
Tecnomante

Classe base per Pathfinder
Talenti:
ALCHEMICAL EPOXY [Technoccultist]
You can combine multiple alchemical effects into one item.
Prerequisites: Technoccultist level 2nd, Craft (Alchemy) 2 ranks
Benefit: Whenever creating an alchemical item or substance, you can choose to add an additional alchemical effect to a single item by adding +5 to the higher of the two's Craft DC and +100% to its base price. For example, you could produce a blinding and deafening grenade by combining a thunderstone and a smokestick: start with the base creation DC of a Thunderstone (DC 25) and add +5 to the Craft DC and +100% to the thunderstone’s base cost add the smokestick effect. This item would cause a sound burst with a DC 15 save as well as create a 10ft. cube of vision-obscuring smoke.
If both items would require a save using the same saving throw, the new item requires only a single save against the combined effect. Effects that target different saving throws (Fortitude and Will, for example) still require separate saving throws. All saving throws for the resulting item use the highest save DC listed for the component items.
AUGMENTED ALCHEMY [General]
You have learned to create incredibly potent alchemical substances.
Prerequisites: Craft (alchemy) 2 ranks
Benefit: Whenever creating an alchemical item or substance, you can choose to make it more powerful than normal by adding +5 to its Craft DC and +100% to its the base price. If the item or substance has a save DC, the save DC increases by +1. If it affects an area, double all dimensions of its area. If the item or substance deals damage, double the damage dealt. If it doesn’t deal damage and has a duration other than instantaneous, double the duration of its effect.
Special: You can improve an alchemical item or substance’s effect to triple normal, quadruple normal, or more. Simply add an additional +5 to Craft DC and +100% to the base price for each additional increase in the effect multiplier.
HYPERGEOMETRY SPECIALIZATION [Technoccultist]
You deal extra damage when making ranged attacks with [magitech] ranged weapons such as hyperspheres and tesseracts.
Prerequisites: Proficiency with selected weapon, Technoccultist level 4th
Benefit: You add your Intelligence bonus on all damage rolls you make using magitech ranged weapons.
​
Advanced Placement [Technoccultist]
Tutoring and extra studying pays off; you've written an advanced placement exam to qualify you for a more challenging course load.
Benefit: Select a single principle that you would normally not qualify for based on specialization or class. You now qualify for that principle. You cannot select a principle of a higher grade than you have access to yet, and this does not remove prerequisites consisting of either specific principles or a number of prerequisite principles of a certain discipline.
Special: You can take this feat multiple times. Each time, choose a different principle that you would not normally qualify for.
Alternating Arcane Current [Technoccultist]
I'll collapse your waveform, if you know what I mean
Prerequisite: Arcane Current, Complex Mathemagics, Int 19
Benefit: You can apply your Complex Mathemagics feat to your eldritch blast whenever you use it to power gramaric devices. You also gain two additional uses per day of the feat.
Special: You can take this feat multiple times. Each time, you gain two additional uses per day of Complex Mathemagics.
Arcane Current [Technoccultist]
dQ/dt, where the Q stands for MAGIC
Prerequisite: Eldritch blast class feature
Benefit: Your eldritch blast can now be used to power gramaric devices. If released into a circuit or a device which has been set up to receive a puissant input, you can power it with 1 ebb for every five points of damage it would normally deal.
Special: You can take this feat up to five times. Each time, the efficiency increases by 1 such that it requires one less point of damage for each ebb of puissance generated.
Basic Mathemagics [Technoccultist]
And who says math is useless in the real world?
Prerequisite: Int 13
Benefit: If you succesfully identify the purpose of a gramaric device, you can activate this feat in order to obtain a numerical analysis showing the possible range of values of the output (the RNG of the device's effects). You can use this feat a number of times per day equal to your Intelligence modifier.
Complex Mathemagics [Technoccultist]
You've studied the mathemagical quantization of the imagination!
