Mechanic Class Description
Stamina Points per Level: 6 + Constitution modifier
Hit Points per Level: 6 HP
You are a master of machines, from advanced supercomputers to simple magnetic engines. Understanding how these devices work gives you insight into the world around you, allowing you to make the most of your gear, circumvent hardened defenses, and even take over remote systems. Your programming skill also gives you the ability to create a powerful ally, in the form of either an implanted artificial intelligence or a robotic drone, which can assist you with a variety of tasks. If there’s a computer or machine that needs to be fixed, bypassed, or destroyed, you’re the first on the scene. Whether you’re a skilled scientist, a starship engineer, or a battlefield technician, you’re no stranger to combat—but you find it much more reasonable to have your AI or drone do the fighting for you.
Mechanic Key Ability Score
You rely on your Intelligence for your knowledge, skills, and technical know-how, so Intelligence is your key ability score. A high Dexterity score makes your ranged attacks more accurate, should you engage in combat.
Mechanic Class Skills
Skill Ranks per Level: 4 + Intelligence modifierAthletics (Str), Computers (Int), Engineering (Int), Medicine (Int), Perception (Wis), Physical Science (Int), Piloting (Dex), Profession (Cha, Int, or Wis)
Armor Proficiency: Light Armor
Mechanic Class Table
|Save Bonuses||Class Features|
|1st||+0||+2||+2||+0||Artificial intelligence, bypass +1, custom rig|
|3rd||+2||+3||+3||+1||Overload, weapon specialization|
|5th||+3||+4||+4||+1||Bypass +2, remote hack|
|7th||+5||+5||+5||+2||Expert rig, miracle worker 1/day|
|9th||+6||+6||+6||+3||Bypass +3, override|
|11th||+8||+7||+7||+3||Coordinated assault +1, miracle worker 2/day|
|13th||+9||+8||+8||+4||Advanced rig, bypass +4|
|15th||+11||+9||+9||+5||Miracle worker 3/day|
|17th||+12||+10||+10||+5||Bypass +5, control net, coordinated assault +2|
|19th||+14||+11||+11||+6||Ghost in the machine, miracle worker 4/day, superior rig|
|20th||+15||+12||+12||+6||Bypass +6, mechanic trick, tech master|
Artificial Intelligence (Ex)
You construct an artificial intelligence (or AI), a sophisticated program of self-motivated code that you can access for help in a variety of endeavors. This AI is the product of your own genius, far more advanced and complicated than any available for sale to consumers (though it falls short of being truly self-aware), and only you know the secrets of its creation and operation. Your AI can take one of two forms: a drone or an exocortex. You must pick one of these forms upon taking your first level of mechanic, and once this choice is made, it cannot be changed.
You begin play with a powerful robotic drone to house your AI. You build and control this drone, which accompanies you on your adventures and is capable of combat, espionage, and other specialized tasks. As you gain levels, your drone advances in sophistication and gain additional abilities. While the value of your drone is immense, only you, with your extensive knowledge of its quirks and security measures, can ever hope to operate or repair it. Drones are detailed here.
You begin play with an exocortex, an artificial processor that interacts with and augments your biological brain’s cognitive functions, which can aid you in a variety of tasks, from combat to digital infiltration. Your exocortex is implanted within your physical body or brain, similar to a piece of cybernetic hardware, allowing your AI to access your mind and feed you information. As you gain levels, your exocortex advances in sophistication and processing power—see Exocortex. Only you can access or interact with your exocortex.
You are skilled at getting inside computer systems and electronic devices. At 1st level, you gain a +1 insight bonus to Computers and Engineering skill checks. At 5th level, every 4 levels thereafter, and at 20th level, this bonus increases by 1.
Custom Rig (Ex)
You have created a customized toolkit you can use to hack systems and items. Your custom rig can be configured to take up an upgrade slot on your armor or can be installed as a cybernetic augmentation system in your brain (though it can be combined with a datajack for the same price as installing a datajack normally), your eyes, or an arm. Alternatively, you can configure it to be a handheld device, meaning that you must retrieve it and hold it to use it effectively. While using this rig, you always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt. Some mechanic tricks and drone mods require the use of a custom rig. In addition, you can use your custom rig as a Mk I comm unit. Finally, if you have a drone, you can use your custom rig to communicate over an encrypted channel with your drone to issue commands to its AI or directly control it at a range of 2,500 feet.
If your custom rig is damaged, destroyed, lost, or stolen, you can kitbash a new one from any engineering kit, hacking kit, or other technological toolkit, reconfiguring the materials into a new custom rig with 1 hour of work. You can have only one custom rig at a time. If you create a new custom rig, your old one functions as a normal toolkit of whatever type you made it from and can no longer be used with your mechanic tricks.
Mechanic Trick (Ex)
As you gain experience, you learn tricks that allow you to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things you learn, others are small cybernetic enhancements you make to yourself (none of which have a price or count against your augmentation limits). Some tricks require the use of a custom rig or other gear.
You learn your first mechanic trick at 2nd level, and you learn an additional mechanic trick at 4th level and every 2 levels thereafter. If a mechanic trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half your mechanic level + your Intelligence modifier. If a mechanic trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1-1/2 × your class level + your Intelligence modifier.
