The Tech Specialist
Hit Points
Hit Dice: 1d6 per tech specialist level
Hit Points at 1st Level: 16 + Constitution Modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution Modifier per tech specialist level after 1st
Proficiencies
Armor: Light, Medium, Shields
Weapons: Simple Weapons, Blaster Pistols, Blaster Rifles
Tools: Choose one of the following: Repair Kit, Security Kit, or Medical Kit
Saving Throws: Intelligence, Wisdom
Skills: Choose four from Astrogate, Computer Use, Demolitions, Disable Device, History, Insight, Investigation, Medicine, Pilot, Religion, and Repair
Credits: A 1st-level Tech Specialist starts play with 1d6 x 500 credits.
Skill Emphasis
At 1st level, the Tech Specialist gains a Skill Emphasis applied to one of the following skills: Computer Use, Medicine, and Repair. From then on, the Tech Specialist has Advantage when using that skill.
Structural Analysis
Some beings have an eye for complex mechanical devices and can discern their use and construction with only a brief cursory inspection. The Tech Specialist can make use of this knowledge for the purpose of determining weak points and faults. By making a successful Intelligence Check (DC Determined by the GM) they can provide themselves with Advantage on Demolitions and Disable Device Checks made against mechanical devices and objects.
Tool Expertise
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool
proficiencies you gain from this class.
Droid COMPANION
At 3rd level, you gain a droid companion that accompanies you on your adventures and is programmed to fight alongside you. Choose a droid from one of the base droid classes (with DM permission). Add your proficiency bonus to the droid's AC, attack roIls, and damage rolls, as weIl as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your Tech Specialist leveI, whichever is higher (their hit points scale with your level).
The droid obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an
action unless you command it to. On your turn, you can verbally command the droid where to move and perform actions (no action required by you).
If the droid is destroyed, you can obtain another one by spending 8 hours reprogramming another droid to serve you, either the same model or a different one.
TECH SPECIALIST ARCHETYPE
At 3rd level, you delve into the advanced techniques of a noble archetype of your choice: Mechanic, Slicer, or Doctor all of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Tech Specialist Archetype: Mechanic
Personal Design
Mechanics at 3rd level are so familiar with their own style of design and construction that repairing and modifying their own creations becomes almost second nature. They gain a +5 bonus to all repair checks made against items they themselves created and the time taken to do this is halved rounded down.
Tech Specialist Archetype: Slicer
False Identity
At 3rd level a Slicer can tweak a database here and there to create alternative persona for themselves and others. This comes complete with life history, goals, and employment record. To all appearances, they are a law-abiding citizen with no criminal proclivities whatsoever.
Tech Specialist Archetype: Doctor
Natural Healer
At 3rd level you can assess the level of injury someone else has sustained, determining the best course of action to treat them. Medpacs applied by you automatically treat the patient for the full amount of healing possible. In Addition, without the use of a Medpac the Doctor can heal 1d4 + 1 hitpoints as an action.