Post by Cpt Micha on Feb 6, 2010 22:11:18 GMT -5
"through a combination of superstition, magic and a sense of pity, you have brought machines that should have by all rights died, back to mechanical life"
Techromancers are Necromancers for machines. Where a mechanic fails the Techromancer succeeds. What rituals are involved is hard to say, but the Techromancer is not one to simply let a machine die. It will run, even if at a depleted capacity so long as the Techromancer cares for the device. Techromancers live out on the fringes of society, often in junkyards and salvage worlds and space dumps. There, a form of mechanical ... 'life' begins to take shape. It is not through tinkering however that brings these devices back from their cold graves, but a strange bond that forms between the Techromancer and his often 'new' property. Perhaps a small breadth of magic is imparted to the device.
Perhaps it's the Techromancer's will itself.
Requirements 11th Level.
11th level action
Mechanical Empathy. You know machines, and you know how to get the most out of them. You've tinkered a little with your allies machinery.
When you spend an action point, all friendly targets gain a +2 bonus to saving throws.
11th Level feature
Mechanical Life You gain a +2 on knowledge checks involving machines, and a +2 to heal mechanical devices/constructs. You can reroll failed attempts to bring the device up from 0hp.
16th Feature
The machines are my life Your machines return the feelings that you give them.
Your equipment gives you a +2 bonus to Ac
11th Encounter
Mechanical Spirit The Techromancer can ask a mechanical ghost to do a favor for him.
Implement, Standard Action
Range 10. Burst 1
Int vs Ref
Hit: Your opponent's are surrounded briefly by mechanical ghosts. They are Restrained until the end of their next turn and take 2d6+cha mod damage.
12th Level Utility
It works anyway
Daily. Standard Action.
When a Mechanical device under your care is reduced to 0hp or no longer functions, you can immediately reassure the device. Hearing and sharing your feelings. It resumes functioning immediately, and gains or grants a +2 on any roll involving it until the end of the encounter.
20th level daily
My mechanical friends
.Such is the life of a techromancer they are bound to acquire alot of little mechanical friends. A swarm of small machines, cobbled together from junk scrap and sharp metal bits. Your mechanical friends do not take kindly to you and their friends being harmed.
Daily. Standard Action. Swarm, Summon. Weapon/implement.
Range 10 Burst 4.
Int, vs AC of targets caught in burst.
Hit. Targets take 3d6 critter damage +Cha mod, and are slowed.
Sustain, standard action. Repeat attack. You can use a move action to move your mechanical swarm up to your speed worth of squares each turn.
Techromancers are Necromancers for machines. Where a mechanic fails the Techromancer succeeds. What rituals are involved is hard to say, but the Techromancer is not one to simply let a machine die. It will run, even if at a depleted capacity so long as the Techromancer cares for the device. Techromancers live out on the fringes of society, often in junkyards and salvage worlds and space dumps. There, a form of mechanical ... 'life' begins to take shape. It is not through tinkering however that brings these devices back from their cold graves, but a strange bond that forms between the Techromancer and his often 'new' property. Perhaps a small breadth of magic is imparted to the device.
Perhaps it's the Techromancer's will itself.
Requirements 11th Level.
11th level action
Mechanical Empathy. You know machines, and you know how to get the most out of them. You've tinkered a little with your allies machinery.
When you spend an action point, all friendly targets gain a +2 bonus to saving throws.
11th Level feature
Mechanical Life You gain a +2 on knowledge checks involving machines, and a +2 to heal mechanical devices/constructs. You can reroll failed attempts to bring the device up from 0hp.
16th Feature
The machines are my life Your machines return the feelings that you give them.
Your equipment gives you a +2 bonus to Ac
11th Encounter
Mechanical Spirit The Techromancer can ask a mechanical ghost to do a favor for him.
Implement, Standard Action
Range 10. Burst 1
Int vs Ref
Hit: Your opponent's are surrounded briefly by mechanical ghosts. They are Restrained until the end of their next turn and take 2d6+cha mod damage.
12th Level Utility
It works anyway
Daily. Standard Action.
When a Mechanical device under your care is reduced to 0hp or no longer functions, you can immediately reassure the device. Hearing and sharing your feelings. It resumes functioning immediately, and gains or grants a +2 on any roll involving it until the end of the encounter.
20th level daily
My mechanical friends
.Such is the life of a techromancer they are bound to acquire alot of little mechanical friends. A swarm of small machines, cobbled together from junk scrap and sharp metal bits. Your mechanical friends do not take kindly to you and their friends being harmed.
Daily. Standard Action. Swarm, Summon. Weapon/implement.
Range 10 Burst 4.
Int, vs AC of targets caught in burst.
Hit. Targets take 3d6 critter damage +Cha mod, and are slowed.
Sustain, standard action. Repeat attack. You can use a move action to move your mechanical swarm up to your speed worth of squares each turn.