Independent Droid Talents
Dull the Pain: As a full-round action, you can make a DC 15 Treat Injury skill check on an adjacent living creature to move it +1 step along the condition track.
Prerequisite: Medical Droid
Interrogator: You can use your Treat Injury skill in place of your Persuasion skill on a check to to intimidate. You must ne adjacent to the target to use this talent, in addtion to the normal requirements for this use of Persuasion.
Medical Droid: When you use a medpac to perform first aid on someone with the Treat Injury skill, the creature gains 2 HP back for every 1 point by which you exceeded the DC, instead of just one.
Adept Assistant: When you successfully use the aid another action with a Mechanics, Use Computer, or Pilot skill check, you add a +5 bonus to the check result, instead of +2.
Mechanics Mastery: You can always take 10 on a Mechanics check, even if distractions or hazardous circumstances would normally prevent you from doing so.
Vehicle Mechanic: Once per day you can spend three swift actions in successive rounds to make a DC 20 Mechanics check to restore 1d8 HP to a vehicle and move it +1 step along the condition track. You also heal +1 HP for every point you exceed the Mechanics check DC.
Etiquette: When you succeed on a Persuasion check to change a target's attitude, you adjust the target's attitude one additional step.
Helpful: Once per turn you can use the aid another action to assist any adjacent ally on a skill check as a swift action instead of a standard action.
Protocol: You always succeed on attempts to aid another on Deception, Persuasion, and Knowledge checks.
Combat Repairs: Once per day, you can use the Mechanics skill to repair yourself as a full-round action instead of the normal one hour.
Droid Smash: You add 2 x Strength Bonus to melee damage rolls when wielding a melee weapon in one hand.
Targeting Package: When you take the aim action, you gain a +2 bonus to attack and damage rolls.
Cargo Hauler: You gain a +5 bonus on Strength-based skill checks. Additionally, you double your carrying capacity.
Environmental Shielding: You gain a +5 equipment bonus to your Fortitude Defense against enviromental hazards, including extreme atmospheric conditions and corrosion.
Power Supply: You have leared to reroute trough your system to act as a power generator. Additionally, whenever you would spend three swift actions to recharge shields or reroute power on a vehicle or starship, you only need two swift actions.
Defensive Electronics: When someone tries to reprogram you, you add your class level to your Will Defense.
Ion Resistance 10: You gain DR 10 against ion damage.
Soft Reset: If you are move to the bottom of the condition track by any means other than taking damage exceeding your damage threshold, you automatically move +1 step along the condition track after being disabled for 2 rounds.
Modification Specialist: you do not incur the normal -5 penalty on Mechanics skill checks for self-modifications or Use Computer skill checks for reprogramming yourself.
Repair Self: When you repair yourself, you repair 1 additional HP for each point by which your skill check exceeds the DC.
Computer Language: You can use Persuasion skill in place of your Use Computer skill when making Use Computer checks. You are considered trained in Use Computer for purposes of this talent. If you are entitled to a Use Computer skill reroll, you may reroll your Persuasion skill instead.
Prerequisite: Must know Binary language.
Computer Master: You can reroll any opposed Use Computer skill checks, using the better result.
Enhanced Manipulation: You can take 10 when making any Dexterity based skill check, even if you are threatened or would not normally be able to take 10.
Prerequisite: Dexterity 15.
Hotwired Processor: You can hotwire your processor as a swift action. While your processor is hotwired, you gain a +5 circumstance bonus on Intelligence and Wisdom based skill and ability checks and a +! Circumstance bonus on ranged attack rolls. A hotwiring lasts a number of rounds equal to ½ your level (rounded down).
When the hotwiring ends, you move -1 persistent step down the condition track. The penalties imposed by this condition persist until you receive repairs.