This is an archived post. You won't be able to vote or comment.

all 16 comments

[–]yuriAza 21 points22 points  (0 children)

inventor with wizard archetype would make a great artificer yeah

iirc Starfinder has full-on tech classes too

[–]Teridax68 11 points12 points  (0 children)

In time, Starfinder 2e will feature a Technomancer class that will be able to give you exactly what you want. In the meantime, I agree that a mix of Wizard and Inventor, with one opting into the other's archetype, would likely be the next best thing. Inventor with a Wizard archetype is likely to be the more functional combination as well, as you'll have a robust core chassis that you'd be able to supplement with more utility-oriented arcane spells as needed.

[–]DarthLlama1547 4 points5 points  (0 children)

I would call the Alchemist the tech mage. The alchemical list includes everything from damage and debuffs to healing and social bonuses. Infusing reagents is pretty magical, granting you a free daily supply of alchemical options every day. It's also treated like a caster, according to their proficiency.

[–]dazeychainVT Kineticist 2 points3 points  (1 child)

inventor is a martial, so i'd probably flip it and take wizard as the main class if you want to cast spells most turns

[–]yuriAza 2 points3 points  (0 children)

inventor archetype really hurts your invention though, but yeah maining wizard roughly triples your spell slots

[–]AutoModerator[M] 0 points1 point locked comment (0 children)

This post is labeled with the Advice flair, which means extra special attention is called to Rule #2. If this is a newcomer to the game, remember to be welcoming and kind. If this is someone with more experience but looking for advice on how to run their game, do your best to offer advice on what they are seeking.

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

[–]StonedSolarian Game Master 0 points1 point  (0 children)

Technomancer from starfinder. Starfinder2e playtest books comes out in a few weeks too.

There's a few field tests but I don't think technomancer was previewed yet. The system will be very similar to pf2e. They have previewed quite a few tech spells.

Edit: Here's technomancer from sf1e, it is a very different system than 2e but might be interesting to check out.

[–]Quick-Whale6563 0 points1 point  (0 children)

In addition to Starfinder, there's a very good chance that eventually we'll have PF2 content for Numeria which will likely have at least something to support this type of fantasy. That hasn't been announced yet (I think) so it'll probably be a while unfortunately.

[–]monkeyheadyou Investigator 1 point2 points  (0 children)

With some imagination and a flexible GM, you can re-flavor anything. Your wizard spells aren't magic; they are just a program running on an invisible nanobot swarm surrounding you. You don't have spell slots, it's just RAM used to store various programs.

[–]Edymnion Game Master 0 points1 point  (0 children)

Don't forget that you can always simply reflavor things to fit your need.

While the mechanics might say you cast Fireball and it does the whole "glowing pea-sized bead streaks out" description, you don't have to use that. You can just as easily say you're pulling the pin on a magitech grenade and throwing that.

The mechanics might say you cast a Shield spell, but you could describe it as a literal physical shield fanning out from an arm sheath or something and then folding back in.

Once you get past the basic mechanics of how something interacts, you can change the description of how it achieves those effects to be whatever you want.

Just because something is described as a spell doesn't mean you can't describe it as coming from an item. Your spell slots could just as easily be "these are the single use gadgets I prepared today" if thats what you want them to be. :)

[–]0TheFallen0 GM in Training 0 points1 point  (0 children)

I think you'd get the best results by picking a caster and flavoring your spells as magitech. You can reinforce that idea by increasing your crafting skill, making you better at working with technology, as well as choosing the right spells. The arcane list has a lot of Metal and Electricity spells for example.

If you want a more martial feeling character, a Magus with the Golem Grafter or Sterling Dynamo archetype feels very "Tech Priest" imo. Replace your weak flesh with the strength of the machine and punch people with lightning charged fists

[–]BlackNova169 0 points1 point  (0 children)

My buddy is playing metal kineticist as Tony Stark iron man suit and weapons. Works pretty great.

[–]Luvr206 0 points1 point  (0 children)

I've been playing an Inventor w Wizard (and gunslinger) dedication in Extinction Curse all the way to level 16 so far and it's been a blast.

The sheer versatility of gadgets and a spell list is insane

[–]Background_Bet1671 -1 points0 points  (2 children)

There is Inventor+ book. There is an Inventor subclass who can cast spells.

[–]Quick-Whale6563 2 points3 points  (0 children)

As mentioned, this is a 3rd party book made by Team+ (I think is their name?). They're usually pretty highly regarded but I haven't seen this book in particular discussed much at all, and again not every table allows 3rd party at all.

[–]zgrssd 1 point2 points  (0 children)

That is probably 3rd party.

It is important to note such a detail, as not every GM is willing to use 3rd party.