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NANO Nanos are sometimes called mages, wizards, sorcerers, or witches by the people of the Ninth World Nanosorcerer is also a common term, with their abilities referred to as nano-sorcery. Some claim to be the representatives of gods or other supernatural agencies. Whatever they’re called, nanos master the mysteries of the past to the degree that they seem to perform miracles. They tap into the numenera to alter reality or learn things that they couldn’t otherwise know. The term “nano” is derived from the nanotechnology that is omnipresent throughout the Ninth World (whether anyone realizes it or not). Sometimes people call these invisible, numinous particles that infuse the landscape nano-spirits. Sometimes these spirits take on a devastating manifestation called the Iron Wind and move through the air in clouds, which can be far more dangerous than any conventional storm. In truth, nanites are literally everywhere. Nanos wield their power in the form of what they call esoteries, although some prefer to call them spells, enchantments, or charms. Nanos are proficient with other devices as well, and sometimes their powers are actually the subtle use of such items hidden upon their person. All nanos call forth their power in slightly different ways. Typically, nanos are intelligent, learned, and insightful. Most of the time, they devote themselves to the numenera and other esoterica rather than to purely physical pursuits. As a result, they’re often well versed in the artifacts and leftovers of the previous eras. Role: Typically, a nano is the party member who keeps to the back of the group, as far from the danger as possible. Compared to their comrades, nanos are often a bit fragile and less well protected against threats. In addition, most of their abilities work best at range. As useful and impressive as nanos’ offensive powers can be, their knowledge is often most valuable to a group. When the party comes upon mysterious devices, weird creatures, or other aspects of the numenera, the nano is usually the one who knows how to identify or deal with the finds. He or she can best scavenge for new cyphers or figure out how to use artifacts from the past. Many nanos possess other valuable knowledge in areas such as geography, nature, healing, and more.

Alignment: Any Hit Die: d6 Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The nano’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha) and Use Numenera (Cha). Skill Ranks per Level: 2 + Int modifier.

Class Features

All of the following are class features of the nano. Weapon and Armor Proficiency Nanos are proficient with all simple weapons, however because of their esoteric nature nano’s start play with with access to one exotic weapon. They are not proficient with any type of armor or shield. Armor interferes with a nano’s gestures, which can cause their 1

NANO CLASS esoteries to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook). Spells A nano casts arcane as well as divine spells. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a nano must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the nano’s Intelligence modifier. Like other spellcasters, a nano can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Nano. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A nano’s selection of spells is extremely limited. A nano begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new nano level, a nano gains one or more new spells, as indicated on Nano Spells Known Table. In addition, a nano receives bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). Upon reaching 4th level, and at every evennumbered nano level after that (6th, 8th, and so on), a nano can choose to learn a new spell in place of one they already knows. In effect, the nano loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A nano may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain a new spell known for the level. Unlike a wizard or a cleric a nano need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. Nanos in Society: Frequently, common folks fear nanos or look upon them with suspicion. It’s easy to be afraid of a brute with an axe, but when it comes to someone who wields invisible powers—magic, for lack of a better term—too much is unknown. A nano’s strange abilities are unsettling even to the bravest souls unless they have a modicum of knowledge about the numenera. That said, not everyone is frightened of or intimidated by nanos. There are other people and creatures that have capabilities far beyond the understanding of normal folks—things that even nanos might not understand. Things that even nanos might fear.

Like the wizards of fables, some nanos dwell in solitude to study and conduct odd experiments, while others gather in schools and teach those with potential to use their abilities. They enjoy time in the company of people with similar predilections and interests. Not every nano is a frail bookworm, however—that’s just the stereotype placed upon them by society. Sometimes, people view nanos as representatives of the powers that be: gods, demons, or spirits. That’s not too surprising considering that they affect the world around them in ways that most people can’t fathom. What’s more surprising is that some nanos believe this to be true as well. They call themselves priests or shamans and treat their esoteries more like rituals, prayers, or invocations. When these nanos gather, they do so in temples, but just as often one of them lives alone amid a flock of the faithful. Some of these loner nanos don’t call themselves priests; they call themselves gods. Nanos and the Numenera: All nanos know a fair bit about the numenera. In many ways, it’s their lifeblood. When a group finds a broken vehicle, an inactive automaton, or an ancient machine, the nano steps up and searches it for useful devices. Almost any numenera item would be welcome, but generally, nanos are most interested in ranged weapons, protective devices other than armor, and devices that have interesting utility effects—using magnetism, creating force fields, healing wounds, reshaping flesh, creating or destroying matter, and so on. This is true of cyphers as well as artifacts.

