Immortal Tutor Technomancer (Technomancer Alternate Class Feature)
(art by BootsDotEXE on DeviantArt)
Science-fantasy spellcasting may change a lot from the ancient days. Unified theories of magical sources, more robust understanding of the mystic arts, but even in such halcyon future days, there are some things that do not change, and one of those things is that sometimes mages will seek out otherworldly tutors to learn magic.
One part Ars Goetia and/or Lesser Key of Solomon “summon this specific demon or angel to learn about a topic” and another part homage to the witch patrons of Pathfinder, some technomancers seek out cosmic beings to help learn the arts of fusing magic and technology. After all, just as mortals have developed, so too do the cosmos.
However, while it is possible to entreat with fiends for such tutelage, remember that this path is open to all alignments, though the exact nature of the being you call upon will influence what benefits you gain.
I can’t help but imagine technomancers with immortal tutors contacting their patrons for more learning through various hybrid tech methods. Some may set up a rune-etched holoprojector to “summon” their patron. Or perhaps they literally have their patron on speed dial with an eldritch communicator.
While the method varies, their powers are undeniable, as we’ll soon see.
Rather than having a spell cache that lets them cast any one spell they know for free once a day, these mystics can instead cast a specific variable-level spell based on the nature of their tutor once per day, even if it’s not on in their repertoire otherwise. Aeons grant levitation and flight, celestials, elementals, and fiends grant appropriate summons, inevitables enhance projectiles into deadly splitting adamantine-like shots, and proteans grant self-polymorphing.
As they grow in mastery, each tutor provides their first, second, third lessons. The first comes into effect after the caster uses a spell, the second with an expenditure of resolve, and the third grants an additional benefit when the first lesson is triggered.
For aeons, this includes bolstering attacks when you switch damage types regularly, being able to learn a new language for a brief while, and finally gaining a bit of an aeon’s formlessness to avoid critical blows.
Celestials, meanwhile grant a brief defensive ward that only evil can pierce, a sudden burst of insight with a skill, and finally a ward that bolsters the defenses of nearby allies.
Elementals start by granting bolstered movement based on the nature of the elemental patron, flight for air, burrowing for earth, faster land speed for fire, and swimming for water. Next they learn to intensify the damage of their elemental spells, gaining greater than average results. Finally, they can gain resistance to the element in question, electricity or fire for air and fire, and physical resistance for earth and water.
Fiends provide protection only bypassed by good, as well as a magical trick to grow spikes on one’s armor, and finally fiery protection as well as a flash of fiendish malice that leaves foes shaken.
Inevitables teach the caster how to bolster their vitality after casting a spell, take on a mechanical mien to resist harmful effects, and rapidly restore stamina for a short time.
And finally protean tutors teach their casters how to infuse their attacks with chaos, changing the damage type randomly but having slightly better average damage. For their second lesson, They gain some of the ever-changing anatomy of proteans for a short while to reduce the effect of critical blows. Finally, their form becomes fluid after casting, letting them slip through obstacles and avoid attacks and grappling.
As you can see, each tutor type offers different benefits, from the protections offered by celestials to the mobility and damage of elemental tutors. With that in mind, there are a lot of ways to build these technomancers no matter what route you go with. Just know that you have to cast spells or spend resolve to use them, and remember to manage those resources effectively.
Much like the witch patrons of Pathfinder’s yesteryear, coming up with the exact nature of your character’s tutor, as well as the relationship they have with the mage, can be very interesting indeed. Is your tutor a helpful source of advice? Do they require some sort of service for their tutelage? Is their instruction purely transactional?
Additionally, this character option could be a good launching point for homebrew for other outsider types or more specific ones, such as psychopomps or say, demons instead of fiends.
A computer whiz in addition to being a technomancer, Koski has been eager to innovate encryption for the past year. However, the young vlaka has grown increasingly frustrated, as the advice given by his protean tutor, (chosen for their understanding of chaos) results in encrypted files that can no longer be unlocked.
Not all immortal tutors are willing, as is the case with the “diabolus ex machina” method used by technomancers that wish for the insights of devils without the contracts. However, the method has risks, such as when a young mage plugged his binding device into Tageo Station’s main computer and the fiend within utilized a loophole to possess the organic computing components (derived from cerebric fungus buds), resulting in a takeover of the whole station.
