Art by B S
A very rough first pass of some ideas.
A Necrotech is a specialised version of the technomancer whose remit is ‘dead’ machines. Artificial intelligences and androids have a soul of the more conventional kind, but the necrotech has extended from this – through study – into the ‘machine spirits’ of lesser computers and machinery. They can recover lost data, bring broken machines back to life and weave fragments of corrupted programs into new applications.
You cast spells from the necrotech spell list, as a technomancer.
2nd Level: Weaponised Bug (Su): In place of Empowered Weapon you turn your weapon incorporial and can strike at incorporeal or undead enemies with a bonus to attack equal to the spell slot you use to enhance your weapon, in addition the weapon does 2d6 extra damage and can strike incorporeal targets.
5th Level: Necrobattery (Su): In place of Charging Jolt (Su) as a move action you can drain the life or electrical energy from a target to which you struck the death blow in the previous turn. You can recharge a weapon with a number of charges (or ammunition) from this occult energy, equal to the CR of the slain creature (minimum 1).
8th Level: Glitch (Su): In place of Mental Mark you can glitch an enemy who fails a Will save against one of your spells. They take a -2 penalty to attack and skill rolls for one round
14th Level: Dead Circuits (Su): In place of Spell Library you can carry around a severed robot head or motherboard and draw knowledge directly from its circuits. This provides you with a single skill, proficiency, special ability or feat from the creature you slew and decapitated (or removed the motherboard from).
Necrotech Spell List
*Scattershot: You can hurl a handful of scrap at an enemy doing damage as per Energy Ray, but as slashing, piercing or bludgeoning damage – your choice.
*Break: Touch an object or construct to do 1d4 hit points to it – this can be done in addition to melee attacks.
*Drive Dump: This works as per Grave Words, but for broken computers, robots, machines (and androids).
Death Charge: By touching a destroyed entity or machine you can transfer one charge of latent energy from it into something else that you have that requires charges.
*Detect Data: As Detect Radiation, but it detects programs and data-caches, even if not currently operational, within 120 ft. You can even read this information – provided its not protected or locked down.
*Charm Construct: Make one (technological) construct creature believe that it is your ally.
*Command Machine: One robotic or technological device or creature obeys your command for 1 round.
*Confuse Construct: One robotic or technological device or enemy is confused for one round.
Lesser Resistant Armour
Rise of the Machines: Create controlled undead creatures out of target broken robots, as per animate dead.
Hold Construct: As hold monster, but for technological construsts, overcoming immunities to paralysis.
Tech Havoc: Do 12d8+Int hit points to a technological construct or machine.
Contact Other Plane
Creation: Metal, ceramic or plastic only.
Greater Dispel Magic
Greater Command: Robots, machines or computers only.
Rewrite Memory: As modify memory but for computers, machines and robots.
Rapid Breakdown: Construct or weapon loses 2d8 hit points per round for 1 minute.
Raise Machine: Restore to full function a machine, robot or android that ‘died’ no more than 1 day per level ago.
Unwilling Guardian: Technological constructs and robots only.
Wall of Force
*Flesh to Machine: Transmute a living creature into a robot
Control Machine: Technological constructs follow your commands and don’t attack you (as per control undead)
*Psychic Technician: Cure all statistical damage and afflictions from a machine or robot.
*Incorporate: This slot is permanently used up, fusing a single weapon up to longarm size within your body. This weapon is now biotechnological and can be recharged or reloaded with eight hours of rest or the sacrifice of one hit point per charge/shot.
Greater Resistant Armour
Mass Rewire Flesh
Wreck Fleet: As per shadowy fleet, but made up of very real space junk
*Blow Circuits: Instantly kill or massively damage one machine or technological construct per caster level, depending on target’s CR.
*Rust Plague: School Necromancy, Targets one technological construct or device, Duration instantaneous, Saving Throw Fortitude negates, harmless. Spell Resistance yes, harmless. See below. The Rust Plague can be spread, the save at -4 from the DC of your casting.
Wall of Steel
Rust Plague Disease Track
Disease (Contact), Save: By spell DC/spell DC -4, Track: Special, Frequency: 1/minute, Cure: 2 consecutive saves.
Despite the name, this magical, corroding plague can affect technological devices and synthetic constructs no matter what they are made of.
Intact – Spotty – Corroded – Malfunctioning – Breaking Down – Crumbling – Offline – Destroyed
- Intact: The machine is a carrier, but despite slight tarnish is unaffected.
- Spotty: The machine takes 1d6 damage and suffers a -2 penalty to KAC.
- Corroded: The machine takes 2d8 damage and suffers a -2 penalty to all rolls.
- Malfunctioning: The machine takes 4d10 damage and must succeed on a Will or Fortitude save DC 20 in order to act.
- Breaking Down: The machine takes 6d10 damage and can only take one action per turn, if they make their save as above.
- Crumbling: The machine takes 8d10 damage.
- Offline: The machine shuts down completely.
- Destroyed: The machine turns into ash and dust.