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The teknician is a master of machines, from advanced supercomputers to simple magnetic engines. Understanding how these devices work gives him insight into the world around him, allowing him to make the most of his gear, circumvent hardened defenses, and even take over remote systems. His programming skill also gives him the ability to create a powerful ally, in the form of either an implanted artificial intelligence or a robotic drone, which can assist him with a variety of tasks. If there’s a computer or machine that needs to be fixed, bypassed, or destroyed, the teknician is the first on the scene. Whether the teknician is a skilled scientist, an airship engineer, or a battlefield teknician, the teknician is no stranger to combat—but the teknician find it much more reasonable to has his AI or drone do the fighting for him.

The teknician is an archetype of the engineer class.

Class Skills

A teknician gains the Computers skill as a class skill and loses Knowledge (Dungeoneering).

Artificial Intelligence (Ex)

At 1st level, the teknician constructs an artificial intelligence (or AI), a sophisticated program of self-motivated code that the teknician can access for help in a variety of endeavors. This AI is the product of his 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 the teknician knows the secrets of its creation and operation. His AI can take one of two forms: a drone or an exocortex. The teknician must pick one of these forms upon taking his first level of engineer, and once this choice is made, it cannot be changed.

  • Drone: The teknician begins play with a powerful robotic drone to house his AI. The teknician builds and controls this drone, which accompanies the teknician on his adventures and is capable of combat, espionage, and other specialized tasks. As the teknician gains levels, his drone advances in sophistication and gain additional abilities. While the value of his drone is immense, only the teknician, with his extensive knowledge of its quirks and security measures, can ever hope to operate or repair it.
  • Exocortex: The teknician begins play with an exocortex, an artificial processor that interacts with and augments his biological brain’s cognitive functions, which can aid the teknician in a variety of tasks, from combat to digital infiltration. His exocortex is implanted within his physical body or brain, similar to a piece of cybernetic hardware, allowing his AI to access his mind and feed the teknician information. As the teknician gains levels, his exocortex advances in sophistication and processing power. Only the teknician can access or interact with his exocortex.

This ability replaces automaton.

Bypass (Ex)

The teknician is skilled at getting inside computer systems and electronic devices. At 1st level, the teknician gains a +1 insight bonus to Computers and Craft skill checks. At 5th level, every four engineer levels thereafter, and at 20th level, this bonus increases by 1.

This ability replaces crafter.

Custom Rig (Ex)

At 1st level, the teknician has created a customized toolkit the teknician can use to hack systems and items. His custom rig can be configured to be installed as a cybernetic augmentation system in his brain, his eyes, or an arm. Alternatively, the teknician can configure it to be a handheld device, meaning that the teknician must retrieve it and hold it to use it effectively. While using this rig, the teknician always counts as having the appropriate tool or basic kit for any Computers or Craft skill check he attempts. Some teknician tricks and drone mods require the use of a custom rig. In addition, the teknician can use his custom rig as a personal comm unit. Finally, if the teknician has a drone, the teknician can use his custom rig to communicate over an encrypted channel with his drone to issue commands to its AI or directly control it at a range of 100 feet.

If his custom rig is damaged, destroyed, lost, or stolen, the teknician can create 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. The teknician can has only one custom rig at a time. If the teknician creates a new custom rig, his old one functions as a normal toolkit of whatever type he made it from and can no longer be used with his teknician tricks.

This ability replaces technologist.

Teknician Trick (Ex)

As the teknician gain experience, he learns tricks that allow him to perform wonders of engineering, aid in electronic infiltrations, and optimize gear. While some of these are things the teknician learns, others are small cybernetic enhancements he makes to himself (none of which has a price). Some tricks require the use of a custom rig or other gear.

The teknician learn his first teknician trick at 2nd level, and the teknician learn an additional teknician trick at 4th level and every two engineer levels thereafter. If a teknician trick allows an opponent a saving throw to resist its effects, the DC is equal to 10 + half his engineer level + his Intelligence modifier. If a teknician trick requires an opponent to attempt a skill check, the DC is equal to 10 + 1.5 × his engineer level + his Intelligence modifier.

Unless otherwise specified, the teknician can’t learn teknician tricks more than once.

Adapt Weaponry (Ex): Choose two of the following special weapon properties: block, deflect, feint, penetrating, reach, or sunder. As a move action, the teknician can apply one of the selected special weapon properties to a weapon he is wielding. The teknician can select this trick multiple times; each time, select two additional special weapon properties and add them to the list of available properties (he still applies only one at a time). The teknician can maintain one modified weapon at a time in this way. Prerequisite: The teknician must be at least 10th level to select this trick.

Adaptive Weapon (Su): As a move action, the teknician can touch a power weapon wielded by an ally and change one type of elemental damage to another type of elemental damage of his choosing. This change lasts for a number of rounds equal to his Intelligence modifier. Prerequisite: The teknician must be at least 4th level to select this trick.

Armor Expert (Ex): The teknician is an expert in working with and adjusting armor of various types and sizes. The teknician can don or remove armor in half the time normally required to do so. When adjusting armor for a different sized creature, the teknician gains a +4 circumstance bonus to his Craft check.

Artificial Pilot (Ex): His drone has learned to operate vehicles quite independently. When the teknician is piloting a vehicle in which his drone is a passenger, the teknician can engage autocontrol (or engage autopilot, if the teknician has the expert AI ability) as part of the action he uses to drive or race, even if the vehicle doesn’t have an autocontrol or an autopilot function. If the vehicle doesn’t have an autocontrol or autopilot function, his drone must spend its actions each round to maintain the engaged function. If it’s unable to do so, the autocontrol or autopilot stops functioning. Prerequisite: The teknician must be at least 8th level and must have a drone to select this trick.

