Technomancer (Class)

## Features

### **Preferred Droid/Android:**

At the beginning of the campaign, you can choose a droid/android type to be hyper-proficient in. Your hyper-proficiency allows you to never be disadvantaged while crafting droids/androids or parts for that type of mechanical creature, unless bodily impairment occurs or exhaustion. (You gain +1 to those rolls as well.

### Scrapper:

**Tier I:** You can scrap any destroyed droids you defeat, unless disintegrated/melted/annihilated or equivalent. To do this, you must roll for loot to gain the items. In the event you roll a critical success for scrapping, you gain a perfect undamaged part.

**Tier II:** You can scrap any destroyed droids you defeat, unless disintegrated/melted/annihilated or equivalent. To do this, you must roll for loot to gain the items. In the event you roll a critical success for scrapping, you gain a perfect undamaged part. If you fail your scrapping roll, you may re-roll that scrapping roll a single time (maximum three times per game).

**Tier III:** You can advantages in scrapping any destroyed droids you defeat, unless disintegrated/melted/annihilated or equivalent. To do this, you must roll for loot to gain the items. In the event you roll a critical success for scrapping, you gain a perfect undamaged part. If you fail your scrapping roll, you may re-roll that scrapping roll a single time (maximum five times per game).

### **Machinist:**

**Tier I:** You have unlocked the ability to integrate machine parts into weapons. You may make a robotics crafting roll and on the result of a success, the weapon is integrated with a machine part of your choice. On a failure, the machine part is destroyed.

**Tier II:** You have unlocked the ability to turn machine parts into weapons. You may make a robotics crafting roll and on the result of a success, the base weapon is created with machine parts of your choice. On a failure, 1d4 random machine parts are destroyed.

**Tier III:** When making machine-weapons or integrating them into existing weapons, you now have a 25% chance to not destroy crafting materials. (Roll a 1d3, and on the result of a 3 no crafting materials are destroyed).

### **Conservator:**

**Tier I:** You have unlocked the ability to restore damaged droids if defeated or found in good enough condition. You may make a robotics repair roll and on the result of a success, the droid is able to function in the state you found it in. On the result of a failure, the droid's logic chip annihilates and it dies. (This ability also works for companion droids)

**Tier II:** You have unlocked the ability to create backups of droid logic chips. This ability can work on defeated droids, inactive droids, and active droids. You may make a robotics crafting roll and on the result of a success, the droid's logic chip is backed up and can be implanted into a new droid if the base droid is annihilated/dies or equivalent.

### **Familiar Foe:**

When fighting droids, you gain +1 to your attack rolls.

### **Attentive Craftsmen:**

**Tier I:** You gain 1/2 your proficiency bonus on all robotics rolls.

### **Learning Curve:**

Once per droid, you may reroll a failed design, repair, or crafting roll.

### **The Builder:**

**Tier I:** You now have the ability to design your own droids that use specific parts. You may make a robotics design roll and on the result of a success, you can now create a specific type of droid to the standards and specifications you made. This ability is limited to Grade 5 droids and below. (Using the required parts, no shortcuts)