Mechanic

Arikam Pathfinder RPG Stat Block:

     Mechanic                     CR 1/2
XP 200
Human rogue 1
N Medium humanoid (human)
Init +3; Senses Perception +3
DEFENSE
AC 14, touch 12, flat-footed 12 (+1 armor, +3 Dex)
hp 5 (1d8+1)
Fort +1, Ref +5, Will –1
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4/19–20)
Ranged dagger +3 (1d4/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 11, Dex 16, Con 13, Int 12, Wis 9, Cha 13
Base Atk +0; CMB +0; CMD 13
Feats Deft Hands, Skill Focus (craft (machines))
Skills Acrobatics +7, Appraise +5, Craft (machines) +10, Bluff +6, Disable Device +9, Escape Artist +7, Knowledge (engineering) +5, Perception +3 (+4 to find traps), Sense Motive +3, Sleight of Hand +9, Stealth +7
Languages Common, Gnome
SQ trapfinding +1
Gear padded armor, daggers (4), masterwork artisan’s tools, thieves’ tools

The nation of Arikam runs on its machines as much as its magic, and mechanics keep things running smooth. Experts on all mechanical and engineering subjects, they can build or fix almost anything. Those that are not employed as full-time machinists by industrial companies may find work traveling about as handymen, picking up a variety of skills along the way.

 

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