Tech Specialist

Tech Specialist


Hero Level Attack Bonus Class Features
1 0 Defense Bonus, Starting Feats, talents, skills
2 1 Bonus Feat
3 2 Talent : Train Skill
4 3 Bonus Feat : Attribute +
5 3 Talent : Create an assistant
6 4 Bonus Feat
7 5 Talent : Train Skill
8 6 Bonus Feat : Attribute +
9 6 Talent
10 7 Bonus Feat
11 8 Talent : Train Skill
12 9 Bonus Feat : Attribute +
13 9 Talent
14 10 Bonus Feat : Build Personal battle Droid
15 11 Talent : Train Skill
16 12 Bonus Feat : Attribute +
17 12 Talent
18 13 Bonus Feat
19 14 Talent : Train Skill
20 15 Bonus Feat : Attribute +
Tech Specialist start with  3d4 x 250 credits to start

Class Skills : Trained in Mechanics - Repair, may train in 5 + Int modifier in the following.
Gather Information Initiative Knowledge (all) Mechanics(all) Perception
Pilot Stealth(all) Survival(all) Treat Injury(all) Use Computer(all)
Abilities : The Tech Specialist key skills rely on Intelligence and Dexterity, for designing and creating new tech.
Wisdom is important to spot trouble while tinkering.




Each level you can distribute 5 + Int modifier in skill ranks to any available skill.
  • You may not have a higher training or skill ranking than your character level

Hit Points : level 1 receive  18 hitpoints + constitution modifier
  •      further levels gain 1d6 + con modifier

The Force : Receive 5 points.

Class Features

Defensive bonus : at  level 1 gain + 1 to Fortitude Defense, and +2 to Reflex Defense
     At level 1 gain 1 extra feat or 1 extra talent.
Starting Feats: at level 1 gain these Feats -
     Droid Savant
     Weapon Proficiency (pistol) & (rifles) & (simple weapons)
     + 1 Feat of your choosing.

Talents :

At first level and every odd level you may choose from any of the following talent trees but you must meet the prerequisites of any chosen talent.

NOTE: When dealing with parts, they are roughly worth 10 credits each and can be used in building talents.  In addition any found equipment {including ships and droids} can be broken down into parts, the number of parts gained is 3/4 to 1/4 the value of the price of the equipment. (example, a busted up utility droid is found, the gm determines it only has 1/2 its value of  salvageable parts.  The droid is worth 1000 so we divide that by 2 and get 500 credits worth or parts or 50 parts)

Motor Head:


The tech knows just about everything there is to know about any vehicle that is around
  1. Upgrade :  On a successful Mechanic - repair check the vehicle gains a number of temporary hit points equal to the result of your Mechanics check. Damage is subtracted from these temporary hit points first, and temporary hit points go away at the conclusion of the encounter.
  2. Jury Rig :  A quick and dirty repair to a vehicle. You may use a Standard action to do a repair rather than a full-round action.
  3. Master Jury-rigger:  You may re-roll any mechanic check.  You may choose which roll to accept.
    1. Prerequisites: Jury Rig.
  4. Shield Boost : Once per encounter the Specialist can re-route the vehicles power to provide a temporary boost to the shields.  On a successful Mechanic - repair skill against a DC 15, he adds 50% of the max HP of the shield to the shields (example: A shield has a max of 100hp.  The Tech specialist will add a temporary 50hp to whatever hp the shield has left.  When taking damage the temporary HP is used up first).  This bonus HP will last the rolled number over the DC 15 to boost the shields.  (example he rolls a 21 that means for {21-15 = 6} 6 turns the shield will have the boosted HP) Once the boost runs out, any of the remaining temporary HP the shield gained is lost.  The tech specialist then rolls a d6 if a 1 or 2 is rolled you must make a roll on its system damage chart to see what systems were overloaded by his re-routing of power.
    1. Prerequisites: Jury Rig.
  5. Racing Junkie : Once per encounter, you may jury-rig a vehicles engines. This allows the vehicle to travel faster.  Using the Mechanic - repair skill against a DC 10, The speed boost will be the roll over the DC 10. With a max of double the vehicles standard speed.  Larger Vehicles receive penalties to the boost.  For vehicles medium in size the boost is 1/2, Large is 1/4, Huge is 1/8.... { Example the Specialist rolls a 15 to boost a medium sized ship.  That is 5 over the required DC 10.  So  5/2 is 2.5 rounded down is 2.  So the medium ship will gain 2 movement squares for its next turn.}
    1. Prerequisites: Jury Rig.

