Field Mechanic (4e Future Origin)
From D&D Wiki
|Wench with Wrench by macbaby, on Flickr|
The Field Mechanic is a valued addition to any space ship, colony, or space station. Some of the most historic battles in recent history have won or lost by the skills of mechanics mid-battle. Outside of combat Field Mechanics are invaluable in applied fusion technological application testing and anywhere fusion power is part of life. Only the Mummies, with their advanced bio-tech, might risk starting a colony without a field mechanic.
Appearance: Depending on the jobs mechanics can be grungy, professional, or wearing Bio-Fuse!Gear(TM).
|Field Mechanic Traits|
|Power Source: Fusion; +2 to Fusion overcharge.|
|Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks.|
|Patient (Level 1): Gain a +2 bonus to Will|
|Tech Affinity (Level 1): Gain a +2 bonus to checks to see if your Prototypes burns out.|
|Field Mechanic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage. If the target is a robot, each creature adjacent to it takes 5 thermal damage.|
|Self Defense||Fusion Novice|
|"Don't worry about me, I've been in rough spots before."|
|At-Will Physical, Weapon|
|Standard Action||Melee weapon|
|Target: One creature|
|Attack: Intelligence + your level + weapon accuracy vs. AC|
|Hit: 1[W] physical damage, and you gain a +1 bonus to one of Fortitude, Will or Reflex until the end of your next turn.|
|"Look if you want to try to decode this programming code that uses hyperspace math as a function of logic, be my guest."|
|Target: One weapon held by yourself or an adjacent ally.|
|Effect: The weapon gains a damage bonus equal to your level until the end of the encounter. In addition, make a Mechanics check against a DC of 12 + the weapon's tech level. If you succeed, the weapon causes one of the following damage types until the end of the encounter: Thermal, electric, photon, compressive or ion.
If an attack roll with a modified weapon is a natural 1, the weapon malfunctions and cannot be used until your next rest.
|Massive Malfunction||Mechanic Expert|
|A combination of deactivated failsafes, inappropriate hyperspace logic and overloaded capacitors makes your repair tool into a lethal weapon.|
|Encounter Fusion, Electric|
|Standard Action||Close blast 3|
|Target: All creatures in the blast|
|Attack: Intelligence Modifier + your level vs. Reflex|
|Hit: 3d6 + the amount the attack roll exceeded defense electric damage.|
|Effect: The target takes 5 ongoing electric damage (save ends).|