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Science Talent Tree created by Wikia user Chellewalker (formerly Wikia user Lukewarner).
Technicians come in many stripes, and the fields of science are vast and diverse. Technicians can be experts in chemistry or xenobiology, making good use of their acquired knowledge in a variety of different fields.
Bioengineering[]
Prerequisite: Skill Focus (Treat Injury)
You can make a Treat Injury check instead of a Mechanics check made to Build Object. You are considered Trained in the Mechanics skill for the purposes of this Talent. If you are entitled to a Mechanics check reroll, you may reroll your Treat Injury check instead (subject to the same circumstances and limitations).
Equipment created through the use of this Talent gains the characteristics of a Biotech Device.
Binary Mindset[]
Prerequisites: Intelligence 13, Not a Droid
You may select a single Talent whose prerequisites you meet from the 1st-Degree Droid Talent Tree; you gain the benefits of this Talent and are considered to have this Talent for the purpose of satisfying prerequisites.
Determine Weakness[]
Prerequisite: Identify Creature
As a Standard Action, you can make a Knowledge (Life Sciences) check against a DC of 10 + the CL of a single non-Droid creature. If successful, you grant all allies that can hear and understand you a bonus to their attack rolls against that creature. This bonus is equal to your Intelligence modifier (minimum +1), and lasts until the beginning of your next turn.
Focused Research[]
Prerequisite: Trained in Use Computer
Choose a single Knowledge Field (Bureaucracy, Galactic Lore, Life Sciences, Physical Sciences, Social Sciences, Tactics, or Technology). If you fail a Knowledge check with that Knowledge Field, you can spend a Full-Round Action as long as you have access to a computer network to reroll the check. You use your Use Computer skill in lieu of your Knowledge skill, and keep the better of the two results.
You may select this Talent multiple times. Each time you select this Talent, it applies to a different Knowledge Field.
Identify Creature[]
Prerequisite: Trained in Knowledge (Life Sciences)
You use your experience in xenobiology to recall a creature's traits and abilities. As a Swift Action, you can select a single non-Droid creature within line of sight and make a Knowledge (Life Sciences) check against a DC equal to 15 + the creature's CL. If the check is successful, you immediately learn any two (your choice) of the following pieces of information:
- Creature's Base Attack Bonus or attack bonus with a particular attack
- Any one of the creature's Defense Scores
- Any one of the creature's Skill modifier
- The presence of any one special quality or Feat (you choose the special quality or Feat, and the Gamemaster reveals whether or not it is present)
Poisoncraft[]
Prerequisite: Trained in Treat Injury
You can make a Treat Injury check in place of a Mechanics check to Build Object to create a variety of Poisons, using your knowledge of specialized chemicals. When using this Talent, the Hit Point modifier for crafting is equal to the Poison's Challenge Level (for example, Knockout Drugs (CL 2) have a Hit Point modifier of x2). One dose of Poison is equal in size to a Fine object.
The complexity of a Poison is determined by its Challenge Level (CL):
POISON CL | COMPLEXITY | |
---|---|---|
CL 1-CL 6 | Simple | |
CL 7-CL 13 | Moderate | |
14-20 | Complex |
Smelling Salts[]
Prerequisite: Trained in Knowledge (Life Sciences), Poisoncraft
You have created a simple formula allowing you to revitalize your allies. Once per encounter, as a Standard Action, you can allow an adjacent non-Droid creature to Catch a Second Wind.
This Second Wind is not counted towards target's normal daily ability to Catch a Second Wind, but if both are used in the same encounter the target moves -1 Persistent step down the Condition Track at the end of the encounter. The penalties imposed by this Persistent Condition persist until the target takes at least 8 hours to recuperate, during which time the target can't engage in any strenuous activity.