Unless otherwise specified, you can’t learn mechanic tricks more than once.
As a standard action, you can cause a short in an electronic device, including most ranged energy weapons, melee weapons with the powered special property, or a single armor upgrade. This makes the device nonfunctional for 1 round. Overload doesn’t cause a locked door, safe, or other device to open, but it prevents anyone from opening it for 1 round. You must be adjacent to the device to use this ability. If you have a drone, you can instead use this ability on an electronic device adjacent to your drone. If you have an exocortex with the wireless hack ability, you can instead use this ability on any electronic device within range of your exocortex’s wireless hack. If you use overload on an item or armor upgrade in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half your mechanic level + your Intelligence modifier). Overload doesn’t affect androids, cybernetics, drones, powered armor, robots, or creatures with the technological subtype (all of which have shielding against this sort of attack), or items larger than Medium. Once a device has been successfully overloaded, a residual static charge prevents that device from being overloaded again for 1 minute.
Weapon Specialization (Ex)
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
Remote Hack (Ex)
You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. At 7th level and every 2 levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing your target) can attempt a Perception or Sense Motive check (DC = 10 + 1-1/2 × your mechanic level + your Intelligence modifier) to determine that you are the origin of this activity.
Expert Rig (Ex)
Your custom rig has improved. Whenever you use your custom rig to successfully hack into a computer, you can also disable one countermeasure installed in the system (except firewalls). In addition, your custom rig can now be used as any engineering or hacking specialty kit of item level 6th or lower, and it has the features of a computer with a tier equal to half your level with the artificial personality, hardened, or security I upgrade module. It also has an audio/video recorder. You can add extra modules or countermeasures to your custom rig at the normal prices.
You can also use your custom rig to communicate over an encrypted channel with your ship, allowing you to access your ship’s downloaded data sets and transponder at a range of 5 miles. If you have a drone, you can issue commands to or directly control your drone at the same range.
Miracle Worker (Ex)
As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.
- Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.
- Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
- Damaged Ship: You restore a number of Hull Points equal to the starship's base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase.
Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.
Coodinated Assault (Ex)
If you have a drone, whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. If you have an exocortex instead, whenever you and your exocortex are both attempting to hack a system, you each receive a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level.
Advanced Rig (Ex)
Your custom rig’s computer functions gain a bonus firewall countermeasure. This firewall has no additional cost, does not count against the maximum number of countermeasures your custom rig can have, and can block off a module or group of modules already protected by a firewall.
In addition, you can use your custom rig to communicate over an encrypted channel with your ship, allowing you to access the ship’s sensors, control its security systems, and prepare its engines for takeoff (as well as use the encrypted communications functions of your expert rig) at a range of 50 miles. If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.
Control Net (Ex)
You are capable of operating multiple AIs, one in a drone and one in an exocortex. You must divide up your mechanic level between these different AIs, and each gains abilities based on the number of levels you assign to it. Every time you gain a level in mechanic, you can change the distribution of levels between these AIs using your custom rig after 24 hours of uninterrupted work. While each AI can act independently to the limits of its ability, you can control them as normal (although you can directly control only one AI at a time). If the number of levels assigned to your exocortex is less than your mechanic level, your exocortex grants a smaller increase to your base attack bonus when using combat tracking, as noted in the table below. You gain additional exocortex abilities, such as wireless hack and multitasking, based upon the level you assign to it as normal.
|Levels Assigned||Increase to Base Attack Bonus|
Ghost in the Machine (Ex)
When using your override class feature to affect an android, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not dazed, and you can instead dictate its actions for the next round. These actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours unless you spend 1 Resolve Point. You can continue to spend Resolve Points in this manner each round to make the creature susceptible to override again.
Superior Rig (Ex)
Your custom rig’s computer functions now gain bonus lockout and wipe countermeasures. You can use your custom rig normally even when its lockout is active (you have special authorization no one else can access under any circumstances), and while any wiped data cannot be recovered by anyone else (as if the data module were destroyed), you can automatically recover it with 8 hours of work. These countermeasures have no additional cost and do not count against the maximum number of countermeasures your custom rig can have.
Additionally, you can use your custom rig to communicate over an encrypted channel with your ship at a range encompassing a planet and its close orbit, allowing you to remotely pilot your starship from point to point on the same planet or to and from orbit (as well as use the encrypted communications functions of your expert and advanced rig at the same range). If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.
Tech Master (Ex)
You are a master of technology. You can spend 1 Resolve Point to craft any technological weapon, armor, or item at a rate of 1 minute per item level or spend 1 Resolve Point to convert any existing technological armor or weapon into another suit of armor or another weapon of equal or lesser value at a rate of 1 minute per item level. This uses the normal crafting rules, but the item being converted counts as its full value in crafting components. You cannot convert a one- handed weapon into a two-handed weapon. When converting an item into a cheaper item, any excess value is lost and cannot be reclaimed by converting the item back.
You learn your first mechanic trick at 2nd level and an additional trick every 2 levels thereafter. Mechanic tricks all require you to meet a minimum mechanic level, and they are organized accordingly. Some mechanic tricks require you to satisfy other prerequisites, such as having other tricks.
