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Gadgeteer (3.5e Class)

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'''{{Anchor|Greater Gadgets}}:''' At level 8, the Gadgeteer starts to learn the blueprints for Greater Gadgets:
 
'''{{Anchor|Greater Gadgets}}:''' At level 8, the Gadgeteer starts to learn the blueprints for Greater Gadgets:
* Cog Staff [Daily]
+
*
* Teleport-Pump [Daily]
 
* Fume Engine [Daily]
 
* Boiler-Powered Armour [Daily]
 
* Turbine Laser [Daily]
 
* Wand-Gatler [Daily]
 
* Makai Cannon [Daily]
 
* Elemental Microwave [Charged]
 
* Aero-Amplifier [Charged]
 
* Simple-Ammo Gat [Charged]
 
* Turbo Boost [Charged]
 
* Clockwork Chainsaw [Charged]
 
* Buggy [Charged]
 
* Perpetual Pressure Jetpack [Charged]
 
   
 
'''{{Anchor|Crafted Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, the Gadgeteer may build a cohort, mount or familiar - a Construct with a CR at least 3 less than his level. As he levels, he may add to it, to keep the creature's CR up - or outright disassemble and rebuild into a new form. It takes 8 hours to construct. If it is destroyed, all he needs to do is repair it or build a new one.
 
'''{{Anchor|Crafted Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At level 10, the Gadgeteer may build a cohort, mount or familiar - a Construct with a CR at least 3 less than his level. As he levels, he may add to it, to keep the creature's CR up - or outright disassemble and rebuild into a new form. It takes 8 hours to construct. If it is destroyed, all he needs to do is repair it or build a new one.
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<noinclude>=====Greater Gadgets=====</noinclude><includeonly>======Greater Gadgets======</includeonly>
 
<noinclude>=====Greater Gadgets=====</noinclude><includeonly>======Greater Gadgets======</includeonly>
 
<u>Cog Staff</u> [Daily]: This staff must be held in two hands to use properly. It requires a Standard action to activate by twisting, the cogs turning and grinding to produce a charge of energy similar to magic. This burns the cogs out, but creates an (Ex) effect from the following list:
 
* Shadow Evocation
 
* Eyebite (2 or more HD more than inventor: Sickened, within 1 HD of inventor: Panicked and Sickened, 2 or more HD less than inventor: Comatose, Panicked and Sickened)
 
* One 10' radius burst in 60' takes 2d6 Fire damage per level (Fort half), with those who fail the save becoming Nauseated for one round
 
* Maximised Lightning Leap
 
 
<u>Teleport-Pump</u> [Daily]: This fold-out device can be carried in one hand or stored in a pack until unfolded (a Swift action). It then takes a Full Round action to pump up until it sparks, frying the fuse and teleporting the user as per Teleport Without Error.
 
 
<u>Fume Engine</u> [Daily]: This device is bulky, but fits in a backpack. It also comes with a gas mask that can be worn on the face to provide immunity to inhaled Poisons and Diseases, as well as gases and smell-based effects. The main device, however, can only be used once per day, with a Swift action to activate. One round later, the engine starts, running for one minute before being empty. For the duration, it creates a 20' radius spread of Poison gas. It obscures vision, granting Concealment to all, but also poisons all who breathe it in (Fort negates). Primary and Secondary damage are both 2d6 Con.
 
 
<u>Boiler-Powered Armour</u> [Daily]: This armour must be worn all over the body, except the hands, feet and head. It is treated as Adamantine Full Plate normally, but when activated (a Standard action to start the boiling process, then a one minute wait), it provides 4 hours of uninterrupted power. When powered, the user gains a +6 Enhancement bonus to Constitution, and replaces the Armour bonus with a Deflection bonus to AC. Additionally, they gain a +10 bonus to Break checks and their melee attacks ignore Hardness. As long as at least one full hour remains the remainder may be used up in one burst, granting a +10 Enhancement bonus to Strength and treating the wearer as two size categories larger, both for only one round. It is a Swift action to do this.
 
 
<u>Turbine Laser</u> [Daily]: This weapon must be held in two hands, with an additional mount on a shoulder or on the head, consisting of a turbine. It requires some form of breeze to charge, providing one charge per two rounds unless in strong winds where it provides a charge every round, or hurricane force winds, where it provides three charges in one round. It may store up to three charges at a time, and requires an Attack action to fire - however it can only be fired once per day, the power destroying the laser components.
 
 
Once activated, it makes a Ranged Touch Attack with a maximum range of 200'. This deals 1d6 untyped energy damage per level and has a regular critical hit (20/x2). If two charges are stored when it is fired, it deals 2d6 damage per level. If three charges are stored when it is fired, it deals 3d6 damage per level.
 
