Mechanicing

I'm glad you like it. This was long overdue, and still far from complete. I feel a bit like a mechanic myself, after making this, in the sense that they charge far more than the initial quote while saying "it was harder to fix than we thought." The technomancer class was like that. It still is, in a way. It was harder to fix than I thought.

It's a standalone class due to the game mechanics involved. Technomancers are, understandably, short on mystic skills & wouldn't receive as many benefits of being tacked onto apprentice wizards. How do you give a x5 mystic effect bonus to a steam-golem? It's also a very heavy skillset: 25 levels with a 23 cost, making it on par with necromancers. The skill cost alone would limit technomancy as a tradition to those with a 19 or higher Knowledge. That would be a fraction of a percent of the populace that would even have the potential to qualify--the attribute requirements limits your potential pool of technomancers to just under 1 in 10 million people. Even those with the requisite 19 would not have any additional skill points for such things as swimming, horseback riding, or proficiency in weapons or armour.

So, it's a class by itself. This way I can make it generic for Midian & Midian: Beyond, and can itself have specialties.

~~~
Golgotha Kinslayer, Cardinal, Lost Souls

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