Character Sheet
Andrew
Smart Hero Lvl 5/Techie Lvl 5
Occupation: Technician
AC 15
30 HP
BAB +3
Fort 4
Refl 3
Will 7
Str 10
Dex 11
Con 15
Int 19
Wis 15
Cha 12
+1 occupation bonus to computer use, repair, craft (electronic)
Computer Use (Int) 13+4+1+2+5 = 25
Craft (electronic) (Int) 12+4+1+5 = 22
Decipher Script (Int) 7+4+2 = 13
Demolitions (Int)
Disable Device (Int) 13+4 = 17
Disguise (cha) 9+1 = 10
Forgery (Int) 8+4+2 = 14
Investigate (Int) 8+4 = 12
Knowledge (technology) (Int) 13+4 = 17
Knowledge (pop culture) (Int) 11+4 = 15
Navigate (Int) 11+4 = 15
Profession (geek squad) 8+2 = 10
Read/Write Language (none)
Repair (Int) 13+4+1+2+5 = 25
Research (Int) 13+4+2 = 19
Search (Int) 13+4+2 = 19
Speak Language (none)
Talents
Savant - Computer Use
Savant - Repair
Savant - Craft (electronic)
Feats
Gearhead
Meticulous
Studious
Personal Firearms Proficiency
Point Blank Shot
Iron Will
Heroic Surge (3/day) - The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Precise Shot
Abilities
Jury-rig +2 - A Techie gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging.
Extreme Machine - If it has mechanical or electronic components, a Techie of 2nd level or higher can get maximum performance out of it.
By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Techie can temporarily improve a machine’s performance—at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.
Build Robot - so much shit. just go check the techie page tbh
Mastercraft - can make +1 electronic shit now
Smart Hero Lvl 5/Techie Lvl 5
Occupation: Technician
AC 15
30 HP
BAB +3
Fort 4
Refl 3
Will 7
Str 10
Dex 11
Con 15
Int 19
Wis 15
Cha 12
+1 occupation bonus to computer use, repair, craft (electronic)
Computer Use (Int) 13+4+1+2+5 = 25
Craft (electronic) (Int) 12+4+1+5 = 22
Decipher Script (Int) 7+4+2 = 13
Demolitions (Int)
Disable Device (Int) 13+4 = 17
Disguise (cha) 9+1 = 10
Forgery (Int) 8+4+2 = 14
Investigate (Int) 8+4 = 12
Knowledge (technology) (Int) 13+4 = 17
Knowledge (pop culture) (Int) 11+4 = 15
Navigate (Int) 11+4 = 15
Profession (geek squad) 8+2 = 10
Read/Write Language (none)
Repair (Int) 13+4+1+2+5 = 25
Research (Int) 13+4+2 = 19
Search (Int) 13+4+2 = 19
Speak Language (none)
Talents
Savant - Computer Use
Savant - Repair
Savant - Craft (electronic)
Feats
Gearhead
Meticulous
Studious
Personal Firearms Proficiency
Point Blank Shot
Iron Will
Heroic Surge (3/day) - The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Precise Shot
Abilities
Jury-rig +2 - A Techie gains a +2 competence bonus on Repair skill checks made to attempt temporary or jury-rigged repairs. See the Repair skill for details on jury-rigging.
Extreme Machine - If it has mechanical or electronic components, a Techie of 2nd level or higher can get maximum performance out of it.
By spending 1 action point and making either a Craft (electronic) or Craft (mechanical) check (whichever is appropriate for the machine in question), the Techie can temporarily improve a machine’s performance—at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.
Build Robot - so much shit. just go check the techie page tbh
Mastercraft - can make +1 electronic shit now