Attentive Tampering (Ex): The teknician has a soft touch and naturally conceal signs of his tampering. Do not increase the DC of Disable Device checks to hide his attempts to disable a device.

Bolster Armor (Ex): As a standard action, the teknician can use his custom rig to modify a touched suit of light armor or heavy armor, granting it a number of temporary Hit Points equal to half his engineer level. Any damage to the armor or its wearer is subtracted from these temporary Hit Points first. These temporary Hit Points last 1 minute or until reduced to 0. Once the teknician use this ability, the teknician can’t do so again until after of hour to recharge. Prerequisite: The teknician must be at least 8th level to select this trick.

Bolster Defenses (Ex): The teknician can temporarily modify his armor to improve his defenses. As a move action, the teknician can increase his AC by 2 until the beginning of his next turn. The teknician can use this ability a number of times per day equal to his Intelligence modifier. Prerequisite: The teknician must be at least 4th level to select this trick.

Bolster Resistances (Ex): The teknician can temporarily modify his armor to improve his resistance to elemental attacks. As a move action, the teknician can gain resistance 5 to a type of elemental damage of his choice until the beginning of his next turn; this does not stack with any other sources of resistance. The teknician can use this ability a number of times per day equal to his Intelligence modifier. Prerequisite: The teknician must be at least 4th level to select this trick.

Boost Shield (Ex): His elemental shield grants the teknician a number of temporary Hit Points equal to his Intelligence modifier + double his engineer level. Prerequisite: The teknician must be at least 8th level and must have the elemental shield teknician trick to select this trick.

Boost Speed (Ex): As a standard action, the teknician can reconfigure the magitekanical joints in a suit of armor (either his own or one worn by an adjacent willing ally) to increase the land speed of the wearer by 10 feet. This increases to 15 feet at 10th level, 20 feet at 14th level, and 25 feet at 18th level. This speed increase lasts a number of rounds equal to his Intelligence modifier. Prerequisite: The teknician must be at least 8th level to select this trick.

Broadcast Telemetry (Ex): His exocortex can broadcast crucial combat data to allies. When the teknician use his combat tracking exocortex ability to track a creature, as a swift action, he can grant an ally the ability to make attacks against that target as if their base attack bonus were equal to his engineer level. If the teknician does, attacks he makes against that target use his normal attack bonus. To benefit from this ability, the ally must be within 30 feet and be able to hear him. When the teknician uses this trick, exocortex abilities that increase the number of targets he can track with combat tracking instead increase the number of targets that his ally can track. This ability lasts until the teknician ends it with a swift action, he become unconscious, he can no longer perceive the target, or the ally moves beyond this trick’s range. Prerequisite: The teknician must be at least 8th level and must have an exocortex to select this trick.

Calculate Angles (Ex): As an immediate action when the teknician hits an enemy with a firearms weapon, he can attempt to ricochet the projectile to ward a second target within half the weapon’s range or range increment of the first target. He makes a ranged attack at –4 against the second target and deal normal damage if the attack hits. The teknician must have line of effect and line of sight from both himself to the second target, and from the first target to the second. Prerequisite: The teknician must be at least 8th level to select this trick.

Combat Boost (Ex): His artificial intelligence increases his combat capabilities. The teknician gains a bonus combat feat and must meet all of its prerequisites. Prerequisite: The teknician must have an exocortex to learn this trick.

Combat Maintenance (Ex): As a move action, the teknician can fortify an item the teknician touch against attack. The item’s hardness increases by an amount equal to his engineer level (to a maximum of double its normal hardness) for 1 round. If the item is one the teknician is wearing or holding, the teknician can use this ability as an immediate action to an attack against it.

Concealed Device (Ex): In a process that requires an hour of uninterrupted work, the teknician can hide a non-consumable piece of technological gear inside a larger technological object. For instance, the teknician can conceal a personal comm unit inside a pair of hoverskates or a detonator inside a basic medkit. The concealed item easily passes casual inspection, but someone using a scanner or performing a close inspection can discover it with a successful Perception check (DC = 10 + his total Craft skill modifier). Both devices retain their normal functionality and require their own batteries, but if the concealed device requires a skill check to use, the user takes a –2 penalty to that skill check. The teknician can’t conceal weapons or armor or conceal items in weapons or armor. Starting at 5th level, the teknician can conceal the functional parts of a technological item or a ranged weapon inside a technological object of the same size. Concealing a weapon in this way imposes a –2 penalty to attack rolls with that weapon and reduces its range by half.

Debug Curse (Su): His custom rig is able to analyze and disable curses’ underlying magic. While in possession of his custom rig, the teknician gain a +3 resistance bonus to saving throws against curses. Once per day, the teknician can use his custom rig to remove a curse from a creature or object, per the spell cross, using his engineer level as his caster level. Prerequisite: The teknician must be at least 8th level to select this trick.

Disabling Expert (Ex): His artificial intelligence enables the teknician to attempt a Disable Device check to disable a device on a lock or trap in half the normal time. If this would reduce the duration to less than 1 round, the teknician can disable the device as a standard action. Prerequisite: The teknician must have an exocortex to learn this trick.

Disguise Weapon (Ex): The teknician is adept at making weapons look like devices of a different type. With 10 minutes of work, the teknician can attempt a Craft check versus a DC 20 to disguise it as something mundane. If the teknician is successful, the teknician gain a +10 circumstance bonus to Disguise checks versus attempts to detect the true nature of the weapon.