NANO PATHS

Each nano follows a nano path to grant their esoteries and powers. This nano path also grants additional class skills and other special abilities. This nano path is drawn from one of follwoing three paths: Forbidden Knowledge, Psionics, and Ports and Plugs. Regardless of its source, the nano path manifests in a number of ways as the nano gains levels. A nano must picks one path upon taking their first level of nano. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, a nano learns an additional spell derived from their nano path. These spells are in addition to the number of spells given on Table: Nano Spells Known. They cannot be exchanged for different spells at higher levels. At 3rd, 6th, 9th, 12th, 15th, 18th, 20th level a nano taps into a new focus related to their nano path 2

NANO CLASS ways. These uses of power are called esoteries. Through various tiny devices that you possess, which probably seem like magic charms to the uninitiated, you “conjure” energy. By accessing the datasphere transmitted across the world, you connect with machines—including the nanites—to change your environment.

Psionics

You know that the world is filled with ancient machines and their creations. Some of them are visible, but many are not. It’s not just skill or knowledge that allows you to gain access to them. You have a psychic talent to interface with the machines to produce various effects. Some of these machines are secreted about your person, and others are infused into the environment of the Ninth World. You can’t conjure energy or warp matter on your own, but you have the rare and spectacular ability to control the invisible nano-machines that do it for you. Is this gift the natural result of extreme exposure to technology? Is it the fusion of the biological and mechanical? Is it the design of a genius architect, generations earlier, who manipulated the genetics of your family? Or is it just a random mutation? In any case, you’re the natural synthesis of human and machine, working as one. that grants them additional powers and abilities. The nano must select a focus from the list of foci available to their nano path. If a focus is chosen at a later level, the nano gains all of the abilities and bonuses granted by that focus based on their current level. Unless otherwise noted, activating the power of a focus is a standard action. Unless otherwise noted, the DC to save against these foci is equal to 10 + 1/2 the nano’s level + the nano’s Intelligence modifier.

Forbidden Knowledge

You understand the numenera far better than most people. You know that it isn’t just strange machines buried in old ruins. The numenera is everywhere, beyond the perception of humans. You know that microscopic machines called nanites are threaded through every inch of the world, waiting to be activated. You know that satellites in orbit are broadcasting information, waiting for someone to access it. Having studied long and hard, learning the proper ways to tap into the forces all around you, you know how to activate these machines and make them do what you wish, at least in limited, specific

Ports and Plugs

You have a connection with machines for one clear reason: you’re practically a machine yourself. Your nervous system is laced with circuitry, and your body has implanted jacks and ports where you plug in modules and other technological bits that provide your capabilities. When you produce effects or manipulate nanites, you do so through your body’s direct mechanical interface. Your force blasts might come from a device implanted in your palm or fingertip. Your ability to tap into the datasphere might come from the receiver plugged into a port you built in the back of your neck. Obviously, to become a nano, you have undergone numerous surgeries and procedures (either willingly or unwillingly). You are forever changed. Some people treat you with disdain or derision, but perhaps most of your modifications can be hidden by a hooded cloak or similar garment.

FOCUS: FORBIDDEN KNOWLEDGE Class Skills: An nano with the lore focus adds 3

NANO CLASS Diplomacy and Sense Motive to their list of class skills. Bonus Spells: identify (3rd), tongues (6th), legend lore (9th), contact other plane (12th), vision (15th), moment of prescience (18th), time stop (20th). A nano with the Lore focus can choose from any of the following foci. Arcane Archivist (Su): Your experience with lorefilled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Once per day, you can cast a spell from the sorcerer/wizard spell list as if it were on your list of spells known. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way, and the spell is erased when you complete the casting. You must be at least 9th level to select this revelation. Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required. Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per nano level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Intelligence modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th. Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude

save or vanish completely for a number of rounds equal to 1/2 your nano level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 12th level. Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Intelligence modifier. Knowledge of the Ages (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Intelligence modifier. You can use this ability three times per day. Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your nano level + your Intelligence modifier. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th. Mental Acuity (Ex): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this focus and another at every third nano level gained thereafter. You must be at least 6th level to select this Lore focus. Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus 4

NANO CLASS on the check equal to your Intelligence modifier. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th. Speak with Stone (Sp): You can talk to stone and learn what it knows. You must spend 1 minute meditating on and communing with the stone. At the end of this time, you can speak with the stone. This functions as the stone tell spell. You can use this ability for 1 minute per nano level. This duration does not need to be consecutive, but it must be used in 1-minute increments. You can speak with natural or worked stone. You must be at least 9th level to select this focus. Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 12th level to select this focus. Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 6th level to select this revelation. Think On It (Ex): Once per day, a nano with the Lore Focus can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check. Time Sight (Su): You can peer through the mists of time to see things as they truly are, as if using the true seeing spell. At 15th level, this functions like moment of prescience. At 18th level, this functions like foresight. You can use this ability for a number of minutes per day equal to your nano level, but these minutes do not need to be consecutive. You must be at least 11th level to select this revelation. Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 9th level, you may allow another character to join in your study; both of you gain the full benefit of having read

the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your nano level. The benefits to you are permanent, whereas your students gain the tome or manual’s benefits for a number of days equal to your Intelligence modifier but then forget what they have learned.