Fine Tuning and Maintenance :


If given the chance the Tech Specialist can bring out the best of the equipment around him.
  1. Armor Adjustments : Given a full round the Tech Specialist can adjust a set of armor to work best for its user.   The effect last for 1 hour game time, at which time the armor tune-up has lost its effectiveness.  The armor gains a 1/4 bonus to its defenses, rounded up.
    1. { Example, the specialist adjusted a set of Stormtrooper armor.  This armor has a +6 ref defense bonus and + 2 fort defense bonus.  The adjustments adds 1/4 (6) or 1.5 rounded up to 2, And 1/4(2) or .5 rounded up to 1.  That is an additional +2 ref defense, and +1 fort defense for that armor for an hour game time }
  2. Weapon Tuneup : Outside of combat a Tech Specialist can adjust a weapon to bring out its peak performance giving it a +1 to hit and +2 to damage.  It takes 5 min game time per weapon, which allows the effect last for 1 hour game time, at which time the minuscule adjustments have lost their effect.  You can use this talent only on powered weapons (those that require a power cell to operate), including weapons connected to a larger power source, such as vehicle or starship weapons.  This adjustment can be done once per day.
  3. Personalized Modifications : As a standard action, the specialist can tailor his personal weapons to just the fighting conditions he is experiencing.  This provides a temporary additional + 1 to hit and + 1 to damage.  This can stack with Weapon Adjustments but can only be done for his personal needs. This effect only last 10 rounds and can not be repeated in the same encounter.
  4. Specialized Tech: You can make superior modifications to a single type of equipment.  The Tech must choose a single field to become specialized in.  He is able to give a superior bonus to that type of equipment (Prerequisite must have talent in Personalized Modifications and either Armor Adjustments or Weapon Tuneup depending on which specialization is chosen)
    1. Light Armor :  gains an additional +2 ref bonus when being adjusted
    2. Medium Armor : gains an additional +1 ref  and +1 fort bonus when being adjusted.
    3. Heavy Armor :  gains an additional +2 ref  and +2 fort bonus when being adjusted.
    4. Pistols :  gains an additional +1 to hit and +1 damage when being adjusted
    5. Rifles :  gains an additional +1 to hit and +1 damage when being adjusted
    6. Exotic Weapons :  gains an additional +1 to hit and +1 damage when being adjusted

Tricks of the trade:


Little odds and ends you have picked up because you spend so much time messing with technology and mechanics
  1. Hot Wire : You can use your Mechanics Disable device check modifier instead of your Use Computer access info check modifier when making Use Computer checks to improve access to a computer system. You are considered trained in the Use Computer skill for purposes of using this talent. If you are entitled to a Use Computer check re-roll, you may re-roll your Mechanics check instead (subject to the same circumstances and limitations).
    1. Prerequisites : Trained in the Mechanics disable device skill 
  2.  Droid Persuasion: While interfacing with a droid  you can alter its perceptions and memories. (similar to Mind Trick but only works on droids you have access too)
    1. Using a Mechanic - Droid check against the droids will you can trick the droids sensors to see or not see what you wish it to. 
    2. Others can erase droids memories but you can implant new memories. The more complicated the memory you wish to create the harder the DC check that the droid will accept it as truth. (GM's prerogative on how complicated the memory you are making is) add +2 to droids will check for every level of complications.  (Example : The droid specialist wants to change the droids memory to think the group never came.  This is a simple change and no bonuses would be added to the DC check.  The Tech wants the Droid to remember the Group he is traveling with was a bunch of droids that are allowed into a restricted area.  This is more complicated and would have a +4 bonus to the will check as it is 2 things that are being changed about its memories)
      1. Prerequisites : Trained in the Mechanics Droid skill
      2. Must be able to access a droid either willingly or hostilely.   IF the droid is hostile it will attempt to avoid infiltration.  The droid would need to be stunned or immobilized to access its port.
  3. Tinkering : The Specialist may spend his time tinkering with different equipment.  This can have good or bad results.  Given 2 hours of game time if the Specialist wishes he might try to tinker with a ships systems.  If  he chooses to do this a roll of d100 is made and the results are permanent to that piece of equipment.  You may use The Force point to re-roll but the new roll must be accepted.
    1. A roll of 20 - 75 means nothing happened.  A roll of  3 - 19 means that damaged was caused, and a roll of 76 - 98 is a bonus to the system.  Finally a roll of 1 or 2 is major damage to the system while a 99 or 00 is Successful beyond your wildest dreams.

