Ultimate Gadgeteer
From LiMaWiki
The gadgeteer is the father of an impossible technology. He wields weapons that shoot forth gouts of flame and can command giant constructs from across the field of batte to strike at his foes. Any new problem can be solved by his machines, whether he has made the device yet or has only just thought of it.
Adventures: Gadgeteers adventure for two reasons: Testing & Revenue. If they're not experimenting with a new device or construct they're working on finding the means to do so.
Characteristics: Loners or leaders, that's the gadgeteer way. So much time spent with machines can make a gadgeteer unable to cope well with other people. Some, however, find little to no difference between a man and a machine and can interact easily as long as orders are followed quickly.
Alignment: Gadgeteers tend towards lawful alignments due to their mechanical background. If things aren't orderly parts wear down, accidents happen.
Religion: Gadgeteers find religion difficult and bulky. Ethereal ideas can't coexist well with a gadgeteer's self-made lifestyle. Some can find their way to the gods of order and law but most are self-assured and need no higher power.
Background: Most gadgeteers make their own fortunes and find their own technologies. This is in part why so often any two inventions from two gadgeteers look so different. Mentor gadgeteers are few and far between, leaving fledglings little information to go on when starting out.
Races: Dwarves and gnomes find the the role of gadgeteer more alluring than other races with their knowledge of metals and forge-works, though enterprising humans can be found ordering constructs around many a caravan camp.
Other Classes: If someone has an ability that a gadgeteer's construct cannot emulate than he is wary of them. That includes most spellcasters and some psionics users. Most gadgeteers respect Nexi due to their adaptability and will often study them to try to improve their construct's programming.
Starting Age: Complex (same as cleric, druid, monk, and others).
Starting Gold: 10d4 x 10 (average 250 gp)
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[edit] Game Rule Information
Gadgeteers have the following game statistics.
- Abilities: Intelligence is the most important ability score for a gadgeteer, as it gives them more skills and power points. High Dexterity and Constitution will ensure a longer lifespan, and and a high Strength will let them keep more of their devices at the ready, thus keeping their versatility high.
- Alignment: Any.
- Hit Points per Level: 1d6 + Con modifier.
- Hit points are maximized at 1st character level.
- Skill Points per Level: 4 + Int modifier.
- Skill points are multiplied by 4 at 1st character level.
Class Skills: The Gadgeteer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Int) (all skills, taken individually), Open Lock (Dex), Search (Int), Psicraft (Int).
[edit] Class Table
Base Fort Ref Will Meta Innovation Level Attack Bonus Save Save Save Special Power Level . 1st +0 +0 +0 +2 Invent, precision, wild talent - 2nd +1 +0 +0 +3 Mechanical genius - 3rd +2 +1 +1 +3 Meta innovation 1st 4th +3 +1 +1 +4 - - 5th +3 +1 +1 +4 Mechanical genius - 6th +4 +2 +2 +5 Meta innovation 2nd 7th +5 +2 +2 +5 - - 8th +6/+1 +2 +2 +6 Mechanical genius - 9th +6/+1 +3 +3 +6 Meta innovation 3rd 10th +7/+2 +3 +3 +7 - - 11th +8/+3 +3 +3 +7 Mechanical genius - 12th +9/+4 +4 +4 +8 Meta innovation 4th 13th +9/+4 +4 +4 +8 Meditative movements - 14th +10/+5 +4 +4 +9 Mechanical genius - 15th +11/+6/+1 +5 +5 +9 Meta innovation 5th 16th +12/+7/+2 +5 +5 +10 Meta reality - 17th +12/+7/+2 +5 +5 +10 Mechanical genius - 18th +13/+8/+3 +6 +6 +11 Meta innovation 6th 19th +14/+9/+4 +6 +6 +11 Realized biocenter - 20th +15/+10/+5 +6 +6 +12 Mechanical genius -
[edit] Class Features
All of the following are class features of the gadgeteer.
Weapon and Armor Proficiency: Gadgeteers are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are also proficient with any buster weapon they invent. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Invent (Ex): The gadgeteer has access to a bevy of inventions at 1st level, and gains more to build at 4th, 7th, and 10th level. He can build any type of invention once gained, as long as the level of the invention after adjustments is equal or less than his gagdeteer levels. Nearly all inventions can be upgraded after completion. Improving an invention requires spending one day working on the invention for every level you add in adjustments. The gadgeteer can take one day to dismantle any invention. No gold is recovered if the invention is dismantled.
See the Gadgeteer's Inventions List for a complete list of inventions.
- Prospect: The creations of a gadgeteer are incomparable. Therefore he has to work with what he can find, usually the refuse of others' construction, unless he wants to pay full price for raw materials. When in urban areas gadgeteers can make an armorsmithing, blacksmithing, or weaponsmithing roll to prospect for available materials at scrapyards or similar areas. Once per invention, on a roll of 18 or above, the gadgeteer can gather a percentage of the materials needed from the area. The materials gathered have no worth beyond use towards building the invention.
Materials Gathered Table: DC Percentage of the Initial Cost Covered 18 25% 24 50% 32 75%
- Complexity's Mark: Each invention built is so unique that in nearly every case it is only usable by the gadgeteer that built it. Even other gadgeteers find using the inventions of other gadgeteers impossible.