Final Focus

You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

FOCUS: PSIONIC At some point in your family’s history, one of your relatives manifested psionic abilities or suffered a major psychic trauma. Though you failed to inherit psionic abilities yourself, some spark of mental mastery still enhances your arcane talent. Class Skill: An oracle with the life mystery adds Handle Animal and Survival to their list of class skills. Bonus Spells: hypnotism (3rd), clairaudience/ clairvoyance (6th), modify memory (9th), mass suggestion (12th), insanity (15th), mind blank (18th), dominate monster (20th). A nano with the Psionic focus can choose from any of the following foci. Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Hand of the Psion (Su): You can cause a melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability 5

NANO CLASS cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Intelligence modifier. The target receives a Fortitude save to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 6th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must be at least 6th level before selecting this focus. Mental Resistance (Ex): You gain a +2 bonus on saving throws against enchantments and illusions. At 9th level, your bonus on saving throws against enchantments and illusions increases to +4. You must be at least 3rd level before selecting this focus. Psionic Wave (Psi): You can release a wave of psionic energy by focusing the power of her mind. This psionic energy causes a wave that affects all living creatures (but not constructs) in a 30-foot cone from you. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two nano levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the nano’s level + the nano’s Intelligence modifier. Psionic Blast (Sp): You can unleash a psionic blast of mental energy once per day. This 30-foot cone-shaped burst does 1d6 points of nonlethal damage for every 2 nano levels (maximum 10d6) and stuns creatures in its path for 1 round. Those caught in the area of your blast receive a Will save. A successful save negates the stunned effect and reduces the damage by half. The DC of this save is equal to 10 + 1/2 your nano level + your Intelligence modifier. At 9th level, you can use this ability once per day. At 12th level, you can use this ability twice per day. At 15th level, you can use this ability three times per day.You must be at least 9th level before selecting this focus.

Project Psyche (Su): You can project your psyche into another vessel. Once per day, you can possess another creature as if using the magic jar spell, though this does not require a receptacle. You must be adjacent to the target creature, which receives a Will save against the effect. You must at least 12th level to choose this revelation. Read Minds (Su): You can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your nano level + your Intelligence modifier. You can use this ability for a number of rounds per day equal to your nano level. These rounds do not need to be consecutive. You must be at least 9th level before selecting this focus. Shroud of Retribution (Su): As an immediate action, you can summon a shroud of psionic energy that 6

NANO CLASS reflects your attackers’ damage back onto them. Any creature that strikes you deals normal damage to you, but at the same time the attacker takes 1d8 points of force damage + 1 point per 2 caster levels you possess (maximum +10). This effect lasts until the end of your next turn. You can use this ability once per day, plus one additional time per day at 10th level and every 4 levels thereafter. You must be at least 6th level to select this revelation. Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your nano level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 12th level and twice per day at 15th level. You must be at least 12th level to select this revelation. Telepathy (Su) You gain telepathy out to 100 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. Additionally, as long as you maintain your concentration you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication. You must be at least 9th level to select this revelation. Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your nano level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Intelligence modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day.

day. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Final Focus

At 20th level, you gain immunity to all mind-affecting effects and the ability to communicate telepathically with any creature within 100 feet that has a language. Once per day, you can cast astral projection as a spelllike ability using your sorcerer level as your caster level.

FOCUS: PORTS AND PLUGS You have a connection with machines for one clear reason: you’re practically a machine yourself. Your nervous system is laced with circuitry, and your body has implanted jacks and ports where you plug in modules and other technological bits that provide your capabilities. When you produce effects or manipulate nanites, you do so through your body’s direct mechanical interface. Class Skills: A nano with the Ports and Plugs focus adds Disable Device and Intimidate to their list of class skills. Bonus Spells: heat metal (3th), versatile weapon (6th), major creation (metal items only) (9th), wall of iron (12th), statue (metal statue instead of iron) (15th), repel metal or stone (18th), iron body (20th). A nano with the Ports and Plugs focus can choose from any of the following foci.

Willful Magic (Ex): At 15th level, you can increase the potency of your spells through sheer force of will, allowing you to reroll any caster level check to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result even if it is worse. You can use this ability at will.

Automaton (Su): Once per day, you can briefly turn a creature into metal. As a standard action, you may direct your gaze against a single creature within 30 feet. The targeted creature (along with all its carried gear) must make a Fortitude save or turn into a mindless, inert automaton made out of metal for a number of rounds equal to 1/2 your nano level. The duration is doubled for metal creatures. This ability otherwise functions as a flesh to stone spell, except the target turns to metal instead of stone. This can be reversed by any effect that can reverse flesh to stone. At 15th level, you can use this ability twice per day. You must be at least 12th level to select this focus.

