The Star Wars Saga Edition RPG Databank

Star Wars RPG Databank
feed

Tech Specialist

November 17th, 2008

Zabrak Tech Specialist

While some beings are skilled when it comes to computers, only Tech Specialists can truly master technology. Whether the techie works with the law, against the law, or around the law, they can usually find employment with anyone. Their abilities are especially prized on metropolis worlds where computers and droids run everything, but they also get by on Rim worlds.

Examples of Tech Specialists in Star Wars

Filli, Ghent, Bao Dur, Kyph, Jan Ors

Game Rule Information

Tech Specialists have the following game statistics.

Abilities
Intelligence is by far the most important ability for a Tech Specialist, as they specialize in any use of technology, from simple datacards, to planet destroying weapons.

Hit Points
Tech Specialists begin play at 1st level with a number of hit points equal to 24 + their Constitution modifer. At each level after first, Tech Specialists gain 1d8 hit points + their Constitution modifier.

Force Points
Tech Specialists gain a number of Force Points equal to 5 + one-half their character level, rounded down, every time they gain a new level in this class.

Class Features

The following are the class features of the Tech Specialist class.

Defense Bonuses
At 1st level, you gain a +2 class bonus to your Will Defense and a +1 class bonus to your Fortitude Defense.

Starting Feats
At 1st level, you gain the following bonus feats:
Weapon Proficiency (simple weapons)
Weapon Proficiency (pistols)
Tech Specialist (see below)*
*You must meet the prerequisite of this feat (minimum Intelligence 13 and trained in Mechanics).

Talents
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent may be selected from the the Outlaw Tech talent tree (SotG page 16), the Inventor talent tree (see below), or the Slicer talent tree (SECR page 47). You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.

Class Skills
Trained in 6 + Int modifier:
Gather Information, Initiative, Knowledge(all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Stealth, Treat Injury, Use Computer

Bonus Feats
At each even numbered level (2nd, 4th, 6th, etc), you gain a bonus feat. This feat must be selected from the following list, and you must meet any prerequisites for that feat.
Armor Proficiency (light), Cybernetic Surgery, Dodge, Exotic Weapon Proficiency, Improved Defenses, Point Blank Shot, Rapid Shot, Rapid Strike, Skill Focus, Skill Training, Surgical Expertise, Tech Specialist, Vehicular Combat, Weapon Proficiency (rifles), Weapon Proficiency (advanced melee weapons).

Credits
A 1st-level Tech Specialist starts play with 3d4×250 credits.

Inventor Talent Tree

Skilled Mechanic. You may reroll Mechanics checks, but the result of the reroll must be accepted, even if it is worse.
Prerequisite: Tech Specialist feat

Schematic Savant. You may substitute a Knowledge (technology) check for any other type of Knowledge check when you are crafting an item.
Prerequisite: Tech Specialist feat, training in Knowledge (technology)

Ingenious Builder. While crafting something, you can take 20 on Mechanics checks. Additionally, taking 20 on the check to assemble the object triples the hit points added and only takes double the normal amount of time.
Prerequisites: Tech Specialist feat, Schematic Savant

Master of Technology. When you use the Tech Specialist feat on a weapon or suit of armor that you are proficient with, or a device, droid, or vehicle that you are familiar with (GM’s call), you may pay twice as much for the parts to upgrade the item, but the upgrade does not count towards the one-per-item limit of upgrades. However, you cannot perform the same upgrade to the same item twice, and you may only use this talent once per item that you upgrade.
Prerequisites: Tech Specialist feat, Gearhead, Schematic Savant, Ingenious Builder

Modified Prosthetic. You may upgrade a prosthetic limb just as you would any other item via the Tech Specialist feat, using the following benefits:
Enhanced Dexterity: The limb provides a +1 equipment bonus on all skill checks related to Dexterity.
Enhanced Strength: The limb provides a +1 equipment bonus on all skill checks related to Strength.
Enhanced Capability: The limb provides a +1 equipment bonus on all Mechanics or Use Computer checks.
Prerequisites: Tech Specialist feat, Ingenious Builder, Cybernetic Surgery

Enhance Implant. You can modify certain implants. These are enhanced for the same cost as a normal use of the Tech Specialist feat. An upgraded Bio-stabilizer implant also grants immunity to diseases. An upgraded Memory implant allows the user to take one of the Logic Upgrade feats (KotOR CG, pg 34). An upgraded Sensory implant provides darkvision instead of low light vision.
Prerequisites: Tech Specialist feat, Cybernetic Surgery, Implant Training, training in Use Computer