You must be 2nd level or higher to choose these mechanic tricks.
Distracting Hack (Ex)
You can hack a computer within 30 feet of a foe to distract that foe, such as with a sudden noise or an image. You must be able to access the computer (whether it is your own computer or you are within range to access one manually or via remote hack). This functions as a feint action except that it uses your Computers skill instead of Bluff, so you can apply the benefits of Improved Feint and Greater Feint if you have them.
Energy Shield (Ex)
As a standard action, you can use your custom rig to activate an energy shield around yourself. This shield provides you with a number of temporary Hit Points equal to your Intelligence modifier plus your mechanic level. The shield remains active for 1 minute per mechanic level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, you cannot use this ability again until you spend 1 Resolve Point to regain Stamina Points after a 10-minute rest; your shield automatically shuts off during this period of rest.
Hack Directory (Ex)
Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.
Neural Shunt (Ex)
Once per day, as a reaction when you fail a saving throw against a mind-affecting effect, you can shunt that effect into your exocortex instead. When you do so, you are not affected by the mind-affecting effect, but for the normal duration of that effect, you lose the Skill Focus feat granted by your exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants you). When a mind-affecting effect is shunted into the exocortex, spells such as dispel magic or break enchantment can be cast on you to end the effect as if you were affected by it. Once the duration of the mind- affecting effect has ended, your exocortex resumes its normal functions. You must have an exocortex to learn this trick.
Nightvision Processor (Ex)
Your visual data processor allows you to see better in conditions of poor lighting, granting you low-light vision and darkvision to a range of 60 feet. You must have the visual data processor mechanic trick to learn this trick.
As a standard action, you can use your custom rig to overcharge and attack with a ranged energy weapon or a melee weapon with the powered special property that you’re holding. If you hit, you deal 1d6 additional damage of the same type the weapon normally deals. This attack uses three times as many charges from the battery or power cell as normal and can’t be used if the weapon doesn’t have enough charges. This trick has no effect on a weapon without a battery or power cell. You can instead use this ability as a move action on a touched powered weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of your next turn.
You have augmented the performance of your AI for maximum response timing. You gain a +2 insight bonus to initiative checks, and either you (if you have an exocortex) or your drone (if you have a drone) gains a +2 insight bonus to Reflex saves.
Overload Weapon (Ex)
As a full action or as a move action by spending 1 Resolve Point, you can cause a powered weapon (either a ranged energy weapon or a melee weapon with the powered special property) in your possession to explode. You can use the weapon as if it were a grenade of the weapon’s item level or lower dealing the weapon’s normal damage type, except the weapon has a range increment of only 10 feet unless it is a thrown weapon. If someone tries to attack with the weapon, it explodes as a grenade would instead, centered on the user, and the user doesn’t receive a Reflex save to negate the grenade’s effect (if any). Once you’ve primed a weapon to explode in this way, it’s difficult to reverse the effect, requiring 8 hours of work and a successful Engineering check (DC = 15 + your Engineering bonus); failing the check by 5 or more detonates the weapon. Once detonated, the weapon is destroyed, just like a grenade.
Portable Power (Ex)
You can use your custom rig to supply limited power for up to 1 minute to a computer or starship system that lacks power. If this system is part of a much larger network, this trick does not supply power to the entire network, just to a limited point of access (typically a terminal), which might greatly limit functionality. Once you have used portable power on a system, you cannot do so again on that system for 24 hours.
Quick Patch (Ex)
When you attempt to patch a system on a starship, you reduce the number of actions required to do so by one. This does not reduce the time needed to patch a glitching system, but you can patch two systems with one action.
Quick Repair (Ex)
When you attempt to repair an item, you can do so in half the time normally required (to a minimum of a full action).
Repair Drone (Ex)
When you spend 10 minutes to repair your drone, you repair 25% of its maximum Hit Points instead of 10%. You must have a drone to learn this trick.
Visual Data Processor (Ex)
You notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from your bypass class feature to Perception skill checks.
You must be 8th level or higher to choose these mechanic tricks.
Boost Shield (Ex)
Your energy shield grants you a number of temporary Hit Points equal to your Intelligence modifier + double your mechanic level. In addition, if you have already used your shield, you can spend 1 Resolve Point to use it again without having to regain Stamina Points first. This replenishes your shield’s temporary Hit Points to full. You must have the energy shield mechanic trick to learn this trick.
Drone Meld (Ex)
As a full action while in contact with your drone, you can reconfigure it into a mechanical drone suit (or a backpack-like apparatus, for the Tiny hover drone) that you can wear. While in this form, the drone can’t take any actions or use any of its abilities, but you gain either the drone’s flight system mods if you have a hover drone, reactive camouflage (and an invisibility field if your drone has it) if you have a stealth drone, or reductive plating if you have a combat drone. You can end the meld and return the drone to its normal form as a full action. Though it normally acts on your turn just after you, the drone can take no actions on that turn other than transforming back.
Engineer’s Eye (Ex)
When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free Computers, Engineering, or Perception check (as decided by the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledge of your ship, you receive one of these checks whenever you board your ship to notice if anything is wrong with the ship’s systems.
