Hacker Class

Requirements:
Skills: Computer Use 3 ranks, Craft (electronic) 3 ranks, Knowledge (technology) 3 ranks

Class ability: Savant (Computer Use)

Class Features:
Hit Die: The Hacker gains 1d6 hit points per level. The character's Con bonus applies.

Class Skills:  The Hacker's class skills are: Computer Use (Int), Craft (Chemical, Electronic, Mechanical, Pharmaceutical, Structural) (Int), Disable Device (Int), Investigate (Int), Knowledge (Art, Behavioral Sciences, Business, Civics, Current Events, Earth & Life Sciences, History, Physical Sciences, Technology, Theology & Philosophy) (Int), Linguistics (Int), Profession (Wis), Repair (Int), and Research (Int).

Skill Ranks per level: 6 + Int Modifier

Action Points: The Hacker has an Action Pool equal to 5 + half his character level.

Special Abilities:
Cyberdeck - A Hacker constructs a unique tool that helps him control electronic devices. When using this device Hacker may treat her class levels as Smart levels for any talent for which Smart levels are used.

Overclock - A Hacker can modify existing computer equipment to get better performance. At 1st level he can make a Craft (electronic) check to add the Mastercrafted (+2) quality to electronic equipment only. At 7th level this bonus increases to +4.

Chain Hack - At 4th level a Hacker learns to

Flash Hack - At 5th level a Hacker can use computers at a speed that amazes ordinary people. By spending an Action Point he may reduce the time required on Computer Use checks or Disable Device checks on electronic devices by 50%. If such a check could normally be accomplished in a minute or less, it becomes a full-round action that provokes attacks of opportunity.

Instant Hack - At 10th level a Hacker