Order of the Technomancer
The technomancer is a student of both magic and technology, using both together in strange, sometimes dangerous ways.
Weapon and Armor Proficiencies
A technomancer gains proficiency in tinker gadgets and light armor. While wearing light armor, he reduces his arcane spell failure chance by 10%. He also starts with a bag of gadget parts as a tinker does, containing parts worth 100 sy.
Dabbler in the Machine (Ex)
At 1st level, a technomancer can create gadgets as a tinker. He can prepare a tinker gadget in a spell slot instead of a spell, treating the spell slot as though it were a gadget slot one level higher (so he could prepare a 2nd-level gadget in a 1st-level spell slot). He must pay the price to create these gadgets just as a tinker would.
Techno Spellstrike (Su)
At 4th level, a technomancer can combine a spell and a gadget into a single device, delivering the spell with the gadget. The gadget must be prepared this way in advance, and must have a gadget level two higher than the level of the spell it's paired with (so a 1st-level spell could be combined with a 3rd-level gadget).
In addition, the spell and gadget must have a similar effect, number of targets, and method of delivery. For example, a magnetic attack drill could deliver a ray of frost because both are ranged attacks against a single target. Likewise, a fireball can be combined with a detonation, since both are spherical blasts that call for a Reflex save.
If the combined gadget allows a saving throw, the effect uses the gadget's saving throw. A successful save is successful against both spell and gadget, and a failed save fails against both.
Tinker Feat (Ex)
At 7th and again at 13th and 19th levels, the technomancer gains a bonus feat as a Tinker. He selects from the same list, and need not meet the feat's prerequisites.
Prosthetic Adept (Ex)
At 10th level, a technomancer gains an uncanny insight into the links between life and technology. He gains the Craft Ironflesh feat, and need not meet it's usual prerequisites. He may use his bladesinger level+3+Int mod in place of any skill check to craft or graft Ironflesh if this total is higher.
Master Technomancer (Su)
At 16th level, the technomancer's understanding of life and tech becomes even deeper. He gains the Technomancy feat if he doesn't already have it (regardless of whether he meets it's prerequisites), and can bind souls of creatures who died in the last century, rather than the last hour. All other restrictions of the feat apply.