Wholeness of Body (Psi): You can heal your own wounds. You can heal a number of hit points of damage equal to twice your current nano level each

Animate Servant (Su): As a standard action, you can give life to inanimate objects. This ability functions as animate objects using your nano level as the caster 7

NANO CLASS level. You can use this ability once per day at 6th level, and one additional time per day for every four levels beyond 6th. You must be at least 6th level to select this focus. Bend the Ore (Sp): Once per day as a standard action, you can shape or warp metal objects. This functions as either wood shape or warp wood. At 9th level, you can use this ability to push metal away from you, as repel wood. At 12th level, and again at 15th level, you can use this ability an additional time per day. You must be at least 6th level to select this focus. Counter Science (Su) You may resist and impart your disbelief of magic through your promotion of scientific knowledge. Your nano scientific exposition is a Spellcraft roll using a standard action. Any creature within 30 feet of you that is affected by a spell in the following round may choose to replace their saving throw with your nano Spellcraft roll. If a creature is already under the effect of a spell, they gain another saving throw, but they must replace their saving throw with your nano Spellcraft check. Counter Science doesn’t work on effects that don’t allow saves. Counter Science relies on audible components. You must be at least 3rd level to select this focus. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th. Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/ adamantine. This functions as stoneskin, using your nano level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 12th level to select this revelation. Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every nano level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 6th level, 12th level, and 18th level, the blade gains a +1 enhancement bonus. At 12th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Metal Sight (Ex): You can see through metal as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your nano level. You gain a +4 skill check bonus on disable device and repair device checks when using this focus. You can use this ability a number of rounds per day equal to your nano level, but these rounds do not need to be consecutive. Nano Touch (Sp): You can cast mending at will, using your nano level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two nano levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your nano level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Numenera Lore (Sp): You can touch any numenera to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a 8

NANO CLASS result equal to 15 + your nano level + your Intelligence modifier. You may enter your focused trance a number of times per day equal to your Intelligence modifier. Persistent Power (Su) You learn how to make your numenera and estoteries less resistant to magic and other numenera. Your numenera and estoteries function even in an anti-magic field or a dead magic zone. You must be at least 15th level to select this revelation. Repair Flesh (Sp): You learn to use your Craft skill on living creatures to recover their hit points. However using this ability only heals half the normal damage. Living creatures 1d3 points + your Intelligence modifier of damage +1 for every two nano levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. The amount of damage healed is equal to 1d3 points of damage plus 1d3 points of damage for every two your levels beyond 1st (2d3 at 3rd, 3d3 at 5th, 4d3 at 7th, 5d3 at 9th, 6d3 at 11th, 7d3 at 13th, 8d3 at 15th, 9d3 at 17th, and 10d3 at 19th.)

Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using the spell scrying. At 15th level, this functions like greater scrying. You can scry for a number of rounds per day equal to your nano level; these rounds do not need to be consecutive. You must be at least 9th level to select this revelation.

Final Focus

Primal Technomancy (Su) Upon reaching 20th level, you become an iron golem, a living creature of metal. You are forevermore treated as the construct type rather than your original type.

Riddle of Numenera: Familiarity with numenera and metal gives your insight into its form and function. Once per day, you may spend 30 minutes meditating on the structure of a piece of numenera, either a depleted cypher or artifact, to craft something new and usable from that numenera. You can then reform and recharge that existing piece of numenera into a new functional cypher. The GM randomly draws three cypher cards from the cypher deck. The player then chooses one of the three cards as the new cypher created. You must be at least a 6th level to select this focus. Shield Against Magic (Su) As a standard action you can focus energy into a protective field around yourself that serves as a buffer against magical assault. This field of energy grants spell resistance equal to 6 plus your class level for a number of rounds equal to your nano level plus your wisdom modifier. You can use this ability once per day at 6th level, and an additional time per day for every four levels beyond 6th. You must be at least a 6th level to select this focus. Tool in Hand: You can transrform your fingers and hands into metal tools to disable or repair devices. You gain a +4 skill check bonus on disable device and repair device checks when using this focus. You can use this focus three times per day. 9

