Gadgeteer's Inventions List

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Contents

[edit] How To Read Invention and Gadget Entries

[edit] Example Invention/Gadget (Level Acquirable)

Gadget Type
Cost: Cost in gold, lost at the start of the inventing process.
Craft Time: Amount of time in days it takes to complete the invention.
Description/Effect: Text describing the qualities of the invention.
Adjustments: Short descriptions of what can be modified after completion, followed by the amount of levels the adjustment will add to the overall invention/gadget, and how many times that specific adjustment can be made in parenthesis.

Gadget Type: Describing what kind of invention this gadget can be applied to.

  • Buster: Can only be applied to busters.
  • Construct: Can only be applied to constructs.
  • Reaction: A specific suit gadget type. Only one of this type of gadget can be applied at once to a suit.
  • Redesign: A specific construct gadget type. Only one of this type of gadget can be applied at once to any one construct.
  • Suit, heavy: Can only be applied to a heavy suit.
  • Suit, platform: Can only be applied a platform suit. Only one of this type of gadget can be applied at once to a platform suit.
  • Suit, standard: Can only be applied to standard suits.
  • Suit, universal: Can be applied to any heavy, standard, or light suit.

[edit] Specific Rules for Inventions

[edit] Getting Into and Out Of Suits

The time required to don a suit depends on its type. Suits can't be donned hastily.

Suit Type   Don/Remove
Light       1 minute
Standard    4 minutes
Heavy       10 minutes
Platform    8 minutes

[edit] Applying Gadgets to Inventions

Any gadget can be applied with two standard actions, or four standard actions in a stressful situation. If a gadget can be removed, it can be removed with a standard action.

[edit] Pages for Invention Types

[edit] Busters and Buster Gadgets By Level

[edit] 1st Level

Basic Buster

[edit] 4th Level

Advanced Buster
Enchanted Rod, Buster
Focus Array, Line

[edit] 7th Level

Energy Manipulator
Focus Array, Cone

[edit] 10th Level

Luminiferous Overcharger

[edit] Constructs and Construct Gadgets By Level

[edit] 1st Level

Invented Construct, Tiny
Mechanical Turk

[edit] 4th Level

Enchanted Rod, Body
Enchanted Rod, Slam
Invented Construct, Small
Oracle Machine
Plating

[edit] 7th Level

Invented Construct, Medium
Quadruped
Skystormer

[edit] 10th Level

Invented Construct, Large (10th)

[edit] Suits and Suit Gadgets By Level

[edit] 1st Level

Enhanced Frame
Filtration System
Heavy Suit
Impetus Actuator
Light Suit
Shock Box
Standard Suit

[edit] 4th Level

Enchanted Rod, Suit
Flak Armor
Platform
Seismoscope
Stabilizer Package

[edit] 7th Level

Behemoth's Bracing
Fortification
Kinetic Disruptor
Powertrain
Synthetic Camouflage

[edit] 10th Level

Cascade Relay
Ethereal
Jumper
Rocket Pack

[edit] Crafting Enchanted Rods

To create an enchanted rod, a character needs a heat source, some metalworking tools, and a supply of gold and iron. 300 gp worth of gold must be worked into a thin wire, and that cost is added to the 20 gp of iron for the rod to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the enchanted rod—half the base price of the item. The creator’s caster level must be at least three times the enhancement bonus of the rod. If a rod has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.

Enchanted rods must have at least a +1 enhancement bonus to have any special abilities listed in the entry of the type of rod being crafted.

If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)

Crafting an enchanted rod requires one day for each 1,000 gp value of the base price. The crafter must have the Craft Magic Arms and Armor feat.

Enchanted rods have no effect unless placed in an invention's gadget slot.

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