Mechanic
When it comes to tech, your understanding is unmatched. You constantly craft and modify gear, whether that’s computers, explosives, tools, weapons, or items of your own design. You’ve constructed a sophisticated exocortex, a custom neural implant linking your mind to your most complex creation: a companion drone, remote weapon turret, or explosive mines. If something’s broken—or needs breaking—you’re the expert.
Key Attribute:
At 1st level, your class gives you an attribute boost to Intelligence.
Hit Points: 8 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Roleplaying the Mechanic
You use your exocortex to control remote mines, set up a turret in a key position, or command a drone to fight for you. You’re always ready with the right tactics and gear at the right time, and you alter your gear at a moment’s notice to tackle any type of foe or situation.
You might think things through before speaking, bring up specific details that others miss, or talk to your drone.
You position yourself to make the best use of your gear, especially your exocortex, and always consider where you might place your mines, turret, or drone to have the greatest impact.
You craft new gear, upgrade your equipment, practice new skills, or retrain to the skills and abilities most relevant to your current situation.
- Carry extra gear to cover different situations.
- Have a unique way of interacting with technological creatures and devices, even personifying them with individual personalities.
- Enjoy finding unexpected uses for your equipment.
- Take note of how much attention you give to your exocortex and other gear.
- Don’t understand how all your devices work or get confused when you customize your gear in new ways.
- Assume you know best when it comes to tech.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Expert in Fortitude
Expert in Reflex
Trained in Will
Trained in
ComputersTrained in
CraftingTrained in a number of additional skills equal to 2 plus your Intelligence modifier
Trained in simple weapons
Trained in martial weapons
Trained in unarmed attacks
Trained in light armor
Trained in medium armor
Trained in unarmored defense
Trained in mechanic class DC
Class Features
You gain these abilities as a Mechanic. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
You begin with a specialized toolkit called a custom rig. Your custom rig has 1 Bulk and counts as both a commercial repair toolkit plus any one of the following toolkits: a commercial
hacking toolkit, a commercial
infiltrator's toolkit, or a commercial
maker's toolkit. You can use your custom rig with one hand if you're wearing it or two hands if you're holding it.
Whenever you purchase one of the listed toolkits, or a higher-grade version of one of the listed toolkits, you can spend 10 minutes integrating that toolkit into your custom rig without increasing its Bulk. Your custom rig and any integrated toolkits can't be sold or used by another creature.
If your custom rig is lost or destroyed, you can spend 1 hour building a new one. Your previous custom rig stops functioning, and your new custom rig doesn't have the properties of any previously integrated toolkits.
Your custom rig allows you to customize items in your possession on the fly, increasing their effectiveness or versatility for a limited time. You can make such modifications, called mods, using the Modify action. You can learn additional mods as you level up and through feats, and an item can have multiple mods at one time.
You've constructed a sophisticated program synchronized with your brain that you can use to remotely control a complex device of your own design. This program and its linked device are collectively called an exocortex. The exocortex is immune to the
glitching condition, but the linked device is not.
At 1st level, you choose your
exocortex.
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
At 3rd level and every 4 levels thereafter, you gain a general feat.
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in or become an expert in one skill in which you’re already trained.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
At 3rd, 7th, and 15th level, you gain an additional skill increase you can apply only to
Computers or
Crafting. You also gain an additional skill feat at these levels. This feat must be for Computers or Crafting.
You've upgraded your exocortex, making devices connected to it more mobile or nimble. This effect depends on the exocortex you selected. If you have a drone exocortex, you gain the Synchronized Step action. If you have a mine exocortex or turret exocortex, you gain the Reposition Exocortex action.
Your mental defenses grow stronger. Your proficiency rank for Will saves increases to expert.
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
You've developed the tools to transmute energy from one type to another and solved the complex calculations required to add versatility to your physical attacks. Add the following mods to the list of options you can select with Modify.
- Energy Versatility (grenade or weapon that deals energy damage): You add a custom energy converter. The item deals one of the following damage types, rather than its typical damage type: acid, cold, electricity, fire, or sonic.
- Physical Versatility (grenade or weapon that deals physical damage): You modify the item's structure, changing its destructive potential. The item deals one of the following damage types, rather than its typical damage type: bludgeoning, piercing, or slashing.
You know how to use weapons to your best advantage. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effect of all weapons for which you have expert proficiency. If you have a drone exocortex, your drone additionally gains access to the critical specialization effects of all weapons for which it has expert proficiency.
More than a few mishaps in the garage have taught you the value of moving quickly. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Your weapons hurt. You deal 2 additional damage with weapons and unarmed attacks in which you’re an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.
Your skill as a mechanic has improved. Your proficiency rank for your mechanic class DC increases to expert.
You can remotely mod your exocortex. The range at which you can Modify your exocortex (and its weapons, if applicable) increases to 60 feet. At 15th level, the range at which you can Modify your exocortex (and its weapons) increases to 150 feet.
You’ve learned to better defend yourself against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. You gain the armor specialization effects of medium armor.
Your attention to detail keeps you alert to threats around you. Your proficiency rank for Perception increases to master.
You build your customizations to last. Each day, during your daily preparations, Modify one item. This mod is an enduring mod and lasts for 24 hours.
You’re accustomed to working long hours in cramped or extreme conditions. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
You fully understand the intricacies of weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re master, and 8 if you’re legendary.
You’ve learned to install multiple mods at once. Whenever you Modify an item, you can select two mods you know, instead of one, to apply to an item.
You’ve got an eye for detail and notice the almost imperceptible. Your proficiency rank for Perception increases to legendary.
You’re one of the most skilled mechanics out there. Your proficiency rank for your mechanic class DC increases to master.
You can customize objects on the fly. Once per round, you can Modify as a free action, rather than as 1 action.
Your skill with armor improves, helping you mitigate more blows. Your proficiency ranks for light and medium armor, as well as for unarmored defense, increase to master.