Ultimate Gadgeteer

Ultimate_Gadgeteer 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) Contents

   1 Game Rule Information
       1.1 Class Table
   2 Class Features
       2.1 Mechanical Genius
       2.2 Flash Augmentation

[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                      Power   Powers   Maximum

Level Attack Bonus Save Save Save Special Points Learned Level . 1st +0 +0 +0 +2 Invent, Precision 0 1 1st 2nd +1 +0 +0 +3 Mechanical Genius 1 1 1st 3rd +2 +1 +1 +3 Flash Augmentation 3 2 1st 4th +3 +1 +1 +4 - 5 3 2nd 5th +3 +1 +1 +4 Mechanical Genius 7 4 2nd 6th +4 +2 +2 +5 Flash Augmentation 10 4 2nd 7th +5 +2 +2 +5 - 13 5 3rd 8th +6/+1 +2 +2 +6 Mechanical Genius 16 6 3rd 9th +6/+1 +3 +3 +6 Flash Augmentation 19 7 3rd 10th +7/+2 +3 +3 +7 - 22 7 4th 11th +8/+3 +3 +3 +7 Mechanical Genius 27 8 4th 12th +9/+4 +4 +4 +8 Flash Augmentation 32 9 4th 13th +9/+4 +4 +4 +8 - 37 10 5th 14th +10/+5 +4 +4 +9 Mechanical Genius 42 10 5th 15th +11/+6/+1 +5 +5 +9 Flash Augmentation 47 11 5th 16th +12/+7/+2 +5 +5 +10 - 55 12 6th 17th +12/+7/+2 +5 +5 +10 Mechanical Genius 63 13 6th 18th +13/+8/+3 +6 +6 +11 Flash Augmentation 71 13 6th 19th +14/+9/+4 +6 +6 +11 - 79 14 6th 20th +15/+10/+5 +6 +6 +12 Mechanical Genius 87 15 6th

[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): At each level, a gadgeteer gains two invention points. These points are not spent when creating inventions, but are a limit to the level of complexity of any one invention. A gadgeteer may not build an invention that uses more invention points than the gadgeteer has. An invention takes 1 hour and 5 gp per invention point to create. A gadgeteer may spend one-quarter of the time taken to create an invention to dismantle it. No gold is recovered if the invention is dismantled. Gadgeteers can invent, mix, and match Busters, Constructs, Gadgets, and Suits.

   Complexity's Mark: Each invention created is so unique that in nearly every case it is only usable by the gadgeteer that created it. Even other gadgeteers find using the inventions of other gadgeteers impossible. The only exceptions to this rule are General Gadgets. 

Precision: Choose one type of invention: Busters, Constructs, Gadgets, or Suits. The gadgeteer can create inventions of that type as though he were two levels higher for the purpose of invention points. 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 4 levels of the gadgeteer, minimum 1.
           Aura of Smiting: - The affected constructs gain a +1 circumstance bonus on damage rolls for every 4 levels of the gadgeteer, minimum 1.
           Aura of Defence: - The affected constructs gain a +1 bonus to their natural armour for every 4 levels of the gadgeteer, minimum 1.
           Aura of Repair: - The affected constructs gain fast healing 1 per 4 gadgeteer levels, minimum 1. This applies only as long as they are on 1/2 their normal total hit points or less 
       Gadgets: The initial gp cost of any gadgets invented is reduced to only 3/4 the normal amount.
       Suit: The gadgeteer can add a gadget slot, if possible, to any invented suit for no invention points. 

Power Points/Day: A Gadgeteer's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the class table. In addition, he receives bonus power points equal to half his Intelligence modifier times his gadgeteer level.

Powers Known: A Gadgeteer begins play knowing a number of powers equal to his Intelligence modifier. Each time he achieves a new level, he unlocks the knowledge of new powers, located on the gadgeteer's table under Powers Learned. Choose the powers known from the Gadgeteer's Power List. A Gadgeteer can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a Gadgeteer can manifest powers in a day is limited only by his daily power points. A Gadgeteer simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against Gadgeteer powers is 10 + one half the gadgeteer's level + the gadgeteer's Intelligence modifier. To learn or manifest a power, a gadgeteer must have an Intelligence score of at least 10 + the power’s level.

Maximum Level: This number indicates the highest level of powers available to the gadgeteer. [edit] Mechanical Genius

At 2nd level, and every 3 levels thereafter, a gadgeteer gains one ability chosen from the list below.

       Bonus Feat (Ex): The gadgeteer gains a bonus feat. This feat must be a psionic feat, a metapsionic 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 it is recovered.
       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.
       Only the Essentials (Ex): Everything the gadgeteer invents weighs only 3/4 the normal weight.
       Smith Expertise (Ex): All weapons crafted by the gadgeteer gain a +2 enhancement bonus to damage, and all armor crafted by the gadgeteer reduces his speed as if it were one category lighter.
       Swift Assembly (Ex): The gadgeteer may create an invention in half the usual time.
       Tinkerer (Ex): The gadgeteer may select a second type of Invention to apply to his Precision ability to.
       Thrifty (Ex): The gadgeteer can decrease the cost in gp, including the initial cost, of creating an invention by 1/10.
       Tough Structure (Ex): Everything the gadgeteer invents gains an additional 5 hardness.
       Versatile Craftsman (Ex): The gadgeteer gains a +2 circumstance bonus to all Craft checks. 

[edit] Flash Augmentation

At 3nd level, and every 3 levels thereafter, a gadgeteer gains one ability chosen from the list below. While this is treated as a psi-like ability, it has an base power point cost (2) and is activated at the gadgeteer's manifester level. These abilities can be used as long as the gadgeteer has the power points to do so, have a range of close (25 ft. + 5 ft./2 levels), and last a number of rounds equal to the the gadgeteer's manifester level.

       Charge Buster (Ps):
       Charge Gadget {Ps}:
       Charge Suit (Ps):
       Instill Prowess (Ps):
       Instill Rage (Ps):
       Instill Speed (Ps):
       Recall (Ps):
       Reconstructing Touch (Ps):
       Sensory Link (Ps):