Distracting Hack (Ex): The teknician can hack a computer within 30 feet of a foe to distract that foe, such as with a sudden noise or an image. The teknician must be able to access the computer (whether it is his own computer or the teknician is within range to access one manually or via remote hack). This functions as a feint action except that it uses his Computers skill instead of Bluff, so the teknician can apply the benefits of Improved Feint and Greater Feint if the teknician has them.

Divided Uplink (Ex): The teknician can keep his exocortex uploaded to a number of computers equal to half his Intelligence bonus (minimum 2) while using his terminal uplink teknician trick. If his exocortex is uploaded to only one computer, the teknician can monitor that computer’s surroundings without preventing the teknician from using his exocortex’s memory module. Prerequisite: The teknician must be at least 8th level and must have the terminal uplink teknician trick to select this trick.

Drone Meld (Ex): As a full action while in contact with his drone, the teknician can reconfigure it into a magitekanical drone suit (or a backpack-like apparatus, for the Tiny hover drone) that the teknician can wear. While in this form, the drone can’t take any actions or use any of its abilities, but the teknician gain either the drone’s flight system mods if he has a hover drone, reactive camouflage (and an invisibility field if his drone has it) if he has a stealth drone, or reductive plating if he has a combat drone. The teknician can end the meld and return the drone to its normal form as a full action. Though it normally acts on his turn just after the teknician, the drone can take no actions on that turn other than transforming back. Prerequisite: The teknician must be at least 8th level to select this trick.

Electromagnetic Deflection (Ex): When the teknician activate his elemental shield, choose two of the following damage types: earth, fire, ice, lightning, water, or wind. While his shield is active, the teknician gain resistance to the chosen damage types equal to half his engineer level. Prerequisite: The teknician must have the elemental shield teknician trick to learn this trick.

Elemental Reflection (Ex): When the teknician or his drone are dealt damage that’s subsequently reduced by his elemental resistance, he can reflect some of that damage as an immediate action. The source of the damage takes elemental damage equal to the amount the teknician or his drone resisted (Reflex half), dealing the same type of damage as was resisted. Prerequisite: The teknician or his drone must have a teknician trick or drone mod that grants elemental resistance (such as electromagnetic deflection, resistance, or resistant elemental) and must be at least 8th level to select this trick.

Elemental Shield (Ex): As a standard action, the teknician can use his custom rig to activate an elemental shield around himself. This shield provides the teknician with a number of temporary Hit Points equal to his Intelligence modifier plus his engineer level. The shield remains active for 1 minute per engineer level or until all of its temporary Hit Points are depleted, whichever comes first. Once used, the teknician cannot use this ability again until after an hour of recharging.

Engineer’s Eye (Ex): When the teknician is within 10 feet of a trapped or malfunctioning machine or computer, he receives a free Computers or Perception check (as decided by the GM) to notice the trap or defect, whether or not he is actively looking. In addition, due to his intimate knowledge of his airship, the teknician receive one of these checks whenever he boards his airship to notice if anything is wrong with the airship’s systems. Prerequisite: The teknician must be at least 8th level to select this trick.

Extra Mod (Ex): If the teknician has a drone, his drone gains an additional basic mod. If the teknician has an exocortex, he gains an additional basic mod. It can’t be a basic mod taken a second time as an advanced mod. The teknician can rebuild this extra mod when he gains an engineer level as with any other mod, but he can’t rebuild this mod to convert it into the advanced version of the mod. Prerequisite: The teknician must be at least 14th level to select this trick.

Field Triage (Ex): His artificial intelligence aids the teknician in providing emergency treatment for himself. The teknician can take 10 minutes to tend his wounds to recover a number of Hit Points equal to three times his engineer level. Prerequisite: The teknician must have an exocortex to learn this trick.

Forced Deconstruction (Ex): As a swift action, the teknician can cause a wielded weapon to deal additional damage equal to his Intelligence modifier to constructs, objects, and creatures with the technological subtype. In addition, these attacks and abilities ignore an amount of hardness or damage reduction equal to his engineer level. These effects last until the end of the round. Prerequisite: The teknician must be at least 14th level to select this trick.

Geomagnetic Charge (Ex): As an immediate action once per round while his elemental shield is active and the teknician reduces damage taken with his electromagnetic deflection trick, the teknician can redirect the dissipated elemental into a weapon that he is holding. The next time the teknician hits with that weapon before the end of his next turn, he deals additional damage equal to the reduction provided by his electromagnetic deflection. Prerequisite: The teknician must be at least 8th level and have the electromagnetic deflection and elemental shield teknician tricks to select this trick.

High Speed Reload (Ex): Each day, the teknician can modify one of his firearms so that it can be more easily reloaded that day. As an immediate action when this weapon runs out of ammunition, the teknician can automatically reload it to full capacity. This trick requires the teknician to have the ammunition on his person. Prerequisite: The teknician must be at least 4th level to select this trick.

Holographic Duplicate (Ex): As a standard action, the teknician can create a single realistic, holographic duplicate of himself that can do nothing but move away from him for 1 round per engineer level. The double climbs walls, jumps across pits, or simply passes through obstacles, moving at twice his speed in one direction indicated by the teknician when the ability is activated. Its course cannot be changed. Those who interact with the double can attempt a Will save to recognize that it isn’t real. Prerequisite: The teknician must be at least 10th level to select this trick.