NANO CLASS Spells per Day Level

BAB

Fort Save

Ref Save

Will Save

1st

+0

+0

+0

+2

2nd

+1

+0

+0

+3

3rd

+1

+1

+1

+3

4th

+2

+1

+1

5th

+2

+1

6th

+3

7th

Special

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

3

















4

















5

















+4

6

3















+1

+4

6

4















+2

+2

+5

6

5

3













+3

+2

+2

+5

6

6

4













8th

+4

+2

+2

+6

6

6

5

3











9th

+4

+3

+3

+6

6

6

6

4











10th

+5

+3

+3

+7

6

6

6

5

3









11th

+5

+3

+3

+7

6

6

6

6

4









12th

+6/+1

+4

+4

+8

6

6

6

6

5

3







13th

+6/+1

+4

+4

+8

6

6

6

6

6

4







14th

+7/+2

+4

+4

+9

6

6

6

6

6

5

3





15th

+7/+2

+5

+5

+9

6

6

6

6

6

6

4





16th

+8/+3

+5

+5

+10

6

6

6

6

6

6

5

3



17th

+8/+3

+5

+5

+10

6

6

6

6

6

6

6

4



18th

+9/+4

+6

+6

+11

6

6

6

6

6

6

6

5

3

19th

+9/+4

+6

+6

+11

6

6

6

6

6

6

6

6

4

20th

+10/+5

+6

+6

+12

6

6

6

6

6

6

6

6

6

Exotic Weapon Feat, Nano Path, Nano Focus

Nano Focus, Focus Path Spell

Nano Focus, Focus Path Spell

Nano Focus, Focus Path Spell

Nano Focus, Focus Path Spell

Nano Focus, Focus Path Spell

Nano Focus, Focus Path Spell

Final Focus

10

NANO CLASS Table: Nano Spells Known Level 0lvl 1st 1st 4 2 2nd 5 2 3rd 5 3 4th 6 3 5th 6 4 6th 7 4 7th 7 5 8th 8 5 9th 8 5 10th 9 5 11th 9 5 12th 9 5 13th 9 5 14th 9 5 15th 9 5 16th 9 5 17th 9 5 18th 9 5 19th 9 5 20th 9 5

2nd — — — 1 2 2 3 3 4 4 5 5 5 5 5 5 5 5 5 5

3rd — — — — — 1 2 2 3 3 4 4 4 4 4 4 4 4 4 4

Spells Known 4th 5th — — — — — — — — — — — — — — 1 — 2 — 2 1 3 2 3 2 4 3 4 3 4 4 4 4 4 4 4 4 4 4 4 4

6th — — — — — — — — — — — 1 2 2 3 3 3 3 3 3

7th — — — — — — — — — — — — — 1 2 2 3 3 3 3

8th — — — — — — — — — — — — — — — 1 2 2 3 3

9th — — — — — — — — — — — — — — — — — 1 2 3

11

NANO CLASS 0-LEVEL NANO SPELLS (CANTRIPS)

Dancing Lights: Creates torches or other lights. Daze: A single humanoid creature with 4 HD or less loses its next action. Detect Magic: Detects all spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or small object. Flare: Dazzles one creature (–1 on attack rolls). Light: Object shines like a torch. Ghost Sound: Figment sounds. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws.

1ST-LEVEL NANO SPELLS

Alarm: Wards an area for 2 hours/level. Alter Winds: Increase/decrease strength of natural winds. Animate Rope: Makes a rope move at your command. Ant Haul: Triples carrying capacity of a creature. Break: Gives an object the broken condition. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Charm Person: Makes one person your friend. Command: One subject obeys selected command for 1 round. Comprehend Languages: You understand all spoken and written languages. Dancing Lantern: Animates a lantern that follows you. Detect Secret Doors: Reveals hidden doors within 60 ft. Disguise Self: Changes your appearance. Endure Elements: Exist comfortably in hot or cold regions. Enlarge Person: Humanoid creature doubles in size. Expeditious Excavation: Moves 5-ft. cubes of earth. Expeditious Retreat: Your base speed increases by 30 ft. Feather Fall: Objects or creatures fall slowly. Flare Burst: As flare, but affects all creatures in 10 ft. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Grease: Makes 10-ft. square or one object slippery. Hold Portal: Holds door shut. Hypnotism: Fascinates 2d4 HD of creatures. Identify: Gives +10 bonus to identify magic items.

Jump: Subject gets bonus on Acrobatics checks. Know the Enemy: Gain +10 on a monster Knowledge check. Mage Armor: Gives subject +4 armor bonus. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Magic Weapon: Weapon gains +1 bonus. Memory Lapse: Subject forgets events back to last turn. Obscuring Mist: Fog surrounds you. Protection from Chaos / Evil / Good / Law: +2 to AC and saves, plus additional protection against selected alignment. Reduce Person: Humanoid creature halves in size. Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Silent Image: Creates minor illusion of your design. Sleep: Puts 4 HD of creatures into magical slumber. Touch of Gracelessness: Subject loses 1d6 + 1 Dex/ two levels and is prone to falling down. Touch of the Sea: Swim speed becomes 30 ft. True Strike: +20 on your next attack roll. Unprepared Combatant: Target takes -4 on initiative and Reflex saves. Unseen Servant: Invisible force obeys your commands. Vanish: As invisibility for 1 round/level (5 max). Vocal Alteration: Disguise target’s voice. Youthful Appearance: Target appears younger.

