Tethys Crafter

Smart Hero 3/Scientist 2 Reputation: 1 Occupation: Technician Action Points: (action points)

Combat Stats
HP: 22

Feats

 * Personal Firearms Proficiency: Can fire any personal firearm without penalty.
 * Builder: Craft (chemical), Craft (electronic/mechanical) +2 each
 * Educated: Pick two Knowledge skills. The character gets a +2 each
 * Cautious: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.

Smart Class Features

 * Occupation: Technician: +1 competence bonus on checks using that skill. Craft: Mechanical/Electronic, K: Technology, Repair. Wealth Bonus Increase: +3.
 * Savant: Craft: Mechanical/Electronics. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.
 * Linguist: Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.

Scientist Class Features

 * Discoveries:
 * 5 level 0
 * 3 level 1
 * Scientific Improvisation: At 1st level, a Scientist gains the ability to improvise solutions using common objects and his scientific knowledge. This ability lets her create objects in a dramatic situation quickly and cheaply, but that have a limited duration. By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, a Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. So, to improvise a single-use weapon that deals the same damage as at the same range as an M1, the DC of the Craft (mechanical) check is 22 (5 + 17). Only objects that can normally be used more than once can be improvised. For example, a Scientist can’t use scientific improvisation to build an explosive, because that’s normally an object that’s usable only once. Special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a fullround action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.

Vitals
Age: Gender: Height: Build: Hair: Skin: Eyes: Habitual Dress: Dominant Hand: Alliegences: