The Specialist

Specialist

A specialist was an individual highly skilled with a wide array of talents related to technology. Specialists were usually expert computer users, pilots, security breachers, droid repairers, and were able to deactive the most advanced of demolitions. 

Creating A Specialist

While creating your Specialist character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance.

What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?

Quick Build

You can make a specialist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second choose the company man background.

HIT POINTS

  • Hit Dice: 1d6 per Specialist level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Specialist level after 1st

PROFICIENCIES

  • Armor: Light armor, Energy Shields
  • Weapons: Simple weapons, Pistols, Grenades
  • Tools: Vehicles (Atmospheric), and choose two of your choice
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose any four skills
  • Languages: Choose any three

EQUIPMENT

You start with the following equipment, in addition to the equipment granted by your background.

  • • (a) a blaster pistol or (b) any simple weapon
  • • (a) a medical kit or (b) a tool kit
  • • (a) a smuggler's pack or (b) a traveler's pack
  • • Half Vest and a vibro-knife
  • You start with a number of credits equal to the total of 4d4 x 10.

EXPERTISE: 

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with either a tool kit or medical kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. 
At 6th level, you can choose two more of your Proficiencies to gain this benefit. 

SPECIALTY: 

At 1st level, you choose a primary focus of your skills and profession: Droid Engineer, Medicine, Piloting, Slicing, and Technology. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. It also determines the Knack you learn at 1st level, and qualifications for Talents beginning at 2nd level.

KNACK: 

Beginning at 1st level, your Specialty determines a primary ability as described in the Specialty details. Knacks are potent abilities usable without limit, and serves as one of the Specialist's core functions. Using a Knack requires an action or reaction, and provides 1d6 of a benefit determined by your Specialty. You can use a Knack a number of times equal to Half your class level (round down) + your Intelligence modifier (minimum 1), after which you must take a long rest to use it again.

At 15th level, you can make your Knack a Potent Knack. In doing so, the numerical value of the Knack is maximized. For example, at 15th level the Knack - which is at 5d6 - would be considered 30. Once you use a Potent Knack, you must take a long rest to use it again.

Bonus Feat:

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

TALENTS: 

In your dedication of skill perfection and focus, you learn talents and tools that aid you in your pursuits. At 2nd level, you gain two talents of your choice. Your talent options are detailed at the end of the class description. When you gain certain Specialist levels, you gain additional talents of your choice, as show in the Talents column of the Specialist table.

Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with another talent that you could learn at that level.

ATTACK ROLLS AND SAVING THROWS: Some talents can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the description for that particular gadget.

Talent attack modifier = your proficiency bonus + your Intelligence modifier.

Talent save DC = 8 + your proficiency bonus + your Intelligence modifier

ACTIVATING TALENTS: 

Some talents provide a continuous benefit for certain durations. Other talents have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the talent. Most talents that need to be activated require you to take a short or long rest to use again, taking the time to reset or reestablish the talent involved.

Diversity: 

Also at 2nd level, The diverse skills and natural affinity you have to adapt to any situation leads you to quickly excel in the most harrowing of situations. During a Short or Long Rest you can replace one of your Saving Throw Proficiencies with a new one of a choice between: Wisdom, Dexterity, or Constitution Saving throws. Alternatively, you can replace two of your skills with which you are currently proficient in with different ones.This change lasts until you finish your next short or long rest.

ABILITY SCORE IMPROVEMENT: 

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase 1 ability score of your choice by 2, or increase two scores of your choice by 1. As normal, you can't increase an ability above 20 using this feature.

STEADY HANDS: 

Starting at 5th level, When you use your Slice, Demolitions Kit, Medical Kit, Mechanic's Tools, Lockpick Kit or Security Tools you can reroll the check, you must use the new roll.. Furthermore, your steady hands have unnatural precision, you can critical hit on an attack roll of 19-20. When you reach 18th level your Steady Hands improve and you can critical hit on an attack roll of 18-20.