Ghost Intrusion (Ex)
Whenever you use the Computers skill to access a system and you fail to overcome its defenses by 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more, any countermeasures take effect against you as normal.
Holographic Projector (Ex)
Your custom rig can project holographic images as a standard action as often as you like, as per 2nd-level holographic image except it can create speech and has a range of only 120 feet.
You further improve the response time of your AI. If you have a drone, your drone gains a +1 insight bonus to AC. In addition, if your drone is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it succeeds at its saving throw. If you have an exocortex, you gain a +1 insight bonus to AC. In addition, whenever you fail a Reflex saving throw, you can spend 1 Resolve Point to reroll the saving throw and take the higher result. You must have the overclocking mechanic trick to learn this trick.
Improved Overcharge (Ex)
The additional damage of the overcharge mechanic trick increases to 2d6. You must have the overcharge mechanic trick to learn this trick.
Invisibility Bypass Processor (Ex)
Your visual data processor now allows you to see invisible creatures as per see invisibility. You must have the visual data processor mechanic trick to learn this trick.
Resistant Energy (Ex)
Even when your energy shield is inactive, the ambient energy protects you from a particular type of energy attack. Choose acid, cold, electricity, fire, or sonic. You gain resistance 5 against that energy type. You must have the energy shield mechanic trick to learn this trick.
You’re always crafting rudimentary bots in your spare time, and can use them to scout. It takes you 10 minutes and 1 Resolve Point to create a scoutbot. A scoutbot is a Small technological construct, its EAC and KAC are equal to 10 + your mechanic level, and it has 1 Hit Point per mechanic level you have (and no Stamina Points). It has a land speed of 30 feet, and you can control its movements with your custom rig as a move action. It has a camera that streams visual and auditory data back to your rig. The scoutbot uses your saving throw bonuses if necessary. It is untrained in all skills and has a +0 bonus in all of them, though you can use your own Perception skill when examining the feed from its stream. Once created, the scoutbot lasts for 1 minute per mechanic level you have before falling apart unless otherwise destroyed.
You must be 14th level or higher to choose these mechanic tricks.
Extra Mod (Ex)
If you have a drone, your drone gains an additional basic mod. If you have an exocortex, you gain an additional basic mod. It can’t be a basic mod taken a second time as an advanced mod. You can rebuild this extra mod when you gain a mechanic level as with any other mod, but you can’t rebuild this mod to convert it into the advanced version of the mod.
Improved Resistant Energy (Ex)
Choose an additional energy type from resistant energy. You gain resistance 15 against both this and your original energy type. You must have the energy shield and resistant energy mechanic tricks to learn this trick.
Invisibility-Hampering Projector (Ex)
As a move action, you can use your custom rig’s holographic projector to project a holographic image in a direct overlay over an invisible creature within 120 feet, and your custom rig’s computer moves the image to follow the invisible creature, effectively negating the creature’s invisibility as long as it remains within 120 feet of you. If it moves beyond that range, it breaks the effect until you use this ability again. You must have the holographic projector, invisibility bypass processor, and visual data processor mechanic tricks to learn this trick.
Mod Tinkerer (Ex)
You can spend 24 hours of uninterrupted work to exchange all your drone or exocortex mods at any time, even if you haven’t gained a level. Any other drone features (such as its chassis or bonus feats) can still be exchanged only when you gain a level.
Whenever you use the Engineering skill to sabotage or disable a device, you can roll twice and take the better result. In addition, if you have the appropriate tools (including your custom rig), performing these tasks takes half the normal amount of time, to a minimum of 1 move action.
Superior Overcharge (Ex)
The additional damage of the overcharge mechanic trick increases to 4d6. You must have the overcharge and improved overcharge mechanic tricks to learn this trick. You can select this trick multiple times. Each time you do after the first, increase the damage by 1d6 (to a maximum of 7d6 if you select it all four times).
If you have a drone, you can grant the effects of haste to your drone for 1 minute as a move action. If you have an exocortex, you can gain the effects of haste for 1 minute as a move action. Once you or your drone has used this ability, you cannot use it again until you spend 1 Resolve Point to regain Stamina Points from a 10-minute rest. You must have the overclocking and hyperclocking mechanic tricks to learn this trick.
If you choose the drone option for your artificial intelligence, you begin play with a robotic drone that you design. See Building Your Drone below for instructions on creating your drone.
All drones have a neutral alignment and the same senses as an ordinary human. A drone is considered a construct with the technological subtype for the purposes of spells and effects targeting it. Your drone speaks all of the languages that you do. Your drone is proficient in your choice of small arms or basic melee weapons, and it gains specialization in that weapon type once you reach 3rd level.
Like most constructs, a drone cannot recover from damage on its own. If a drone is reduced to 0 Hit Points, it becomes inactive until it is restored to 1 Hit Point or more. If a drone takes damage from a single attack equal to or greater than its maximum Hit Points while it has 0 current HP, the drone is destroyed.
If your drone is ever destroyed or lost, you retain its mind and all its subroutines in your custom rig and can replace its body for free using your custom rig after 24 hours of uninterrupted work. You can take a single 8-hour rest during each 24 hours spent working, but any other interruption greater than a moment of conversation requires you to add 12 hours to the time required to rebuild your drone. In addition, every time you gain a mechanic level, you can rebuild your drone from scratch with the same amount of work, allowing you to change any or all of the choices you made for your drone (including ability scores, chassis, feats, mods, and skills).
