Techie

Requirements:
Skills: Computer Use 3 ranks, Disable Device 3 ranks, either Craft (mechanical or electronic) 3 ranks

Class Features:
Hit Die: The Techie gains 1d6 hit points per level. The character's Con bonus applies.

Class Skills:  The Techie's class skills are: Computer Use (Int), Craft (Chemical, Electronic, Mechanical, Pharmaceutical, Structural) (Int), Demolitions (Int), Disable Device (Int), Investigate (Int), Knowledge (Art, Behavioral Sciences, Business, Civics, Current Events, Earth & Life Sciences, History, Physical Sciences, Technology, Theology & Philosophy) (Int), Linguistics (Int), Profession (Wis), Repair (Int), and Research (Int).

Skill Ranks per level: 8 + Int Modifier

Action Points: The Techie has an Action Pool equal to 6 + half his character level.

Special Abilities:
Keen Intellect: A Techie may treat her class levels as Smart levels for any talent for which Smart levels are used.

Jury-Rig: At 1st level a Techie gains a +2 competence bonus on Repair skills checks made to attempt temporary or jury-rigging repairs. At 7th level this bonus increases to +4.

Extreme Machine: At 2nd level the Techie learns to soup-up ordinary machines to get maximum performance out of them, sometimes even greater than maximum. By spending an Action Point and making the relevant Craft check, the Techie can temporarily improve the target machine's performance. Having its performance increased in such a fashion can often be detrimental to its normal function, sometimes requiring repairs afterwards. The performance increase lasts 1 minute per class level after the item is first used, after which a roll is made. If this roll is failed, the item gains the broken condition.

Bonus Feats: At 3rd, 6th, and 9th level the Techie gains a bonus feat from the following list. Builder, Cautious, Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Studious

Mastercraft: At 3rd level a Techie learns to create items of higher than normal quality. He must select either Craft (mechanical or electronic) for this ability. He can thereafter create items of this type that give a +1 bonus to its quality compared to normal items of its type. All weapons and armor, as well as many mechanical and electronic devices, may be constructed as Mastercraft objects. At 6th and 9th level he may either add the Mastercraft ability to another Craft skill or increase an existing bonus.

Quick Craft: At 4th level the Techie learns to use his signature skills more rapidly than other characters. He may reduce the time necessary to construct a normal quality item from scratch by one-quarter. At 8th level this ability improves to a one-half reduction and applies to Mastercraft items as well.

Build Robot: At 5th level a Techie learns to construct remote-controlled robots of Small to Diminutive size. The robot may have a single skill programmed into it for the use of the Techie. Computer Use, Disable Device, Perception, or Repair may all be programmed into the robot with the same modifier the Techie himself possesses. Only