Author Topic: [PoC] NPC Class - Technician  (Read 1485 times)

Offline Garryl

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[PoC] NPC Class - Technician
« on: August 22, 2014, 07:31:55 PM »
Technician NPC class
Technicians are NPC activators.

Hit Die: d6

Table: The Technician


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Activating
Active
Modules
Energy
Pool
Socket
Attachments
1+0+0+0+2---100
2+1+0+0+3Tinkering Activator100
3+1+1+1+3---110
4+2+1+1+4---210
5+2+1+1+4---220
6+3+2+2+5Least Socket Access221
7+3+2+2+5---231
8+4+2+2+6---231
9+4+3+3+6---341
10+5+3+3+7---351
11+5+3+3+7---351
12+6/+1+4+4+8Lesser Socket Access362
13+6/+1+4+4+8---372
14+7/+2+4+4+9---472
15+7/+2+5+5+9---482
16+8/+3+5+5+10---492
17+8/+3+5+5+10---4102
18+9/+4+6+6+11Greater Socket Access4103
19+9/+4+6+6+11---5113
20+10/+5+6+6+12---5123

Class skills (4 + Int modifier per level): Computer Use, Concentration, Craft, Disable Device, Gather Information, Knowledge (all skills, taken individually), Profession, Search, and Use Rope.

Weapon and Armor Proficiency: As a technician, you are proficient with all simple weapons and with light armor.

Activating: A technician's primary ability is activating modules, which are drawn from the cyberneticist module list. You know and can activate any module from this list.

A technician can activate only a certain number of modules at once. Your base concurrent allotment is given on the table above.

At 1st level, you gain access to a pool of energy, which can be allocated to your active modules to increase their effects. If you already have a pool of energy, combine the two to determine the total amount of energy available. Your character level determines the maximum amount of energy that can be allocate to any given module at one time, as indicated on Table: Energy Capacity by Level.

As a swift action, you may reallocate your energy allocations amongst your active modules once each round.

Tinkering Activator: You receive Tinkering Activator as a bonus feat at 2nd level. This allows you to use your Intelligence modifier to determine the save DCs of your modules.

Socket Attachments: Beginning at 6th level, you can attach active modules to the sockets that you have available. The number of socket attachments that you can have in effect at any one time depends on your level (see the Socket Attachments column in the table above). At 6th level, you gain access to your Least sockets, allowing you to attach modules to them. At 12th level, you gain access to your Lesser sockets. At 18th level, you gain access to your Greater sockets.
« Last Edit: July 09, 2017, 11:24:07 PM by Garryl »