Prerequisite: Basic Mathemagics, Int 15
Benefit: Whenever you activate a gramaric device which rolls a random result, you can activate this ability as a swift action immediately afterwards in order to take the complex conjugate of the result, which causes the new result to be the maximum possible roll minus the original result. You can use this ability a number of times per day equal to your Intelligence modifier.
The Colour out of Space [Technoccultist]
You've discovered a horrifying new colour! You call it pink.
Prerequisite: KALD 101, Spot 1 ranks
Benefit: You gain a +2 bonus on Spot checks. In addition, you have discovered a strange new colour which doesn't seem to fit with the rest of the cosmos. Just looking at it causes lesser peoples' minds to snap like a twig. Whenever you succeed on the Spot check to create a kaleidomantic filter by 5 or more, you can infuse this bizarre new colour into the filter, which causes anyone looking at it to make a Will save (DC 13 + your Cha modifier at the time of construction) or be [url=http://www.d20srd.org/srd/conditionSummary.htm#confused]confused[/colour] for the next round. This effect can be avoided by averting one's eyes, like a gaze attack. Saving successfully against this effect does not imply protection on following rounds. Aberrations are immune to this effect; this is a supernatural mind-affecting pattern effect.
Special: Taking this feat means you cannot take Skill Focus (Spot).
Carbon Copy [Technoccultist]
Theft is really just the ultimate expression of artistic appreciation; they should actually be honoured, not outraged
Prerequisite: YGGD 101, Forgery 1 ranks
Benefit: You gain a +2 bonus on Forgery checks. In addition, whenever you create a mundane forgery, you can instantly prepare YGGD 101 as an immediate action to create a tiny semispace of no larger than 1ft. in any dimensions in order to envelop the original work if it is at hand. As soon as the object is removed from the semispace, the space collapses.
Special: Taking this feat means you cannot take Skill Focus (Forgery).
Creative Surgeon [Technoccultist]
What do you call the person who graduates last in their medical class?
Prerequisite: BIOL 101, Heal 1 ranks
Benefit: You gain a +2 bonus on Heal checks. In addition, whenever you successfully use the Heal skill to create a biollurgical chassis, you can trade out graft slots at a 1:1 ratio, giving you much more freedom to create twisted monstrosities.
Special: Taking this feat means you cannot take Skill Focus (Heal).
Desperate Improvisation [Technoccultist]
We need to make this fit in a hole made for this, using nothing but that.
Prerequisite: Must be able to prepare Magisterial-grade gramaric principles, Ingenious Engineer, Wis 17
Benefit: You can either work frantically or ingeniously when you prepare a principle with a material requirement. If you work frantically, you can prepare the principle in half the time with twice the material. If you work ingeniously, you can prepare the principle in twice the time with half the material.
Diplomatic Immunity [Technoccultist]
It's just been revoked!
Prerequisite: ALCH 101, Diplomacy 1 ranks
Benefit: You gain a +2 bonus on Diplomacy checks. In addition, whenever you argue an alchemetric principle, you can include a clause which invalidates one of the obscure energy types: this includes things that technically aren't energy types, but are treated like them in sourcebooks, such as positive or negative energy, hellfire, desiccation, and so on. The material being affected gains immunity to this obscure energy in addition to the other effects of the principle.
Special: Taking this feat means you cannot take Skill Focus (Diplomacy).
Double-Blind Transformations [Technoccultist]
The best way to figure out what kind of transformer it is is really just to poke it until it works
Prerequisite: ARCD 101, Use Magic Device 1 ranks
Benefit: You gain a +2 bonus on Use Magic Device checks. In addition, you can use a Use Magic Device check to activate arcanodynamic transformers blindly. This is a full-round skill check which provides an amount of pseudo-puissance to the transformer equal to your Use Magic Device result. If this meets the limit on ebb transfer for the transformer, it converts the energy into its output form, which you can then target or control as if you were making the logical decision for the circuit. You can only successfully use this skill check type on any transformer once, and you cannot use it on a transformer you created.
