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This article details the Technician Heroic Class created by Homebrew Content. You may be looking for the Threats of the Galaxy character of the same name, the Technician.


This Homebrew Content has not been reviewed in a meaningful manner. If you wish to review this content yourself, then see Untested for more details.
Homebrew Warning

This homebrew Heroic Class is based on the Heroic Class of Tech Specialist in the RCR version of the Star Wars RPG from Wizards of the Coast. This Heroic Class was created by darth_borehd and was posted on the D20 Forums before the forums were shut down. The name was changed to avoid confusion with the Feat of the same name, the Tech Specialist.

Class Summary[]

While some beings are skilled when it comes to computers, only Technicians can truly master technology. Whether the techie works with the law, against the law, or around the law, they can usually find employment with anyone. Their abilities are especially prized on metropolis worlds where computers and Droids run everything, but they also get by on Rim worlds.

Examples of Technicians in Star Wars[]

Bao Dur, BB-8, Filli, Ghent, Jan Ors, Kiph, R2-D2.

Game Rule Information[]

Technicians have the following game statistics:

Technician Leveling Statistics
CLASS LEVEL BASE ATTACK BONUS CLASS FEATURES
1 +0 Defense Bonuses, Starting Feats, Talent
2 +1 Bonus Feat (Technician)
3 +2 Talent
4 +3 Bonus Feat (Technician)
5 +3 Talent
6 +4 Bonus Feat (Technician)
7 +5 Talent
8 +6 Bonus Feat (Technician)
9 +6 Talent
10 +7 Bonus Feat (Technician)
11 +8 Talent
12 +9 Bonus Feat (Technician)
13 +9 Talent
14 +10 Bonus Feat (Technician)
15 +11 Talent
16 +12 Bonus Feat (Technician)
17 +12 Talent
18 +13 Bonus Feat (Technician)
19 +14 Talent
20 +15 Bonus Feat (Technician)

Abilities[]

Intelligence is by far the most important ability for a Technician, as they specialize in any use of technology, from simple datacards, to planet destroying weapons.

Class Skills[]

Technicians receive a number of Trained Skills equal to 7 + their Intelligence modifier. The Technicians' available Class Skills include:

Hit Points[]

Technicians begin play at 1st level with a number of hit points equal to 18 + their Constitution modifier. At each level after first, Technicians gain 1d6 hit points + their Constitution modifier.

Force Points[]

Technicians gain a number of Force Points equal to 5 + one-half their Character Level (rounded down) at 1st level, and every time they gain a new level in this class. Any Force Points left over from previous levels are lost.

Class Features[]

The following are the class features of the Technician class:

Defense Bonuses[]

At 1st level, you gain a +2 Class bonus to your Will Defense and a +1 Class bonus to your Fortitude Defense.

Starting Feats[]

At 1st level, you gain the following bonus Feats:

*You must meet the prerequisite of this Feat (minimum Intelligence 13 and Trained in Mechanics) to gain it.

Talent Trees[]

At every odd-numbered level (1st, 3rd, 5th, and so on), a Technician gains an additional Talent. A Technician may choose a Talent from any of the Talent Trees (Technician) they wish, but they must meet the prerequisites (if any) of the chosen Talent. No Talent can be selected more than once unless expressly indicated.

Bonus Feats[]

At each even numbered level (2nd, 4th, 6th, etc), Technicians gain a bonus Feat. This Feat must be selected from the related page (Bonus Feats (Technician)). As with normal Feats, you must meet the prerequisites to select the Feat. The Bonus Feat must be from the Bonus Feats (Technician), unless explicitly stated otherwise.

Starting Credits[]

A 1st-level Technician begins play with 3d4×250 credits.

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