Improved Expertise

At 6th level, when you roll a 1 on an ability check you have expertise in you can reroll the dice, you must use the second roll. Additionally, you can choose one weapon type. You can expend one of your knack die to make a attack as a bonus action with that type of weapon. When you do add your knack to the attack or damage roll.

QUICK TALENT: 

Beginning at 7th level, you can rapidly perform a talent that requires an action - instead using it as a bonus action. Once you use a Quick Talent in this fashion, you must take a short or long rest before using this feature again. At 14th level, you can use two Quick Talents before needing to take a short or long rest.

ALWAYS A CHANCE: 

Starting at 11th level, whenever you roll a natural 1 on an attack roll or saving throw, you can reroll the die. Once you use this feature, you cannot do so again until after a short or long rest.

Expertise Mastery

At 20th level, any time you roll less than a 10 on a ability check that you have expertise in you can take 10 instead. 

Talents

General Talents


EXEMPLARY SKILL

Prerequisite: 10th level

Choose two skills with which you are proficient. Allies that you designate with 30 feet of you, that can see and hear you, receive a bonus to those skills equal to your Intelligence modifier.

Interpreter

Prerequisite: 10th level

You are able to understand and convey information in a varitety of languages, including nonverbal ones. When you experiences a form of communication for the first time, you make an Intelligence check to determine wheather it can identify and understand the language. The DC is based on the rarity of the language, with the common having a lower DC.  You cannot write in the language, unless you know it already.

  • Common: DC 10
  • Uncommon: DC 15
  • Rare: DC 20

MILITIA TRAINING

Prerequisite: 3rd level

You gain proficiency in one of the following: martial weapons, medium armor or rifles.

SET TO STUN

Prerequisite: 5th level

Whenever you deal nonlethal damage with a ranged or melee weapon, the target creature must make a Constitution save against a DC equal 8 + your proficiency bonus + your Intelligence modifier. On a failure, they are stunned for 1 round. Enemy pilots use the ship's Constitution instead of their own.

HOLOGRAPHIC DISGUISE

Prerequisite: 7th level, 

When you activate this gadget by taking an object interaction, it projects a three dimensional holographic image around you or an ally, making either of you-including your clothing, armor, weapons, and other belongings on your person-look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you: you might use the hologram to add or change a minor feature, make yourself appear to be wearing different clothing, or to look like a completely different person.

The changes wrought by this gadget fail to hold up to physical inspection. For example, if you use the hologram to add a helmet to your outfit, objects pass through the helmet, and anyone who attempts to touch the helmet would feel nothing or would feel your head and hair. If you use this gadget to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your Intelligence (Mechanics) check.The disguise lasts for 10 minutes or until you take an object interaction to cancel it. Once used, it cannot be used again until you complete a short or a long rest

MODIFY TECH

Prerequisite: 10th level,

you can temporarily improve the gear of yourself and your allies. By spending 1 hour adjusting a set of Armor, a Shield, a Vehicle, or a Weapon, you can add one of the following benefits. These benefits last until your next long rest.

  • Remove heavy armor speed reduction

  • Grant armor (helmet) darkvision to 60 feet

  • Grant armor damage resistance against 1 damage type

  • Modify an Energy shield's output, increasing its THP by 10 points.

  • Overload an energy shield's output, causing it to become Unstable, but allowing the wearer to have advantage on the dexterity saving throw against their own unstable energy shield.

  • Increase vehicle speed by 5 ft per point of your INT Modifier.

  • Increase vehicle armor class equal to your INT Modifier

  • Increase vehicle hit points by an amount equal to your INT Modifier

  • Increase weapon damage by an amount equal to your INT Modifier

  • Weapon is considered a "Modified Weapon" for the purposes of overcoming resistances and such.

  • A set of armor, an energy shield, a vehicle, or a weapon cannot have more than one tech improvement at any given time. If you adjust the gear to add a different improvement, the prior improvement is removed.

You can add a number of improvements total equal to your Intelligence modifier. You must then take a long rest to use this feature again.

