Examiner NEW CLASS

Hit Die: d8. Base Attack Bonus Good(as Cleric) Fort Bad Ref Good (+2) Will Good(+2)

Class Skills

  The examiner’s class skills are Appraise (Int), Climb (Str), Computer Use (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Heal (Wis), Knowledge (the ancients) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (technology) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Repair (Int), Ride (Dex), Sense Motive (Wis), Swim (Str), and Use alien device (Wis).   Skill Ranks Per Level: 8 + Int modifier.  

Class Features

  Weapon and Armor Proficiency: Examiners are proficient with all simple weapons and Martial weapons, and with all armor (heavy, light, medium) and shields (except tower shields).   Artifact Expert: The examiner adds 1/2 his level to all Use Alien device checks (minimum +1).   Examiner Features: At 1st level, and at every odd level thereafter, an examiner gains an examiner feature. These features are described below. Some features have prerequisites noted in their descriptions.   Bonus Feat: An examiner may gain any feat that he qualifies for in place of an examiner feature.   Crafty: The examiner adds 1/2 his level to all Craft checks (minimum +1).   Evasion: Prerequisites: 5th-level examiner. The examiner can avoid even area attacks and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the examiner is wearing light armor or no armor. A helpless examiner does not gain the benefit of evasion.   Handy: The examiner adds 1/2 his level to all Repair checks (minimum +1).   Identify Artifact: Prerequisites: 5th-level examiner.  The examiner can activate what an artifact is without having heard of it before and without breaking it. Given ten minutes to examine an unknown artifact, the examiner can make a DC 20 Intelligence check, adding 1/2 his examiner level to the result. A successful check indicates the examiner has determined the basic type of device (weapon, sensor, tool, etc.) and how to activate one function. She has to make a check each time she wants to activate but gets +1 for every successful check. Failure indicates the examiner has no clue what the artifact is or what it does( and cant check until the next level), while a natural 1 indicates a dangerous misidentification has occurred. (GMs may wish to make this check in secret.)   Improved Evasion: Prerequisites: 13th-level examiner, evasion. This works like evasion, except that while the examiner still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless examiner does not gain the benefit of improved evasion.   Improved Uncanny Dodge: Prerequisites: 11th-level examiner, uncanny dodge. The examiner can no longer be flanked. This Armor Class denies a scout the ability to sneak attack the character by flanking him unless the attacker has at least four more scout levels than the target has levels in a class with improved uncanny dodge. If a character already has uncanny dodge (see below) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum scout level required to flank the character.   Integrate Tech: Prerequisites: 5th-level examiner. The examiner can freely “mix and match” parts from different Progress Levels, charging a PL 7 device with a PL 6 charging station, for example. Her ability to do this only works with her own equipment as she spends hours tinkering with it and is constantly changing this or that with her own equipment.   Jury Rig: The examiner gains a +2 competence bonus on Repair checks made to attempt temporary or jury-rigged repairs. See the Repair skill description for details on jury-rigging. This bonus stacks with the bonus granted by the handy feature. At 7th level, this competence bonus increases to +4.   Quick Disable: It takes an examiner with this feature half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).   Skill Mastery: Prerequisites: 9th-level examiner. The examiner becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this feature, he selects a number of skills equal to 3 and they have to have skill focus in skill to be able to choose it. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. An examiner may gain this feature multiple times, selecting additional skills for skill mastery to apply each time.   Tinkering: Prerequisites: 3rd-level examiner. The examiner can get more out of a device than was originally intended. By making a relevant Craft check, the examiner can temporarily improve a machine’s performance, at the risk of causing the machine to need repairs later. The Craft check’s DC depends upon the type of improvement being made, as shown in the table below.   Tinkering takes 1 hour, and the examiner cannot take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts a number of minutes equal to the examiner’s class level, beginning when the object is first used. The examiner selects a single improvement prior to making the check. After the duration of the effect ends, the machine reverts to its previous state, and a repair chance percentile roll is made, the result of which indicates whether the machine requires repairs before it can be used again.
Improvement Craft DC Repair Chance (d%)
Ranged Weapons
+1 to damage 15 01—25
+2 to damage 20 01—50
+3 to damage 25 01—75
+5 ft. to range increment 15 01—25
+10 ft. to range increment 25 01—50
Tools
+1 bonus on skill checks 15 01—25
+2 bonus on skill checks 20 01—50
+3 bonus on skill checks 25 01—75
Vehicles
+1 on initiative checks 20 01—25
+1 to maneuver 25 01—50
+2 to maneuver 30 01—75
+5 to Hull Points 40 01 - 50
Trap Spotter: Prerequisites: trapfinding. Whenever an examiner with this feature comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM. Trapfinding: The examiner adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).   Uncanny Dodge: Prerequisites: 5th-level examiner. The examiner can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. An examiner with this feature can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Chapter 8 in Pathfinder RPG Core Rulebook) against him.   Unique Creation: Prerequisites: 5th-level examiner, tinkering. The examiner may create a new or highly modified weapon, tool, or vehicle which only he can use. This is simulated by using the tinkering ability but with no chance of a later breakdown. Furthermore, only the creator can use the device properly; anyone else will suffer a -4 penalty on the appropriate skill checks or attack rolls. An examiner may have only one unique creation at a time, regardless of who is wielding it. Constructing a unique creation requires one week and the appropriate tools and resources.

Minor Soul Connected Marvel:

The examiner begins his career with a technical marvel from age past found on his travels, chosen from the list below. He gains another at the 2nd, 4th, 6th, and 8th levels as he uncovers maps and locations where these items can be left lost to time. The examiner cannot gain a specific kind of marvel more than once; he must choose a different kind each time he gains a new one See Equipment for descriptions. You still have to follow the rule about the level of equipment but you can go up to +1 current level. You cant sell these even when you get new ones because of how they are linked to you. These marvels can only be used by you because you have hooked them up to your life force to power them. If you need to charge any of these items, you can pay 1 hp for 10 charges that can only be gotten back by natural means. If someone that had magic got a hold of these they could use it to affect your soul and you would not get a save. While these items do not look any different from other equipment, someone that deals in magic could detect the link to you. Luckily you can disconnect any of these anytime you want with 1 full-round action.   With the GM’s permission, an artifact of comparable price and power to those on the list can be substituted.
Weapons Armor Equipment
Laser pistol, azimuth Salvage Chassis Medpatch
Sonic Pistol, thunderstrike Scrapper's Rig Holoskin
Plasma pistol, red star Sci-shield Unit Magniscope
Laser rifle, corona Kashcomm Scout Plasma Diverter
Zero rifle, hailstorm-class AbadarCorp CelPro, Elite Metaphysical Detector, Mk II
Arc emitter, advanced Kasatha Microcord, II Autograppler
Medium Artifact: At 10th, 12th, 14th, and 16th level, the examiner gains a medium artifact, chosen from the list below. The examiner cannot gain a specific kind of artifact more than once; he must choose a different kind each time he gains a new artifact. See Equipment for descriptions. TBD   Major Artifact: At 18th and 20th level, the examiner gains a major artifact, chosen from the list below. The examiner cannot gain a specific kind of artifact more than once; he must choose a different kind each time he gains a new artifact. See Equipment for descriptions. With the GM’s permission, an artifact of comparable price and power to those on the list can be substituted.   TBD