Technomancer

A Technomancer is an engineer who combines body modification, technology, and a liberal amount of explosives to emulate the mythical magics of the old world

Hit Points
Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.

Armor: none

Weapons: Personal Sidearms, HF Daggers

Tools: none

Skills: Choose two from Engineering, History, Insight, Investigation, Medicine, and Computers

Starting Equipment
You start with the following items, plus anything provided by your background.

• (a) a Personal Sidearm or (b) a Dagger

• a Caster Rig

• A reliquary