LEVEL B.A.B. CLASS FEATURES
1st +0 Defense bonuses, starting feats, talent
2nd +1 Bonus feat
3rd +2 Talent
4th +3 Bonus feat
5th +3 Talent
6th +4 Bonus feat
7th +5 Talent
8th +6 Bonus feat
9th +6 Talent
10th +7 Bonus feat
11th +8 Talent
12th +9 Bonus feat
13th +9 Talent
14th +10 Bonus feat
15th +11 Talent
16th +12 Bonus feat
17th +12 Talent
18th +13 Bonus feat
19th +14 Talent
20th +15 Bonus feat

3 votes, average: 4.00 out of 53 votes, average: 4.00 out of 53 votes, average: 4.00 out of 53 votes, average: 4.00 out of 53 votes, average: 4.00 out of 5 (3 votes, average: 4.00 out of 5)
You need to be a registered member to rate this post.
Loading ... Loading ...

Entry Filed under: Class

15 Comments

Add your own

  • 1. Sacredphoenix  |  November 17th, 2008 at 11:42 pm

    why do they get treat injury as a trained skill? I think it’s pretty good overall though (though it’s more powerful than scoundrel by far, maybe too much)

  • 2. jadenkorr  |  November 18th, 2008 at 2:27 am

    Excellent point, I’ll drop that.
    I wasn’t sure on the health, but I didn’t want yet another d6 hp per level class. I’ll take off the Skill Focus starting feat, that might balance it a bit. Maybe the Survivor talent tree shouldn’t be available either.

  • 3. jadenkorr  |  November 18th, 2008 at 2:30 am

    How can I edit it now that it is posted?

  • 4. Sacredphoenix  |  November 18th, 2008 at 4:31 am

    it doesn’t have access to the survivor talent tree. of course, I wouldn’t go adding it in.

    anyways, you can’t edit it. only tao can

  • 5. Sacredphoenix  |  November 18th, 2008 at 4:33 am

    why does enhance implant and modified prothestic require cybernetic surgery (which I assume is the reason this class gets treat injury as a class skill)
    it seems like they would more likely modify it after being put in the person, as opposed to being the ones actually installing it.

  • 6. Lambach  |  November 18th, 2008 at 6:16 am

    treat injury, because tech specialist used to be the medic class.

  • 7. jadenkorr  |  November 18th, 2008 at 2:05 pm

    Alright. Here’s what needs changing:
    -Remove Skill Focus starting feat.
    -Remove access to Fringer Talent tree

    Treat Injury is in there because a. This class is sort of a substitute for experts. and b. if you had decent Intelligence you’d be forced to overload on knowledges.

    Cybernetic Surgery is required for modify prosthetic because any new functions must still be working closely with the user’s body, necessitating some feat that represents this knowledge.

  • 8. Ximologist  |  November 19th, 2008 at 7:57 am

    Isn’t Tech Specialist now just a Feat from Starships of the Galaxy?

  • 9. Lambach  |  November 19th, 2008 at 4:21 pm

    A feat poorly represents the old class, this class fills the gaps left by it’s official removal from saga edition. As with everything else on this site it’s an unoficial option.

  • 10. technomancer  |  December 2nd, 2008 at 3:56 am

    this needs to be tweeked

    *You must meet the prerequisite of this feat (minimum Intelligence 13 and trained in Mechanics)
    to

    *You must meet the prerequisite of this feat (minimum Intelligence 13, if not taken as 1st level, trained in Mechanics)

    then add Mechanics and Use Computer as starting skills if this is taken as 1st level. however you could drop starting skills to 5. also add droid as a known language.

  • 11. jadenkorr  |  December 2nd, 2008 at 2:57 pm

    I don’t see the effective difference in the first bit of rewording. Could you clarify, please?

    I was going by the WotC web enhancement that says Int 13+ and training in Mechanics are the only requirements for Tech Specialist.

  • 12. Lambach  |  December 2nd, 2008 at 4:27 pm

    you must still qualify for starting feats to take them the wording as is, is fine. The alternate wording muddles it considerably and implies you can take the feat without qualifying for it.

  • 13. jadenkorr  |  December 2nd, 2008 at 6:08 pm

    That’s exactly what I thought. And putting higher requirements on a feat only if it’s a starting feat is absurd.

  • 14. chaoswolf  |  December 22nd, 2009 at 12:53 am

    Nice. I’ve been looking for this for a while.

  • 15. ShadoWarrior  |  March 22nd, 2011 at 5:18 am

    Remove Skill Focus starting feat, per Jaden’s suggestion.


Leave a Comment

You must be logged in to post a comment.

Trackback this post  |  Subscribe to the comments via RSS Feed