    2. 1 or 2 rolled 3 - 19 rolled 76 or 95 rolled 96 or 100 rolled
      Shield Loss of 30% HP Loss of 10% HP Gain of 30% HP Gain of 10% HP
      Engine speed 1/2 speed loss of 1/4 Speed gain of 20% speed gain of 50%
      Sensors Communication completely lost Sensor check fails 25% of the time Detailed Sensor resolution by 100% Sensors can pinpoint weak points giving a +2 to a targeted strike.
      Beam Weapon Lost 25% damage Lost 10% damage Gain of 10% damage Gain of 25% damage
      Missile Weapon Launcher misfires 1/3 of the time Launcher misfires 1/5 of the time Missiles damage is increased by 10% Missiles fly 1 extra space
      Hyperdrive Hyperdrive no longer functions Hyperdrive takes 2 times longer to activate Hyperdrive activates 2 times faster Hyperdrive activates and travels 2 times faster
      Stabilizers turning 1/4 worse targeting is -2 targeting is -1 targeting stabilized + 1 turning 25% better, targeting stabilized + 2
  4. Scavenger : A junk pile isn't just junk is it.  Upon arriving at some place the GM would consider having a pile of stuff you may take some time to search through the rusted gold to find just what you where looking for.  Roll a d100 to see what you find.   You may use a force point to re-roll but the new roll must be accepted.
    1. 1 - 5 rolled : scratched yourself roll 2d6 damage 6 - 25 rolled : Nothing it really was a junk pile 26 - 40 rolled : Not much probably 10 credits worth of stuff
      40 - 60 rolled : OK I guess, found 5 parts I can use. 61 - 75 rolled : Not bad, 10 parts I can use and this doodad worth 50 credits 76 - 86 rolled : 20 parts for my collection and 100 credits worth of knickknacks
      86 - 93 rolled : 40 functional spare parts and this nice thingamajig worth 150 credits 94 - 98 rolled : Sweet this place is a gold mine, 100 parts and this _____ that is in good condition. GM determines what is found, should be worth between 200 - 500 credits. 99 - 00 rolled : now who threw away this perfectly working _____, I'm gonna keep it.GM determines what is found, should be worth between 400 - 1000 credits.

Inventing and Building:


The Specialist uses everything around him to make what he needs including weapons and a new friends.
  1. Manufacture Weapon : A dedicated Tech Specialist can create amazing weapons using things that no one would ever expect.  To start the process the Specialist must choose a base line weapon they wish to create.  Looking at the price you get an idea of what will be needed to create your weapon.  You need to gather between 1/2 to the full price in credits worth of parts.  The DC of the build depends on the amount of parts gathered.  1/2 of the full price is a DC 25 build.  Full price parts gathered gives a DC 15.  The weapon will take a week to make and will require 7 Mechanic - repair checks.  Any critical failure means you must start over and you loose 1/7 of the parts in the failure.  Critical successes however add a +2 bonus to damage or attack bonus to the weapon.
  2. Manufacture explosive : Having worked with all kinds of materials learning to make explosives almost seems trivial.  Using easily found chemicals and parts the Tech is able to fashion a variety of explosives.  Every attempt to make an explosive roll a Mechanic - Device to see if you are successful creating the devices.  A roll of 1 -3 is considered a Critical Failure and working with homemade explosives means it will explode.
    • Prerequisites : Know - Physical Sciences
    1. Simple : Need 30 credits worth of parts : 3x3 : 2d8 damage
    2. Heavy : Need 150 credits worth of parts : 4x4 : 5d6 damage
    3. Carbonite : Need 200 credit worth of parts : 3x3 : 0 freezing damage
    4. Ion : Need 200 credits worth of parts : 3x3 :4d6 ion damage
    5. Concussive : Need 200 credits worth of parts  : 3x3 : 4d6 stun damage
  3. Manufacture Traps : Traps might be simple to make, making a stable trap that doesn't go off before you want it to requires patients and imagination.  After the trap is set off it needs some thing to activate.  It can be as destructive as an explosive or simple as a signal sent to warn that the trap was set off.  It is up to the imagination to decide what you want to happen after the trap goes off.  The GM must decide how difficult setting the trap up will be and have the Specialist roll his Mechanic - Device check.  It is up to the GM's discretion weather the Specialist knows the result.
    • Prerequisite : Mechanic - Device
    1. Pressure trap : Requires 10 credits worth of parts. A simple pressure plate sets off the trap
    2. Laser Trap: Requires 20 credits worth of parts.  Crossing the invisible laser sets off the trap
    3. Smart Trap: Requires 150 credits worth of parts.  Will only go off after certain criteria are met and processed by a droid processor.
    4. Create Assistant : At level 5 the Tech Specialist can build a small personalized helper droid.  This droid acts as an extension of the Specialist and can assist him much more fully than any standard droid could.  The specialist must gather components to build this droid.  (approximately 1000 credits worth of parts).  The following are the different type of droids available for construction.  Each droid comes with 20 hit points and a reflex armor rating of 10.  The thing that makes these droids so special is the 3 modular bays that can be set up for personalization.  It is possible to switch out one function for another but requires 1 day game time, and cost.  It also requires 3 successful "mechanic - droid skill checks".  If one fails you must start over the next day and the droid will not have either the new or old function available till you succeed in the modification.
    5. Build Personal Battle Droid : At level 14 the Tech Specialist builds a battle droid that is linked to him personally.  Requiring a cybernetic implant to the Tech specialist this droid becomes part of the Tech Specialist.  Using his own brain wave pattern he links the droid to his personality and thought processes.  This droid acts as an extension of the Tech Specialist, the droid is constantly adjusting its parameters to match the Tech specialist thought patterns. 


    Personalized Assistant Droid

    Mouse Droid - Fastest of the droids.  Can travel at the same speed as most standard landspeeders
    Has room for a small cargo bay.  The main draw back is that this droid requires smooth surfaces to travel at such speeds.  When attempting to travel on natural terrain the droid must slow down to a walking pace to keep from damaging itself.
    Speed  12 squares smooth surface, 3 squares rough terrain.
    Cargo 4.5kg (10 lbs)
    Abilities Str 8, Dex 15, Con -, Int 10, Wis 10, Cha 8
    System : Wheeled locomotion, 1 claw appendage
    Miniature probe droid - Most agile of the droids as it hoovers about and can travel most anywhere.  It is the slowest of the droids at max speed it can keep up with a running human. It has minimal cargo bay and slows to a walking speed when fully loaded.
    Speed  6 squares unloaded, 3 fully loaded.
    Cargo 2 kg (4.4 lbs)
    Abilities Str 6, Dex 14, Con -, Int 10, Wis 10, Cha 8
    System : Hovering locomotion
    Pack droid - A non mobile droid that can not travel anywhere on its own.  With no ability to travel any of its cargo space is removed and 1 more bay can be fitted.  This allows the droid to have 4 bays to allow more versatility than the other droids.
    Speed  none
    Cargo none
    Abilities Str 10, Dex -, Con -, Int 10, Wis 10, Cha 8
    Miniature Walker droid - This droid is the pack mule of the droids.  It can carry a fair amount of cargo at moderate speeds.  While not as fast as a speeder it does travel faster than non mechanized humanoid species.  Its mobility is only limited by the fact that it can not fly.
    Speed  8 squares.
    Cargo 15kg. (33 lbs.)
    Abilities Str 10, Dex 11, Con -, Int 10, Wis 10, Cha 8
    System : walking locomotion
    Implanted droid - This is the stealthy member of the droid collection.  The Tech undergoes a cybernetic surgery to have this droid carefully inserted inside his body.  It then is able to disguise itself so perfectly that only the most sophisticated scanning devices can tell it is there.  By having it installed in the body the Specialist will have its communication hardwired straight to his own communication center in his brain.  Often installed in an arm (thou not always it is up to the tech to decide where he wants his droid) It can open up on command and story tiny amounts of goods.  Because of the location this droid it requires a Treat Injury - cybernetic skill check to be passed before it can switch out a module for another.
    Speed  none.
    Cargo 1kg (2.2 lbs)
    Abilities Str 8, Dex -, Con -, Int 10, Wis 10, Cha 8