Building Your Drone
Building a drone is a multistep process. First, choose the drone’s chassis, which along with your mechanic level determines its base statistics. Next, choose your drone’s special abilities and feats. Finally, select your drone’s modifications (“mods”), which grant your drone additional abilities and allow you to fully customize it.
Other than those aspects determined by your drone’s chassis and mods, the exact details of your drone’s appearance and personality are up to you.
Each drone has one of three chassis types that determines its size, starting statistics, and initial mods, as well as the drone’s overall look and theme. These chassis types are combat, hover, and stealth. Each is organized as follows, using the terms below.
- Size: This is the base size of your drone. Regardless of the mods you give your drone, its size does not change.
- Speed: This shows the drone’s land speed and its speeds for any additional movement types.
- AC: This is the base Energy Armor Class (EAC) and Kinetic Armor Class (KAC) for this chassis. Add the bonus to its AC from Table 4–3 and your drone’s Dexterity modifier to these numbers to determine the drone’s EAC and KAC.
- Good Save: This type of saving throw is your drone’s best saving throw. This saving throw uses the Good Save bonus progression on Table 4–3.
- Poor Saves: These types of saving throws are your drone’s worst saving throws. These saving throws use the Poor Save bonus progression on Table 4–3.
- Ability Scores: This shows the drone’s base ability scores. Drones have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a drone as having a Constitution score of 10 (no bonus or penalty). Drones can’t use items that grant additional ability score increases.
- Ability Increases: These are the drone’s ability scores that increase as you gain levels, as determined by the Ability Increase progression on Table 4–3.
- Bonus Skill Unit: Some chassis come programmed with knowledge of a skill that is a part of the chassis itself. This skill is a class skill for your drone, and it gains a number of ranks in that skill equal to your mechanic level. Your drone can use this skill while not under your direct control. This skill is in addition to the skill gained via the drone’s skill unit ability. You can’t change this skill unit when you gain levels or when you rebuild your drone unless you choose a new chassis. If a chassis does not have a bonus skill unit entry, it gains no bonus skill units.
- Initial Mods: Each chassis comes with initial drone mods that are a part of the chassis itself. These are in addition to the mods a drone gains by level. You can’t change these mods when you gain levels or rebuild your drone unless you choose a new chassis.
Drone Base Statistics
Your drone’s abilities are determined by your mechanic level (or the level you assign to it through your control net ability) and the mods you select for your drone. Table 4–3 determines many of the base statistics for your drone. These base statistics modify the starting statistics determined by the drone’s chassis. The terms used in Table 4–3 are as follows.
- Class Level: This is equal to your mechanic level. If you have the control net class feature and assign fewer levels to your drone than you have, the drone’s base statistics are determined by the level you assign to it.
- Hit Points: This is the drone’s maximum number of Hit Points. For the purposes of spells and other effects that rely on Hit Dice or level, your drone’s equivalent Hit Dice or level is equal to your mechanic level (or the level you have assigned to it with the control net class feature). Drones do not have Stamina Points.
- Base Attack Bonus: This is the drone’s base attack bonus. Armor Class: Add the listed bonus and the drone’s Dexterity modifier to base Armor Class values listed for its chassis to determine the drone’s total EAC and KAC. Your drone cannot wear armor of any kind, and you cannot increase your drone’s AC further without selecting the appropriate mods.
- Good Save Bonus, Poor Save Bonus: These are the drone’s base saving throw bonuses. Each chassis type designates which saving throw uses the good save value and which ones use the poor save value.
- Ability Increase: Increase two of your drone’s ability scores, as designated by its chassis, by this amount.
- Feats: This is the drone’s total number of feats. You can select a drone’s feats from those listed in Drone Feats. A drone cannot select a feat that requires a base attack bonus of +1 until it gains its second feat at 3rd level. Mods: This is the number of custom modifications you can add to your drone.
- Special: Your drone gains these abilities when you reach (or assign via control net) the appropriate level, as noted on the table. These abilities are described in the section below.
Drone Special Abilities
Your drone gains the following abilities at the levels indicated.
You can choose any of the mods on the basic mod list whenever your drone gains a new mod. Unless otherwise specified, you cannot install a single mod more than once.
Limited AI (Ex)
Each round on your turn, after you have acted, your drone can take either a move action or a standard action to attack (your drone doesn’t make a separate initiative roll). You must be able to issue simple commands to your drone, but you don’t have to spend actions to issue these commands. To receive these commands, your drone must be able to see or hear you or be within range of your custom rig. If you become unconscious or otherwise unresponsive, or if your drone is ever out of range, your drone cannot take any actions until you are again able to command it or it is once more within range.
Master Control (Ex)
As a move action, you can directly control your drone. This allows the drone to take both a move action and any standard action this turn (one from your control, and one from its limited AI). If you also take a swift action, your drone can take a swift action as well, or it can combine its actions into a full action. Your drone must be able to see or hear you, or be within range of your custom rig, for you to directly control your drone.