Hunk of Junk (Ex): The teknician can appear to be a defunct piece of junk. As a move action, or as a reaction whenever the teknician take damage, the teknician can attempt to appear defunct. The teknician immediately fall prone and attempt a Bluff check against each opponent who’s aware of the teknician (DC = 10 + the opponent’s Sense Motive bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater). Anyone the teknician succeed against believes the teknician is useless magitekanical junk and acts accordingly. An opponent who closely inspects the teknician as a standard action can attempt a Perception or Sense Motive check at the same DC to uncover his deception. Maintaining this ruse is a full action each turn. This trick can be taken only by characters who can be targeted by effects that only affect constructs, including those of the construct type and those with the constructed species trait.

Hyperclocking (Ex): The teknician further improve the response time of his AI. If the teknician has a drone, his drone gains a +1 insight bonus to AC. In addition, if his 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 the teknician has an exocortex, he gains a +1 insight bonus to AC. In addition, whenever the teknician fails a Reflex saving throw, the teknician can reroll the saving throw (once per saving throw) and take the higher result. Prerequisite: The teknician must be at least 8th level and must have the overclocking teknician to select this trick.

Implant Ghost (Ex): As a standard action, the teknician can attempt to hack into the cybernetics installed in a creature the teknician can see within 60 feet with a Computers check (DC = 15 + 1-1/2 × the target’s CR). If the teknician succeed, choose one of the target’s cybernetic implants; his exocortex forms a secret wireless link to that augmentation, allowing the teknician to record what it experiences. The teknician can see what a cybernetic eye sees, hear what a cybernetic ear hears, or track the movement of a cybernetic hand (potentially learning combinations or keystrokes). The teknician can maintain this link until his target moves more than 500 feet from the teknician, the teknician fall unconscious or asleep, or the teknician choose to end it (this takes no action). Prerequisite: The teknician must have an exocortex to learn this trick.

Implant Glitch (Ex): When the teknician successfully hacks into a creature’s cybernetics using implant ghost, the teknician can instead choose for his exocortex to broadcast garbage signals to the chosen implant, inflicting deleterious effects, depending on the system in which the implant is installed. If the implant is installed in an arm, hand, or brain, the target takes a –2 penalty to attack rolls. If the implant is installed in the ears or eyes, the target takes a –4 penalty to Perception checks. If the implant is installed in a foot or leg, the target takes a –2 penalty to Reflex saves, and if the implant is installed in any other system, the target takes a –2 penalty to Fortitude saves. A different penalty can be imparted at the GM’s discretion. Once established, this link lasts 1 round for every engineer level the teknician has, unless the target moves more than 100 feet from him, he falls unconscious, or he chooses to end it (this takes no action). Prerequisite: The teknician must be at least 8th level and must have an exocortex and the implant ghost teknician trick to select this trick.

Improved Overcharge (Ex): The additional damage of the overcharge teknician trick increases to 2d6. Prerequisite: The teknician must be at least 8th level and must have the overcharge teknician trick to select this trick.

Improved Resistant Elemental (Ex): Choose an additional elemental type from resistant elemental. The teknician gain resistance 15 against both this and his original elemental type. Prerequisite: The teknician must be at least 14th level and must have the elemental shield and resistant elemental teknician tricks to select this trick.

Invisibility Bypass Processor (Ex): His visual data processor now allows the teknician to see invisible creatures as per see invisibility. Prerequisite: The teknician must be at least 8th level and must have the visual data processor teknician trick to select this trick.

Invisibility-Hampering Projector (Ex): As a move action, the teknician can use his custom rig’s holographic projector to project a holographic image in a direct overlay over an invisible creature within 120 feet, and his 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 him. If it moves beyond that range, it breaks the effect until the teknician uses this ability again. Prerequisite: The teknician must be at least 14th level and must have the holographic projector, invisibility bypass processor, and visual data processor teknician tricks to select this trick.

Jury Rig (Ex): Sometimes it’s imperative to get a device working again as quickly as possible. With this teknician trick, the teknician can attempt to repair an item as a move action. The item has a chance to fail on each usage equal to 100 – ten times his Intelligence modifier. If a jury-rigged item fails, it takes twice as long as normal to repair it, and the teknician can’t use this teknician trick on it again. Prerequisite: The teknician must be at least 4th level to select this trick.

Lower Access (Ex): The teknician can quickly note weaknesses in the internal security of a computer system the teknician can touch. As a move action, the teknician can reduce the DC to hack the computer by an amount equal to half of his Intelligence modifier until the end of his next turn. This can apply only once to a given computer.

Magic Scanner (Ex): As a standard action, the teknician attune his custom rig to detect the presence and nature of magical effects in the area, gaining the effects of the detect magic spell. The teknician can use this to identify the properties and command words of magic and hybrid items, using Computers to identify magic in place of Spellcraft.

Magitek Calibration Expert (Ex): The teknician has become an expert at tuning magiteks for maximum efficiency. The teknician reduce the time required to remove a broken condition as well as restore Hit Points to a magitek by 50%. Prerequisite: The teknician must be at least 14th level to select this trick.

Magitek Defensive Expert (Ex): His extensive experience working on magiteks enables the teknician to improve their defensive performance. The teknician can spend 1 minute working on a magitek to attempt a Craft check with a DC 20. If the teknician succeeds, he can add +1 to the base AC and base save of the magitek he is working on. Only one attempt can be made per specific magitek, though the teknician can attempt similar checks on other models of the same magitek. At 15th level, this bonus increases to +2. Prerequisite: The teknician must be at least 4th level to select this trick.

