Author Topic: Gadgeteer  (Read 4626 times)

Offline RobbyPants

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Gadgeteer
« on: January 12, 2015, 12:52:38 PM »
The Gadgeteer

This is somewhat of a work in progress, but I wanted to post it. I think it's 80-90% done and worth tweaking. The idea is to have a class that's roughly 75% "mundane" and 25% magical that can still do "magical" things at higher level. It assumes using some firearm rules I made; they're simple weapons that don't do a huge amount of damage. Flint locks take two rounds to reload (one with Rapid Reload) and breech loaders take a move action to reload (free action with Rapid Reload).


Note: The 4th level class feature assumes my crafting rules. You don't have to read through that whole thread, but just note that the gadgeteer will be able to craft any time of item based off of his various Craft skills, and you don't have to burn feats or XP on crafting. You are, however, limited to how often you can craft.


Hit Dice: d8

Level   BAB         Fort Ref  Will  Special
_____________________________________________________________________
1       +0          +0   +0   +2    Rapid reload, bonus craft
2       +1          +0   +0   +3    Improved crafting, grenadier
3       +2          +1   +1   +3    Enhanced armor
4       +3          +1   +1   +4    Spell-like abilities, craft magical items
5       +3          +1   +1   +4    Trick shot
6       +4          +2   +2   +5    Mechanized armor (+2 Str, DR 4/adamantine), bombs
7       +5          +2   +2   +5    Aquatic suit, antimagic projectile (Dispel Magic)
8       +6/+1       +2   +2   +6    Boosters
9       +6/+1       +3   +3   +6    Cloaking, antimagic projectile (Dimensional Anchor)
10      +7/+2       +3   +3   +7    Mechanized armor (+4 Str, DR 6/adamantine)
11      +8/+3       +3   +3   +7    Mechanized guardian, antimagic projectile (Dismissal)
12      +9/+4       +4   +4   +8    Phase shift
13      +9/+4       +4   +4   +8    Boosters (improved) , antimagic projectile
                                     (Greater Dispel Magic or Seal Portal)
14      +10/+5      +4   +4   +9    Mechanized armor (+6 Str, DR 8/adamantine)
15      +11/+6/+1   +5   +5   +9    Improved cloaking, antimagic projectile (Antimagic Ray)
16      +12/+7/+2   +5   +5   +10   True sight visor
17      +12/+7/+2   +5   +5   +10   Antimagic projectile (Dimensional Lock)
18      +13/+8/+3   +6   +6   +11   Mechanized armor (+8 Str, DR 10/adamantine)
19      +14/+9/+4   +6   +6   +11   Antimagic projectile (Mage’s Disjunction)
20      +15/+10/+5  +6   +6   +12   Resuscitate
_____________________________________________________________________



Class Skills (4 + Int modifier per level): Appraise (int), Craft (int), Disable Device (int), Escape Artist (dex), Jump (str), Knowledge (Arcana, Architecture, Dungeoneering, and Local) (int), Open Lock (dex), Ride (dex), Search (int), Sleight of Hand (dex), Use Magic Device (cha), and Use Rope (dex).

Class Features


All of the following are class features of the Gadgeteer class:

Weapon and Armor Proficiency:
The gadgeteer is proficient with all simple weapons, repeating crossbows, light armor, and any weapons and armor created by his class features.

Rapid Reload (Ex): A 1st level gadgeteer gains Rapid Reload as a bonus feat, even if he doesn’t meet the prerequisites.

Bonus Craft (Ex): At 1st level, a gadgeteer gains eight skill points to spend on Craft skills (and only on Craft skills). Each class level thereafter, the gadgeteer gains two bonus skill points to spend on Craft skills.

Grenadier (Ex): A 2nd level gadgeteer gains Grenadier as a bonus feat, even if he doesn’t meet the prerequisites. Note: I've improved the feat, and it can be found at the bottom of the entry

Improved Crafting (Ex): The gadgeteer gains a competence bonus on Craft checks equal to half his class level. When crafting non-magical items, the gadgeteer may make the normal Craft check for weekly progress each day. If the Craft check is at least double the DC, the gadgeteer can opt to craft additional items that day instead of reducing the crafting time, but he must pay additional raw materials. So, instead of halving the time for rolling double the DC, he may craft two items that day, and he may craft three if the check is at least three times the DC.
Crafting only requires an amount of raw materials equal to one sixth of the market cost instead of one third. A gadgeteer may craft alchemical items as though he were a spellcaster.

