Arcanotech Adept

**HD**: d8

## Requirements:

* **BAB**: +4 or higher
* **Feats:** Technological Weapons Power Component
* **Spells:** Able to cast 3rd level arcane spells
* **Special:** Proficiency with firearms, beam weapons, or powered weapons

## Class Skills

The Arcanotech Adept's class skills are Bluff, Disable Device, Intimidate, Knowledge (engineering), Linguistics, Perception, and Spellcraft

**Skill Ranks per Level:** 4 + Int Modifier

## Weapon and Armor Proficiencies

An Arcanotech Adept gains proficiency with beam weapons, firearms, and powered weapons

### Spells Per Day/Spells Known:

Whenever a level in Arcanotech Adept is gained the character new spells, spells per day, and caster level as if they gained a level in their previous spellcasting class. If they have more than one spellcasting class, they must choose one when taking their first level of Arcanotech Adept. This choice cannot be changed and determines the spell list and primary ability score used for class abilities.

### Arcane Pool (Su):

An Arcanotech Adept gains an arcane pool equal to half their class level plus their intelligence modifier. If the Arcanotech Adept has arcane pool from another class, instead they add half their class level to their maximum arcane pool and to that class's level for the purpose of determining the effects of their arcane pool abilities. An Arcanotech Adept can add dancing, distance, flaming, flaming burst, frost, icy burst, keen, nimble shot, returning, shock, shocking burst, speed, or vorpal. This does not bypass the melee and ranged limitations of the effects nor the +1 minimum enhancement requirement. In place of an enhancement bonus, they made grant the weapon 2 temporary charges for each +1 they withhold.

### Technic Combat (Ex):

At 1st level, an Arcanotech Adept gains the spell combat ability of a magus, except this only works with technological weapons. This includes all beam weapons, firearms, heavy weapons, and powered weapons, as well as any weapon that consumes power from a battery or nanites from a nanite canister. An Arcanotech Adept can use Technic Combat even when both hands are occupied, as long as at least one hand is holding a technological weapon. Casting a spell as part of Technic Combat does not provoke an attack of opportunity, but it does not prevent provoking an attack of opportunity from using ranged attacks. Only spells that appear on the magus spell list (or a spell added to the magus list from a class feature) can be used with Technic Combat.

### Recharge (Ex):

An Arcanotech Adept gains Battery Drain(Arcane points) as a bonus feat. If they already have this feat, they may choose a magus arcana.

### Technological strike (Su):

At level 2, an Arcanotech Adept gains spellstrike of a magus, except it works only with technological and can be used with ranged techological weapons as well. If a spell allows for multiple touch attacks, the Arcanotech Adept can attempt with each attack they make in the same round. Ranged touch spells cannot be held between turns. Starting at level 4, if the weapon normally damages more than one target in an attack (e.g. a grenade), the Arcanotech Adept can designate any number of affected targets to be affected by the spell strike, each counting as a separate charge of the touch.

### Grenade strike (Ex):

At 3rd level, an Arcanotech Adept gains Grenade Power Component as a bonus feat. If they already have this feat, they may choose a magus arcana.

### Energy Unity (Su):

Whenever an Arcanotech Adept uses a weapon that deals elemental damage (acid, cold, electricity, fire, or sonic) with Technic Combat, they can convert the damage being dealt by the spell to that element as a free action. The damage of the weapon and the spell are added together before applying resistance. The damage from the spell is also lethal or nonlethal as described by the weapon. This can only be done once per spell cast. Starting at level 5, the Arcanotech Adept can convert elemental damage to plasma when using a plasma weapon.

### Tech Weapon Mastery (Ex):

At 5th level, an Arcanotech Adept gain Technological Weapon Expert as a bonus feat. If they already have this feat, they can take a bonus combat feat they qualify for instead.

### Techslinger (Ex):

At level 5, Arcanotech Adepts have a deadly understanding of technological weapons. They are proficient with heavy weapons and may treat them as weighing half as much for purposes of encumbrance. They may add their intelligence score to their damage with technological weapons, as long as the weapon otherwise deals damage on a successful attack.

### Alternate capstone:

A level 5 Arcanotech Adept may choose Fully Loaded as a capstone when their total character level is 20

Fully Loaded:

Whenever an arcanotech adept enhance a weapon with arcane pool, the weapon also gains a pool of temporary charge equal to their caster level. Also, some other shit.

###Block: Arcanotech Adept (Complete) ------------------------------------------------------------------------------------------------------------------------------------------------

# Class Name Required AL Required Skill Req. Known Spell Req. Spell Type Var. Min. Value
CLASS:Arcanotech Adept PRESPELLTYPE:1,Arcane=2
# Class Name Skill Pts/Lvl Class Skill
###Block:
1 ADD:SPELLCASTER|ANY
2 ADD:SPELLCASTER|ANY
3 ADD:SPELLCASTER|ANY
4 ADD:SPELLCASTER|ANY
5 ADD:SPELLCASTER|ANY
###Block:
1 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Arcane Pool
1 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Recharge
1 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Technic Combat
2 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Technological Strike
3 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Grenade Strike
4 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Energy Unity
4 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Technological Strike 2
5 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Tech Weapon Master
5 ABILITY:Special Ability|AUTOMATIC|Arcanotech Adept ~ Techslinger