Technomancy

This is My Boom-stick

Mastery: 1–10
Descriptors: Varies
Mana: See below
Casting Time: 1 +Mastery Level Minuets
Range: touch
Target: see below
Duration: see below
Saving Throw: none
Spell Resistance: none
Non-Targeted Spell

This is my Boom-stick is a spell which makes a physical weapon. These weapons work in unusual ways, but can be summed up as “Magic Wands” the caster will use number of methods and materials to make the “Boom-Stick” but the results are based on Mastery Levels and Mana spent.

The Wands will then be only usable by the caster and anyone with the same or higher Technomancy skill level. The “wand” counts as a Magical item.

For Each Mastery Level the Wand will have the number of Charges equal to the Mastery Level Used. When the final charge is used the Wand crumbles to dust. It takes a full round action to shoot the wand it has a 120 foot range, and does a d4 + (half mastery level rounded down).

The mana Cost is the duration of the casting times two. For an Additional 2 mana per Mastery level you can add the fallowing Modifiers:

Element Type Effect
Arcane add Crits are x( 1 + 1/2 mastery level )
Acid Minus 1 + 1/2 Mastery Level from Armor
Cold Weakens target to melee damage add 1 + 1/2 mastery level damage to all melee attacks on target
Earth x2 Damage
Electricity Jumps to nearest enemy with in mastery level squares and repeats attack until a missed attack is rolled. Each additional attack costs a Charge
Fire applies blast effect, damage hits all creatures with in 1 + 1/2 mastery level squares cubed.
Force Successful attacks Knock target prone and moves them away from the caster 1 + 1/2 mastery level squares.
Sonic Stuns Target, 1/2 mastery level rounds.
Water applies the blast effect, damage hits all creatures in 1 + 1/2 mastery level squares cubed.

Moderate Disaster: You become the target of the spell, it does (d4+mana spent) Damage, with a saving throw for 1/2 damage.

Major Disaster: You become the target of the spell, it does (d4+mana spent)x2 Damage, with no saving throw.

Backpack of toys

Mastery: 1–10
Descriptors: Varies
Mana: See below
Casting Time: 1 +Mastery Level hours
Range: touch
Target: see below
Duration: see below
Saving Throw: none
Spell Resistance: none
Non-Targeted Spell

coming Soonish

Staff of something

Mastery: 1–10
Descriptors: Varies
Mana: See below
Casting Time: 1 +Mastery Level Hours
Range: touch
Target: see below
Duration: see below
Saving Throw: none
Spell Resistance: none
Non-Targeted Spell

coming soonish

Clockwerk Buddy: Using Necromancy for the stats, give me time i’ll write this up.

Mastery: 1–10
Descriptor: Technology
Mana: 4 mana/Golem HD
Casting Time: 1 +Mastery Level hour
Range: touch
Target: One or more artificial creatures
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Non-Targeted Spells

The skeletons will become Clockwerk Robots, Zombies become Golem. Otherwise all the states stay the same.

Moderate Disaster: The mote of energy you create to sustain the creature runs rampant and drains your life force. You suffer damage equal to the mana spent to cast animate dead.

Major Disaster: The undead creature animates as normal, but a minor error introduced into the process causes it to attack you immediately and in preference to all other creatures. It tracks you unerringly.

Animate corpse

CREATING A Clockwork Robot

You can create a skeleton by using animate dead to apply this template to a base creature (either one from a monster book or one made using the generic stats by size given above).

Size and Type: The creature’s type changes to undead. It retains any subtypes. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1 HD) and raise remaining Hit Dice to d12s.

Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.

Defense: Natural armor bonus changes based on the skeleton’s size, as follows:

Size Natural Armor
Tiny or Small 0
Small 1
Medium or Large 2
Huge 3
Gargantuan 6
Colossal 10

Attacks: A skeleton retains all the base creature’s natural weapons, manufactured weapon attacks, and weapon profi- ciencies, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to half its Hit Dice.

Damage: Natural and manufactured weapons deal damage normally in the hands of a skeleton. A claw attack deals dam- age depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)

Size Claw Damage
Diminutive or fine 1
Tiny 1d2
Small 1d3
Medium 1 d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: A skeleton retains none of the base crea- ture’s special attacks.

Special Qualities: A skeleton loses most of the base creature’s special qualities. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

  • Immunity to Cold (Ex): Skeletons are not affected by cold.
  • DR 5/Bludgeoning: Skeletons lack flesh or internal organs.
  • Saves: Base save bonuses are as follows: Fortitude +1/3 HD, Reflex +1/3 HD, and Will +1/2 HD + 2.