Enhanced Armor (Ex): At 3rd level, the gadgeteer is able to build himself a specialized suit of metal armor, with intricate gears and straps to facilitate easy movement and to distribute the weight. The suit grants a +5 armor bonus to AC, has a max Dex bonus of +4, an armor check penalty of -2, and an arcane spell failure penalty of 15%. It weighs 50 pounds but due to the mechanics, it only affects the gadgeteer’s encumbrance by 25 pounds and counts as light armor.
   The suit costs 400 gp to make. If worn by someone other than a gadgeteer of at least third level, the maximum dexterity bonus decreases by one point, the armor check penalty increases by one point, and the arcane spell failure increases by 5%.
   
Spell-like Abilities (Sp): At 4th level, the gadgeteer is able to cast Repair Light Damage as a spell-like ability a number of times per day equal to his Intelligence bonus (minimum one). Every four levels after 4th, he may use these spell-like abilities one extra time per day.
   In addition, he may use other spell-like abilities at higher levels, but he may only use a total number equal to his daily allotment, regardless of which he uses.
  • At 6th level, he may also cast Repair Moderate Damage.
  • At 8th level, he may also cast Repair Serious Damage.
  • At 10th level, he may also cast Repair Critical Damage.
  • At 12th level, he may also cast Mass Repair Light Damage*.
  • At 14th level, he may also cast Mass Repair Moderate Damage*.
  • At 16th level, he may also cast Mass Repair Serious Damage*.
  • At 18th level, he may also cast Mass Repair Critical Damage*.
* See Chapter 8: Spells and Magic

Craft Magical Items (Su): At 4th level, the gadgeteer is able to craft any type of magical item by using the appropriate Craft skill. He may substitute his ranks in Craft minus three for his caster level for purposes of determining how powerful of an item he can create. He must use the appropriate craft skill when making an item. For example, Weaponsmithing for weapons, Armorsmithing for armors, Textiles for clothing, Jewelling for rings and amulets, Alchemy for potions, and Woodworking for wands and staves.
The DM may have to make a judgment call on the skill used, but any item should never require more than one type of craft skill. For example, if an item could be described to be made out of wood and metal, the item should not require both skills to create. The DM should either pick the skill that represents most of the material of the item or allow either skill to be used.
In all other ways, the costs and restrictions on the number of items that can be crafted apply as usual. When crafting a potion, the gadgeteer must expend one of his spell-like abilities for the day, and it must be of greater or equal level to the spell used for the potion. For example, a gadgeteer capable of casting Repair Moderate Damage (a 2nd level spell) would be able to create a potion of Bull’s Strength or Invisibility.

Trick Shot (Ex): At 5th level, the gadgeteer can achieve impressive results with his firearms by taking careful aim. As a standard action, the gadgeteer can shoot a firearm firing ball ammunition to affect everyone in a 40’ line, and he may fire shot to affect everyone within a 20’ cone. In either case, the attack deals 1d6 points of damage per odd class level to everyone affected, with a Reflex save for half damage (DC 10 + ½ the gadgeteer’s hit dice + the gadgeteer’s Intelligence modifier). If aiming down a scope on a musket, increase the DC by two points.
   The length of the line and cone increase by their starting amounts every three levels after 5th. So, ball ammunition would affect an 80’ line at 8th level, a 120’ line at 11th level and 240’ at 20th level. The cone would be 40’ at 8th level, 60’ at 11th level, and 120’ at 20th level.

Mechanized Armor (Ex): At 6th level, the gadgeteer is able to build a mechanical suit of armor that runs on fuel. The fuel (typically coal, charcoal, oil, or kerosene, but possibly something more exotic) generally costs 5 sp per day and weights five pounds. It takes a full-round action to climb into or out of the suit, and another full-round action to activate it or shut if off. The fuel is enough to run the suit for sixteen hours per day, but the suit must be turned off for one hour every four hours to prevent over heating. Only the gadgeteer is able to properly operate the suit.
   The suit grants a +8 armor bonus to AC and provides damage reduction 4/adamantine. When it is running, it has a max Dex bonus of +1, an armor check penalty of -5, and an arcane spell failure penalty of 25%. If it is turned off, it is too heavy and slow-moving to be worn as armor. It weighs 150 pounds but does affect the gadgeteer’s encumbrance when turned on and worn. It counts as heavy armor. This suit is considered masterwork and may be enchanted like a normal suit of armor.
   While activated, the mechanized suit grants the wearer a +2 enhancement bonus to his Strength score. At 10th level, the enhancement bonus and the damage reduction both increase by two points, and increase by two points every four levels thereafter, to +8 strength and damage reduction 10/adamantine at 18th level.
   If the suit is submerged waist deep or deeper in liquid, it becomes waterlogged and cannot operate again until it has been taken out and left to dry for at least on hour.
   If the gadgeteer takes electric damage while the suit is activated, his movement speed is halved for one round.