Magitek Offensive Expert (Ex): His extensive experience working on magiteks enables the teknician to improve their offensive performance. The teknician can spend 1 minute working on a magitek to attempt a Craft check with a DC 20. If the teknician succeeds, he can add +1 to the base attack bonus and +2 to its Strength score. Only one attempt can be made per specific magitek, though the teknician can attempt similar checks on other models of the same magitek. At 15th level, this bonus increases to +2. These bonuses can only be applied once per magitek. Prerequisite: The teknician must be at least 8th level to select this trick.

Magnetic Field (Ex): The teknician can adjust the polarity of his armor to create a shifting magnetic field. As a standard action, the teknician can create a cloud of metallic debris, microscopic particles, and small items that orbits the teknician, granting the teknician concealment against ranged attacks. This ability functions for a number of rounds equal to his Intelligence modifier. The teknician can’t use this ability again for an hour. At 18th level, his magnetic field thickens, increasing the miss chance from his concealment to 50% against ranged attacks (though the teknician is not considered to have total concealment). Prerequisite: The teknician must be at least 10th level to select this trick.

Manifold Shield (Ex): The teknician has optimized his elemental shield to protect multiple targets simultaneously. When the teknician activates his elemental shield trick, the teknician can create elemental shields targeting a number of creatures within 30 feet equal to his one-fourth his engineer level. Each target gains a number of temporary Hit Points equal to his Intelligence modifier. In addition, the teknician distributes an additional number of temporary Hit Points equal to his engineer level between the shielded creatures; if the teknician has the boost shield trick, the teknician instead distributes additional temporary Hit Points equal to twice his engineer level. Prerequisite: The teknician must be at least 8th level and must have the projected shield teknician trick to select this trick.

Melded Mod (Ex): When the teknician use his drone meld trick, his drone retains access to one of its basic mods. If the mod grants the drone abilities, attacks, or senses, the teknician can use that ability, attack, or sense. If the mod lets the drone take an action without the teknician commanding it to (such as the medical subroutine mod), the drone can end the drone meld and perform that action if the circumstances that would normally cause it to do so are fulfilled. If the mod requires equipment or tools that are not granted as part of the mod, the teknician must have the appropriate equipment or tools, separate from his drone, to use the mod. The teknician can’t choose a mod that requires another mod. Prerequisite: The teknician must be at least 14th level and must have the drone meld teknician trick to select this trick.

Mod Tinkerer (Ex): The teknician can spend 24 hours of uninterrupted work to exchange all his drone or exocortex mods at any time, even if he hasn’t gained a level. Any other drone features (such as its chassis or bonus feats) can still be exchanged only when the teknician gains a level. Prerequisite: The teknician must be at least 14th level to select this trick.

Natural Computer (Ex): With 1 minute of work, the teknician can use his custom rig to create a basic computer interface on a natural unworked surface, such as on the ground, a tree, or a rock face. The interface requires a power source and uses 1 charge per hour. If the teknician is a plant creature, this instead takes a standard action and does not require a power source. The interface is attuned to unmodified material of the type on which it is placed. The teknician know the general direction and distance of attuned materials, and the teknician can use the interface to surveil its surroundings at distance of up to 50 feet × his engineer level. The surveillance square has ordinary vision but can see only out to 30 feet.

Neural Shunt (Ex): Once per day, as an immediate action when the teknician fails a saving throw against a mind-affecting effect, he can shunt that effect into his exocortex instead. When the teknician does so, he is not affected by the mind-affecting effect, but for the normal duration of that effect, he loses the Skill Focus feat granted by his exocortex’s memory module and cannot use any of the exocortex’s abilities in any way (including any proficiencies and mods it grants him). When a mind-affecting effect is shunted into the exocortex, spells such as dispel can be cast on the teknician to end the effect as if the teknician was affected by it. Once the duration of the mind-affecting effect has ended, his exocortex resumes its normal functions. Prerequisite: The teknician must have an exocortex to learn this trick.

Nightvision Processor (Ex): His visual data processor allows the teknician to see better in conditions of poor lighting, granting the teknician low-light vision and darkvision to a range of 60 feet. Prerequisite: The teknician must have the visual data processor teknician trick to learn this trick.

Overcharge (Ex): As a standard action, the teknician can use his custom rig to overcharge and attack with a ranged weapon or a melee weapon that he is holding. If the teknician hits, he deals an additional 1d6 points of lightning damage. The teknician can instead use this ability as a move action on a touched weapon that is unattended or attended by an ally to grant the same effect to that weapon’s next attack before the beginning of his next turn.

Overclocking (Ex): The teknician has augmented the performance of his AI for maximum response timing. The teknician gain a +2 insight bonus to initiative checks, and either he (if he has an exocortex) or his drone (if he has a drone) gains a +2 insight bonus to Reflex saves.

Penetrating Boost (Ex): The teknician can optimize his weapons to bypass part of his target’s resistances. When the teknician hits with a weapon that does elemental damage, if his attack does not already overcome the target’s elemental resistance, he can treat the target’s elemental resistances as though they were each 5 lower. At 14th level, treat the target’s elemental resistances as 10 lower, and at 18thlevel, treat the target’s elemental resistances as 15 lower. Prerequisite: The teknician must be at least 10th level to select this trick.

Portable Charging Station (Ex): The teknician can use his custom rig to recharge batteries. The teknician can spend 10 minutes in contact with a battery and restore its charges to full. Once the teknician has used his portable charging station a number of times per day equal to his Intelligence bonus (minimum 1), he can’t do so again for 24 hours.

Portable Power (Ex): The teknician can use his custom rig to supply limited power for up to 1 minute to a computer or airship 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 the teknician has used portable power on a system, the teknician cannot do so again on that system for 24 hours.

