Technopath
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Arcforge Campaign Setting: Spheres of Influence
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Few fully grasp the tremendous paradigm shift heralded by the genesis of AI; for the first time in history machines operate as intellectual equals rather than simple tools. Although understanding the wired consciousness is difficult, skilled individuals known as Technopaths have learned to harness the networks of artificial thought all around them to enhance their abilities and awareness.

Technopathy (Su): A technopath gains the Mind and Technomancy spheres as bonus magic talents at 1st level and gains Program Puppeteer as a bonus feat. This replaces Mental Powers.

Technological Insight (Ex): A technopath is well-versed in the functions of machinery, and gains a bonus on Knowledge (Engineering) checks and Craft (mechanical) checks equal to ½ his level. This ability replaces ESP

Machinist’s Psionics:
A technopath gains the following psionics at the listed levels

  • Fluid Assets: At 1st level, a technopath may have any sprites they have created transfer to any targets within range as an immediate action. The sprites can still act normally after being transferred in this way. This ability replaces telekinetic Manipulation.
  • Optimize: At 6th level, the technopath can cause a piece of equipment to grant a +2 bonus to attack rolls and damage rolls to any attacks made with it and to increase any bonuses it grants to AC and saving throws by 2. The technopath may affect an additional target at 9th level and every 3 levels thereafter, to a maximum of 5 targets at 18th level. This ability replaces Telekinetic Edge.
  • Cybernetic Network: At 11th level, the technopath can interlink the senses of himself and other creatures around him. All allies within 60 feet of the technopath share any of the following abilities that the technopath possesses: Evasion, Uncanny Dodge, Improved Uncanny Dodge, and Improved Evasion. This ability replaces Psionic Fortress.
  • Omnilink: At 16th level, the technopath can tap into the minds and senses of a vast number of entities to triangulate the positions of everything in his environment. The technopath becomes aware of everything within medium range as if they had blindsight which could sense through any material. He is also considered to have line of sight and line of effect on anything that he perceives with this ability. At 18th level and every 2 levels thereafter, the technopath can choose to grant this ability to one ally that he can perceive. This ability replaces telekinetic colossus.

Countermeasures (Ex): At 3rd level, a technopath gains a +1 bonus on saving throws against technological effects and a +1 dodge bonus to AC against attacks from technological weapons and constructs. These bonuses increase by +1 every three symbiat levels thereafter.

This ability replaces Danger Sense and Pushed Movement.


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Realmwalker
Tempestarii Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Damnation Drawback Extra
General Item Creation Metamagic Necrosis
Plague Protokinesis Proxy Purring
Racial Ritual Squadron Surreal
Teamwork Theurge Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres Treasures: Weapons and Tools The Wraith ClassU
Wild Magic Woodfaring Adventures Worlds of Power The Youxia's Handbook
Bestiary: Fey and Feyfolk The High Magic Handbook Realmwalker's Handbook Bestiary: Fiends of the Cosmos
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

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