Bombs (Ex): At 6th level, the gadgeteer can create devastating explosives. Each bomb costs 100gp and takes one hour to create. These bombs when armed are quite unstable, and must be prepared sealed, in an inert state. To arm a bomb, the gadgeteer must expend one of his daily spell-like abilities as a standard action. Once armed, the bomb may be thrown like a splash weapon with a range increment of 20 feet. Once the bomb lands, it explodes immediately. If the bomb is armed and not thrown, it will become unstable one minute after being armed. After one minute, each round the bomb has a 10% chance spontaneously exploding. Additionally, an armed bomb that takes fire or electric damage has a 20% chance of exploding, even if it hasn’t become unstable.
   When the bomb explodes, it deals 1d6 points of damage per class level of the gadgeteer who created it to everything within a 10’ radius, and half this damage to everyone within a 20’ radius. Half of this damage is fire and half is sonic. Everyone taking damage may make a Reflex save for half damage (DC 10 + ½ the gadgeteer’s hit dice + the gadgeteer’s Intelligence modifier).

Aquatic Suit (Ex): At 7th level, the gadgeteer has made his suit capable of being sealed air tight and fitted it with adjustable ballasts and fins that can be retracted. When swimming, the weight of the suit and it’s armor check penalty do not affect the gadgeteer’s ability to swim or his Swim check. In addition, the suit grants the gadgeteer a swim speed equal to his base land speed.
   The suit can operate under water without issue and has enough air to sustain itself and the gadgeteer for ten minutes per class level. After this time, it is no longer considered air tight and will get waterlogged when submerged as normal.

Antimagic Projectile (Su): At 7th level, the gadgeteer is able to imbue antimagical properties to a crossbow bolt, arrow, or a musket or pistol ball. By spending one use of his daily spell-like abilities, he enchants the projectile for one minute. During this time, the first creature struck by the projectile is affected by a Dispel Magic effect (targeted version, only). After striking the first target, the projectile loses this property. Note that the gadgeteer cannot use this ability in conjunction with Trick Shot. As he gains levels, he may imbue other anti-magic abilities into the projectile (although only one per projectile):
  • At 9th level, he may use Dimensional Anchor.
  • At 11th level, he may use Dismissal.
  • At 13th level, he may use Greater Dispel Magic or Seal Portal*.
  • At 15th level, he may use Antimagic Ray*.
  • At 17th level, he may use Dimensional Lock (centered on target).
  • At 19th level, he may use Mage’s Disjunction (target-only).
* Spell Compendium
   Any saving throw offered by any of the above-mentioned spells has a DC of 10 + ½ the gadgeteer’s hit dice + the gadgeteer’s Intelligence modifier.

Boosters (Ex): At 8th level, the gadgeteer’s mechanical suit gains boosters. The boosters can be fired in bursts or set to sustained force. The sustained force use can be used as an immediate action. It slows the gadgeteer’s fall as a Feather Fall spell. The burst can be used as a move action, which grants the gadgeteer a fly speed equal to his move speed with average maneuverability. The burst can also be used as part of a charge and is resolved as a full-round action. The gadgeteer flies in a straight line at double his movement speed. In all other ways, resolve this as a charge. Firing the boosters creates considerable noise, giving the gadgeteer a -20 penalty to Move Silently for that round.
   At 8th level, the burst mode can be used for up to three rounds consecutively, but he must wait a like number of rounds before using it again. The sustained force mode can be used as often as he likes.
   At 13th level, there is no limit to how long the burst mode can be used. Also, the sustained mode can be used to hover in place. The Move Silently penalty for using the boosters is reduced to -10.
   At 18th level, the Move Silently penalty for using the boosters is removed completely.

Cloaking (Ex): At 9th level, the gadgeteer’s suit is able to bend light for short periods of time, providing it does not move too quickly. As a standard action, once per hour, the suit can mimic the effects of the Invisibility spell. This effect lasts one minute per class level, but ends if the gadgeteer attacks, moves faster than his base land speed (double-moves are permitted), or takes electric damage.

