Techie

From Cf

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!Improvement !!Craft DC !!Repair Chance (d)
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!Improvement !!Craft DC !!Repair Chance (d%)
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|Ranged Weapons || ||
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|+1 to damage ||15 ||01–25
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|p1 to damage ||15 ||01–25
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|+2 to damage ||20 ||01–50
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Revision as of 09:36, 21 March 2007

The techie can be a mechanic, a pilot, a computer specialist, a demolitions expert, or any other profession that has an emphasis on the use of chemical, mechanical or electronical equipment and machinery.

Contents

Role

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Abilities

Dexterity, Intelligence and Wisdom are the techie's most important abilities. The techie uses her Dexterity to manipulate sensitive equipment, for ranged combat, and to drive and pilot vehicles and aircrafts. Her high Dexterity also provide the techie with an invaluable bonus to her initiative and armor class. A techie with a high Intelligence score gets additional skill points, although the high number of skill points would privide a techie with low or medium Intelligence a very reasonable amount as well. In addition to being based on Intellgience, some of the techies skills are based on Wisdom, and having a high score in that ability should prove her with additional advantages.

Game Rules

Hit Die

d6

Class Skills

The techie’s class skills (and the key ability for each skill) are:

Skill Points

  • First level: (10 + Int. modifier) x4.
  • Additional levels: 10 + Int. modifier.

Class Features

All of the following are class features of the techie.

Weapon and Armor Proficiency

A techie has the following weapon and armor proficiency feats:

Jury-Rig

A techie gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging. At 5th level, this competence bonus increases to +4.

Extreme Machine

If it has mechanical or electronic components, a techie of 2nd level or higher can get maximum performance out of it. By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the techie can temporarily improve a machine’s performance—at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.

Table: Extreme Machine:
Improvement Craft DC Repair Chance (d%)
Ranged Weapons
p1 to damage 15 01–25
2 to damage 20 01–50 3 to damage 25 01–75 5 ft. to range increment 15 01–25 10 ft. to range increment 25 01–50
Electronic Devices
1 equipment bonus 15 01–25 2 equipment bonus 20 01–50 3 equipment bonus 25 01–75
Vehicles
1 on initiative checks 20 01–25 1 to maneuver 25 01–50 2 to maneuver 30 01–75

The techie performs the extreme modifications in 1 hour. The techie can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her techie class level, beginning when the object is first put into use. The techie selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine requires repairs before it can be used again.

Trapfinding

At 3rd level techies can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a trap has a DC of at least 20, or higher if it is well hidden. Techies can use the Disable device skill to disarm traps. A techie who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Table: The Techie:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +0 +0 +0 +2 Jury-rig +2, Bonus Feat +0
2 +1 +0 +0 +3 Extreme Machine +0
3 +2 +1 +1 +3 Trapfinding +1
4 +3 +1 +1 +4 +2
5 +3 +1 +1 +4 Jury-rig +4 +2
6 +4 +2 +2 +5 +3
7 +5 +2 +2 +5 +4
8 +6/+1 +2 +2 +6 +4
9 +6/+1 +3 +3 +6 +5
10 +7/+2 +3 +3 +7 +6
11 +8/+3 +3 +3 +7 +6
12 +9/+4 +4 +4 +8 +7
13 +9/+4 +4 +4 +8 +8
14 +10/+5 +4 +4 +9 +8
15 +11/+6/+1 +5 +5 +9 +9
16 +12/+7/+2 +5 +5 +10 +10
17 +12/+7/+2 +5 +5 +10 +10
18 +13/+8/+3 +6 +6 +11 +11
19 +14/+9/+4 +6 +6 +11 +12
20 +15/+10/+5 +6 +6 +12 +12
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