1. Characters

Technomancer

Class Edit, Page Under Construction

Technomancers

There is nothing magical about technomancers,

though it’s fairly understandable that some people

would think so. Technomancers are not only experts

in technology, but smart and creative individuals capable

of making far more out of the technology they

lay their hands upon.

SPELLS

Technomancers in Veil of Truth do not cast spells,

but instead use preprogrammed nanotechnology.

Most effects of their spells are in fact a cloud of

microscopic and near-invisible robots performing a

pre-defined code.

To all effects, Technomancer spells have the Technological

tag applied to them and work as technological

weapons.

Dispel magic and greater dispel magic cast by Technomancers

work against Technological effects only.

The following spells are removed from the Technomancer’s

spell list: dimensional door, interplanetary

teleport.

MAGIC HACKS

The following are new options for the technomancer.

h Nano Treatment 2nd Level

As a full round action, you can spend an unused

spell slot to inject a living target with nanites programmed

to accelerate wound regeneration. While

resting for a full night (8 hours), the target recovers

1 additional Hit Point per character level. This

bonus accumulates with any other treatments that

increase Hit Point recovery for Long-term Care.

h Craft Serum 5th Level

As a full round action, you can spend an unused

spell slot to create an injection that acts like a

serum of healing Mk 2. The serum remains active

for 24 hours or until you recover the spent spell

slot, whichever comes first.

h Counter Treatment 8th Level

As a full round action, you can spend an unused

spell slot to inject a willing living target with

nanites programmed to cure afflictions as per the

spell remove affliction.

h Nanobios 11th Level

Once per day, as long as you have access to a Medlab,

you can spend 10 minutes to produce a nanobios

serum capable of fully protecting a number of

characters equal your Intelligence modifier against

Diseases, Poisons or Radiation for 1 hour. Being

injected with the nanobios removes these afflictions

from the target, but not the damage caused

by it.

h Clear! 14th Level

As a full round action, you can spend 1 Resolve

Point to inject a target who has been dead for up

to 2 rounds with nanites capable of bringing the

target back to life. The target returns with 3d8 Hit

Points, the confused condition for 1 round, and

one temporary negative level for 24 hours. The

ability can’t bring back creatures slain by death

effects, turned into undead or creatures whose

bodies were destroyed, significantly mutilated,

disintegrated, and so on.


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