The gadgeteer specializes in applied science and uses esoteric formulas and theories developed in laboratories to create extraordinary devices that aid and support in combat. Many gadgeteers become adventurers not only to right wrongs or fight for country, but also to gather the necessary funding to continue their research and tinkering.
The gadgeteer is an archetype of the engineer class.
Archetype Main Ability Scores:
The gadgeteer mainly focuses on DEX for martial combat and INT for his class features.
Archetype Feature Replacements:
1st – Automaton, Limit Break (Overdrive).
Limit Break (Su)
At 1st level, the gadgeteer receives the Limit Break (Hypercharge).
Eureka! (Su): This Limit Break allows the gadgeteer to temporarily gain access to a gadget she doesn’t know how to create. With a swift action, she unveils the device and may activate it as part of the same action. For 1 round + 1 round per four engineer levels after 1st, the gadget becomes usable as a free action (once per round) by the gadgeteer. Also, if activated/deployed, the gadget remains active for the same duration. Alternatively, a gadgeteer can use this Limit Break to gain access to a known gadget’s mode she qualifies for, but doesn’t know, for the same duration. After the duration ends, the temporary gadgets break on the spot (leaving nothing behind) and temporary modes are swapped for known modes.
This ability replaces the Limit Break (Overdrive).
Gadgets (Ex)
At 1st level, the gadgeteer creates and learns how to create two gadgets from the list below. Gadgets are small, portable devices that aid in battle. They attach inconspicuously to the gadgeteer or their equipment, folding up and becoming untargetable and immune to damage while carried by them, and not requiring an open hand to unfold or activate. Others may wield gadgets – they can be given to someone as with any object, but they do not fold up while carried by others. A gadgeteer (or ally) may have two gadgets equipped at a time; a gadget is equipped not only if held but also if folded on the gadgeteer. A gadget is not considered equipped if another creature is wielding it, but there may only be one gadget of each type within a party, per gadgeteer in it. A gadgeteer may equip a gadget with the same action used to unfold/activate another, as long as her equipped total would not be above 2. Mobile gadgets fold in automatically when they return to the gadgeteer.
A gadget has hit points equal to (half of the gadgeteer’s hit points) and hardness equal to (half engineer level). Gadgets are unusable below 0 hit points and break down into base parts, which is considered a separate object with identical hit points and hardness. It takes 1 hour of work with basic engineering tools to repair base parts back into gadgets at no cost. If the base parts are destroyed (or if a gadget is otherwise removed), the same time may be spent to craft a replacement, costing (100 gil per engineer level). Repairs/replacements don’t require skill checks. The following are available gadgets:
Ballistic Shield: As a swift action, this gadget unfolds into a tower shield with improved capabilities and thereafter stays unfolded until folded back as a free action. The gadgeteer is always proficient with this shield. It has no attack roll or armor check penalties and weighs half as much as it normally would. The shield grants DR 2/- and a +2 (circumstance) bonus to saving throws against area-of-effect effects.
• For Allies: The shield may assigned to an ally when given to them as an object. Allies cannot fold the shield, and count it as a tower shield for proficiency. They do not gain the saving throw bonus.
Chem Launcher: As a swift action, this gadget unfolds into a firearm which has a 30ft range increment, 1 ammo capacity, requires a move action to reload and cannot critically hit. The firearm uses the gadgeteer’s INT modifier as a hit bonus, and the gadgeteer is always proficient with it. The chem launcher can only shoot once per round, but the gadgeteer can use a swift action to shoot it without unfolding it (it can be reloaded while folded). The gadgeteer and all allies that have adventured at least 24h with her are considered to have ammo for this weapon. The Chem Launcher fires canisters, and the gadgeteer gains access to Riot Foam canisters when she learns to make this gadget. A successful attack with this canister imposes a Fortitude saving throw (DC 10 + half engineer level + INT), inflicting the immobilized condition for (INT mod) rounds on a failure, or for 1 round on a success. A creature may re-attempt the Fortitude saving throw as a full-round action to end the effect early.
• For Allies: The firearm can be given to an ally like any equipment. Allies cannot fold it or shoot it as a swift action, and count it as a simple firearm for proficiency. They apply their hit bonus to its attacks as they would with other firearms. They reload it as a standard action.
