Exo - Human Techomancer
[NAME] - Alignment, Worships, etc
Human - Scholar - Technomancer (1st)
EAC KAC SP HP RP Fort Reflex Will
() () () +? +? +?
Strength: 10 (-)
Dexterity: 13 (+1)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 10 (-)
Charisma: 10 (-)
Initiative BAB
+? +?


  • Toughness For every character level you have (and whenever you gain a new level), you gain 1 Stamina Point. In addition, you gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation. [Human Bonus]
  • Improved Initiative You gain a +4 bonus to initiative checks. [1st]


?? +? []


  • Common

Class features and Special abilities:

Racial Features: Human
Ability Adjustments: +2 to any 1 Ability
Base Hit Points: (4)
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at 1st level and each level thereafter
Theme Features: Scholar
Theme Knowledge You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioEngineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Class Features: Technomancer
Base Hit Points: (5)
Stamina Points: (5) + Con
Key Ability Score: Your Intelligence determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Intelligence is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms
Spells: You cast spells drawn from the technomancer spell list. To learn or cast a spell, you must have an Intelligence score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Intelligence modifier. You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table 4–10: Technomancer. In addition, you receive bonus spells per day if you have an Intelligence modifier of +1 or higher, as shown on Table 4–11: Technomancer Bonus Spells—note that you only receive these bonus spells once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day
Spell Cache: As the culmination of your early study of the fundamental forces of the galaxy, you have created a spell cache that allows you to store and access spells. Your spell cache could be a device such as a handheld computer or technological implant; an item such as a ring or staff; or a symbol such as a brand, tattoo, or other permanent modification to your body. While you don’t need your spell cache to cast your spells, once per day, you can activate your spell cache to cast any one spell you know and are capable of casting, even if you’ve expended all your spell slots for that spell’s level. If your spell cache is damaged, it is restored to full Hit Points the next time you prepare spells. If the spell cache is lost or destroyed, you can replace it after 1 week with a special ritual that takes 8 hours to complete.

Spells, abilities and Powers:

Spell Slots per day: 0th 1st
(-) (3)
Spells Known 0th 1st
Detect Magic Supercharge Weapon
Transfer Charge Flight [1]
Energy Ray
Psychokinetic Hand

Items, gear and equipment:

Credit Pouch
1000 cr

Familiars, Cohorts, Followers, Intelligent items, and Common Summons

Combat Cheat Sheet

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License