[edit] Precision
Choose one type of invention: Busters, Constructs, or Suits. The gadgeteer can build inventions of that type, and their respective gadgets, as though he were two levels higher. He also gains a precision ability in that type of invention:
- Busters: The gadgeteer is treated having the Weapon Focus feat for any invented buster he wields. At 6th level and above, he also treated as having the Weapon Specialization feat for any invented buster he wields.
- Constructs: The gadgeteer gains one of the following auras. These auras affect any constructs invented by the gadgeteer within 30 ft.
- Aura of Striking: The affected constructs gain a +1 circumstance bonus on attack rolls for every 2 levels of the gadgeteer, minimum 1.
- Aura of Smiting: The affected constructs gain a +1 circumstance bonus on damage rolls for every 3 levels of the gadgeteer, minimum 1.
- Aura of Defense: The affected constructs gain a +1 bonus to their natural armor for every 3 levels of the gadgeteer, minimum 1.
- Aura of Repair: The affected constructs gain fast healing 1 per 5 gadgeteer levels, minimum 1. This applies only as long as they are at 1/2 their normal total hit points or less.
- Suit: Any suits the gadgeteer builds start with one extra gadget slot.
Wild Talent: The gadgeteer gains Wild Talent as a bonus feat.
[edit] Mechanical Genius
At 2nd level, and every 3 levels thereafter, a gadgeteer gains one ability chosen from the list below.
- Always Moving (Ex): The gadgeteer, already unaccustomed to a workshop, can work on inventions while traveling. If mounted or on foot, he can only work on busters and gadgets weighing less than 28 lb. If in a wagon, or similar vehicle with ample space, he can work on any invention.
- Bonus Feat (Ex): The gadgeteer gains a bonus feat. This feat must be a gadgeteer class feat, psionic feat, or a psionic item creation feat.
- Construct Expertise (Ex): The gadgeteer may select a second aura from those granted by the 'Precision; Constructs' ability. The gadgeteer must have chosen the 'Precision; Constructs' ability to take this ability.
- Innovative Dismantle (Ex): The gadgeteer may use parts from one invention in the construction of another. When dismantling an invention, half the gold used to make can be used to immediately begin building another. The materials gained form dismantling the invention have no value otherwise.
- Masterful Working (Ex): The gadgeteer pays no extra cost to make an item masterwork while crafting, but the check DC for such a masterwork component is 22 instead of 20.
- Mechanical Surgeon (Ex): The gadgeteer gains a +2 competence bonus per four gadgeteer levels on craft checks to repair constructs.
- Multitasker (Ex): The gadgeteer may work on building two different inventions at once.
- Only the Essentials (Ex): Any invention the gadgeteer builds weighs only 3/4 its listed weight.
- Smith Expertise (Ex): Any masterwork armor crafted by the gadgeteer has its maximum dexterity bonus increased by one, and its armor check penalty by two, to a minimum of zero.
- Swift Assembly (Ex): The gadgeteer can build an invention in 3/4 the listed time.
- Tinkerer (Ex): The gadgeteer may select a second type of invention to apply to his Precision ability to.
- Versatile Craftsman (Ex): The gadgeteer gains a +2 circumstance bonus to all Craft checks.
Meta Innovation: At 3rd level, and every 3 levels thereafter, a gadgeteer can choose two powers from the Gadgeteer's Power List to use 1/day as a psi-like power. The same power may be chosen more than once, each time adding another once per day it can be used. The powers are always activated at the gadgeteers current manifester level, and your key ability on saving throws is intelligence.
Meditative Movements: Due to his constant meditative state, a gadgeteer can gain faster ease of thought than other classes. Starting at 13th level the DC for gaining Psionic Focus is 10 instead of 20.
Meta Reality: Starting at 16th level, a gadgeteer can achieve psionic focus even without any power points.
Realized Biocenter: A gadgeteer of 19th level has reached the peak of meditation, and now never loses psionic focus. If any condition causes him to lose focus, it is regained 1d4 rounds after recovering from the condition. One ability, feat, or invention that requires the gadgeteer to expend his focus can be used per round, but does not expend focus.
[edit] Epic Gadgeteer
An epic gadgeteer continues to rework his inventions into tools to change the face of reality.
Gadgeteer Level Special . 21st Meta innovation 22nd - 23rd Bonus feat 24th Meta innovation 25th - 26th - 27th Meta innovation 28th - 29th Bonus feat 30th Meta innovation
Meta Innovation: An epic gadgeteer continues to learn psi-like abilities selected from their power list, gaining one power at 21st level and one more at 24th, 27th, 30th level and beyond.
Bonus Feat: An epic gadgeteer gains a bonus feat at 23rd level and every 6 levels thereafter (29th, 35th, and so on). Whenever he gains a bonus feat from this ability, he may either take two non-epic feat, or one of the following epic feats: Energy Resistance, Epic Endurance, Epic Expanded Knowledge, Epic Fortitude, Epic Prowess, Epic Psionic Focus, Epic Skill Focus, Epic Will, Great Intelligence, Improved Manifestation, Polyglot, or Power Knowledge.