Drone: As a swift action, this gadget unfolds into a Small drone with 30ft flying speed and perfect maneuverability. The drone acts on the gadgeteer’s turn and may only act once per round unless given extra turns directly. It can move anywhere within a 50ft radius of her; it must move back towards this radius if it starts its turn outside of it. The drone may shoot its turret once as a standard action – this is an attack roll made by the gadgeteer, using her INT mod as a hit bonus. The turret is a firearm with a range increment of 50, infinite ammo (no reload), 2d4 piercing damage and a crit range of 20/x2. The drone is autonomous – controlled by the engineer’s player.
• For Allies: The drone can be assigned to an ally within 20ft of it as a free action, or when given to them as an object; thereafter it acts on their turns. The drone cannot be folded on allies and simply clamps onto them while passive. The assigned ally’s player may control the drone, but its movement is limited to a 20ft radius around their character. Attack formulas are unchanged.
• Other Statistics: Ability Scores: Str 4, Dex 18, Con -, Int -, Wis -, Cha -. Base saves: Fort +2, Ref +2, Will +0. AC: 16 (+2 size, +4 DEX). CMD: uses a formula of (9+ engineer’s BAB).
Firefly: As a swift action, this gadget unfolds into a Small plane with simple programming. It a fly speed of 50ft with perfect maneuverability, acts on the gadgeteer’s turn and only uses its actions to move twice – thus moving up to 100ft per turn. When activated/unfolded, the firefly immediately moves in a straight line towards a location chosen by the gadgeteer, then returns to them taking another straight path. As a free action that doesn’t interrupt movement, the firefly may flash a creature within 30ft of it (any any point during movement), usable 4 times per deployment. Flashed enemies must succeed on a Fortitude saving throw (DC 10 + half engineer level + INT mod) or become blinded for (INT mod) rounds. The firefly’s flash charges restock when it returns to the Gadgeteer, and it folds automatically when it returns.
• For Allies: The firefly can be assigned to an ally as part of its deployment/unfolding, moving in a straight line towards them instead of the gadgeteer after it reaches its destination. It may also be assigned to them when given as an object. The firefly cannot be folded on allies and simply clamps onto them while passive, but still restocks flash charges when it reaches an ally, as long as they’ve adventured with the gadgeteer for at least 24 hours. The assigned ally may deploy the firefly as a swift action, but only direct it to a location within 50ft.
• Other Statistics: Ability Scores: Str 4, Dex 18, Con -, Int -, Wis -, Cha -. Base saves: Fort +2, Ref +2, Will +0. AC: 16 (+2 size, +4 DEX). CMD: uses a formula of (9+ engineer’s BAB).
Hive: As a swift action, this gadget unfolds into a Small swarm of nano-bots with 20ft flying speed and perfect maneuverability. The swarm acts on the gadgeteer’s turn and may only act once per round unless given extra turns directly. It is autonomous – controlled by the gadgeteer’s player. It can move anywhere witin a 50ft radius around the gadgeteer; it must move back towards this radius if it starts its turn outside of it. The swarm has typical swarm traits, Distraction (DC 10 + half engineer level + INT mod) and deals 1d6 lightning damage/round to enemies (but not the gadgeteer). An enemy damaged by the hive is inflicted with the Static effect until it leaves the swarm. The swarm’s AC is 18 (+4 size, +4 DEX).
• For Allies: The swarm can be assigned to an ally within 20ft of it as a free action, thereafter acting on their turns and allowing their player to control it. An ally can activate the swarm as a swift action. It can only move in a 20ft radius around the assigned ally and can damage them, unlike the gadgeteer. It cannot fold on an ally properly, instead assuming the form of a clump attached to them somewhere while inactive.
Pulse: As a swift action, this gadget is activated to immediately scan a 30ft radius around the gadgeteer. It does not need to be unfolded for use, but may be unfolded to become a handheld tool. The scan reveals all non-invisible creatures (even hiding ones) within the radius with a bright blue glow. The glow also displays weak points, granting all allies a +1 circumstance bonus to attack rolls against them. The glow fades at the start of the gadgeteer’s next turn. Pulse may only be activated once per round.
• For Allies: The Pulse can be assigned to an ally when given to them as an object. Since it cannot fold on allies, it must be used in an open hand, though its small size means it can be stored/drawn easily as with any object, thus potentially protecting it from damage. Pulse’s radius is 20ft when used by allies.
