Mechanic
Creature 1 — human, humanoid
MenderLANDhumanhumanoidartisan
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. However, they can also push the device to achieve more than you ever could have hoped for, provided you do not mind a small explosion every now and again. Don't get distracted by their impressive work, or you might be blindsided by a fast-swinging wrench. Although relatively uncommon across much of Golarion, the frequently ec
Source: pathfinder-npc-core
Perception +5
Languages common
Skills athletics +7, crafting +16 (+18 when repairing mechanical devices), Engineering Lore +16, thievery +6
Str
+4
Dex
+1
Con
+1
Int
+3
Wis
+0
Cha
+0
Items Arbalest, Heavy Wrench (Functions as a Mace), Repair Toolkit
AC 14
Fort +8
Ref +6
Will +3
HP 22
Speed 25 feet
Offense
Melee Heavy Wrench (shove) +7, Damage 1d6+4 bludgeoning
Melee Fist (agile, nonlethal, unarmed) +7, Damage 1d4+4 bludgeoning
Ranged Arbalest (backstabber, reload-1) +8, range increment 110 feet, Damage 1d10 piercing
Abilities
Mechanical Repair — The mechanic is trained in Crafting, but a master in Crafting for mechanical devices, siege weapons, and vehicles. They can Repair in 1 minute instead of 10 minutes, or in 3 actions for a mechanical device, siege weapon, or vehicle.
Mechanical Specialist — For encounters involving mechanical repair, the mechanic is an 8th-level challenge.
Risky Upgrade (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. If an item has an upgrade at the start of the mechanic's turn, the mechanic must attempt a DC 5 Flat. (These flat checks continue even if the mechanic is dead or otherwise can't take turns.) On a failure, the item explodes, dealing damage equal to the item's level to all adjacent creatures and ending the upgrade.
Overheat Weapons If the item would deal damage, it deals an additional 1d6 fire damage. This increases to 2d6 if the item is 8th level or higher.
Pressured Plating The item gains a +3 status bonus to its Hardness and gains temporary Hit Points equal to double its level that last for 10 minutes.
Propelled Boost If the item has a Speed, the item gains a +15-foot status bonus to Speed.
Overheat Weapons If the item would deal damage, it deals an additional 1d6 fire damage. This increases to 2d6 if the item is 8th level or higher.
Pressured Plating The item gains a +3 status bonus to its Hardness and gains temporary Hit Points equal to double its level that last for 10 minutes.
Propelled Boost If the item has a Speed, the item gains a +15-foot status bonus to Speed.
WORKS WELL WITH
AnvilLANDA durable frontline holder buys time for repairs and upgrades to matter before the fight is decided.
FlankerLANDA mobile attacker that leaves foes off-guard lets this creature's backstabbing ranged option land its bonus damage.
SnareLANDA controller that stalls the fight gives this support piece more rounds to apply its temporary upgrades.
PUNISHES
✖ off-guard exposure✖ overreliance on damaged gear
Avoid pairing with another pure support role; low personal damage output limits what a second non-combatant contributes to action economy.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Mechanic in the encounter builder — free, no install.
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