Magitechnician FeatsBooby-Trapped DeviceYou rig your Devices to self-destruct.
Prerequisites: Weird Science class feature, Engineering 6 ranks.
Benefit: When making a Weird Science Device, you can choose to booby-trap it. Whenever a booby-trapped device breaks, it explodes 1d4+1 rounds later in a 20' radius blast of pure arcane energy that deals 1d6 damage per caster level. Opponents caught in the blast can make a Reflex save for half damage (DC 10 + Device level + your Intelligence modifier). By spending a full-round action, an operator can prep and throw a booby-trapped Device as a grenade-like weapon with a 10' range increment; in this case, the Device explodes on impact.
Extra AssistantYou have an extra laboratory assistant.
Prerequisites: Laboratory assistant class feature, Magitechnician level 6
Benefit: You gain a second Laboratory Assistant, with an effective Magitechnician level equal to two-thirds your actual Magitechnician level (rounded down).
G.E.T. ScoutYou are a mix of magitechnician and domeskipper.
Prerequisites: Weird Science class feature, wild empathy class feature.
Benefit: If you have levels in both Magitechnician and Domeskipper, your levels in both classes stack for determining the number of Weird Science devices you can have simultaneously and for determining the bonus of your Wild Empathy class feature. In addition, you may add your full Magitechnician levels for determining your initiator level (instead of half). Finally, if you have the laboratory assistant and animal companion class features, you may choose to designate your assistant as your animal companion. The assistant gains all the benefits of being both an assistant and an animal companion (treat the extra tricks as additional routines).
Improved AssistantYour laboratory assistant is smarter and can work without your input some of the time.
Prerequisites: Laboratory assistant class feature.
Benefit: Your laboratory assistant has a higher Intelligence score, based on your Magitechnician level as shown below. You do not program it with routines. Your assistant uses your skill modifiers or its own, whichever is beneficial, when crafting items; you can give your assistant more extensive instructions for item creation, meaning that you do not need to spend 1 hour initiating the crafting process (everything else proceeds as normal).
Level | Int |
4th-5th | 6 |
6th-7th | 7 |
8th-9th | 8 |
10th-11th | 9 |
12th-13th | 10 |
14th-15th | 11 |
16th-17th | 12 |
18th-20th | 13 |
Prolific ScientistYou make more Weird Science Devices than others do.
Prerequisites: Weird Science class feature
Benefit: You can have two more Devices at any given time than you normally could.
Special: You can select this feat multiple times; the effects stack.
Normal: You can have a total number of Devices at any one time equal to half your class level.
Read The ManualYou can train your allies to use your Weird Science Devices.
Prerequisites: Weird Science class feature
Benefit: By taking a full-round action to demonstrate, you may grant an ally a +5 bonus to activate a particular Weird Science Device that you create. You must have the Device on hand to demonstrate.
Normal: Only you gain a +5 bonus to activate Devices that you create.
Strange ScientistSomehow, you manage to fit more power into your Devices than normal.
Prerequisites: Weird Science class feature, ability to make a Level 3 Device.
Benefit: Whenever you make a Device with at least two spells of 2nd level or higher, the maximum level of the Device increases by one. For example, a 7th-level Magitechnician with this feat could make a Device with two 2nd-level effects, even though he could normally only make a Level 3 Device.
Tainted AssistantYour Laboratory Assistant is much stranger and more terrifying than normal.
Prerequisites: Laboratory assistant class feature.
Benefit: You add the following options to the appropriate menus when choosing upgrades for your assistant.
Menu A- Lesser Aura of Fear (Su): Creatures within 10 feet of your assistant must make a Will save (DC 5 + 1/2 your assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the assistant are not affected.
- Lesser Withering (Ex): Each time a target is struck by the assistant, it must make a Fortitude save (DC 5 + 1/2 the assistant's HD) or take 1 point of ability damage to the ability score chosen by you at the time the upgrade is applied.
Menu B- Aura of Fear (Su): Creatures within 20 feet of the assistant must make a Will save (DC 10 + 1/2 the assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the assistant are not affected. If the assistant already had the Lesser Aura of Fear menu A upgrade, this upgrade replaces that one and you may choose an additional menu A upgrade.
- Putrescence (Su): Any creature struck by the assistant must make a Fortitude save (DC 10 + 1/2 assistant's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
- Withering (Ex): Each time a target is struck by the assistant, it must make a Fortitude save (DC 10 + 1/2 the assistant's HD) or take 1d3 points of ability damage to the ability score chosen by you at the time the upgrade is applied. If the assistant already had the Lesser Withering menu A upgrade, this upgrade replaces that one and you may choose an additional menu A upgrade.
Menu C- Greater Aura of Fear (Su): Creatures within 30 feet of your assistant must make a Will save (DC 15 + 1/2 the assistant's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. If the assistant already had the Lesser Aura of Fear or Aura of Fear upgrade, this upgrade replaces that one and you may choose an additional upgrade from the appropriate menu.
- Greater Withering (Ex): Each time a target is struck by your assistant, it must make a Fortitude save (DC 15 + 1/2 the assistant's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by you at the time the upgrade is applied. If the assistant already had the Lesser Withering or Withering upgrade, this upgrade replaces that one and you may choose an additional upgrade from the appropriate menu.
Throw It Together And Hope It WorksYou can make Weird Science devices very quickly if you have to... they just may not work very well.
Prerequisites: Weird Science class feature
Benefit: Once per day, you can make a Weird Science Device in 1 minute/spell level, but it does not automatically activate the first time. The operator must make a DC 25 Use Magic Device check to activate it at all, and each successive activation attempt increases the DC by 5. Each time the operator fails an activation check, there is a cumulative 20% chance (max 100%) that the device is destroyed in the process.
Normal: Making a Device requires 1 hour per spell level (or less time based on your class features) and activates automatically the first time. Each successive time requires a DC 25 UMD check and the DC increases by 2; the chance to destroy the Device is 10% per failure, max 50%.
Weird ScientistYou have a particular knack for Weird Science.
Prerequisites: Weird Science class feature
Benefit: You gain a bonus to activate Devices that you create equal to half your Magitechnician minus the total level of the device. This bonus stacks with the normal +5 bonus to activate Devices that you create. For example, a 14th-level Magitechnician activating a Device with one 2nd-level effect and one 1st-level effect would gain a +9 to activate that item (+5 base, +7 - 3).