    Additionally the Miniature droids all come with the following.
    HP 8
    Init +8; Senses perception + 5
    Languages : Binary; Creators Starting Languages.
    Defenses of : Ref +14, Fort +6, Will +10
    Systems : heuristic processor, 1 claw appendage
    Possessions :  Internal comlink encrypted to the Tech's personal comlink

    The Mods that can be installed into a Personalized Droid

    1. Computer interface : Is able to access computers with the Skill "use Computer - Access Info".  With a skill level of +10.  If the tech specialist is there his Intelligence mod bonus is added to the skill check.  Has 1 tool appendage to access a computer
    2. Medical assist : The droid is able to use the skill "Treat Injury - first aid" with a skill level of 10 and uses the specialist level as its bonus.  It comes with a single use medpac thou it can carry spares in its cargo area if available. Has 1 tool appendage to administer medicine.
    3. Mechanic : The droid can have any of the 4 mechanic skills installed.  (Each skill requires its own bay if you wish to have more than one skill installed)  If it is alone it can use the skill check at a level of 10.  If it is working with the specialist it provides a + 4 to the specialist skill check. Has 2 tool appendages to complete its work
    4. Short range Surveillance : Can be fitted with a sensor array that gives it a perception skill of +10.  This package also comes with dark vision .  The specialist can use the droid to provided a + 4 to their perception skill check.  Has a Com array that can be deployed
    5. Wide range sensor : This package allows for the droid to detect other com signals, life forms, and general geographic information within 1/2 a kilometer range (1640 ft or 1/3 a mile).  If the com signal is encrypted the droid would require the computer interface module to be installed to attempt to crack the signal.
    6. Weaponized : It can be fitted with a Small blaster assembly.  It receives an attack bonus of +4 and does 3d4 damage on a successful hit.  (The blaster can be either standard or Ion)
    7. Translation : With this set the droid can translate all known languages.  It is not as powerful as a protocol droid who can interpret unknown languages as well as decipher the more trickier languages.  However unless you are going to unknown worlds this mod will let you talk to just about everyone.
    8. Armor protocol : If you are sending the droid into battle having armor is never a bad thing.  Each armor mod adds 5 to the reflex defense of the droid and 5 hit points.



    At level 10 the Tech specialist is able to build a second more powerful companion to help him on his travels.  As before the specialist must gather components to build this droid.  (approximately 100000 credits worth of parts)