Projected Shield (Ex): When the teknician activates his elemental shield teknician trick, he can apply its effects to an adjacent ally instead of to himself. If his elemental shield grants additional benefits, such as from the facet deflection trick, the teknician also apply those additional benefits to the ally instead of himself. His elemental shield ends immediately if the target is ever more than 100 feet away from the teknician. If the teknician activates his elemental shield ability a second time (such as with the boost shield trick), any other elemental shield he has active ends immediately. Prerequisite: The teknician must have the elemental shield teknician trick to select this trick.

Protective Programming (Ex): Once per day as an immediate action when the teknician fails a Reflex saving throw against an attack or spell that deals damage, if his drone is within 10 feet of the line between the teknician and the damaging effect, he can direct his drone to interpose itself between him and the source of that damage. His drone takes the damage the attack would have dealt to the teknician, and he take no damage. If his drone is reduced to 0 Hit Points, it is destroyed until the teknician repairs it or builds a new drone. Prerequisite: The teknician must have the drone option of the artificial intelligence class feature to choose this trick.

Provisional Repair (Ex): As a standard action, the teknician can temporarily patch up a broken weapon, armor, or technological item to suppress the penalties from the broken condition for 1 minute per engineer level. This does not restore any Hit Points to the item, and it does not function on an item reduced to 0 Hit Points.

Quick Repair (Ex): When the teknician attempts to repair an item, the teknician can do so in half the time normally required (to a minimum of a full action).

Ranged Coordination (Ex): As an immediate action when the teknician or an ally within 60 feet of him makes a ranged attack against an opponent, he can signal all allies within 60 feet of the attacking character. Signaled characters can take an immediate action to make a ranged attack against the triggering opponent if they are within 60 feet of both the opponent and the ally making the initial ranged attack. All characters that attack the opponent using this ability become staggered until the end of their next turn. Once the teknician uses this ability, the teknician can’t use it again until after an hour has passed. Prerequisite: The teknician must be at least 14th level to select this trick.

Rapid Scanner (Ex): When the teknician uses the sample scanner trick, his exocortex takes only 1d4 minutes to analyze materials or items (rather than 10 minutes). Alternatively, the teknician can choose not to accelerate the process, in which case the scanning process doesn’t prevent him from using his exocortex’s memory module and doesn’t limit the number of targets his exocortex can track. Prerequisite: The teknician must be at least 8th level and must have the sample scanner teknician trick to select this trick.

Recalculation (Ex): If the teknician is using his custom rig, the teknician can, as an immediate action, reroll a failed Computers or Craft check, but the teknician must use the result of the reroll. The teknician can use this ability a number of times per day equal to his Intelligence modifier. Prerequisite: The teknician must be at least 4th level to select this trick.

Recalibrate Engine (Ex): As a full action, the teknician can modify a touched vehicle’s engine with his custom rig to get a little more or less power out of it for 1 minute per engineer level or until he undoes it as a full action. The vehicle gains a +10 foot enhancement bonus to its speed and a +50 feet (+5 mph) enhancement bonus to its full speed (to a maximum of double).

Recalibrate Weapon (Ex): As a standard action, the teknician can use his custom rig to modify a touched firearms weapon. The teknician can increase its range increment by 20 feet (or double, whichever is less), but doing so reduces the weapon’s damage dice by 1 when wielded by anyone other than the teknician (for example, a weapon that would normally deal 3d8 damage deals 2d8 damage instead; a weapon reduced to 0 dice does 1 damage). The teknician can instead reduce the range increment of such a weapon with a range increment of at least 40 feet to one-quarter its normal range and either increase its damage by 1d6 of its usual type. The item must be unattended or held by a willing creature. This change lasts for 1 minute per engineer level or until the teknician reverse the effect with a move action. Prerequisite: The teknician must be at least 8th level to select this trick.

Remote Airship Operation (Ex): His custom rig enables the teknician to operate an airship remotely. It gains the autopilot function with a Piloting bonus equal to 4 + his Intelligence modifier. The teknician can use his custom rig to control the autopilot at a range of 5,000 miles, allowing him to engage, disengage, or enter coordinates for the autopilot as if he was in the airship. This ability allows the airship only to move and does not allow it to take actions during airship combat. Prerequisite: The teknician must be at least 14th level to select this trick.

Remote Diagnostics (Ex): The teknician can attempt a Computers check to determine whether, why, and how a technological device or construct is malfunctioning, up to a range equal to 10 feet × his Intelligence modifier. The teknician must have line of sight to the device or construct. This teknician trick only enables the teknician to make the diagnosis; it does not allow him to attempt to repair the device or construct at this range. Prerequisite: The teknician must be at least 4th level to select this trick.

Remote Disarm (Ex): The teknician can attempt Disable Device checks to disarm a trap or explosive device at a range equal to 5 feet times his Intelligence modifier, provided the target is in line of sight and line of effect. Prerequisite: The teknician must have an exocortex and must be 4th level to select this trick.

Remote Magitek Operation (Ex): His custom rig enables the teknician to operate a magitek remotely. It gains the autopilot function with a Piloting bonus equal to 4 + his Intelligence modifier. The teknician can use his custom rig to control the autopilot at a range of 5 miles, allowing him to engage, disengage, or enter coordinates for the autopilot as if he was in the magitek. This range increases to 50 miles if the teknician has the expert rig ability, 500 miles if he has the advanced rig ability, and has a planetary range if he has the superior rig ability. At 10th level, this ability only allows movement of the magitek. At 14th level, the teknician can remotely operate all systems onboard the magitek as if he was in it, and at 18th level, the range at which he can remotely operate all systems of the magitek doubles. Prerequisite: The teknician must be at least 10th level to select this trick.

