good techie

KageArashi

First Post
hey guys, I was wondering what/how you all would create a techie?

some specifics: Saga Edition

time period is between Force Unleashed and Galactic Civil War

character is fresh out of the Imperial Academy (lvl 2) and a strong supporter of the Empire

Noble family (1st lvl is noble with Lineage talent tree, with Wealth as 1st talent)

I'm at current any ways planning on eventually going into the Military Engineer Prestige Class

The Character story/background wise is a Tech Savant, took Skill Focus Mechanics. Has a love of all things mechanical, and loves guns and things that go boom... Yeah, I know not the classic "noble" but their family is a sub family of Kuat...

Any help/suggestions is much appreciated...

Thanks
 
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delericho

Legend
If you can find it, WotC did a web-enhancement for SWSE that included talents (or a class?) for a tech specialist. Unfortunately, for licensing reasons, they've had to take that all down from their website, but I think it's out there somewhere. That might be worth tracking down.
 

This is a reference that may help you out from that material's transcript.

THE OUTLAW TECH
The following new talent tree is intended for use by characters with the
scoundrel class. Scoundrels learn a variety of tricks that allow them to
squeeze more life out of ailing technology, and they can enhance their gear
in ways the manufacturer never intended.

Fast Repairs: Whenever you jury-rig an object or vehicle, the vehicle
gains a number of temporary hit points equal to the result of your
Mechanics check. Damage is subtracted from these temporary hit points
first, and temporary hit points go away at the conclusion of the encounter.
Prerequisites: Trained in the Mechanics skill.

Hot Wire: You can use your Mechanics check modifier instead of your
Use Computer check modifier when making Use Computer checks to improve
access to a computer system. You are considered trained in the Use
Computer skill for purposes of using this talent. If you are entitled to a Use
Computer check reroll, you may reroll your Mechanics check instead (subject
to the same circumstances and limitations).
Prerequisites: Trained in the Mechanics skill.

Quick Fix: Once per encounter, you may jury-rig an object vehicle that is
not disabled. All normal benefits and penalties for jury-rigging still apply.
Prerequisites: Trained in the Mechanics skill.

Personalized Modifications: As a standard action, you may tweak the
settings, grips, and moving parts of a powered weapon you wield, tailoring it
to your needs. For the remainder of the encounter, you gain a +1 equipment
bonus on attack rolls and a +2 equipment bonus on damage rolls with that
weapon. You can use this talent only on powered weapons (those that
require a power cell to operate), including weapons connected to a larger
power source, such as vehicle and starship weapons.
 

There was also this New Feat:

Tech Specialist
The new Tech Specialist feat allows a hero to make custom modifications to
weapons, armor, droids, devices, and vehicles so that they function beyond
their normal specifications.
Prerequisite: Trained in the Mechanics skill.
Benefit: You can modify a device, suit of
armor, weapon, droid, or vehicle so that it gains a
special trait. Specific traits are given on the Tech
Specialist Modifications table below. You may
perform only one modification at a time. Unless
noted otherwise, you cannot grant more than one
benefit to a single device, suit of armor, weapon,
droid, or vehicle, and you can't apply the same
benefit more than once.
Before beginning the modification, you must
pay one-tenth the cost of the device, suit of
armor, weapon, droid, or vehicle you wish to
modify or 1,000 credits, whichever is more. Completing
the modification requires 1 day per 1,000
credits of the modification's cost. At the end of
this time, make a DC 20 Mechanics check; you can't take 10 or take 20 on
this check. If the check succeeds, the modification is completed successfully,
and the object gains the desired trait. If the check fails, you lose all credits
spent making the modification, and the object doesn't gain the desired trait.
However, you may start over from scratch if you wish.
Other characters trained in the Mechanics skill can assist you, reducing
proportionately the time needed to complete the modification. At the end of
modification process, they can make a Mechanics check to aid your check.
The market value of a modified item is equal to the base cost of the item
plus double the cost of the modifications made to it (not including credits
wasted on failed modification attempts).
Special: This feat is considered a bonus feat for the noble and scoundrel
classes.

Hope this helps. Personally, I take great benefit from this ruling to "enhance" equipment to reward PCs or increase the challenge of NPCs.
 

KageArashi

First Post
I'm aware of Outlaw Tech and it's the opposite direction I'm looking for...

I'm not looking for a quick fix jury-rigger, rather a true mechanic. I do already have the tech specialist feat.

I'm looking for something more on the lines of a character that makes permanant modifications to weapons, armor, and ships. And runs thier own buisness, over someone that does backwater world fix ups per se...
 

what do you mean, let me see if i get your point...

Maybe you can start by making this character a 1st level non-heroic, that way he'll be able to choose the specific skills to represent a techie. Say you'll need skill focus - mechanics and actual access to all the knowledge skills related to any field and maybe thereon, built as you mentioned...maybe focusing on talents from S&V (page 20~21) such as Assured Skill, Critical Skill Success, Exceptional Skill, Skill Boon, Skill Confidence, Skillful Recovery or Skilled Implanter....

Now... the Tech Specialist feat (SotG 21) would allow you to modify a weapon for Improved Accuracy (+1 equipment bonus to attack) OR Improved Damage (+2 damage). The Superior Tech feat in S&V will allow you bigger numbers but is otherwise the same. There is nothing that springs to mind that allows multiple Tech Specialist upgrades to a weapon in general; maybe something in the Outlaw Tech Talent tree but that would be a specific weapon for a specific user. That talent tree does include the Personalized Modification talent which will let you take a standard action to give your weapon +1 attack/+2 damage until the end of the encounter.

S&V has a number of Upgrades which could be used on weapon. While not directly give +X to attack or damage there are a number that can give an attack/damage advantage in certain circumstances and maybe even permanently...

in any case, this is my gathering on weaponry...some of this ruling may apply to other fictional items as the one you mentioned. Yet I'll need to know if this is the direction you are trying to reach?
 

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