Gadgeteer

From Trinity Wiki
Revision as of 16:58, 18 May 2008 by 24.208.22.102 (Talk) (1st)

Jump to: navigation, search

The gadgeteer is a technologist/rogue hybrid class.

The Gadgeteer

															Max
									Device		Device		Devices		Device
Level	BAB		Fort	Ref	Will	Special			Slots		Charges		Known		Level
1	+0		+0	+2	+0	Sneak Attack +1d6,	1		1		1		1
						Mechanical Awareness
2	+1		+0	+3	+0	Evasion			2		1		2		1
3	+2		+1	+3	+1				2		1		3		1
4	+3		+1	+4	+1	Sneak Attack +2d6,	3		1		4		2
						Trap Sense +1
5	+3		+1	+4	+1				3		2		5		2
6	+4		+2	+5	+2	Uncanny Dodge		4		2		6		2
7	+5		+2	+5	+2	Sneak Attack +3d6	4		2		7		3
8	+6/+1		+2	+6	+2	Trap Sense +2		5		2		8		3
9	+6/+1		+3	+6	+3				5		3		9		3
10	+7/+2		+3	+7	+3	Sneak Attack +4d6,	6		3		10		4
						Improved Uncanny Dodge
11	+8/+3		+3	+7	+3	Special Ability		6		3		11		4
12	+9/+4		+4	+8	+4	Trap Sense +3		7		3		12		4
13	+9/+4		+4	+8	+4	Sneak Attack +5d6	7		4		13		5
14	+10/+5		+4	+9	+4	Special Ability		8		4		14		5
15	+11/+6/+1	+5	+9	+5				8		4		15		5
16	+12/+7/+2	+5	+10	+5	Sneak Attack +6d6,	9		4		16		6
						Trap Sense +4
17	+12/+7/+2	+5	+10	+5	Special Ability		9		5		17		6
18	+13/+8/+3	+6	+11	+6				10		5		18		6
19	+14/+9/+4	+6	+11	+6	Sneak Attack +7d6	10		5		19		6
20	+15/+10/+5	+6	+12	+6	Special Ability,	11		5		20		6
						Trap Sense +5

Gadgeteer

A gadgeteer

Combining technical knowledge with a knack for stealth and tactical ingenuity, the gadgeteer uses a small assortment of utilitarian devices alongside his own skills to accomplish his ends.

Game Rule Information

Gadgeteers have the following game statistics.

Force Alignment: Technology.

Force Resistances: SR 5 + level, PR 5 + level.

Abilities: Similar to rogues, gadgeteers need good Dexterity. However, they are also students of technology, and so need to be at least mildly Intelligent to make use of that aspect of their class.

Hit Die: d6.

Class Skills: The Gadgeteer’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (technology) (Int), Knowledge (the forces) (Int), Listen (Per), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Repair (Int), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Per), Swim (Str), Techcraft (Int), Tumble (Dex), and Use Rope (Dex).

Skill Points at Each Level: 6 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 6d4 x 10gp.

Favored By: Gremlins, Moogles.

Class Features

All of the following are class features of the gadgeteer.

Weapon and Armor Proficiency: Gadgeteers are proficient with all simple weapons, plus the combat spanner, sidearm, pistol, and sap. Gadgeteers are proficient with light armor, but not with shields.

Sneak Attack: If a gadgeteer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The gadgeteer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the gadgeteer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three gadgeteer levels thereafter. Should the gadgeteer score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a gadgeteer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A gadgeteer can sneak attack only living creatures with discernible anatomies — undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The gadgeteer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A gadgeteer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Mechanical Awareness: A gadgeteer may make trap-related Search and Disable Device checks with DCs over 20 in the same manner as a rogue. However, gadgeteers may only discover or disable mechanical traps, or traps put into place using a device, and cannot search out or disable magical traps or traps that contain a magical component.

Devices: A gadgeteer constructs and maintains technological devices. Devices known may be common ones chosen from the Gadgeteer device list (see below), or they can be unusual devices that the gadgeteer has gained some understanding of through research. For example, a gadgeteer with a schematic of a device that is unknown to her (it is not on the gadgeteer device list) could select it as one of her new devices, provided it is of an appropriate level.

To construct, repair, recharge, or ready a device, the gadgeteer must have an Intelligence score of at least 10 + the device’s level. The DC for saving throws to resist a gadgeteer’s devices is 10 + the device’s level + the gadgeteer’s Intelligence modifier.

Device Slots: A gadgeteer may only ready, repair, or recharge so many devices in a day. This limitation is summarized as his available device slots.

A gadgeteer has a number of bonus device slots equal to his Intelligence modifier, to a maximum of the highest level device he can construct. For example, at 1st level, a gadgeteer with a 16 Intelligence has one additional device slot; at 3rd level, he gains an additional device slot, for a total of two; and at 5th level, he gains a third bonus device slot.

  • Ready: Readying a device of 1st level or higher uses one device slot per level of the device readied. A gadgeteer can choose to ready any device that is in her possession. Readying a device enables the gadgeteer to activate it at any time until she decides to change her device slot allocation.
  • Repair: Repairing a device uses one device slot, regardless of its device level. A gadgeteer reduces the device’s malfunction rate by 5% per every three (3) student levels (minimum 5%).
  • Recharge: Recharging a device uses one device slot, regardless of its device level. A device recharged by the gadgeteer regains one (1) charge per every five (5) student levels (minimum of one (1) charge).

