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Techie[]

Requirements:[]

Skills: Computer Use 3 ranks, Disable Device 3 ranks, either Craft (mechanical or electronic) 3 ranks

Class Features:[]

Hit Die: The Techie gains 1d6 hit points per level. The character's Con bonus applies.

Class Skills:  The Techie's class skills are: Appraise (Int), Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology & philosophy) (Int), Linguistics (Int), Perform (act, dance, keyboards, percussion, sing, stand-up, stringed, wind) (Cha), and Profession (Wis), Sense Motive (Wis).

Skill Ranks per level: 8 + Int Modifier

Action Points: The Techie has an Action Pool equal to 6 + half his character level.

Table: Techie Class Abilities

Class

Level

Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special Abilites

Defense

Bonus

Reputation

Bonus

1st +0 +0 +0 +2 Keen Intellect, Jury-Rig +2 +1 +0
2nd +1 +1 +1 +3 Extreme Machine +1 +0
3rd +1 +1 +1 +3 Bonus Feat, Mastercraft +1 +2 +1
4th +2 +1 +1 +4 Quick Craft +2 +1
5th +2 +2 +2 +4 Build Robot +3 +1
6th +3 +2 +2 +5 Bonus Feat, Mastercraft +2 +3 +2
7th +3 +2 +2 +5 Jury-Rig +4 +4 +2
8th +4 +3 +3 +6 Robot Duet +4 +2
9th +4 +3 +3 +6 Bonus Feat, Mastercraft +3 +5 +3
10th +5 +3 +3 +7 Robot Symphony +5 +3

Special Abilities:[]

Keen Intellect: A Techie may treat her class levels as Smart levels for any talent for which Smart levels are used.

Jury-Rig: At 1st level a Techie gains a +2 competence bonus on Repair skills checks made to attempt temporary or jury-rigging repairs. At 7th level this bonus increases to +4.

Extreme Machine:

Bonus Feats:

Mastercraft:

Quick Craft:

Build Robot:

Robot Duet:



Robot Symphony:

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