2ND-LEVEL NANO SPELLS

Alter Self: Assume form of a Small or Medium humanoid. Arcane LockM: Magically locks a portal or chest. Badger’s Ferocity: Weapons are keen while you concentrate. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Blur: Attacks miss subject 20% of the time. Bull’s Strength: Subject gains +4 to Str for 1 min./ level. Calm Emotions: Calms creatures, negating emotion effects. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Create Pit: Creates an extradimensional pit. Darkness: 20-ft. radius of supernatural shadow. 12

NANO CLASS Darkvision: See 60 ft. in total darkness. Daze Monster: Living creature of 6 HD or less loses its next action. Defensive Shock: Electricity damages your attackers. Delay Pain: Ignore pain for 1 hour/level. Detect Thoughts: Allows “listening” to surface thoughts. Disguise Other: As disguise self, but affects you or another. Dust of Twilight: Black particles extinguish light sources within area. Eagle’s Splendor: Subject gains +4 to Cha for 1 min./ level. Elemental Speech: Enables you to speak to elementals and some creatures. Fog Cloud: Fog obscures vision. Fox’s Cunning: Subject gains +4 to Int for 1 min./ level. Glide: You take no falling damage, move 60 ft./round while falling. Glitterdust: Blinds creatures, outlines invisible creatures. Gust of Wind: Blows away or knocks down smaller creatures. Hideous Laughter: Subject loses actions for 1 round/ level. Invisibility: Subject is invisible for 1 min./level or until it attacks. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction. Mad Hallucination: Target takes penalties to mental actions. Mad Hallucination: Target takes penalties to mental actions. Make Whole: Repairs an object. Masterwork TransformationM: Make a normal item into a masterwork one. Minor Image: As silent image, plus some sound. Mirror Image: Creates decoy duplicates of you. Misdirection: Misleads divinations for 1 creature or object. Oppressive Boredom: Target loses its next action. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./ level. Resist Energy: Ignores first 10 (or more) points of damage per attack from specified energy type. Rope Trick: As many as eight creatures hide in extradimensional space. Silk To Steel: Use a scarf as a shield or whip. See Invisibility: Reveals invisible creatures or objects. Share Language: Subject understands chosen language.

Share Memory: Share one memory with the target. Slipstream: Wave boosts creature’s speed. Spider Climb: Grants ability to walk on walls and ceilings. Status: Monitors condition, position of allies. Stone Call: 2d6 damage to all creatures in area. Stone Fist: Your unarmed strikes are lethal. Touch of Idiocy: Subject takes 1d6 penalty to Int, Wis, and Cha. Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. Whispering Wind: Sends a short message 1 mile/ level.

3RD-LEVEL NANO SPELLS

Arcane LockM: Magically locks a portal or chest. Arcane Sight: Magical auras become visible to you. Ash Storm: Hamper vision and movement. Blink: You randomly vanish and reappear for 1 round per level. Burrow: Target gains a burrow speed of 15. Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Cloak of Winds: Creates a screen of wind around you. Countless Eyes: Extra eyes give all-around vision. Daylight: 60-ft. radius of bright light. Deep Slumber: Puts 10 HD of creatures to sleep. Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius. Dispel Magic: Cancels one magical spell or effect. Displacement: Attacks miss subject 50% of the time. Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it. Excruciating Deformation: Target takes Dex and Con damage. Fly: Subject flies at speed of 60 ft. Force Punch: Target takes force damage and is pushed away. Gaseous Form: Subject becomes insubstantial and can fly slowly. Guiding Star: Know approximate distance from where you cast this spell. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Hold Person: Paralyzes one humanoid for 1 round/ level. Invisibility Purge: Dispels invisibility within 5 ft./ level. Invisibility Sphere: Makes everyone within 10 ft. 13

NANO CLASS invisible. Keen Edge: Doubles normal weapon’s threat range. Locate Object: Senses direction toward object (specific or type). Lightning Bolt: Electricity deals 1d6/level damage. Magic Weapon, Greater: Weapon gains +1 bonus/ four levels (max +5). Major Image: As silent image, plus sound, smell and thermal effects. Meld into Stone: You and your gear merge with stone. NondetectionM: Hides subject from divination, scrying. Obscure Object: Masks object against scrying. Pain Strike: Inflicts 1d6 nonlethal damage 1 round/ level. Protection from Arrows: Subject gains DR 10/magic against ranged attacks. Protection from Energy: Absorbs 12 points/level of damage from one kind of energy. Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC. Seek Thoughts: Detects thinking creatures’ thoughts. Shifting Sand: Creates difficult terrain and erases tracks, can carry along some creatures and objects. Shrink Item: Object shrinks to one-sixteenth size. Sleet Storm: Hampers vision and movement. Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. Spiked Pit: As create pit, but filled with spikes. Stinking Cloud: Nauseating vapors, 1 round/level. Stone Shape: Sculpts stone into any shape. Strangling Hair: Your hair animates and grapples. Suggestion: Compels a subject to follow stated course of action. Tongues: Speak and understand any language. Twilight Knife: Floating knife attacks with you. Versatile Weapon: Weapon bypasses some DR. Water Breathing: Subjects can breathe underwater. Water Walk: Subject treads on water as if solid. Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH-LEVEL NANO SPELLS

