Techie

An expert at knowing the ins and outs of technological devices, you are a capable engineer and data analyst, and as such you are able to do a wide variety of wondrous things utilizing technology.

**Jury-Rig (Ex)**

At 2nd level, A Techie gains a +4 competence bonus on craft skill checks made to attempt temporary or jury-rigged repairs. See the craft skill for details on jury-rigging. At 6th level, this competence bonus increases to +8.

**Master Builder (Ex)**

At 2nd level, A Techie is a master of crafting and knows where to find the best quality materials for the lowest price. Whenever the Techie levels up, it gains a bonus to it’s wealth equal to it’s intelligence modifier. This additional bonus to wealth only applies when buying materials to craft items.

In addition, the Techie always lessens the time it takes to craft something by 1 increment per point in the techie’s intelligence modifier. (For instance 5 days could be lowered to 2 days with an int mod of +3).

**Extreme Machine (Ex)**

If it has mechanical or electronic components, a Techie of 4th level or higher can get maximum performance out of it. The Techie gains a Building pool with a number of points in it equal to ½ of the techie’s level+ the techie’s intelligence modifier. The Techie can spend a point from it’s pool as a swift action to re-roll a disable device or craft check made within the round. In addition it can do the following.

By spending 1 point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Techie can temporarily improve a machine’s performance at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.

The Techie performs the extreme modifications in 1 hour. The Techie can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Techie class level, beginning when the object is first put into use. The Techie selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine requires repairs before it can be used again. These bonuses can be applied to powered suits and mech suits as well if those are available within your campaign. The techie can apply multiple bonuses by spending multiple points and making each craft DC separately. Each ability increases the work time by +1 hour.

**Versatile Builder (Ex):**

At 4th level the Techie selects a specific kind of mechanical device. This can be a kind of gun, a technological object like a game system, a phone, a jamming device, or a computer, a vehicle, a robot, or something similar. How vague the techie can be with this (A gun as opposed to an AK-47) is up to the GM’s discretion. This item must have a purchase DC of 10 or less. When crafting this kind of item, the craft DC to create it is lowered by an amount equal to the techie’s intelligence modifier.

At 8th level the techie can select another item, this time with a DC of 15 or less. At 12th level they can select another with a DC of 20 or less, and at 16th and 18th level they can select a final item with a DC of 25 or less.

**Mastercraft (Ex):**

At 6th level, the Techie becomes adept at creating mastercraft objects. He or she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill.

With Craft (electronic), the Techie can build electronic devices. With Craft (mechanical), the Techie can build mechanical devices, including weapons.

On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the components (see the appropriate Craft skill description) + the bonus provided by the mastercraft feature. A Techie can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making the Craft check as though he or she were constructing the object from scratch.

When crafting a mastercraft item the techie always takes a -1 penalty to it’s wealth check regardless of the cost.

When successfully completed, a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as mastercraft objects.

At 10th level, the Techie can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 6th level, so that his or her mastercraft objects provide a +2 bonus.

At 12th level, the Techie adds another +1 bonus to his or her mastercraft ability. If the Techie focuses his or her ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. If the Techie already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus.

The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC.

**Sabotage Construct (Ex):**

At 8th level, Techies hold an intimate knowledge of architecture, engineering, and mechanics. They use these tools to construct great monuments to their own ego – and to tear down the monuments of others, as their pride so often drives them to do. Whenever a Techiemakes an attack against a construct or object, its damage ignores an amount of damage reduction or hardness it has equal to its class level.

If the Merchant holds a set of crafting tools at the ready (it must have the tools in hand), it can make a special melee touch attack with those tools against a creature of the construct type or a vehicle. This attack can be made as an attack action, or it can be substituted for one or more attacks as part of a full-attack action. If the attack hits, the construct or vehicle takes an amount of damage equal to its class level and the techie chooses to sabotage the construct in one of the ways listed below. A successful fortitude save (DC = 10 + the 1/2 techie’s character level + its Intelligence modifier) negates the sabotage but not the damage. A sabotage effect normally lasts until the start of the techie’s next turn, but he can extend this duration by 1 round for every point from it’s Extreme machine pool that the techie spends when making this attack.

Note that a single construct can only suffer from each of these sabotages once; additional uses of the same sabotage stack their duration, but their effects overlap. If the techie has a set of mastercraft tools, its attack roll receives a +1 enhancement bonus.

**Crack the Shell** The sabotaged construct or vehicle loses any natural armor bonus it possesses.

**Disarming Rend** The construct loses access to one natural attack of your choice. This sabotage can be used against the same construct more than once, but each instance must apply to a different natural weapon. Attempting to sabotage the same natural weapon more than once has no effect. If used on a vehicle it can only target vehicles that have built in weapons such as machine guns or missile launchers on helicopters.

**Enervation** This sabotages the power source of the construct. When you sabotage the construct, choose for it to lose either 2d4 points of Strength or Dexterity, or 1d6 points each of Strength and Dexterity. This loss of Strength/Dexterity does not count as ability damage or ability drain, so the construct is susceptible to this sabotage.

**Impair Senses** The sabotaged construct loses access to any special senses, such as low-light vision, darkvision, tremorsense, scent, and the like. This form of sabotage does not impair the creature's standard Perception checks. If used on a vehicle, creatures within the vehicle treat all targets outside of the vehicle as if they had half concealment.

**Render Immobile** When you sabotage the construct, choose one form of movement it possesses. If you sabotage its base speed, reduce the construct's base speed by ½ (minimum speed of 5 feet). If you choose the constructs burrow, climb, fly, or swim speed, it loses that method of movement. A construct can be rendered immobile more than once, but each attack must sabotage a different form of movement.

**Tear the Chassis** The sabotaged construct loses all inherent forms of Damage Reduction, including DR acquired by race or feats. It retains access to DR gained from class levels or magic. If used on a vehicle this lowers it’s hardness.

**Master Repairman (Ex)**

At 14th level, By spending a point from your extreme machine pool, you can spend an hour so long as you have some sort of tools, to fix up a broken vehicle, item, or construct. This heals an item of the broken condition and heals items, vehicles, or constructs for 1d6 hitpoints per two levels in Techie as well as an additional amount equal to your intelligence modifier.

**Buildmaster (Ex)**

At 20th level, you gain The ability to craft technological devices swiftly and without issue. All weapons and armor you create have a base +1 bonus to attack/damage rolls or armor class before using any abilities. Items of DC 15 and lower do not require a roll to craft. By spending 4 points from your pool, you can choose to lower the time it takes to craft an item to 1d20+10 minutes. Any of the items that you selected for Versatile Builder can be built as a full round action instead by spending this.