MASTER MODIFIER:

Prerequisite: 15th level, Modify Tech Talent

At 15th level, your tech modifications created by your "MODIFY TECH" talent become greatly improved. The upgrades are now permanent, and you can place two improvements on an item instead of one. However you can still only have a number of items modified equal to your Intelligence Modifier.

​DROID TALENTS:

PERSONALIZED DROID COM-LINK

Prerequisite: Droid Specialist
You are able to communicate with your Droids to a range of 1 mile, giving them commands or instructions over vast distances using a personalized Comlink that is synchronized to a frequency only connected to your droids. A creature attempting to hack into this frequency to listen in, must make a Intelligence (Slicers Kit) versus your Talent Save DC.

SALVAGE DROID PARTS

Prerequisite: Droid Specialist
Over the course of 1 hour, you can scavenge scrap parts from a deactivated or destroyed droid. Make a Intelligence (Mechanics) check, with a DC:10, on a success you are able to get 1d4+1 scrap parts. You can only gather scraps in this manner once Per Droid. Over the course of another hour, you can craft the parts into a Droid Repair Kit; every 10 scraps can be used to make 1 Droid Repair Kit. A Droid Repair Kit, as an action, can be used on other droids to allow them to regain 1d4+1 hit points.

DROID SCANNER

Prerequisite: 3rd level, Droid Specialist
When this talent is equipped you can use your action to scan for droids in your vicinity. You can detect how many droids are within 100 feet of you. You know the number of droids, the target size, and their approximate distance and direction from you. If remote-controlled, you also detect the direction and approximate distance of the droid controller. Living creatures cannot be detected in this way. You can maintain this scan every round as an action. Once used, the gadget must be recharged and cannot be used again until you complete a short or long rest.

HASTY REASSEMBLE

Prerequisite: 5th level, Droid Specialist
You can rebuild recently destroyed machines and droids. When you use your Knack on a machine that was recently destroyed anytime within a number of minutes equal to your Intelligence modifier, they are rebuilt and stable at 1 hit point. The reassembled machine does not benefit from any other repairs from the use of the Knack, but can be repaired normally with subsequent uses thereafter. Once you use this feature, you cannot do so again until after a short or long rest.

ADVANCED DROID CHASSIS

Prerequisite: 7th level, Droid Specialist, Salvage Droid Parts
You can modify and upgrade the outer hull of your droids chassis. Using 10 Droid Scraps, over the course of 1 hour, you can increase the Armor Class of one of your Droids by an amount equal to half your Intelligence Modifier. In addition, they are considered modified, and have resistance to damage from non-modified weapons.

SABOTAGE

Prerequisite: 10th level, Droid specialist
As an action, you can attempt to override the circuitry of an adjacent droid or vehicle. To do so, make an Intelligence (Mechanics) check against a DC of 15 or opposed by the target's Constitution save, if it has one. For a droid, they must be helpless or grappled first. On a success, you choose either to render the droid or vehicle inert an inoperable for 1 minute or under your control for the same duration. You can delay the onset of sabotage by a number of minutes equal to your Intelligence modifier, chosen when you use this talent. After using this talent, you must take a long rest before using again.

ADVANCED DROID WEAPONRY

Prerequisite: 15th level, Droid Specialist, Salvage Droid Parts
You can modify and upgrade the weapons system of your droids. Using 20 Droid Scraps, overthe course of 1 hour, you can increase the attack and damage rolls of one of your Droids by an amount equal to half your intelligence modifier. They are considered modified weapons for the purposes of overcoming resistances and such. .

MEDICAL TALENTS:

BACTA TANK

Prerequisite: 15th level, Medical specialist

You can select a number of creatures equal to your Intelligence modifier. Each creature, when taking a long rest, regains all lost hit points and is fully healed. Those who are missing limbs reattach or regrow one limb per long rest with this talent.

BURST HEALING

Prerequisite: 5th level, Medical specialist

When you use your Knack, you can use it again as a bonus action. You can either heal the same creature or a different one, but both must be adjacent to you.

