Tech Specialist PDF
Tech Specialist PDF
Tech Specialist PDF
to your needs. For the remainder of the encounter, you gain a +1 equipment
bonus on attack rolls and a +2 equipment bonus on damage rolls with that
weapon. 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 and starship weapons.
New Feat
Tech Specialist
The new Tech Specialist feat allows a hero to make custom modifications to
weapons, armor, droids, devices, and vehicles so that they function beyond
their normal specifications.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a device, suit of
armor, weapon, droid, or vehicle so that it gains a
special trait. Specific traits are given on the Tech
Specialist Modifications table below. You may
perform only one modification at a time. Unless
noted otherwise, you cannot grant more than one
benefit to a single device, suit of armor, weapon,
droid, or vehicle, and you can't apply the same
benefit more than once.
Before beginning the modification, you must
pay one-tenth the cost of the device, suit of
armor, weapon, droid, or vehicle you wish to
modify or 1,000 credits, whichever is more. Completing the modification requires 1 day per 1,000
credits of the modification's cost. At the end of
this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on
this check. If the check succeeds, the modification is completed successfully,
and the object gains the desired trait. If the check fails, you lose all credits
spent making the modification, and the object doesn't gain the desired trait.
However, you may start over from scratch if you wish.
Other characters trained in the Mechanics skill can assist you, reducing
proportionately the time needed to complete the modification. At the end of
modification process, they can make a Mechanics check to aid your check.
The market value of a modified item is equal to the base cost of the item
plus double the cost of the modifications made to it (not including credits
wasted on failed modification attempts).
Special: This feat is considered a bonus feat for the noble and scoundrel
classes.
BENEFIT
Increases the armor's maximum Dexterity bonus 1.
Increases the armor's equipment bonus to Fortitude Defense by 1.
Increases the armor's armor bonus to Reflex Defense by 1.
BENEFIT
Increases the device's Strength score by 2.
The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by
1.
BENEFIT
Increases the droid's Dexterity score by 2.
Increases the droid's Intelligence score by 2.
Increases the droid's Strength score by 2.
BENEFIT
Increases the vehicle's Dexterity score by 2.
Increases the vehicle's speed by one-quarter of its base speed (minimum 1 square).
Increases the vehicle's shield rating by 5.
BENEFIT
The weapon gains a +1 equipment bonus on attack rolls.
The weapon deals +2 points of damage with a successful hit. If the weapon has a damage multiplier (for example,
6d10 x 2), apply the extra damage before applying the multiplier.
An autofire-only ranged weapon can be set to fire single shots, or a single-shot ranged weapon can be made to have
an autofire mode.
Sample Characters
The Outlaw Tech
An outlaw tech is a master of making machines do what she wants them to
do. Operating far outside the bounds of manufacturer intentions (and
sometimes outside the law), she is able to hotwire starships and amp up
weapons to the point where her after-market modifications can be considered illegal.
An outlaw tech works well on her own without the need of other classes for
support. She can run-and-gun just as well as she can use a hydrospanner,
and her strengths lie in areas where her own actions are what save the day.
Though an outlaw tech has a less formal education than other technically
minded characters, she is a good fighter and a fast worker who can fulfill a
variety of roles.
Outlaw Tech
Medium Mon Calamari scoundrel 7
Force Points 5
Init +5; Senses Low-light vision, Perception +15
CL 7
The Engineer
An engineer is more of an academic designer than a jury-rigging mechanic.
He considers the outlaw tech's work to be a sloppy imitation of real
ingenuity and can use his knowledge to create more solid and reliable
designs. An engineer is much more of a team player, and many heroes find
that an engineer helps them get out of scrapes by encouraging them to work
together. Because he's familiar with coordinating teams, an engineer has the
knowledge and resources to create all-new (and significantly improved)
pieces of technology that function reliably under all conditions.
Engineer
CL 7
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