Human Technician 7
NG Medium Humanoid (human)
Init +4, Perception +?
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AC 14, TAC 14, FAC 10
(+4 Dex) HP 45 (7 HD) Fort +3, Ref +9, Will +5
BAB +5; CMB +5; CMD 19
Str 10(0), Dex 22(+6), Con 12(+1), Int 16(+3), Wis 10(0), Cha 8(-1)
Speed: 30 ft
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Common Actions Launcher: throw object (eg. detonator, grenade, etc) 45 ft before beginning to consider range increment penalties, 8/day
Detonator: 7/day (see gadgets spoiler for details)
Gadgets: 1/2 level + int per day (see spoiler for available gadgets)
Trap specialist: At 1st level, the technician gains the Trap sphere as a bonus sphere. If he already possesses this sphere, he instead gains one talent from that sphere.
Trapfinding: A technician adds 1/2 his level on Perception checks to locate traps and on all Disable Device checks (minimum +1). A technician can use Disable Device to disarm magic traps.
Inventions (see spoiler)
Technically minded: At 2nd level, a technician gains a bonus to all Knowledge (engineering) checks equal to 1/2 his technician level, and takes half the usual time when using the Craft skill to repair an object.
Whenever the technician uses the Disable Device skill, he reduces the required time by 1 step (2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action).
Technical Insight (see spoiler)
Danger Sense: At 3rd level, a technician gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 technician levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Trap Insight: At 3rd level the technician gains Heightened Awareness from the Scout sphere, whether or not he possess that sphere. If he already possess that talent, he may instead gain any one martial talent for which he qualifies.
Trapmaster: At 7th level, all uses of the Disable Device skill have their required time decreased by 2 steps instead of 1.
When a technician disarms a trap through the Disable Device skill and beats the trap’s DC by 10 or more, in addition to being able to pass by the trap without activating it, he gains one of the following benefits as well:
Trap Sphere: If the technician beats the DC by 10 of a trap from the Trap sphere, he may take control of that trap. The trap’s previous owner is no longer able to pass through the trap’s space unharmed, although any creatures who knew where the trap was placed still gain the usual bonuses against activating the trap. Additionally, the technician may upgrade the trap if it is inferior to his own and it is a trap he is able to create, changing its variables such as damage, and saving throws, to become as if he had been the one to place the trap.
Magical Trap: When disarming a magic trap that allows specific creatures to pass without danger and beating the trap’s DC by 10 or more, the technician can modify which creatures are allowed to pass, such as adding his allies or restricting his enemies if he desires.
Gadgets:
See Technical Insights spoiler for more gadgets
Improvised Tools
By expending one use of his gadgets, the technician can make any skill check that requires having tools and requires less than 1 hour to make as if he possessed the necessary tools. The technician does not suffer the usual penalties for using improvised tools. If the technician already possesses the necessary tools, the technician can expend a gadget to treat those tools as masterwork for one skill check. The technician can create improvised tools that function as masterwork tools for one skill check, but doing so expends 2 gadgets.
Constructed Weapons
The technician can expend a gadget to allow an improvised weapon to function as a simple melee weapon of his choice for 1 minute.
Detonator
The technician may create a gadget that explodes in 1 round, at the end of his turn. As part of the standard action used to create this detonator, he may throw the detonator (with a range increment of 10 ft.), place it, or hide it in a space within his natural reach. After one round (at the end of his turn), the detonator explodes, dealing 1d6 damage per technician level to everything within 5 ft. of the square in which the detonator sits, half fire damage and half bludgeoning/piercing/slashing damage. Targets within this area may make a Reflex save for half damage.
A detonator counts as a trap from the Trap sphere for the purpose of determining its hardness, armor class, hit points, Disable Device DC, and its Perception DC if hidden, as well as for things such as the Opportunist or Trapper’s Recovery talents. A detonator cannot be placed in the same space as a trap, or another detonator.
If a detonator is destroyed (including by another detonator), it does not explode. If two detonators explode at the exact same time, creatures in the overlapped area suffer diminished results from every detonator but 1, suffering instead 1d6, +1d6 per 5 technician levels for each overlapping detonator after the first.