Mechanized Guardian (Ex, Su):  At 11th level, the gadgeteer can create a mechanized guardian to serve and protect him. Creating the guardian requires 5,000 gp of materials and one week of eight-hour days spent crafting in a well-stocked workshop. The physical construction of the guardian and it’s functioning is considered an extraordinary ability; however, the ability for the guardian to understand instructions and communicate with its creator is a supernatural ability. If this ability is magically suppressed, the guardian will act erratically, as though affected by a Confusion spell, until the communication can resume.
The guardian can be given simple instructions and will follow them to the best of its ability. The gadgeteer may only control one such guardian created at a time. Creating a second guardian causes the gadgeteer to lose control of the guardian, and the guardian is permanently affected by a Confusion effect. The gadgeteer may attempt to regain control of an uncontrolled guardian as a full-round action by making a Charisma check, opposed by the guardian’s Wisdom check. Making this attempt causes the gadgeteer to lose control of the guardian he is currently controlling (if any).
If the guardian is destroyed, the parts of it can be used to substitute 2,500 gp of the cost of creating a new guardian.
   The guardian is composed of various types of metal and runs on fuel the same way the gadgeteer’s mechanized suit does. The guardian uses the baseline stats of a flesh golem (including size and type), with the following changes:
  • Lose all abilities listed in the Combat section (including Berserk, Immunity to Magic and specific listings of the effects of different types of energy).
  • The guardian is affected by critical hits as though it were not a construct.
  • A guardian that takes electricity damage is slowed for one round.
At 13th level, the baseline stats of the guardian increase to that of a clay golem, although it’s composition and appearance remain largely unchanged.
   At 15th level, the baseline stats of the guardian increase to that of a stone golem. At 17th level, they increase to that of an iron golem. At 19th, they increase to that of a greater stone golem, except the damage reduction is increased to 15/adamantine and the natural armor bonus increases to +24 (for an overall AC of 30). It does not gain any of the special abilities of the other golem types (such as Haste, Slow, or the breath weapon). It is still affected by critical hits and electric damage as described above.

Phase Shift (Su): At 12th level, when the gadgeteer’s mechanical suit is active, he may use it to duplicate the effects of either the Teleport, Plane Shift, or Ethereal Jaunt spells. In any case, he, his mechanical suit, and any carried or worn objects up to his maximum load are affected. He may take any willing creature within five feet of him as well (and any carried or worn possessions up to their maximum load).
   This ability may be used once per six hours.

Improved Cloaking (Ex): At 15th level, when the gadgeteer uses his cloaking ability, he may opt to mimic the effects of Greater Invisibility, instead. Doing so shortens the duration to one round per class level, but attacking and moving fast do not end the effect. It is still ended early if he takes electric damage.

True Sight Visor (Su): At 16th level, the gadgeteer’s suit is equipped with a visor that continually grants the effects of True Seeing. Any effect that would dispel this instead suppresses it for ten minutes.

Resuscitate (Ex): At 20th level, once per day, the gadgeteer’s suit is able to bring him back to life. This ability only works if the gadgeteer’s body has not been wholly destroyed and this will not remove any abilities such as poisons that may have killed the gadgeteer. If successful, one round after he dies, on his turn, he is restored to one hit point.




Grenadier [General]
Prerequisite: Dexterity 13+ or Base Attack Bonus +1.
Benefit: When throwing a grenade-like weapon that deals damage, you add a competence bonus to your damage roll equal to one plus half your Base Attack Bonus. Anyone in adjacent squares to the grenade take half the damage dealt to the main target.
   In addition, you may draw grenade-like weapons as a free action.
Special: A fighter may select this as a bonus feat.
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Offline YouLostMe

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Re: Gadgeteer
« Reply #1 on: January 12, 2015, 06:25:36 PM »
This looks like a very fun class, but I'm not that excited about it mechanically. Some things I noticed / suggestions:
  • I'd appreciate a quick, half-ass (like arcane swordsage) fix for tables that don't use your houserules and/or a quick run-down of required rules in order to run the gadgeteer. I read your WBL / crafting rules, but I don't want to read the other 9 threads of houserules just to make a comment on this class.
  • Your "Magic and Spells" section does not have any repair spells listed there. Have you just not updated it or am I not looking in the right place? I mean I can guess what the spells do, but it would still be nice.
  • In most realistic play, the gadgeteer is going to craft 3 permanent items ever. But without burning through gold like crazy he only gets a piddly AoE and some IntMod buff purges.
  • How does one "aim down the scope" of a musket?
  • Can the gadgeteer become immune to electricity to ignore the debuffs imposed by electricity damage?
  • Can all the gadgeteer's suits become invisible?
  • When the gadgeteer uses "Boosters" to get flight, does the move action allow him to move or is it just to activate the flight.

Offline Captnq

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Re: Gadgeteer
« Reply #2 on: January 12, 2015, 08:19:10 PM »
Enhanced Armor (Ex):  A chain shirt is almost as good at 100 gp. Dreamhide is in some ways superior for 700 gp.

Toss it out.