Acid PitF: Creates a pit with a layer of acid on the bottom. Arcane Eye: Invisible floating eye moves 30 ft./round. Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each. Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread. Calcific Touch: Touch attack slows target, 1d4 Dex

damage. Charm Monster: Makes monster believe it is your ally. Confusion: Subjects behave oddly for 1 round/level. Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks. Darkvision, Greater: See 120 ft. in total darkness. Daze, Mass: As daze, but affecting multiple creatures. Detect Scrying: Alerts you to magical eavesdropping. Dimensional Anchor: Bars extradimensional movement. Dimension Door: Teleports you a short distance. Enlarge Person, Mass: 1 humanoid creature/level doubles in size. Geas, Lesser: Commands subject of 7 HD or less. Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects. Invisibility, Greater: As invisibility, but subject can attack and stay invisible. Locate Creature: Indicates direction to familiar creature. Malfunction: Construct behaves oddly for 1 round/ level. Minor Creation: Creates one cloth or wood object. Moonstruck: Subject is enraged and confused. Overwhelming Grief: Grieving target can take no actions and is denied its Dex bonus. Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level. Remove Curse: Frees object or person from curse. Resilient Sphere: Force globe protects but traps one subject. Ride the Waves: Target can breathe water and swim. River of Wind: A stream of wind causes nonlethal damage and can knock down or push creatures. ScryingF: Spies on subject from a distance. Solid Fog: Blocks vision and slows movement. Soothe Construct: Reduce the berserk chance of a construct. Stone Shape: Sculpts stone into any shape. StoneskinM: Grants DR 10/adamantine. Terrible Remorse: Creature is compelled to harm itself. Tongues: Speak and understand any language. True Form: Removes polymorph effects. Wandering Star Motes: Outlines subject and produces light as a sunrod.

5TH-LEVEL NANO SPELLS

Break Enchantment: Frees subjects from enchantments, transmutations, and curses. 14

NANO CLASS Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage. Command, Greater: As command, but affects one subject/level. Dominate Person: Controls humanoid telepathically. FabricateM: Transforms raw materials into finished items. Feeblemind: Subject’s Int and Cha drop to 1. Fickle Winds: Wind walls selectively block attacks. Hold Monster: As hold person, but any creature. Hungry Pit:As create pit, but dealing 4d6 damage to those in it as it closes. Interposing Hand: Hand provides cover against 1 opponent. Life Bubble: Protects creature from sustained environmental effects. Lightning Arc: Targets in a line take 1d6 electricity/ level. Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours. Major Creation: As minor creation, plus stone and metal. Mind Fog: Subjects in fog get –10 to Wis and Will checks. Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances. Pain Strike, Mass: As pain strike, but affects multiple creatures. Passwall: Creates passage through wood or stone wall. Persistent Image: As major image, but with no concentration required. Polymorph: Gives one willing subject a new form. Prying Eyes: 1d4 + 1/level floating eyes scout for you. Rapid Repair: Automaton/Construct gains fast healing 5. Seeming: Changes appearance of 1 person per 2 levels. Sending: Delivers short message anywhere, instantly. Soothe Automaton/Construct: Reduce the berserk chance of a construct. Spell Absorption: Counterspell a 3rd-level or lowerlevel spell to regain some spellcasting power. Telekinesis: Moves object, attacks creature, or hurls object or creature. Telepathic Bond: Link lets allies communicate. Teleport: Instantly transports you as far as 100 miles per level. Transmute Mud to Rock: Transforms two 10-ft. cubes per level. Transmute Rock to Mud: Transforms two 10-ft. cubes per level. Treasure StitchingM: Objects on cloth become

embroidered. Unbreakable ConstructM: Increase construct hardness or DR. Wall of Force: Wall is immune to damage. Wall of Stone: Creates a stone wall that can be shaped.

6TH-LEVEL NANO SPELLS

Analyze DweomerF: Reveals magical aspects of subject. Antimagic Field: Negates magic within 10 ft. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level. Blade Barrier: Wall of blades deals 1d6/level damage. Bull’s Strength, Mass: As bull’s strength, affects 1 subject per level. Cat’s Grace, Mass: As cat’s grace, affects 1 subject/ level. Chain Lightning: 1d6/level damage and 1 secondary bolt/level. Dispel Magic, Greater: As dispel magic, but with multiple targets. Disintegrate: Reduces one creature or object to dust. Eagle’s Splendor, Mass: As eagle’s splendor, 1 subject/level. Forceful Hand: Hand pushes creatures away. Enemy Hammer: Allows you to telekinetically use a creature as a weapon. Flesh to Stone: Turns subject creature into statue. Fluid Form: Gain DR 10/slashing, increases reach 10 ft., and breath water. Forceful Hand: Hand pushes creatures away. Fox’s Cunning, Mass: As fox’s cunning, affects 1 subject/ level. Geas/Quest: As lesser geas, but affects any creature. Getaway: Teleports you and select creatures to predetermined location. Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects. Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp. Leashed Shackles: Target is restricted to a specific location. Legend LoreMF: Lets you learn tales about a person, place, or thing. Mislead: Turns you invisible and creates illusory double. Move Earth: Digs trenches and builds hills. Owl’s Wisdom, Mass: As owl’s wisdom, affects 1 subject/level. Programmed ImageM: As major image, but triggered 15