Skill Unit (Ex)
Choose one of the following skills: Acrobatics, Athletics, Computers, Engineering, Perception, or Stealth. This is a class skill for your drone, and it gains a number of ranks in the chosen skill equal to your class level. Your drone can use this skill when not under your direct control. You can change your drone’s skill unit whenever you rebuild your drone from scratch. Additionally, whenever you are directly controlling your drone, it can use any of your skill ranks if you wish, assuming it has the appropriate tools to do so (a drone without manipulator arms cannot use Engineering to disable a device, for example).
Expert AI (Ex)
Your drone’s AI has grown more sophisticated, giving it a more robust combat routine when not under your direct control. Each round on your turn, the drone can take a move action, take a standard action to attack, or make a full attack (this last option allows it to shoot more than once if it has the necessary weapons to do so). The drone takes a –6 penalty to full attacks made without your direct control instead of the normal –4 penalty. Like limited AI, you must still be conscious and within range.
Upgraded Power Core (Ex)
Your drone gains a pool of Resolve Points equal to 1 per 2 levels it has (minimum 1). Your drone can spend 1 Resolve Point to make a full attack without requiring your direct control and at only the normal –4 penalty for a full attack instead of the –6 penalty. Your drone regains Resolve Points after a full 8-hour rest as normal.
You can choose from any of the mods on the advanced mod list whenever your drone gains a new mod (in addition to those from the basic mod list). Your drone must always have at least 5 mods from the basic list before you can add any advanced mods, even if you rebuild your drone after it gains this ability.
True AI (Ex)
Your drone’s AI can act with complete autonomy. Each round on your turn, your drone can take a full suite of actions (either a full action or else a move action, a standard action, and a swift action) without requiring your direct control, and it makes full attacks without your direct control with the normal –4 penalty. You don’t need to issue commands to your drone for it to take actions. You must still directly control the drone for it to use your skill ranks.
When choosing feats for your drone, you can choose from the following: Blind-Fight, Cleave, Deadly Aim, Far Shot, Great Cleave, Great Fortitude, Improved Combat Maneuver, Improved Critical, Iron Will, Jet Dash, Kip Up, Lightning Reflexes, Lunge, Mobility, Multi-Weapon Fighting, Nimble Moves, Opening Volley, Penetrating Attack, Shot on the Run, Skill Focus, Skill Synergy, Slippery Shooter, Spring Attack, Strike Back, Suppressive Fire, Versatile Focus, Versatile Specialization, Weapon Focus, and Weapon Specialization.
At 10th level, when the drone has an upgraded power core, you can also choose Extra Resolve, Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes. GMs can expand this list to include feats from other sources.
As you gain levels, your drone gains custom modifications, gear, and programming that give it additional capabilities and options. Any level-based abilities for your drone’s mods use your full mechanic level, regardless of whether you’re using control net to assign fewer levels to your drone.
Your drone gains its first custom modification at 1st level and an additional mod every 2 levels thereafter. Mods are grouped into two categories, basic and advanced. You can choose basic mods at any level, but you must be 11th level (or have assigned at least 11 levels to your drone) to select advanced mods. Some mods require your drone to have other custom mods installed before they can function. Unless otherwise noted, each mod can be selected only once.
Armor Slot (Ex)
Your drone gains an armor upgrade slot for an armor upgrade. If you do not already have an armor upgrade to install, you must purchase one separately. You can install the armor upgrade only if your drone has enough open upgrade slots to meet the upgrade’s requirements. You can select this mod up to four times, each time adding an additional slot.
Your drone has a camera that you can see through using your custom rig as long as your drone is within range. The camera has ordinary sight, and is capable of seeing whatever an ordinary human could see. The camera can also record up to 1 hour of footage, which can be downloaded and viewed using your custom rig.
Cargo Rack (Ex)
Your drone is outfitted with cargo space. The drone’s Strength score counts as 4 higher for the purpose of how determining much bulk it can carry, but all of this extra bulk must be stored gear and cargo, not mounted weapons, armor mods, or the like. This does not affect the drone’s actual Strength score in any way, merely how much it can carry. Due to its size, a drone might still be unable to carry awkward or unwieldy items.
Climbing Claws (Ex)
Your drone gains a climb speed equal to half its land speed. This mod can be applied to only combat and stealth drones.
Enhanced Armor (Ex)
Your drone gains a +2 bonus to its AC. At 11th level, you can choose this mod a second time as an advanced mod.
Enhanced Senses (Ex)
Your drone gains low-light vision, darkvision to 60 feet, and a +2 insight bonus to Perception skill checks. If your drone has the camera mod, the camera gains these senses as well.
Extra Ammo (Ex)
One of your drone’s weapon mounts can hold two additional batteries, magazines, or other type of ammunition in addition to its usual weapon and ammunition capacity. Your drone must have the weapon mount mod before selecting this mod. You can select this mod more than once, up to the number of weapon mounts the drone has.
Hardened AI (Ex)
Your drone’s AI is secured against outside influence. Any attempt to hack your drone takes a –4 penalty, and your drone receives a +4 insight bonus to saving throws against spells or effects that attempt to take control of the drone or otherwise dictate its actions.
