Mechanic
No one knows how to get the most out of their equipment better than a mechanic. A mechanic can repair just about any mechanical device you put in front of them…
- AC
- 14
- HP
- 22
- Perc
- +5
- Fort
- +8
- Ref
- +6
- Will
- +3
- STR
- +4
- DEX
- +1
- CON
- +1
- INT
- +3
- WIS
- +0
- CHA
- +0
- heavy wrench +7 1d6+4 bludgeoning
- fist +7 1d4+4 bludgeoning
- arbalest +8 1d10 piercing 110 ft
- AC
- 14
- HP
- 22
- STR
- +4
- DEX
- +1
- CON
- +1
- INT
- +3
- WIS
- +0
- CHA
- +0
No one knows how to get the most out of their equipment better than a mechanic. A mechanic can repair just about any mechanical device you put in front of them with aplomb.
AC 14
Fort +8
Ref +6
Will +3
HP 22
Speed 25 feet
Melee
[Single Action]
heavy wrench +7 (Shove),
Damage 1d6+4 bludgeoning
Melee
[Single Action]
fist +7 (Agile, Nonlethal, Unarmed),
Damage 1d4+4 bludgeoning
Ranged
[Single Action]
arbalest +8 (Backstabber, range increment 110 feet, reload 1),
Damage 1d10 piercing
Risky Upgrade [Two Actions] (Concentrate, Manipulate) The mechanic pushes a mechanical device, siege weapon, or vehicle pasts its regular limits with a temporary upgrade chosen from the list below. An item can have only one risky upgrade at a time.