NANO CLASS by event. RepulsionF: Creatures can’t approach you. Suggestion, Mass: As suggestion, affects 1 subject/ level. True SeeingM: Lets you see all things as they really are. Veil: Changes appearance of a group of creatures. Wall of IronM: 30 hp/four levels; can topple onto foes.

7TH-LEVEL NANO SPELLS

Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects. Control Construct: Take control of a construct. Ethereal Jaunt: You become ethereal for 1 round/ level. Expend: Wastes creatures’ limited use magical ability. Fly, Mass: One creature/level gains ability to fly. ForcecageM: Cube or cage of force imprisons all inside. Giant Form I: Turns you into a Large giant. Grasping Hand: Hand provides cover, pushes, or grapples. Hold Person, Mass: As hold person, but all within 30 ft. Insanity: Subject suffers continuous confusion. Invisibility, Mass: As invisibility, but affects all in range. Mage’s Magnificent MansionF: Door leads to extradimensional mansion. Mage’s SwordF: Floating magic blade strikes opponents. Phase Door: Creates an invisible passage through a barrier. Polymorph, Greater: Gives one willing subject a new, more powerful form. Rampart: Creates 5-ft.-thick earthen barrier. Reverse Gravity: Objects and creatures fall upward. Scouring Winds: Winds block vision and deal 3d6 damage per round. Scrying, Greater: As scrying, but faster and longer. Sequester: Subject is invisible to sight and scrying; renders creature comatose. Spell TurningM: Reflect 1d4+6 spell levels back at caster. Statue: Subject can become a statue at will. Teleport, Greater: As teleport, but no range limit and no off-target arrival. Teleport Object: As teleport, but affects a touched object. VisionM: As legend lore, but quicker.

8TH-LEVEL NANO SPELLS

Antipathy: Object or location affected by spell repels certain creatures. BindingM: Utilizes an array of techniques to imprison a creature. Call Automaton/ConstructM: Summon your construct to you. Clenched Fist: Large hand provides cover, pushes, or attacks your foes. Demand: As sending, plus you can send suggestion. Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level. Discern Location: Reveals exact location of creature or object. Earthquake: Intense tremor shakes 80-ft. radius. Giant Form II: Turns you into a Huge giant. Iron Body: Your body becomes living iron. Mind Blank: Subject is protected from mental/ emotional magic and scrying. Moment of Prescience: You gain +1/level insight bonus on single attack roll, check, or save. Polymorph Any Object: Changes a subject into anything else. Power Word Stun: Stuns creature with 150 hp or less. Protection from SpellsMF: Confers +8 resistance bonus. Prying Eyes, Greater: As prying eyes, but eyes have true seeing. Screen: Illusion hides area from vision and scrying. Telekinetic Sphere: As resilient sphere, but you move the sphere telekinetically. Temporal StasisM: Puts subject into suspended animation. Trap the SoulM: Imprisons subject within gem.

9TH-LEVEL NANO SPELLS

Clashing Rocks: 20d6 damage to target creature. Crushing Hand: Large hand provides cover, pushes, or crushes your foes. Dominate Monster: As dominate person, but any creature. Foresight: “Sixth sense” warns of impending danger. Freedom: Releases creature from imprisonment. Hold Monster, Mass: As hold monster, but all within 30 ft. Implosion: Inflict 10 damage/level to one creature/ round. Imprisonment: Entombs subject beneath the earth. Mage’s Disjunction: Dispels magic, disenchants magic items. Mage’s Excellent Enclosure: You make an 16

NANO CLASS impenetrable barrier of force that negates all magic within it. Overwhelming Presence: Creatures bow before you as if you were divine. Power Word Kill: Kills one creature with 100 hp or less. RefugeM: Alters item to transport its possessor to your abode. Ride the Lightning: Transform into electricity. Time Stop: You act freely for 1d4+1 rounds. Wall of SuppressionM: Creates wall that disables magic. Winds of Vengeance: Gives you the ability to fly and attack with wind. Wooden Phalanx: Creates 1d4+2 temporary wood golems to fight for you. World Wave: Earth moves you across distances.

17

NANO CLASS

18

NANO CLASS

19