Mechanic

Level 1
Creature· humanMediumRemaster
AC
14
HP
22
Speed
25 ft.
Perception
+5
Fort
+8
Ref
+6
Will
+3
Languages common
Skills crafting +16, athletics +7, thievery +6
Recall Knowledge DC 15 (society)

Attacks

Melee Heavy Wrench +7 (shove), Damage 1d6+4 bludgeoning
Melee Fist +7 (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Melee Arbalest +8 (backstabber, reload 1 ft.), Damage 1d10 piercing

Abilities

Mechanical Repairinteraction

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 Specialistinteraction

For encounters involving mechanical repair, the mechanic is an 8th-level challenge.

Risky Upgrade◆◆

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

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 eccentric but undeniably brilliant minds who create elaborate devices of clockwork, gunpowder, and steam often loom much larger in the public eye than their numbers would suggest.