Remote Threat Tracking (Ex): The teknician can track and avoid threats using his AI. If the teknician succeeds at a Reflex save against an effect that normally has a partial effect on a successful save, as an immediate action the teknician can instead suffer no effect. The teknician gains this benefit only when unencumbered and wearing light armor or no armor, and he loses the benefit when he is helpless or otherwise unable to move. Prerequisite: The teknician must be at least 10th level and must have an exocortex to select this trick.

Repair Drone (Ex): When the teknician repairs his drone, he repairs an additional 1d6 + his Intelligence modifier in hit points. Prerequisite: The teknician must have a drone to learn this trick.

Resistant Elemental (Ex): Even when his elemental shield is inactive, the ambient elemental protects the teknician from a particular type of elemental attack. Choose earth, fire, ice, lightning, water, or wind. The teknician gains resistance 5 against that elemental type. Prerequisite: The teknician must be at least 8th level and must have the elemental shield teknician trick to select this trick.

Saboteur (Ex): Whenever the teknician use the Disable Device skill to sabotage or disable a device, the teknician can roll twice and take the better result. In addition, if the teknician has the appropriate tools (including his custom rig), performing these tasks takes half the normal amount of time, to a minimum of 1 move action. Prerequisite: The teknician must be at least 14th level to select this trick.

Sample Scanner (Ex): His exocortex is adept at analyzing field samples. As a move action, the teknician can place items or materials weighing up to 10 lbs. into his custom rig and direct his exocortex to analyze them. This functions as taking 20 to whatever relevant Knowledge skill about the items, but it takes 10 minutes to perform, instead of the usual 2 minutes. While scanning an object, the teknician can’t use his exocortex’s memory module, and the number of targets he can designate his exocortex to track is reduced by one. Prerequisite: The teknician must have an exocortex to select this teknician trick.

Scoutbot (Ex): The teknician is always crafting rudimentary bots in his spare time, and can use them to scout. It takes the teknician 10 minutes to create a scoutbot. A scoutbot is a Small technological construct, its AC is equal to 10 + his engineer level, and it has 1 Hit Point per engineer level the teknician has. It has a land speed of 30 feet, and the teknician can control its movements with his custom rig as a move action. It has a camera that streams visual and auditory data back to his rig. The scoutbot uses his saving throw bonuses if necessary. It is untrained in all skills and has a +0 bonus in all of them, though the teknician can use his own Perception skill when examining the feed from its stream. Once created, the scoutbot lasts for 1 minute per engineer level the teknician has before falling apart unless otherwise destroyed. Prerequisite: The teknician must be at least 8th level to select this trick.

Scoutbot Mod (Ex): Whenever the teknician creates a scoutbot, he can give it one basic drone mod. Prerequisite: The teknician must be at least 14th level and must have the scoutbot teknician trick to select this trick.

Shocking Overload (Ex): The teknician can use his overload class feature to damage a creature. When the teknician successfully uses overload to cause a short in an electronic device in someone’s possession and the item’s owner fails their Reflex saving throw, that creature takes lightning damage as a result of the power surge. This surge deals 1d6 lightning damage per 4 levels of engineer the teknician has. Prerequisite: The teknician must be at least 8th level to select this trick.

Speed Scan (Ex): As a standard action, the teknician can get a general sense of what information is stored on drives or other technological storage media. The teknician must be within range of the device to use his remote hack ability, but he doesn’t have to touch it or connect to it. The information the teknician gets is very general, such as “financial records,” “military records,” or “spells.” Getting detailed information requires interfacing with the data more directly. If the teknician attempts a speed scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan. The teknician can attempt this multiple times per day, but can use it against a given target only once per 24 hours. Prerequisite: The teknician must be at least 8th level to select this trick.

Superior Overcharge (Ex): The additional damage of the overcharge teknician trick increases to 4d6. The teknician can select this trick multiple times. Each time the teknician does after the first, increase the damage by 1d6 (to a maximum of 7d6 if the teknician select it all four times).Prerequisite: The teknician must be at least 14th level and must have the overcharge and improved overcharge teknician tricks to select this trick.

Team Triage (Ex): His artificial intelligence aids the teknician in providing emergency treatment for others on his team. The teknician can use his Computers skill instead of his Heal skill when treating deadly wounds or treating disease. Prerequisite: The teknician must be at least 8th level and must have an exocortex and the field triage teknician trick to select this trick.

Technological Innovator (Ex): Choose two teknician tricks the teknician meets the prerequisites for but doesn’t have. Once per day as a move action, the teknician can gain one of these tricks for 10 minutes. Each time the teknician gain an engineer level, he can replace one of these teknician tricks with another that he meets the prerequisites for but doesn’t have. Prerequisite: The teknician must be at least 8th level to select this trick.

Terminal Uplink (Ex): The teknician can use his exocortex to stay vigilant. As a full action, the teknician can upload his exocortex into a computer to which he has root access, directing it to monitor that computer. Once his exocortex is integrated, his custom rig alerts the teknician whenever a creature operates or attempts to hack the computer, similar to the alarm countermeasure. His exocortex upload can be removed from the computer by other users as if it were a module. If the teknician uploads his exocortex into a different computer, he loses the benefits of terminal uplink with the first computer, and the exocortex upload on that computer deletes itself 1d10 minutes later. If the teknician uploads his exocortex into a computer with a camera, microphone, or other similar monitoring device, he can perceive the computer’s surroundings with that hardware by using his custom rig, so long as he is within 100 feet per engineer level he has of the computer. While observing the computer’s surroundings in this way, the teknician can’t use his exocortex’s memory module, and the number of he can track with his exocortex is reduced by one. Prerequisite: The teknician must have an exocortex to select this teknician trick.