 
<u>Wand-Gatler</u> [Daily]: This device can be wielded in one hand, though a second hand is needed to actually turn the handle. One to five wands must be slotted in before use. Turning the handle is a Standard action, and activates all wands at the same time, with the same target/targets/area of effect (or closest match). The magical overload burns the engine out.
 
 
<u>Makai Cannon</u> [Daily]: This bulky bazooka houses an angry ghost of some description, and every time it is fired, a new Gasket Engine Thrombulator must be configured, with a new set of Grub-Nuts to hold a spirit in. It can be fired with a Standard action, unleashing a 60' Cone of ghost energy. Everyone in the area takes 1d4 Force damage per HD (no save), and must pass a Will save or Panic for 5 rounds.
 
 
<u>Elemental Microwave</u> [Charged]: This is a sort of gun that houses a trapped Fire Elemental. To charge, it must be vigorously shaken for a Full Round, to make the elemental energetic (but not actually angry: they happily burn away in the container). It can then be fired with a Standard action within 3 rounds, as a Ranged Touch Attack out to 30 feet. On a successful hit, the target takes 1d6 Nonlethal Fire damage per level and 2 Int damage, with a Fort save for half (both). On a failed save, they also burst into flames, catching fire, and must make a Will save or become Confused for 3 rounds as their brain is fried.
 
 
<u>Aero-Amplifier</u> [Charged]: This device can be held in both hands or worn around the shoulders. It resembles a giant brass instrument, with one handle. As long as there is even a light breeze or source of sound, a Standard action can be used to squeeze the handle, opening the valves and amplifying the noise and airflow. This creates a 30' cone that deals 1d6 Sonic damage per level (Fort half). All who fail the save are knocked prone and hurled 50' backward, +/- 10' for every size category smaller/larger than Medium. Those who pass the save are merely shoved back 10'.
 
 
<u>Simple-Ammo Gat</u> [Charged]: This device must be carried in both hands when activated, requiring a Full Round action to do so. It then fires for that entire round, and the next two rounds (Standard actions are required to keep control of it for this duration) before finally running out of ammunition. Each round of use, one target of choice within 60' takes 1 hit per 3 levels that each deal 4d6 Piercing damage (Ref negates). For every save passed, the next target behind them (providing they are also in range) is hit and must save, and so on until you run out of targets/range/hits.
 
 
Once it runs out of ammunition, it takes only 10 minutes to make a new chain of ammunition, and a Standard action to load in.
 
 
<u>Turbo Boost</u> [Charged]: This device is worn like a vest, clamped onto the torso. It has a key which must be wound to power it up. One Full Round action of winding supplies one minute of power, treating the wearer as though under a Haste effect.
 
 
<u>Clockwork Chainsaw</u> [Charged]: This bulky melee weapon must be wielded with two hands, and requires one Full Round action to provide power for three rounds. Up to 9 rounds of power can be charged up at a time. Using it is as simple as making a melee attack, where it has the following profile (treated as a magic weapon):
 
* +1 Adamantine Chainsaw, 3d6+1 (+ Str*1.5) Magical Slashing, 18-20/x3
 
* Flesh Tearing: anyone hit by the Chainsaw takes 1 point of Ability Damage to each of Strength, Dexterity and Constitution. This is tripled on a critical hit.
 
* Romero Effect: this weapon can score critical hits against corporeal Undead.
 
 
<u>Buggy</u> [Charged]: This device cannot be carried (save by a very strong character) but can instead carry four Medium creatures (or any mix that equals the same amount of space). It requires one minute to power up via turning the handle and pouring more basic fuel in, in order to keep it moving for one straight hour. This device has 200 HP and Hardness 15, and provides Full Cover to everyone inside. It trundles along at 100' per round (and cannot run, make double-move actions etc.)
 
 
Spells such as ''[[SRD:Heat Metal|heat metal]]'' have an especially intense effect on those inside, causing double damage. Being rammed (requiring a "ranged" attack by the driver that does not benefit from Rapid Shot or whatever) deals 2d8+10 bludgeoning damage and a Bullrush at +13 (+8 size, +5 Strength)
 
 
<u>Perpetual Pressure Jetpack</u> [Charged]: This device must be worn on the back, and requires a Standard action to activate. It then fires a blast of steam, lifting the wearer into the sky and allowing them to Fly with a speed of 40' (Average). This device somehow recharges itself, using steam power at first, which also turns turbines to store up power, letting it be used at will.
 
   
 
<noinclude>=====Giga Gadgets=====</noinclude><includeonly>======Giga Gadgets======</includeonly>
 
<noinclude>=====Giga Gadgets=====</noinclude><includeonly>======Giga Gadgets======</includeonly>
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