    Personal Battle Droid

    Heavy Battle Droid - Is a fully functional combat droid.  Depending on what armor, and weapons fitted with
    Probe Droid - Highly sophisticated sensors, and surveillance gear this droid is made to find whatever you ask of it.  The gear has general reach that will cover an entire planet upon activation.  It also has super sensitive mode that can detect the movement of a 1 mm insect withing 100 km. It also has a highly sophisticated computer interface to help it gather whatever information is needed.
    Medium sized droid
    Init + 9; Senses dark vision, low-light vision; Perception + 15
    Languages Binary main, understanding of all known
    Defenses Ref 20 (flat foot 18), Fort 15, Will 15
    HP 50; Threshold 20
    Immune droid traits
    Speed 6 squares
    melee unarmed +2 (1d6 + 2)
    Ranged laser cannon +8 (4d8) with rapid fire
    Fighting space 1; Reach 1
    Base Attack + 0
    Abilities Str 15, Dex 16, Con -, Int 16, Wis 14, Will 10
    Talents Acute senses, Expert Tracker, Master Slicer, Trace
    Feats Armor Proficiency (light), Weapon Proficiency (Blaster pistols, rifles, heavy weapons)
    Skills Endurance + 5, Initiative + 9, Perception + 15, Stealth + 15, Use Computer - Access Info + 20
    Systems : Hovering locomotion, Heuristic processor, 2 hand appendages, 2 claw appendages, 2 tool appendages, improved sensor package, darkvision, integrated comlink, durasteel plate (+6)
    Exoskeleton Droid - some might consider this a mobile suit of armor but it is much more than that, it can operate independently or as a cooperative with the Tech Specialist.  It is designed to allow the Tech Specialist to enter inside its exoskeleton where they are completely protected.    Fitted with a Jet-pack it can fly for short distances at a speed of 15 squares for a maximum of 4 turns.  After a flight it requires recharge of 3x the number of turns it used during the flight.
    Medium sized droid
    Init + 7; Senses dark low-light vision; Perception + 10
    Languages Binary main, understanding 4 common
    Defenses Ref 21 (flat foot 18), Fort 15, Will 15
    HP 60; Threshold 20
    Immune droid traits
    Speed 6 squares
    melee unarmed +3 (1d6 + 3)
    2 Ranged wrist blaster +4  2x(3d8)
    Fighting space 1; Reach 1
    Base Attack + 4
    Abilities Str 16, Dex 14, Con -, Int 10, Wis 12, Will 10
    Talents Bolster Ally (must be contained inside the droid), Armored Defense, Improved Armor Defense
    Feats Armor Proficiency (light, medium), Weapon Proficiency (Blaster pistols, rifles, Heavy Weapons), Rapid shots, Toughness
    Skills Endurance + 8, Initiative + 7, Perception + 10, 
    Systems : Walking locomotion, Jet-pack locomotion, Basic processor, 2 hand appendages, integrated comlink, durasteel battle armor(+8)
    Vehicle droid - Both body guard and vehicle this robot was designed to shift modes to be whichever is needed at the time.
    Medium sized droid
    Init + 7; Senses dark low-light vision; Perception + 10
    Languages Binary main, understanding 4 common
    Defenses Ref 21 (flat foot 18), Fort 15, Will 15
    HP 60; Threshold 20
    Immune droid traits
    Speed 6 squares
    melee unarmed +3 (1d6 + 3)
    2 Ranged wrist blaster +4  2x(3d8)
    Fighting space 1; Reach 1
    Base Attack + 4
    Abilities Str 16, Dex 14, Con -, Int 10, Wis 12, Will 10
    Talents Bolster Ally (must be contained inside the droid), Armored Defense, Improved Armor Defense
    Feats Armor Proficiency (light, medium), Weapon Proficiency (Blaster pistols, rifles, Heavy Weapons), Rapid shots, Toughness
    Skills Endurance + 8, Initiative + 7, Perception + 10, 
    Systems : Walking locomotion, Basic processor, 2 hand appendages, integrated comlink, durasteel battle armor(+8)
    Multi Droid - A multi-functional droid that can act as a body guard or have other skills often found in separate droids.  pick 2 (Battle droid: protocol droid: astromech droid: medical droid: maintenance droid: Interrogation droid: Pilot droid: tracking droid: Slicing Droid) * All stats are an average of the 2 droids rounded down (effects Init, Perception, Def, HP, Threshold, Speed, and Abilities), additionally locomotion is limited to a ground speed only

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