Special: Taking this feat means you cannot take Skill Focus (Use Magic Device).
Equivalent Circuits [Technoccultist]
Resistance is futile
Prerequisite: HEUR 101, Autohypnosis 1 ranks
Benefit: You gain a +2 bonus on Autohypnosis checks. In addition, whenever you connect two gramaric devices with a heuristical circuit, you can choose for the connection to be a short circuit or an open circuit if you succeed on the Autohypnosis check by 5 or more. If you make a short circuit, the circuit can only connect those two devices; nothing else can be hooked up to it, and they cannot be part of any other circuit. However, the flow of puissance between the two devices is improved; any supply of puissance from one to the other is increased by 10%. If you choose to make an open circuit instead, the bubble is 5ft. in radius larger than it otherwise would be, but the flow of puissance through the circuit is dampened, decreasing all transfers of puissance inside the circuit by 10%.
Special: Taking this feat means you cannot take Skill Focus (Autohypnosis).
Extra Credit [Technoccultist]
You took additional credits for either the love of learning, or because you're a keener.
Benefit: You learn a gramaric principle that you qualify for. Characters without any previous gramaric training can learn 101 principles, and can prepare them just like an actual Technoccultist. You cannot use this feat to learn an additional theory.
Special: You can take this feat multiple times, until you have a number of bonus principles equal to your Charisma modifier. However, you can only have a single bonus principle of your highest grade (Baccalaureate, Magisterial, or Doctorate).
Force of Mind [Technoccultist]
Your engines work at the speed of thought!
Prerequisite: ELDK 101, Concentration 1 ranks
Benefit: You gain a +2 bonus on Concentration checks. In addition, if you succeed on the Concentration check to build an eldrikinetic engine by more than 5, the engine can be powered by pure willpower. Psionic characters can transfer power points into the engine to activate it in place of normal fuel or puissance at a rate of 1 power point per ebb normally required. They remain limited in the number of power points they can spend in any given round on any given task, just like manifesting a power. Psionic characters must be either touching the engine, or be in telepathic range of it if they have telepathy. They are allowed to make logical decisions for the engine while powering it.
Special: Taking this feat means you cannot take Skill Focus (Concentration).
Imachinary Friends [Technoccultist]
You're so good at imitating people, you don't even need the real thing!
Prerequisite: IMCH 101, Bluff 1 ranks
Benefit: You gain a +2 bonus on Bluff checks. In addition, whenever you create an illusion which contains a component designed to imitate a specific individual, you can make a special Bluff check which works like a Disguise check in order to imitate that specific person. Anyone interacting with the illusion needs to see through the disguise as normal for disguises before they are allowed a chance for a fundamental disconnect (note that a sensory mismatch can still prompt a chance to reveal the illusion).
Special: Taking this feat means you cannot take Skill Focus (Bluff).
Ingenious Engineer [Technoccultist]
When the chips are down, you figure out a way to put them back up such that they can support an optimal load. At least for a little while.
Prerequisite: Must be able to prepare gramaric principles, Wis 15
Benefit: You can prepare a principle in a single full-round action, but it only lasts for the next five rounds.)
Mystic Huntsman [Technoccultist]
The best defense against magic is CONSTANT VIGILANCE
Prerequisite: GEOC 101, Survival 1 ranks, Track
Benefit: You gain a +2 bonus on Survival checks. In addition, you can use the Track feat to follow heuristical circuit connections (DC 15) or locate geoccult poles inside of biomes (DC 20). You can also sense the presence of imachinary illusions within a mile with a DC 40 result, although this doesn't tell you the exact for the illusion takes.
Special: Taking this feat means you cannot take Skill Focus (Survival).
Reverse Engineering [Technoccultist]
Engineering is so much easier when someone else does the hard part for you.
Prerequisite: Must be able to prepare gramaric principles, Int 17
Benefit: By spending an hour examining a gramaric device, you can reverse engineer the blueprint for it by making a Knowledge (architecture and engineering) check which matches the original skill check made to create it.