Technicians form the bulk of a starship's crew - manning a ships weapons, maintaining it's engines and defensive systems, and performing any number of emergency repairs. Even when assigned to ground stations or combat units, they perform vital support rolls that keep a modern military from grinding to a halt.
Hit Dice: d8
Skills: 8 + int, per level
Class Skills: Appraise, Bluff, Diplomacy, Disable Device, Disguise, Drive, Knowledge (Architecture), Knowledge (Electronics), Knowledge (Explosives), Knowledge (Weapons), Knowledge (Engines), Linguistics, Perception, Pilot, Repair, Sense Motive, Use Computers
Proficiencies: Simple Weapons, Light Armour, Utility Exoskeletons
|Level:||BAB:||Fort Save:||Ref Save:||Will Save:||Special:|
|1||+0||+0||+2||+1||Disabling Strike +1d6|
|3||+2||+1||+3||+2||Customized Weapons (+1 ATK / +0 DMG)|
|4||+3||+1||+4||+2||Disabling Strike +2d6|
|6||+4||+2||+5||+3||Customized Weapons (+1 ATK / +1 DMG)|
|7||+5||+2||+5||+4||Disabling Strike +3d6|
|9||+6/+1||+3||+6||+4||Customized Weapons (+2 ATK / +1 DMG)|
|10||+7/+2||+3||+7||+5||Disabling Strike +4d6|
|12||+9/+4||+4||+8||+6||Customized Weapons (+2 ATK / +2 DMG)|
|13||+9/+4||+4||+8||+6||Disabling Strike +5d6|
|15||+11/+6/+1||+5||+9||+7||Customized Weapons (+3 ATK / +2 DMG)|
|16||+12/+7/+2||+5||+10||+7||Disabling Strike +6d6|
|18||+13/+8/+3||+6||+11||+8||Customized Weapons (+3 ATK / +3 DMG)|
|19||+14/+9/+4||+6||+11||+8||Disabling Strike +7d6|
A long career of fixing things has given the Technician a knack for taking them apart in a hurry. At 1st level the Technician adds 1d6 to all of his damage rolls against objects within 30 feet of him. This increases by an additional 1d6 every 3 levels thereafter. If he gains this ability from multiple sources, it stacks.
The Technician adds half his class levels to his Perception checks to locate traps, and to his Disable Device checks to disable them.
A Technician is able to carefully modify a personal weapon, and optimize it for the use of a specific individual. This is an extensive process achieved through subtle modifications to the grip, stock, and other components to fit it perfectly to the individual that the weapon is being customized for. This process takes approximately 1 hour, and requires access to a machine shop, a firing range, as well as the person and the weapon.
At level 3, 9, and 15, the Technician can increase that specific characters attack bonus with that specific weapon by an incremental +1. At levels 6, 12, and 18 he can increase that specific characters damage bonus with that specific weapon by an incremental +1.
The bonuses with that weapon only apply to the wielder for which they were created. Any other wielder takes a penalty in that same amount as the bonuses when using the weapon. The bonuses (and penalties) can be removed with 10 minutes work and a DC10 repair check.
The Technician picks up on a lot of random trivia over the course of his career, and adds half his class levels to all of his knowledge checks.
At the 8th and 17th levels, the Technician gains Skill Focus in a skill of his choice.
At 11th level, the Technician gains the benefits of the Iron Lungs feat. If he already has that Iron Lungs, he gains the Improved Iron Lungs feat.
The Technician's extensive experience working in a vac suit have taught him the importance of controlling his breathing when working with a limited life support system. The life support endurance of a space suit worn by the Technician is increased by 50%.
At the 20th level, the Technician gains the ability to reroll a Pilot, Repair, or Use Computer checks once per day. If he is in a zero gravity environment, he may also choose to reroll a single attack roll instead. He must take the result of the second check, even if it is worse then the first.