Holo-NURSE

Prerequisite: 3rd level, Medical specialist

You gain the services of a Holo-Nurse which has 1 level in the Specialist: Medical Subclass. A nurse will not accompany you into battle and cannot attack, but will maintain a designated medical area in your absence - including administration of medpacks, kolto stims, and other forms of care that she has materials for. The Nurse has expertise in Medicine and Survival and has a 14 Wisdom and Intelligence.

HERBAL REMEDIES

Prerequisite: Medical specialist

You become proficient in Nature and Survival. Furthermore, you can create your own Medical kit with an hour of work, 250cr worth of materials and a DC 15 Survival check. If you fail the check, you lose the materials and must acquire new materials before making another attempt.

EMERGENCY INJECTION

Prerequisite: 5th level, Medicine specialist

When you drop to 0 or below hit points, your natural instinct of preservation kicks in. You can expend one use of your knack on yourself. If you have none you still use this effect but only gain half the amount of healing. When you use this feature you cant do so again until you finish a long rest.

LIFE FORM SCANNER

Prerequisite: 10th level, Medicine specialist

When this talent is equipped you can use your action to scan for living beings in your vicinity. You can detect how many creatures are within 100 feet of you. You know the number of creatures, the creature size, and their approximate distance and direction from you, but no other information about them. Droids and other lifeless creatures cannot be detected in this way. You can maintain this scan every round as an action. Once used, the gadget must be recharged and cannot be used again until you complete a short or long rest.

MODIFIED STIM-PAK

Prerequisite: 7th level, Medicine specialist

As an action, you can grant one of the following to an adjacent living creature. The effects last for 1 minute.

• Grants one additional interact with object action per round

• Regenerates hit points per round equal to your INT modifier

• Removes one condition affecting the target

• Increases base land speed by 5 feet

Once you use this talent, you must take a short or long rest to use it again.

VITALITY SCANNER

Prerequisite: Medicine specialist

As an action you can attempt to scan for hit points, if successful you instantly know the current hit points of every creature within a 15 foot cone, as well as detect any poison or disease they may have affecting them. You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses on a short or long rest. 

PILOTING TALENTS:

CALCULATED FIRING

Prerequisite: Piloting Specialist
You can add your Intelligence Modifier to the attack and damage rolls of any vehicle you pilot.

EVASIVE MANEUVERS

Prerequisite: Piloting specialist
You can add your Intelligence modifier to the armor class of any vehicle you pilot.

LOCK ON

Prerequisite: 3rd level, Piloting specialist
You can make a Vehicles check opposed by another target, who does the same. If you meet or exceed their result, you lock onto their ship. Enemy vehicles caught in a Lock On move at half speed, and you automatically move with and behind them. You have advantage on attack rolls against the enemy, and they have disadvantage against you. Your movement is used when they move. Once you use this talent you must take a short or long rest to use it again.

SHIP SCANNER

Prerequisite: 5th level, Piloting specialist
When this talent is equipped you can use your action to scan for ships in your vicinity. You can detect how many vehicles are within 20 squares of you. You know the number of vehicles, the vehicle size, and their approximate distance and direction from you. You also detect the approximate number of creatures on board - choosing either living or droid when you scan.

GHOST SHIP

Prerequisite: 7th level, Piloting specialist
You have learned to utilize frequencies, security signals, and other measures to mask the electronic signature of your ship. You can make a Charisma (Deception) check to trick a spaceport tower, carrier, or other landing authority that your ship is something other than it is - or carrying passengers it is not. You can add your Intelligence modifier to this roll.

LIST LAZILY TO THE LEFT

Prerequisite: 10th level, Piloting specialist
As an action, you can perform a deceptively simple set of maneuvers to lose pursuers. You can make a Dexterity (Stealth) check. If an observer fails its Perception check against the result, you are effectively invisible to that observer's vessel for a number of rounds equal to your Intelligence modifier, or until you attack. Once you use this talent, you must take a short or long rest to use it again.

