01-27-2015, 06:48 PM
(01-27-2015, 04:49 PM)Klinkin Wrote: A few quick technomancer questions:
- Are inventions, especially gadgets which emulate magic items, considered magic, or are they considered technological? For example, can a shindroid with Magic Ineptitude use an invention, or will an invention fail to function in an anti-magic field or similar effect?
- What is a "General Gadget" (mentioned only in passing in Invent)?
- Can a technomancer improve an existing invention of his by spending the money and time equal to the difference in point value to add more invention points worth of abilities?
- Can a technomancer use Metamagic Science and Technomancy Mastery on gadgets?
- The Precision (Suit) lets the technomancer add a gadget slot to any suit for free, but suits do not appear to have a gadget slot upgrade, only constructs.
- When emulating a wand, rod, or staff via gadget, do these items retain the requirement of the spell being on the user's class list (which, unless Technomancy also applies to using gadgets, would require UMD checks)?
- Can a melee buster be made to be one-handed or two-handed to allow for the technomancer to add an additional half his Strength modifier on attacks by wielding it in two hands?
They are considered technological.
General gadget is just any gadget that can be used by any class, like wondrous items/rings/etc.
Yes.
Yes.
I'll fix that in the future.
No.
Yes.