The GadgeteerThis 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
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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
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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 FeaturesAll 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 entryImproved 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.