Ability Scores: A skeleton’s Dexterity increases by +2, and it has no Constitution or Intelligence score. Its Wisdom score changes to 10, and its Charisma drops to 1.

Skills: A skeleton has no skills.

Feats: A skeleton loses all the base creature’s feats and gains Improved Initiative.

CREATING A Golem

You can create a zombie by using animate dead to apply this template to a base creature (either one from a monster book or one made using the generic stats by size given in the table above). Note that when determining how many Hit Dice of undead you can control, use the zombie’s final Hit Dice, not the Hit Dice of the creature you animated.

Size and Type: The creature’s type changes to undead. It retains any subtypes. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a mini- mum of 1 HD), double the number of Hit Dice left, and raise them to d12s.

Speed: If the base creature can fly, its maneuverability drops to clumsy.

Defense: Natural armor bonus changes based on the zombie’s size, as follows:

Size Natural Armor
Tiny or Small 0
Small 1
Medium 2
Large 3
Huge 4
Gargantuan 7
Colossal 11

Base Attack: A zombie has a base attack bonus equal to half its Hit Dice.

Attacks: A zombie retains all the base creature’s natural weapons, manufactured weapon attacks, and weapon proficiencies. A zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage based on the zombie’s size. (Use the base creature’s slam damage if it’s better.)

Size Claw Damage
fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1 d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A zombie retains none of the base creature’s special attacks.

Special Qualities: A zombie loses most of the base creature’s special qualities. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie also gains the following special quality:

  • Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or stan- dard action each round. A zombie can move up to its speed and attack in the same round only in a charge.

Saves: Base save bonuses are as follows: Fortitude +1/3 HD, Reflex +1/3 HD, and Will +1/2 HD + 2.

Ability Scores: A zombie’s Strength increases by +2, and its Dexterity decreases by 2. It has no Constitution or Intelligence score. Its Wisdom changes to 10, and its Charisma drops to 1.

Skills: A zombie has no skills.

Feats: A zombie loses all the base creature’s feats and gains Toughness, which grants it +3 hit points.

TRAPS (going to turn Trap Lore into a Trap spell group)

You are an expert in the most intricate workings of traps. Not only can you disarm the most fiendish of mechanisms, you can also make them, given time and the right raw materials.

Base Mastery: 1

Prerequisite: This feat relies on the Craft (metal/tools and trinkets) and Disable Device skills. You do not need ranks in these skills to use Trap Lore, but it is far more effective with them.

Benefit: You gain access to a trap token pool. This pool represents your ability to manufacture traps. If you spend 4 hours in a day seeking out materials for traps and working to put them together, you may make a Craft (metal/tools and trinkets) check. If your check result is 20 or more, you gain a trap token. In addition, if you disable a device and beat the required DC by 5 or more, you can choose to cannibalize some parts from it. This also grants you 1 trap token. You can gain only 1 token per trap in this manner.

Once you have accumulated trap tokens, you can spend 1 hour and 2 tokens to build a trap. A completed trap weighs 1 pound. Once built, a trap requires 1 full-round action to install. Thus, you can create your traps ahead of time, then carry them with you and place them where you need them. You can install a trap in a square or on an object (such as a door or chest).
You can create two different kinds of traps:

Targeted Trap: This category includes needles that jab the victim, darts that are fired at them, and other mechanisms that require a successful attack roll to harm their target. Your targeted traps have an attack bonus equal to your Intelligence modifier and inflict 2d10 points of damage if they hit. Damage reduction (including that from armor) applies against this damage. In most cases the damage is piercing, but you can choose to build a trap that deals bludgeoning or slashing damage instead if you prefer.

Burst Trap: This category includes sprays of acid, bursting alchemist’s fire, and other mechanisms that force the target to make a Reflex saving throw to avoid the effects. Your burst attack traps have a Reflex save DC of 10 + your Intelligence modifier and inflict 2d6 points
of acid or fire damage (you choose which) if the save fails, and no damage if the save is successful.

Whichever form of trap you choose to construct, the trap affects only one square, which must be either the square in which the trap is placed, or an adjacent square. You choose which square is affected when you install the trap. You must also select one of the following two triggers. When this trigger occurs, it causes the trap to activate:

Object Opened: This trigger can be used for any trap placed on a door, chest, or other object that can be opened. You can safely open this object, as can any creature with whom you spend at least 1 minute coaching in how to avoid the trap, but no other creature can do so.
Square Entered: This trigger can be used for any trap placed on a square, rather than an object. You can safely enter this square, as can any creature with whom you spend at least 1 minute coaching in how to avoid the trap, but no other creature can do so.

Additionally, your trap triggers if someone attempts to disarm it and fails his or her Disable Device check by 5 or more.