0-Level Devices: Also called gadgets, a gadgeteer can ready, repair, and/or recharge a number of gadgets equal to his level + 3 without using a device slot. Each 0-level device she readies, repairs, or recharges beyond this number takes up a device slot, as normal.

Device Charges: When a gadgeteer builds a device it has the listed number of charges. Once constructed, the number of charges it has does not increase when the gadgeteer gains a level.

Devices Known: The gadgeteer knows a set number of devices, as shown in Table: The Gadgeteer. These devices may be of any level, up to and including the highest level of devices the gadgeteer can know (see above). The gadgeteer simply knows these devices, as they are ingrained in his memory. She does not need to keep notebooks.

Highest-Level Device Known: This is the highest-level device that a gadgeteer can have constructed, readied, repaired, and recharged.

Evasion (Ex): At 2nd level and higher, a gadgeteer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the gadgeteer is wearing light armor or no armor. A helpless gadgeteer does not gain the benefit of evasion.

Trap Sense (Ex): At 4th level, a gadgeteer gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the gadgeteer reaches 8th level, to +3 when she reaches 12th level, to +4 when she reaches 16th level, and to +5 at 20th.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex): Starting at 6th level, a gadgeteer can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a gadgeteer already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): A gadgeteer of 10th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities: On attaining 11th level, and at every three levels thereafter (14th, 17th, and 20th), a gadgeteer gains a special ability of her choice from among the following options.

  • Gearstrike (Ex): The gadgeteer has spent extensive time studying machines and similar constructs, to the point where she can identify their weak points. The gadgeteer can deal her sneak attack damage to constructs.
  • Brain over Brawn (Ex): The gadgeteer relies on her knowledge and quick mental reactions in combat, rather than brute force or rapid footwork. Choose one weapon with which you have taken Weapon Focus for; you may use your Intelligence modifier in place of Strength or Dexterity for attack and damage rolls with that weapon.
  • Multifunctional Devices (Ex): The gadgeteer is often on the move, and cannot be weighed down by her devices. She can combine two devices into a single device, which costs 1.5 times as much as the cost of both devices put together. When using the device, she chooses which function to activate. Both device effects use the same charges, and both effects increase the malfunction rate of the device. The device's effective device level for purposes of device slots is equal to the sum of both device's device levels minus 1, to a minimum of 2nd.
  • Monkeywrench (Ex): The gadgeteer has learned how to sabotage complex machinery. To use this ability, the gadgeteer must be able to manipulate at least some part of the machine in question. As a full-round action, you can increase the device's malfunction rate by your gadgeteer level + your Int modifier. For non-device machinery, you instead impose a penalty to any checks using the device equal to your gadgeteer level.
  • Multitask (Ex): The gadgeteer has learned to work well under pressure, able to do things at once. As a standard action, you can take two standard actions that do not involve the same limbs, or that do not both require you to mentally concentrate (such as casting a spell). As an example, you could make a single attack with a weapon and manifest a psionic power at the same time, or make a single attack with a one-handed weapon and activate a device at the same time. If in a stressful situation (when you cannot take 10), you can use this ability once per encounter; if in a less stressful situation (when you could take 10, but not take 20), you can use this ability continuously.
  • Improved Evasion (Ex): This ability works like evasion, except that while the gadgeteer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless gadgeteer does not gain the benefit of improved evasion.
  • Skill Mastery: The gadgeteer becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A gadgeteer may gain this special ability multiple times, selecting additional skills for it to apply to each time.
  • Slippery Mind (Ex): This ability represents the gadgeteer’s ability to wriggle free from magical effects that would otherwise control or compel her. If a gadgeteer with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
  • Feat: A gadgeteer may gain a bonus feat in place of a special ability.

Devices

The following is the gadgeteer device list. Any device that is not linked on the wiki can be found in Steamworks.

0th (Gadgets)

Antitoxin
Flashpowder
Gyrocompass
Sensor
Spectacles
Tindertwig
Watch

1st

Charge Boots
Climber
Magnet
Night Drops
Parachute Cloak
Pin Missile
Prototype Exoskeleton
Reloader
Smokestick
Tanglefoot
Tonic, Prototype
Tool
Trap Kit I

2nd

Adrenaline
Claw Boots
Cloak Generator
Decloaker
Gravity Inducer
Hookshot
Magnetic Glove
Skeleton Key
Trap Kit II

3rd

Antigravity Inducer
Cloak Field Generator
Dynamo
Electromagnet
Exoskeleton
Flashseal
Invisible Ink
Oxygenizer
Seismograph
Trap Kit III

4th

Etheric Sensor
Improved Cloak Generator
Magnetic Barrier
Magnetic Containment
Tractor Beam
Trap Kit IV

5th

Autocrossbow
Damping Matrix
Drill
Gearstripper
Improved Exoskeleton
Levitator
Temporal Accelerator
Trap Kit V

6th

Device Automator
Flux Capacitor
Gravity Inverter
Rust Grenade
Static Generator
Trap Kit VI
Universal Remote