G.E.E.K. Class

Created by Charles "Dirty Rat" Oliff

G.E.E.K. (Guardians of Electronic Evasion Knowledge) are people who have specialized in computer knowledge and in security evasion. They are typically drawn from the ranks of Tech Specialists, but a few are known to come from other classes.

Requirements
To qualify to become a G.E.E.K., a character must fulfill all the following criteria.
Skills: Computer Use 9 ranks, Disable Device 9 ranks, Repair 9 ranks, Search 9 ranks, Spot 4 ranks

Game Rule Information
Vitality: G.E.E.K. gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The G.E.E.K.'s class skills, and the key ability for each skill, are as follows.
Computer Use, Craft*, Disable Device, Knowledge*, Pilot, Profession*, Read/Write Language*, Repair, Search, Spot, Treat Injury
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
The following are class features of the G.E.E.K. prestige class.

Starting Feats
The G.E.E.K. gains the following feat.
Weapon Group Proficiency (Blaster Pistols)

Technology Familiarity
A G.E.E.K. gains a +2 familiarity bonus on their Computer Use, Disable Device, and Repair checks. This bonus starts at 1st level and increases by 1 for every three levels thereafter.

Tech Specialty
At 3rd, 6th, and 9th level, the G.E.E.K. gains a tech specialty. Each time, the G.E.E.K. selects a specialty from among those described below. It can be a different specialty each time, or the G.E.E.K. can choose the same specialty as many as three times over the course of the selections.

Computer Specialist: Receive a +1 bonus on Computer Use checks. Additional selections of this tech specialty can improve the bonus to +2 and +3.

Mastercrafter: Applying this specialty to a specific Craft skill allows you to build mastercraft items using that skill. The type of items that can be mastercrafted, and the relevant Craft skill for each type, are as follows.

Weapons Craft (Specific Weapon Group/Type)
Armor Craft (Armor)
Datapad Craft (Electronic Devices)
Medpac Craft (Medpacs)
Security Kit Craft (Electronic Devices)
Sensor Pack Craft (Electronic Devices)

On average, it takes twice as long to construct a mastercraft item as it does to create an ordinary item of the same sort: You must pay double the cost for raw materials (2/3 of the item’s normal price rather than 1/3), and the result of every daily Craft check you make is halved (round down). You can add the mastercraft feature to an existing ordinary item by paying the raw material cost and then making daily Craft checks as though you were constructing the item itself.

In addition to the cost of raw materials, the tech specialist must also pay a number of experience points based on the mastercraft bonus being applied: 40 XP for a +1 bonus, 160 XP for a +2 bonus, and 360 XP for a +3 bonus. These experience points must be paid along with the raw materials cost, before the character makes any daily Craft checks to create the mastercraft item. If the expenditure of these XP would drop the character’s total below the minimum needed for his or her current level, then the XP cannot be paid (and the mastercraft work cannot be begun) until the character gains enough additional XP to remain at his current level after the expenditure is made.

Creating a mastercraft item is a task of extreme complexity; as such, the DC of the final Craft check to complete the item is 20.

When successfully completed, a mastercraft item provides a +1 bonus to the quality of an ordinary item of the same type. For more information, see Mastercraft Items.

Additional selections of this tech specialty can give a character the ability to make items with +2 and +3 bonuses. To make a +2 item, a tech specialist needs to start with a +1 item, paying the monetary and XP costs appropriate to that item. Similarly, to make a +3 item, the character needs to start with a +2 item.

Mechanic: Receive a +1 bonus on Repair checks. Additional selections of this tech specialty can improve the bonus to +2 and +3.

Medical Specialist: Receive a +1 bonus on Treat Injury checks. Additional selections of this tech specialty can improve the bonus to +2 and +3.

Surgical Specialist: Improve the number of wounds you can restore using the Treat Injury skill and the Surgery feat ay +1. Additional selections of this tech specialty can improve the number of wounds restored to +2 and +3.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +1 +1 +1 +2 Technology Familiarity +2, Starting Feats +1 +0
2 +2 +1 +2 +2 +2 +1
3 +3 +1 +3 +3 Tech Specialty +2 +1
4 +4 +2 +3 +3 Technology Familiarity +3 +2 +2
5 +5 +2 +3 +4 +3 +2
6 +5 +3 +4 +4 Tech Specialty +3 +3
7 +6 +3 +4 +5 Technology Familiarity +4 +3 +3
8 +7 +3 +5 +5 +4 +4
9 +8 +4 +5 +6 Tech Specialty +4 +4
10 +9 +4 +6 +6 Technology Familiarity +5 +5 +5
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