Just like any other trap, your traps require a Search check (DC 20 + your Intelligence modifier) to find, and a Disable Device check (DC 20 + your Intelligence modifier) to disarm.
Creating traps requires no monetary cost; the tokens reflect the time you’ve spent gathering raw materials for your mechanisms.

A newly created trap remains operational for a number of days equal to 1 + half your level. After that, wear and tear damages the mechanism and it loses all effectiveness. You can have a total number of trap tokens equal to 10 + your level. Once you reach this limit, you cannot gain additional trap tokens until you expend some to create traps. As you gain levels, you can spend feat selections on the expanded mastery abilities below to create a wider variety of more deadly mechanisms.

Expanded Mastery: 2 When you create a trap, you can spend additional tokens to make it more accurate. Each token you spend adds +2 to a targeted trap’s attack bonus or +1 to the save DC of a burst trap. You can spend a maximum number of tokens equal to your level on these improvements.

Expanded Mastery: 3 When you create a trap, you can spend additional tokens to make it more deadly. Each token you spend adds +1d10 to a targeted trap’s damage or +1d6 to the damage of a burst trap. You can spend a maximum number of tokens equal to your level on these damage increases.

Expanded Mastery: 4 You can make traps that are harder to find or disable. For each additional token you spend, you can increase by +2 either the Search DC to find the trap or the Disable Device DC to disarm it. You can spend a maximum number of tokens equal to your half your level (round down) on increasing the DC for each skill.

Expanded Mastery: 5 Your skill with mechanisms improves. When you create a targeted trap, its attack bonus automatically gains an additional +4 bonus. When you create a burst trap, a successful Reflex save halves the damage, rather than negating it. These improvements do not require the expenditure of additional tokens.

Expanded Mastery: 6 You do not risk poisoning yourself when handling poison. You can apply poison to a weapon or trap and can wield a poisoned weapon or carry and install poisoned traps without danger to yourself.

If you have a supply of poison (either by purchasing some or by use of the Venom Mastery feat), you can create poisoned traps. Poison applied to a trap remains potent for one week.
Poisoned traps work as follows:

Targeted Trap: A poisoned targeted trap makes an attack roll as normal. If the attack roll succeeds, no hit point damage is inflicted, but the target is exposed to the contact poison smeared on the trap. The victim must make the appropriate Fortitude saving throws for the poison you have used.

Burst Trap: A poisoned burst trap replaces the usual burst of energy damage with a jet of gas. Victims must make a Reflex save to avoid this gas exactly as if it were a normal burst attack, but if they fail the saving throw they do not take hit point damage: Instead, they must make the appropriate Fortitude saving throws for the poison you have used. If you have Trap Lore expanded mastery 5, then they must make these Fortitude saving throws even if their Reflex save succeeds, but they suffer only a small dose of poison and gain a +4 bonus on both rolls.

If you have Trap Lore expanded mastery 3, you can spend tokens as normal to add hit point damage to your poisoned traps. Treat the base damage in this case as 0. Thus, if you spend 3 tokens on damage for a targeted trap, it would inflict 3d10 points of damage, as well as poisoning the victim. Use the same attack roll (for targeted traps) or Reflex saving throw (for burst traps) for both the hit point damage and the poison effects. Note that if the attack roll for a targeted trap succeeds, the victim must make the Fortitude saving throws for the poison even if their armor (or other DR) reduces the hit point damage of the trap to 0.

Expanded Mastery: 7 You can create traps that affect more than one target. For every 3 trap tokens you spend, the effects of your trap apply to an additional square. You may choose which additional squares to affect, but each new square you choose must be adjacent to at least one square that is already affected. It does not, however, need to be adjacent to the trap itself. For example, you could create a targeted trap that affected a straight line of 4 squares, only the first of which was adjacent to the trap itself.

Expanded Mastery: 8 You may create traps which inflict new forms of damage. If you spend 2 trap tokens, you can choose from the following additional damage types for your traps:

Targeted Traps: Acid or fire damage. The trap’s attack becomes a touch attack, and damage reduction no longer applies to the damage inflicted, but energy resistance does.
Burst Traps: Cold or electricity damage. Only the type of damage inflicted is changed. All other aspects of the trap are unchanged.

Expanded Mastery: 9 You learn how to create traps that can be triggered multiple times.For each additional trap token you spend, your trap can activate one additional time when its triggering conditions are met. For example, if you spent 4 additional tokens to booby-trap a door that will trigger when the door is opened, this trap would trigger every time the door is opened, as well as every time someone attempted to disable it and failed their check by 5 or more, up to a maximum of 5 activations in total.

Players Handbook Spell Book

Technomancy

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