You can make a Mechanics check to correctly identify airships, vehicles, technology, and Magitek. You can also identify constructs and robots and make repairs on them.
Technology Knowledge
Make a Mechanics check to recall a useful bit of technology-related knowledge.
Monster Knowledge
Construct or Robot
Make a Mechanics check to identify a creature that has the construct or robot origin.
Repair
Make a Mechanics check to administer repairs.
Repair: Standard action.
✦ DC: Varies depending on the task you’re attempting.
✦ Use Second Wind: Make a DC 10 Mechanics check to allow an adjacent construct or robot creature to gain use of a second wind even without having the ability and without the character having to spend an action. The character doesn’t gain the defense bonuses normally granted by second wind.
✦ Stabilize the Dying: Make a DC 15 Mechanics check to stabilize an adjacent dying construct or robot. If you succeed, the character can stop making death saving throws until it takes damage. The character’s current hit point total doesn’t change as a result of being stabilized.
✦ Grant a Saving Throw: Make a DC 15 Mechanics check. If you succeed, an adjacent construct or robot can immediately make a saving throw, or gets a +2 bonus to a saving throw at the end of its next turn.