The nanomancer is a master at creating powerful nanotech effects.
Prerequisites: Medical Compatibility, Nanotech Manifester, Will +3, Knowledge (Nanotech Lore) (6 ranks).
Hit Points: 2 hit points per class level.
Combat Ability: Poor Attack, poor Defense.
Saving Throws: Good Will, poor Fortitude and Reflex.
Skills: 4 skill points per class level, very good skill selection.
Weapons and Armour: No new proficiencies gained.
Class Talents: Nanomancer talents at 2nd and 4th levels.
Talent Trees: Empathy, Nanotech, Nanoaugmentation, Technology.
Special Abilities: Nanotech Powers, Nanotech Domain (at 1st), Attribute Increase (at 5th).
To be eligible for the nanomancer advanced class, a character must meet the following prerequisites:
Wisdom is the most important attribute for a nanomancer, as it determines the number, power, and maximum grade of the nanotech effects that he can manifest. Most nanomancers also have high Intelligence and Charisma scores. The fastest path into this advanced class is from the thinker basic class, though other paths are possible.
Hit Points: Nanomancers gain 2 hit points per class level.
Combat Ability: Nanomancers have poor attack and defense progressions.
Saving Throws: Nanomancers have have good Will saves but poor Fortitude and Reflex saves.
Skills: Nanomancers have a very good skill selection and gain 4 + Int modifier skill points at each class level.
The nanomancer's class skills are: Awareness, Craft (All), Disable Device, Handle Animal, Investigate, Knowledge (Any), Operate Computer, Linguistics, Profession, Repair, Sense Motive, Treat Injury, and Use Technology.
The character's background can provide additional class skills to choose from. Some skills (indicated by italics) may be unavailable or of limited use to characters from low-tech backgrounds.
Weapons and Armour: Nanomancers do not gain any new weapon or armour proficiencies.
Nanomancer Talents: At 2nd and 4th levels, the nanomancer selects a class talent from the Empathy, Nanoaugmentation, Nanotech, and Technology talent trees. (For details, refer to the thinker class description and Nanotechnology pages.) The player may choose to substitute a general talent, if desired. The character's genotype can also provide additional talents to choose from.
Nanotech Powers: A nanomancer is an expert with personal nanotech powers (see the Nanotechnology pages for full details). His manifester level for nanotech powers is equal to his nanomancer class level.
| Class | Powers per Day | ||
|---|---|---|---|
| Level | Minor | Medium | Major |
| 1 | 1 | - | - |
| 2 | 2 | - | - |
| 3 | 2 | 1 | - |
| 4 | 3 | 2 | - |
| 5 | 3 | 2 | 1 |
Like other nano-wielders, a nanomancer must make a successful nanotech control check to manifest a power. The base DC for nanotech control checks is 11 for minor powers, 13 for medium powers, and 15 for major powers (Medical Compatibility is common to all nanomancers). Add the nanomancer's Wisdom modifier to the roll.
A nanomancer's nanotech powers are drawn from the general list (see the Nanotech Powers page) and from his domain powers (see below). A nanomancer does not need to prepare his powers in advance. He can manifest any known power at any time, assuming his nanotech control roll is successful and he has not yet used up his allotment of powers per day for the power’s grade.
A nanomancer can manifest only a certain number of powers of each grade per day. His base daily power allotment is given on the table above. In addition, he receives bonus powers per day if he has a high Wisdom score or possesses certain talents.
The base Difficulty Class for saving throws against nanotech is 11 for minor powers, 13 for medium powers, and 15 for major powers. Add the nanomancer's Wisdom modifier to the save DC.
A nanomancer begins play with the ability to manifest minor nanotech powers. As he attains higher levels, he may gain the ability to master more complex powers (medium or major). A nanomancer must have a Wisdom score of at least 11+ to learn or manifest minor nanotech powers, 13+ for medium powers, and 15+ for major powers.
Nanotech Domain: A domain is a list of nanotech powers defined by a common theme. At 1st level, a nanomancer must select one nanotech domain as his primary domain. A nanomancer may not change his domain once chosen.
Domain powers tend to be more useful than the general powers. The domain gives the nanomancer access to a specialized domain power at each grade he can cast. These extra powers are added to the nanomancer's 'powers known' list.
The Nanotech Powers page lists the available domains and their powers.
Attribute Increase: At 5th level the nanomancer increases his Wisdom score by 1 point. This attribute increase stacks with the benefits provided by the Increased Wisdom talent.
| Level | Att | Def | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 | +1 | Nanotech Powers, Nanotech Domain |
| 2 | +1 | 0 | 0 | 0 | +2 | Nanomancer Talent |
| 3 | +1 | +1 | +1 | +1 | +2 | |
| 4 | +2 | +1 | +1 | +1 | +3 | Nanomancer Talent |
| 5 | +2 | +1 | +1 | +1 | +3 | Attribute Increase (+1 Wis) |
Nanomancers gain 2 hit points and 4 skill points per class level.