that can force all techno-magical devices to shut down for 1d4 rounds within 10 feet of the caster. This includes, golems, airships and other mana-powered vehicles. This attack can be also used against other spell-casters, effectively disrupting their spell-casting for the specified period of time. This skill can be used three times per day (Create an anti-magic burst, usable 3 times per day, within 10′ of the technomancer. Lasts 1d4 rounds. Useable three times per day).