No new skills are introduced to interact with technology — existing skills are expanded instead. Without the Technologist feat, all technology-related skill checks are treated as untrained, even if the character has ranks in that skill.

Feat Technologist Prerequisites: —

Benefit: You are considered trained in any skill used against a technology-based subject. If a skill requires training to use even against non-technological subjects, you must still have ranks in it to gain this benefit.

Normal: All skill checks made against technology are treated as untrained, which may prevent certain checks even if you have ranks in the skill.

Skills & Technology

Craft (Int)

Those who wish to construct or repair technological items use the Craft (mechanical) skill in conjunction with the technological item crafting feats. Without Technologist, Craft (mechanical) can still be used to craft less advanced forms of technology such as gears, hinges, and pulleys. Note that NPCs with the means of crafting technological items are extremely rare in most campaign settings — GMs are encouraged to discuss availability with their players before allowing technological crafting.

Disable Device (Dex; Armor Check Penalty; Trained Only)

With the Technologist feat you can use Disable Device to arm or disarm high-tech explosives or disable electronic triggers or locks. Technologist is not required to disable a high-tech trap or object, but such traps and objects often have significantly higher DCs than low-tech equivalents.

Arm Explosive

If you possess a detonator, you can arm an explosive weapon as a trap. Connecting a detonator to an explosive requires a successful DC 10 Disable Device check. Failure means the attempt fails; failure by 5 or more triggers the explosive immediately. You can attempt to make an explosive difficult to disarm by choosing a target disarm DC of 15 or higher (in increments of 5). This becomes both the DC to set the explosive and the DC to disarm it.

Disable Electronic Lock or Trigger

Disabling an electronic lock on a door or an electronic trigger for a trap (not the trap itself) is easier with an e-pick. Without an e-pick, you take a −5 penalty on such checks.

Disarm Explosive

Disarming an explosive requires a Disable Device check as if disarming a trap (usually DC 10, unless a higher DC was set when the explosive was armed). Failure by 5 or more immediately triggers the explosive.

Special: You can take 10 when arming or disarming explosives, but cannot take 20.

Time: Arming an explosive takes 1 minute or more. Disarming is treated as a complex trap — 2d4 rounds.

Linguistics (Int; Trained Only)

A character with the Technologist feat can attempt a Linguistics check to decipher complex messages that appear in ruins. Many such messages are written in Androffan.

Androffan: This language is spoken outside certain ruins only rarely. Some robots may know it in addition to (or in place of) Common. Androffan cannot be chosen as a bonus language for high Intelligence without GM permission.

Researching Technology

The following skills can be used to research technological subjects. Other skills may have research applications as well, subject to GM approval.

Skill Use
Heal (Wis) Used to identify and understand pharmaceuticals.
Knowledge (Arcana) Note: Knowledge (arcana) cannot be used to identify robots or their abilities and weaknesses.
Knowledge (Engineering) The most important skill for technological subjects. Can identify a robot's abilities and weaknesses; used to identify unknown technological objects (similar to Spellcraft for magic items). The DC equals the object's Craft DC. Objects with Craft DC 15 or lower are automatically identified by someone trained in Knowledge (engineering) who also has Technologist.
Knowledge (Geography) Used for astronomy.

Technology Feats

The following feats require the Technologist feat or relate directly to technology use. Full feat descriptions are available in the feat compendium.

Feat Prerequisites Benefit
Craft Cybernetics Technologist, Heal 9 ranks, Knowledge (engineering) 9 ranks Create and install cybertech
Craft Pharmaceutical Technologist, Heal 9 ranks, Knowledge (nature) 9 ranks Create pharmaceutical items
Craft Technological Arms and Armor Technologist, Craft (mechanical) 7 ranks, Knowledge (engineering) 7 ranks Create technological weapons and armor
Craft Technological Item Technologist, Craft (mechanical) 5 ranks, Knowledge (engineering) 5 ranks Create technological items
Robot's Bane Knowledge (engineering) 5 ranks Gain offensive and defensive bonuses against robots
Scavenger's Luck Knowledge (engineering) 1 rank When using timeworn technology, roll twice to determine the glitch effect
Technologist Can use skills with technological subjects (see above)
Technology Adept Combat Dex 13, Exotic Weapon Proficiency (firearms), Point-Blank Shot Gain a bonus on save DCs to resist the effects of technological firearms
Technophobe Improved Sunder Gain a morale bonus when you destroy a robot or technological item
Wrest Charge Disable Device 5 ranks, Knowledge (engineering) 5 ranks Jury-rig a depleted battery to hold 1 charge
Technology-Themed Archetypes: The Technology Guide introduces five archetypes for technology-heavy campaigns: Cyber-Soldier (Fighter), Iron Priest (Cleric), Technic Scavenger (Rogue), Savage Technologist (Barbarian), and Techslinger (Gunslinger). See the archetype compendium for full class feature details.
Prestige Class — Technomancer: A 10-level arcane prestige class that bridges magic and technology. Requires Skill Focus (Knowledge [engineering]), Technologist, and the ability to cast 3rd-level arcane spells. Gains abilities like Recondition (keeps timeworn tech glitch-free), Command Robot, and Field Improvisation. See the class compendium for the full advancement table.