Tamashi Hasu |
My friend is creating a High Fantasy Pathfinder 1st edition campaign that has technology and airships. He gave us the greenlight to create custom classes if we want, so I decided to make a technician class. If you have any suggestions on how I can make it better without drastically changing to much about it I would appreciate it. https://1drv.ms/w/s!AvSI-kuNwTIiiT6uSjprupRnLDev?e=iwHtko
Raychael Allor Customer Service Representative |
Zepheri |
1 person marked this as a favorite. |
First I would take away the following abilities: bluff and diplomacy (Your character is not the sociable type, he is creative so these skills I do not think should be applied to him), knowledge in dungeon and in nobility would not apply either since you are spending more time in the workshop than in the adventures and political problems
Technician: Gain a +2 on all creation, engineering, disarm, and profession rolls related to the creation of technological implements. From level 5 it costs -10% the cost of manufacture, improvement (+ 10% to dismantle) and an additional 2% for every 2 levels after this.
Demolition: All mines, grenades and rockets used by the technician use an extra dice to damage if these weapons are created by the technician increases to 2 extra dice. Additional the technician applies half of his level to all sabotage rolls.
Technical expertise: From level 3 the technician selects a field of expertise in which he applies his focus (such as: aircraft, ground vehicles, robotics, weapons) thus gaining a +2 to all checks, this ability is gained again every 4 levels after this by selecting another mastery and the previous one is improvised at +2(like the Ranger's ability)
I hope this opinion of mine helps you