Your drone is equipped with miniature marine jet engines, granting it a swim speed equal to half its land speed. This mod can be applied to only combat drones and stealth drones.
Jump Jets (Ex)
Your drone is equipped with powerful miniature jets. It can use these jets to jump up to 30 feet as a move action (either vertically, horizontally, or in any combination that does not exceed 30 feet). If applied to a hover drone, these jets instead allow your drone to increase its fly speed by 30 feet for 1 round. Once used, these jets must cool down for 1 minute before they can be used again.
Manipulator Arms (Ex)
Your drone is equipped with two robotic arms with simple hands. They can perform most functions that your arms can perform (such as opening doors, typing on a keypad, wielding a weapon, or attempting skill checks that require manual dexterity), but attacks made with them take a –4 penalty.
Melee Weapon Arm (Ex)
Your drone is equipped with a robotic arm to which you can affix a one-handed melee weapon, allowing your drone to wield that weapon and attack with it. This weapon cannot be disarmed. Wielding a two-handed melee weapon requires two melee weapon arms. If you do not already have a weapon to equip, you must purchase it separately. Swapping out a weapon in a melee weapon arm requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional melee weapon arm to the drone.
Your drone gains resistance to an energy type of your choice— acid, cold, electricity, fire, or sonic—equal to your mechanic level, to a maximum of 10. You can select this mod multiple times. Its effects do not stack; each time you select this mod, it must apply to a different energy type from the list above.
Riding Saddle (Ex)
Your drone is equipped with a seat and programming to carry a rider as a combat-trained mount. If you ride your drone, it must be at least your size or larger. To carry another rider, the drone must be at least one size larger than the rider. You can direct your drone mount in battle without attempting Survival checks.
Skill Subroutines (Ex)
Choose another skill from the skill unit list. This is a class skill for your drone, which gains a number of ranks in that skill equal to your mechanic level. Your drone also increases its Intelligence score by 2. At 11th level, you can choose this mod a second time as an advanced mod. If you do, choose an additional skill to become a class skill for your drone (this skill doesn’t have to be on the skill unit list). Your drone gains ranks in the skill equal to your mechanic level. Your drone also increases its Intelligence score again by 2.
Smuggler’s Compartment (Ex)
Your drone has a secret compartment that can hold a single item of light bulk or smaller. A successful Perception check (DC = 15 + your mechanic level) is needed to notice or find the compartment. Accessing this compartment is a move action.
Your drone’s land speed increases by 10 feet.
Tool Arm (Ex)
Select one technological item of no more than light bulk and an item level no higher than your mechanic level. Your drone is equipped with a robotic arm with that item attached and the proper programming to use the item, although it cannot use a tool that requires skill checks unless it also has ranks in the relevant skill (or you have ranks in the relevant skill and the drone is under your direct control).
Weapon Mount (Ex)
You can affix a small arm or another one-handed ranged weapon on your drone, allowing it to wield that weapon and attack with it. This weapon cannot be disarmed. Mounting a longarm, a heavy weapon, or another two-handed ranged weapon requires two weapon mounts. A weapon mount can hold up to two batteries, two magazines, or two of another type of ammunition for the affixed weapon, provided this ammunition is of light bulk or less. Multiple weapon mounts used to affix a single two-handed weapon count as a single weapon mount for the purpose of how much ammunition it can hold. The drone reloads these batteries or magazines automatically, which takes the usual amount of time for the weapon. Spent batteries or magazines are stored within the drone. You can replace all of a weapon mount’s batteries or magazines as a move action. You must purchase separately or already have the weapon and ammunition for use with a weapon mount. You can replace the weapon with any other weapon that meets the criteria for your mount (for example, if you have two weapon mounts, you could replace a longarm with a heavy weapon). Swapping out a weapon in a weapon mount requires use of your custom rig and 1 hour of work. You can select this mod multiple times, each time adding an additional weapon mount to the drone.
Weapon Proficiency (Ex)
Your drone gains one of the following feats as a bonus feat (it must meet all the prerequisites of the chosen feat): Advanced Melee Weapon Proficiency, Basic Melee Weapon Proficiency, Heavy Weapon Proficiency, Longarm Proficiency, Small Arm Proficiency, or Special Weapon Proficiency. You can select this mod multiple times; each time, your drone gains another of the available proficiency feats as a bonus feat.
You must be 11th level or higher to choose these mods.
Your drone uses basic echolocation to notice unseen foes. The drone gains the blindsense (sound) ability.
Energy Shield (Ex)
Your drone gains an energy shield that provides it with a number of temporary Hit Points equal to your mechanic level. This shield remains active until all of its temporary Hit Points are depleted. The drone can replenish the shield’s Hit Points to full by spending 1 Resolve Point when you rest to regain Stamina Points. You can select this mod a second time to double the energy shield’s temporary Hit Points.
Your drone gains a burrow speed equal to half its land speed. It can use this speed to move through clay, dirt, earth, and sand. It does not leave a hole behind, nor is its passage marked on the surface.
Flight System (Ex)
Your drone gains a fly speed equal to half its land speed with average maneuverability for up to 10 minutes per day. This duration need not be continuous, but it must be used in 1-minute increments. You can select this mod a second time; in this case, the drone’s fly speed increases to its full land speed, and there is no limit on the amount of time it can fly.