Ultraclocking (Ex): If the teknician has a drone, he can grant the effects of haste to his drone for 1 minute as a move action. If the teknician has an exocortex, he can gain the effects of haste for 1 minute as a move action. Once the teknician or his drone has used this ability, the teknician cannot use it again until after an hour has passed. Prerequisite: The teknician must be at least 14th level and must have the overclocking and hyperclocking teknician tricks to select this trick.

Vehicle Whisperer (Ex): The teknician can use his extensive magitekanical expertise to improve the performance of any vehicle. The teknician can, as a swift action, affect a vehicle he can touch. The vehicle gains a +1 dodge bonus to AC, it deals an additional 1d4 damage with collision attacks, and its movement speeds increase by 5 feet. These effects last for a number of hours equal to his Intelligence modifier before they revert back to their original values, whether or not the teknician remain with the vehicle. Prerequisite: The teknician must be at least 4th level to select this trick.

Visual Data Processor (Ex): The teknician notice even the smallest shifts in movement, temperature, and vibration, gaining the insight bonus from his bypass class feature to Perception skill checks.

Weapon Mimicry (Ex): His AI enables the teknician to temporarily gain expertise with weapons his allies use. As a move action, the teknician become proficient with a type of weapon with which an ally within 30 feet is proficient. If that ally has Weapon Specialization with that weapon type, the teknician can also apply that ally’s Weapon Specialization with that weapon. This ability’s effects last a number of rounds equal to half his engineer level, after which the teknician can’t use this ability again until after 24 hours. Prerequisite: The teknician must have an exocortex to select this trick.

These abilities replaces engineer tricks.

Overload (Ex)

At 3rd level, as a standard action, the teknician can cause a short in an electronic device, including most ranged elemental weapons. 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. The teknician must be adjacent to the device to use this ability. If the teknician has a drone, the teknician can instead use this ability on an electronic device adjacent to his drone. If the teknician has an exocortex with the wireless hack ability, the teknician can instead use this ability on any electronic device within range of his exocortex’s wireless hack. If the teknician uses overload on an item in someone’s possession, the owner can attempt a Reflex saving throw to negate the effect (DC = 10 + half his engineer level + his Intelligence modifier). Overload doesn’t affect shindroids, cybernetics, drones, robots, or creatures with the technological subtype (all of which has 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.

This ability replaces rough and ready.

Remote Hack (Ex)

At 4th level, the teknician can use his custom rig to attempt Computers and Disable Device skill checks at a range of 20 feet. At 7th level and every two engineer levels thereafter, this range increases by 10 feet. A target of this ability (or a creature attending or observing his target) can attempt a Perception or Sense Motive check (DC = 10 + 1.5 × his engineer level + his Intelligence modifier) to determine that the teknician is the origin of this activity.

This ability replaces jury-rig.

Miracle Worker (Ex)

At 14th level, as a move action, the teknician can repair damage to an airship or modify a suit of armor or weapon to function more efficiently. To use this ability, the teknician must be able to handle the item affected without impediment. The teknician can use this ability once per day at 7th level, plus one additional time per day for every four engineer levels the teknician has beyond 7th. The exact effect of this ability depends on the object or system the teknician is modifying.

  • Armor: The teknician grants a +2 enhancement bonus to a suit of armor’s AC for 1 minute.
  • Weapon: The teknician grants a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.
  • Damaged Airship: The teknician restores a number of Hit Points equal to engineer level + his Intelligence modifier.

This ability replaces master mechanic.

Override (Ex)

At 10th level, the teknician’s overload class feature now affects shindroids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half his engineer level + his Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and the teknician 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.

This ability replaces salvage expert.

Coordinated Assault (Ex)

At 11th level, if the teknician has a drone, whenever both he and his drone make attacks against the same target, the teknician receives a +1 circumstance bonus to his attack rolls. If the teknician has an exocortex instead, whenever the teknician and his exocortex are both attempting to hack a system, the teknician receives a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level.

This ability replaces unflustered.

Control Net (Ex)

At 16th level, the teknician is capable of operating multiple AIs, one in a drone and one in an exocortex. The teknician must divide up his engineer level between these different AIs, and each gains abilities based on the number of levels he assigns to it. Every time the teknician gains a level in engineer, he can change the distribution of levels between these AIs using his custom rig after 24 hours of uninterrupted work. While each AI can act independently to the limits of its ability, the teknician can control them as normal (although the teknician can directly control only one AI at a time). If the number of levels assigned to his exocortex is less than his engineer level, his exocortex grants a smaller increase to his base attack bonus when using combat tracking, as noted in the table below. The teknician gains additional exocortex abilities, such as wireless hack and multitasking, based upon the level the teknician assigns to it as normal.

 

Levels
Assigned

Increase to
Base Attack Bonus

1-4

+1

5-8

+2

9-12

+3

13-16

+4

17-20

+5

 

This ability replaces clockwork mimicries.

Ghost in the Machine (Ex)

At 19th level, when using the teknician’s override class feature to affect a shindroid, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not dazed, and the teknician 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.

This ability replaces primal technomancy.

Tech Master (Ex)

At 20th level, the teknician is a master of technology. The teknician can craft any technological weapon, armor, or item at a rate of 1 hour. This uses the normal crafting rulea, but the item being converted counts as its full value in crafting components. The teknician 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.

This ability replaces one with machines.