Technician (4e Future Creature)

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Technician
Level 1 Minion Skirmisher
Medium Terrestrial Humanoid
XP 25
HP 1; a missed attack never damages a minion. Initiative +1
AC 15; Fortitude 11, Reflex 12, Will 13 Perception +1
Speed 6
Standard Actions
Basicmelee.png Pistol Whip (physical, weapon)♦ At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 4 physical damage
Basicranged.png Pistol (physical, weapon)♦ At-Will
Attack: Ranged 10 (one creature); +6 vs. AC
Hit: 4 physical damage and the technician shifts 1 square.
Triggered Actions
Jury Rig ♦ At-Will
Trigger: An adjacent ally robot takes damage
Effect: (Immediate Reaction) The robot gains 3 temporary hit points.
Str 10 (+0) Dex 12 (+1) Wis 12 (+1)
Con 10 (+0) Int 16 (+3) Cha 10 (+0)
Equipment Pistol, jumpsuit
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More information...

Technology is dominated by two types of people: those who understand what they do not manage, and those who manage what they do not understand.

Technicians are non-combat personnel hired to maintain mechanical, electrical and robotic components of an installation. If involved in a firefight, they will stay close to robot allies, using them for cover and supporting them with their jury rig ability. If there are no robots around, they may operate machinery, seal doors, or aid in other indirect ways - fleeing if there are no stronger allies to cover them.

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