ACE PILOT

Prerequisite: 15th level, Piloting specialist.
​Your Vehicles movement speed increases by 1 square. When you use the Dash action, difficult terrain (such as asteroid fields, turbulent magnetic fields or other terrain) do not cost you extra movement on that turn. When you are engaged in combat with only a single enemy Vehicle, and no other Vehicles, that enemy vehicle has disadvantage on attack rolls against you.

SLICER TALENTS:

​TRACE INFORMATION

Prerequisite: Slicer
You can use your Slice or Computer check in place of a history check to gather information so long as you have access to a computer network and the Holonet.

NATURAL SLICER

Prerequisite: Slicer
When you use your Slice, you have advantage on said checks. This is not calculated as a +5 when determining your save dc.

SECURE SLICER

Prerequisite: 3rd level, Slicer
You are an expert in electronic security. If something goes wrong during your attempt at Slicing or if you fail a Slicing check, you quickly initiate a back-up drive to quickly reboot the system and prevent any alarms from being raised or from being locked out of the terminal.
Once you use this feature, you cannot do so again until after a short rest.


UPLOAD VIRUS

Prerequisite: 5th level, Slicer
You have learned how to create a specialized program virus that can disable computers with ease, The virus is a short-lived one purposely designed so it cannot be caught or traced back to you over a long duration. When you upload a Virus, the virus can be designated to perform one of several actions, it cannot perform all functions at once, and once uploaded with its function it cannot be changed. An uploaded virus lasts for 24 hours before it fades away, but not before reporting its findings to you, unless it is detected. The virus can be activated on a timer or by you through the terminal or wirelessly through a datapad. The timer can be set to up to 8 hours, but this does cut into the 24 lifespan of the virus. You can activate it wirelessly as long as you are within 1-mile. 
A virus can be detected if an individual makes a Computer Use check opposed by your Slicer's check. You can only affect a network once with your virus after which you must wait 7 days before doing so again. 

  • Can disable or erase a program, as per the Computer Commands, however this specialized virus aids in this effort, and only takes 1 minute once uploaded, and requires a DC:10 Slice check as opposed to 10 minutes and a DC:15 check normally.

  • Can command the virus to lay dormant and act as a keylogger, it will record any outgoing emails, texts, messages, or anything that is accessed or typed on the specific computer terminal.

  • Credit Worm: This virus will attempt to steal credits from all bank accounts linked to the terminal user. After every hour your worm consumes 2d10 credits at which point network security makes a Computer Use check to disable the virus. On a failure, the worm continues for another hour. This process repeats itself until you stop it, the virus ends or they succeed. On a success, they disable the worm and all credits are returned. If they succeed by 5 or more they identify you as the slicer and your location.

  • Can command the virus to lay dormant and infect the next computer that connects to the infected one. Once a computer does so, it must make a Computer Use check opposed by your Slice check, if it fails, the virus instead transfers over to that computer unnoticed and acts as 1 of the other commands of your choice. If it succeeds, the virus fails to transfer and is alerted to the computer user. 
    Once you use this feature, you cannot do so again until after a long rest.

Composed Slicer 

Prerequisite: 7th level, slicer
Your Hotwire no longer automatically alerts security, instead they must make a Computer Use check against your slice check on a failure you are unseen by network security. 

UNSEEN BY TECH

Prerequisite: 10th level, Slicer
As an action, you can designate yourself and up to a number of creatures equal to your Intelligence Modifier (minimum of 1), granting them concealment from cameras and other electronic sensors for 1 hour.
For the duration, that creature and anything they are wearing is considered undectable, similar to invisibility. This ability ends for that creature if they perform a hostile action, attack, or damage a creature. This has no effect on living creatures and their vision of you, it merely affects technological devices.

Once you use this feature, you cannot do so again until after a long rest.

​QUICK SLICE

Prerequisite: 15th level, Slicer
The time it takes for you to make any Slice check is halved, to a minimum of an Action.
Example below:

  • 1 minute -> an Action

  • 10 minutes - > 1 minute

  • 1 hour - > 10 Minutes

  • 6 hours - > 1 hour