Tweak Armor: He gets the ability to customize any suit of armor. He can pick from the following list, some multiple times. He gets one extra tweak every level. He should get this at level 1. He need not give all of them to the same suit of armor. He can use it on someone else's armor. It takes 1 hour to add one Tweak to a suit of armor. Once tweeked it will last for 24 hours. He must spend 5 minutes a day per suit of Tweaked armor to "maintain" the tweak or it will "decay". If he spends 5 minutes maintaining the armor, all bonuses remain. If he fails to do so, the armor randomly loses one tweak. If a tweak requires other prerequisite tweaks, the last tweak on a tweak chain is lost first. It takes 5 minutes to remove a tweak from a suit of armor. If the gadgeteer has no tweeks left (for example, tweaked up a whole platoon, then they run off.) He has to wait until the tweaks "decay" to apply more. (in other words, only tweak the armor of people you trust). If a suit of armor is destroyed, all tweaks in that armor are instantly available.

AB: +1 Armor Bonus (cannot exceed 12)

MD: +1 to Max Dex Modifier (No max)

ACP: Reduce Armor check penalty by 1. (Cannot go below 0)

ASF: Decrease arcane spell failure by 5% (Cannot go below 0%)

Type Reduction: Heavy to Medium (Only Buy Once)

Improved Type Reduction [Prereq-Type Reduction]: Medium to Light (Only Buy Once)

NOT-ARMOR: If a suit of armor is reduced to Light, ACF of 0, and ASF of 0% (from only the armor itself. Accessories, spells, and other equipment does not apply. A masterwork suit of enchanted armor that has the ACF reduced to 0% by Armor Special Abilities is fine. Having it reduced to 0% from a Class feature does not count.) then you can spend one selection and reduce the armor to Not-Armor and the armor no longer counts as armor for the purpose of Class Features. (A monk could wear Not-Armor without it harming his ability to use Monk abilities) (only Buy Once)

Weight: Half (Each time you select this, you add one to the division. So 2 selections is x1/3. 3 selections is 1/4th) (Max 1/5th)

Clips: Ability to attach Dastana (1 selection) and Chahar-aina (1 selection) to any armor

Damage Reduction: 1/- (Max 5/-)

Buoyant: The armor has 0 weight when you enter water due to special air filled cavities. (Only buy once)

Gorget: Your armored neck gives you a fortitude save at DC 20 to resist vorpal attacks. Any attack to your neck that gives you a saving throw now has a +10. +10 AC against garrote attacks. (Only buy once)

Reinforcement: Damage from crushing/squeezing/blunt damage from grapple attacks/ falling onto flat surfaces/ blunt damage from a bull rush are haved. (example. Someone crashing into you for a bull rush is halved. Someone rushing you with a chest full of spikes is not. (Only buy once)

Sharp Edges: You sharpen the edges of your armor, and/or add small teeth all over it. +10 to cut yourself free from any entangle, net or ropes. 1d4 damage aura to anyone grappling you without a grappling device. Grappling devices take 1d4 sunder damage each round you struggle to free yourself. (Only buy once)

Quick escape: Remove your armor as a swift action. (Only buy once)

Fast donning: You can put on your armor as a standard action  (Only buy once)

Riding Straps [Prereq-Quick Escape]: : You can lock yourself into a saddle so you and the horse are one. +5 to ride checks. You automatically make all checks to remain seated. A swift action is required to unstrap yourself. (Only buy once)

Stealth Coloration: +2 untyped bonus to Hide. (Max 10)

Baffled: +2 untyped bonus to move silently. (Max 10)

Battle Gloves: You gain a pair of gloves so well balanced, you can use them as if they were always a part of you. They are light weapons that inflict Bludgeoning, Piercing, or Slashing weapon as you desire and inflict 1d4 points of damage. They are part of your armor and you cannot be disarmed of them. You are treated as armed when you attempt to disarm. (Only buy once)

Improved battle gloves [Prereq-Battle Gloves]: Your empty hands are now treated as a 1 handed weapon for purpose of disarming. If you disarm someone, you can immediately arm yourself with the weapon as a free action. You also can interlock your gloves to perform a hammer blow. Your new attack does base 1d8 damage, your attack is treated as two handed attack (ie strength bonuses + calculating power attack), however, you take a -2 to your AC due to the awkwardness of interlocking your hands and the limited directions you can swing from.

Battle Gloves [Prereq-Improved battle gloves, Sharp Edges]: Your gloves are especially designed to rend armor. If your target has physical armor (not natural armor or force armor), you can attempt to rend the armor itself. The attack is a melee touch attack that requires a full-round action. You do a flat 1d4+1/2 strength reduction to the target's Armor Bonus. If the armor itself has damage reduction, it reduces the damage, unless the damage reduction is vulnerable to magic. In that case, the Greater Battle Gloves bypasses it. If the target has damage reduction (due to a class feature, for example), unless that class feature adds to the armor itself (like a tweak from this CF, for example) it does not act as protection. The gloves also now count as one handed weapons for the purpose of sundering weapons and shields. You gain Improved sunder weapon feat.

