Secrets
The Scientist, Scavenger or Tech gains an epiphany of ancient technological knowledge.
The Scientist, Scavenger or Tech gains an epiphany of ancient technological knowledge.
Tech Secrets
Beginning at level 2 and every 3 levels after the Tech can take one of the following feats.
Mister Fixit
A Tech has to maintain his and his friends equipment at peak condition if he wants to survive.
The Tech gains a +5 bonus to all Repair checks. This bonus stacks with any bonuses he may have accrued.
Hotwire
Techs would rather not destroy high quality equipment. With this ability, once a day per every tech secret provided by this class,(max 6) may attempt to hotwire a machine.
First, the tech must be within touch range of the machine. Then, they may attempt to take control of the machine. They make a Repair check versus a DC of 20, then, if the target is intelligent, they must make a Will save with a DC equal to the Repair roll of the tech. If successful, the tech gains temporary control over the machine, robot, etc.
If a Little is Good, More is Better!
With this ability, Scientists and Techs may apply their knowledge of machinery to supercharge a machine temporarily.
Once a day, a Scientist or Tech may supercharge a machine, temporarily increasing its capabilities. This supercharge increases all positive rolls applying to this machine by the Scientist or Tech's Number of Tech Secrets (Max 6), and decreases all negative rolls applying to the machine by the same amount.
Complete Overhaul
If it's broke, then a Scavenger/Tech can fix it.
Once per day, a Scavenger/Tech can make a repair check with a -X DC modifier on an Incapacitated machine, weapon or piece of equipment, X being the class this Tech secret is attached to.
This is considered an extraordinary ability. (Max 20)
I'll Take That
Scavengers and techs may often need to produce powerful means of defense with short notice.
With this ability, they may make a Repair check with a -10 DC on a mechanical weapon mounted to a machine. If successful, the Scavenger may take and wield this weapon, provided they are strong enough and can cobble together a firing trigger with spare parts, Degree of success will determine how well the weapon works when detached from its mount.
Science Secrets
Beginning at level 4 and every 3 levels after the Scientist can take one of the following feats.
Ubiquitous White Lab Coat
The white lab coat is the trademark of a good scientist, and Scientists here are no exception.
A Scientist may wear a white lab coat as a light Mantle type armor.
Say Hello To My Little Friend
Scientists can wield the oddest sort of weapons when the dramatic moment presents itself.
The Scientist gains the ability to submit designs for three-stage multi-weapons for personal use.
Anyone other then someone possessing "Say hello to my Little friend" takes a -20 check to using a 3 stage multiweapon.
'Swiss Army Scientist' increases this to -40 check when using a 4 stage multiweapon.
Complete Overhaul
If it's broke, then a Scavenger/Tech can fix it.
Once per day, a Scavenger/Tech can make a repair check with a -X DC modifier on an Incapacitated machine, weapon or piece of equipment, X being the class this Tech secret is attached to.
This is considered an extraordinary ability. (Max 20)
If a Little is Good, More is Better!
With this ability, Scientists and Techs may apply their knowledge of machinery to supercharge a machine temporarily.
Once a day, a Scientist or Tech may supercharge a machine, temporarily increasing its capabilities. This supercharge increases all positive rolls applying to this machine by the Scientist or Tech's Number of Tech Secrets (Max 6), and decreases all negative rolls applying to the machine by the same amount.
I'll Take That
Scavengers and techs may often need to produce powerful means of defense with short notice.
With this ability, they may make a Repair check with a -10 DC on a mechanical weapon mounted to a machine. If successful, the Scavenger may take and wield this weapon, provided they are strong enough and can cobble together a firing trigger with spare parts, Degree of success will determine how well the weapon works when detached from its mount.
Scavenger Secrets
At the following levels, 7,9,12,14,17,19. The Scavenger can take one of the following feats.
Open Up Dammit!
You think Agents and Rogues are the only ones good at opening locks? Well, guess again.
Whenever attempting to unlock or defuse an electronic lock, the Scavenger gains a +5 circumstance bonus on Disable Device and Open Lock checks.
"..Can He DO That??"
Sometimes, when a Scavenger has to perform daredevil feats with vehicles.
Once per day, the Scavenger may take 20 when performing an overly dangerous vehicular stunt (I.e. diving a submarine through a tunnel full of wreckage, flying a ship through a narrow crevice, jumping a car through at the exact moment an open spot in a train comes by at 90 MPH)
I'll Take That
Scavengers and techs may often need to produce powerful means of defense with short notice.
With this ability, they may make a Repair check with a -10 DC on a mechanical weapon mounted to a machine. If successful, the Scavenger may take and wield this weapon, provided they are strong enough and can cobble together a firing trigger with spare parts, Degree of success will determine how well the weapon works when detached from its mount.
Complete Overhaul
If it's broke, then a Scavenger/Tech can fix it.
Once per day, a Scavenger/Tech can make a repair check with a -X DC modifier on an Incapacitated machine, weapon or piece of equipment, X being the class this Tech secret is attached to.
This is considered an extraordinary ability. (Max 20)
General Secrets
My Schematics Say...
A Scavenger/Tech/Scientist at this level of expertise doesn't even have to bother with memorizing plans for devices to know what something is.
The Scavenger/Tech/Scientist can instantly Identify as a spell-like ability a number of times per day equal to the number of tech secrets he possesses. (Max 6)
No Mister Bond, I Expect You To Die
Now you know why Scavenger, Scientist and Tech heroes frustrate mad scientist so easily.
Whenever confronted with a dangerous, life-threatening trap or device, the they may reduce the DC to escape the trap by the number of tech secrets possessed (max 6)
Little Red Button
Scavengers, Scientists and Techs usually build stuff for a living, but know precisely what to do to make something fall to pieces.
Once per day, a they can cause a device to fall apart, usually in a spectacular and extreme manner. The they must have access to the device or the controls to the device for one full round, then must make a successful Disable Device check. The effects of Little Red Button then occur in (10 - Int Modifier) rounds. The DM determines the method which the device destroys itself. Little Red Button is considered an extraordinary ability.
One Second Left
The Scientist, Scavenger or Tech with this ability becomes adept at stopping mechanical catastrophes and demolitions.
Once per day, the they may take 20 on a very important check that could conceivably end up destroying the party, etc.
Instantaneous Knowledge
The Tech, Scientist or Scavenger chooses 4 skills
They automatically gains 4 ranks in those skills.
Hit 'em Where It Hurts!
Scavengers, Scientist and Techs know their machines, and they can easily spot weaknesses.
By taking one full round studying a hostile machine, they can identify a weak point in its structure. From this point on, for the rest of the battle, they may add 4 to their attack and damage rolls against this machine and all identical models.