Greater Resistance (Ex)
Choose one type of energy for which your drone already has the resistance mod. Increase your drone’s resistance to that energy type by 5. You can select this mod multiple times. Its effects do not stack. Each time you select this mod, it applies to a different energy type for which your drone has the resistance mod.
Invisibility Field (Ex)
Once per day as a standard action, your drone can turn invisible for 10 minutes, as per the invisibility spell. If it makes an attack during this time, the invisibility ends. Your drone can spend 2 Resolve Points to use this ability again on the same day. Your drone must have the reactive camouflage mod to select this.
Medical Subroutine (Ex)
Your drone is equipped with first aid capabilities. If you are reduced to 0 Hit Points, your drone can attempt to administer emergency medical treatment to you, even despite you being unconscious. On subsequent rounds on your turn, your drone takes as many move actions as necessary to return to your side, followed by a standard action to administer first aid. Once it has done so, you can spend 2 Resolve Points to recover a number of Hit Points equal to your mechanic level. Your drone cannot use this mod on anyone but you nor use it if you are dead or have fewer than 2 RP remaining. You can’t benefit from this treatment more than once every 24 hours. Your drone must have the manipulator arms and skill subroutines (with the Medicine skill) mods to select this mod.
Reactive Camouflage (Ex)
Your drone is equipped with a thin coating that can change color to match the drone’s surroundings. Whenever your drone stays stationary for 1 round, it gains a +10 bonus to Stealth checks (this bonus doesn’t stack with the invisibility spell or similar effects). If your drone takes any action, it loses this bonus until it once again spends 1 round remaining still.
Reductive Plating (Ex)
Your drone gains damage reduction 1/—. This increases to DR 2/— at 7th level and increases by 1 again at 13th level and every 3 levels thereafter.
Shock Wave (Ex)
Whenever your drone is reduced to fewer than 10 HP, it immediately shuts down and unleashes a shock wave of electricity as a reaction (even if it is deactivated or destroyed by the attack). This deals 1d6 electricity damage per level to every creature within 10 feet (except the drone). An affected creature can attempt a Reflex save to take half damage (DC = 10 + half your mechanic level + your Intelligence modifier).
Your exocortex grants you all of the following abilities as you advance in level.
Combat Tracking (Ex)
Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain Weapon Specialization in longarms just as if your class granted proficiency. As a move action during combat, you can designate a foe for your exocortex to track. As long as that target is in sight, the exocortex feeds you telemetry, vulnerabilities, and combat tactics, allowing you to make attacks against that target as if your base attack bonus from your mechanic levels were equal to your mechanic level. Designating another target causes you to immediately lose this bonus against the previous target.
Memory Module (Ex)
You can use your exocortex’s memory module to enhance your own knowledge. Once per day, as a reaction while not in combat, you can reroll a failed skill check to recall knowledge. In addition, your exocortex grants you the Skill Focus feat as a bonus feat. You can’t use your exocortex’s memory module while combat tracking is activated. Every time you gain a mechanic level, you can rebuild your exocortex’s memory module, replacing the exocortex’s bonus Skill Focus feat with Skill Focus in a different skill.
Wireless Hack (Ex)
Instead of combat tracking, your exocortex can access another computer system within 20 feet, allowing it to attempt a Computers check against that computer each round, using your skill bonus. This counts as a standard action for the purpose of the Computers skill. You must remain within 20 feet of the computer system for the entire time your exocortex is interacting with the computer. If the task requires multiple actions (or even rounds) to accomplish, you can spend your actions to work in concert with your exocortex, counting both your action and the exocortex’s effective standard action toward the total time required. If you don’t have the remote hack class feature, you must be adjacent to the computer to attempt your checks.
Exocortex Mods (Ex)
Your exocortex allows you to apply any one of the following drone mods to yourself as if you were a drone with that mod installed: armor slot, cargo rack, climbing claws, enhanced senses, hydrojets, jump jets, resistance, smuggler’s compartment, speed, or weapon proficiency (gaining proficiency in advanced melee or heavy weapons). At 11th level, you can apply an additional mod, and your options expand to include echolocators, excavator, flight system, greater resistance, invisibility field, and reactive camouflage. At 14th and 17th levels, you can apply an additional mod. Each time you gain a level, you can switch any of your mods for different mods, but you must always choose at least one mod from the 7th-level list.
Twin Tracking (Ex)
You can designate two targets for your exocortex to track, increasing your base attack bonus against each. You can designate both targets with a single move action, but you must be able to see them both at that time.
You can designate three targets for your exocortex to track (and designate them all as a single move action). In addition, the range of your exocortex’s wireless hack increases to 40 feet. Your exocortex can also engage in combat tracking and hack a nearby computer at the same time, but the computer counts as one of the exocortex’s designated targets (allowing you to track only two targets at the same time while wirelessly hacking the computer). Lastly, you can access your exocortex’s memory module in combat, even while it is engaged in combat tracking.
Quad Tracking (Ex)
Your exocortex can track four targets simultaneously, and hacking a nearby computer doesn’t count against that limit.