Armor insulation/Ventilation: Grants the wearer the equivalent to endure elements, but only against one type of extreme (cold or heat). It takes an hour for you to change out

Tumbler: You gain a +2 untyped circumstance bonus to tumble skills rolls due to the armo's fine balance (Max +10)

Commonize: This can only be used on exotic armor. It no longer is considered exotic.

Natural Claw: Not usable with battle gloves. You gain one natural claw attack. 1d4 for a medium creature. You can buy this twice.

Dual Claws (Prereq- Natural Claw. Twice): If you buy the natural claw twice, you can buy dual claws. This means you can make both your primary attack. Meansing you can attack with both as a standard attack, or if you make a full-round attack and use them as your primary, your claws both attack at normal, and all other natural attacks suffer the -5 penalty. If you are not using them as the primary attack, both suffer secondary natural attack penalties.

Rend (Prereq- Dual Claws): If you tweak a set of natural, you can also tweak them so you can do an additional 1d8 points of damage if both claws as a primary natural attack successfully strike in the same round. If your claws are not the primary attack, this does not apply.

Horned Helmet: You put horn(s) on your helmet and gain a gore attack that counts as a natural weapon. It does 1d6 damage. It can be set to receive a charge like a spear. If you successfully charge and use your horn as the primary attack and only attack, you multiple the damage by x2. This stacks with other multipliers. If you use it with other attacks, it gains only the normal charge multiplier.

Elbow/Knee Blades: You can hide a blade in the armor at any elbow or knee and is the equivement of a dagger that you cannot throw nor can you be disarmed of it. You gain the ability to do +2 damage on any attack where the target would be vulnerable to sneak attack damage.

Swimming: The armor does not double the ACP when in water.

Improved Swimming [Prereq- Swimming, Buoyant, ACP 0]: The armor grants you a swim speed equal to your armor's base speed. This is not modified by anything that modifies your base land movement speed.

Slick: +2 alchemical bonus to escape artist checks and to resist grapples. (max +10)

Interlocking: By carefully constructing the armor to overlap better, your armor gains an additional +2 armor bonus., but only if you are moving slowly. If you move more then 5' in a round, the gaps in the armor become pronouced and you lose the +2 AC.

Wrist Shield: You build a buckler shield into your wrist. You gain a +1 shield bonus at the cost of -1 ACP, and +5% to your ASF. If you are using that arm for anything else (holding a weapon, gesturing, holding spell components) you lose the Shield Bonus. You cannot use it to shield bash. You can buy it twice for both wrists and it does stack. However, both hands must be free.

Oil Chamber: You can add a chamber to your armor that will hold oil. You can load the oil chamber with any magical oil as a full round action. Once primed, it cannot be opened without firing. Youc an open it as a free action. It will spray you on the inside of your armor with the magical oil. Oil versions of potions cost exactly the same. For example, you could get an oil version of A potion of haste. (the Trapsmith version) for 50 gp that lasts for 1 minute. As a free action, trigger the oil chamber and spray yourself with the oil so you get the effects of a haste spell without taking the standard action to drink it.

Sectioned [Prereq- Must be heavy armor]: If you make your armor sectioned, you can reduce the armor to medium or light armor by removing sections. Each section you remove lowers the armor to medium then to light. It increases the MDP by 1 for each section. The Armor Bonus decreases by 3 for Heavy to medium, and 2 for medium to light. The armor check penalty decreases by 2 for heavy to medium, and 1 for medium to light. Arcane spell failure decreases by 15% for heavy to medium, and 10% for medium to light. If you put the sections back on, you increase by the same amount. Can be combined with Fast Donning and Quick escape to remove or add pieces back on in a standard or swift action as appropriate.

Stability: You gain a +2 untyped bonus to resist being bull rushed or tripped and +2 to balance checks. (Max +10)

Tentacles: You add tentacles to the armor all over. You gain a +2 to trip attempts. (max +2)



That's just off the top of my head.
If you have questions about 3.5 D&D, you might want to look at the:
Encyclopedia Vinculum Draconis

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Offline RobbyPants

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Re: Gadgeteer
« Reply #3 on: January 12, 2015, 09:18:04 PM »
    I'd appreciate a quick, half-ass (like arcane swordsage) fix for tables that don't use your houserules and/or a quick run-down of required rules in order to run the gadgeteer. I read your WBL / crafting rules, but I don't want to read the other 9 threads of houserules just to make a comment on this class.

    That's definitely fair. Most of them don't directly interact with this class other than the Grenadier feat (which I copied).


    Your "Magic and Spells" section does not have any repair spells listed there. Have you just not updated it or am I not looking in the right place? I mean I can guess what the spells do, but it would still be nice.

    Good catch. I updated the document but not the thread. Basically, it behaves like the Cure spells I changed. CLW heals +1 per level or HD of the recipient, whichever is higher, no cap. CMW does the same, but +2 HP per level or HD. CSW heals +3 HP per level and CCW heals +4 HP per level. The mass spells heal anyone you want in a 20-foot radius within medium range.

    So, the Repair damage spells heal a like amount of damage. In addition, it also will repair objects with at least 1 HP.



    In most realistic play, the gadgeteer is going to craft 3 permanent items ever. But without burning through gold like crazy he only gets a piddly AoE and some IntMod buff purges.

    I'm not sure what you mean, exactly. But yeah, most games, people won't be crafting or have a lot of items. A huge amount of items in 3E is the stuff you need to stay on the RNG and my system tries to do away with that.



    How does one "aim down the scope" of a musket?

    Another thing I missed from my abridged listing of the firearm rules. A scope on a musket lets you aim for a move action. This halves all range penalties. So, when doing it with the line attack, it just boosts the DC.



    Can the gadgeteer become immune to electricity to ignore the debuffs imposed by electricity damage?

    Yes. I think the wording in the abilities is "if he takes damage".



    Can all the gadgeteer's suits become invisible?

    I'm not sure what you mean. If he makes a suit and is at a high enough level, it can become invisible.


    When the gadgeteer uses "Boosters" to get flight, does the move action allow him to move or is it just to activate the flight.[/list]

    Yes, he moves when he activates is. I suppose the wording is really weird on that.
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    Offline Captnq

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    Re: Gadgeteer
    « Reply #4 on: January 12, 2015, 09:53:01 PM »
    Spell Like: Repair only affects constructs. It doesn't work on say, a broken chair. Maybe he needs Mending or make Whole?

    Mechanized Armor: Don't overly complicate this. Allow it to be added to any armor. +2 to strength +2 to con at 6th, 10th, 14th, 18th. While it's running. -10 to move silent and hide (you are belching smoke and making clanking sounds. Does not work under water or in vacuum or in places with no oxygen.

    Bombs: Ditherbombs, explosive packs, and Screaming flasks. Available level 1 as crafted alchemy items. Why Class feature?

    Mechanized Guardian: Finally something to you to use repair spells on.  Don't reinvent the wheel. Give him a familiar, but limit it to improved familiars only:

    CLOCKWORK MENDER   5th
    CONSTRUCT, COPPER ASP   3rd
    CONSTRUCT, CRYSTAL CAT   5th
    CONSTRUCT, ERUDITE OWL   7th
    CONSTRUCT, GLASS DRAGONFLY   5th
    CONSTRUCT, MERCURIAL SPIDER   7th
    CONSTRUCT, RAZOR HAWK   3rd
    CONSTRUCT, SALVAGE RAT   5th
    GUARDIAN, BLADE   11th
    GUARDIAN, GAUNTLET   9th
    GUARDIAN, SHIELD   15th
    GUARDIAN, SPARK   7th
    HOMUNCULUS, ARBALESTER   7th
    HOMUNCULUS, BASIC   7th
    HOMUNCULUS, DEDICATED WRIGHT   7th
    HOMUNCULUS, EXPEDITIOUS MESSENGER   7th
    HOMUNCULUS, FURTIVE FILCHER   7th
    HOMUNCULUS, IRON DEFENDER   7th
    HOMUNCULUS, PACKMATE   7th
    HOMUNCULUS, PERSISTENT HARRIER   7th

    Plane shift: Not very thematic.

    The capstone is a contingency scroll revivify. You know that, right?
    Like, not that impressive?

    Look into the gnome calculus.
    « Last Edit: January 12, 2015, 10:05:13 PM by Captnq »
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    Offline RobbyPants

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    Re: Gadgeteer
    « Reply #5 on: January 13, 2015, 08:45:33 AM »
    Spell Like: Repair only affects constructs. It doesn't work on say, a broken chair. Maybe he needs Mending or make Whole?

    Normally, yes. I changed the spells when I increased the level cap and made it so it repairs objects, too. I didn't see it breaking anything, and it could be super handy in a lot of situations.


    Mechanized Armor: Don't overly complicate this. Allow it to be added to any armor. +2 to strength +2 to con at 6th, 10th, 14th, 18th. While it's running. -10 to move silent and hide (you are belching smoke and making clanking sounds. Does not work under water or in vacuum or in places with no oxygen.

    This might be a good idea. I'll have to look at the wording. I just wanted it to be gadgeteer-only.