Having finished their millenia-long duty guarding the cosmic city of order, an inevitable known as “Pilgrim-Follows the Unending Road” has chosen an active retirement of serving as the tutor for aspiring technomancers. However, technology has evolved considerably in that time, and while they do sometimes offer archaic advice, Pilgrim is trying their best, and is an insightful instructor regardless.
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Class Feature Friday: Chronomancy Anchor (Precog Anchor)
(art by Dominik Mayer on Artstation)
Ah, the precog, the fourth spellcasting class in Starfinder, introduced in Galactic Magic. The precog class are individuals with magical power to see the flow of time, letting them potentially see possible futures and how to guide others to those outcomes, in addition to their other magical abilities.
While there are certainly many applications for just seeing the future, ranging from long-term prophecy to seeing attacks coming to help avoid them, the precog is not just a diviner. Their ability to perceive the flow of time lets them manipulate it as well, altering it’s flow on certain beings, speeding them up or slowing them down, or even using it to attack, accelerating the effects of time and entropy to age foes to dust, and that’s just the tip of the iceberg.
However, all precogs need an anchor, something that acts as the source of their power and how they focus themselves, which in turn helps indicate some of their abilities.
Our first anchor we’ll be covering is chronomancy, referring to those precogs that were blessed (or cursed) with their abilities by a powerful being with a connection to time and it’s manipulation. Beings like the fey Eldest Shykka the Many, one of the many strange entities that dwell in the Dimension of Time like Ilee and siktemporae.
This power might have been directly granted, or perhaps inherited. Either way, these chronomancers likely view their powers as a mystical art to master rather than some innate ability that they struggle to control, though obviously there are exceptions. Either way, they may find their greatest insights in hidden occult lore associated with past (or future) chronomancers and the like.
One of the distinct abilities of the precog is their ability to look into the threads of fate each day and guide themselves to favorable outcomes. This is represented by their pool of paradox dice, that they roll and record at the beginning of each day, choosing to substitute those recorded numbers on certain rolls. As they grow in power, precogs can use paradoxes on more and more things, but their anchor adds to that list, and once per day when they use a paradox on one of those focused areas, they regain a new paradox afterwards. In the case of chronomancers, their focal paradox lies in controlling their own magic, as well as one skill of their choice, both of which reflect their focus on mastering the flow of time and other skills.
Over time, their mastery improves, and these prophets learn to slow down time in their immediate vicinity just enough to possibly prevent foes from reacting to their actions or those of their allies. This is useful for getting the precog out of tight spots surrounded by enemies.
True masters learn to accelerate their own actions, potentially casting two spells in the space of a few moments. However, doing so puts a strain on them that makes them slow to act moments later.
The anchors don’t provide too many abilities since they can be further customized by temporal anomaly abilities, but this is a fun option for a back line precog that focuses mostly on spellcasting, what with their ability to use paradoxes to help bypass spell resistance and having an ability to duck out of close combat and cast two spells once a day. With that in mind, I’d choose options based on staying out of direct combat and supporting allies with buffs, debuffing foes, and so on.
In the far future, time manipulation and time travel are no doubt explored both with magic and with science, so I can imagine some of these chronomancers working with technomancers and engineers eager to test the limits of those fields. However, I can also see others resisting such efforts, having taken on a guardian role of the time stream against wanton intrusion.
On a volcanic world like Aukon, there are very few “permanent” natural wonders, most lasting a century at most before new activity destroys them. It was that fleeting nature that drove Boco, a quorlu geologist, to study chronomancy, seeking a way to be able to see one of a kind wonders that long vanished from their worlds.
They say that time is thin on the spire of Mt. Nobrac, a dizzyingly tall and narrow spike on a distant world. Those studying the flow of time sometimes travel there to study the effects of the anomalies. However, one must be aware of the blood-drinking winged horrors that dwell near it, similar to the Niaqs of Verces.
The party is suddenly attacked out of the blue by a mysterious figure that seems to know them, shouting something about “getting it right this time”. However, they have no memory of this being, who vanishes again once he is driven off.
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