Hook and Pulley
The technician may create a gadget that allows him to manipulate objects from a distance. This gadget counts as a thrown weapon with a range increment of 20 ft. Make a ranged touch attack against an unattended object that he could hold in one hand. If successful, he may move that object to his hand as a free action. Targets whose natural reach includes the path that object must take (i.e., are within the line of effect) can make a Reflex save as an immediate action to attempt to grab the object as it flies by.
Alternately, the technician may use this gadget to attempt a drag, trip, disarm, or steal combat maneuver at a distance. Performing a maneuver from a distance in this fashion does not provoke an attack of opportunity (except as normal when making a ranged attack), but requires the technician to succeed on a ranged touch attack against the target first before the maneuver may be attempted.
Launcher
The technician can create a gadget to allow him to throw an object. The object can travel 10 ft. + 5 ft. per technician level before the technician begins adding range penalties or calculating its maximum range.
This gadget can be used at the same time as another gadget to hurl that first gadget a greater distance. This expends a gadget for the launcher as well as for the hurled gadget. The technician cannot attach more than one launcher to a device or object.
Technical Insights:
Chemical Insight
The technician unlocks special options for his inventions, as detailed under that section. Whenever he creates an independent invention, he may give it the alchemical subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):
Alchemy: All natural attacks made by the alchemical construct deal an additional 1d6 acid damage.
Broken Containers: Any strike on an alchemical construct with a melee weapon deals 1 point of acid damage to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit. Alchemical constructs are not immune to bleed damage, and if subject to a critical hit, they suffer 1d6 bleed damage in addition to other effects. It is possible to provide first aid to stop bleeding as if the construct were a living creature.
Vulnerable to Fire: Alchemical constructs take 150% as much damage as normal from fire attacks, unless they are immune to fire via other special defenses.
Difficult to Create: Increase the time and gp cost required to create an alchemical construct by 50% over normal for a construct.
In addition, whenever he creates an detonator, he may choose to grant it one of the following benefits.
Powerful: The detonator’s explosion radius increases to 10 ft around the square it is in, rather than 5 ft.
Foam: The detonator fills an area with a radius of 10 ft, +5 ft per five class levels with foam. Any invisible creatures in the area at the time of the explosion are revealed for 1 minute per class level, or until the creature spends a full-round action wiping it off. Any invisible creature who enters this area leaves footprints behind, revealing their location so long as they remain in the foam-covered area. The foam dissipates on its own after 1 minute per level. The technician may choose to have this detonator not deal damage. Instead, the foam makes all affected creatures entangled, and all creatures who are within the blast radius or who enter the area while the foam remains must pass a Reflex save or be stuck in place until the foam is removed. This foam may also be burned or cut with a slashing weapon, and each 5 ft. square possesses 5 hp per technician level.
Flare: The detonator sheds bright light for 30 ft +5 ft per two class levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per two class levels beyond this for 1 minute per class level. The technician may choose to have this detonator not deal damage. Instead, all creatures within the area of bright light must pass a Fortitude save each round they are within this area or be blinded for 1 round.
Incendiary: The detonator deals all fire damage instead of half fire/half piercing, and any flammable materials within its area of effect catch fire. Creatures who fail their Reflex save are also set on fire.
Smoke: The detonator fills a 5 ft. radius + 5 ft per five levels with harmless smoke. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The smoke remains for 1 minute per level. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. The technician may choose to have this detonator not deal damage. Instead, all creatures within the blast area or who enter the area must pass a Fortitude save or be sickened for 1d4+1 rounds. If a creature stays in this area for multiple rounds they must make an additional save each round or be sickened. If a target is already sickened and enters the area or stays in the area for an additional round, they must pass a Fortitude save or be nauseated for 1 round.
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Electrical Insight
The technician gains many new options for inventions, as detailed under that section.
He may give his independent inventions the robot subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):
Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive. independent inventions can be made Intelligent. Note: When piloting an independent invention with its own feats, the pilot may choose on any given round to use his own feats or the construct’s, but not both.
Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes the saving throw, it is instead staggered for 1 round.
Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Difficult to Create: Increase the time and gp cost required to create a robot by 50% over normal for a construct.
In addition, he may create the following gadgets:
Shocker: The technician may attach a gadget to a target that fills them with low-grade electric shocks, debilitating them. Make a melee touch attack against a target. The technician may also throw the gadget as a ranged touch attack with a range increment of 10 ft. If successful, the target suffers 1d8 nonlethal damage per round for a number of rounds equal to the technician’s level. Each round the target suffers this damage, their muscles seize up causing them to be sickened and staggered. Either the affected target or another creature may remove this gadget as a standard action. The gadget cannot be used again after being removed.
Taser: The technician may create a gadget that sends electric shocks through a target to incapacitate them. Make a melee touch attack against a target. That target suffers 1d8 electricity damage for every level the technician possesses, half of which is nonlethal damage. The target must pass a Fortitude save or be sickened and staggered for 1 round. The technician may choose to make the taser weaker than his maximum damage if he so chooses.
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Mechanical Insight
The technician unlocks special options for his inventions, as detailed under that section. He may also give his independent inventions the clockwork subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):
Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks.
Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create: Increase the time and gp cost required to create a clockwork construct by 50% over normal.
In addition, he may add one of the following triggering mechanisms to his detonators, chosen whenever one is created. When using any of these triggering mechanisms, the detonator becomes inert if not detonated within 10 minutes per technician level, and may be recovered to reclaim the expended gadget.
Land Mine: A tripwire trigger causes the detonator to explode when a creature enters its square. This allows the detonator to count as a snare trap for the purpose of Trap sphere talents such as Remote Trigger and Trap Wielder.
Remote: A remote trigger allows the gadget to be placed as a standard action, then triggered as a swift action from anywhere within medium range. He may place multiple detonators and detonate them with the same swift action, but as mentioned under detonators, multiple blast radiuses do not stack.
Timed: A timed trigger causes the detonator to explode after a set amount of time. A timed trigger has a duration of 1 hour per technician level rather than 10 minutes per technician level.
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Inventions:
Grand Gadget ( 8/day)
Permanent Gadget (launcher): Choose a gadget the technician can create. The grand gadget allows the wielder to use this gadget 3 times, as if the technician had made it but without expending one of the technician’s gadgets. This improvement may be gained multiple times. Each time it is gained, the wielder may use the gadget an additional 3 times, or may use a different gadget 3 times.
Note: If the technician possesses mechanical insight, this improvement grants 4 uses instead of 3.
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Improved Firearm (sniper rifle)
Pressurized Shot (+4d6): The crossbow makes use of a system of steam pressure to fire bolts with additional power. As a move action, the wielder may built up pressure in the crossbow. Beginning the next round, when they make an attack with the crossbow they may release the pressure as a free action, increasing the shot’s damage. The shot deals an additional amount of damage equal to 1d6, +1d6 per two technician levels beyond 1st (3rd, 5th, etc.). This extra damage is not increased on a critical hit. The crossbow may only have a single use of this pressure ready at any one time; the pressure must replenish after each attack to be used again. The pressure may be released as a move action without firing a shot.
Enhanced Reliability: The firearm’s misfire chance is reduced by 2. This improvement may be given to the firearm multiple times, but cannot improve the firearm’s misfire chance lower than 0.
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Improved Suit (Light Armor)
Augmented Reflexes (+3 dex): The suit is outfitted with low-level electric equipment that improves the wearer’s reaction time. The wearer gains a +2 enhancement bonus to Dexterity. This bonus increases by +1 at 5th level and every four levels thereafter.
Camouflage: The suit is designed to have its appearance easily changed to fit its environment. With 1 minute of work, the wearer may cause the suit to grant him a bonus equal to 1/2 the technician’s level (minimum: 1) to all Stealth checks made in a single terrain, chosen from the ranger’s list of favored terrains. However, he suffers a penalty equal to 1/2 the technician’s level (minimum: 1) to Stealth checks made in any other terrain. Removing or changing camouflage also takes 1 minute.