    Bombs: Ditherbombs, explosive packs, and Screaming flasks. Available level 1 as crafted alchemy items. Why Class feature?

    The bombs have a much greater effect than normal crafted things.


    Mechanized Guardian: Finally something to you to use repair spells on.  Don't reinvent the wheel. Give him a familiar, but limit it to improved familiars only:

    <list>

    I hadn't actually considered a familiar. I'll have to look at those and see how they work.


    Plane shift: Not very thematic.

    But necessary for doing high level stuff without asking your wizard or cleric friend for a ride. Basically, D&D posits a world with certain assumptions. I figure the guy who builds gadgets in that world will do so trying to figure out how to work within that world.


    The capstone is a contingency scroll revivify. You know that, right?
    Like, not that impressive?

    Oh, I agree 100%. Level 16 and 20 were sort of slapped in there last minute when I realized they were blank. I don't mind 16 so much, but I am actually looking to replace 20.
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    Offline YouLostMe

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    Re: Gadgeteer
    « Reply #6 on: January 13, 2015, 12:53:04 PM »
    I'm not sure what you mean, exactly. But yeah, most games, people won't be crafting or have a lot of items. A huge amount of items in 3E is the stuff you need to stay on the RNG and my system tries to do away with that.
    I should have been clearer -- I meant that there isn't a lot of offensive capability in the class outside of making magic items (wands, staves, etc), and your system limits the number of magic items a character can have to 1/4 of their level. So for most realistic play, the gadgeteer is going to have 0-3 crafted magic items, and without investing one of those few magic items in an offensive spell (which will fall off fairly hard) or begging the DM, the gadgeteer doesn't have much to do in a fight that's actually rewarding.

    Yes. I think the wording in the abilities is "if he takes damage".
    Just wanted to make sure that's what you intended, because I could imagine some people crying abuse at that.

    I'm not sure what you mean. If he makes a suit and is at a high enough level, it can become invisible.
    Sounds good. I was just wondering if certain suits like aquatic would work with cloaking.

    Yes, he moves when he activates is. I suppose the wording is really weird on that.
    Is there a way to make that better? Like give him a fly speed, but if he doesn't move using his fly speed or hover for a turn he starts to fall?

    I disagree with Captanq's take on the mechanized guardian. It's already a weak class feature as-is, giving you a cohort 3-4 CR behind your level. Nerfing it further makes the thing only good for using magic items and stealth (which you could do anyways).
    « Last Edit: January 13, 2015, 12:55:03 PM by YouLostMe »

    Offline RobbyPants

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    Re: Gadgeteer
    « Reply #7 on: January 13, 2015, 02:10:49 PM »
    I should have been clearer -- I meant that there isn't a lot of offensive capability in the class outside of making magic items (wands, staves, etc), and your system limits the number of magic items a character can have to 1/4 of their level. So for most realistic play, the gadgeteer is going to have 0-3 crafted magic items, and without investing one of those few magic items in an offensive spell (which will fall off fairly hard) or begging the DM, the gadgeteer doesn't have much to do in a fight that's actually rewarding.

    I see.

    Note that you can only create one per four levels. You can use three plus one per four levels (capped at eight at 20th) at a given time. Also note that wands and staves now have per-day charges and are permanent items.

    Apart from full casters, these guys are actually the best at making stuff compared to anyone else. But yeah, there isn't a lot of raw offense in the class itself except for at-will mild damage AoE attacks and per-day AoE blasting. It's meant to otherwise be a second tier melee character on the side with a bunch of utility and debuffing.


    Is there a way to make that better? Like give him a fly speed, but if he doesn't move using his fly speed or hover for a turn he starts to fall?
    Yeah, I could have worded that better.

    The idea is that it will fall if you don't hover or move. I'll have to think up better wording. Maybe something like:

    "The gadgeteer can fly with boosters. He may fly with a speed equal to his base land speed for a move action, with clumsy maneuverability. He may hover in place or slow his falling speed to 10 feet per second (as Feather Fall) as an immediate action."

    Is that more clear?
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    Offline YouLostMe

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    Re: Gadgeteer
    « Reply #8 on: January 16, 2015, 12:29:24 AM »
    I don't think one should operate under the assumption that the gadgeteer will be getting appropriate wands/staves from the DM. However if the gadgeteer is meant to use attack rolls, that's fine. It just looks like it wants some sort of real debuff ability for players that actually want to focus on Intelligence. Right now the bombs, dimensional anchor, etc. are meh because they use a tertiary stat for the save and aren't particularly impressive on a failed save. Things like dismissal are still sometimes good as SoL effects, so it's worth it to try even 3-4 times in a row.

    I like the new wording for boosters.