Seeker Mine: As a swift action, this gadget unfolds into a Tiny spiked rolling device with land and climb speeds of 50ft. Once unfolded/activated, it immediately takes its turn and moves towards a target space designated by the gadgeteer within 50ft of its movement. The Seeker Mine can only take one turn per round. Upon reaching the target, the Seeker Mine explodes as a free action, dealing 3d6 points of piercing damage in a 10ft radius as its spikes shoot out (Reflex halves – DC 10 + half engineer level + INT mod). After exploding, the mine takes its other move action to return to the gadgeteer, re-arming upon reaching her. If the mine would be damaged during its initial movement, it explodes (and returns) early, but blocks the first instance of damage. The mine may be damaged normally during its return.
• For Allies: The Seeker Mine can be assigned to an ally when given to them as an object. Since it is Tiny, it can be stored/drawn easily while inert, thus potentially protecting it from damage. Activating the mine is a swift action, but the mine has speeds of 30ft when activated by an ally. The ally chooses the mine’s target space.
• Other Statistics: Ability Scores: Str 4, Dex 18, Con -, Int -, Wis -, Cha -. Base saves: Fort +2, Ref +2, Will +0. AC: 18 (+4 size, +4 DEX). CMD: uses a formula of (9+ engineer’s BAB).
Turret: As a swift action, this gadget unfolds into a Small stationary turret on a tripod. The turret can be deployed to a space within 30ft from the gadgeteer by tossing its folded form to an empty space (a ranged attack roll). The turret acts on the gadgeteer’s turns and may only act once per round unless given extra turns directly. The turret is autonomous – controlled by the engineer’s player. On its turn, the turret may use its standard action to shoot its firearm in a line with a range increment of 100ft. The gadgeteer makes one attack roll per creature in the line, using her INT modifier as the hit bonus and with a -2 penalty. The turret’s attacks ignore concealment or mirror image effects (and similar). The turret’s firearm deals 2d6 piercing damage and has a crit range of 20/ x4. The turret can make four attacks before it must spend its turn re-arming. It must be adjacent to a gadgeteer or an ally that has adventured at least 24 hours with her to rearm. A gadgeteer or applicable ally may instead use a full-round action to re-arm the turret.
• For Allies: The turret can be assigned to an ally when given to them as an object. It weighs 20lbs and may be carried in an empty hand unfolded, as it cannot fold on allies. It does not fit in conventional storage space, however, while held unfolded, it can be deployed as a free action by simply dropping it to the floor. Likewise, retrieving it is a move action. When deployed by an ally, the turret is directed by their player and acts on their turns, but its range increment is halved and its crit multiplier is reduced by 1.
• Other Statistics: Ability Scores: Str 4, Dex 10, Con -, Int -, Wis -, Cha -. Base saves: Fort +2, Ref +0, Will +0. AC: 12 (+2 size). CMD: uses a formula of (9+ engineer’s BAB). Hardness +5 (stacking).
This ability replaces automaton.
Engineer Tricks (Ex)
The gadgeteer loses access to augmentation engineer tricks and gains access to the following trick:
Extra Gadget Mode: The gadgeteer chooses one gadget mode she does not possess and gains the ability to use it. This talent may be taken an additional time at 20th level. Prerequisite: Engineer 10.
This ability modifies engineer tricks.
First Gadget Upgrade (Ex)
At 5th level, gadgets gain additional effects.
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Ballistic Shield: DR increases by 3/-, and bonus to saving throws by 2. The shield has a +1 enhancement bonus.
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Chem Launcher: Creatures take 2d6 points of earth damage when they start their turn immobilized by Riot Foam.
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Drone: The drone’s damage increases to 3d4 and it gains a +1 enhancement and +1 deflection bonus to AC. When it attacks, it can attack an extra target (but not the same target twice) by taking a -2 penalty on its attack rolls that turn.
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Firefly: The number of flash charges per deployment becomes 6. When a creature starts its turn blinded from the flash, it takes 1d6 fire damage.
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Hive: The swarm’s damage increases to 2d6. In addition, the swarm’s fly speed increases by 10ft and it gains a +1 deflection bonus to AC.
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Pulse: The bonus to attack rolls increases to +2, and the scan also works on invisible targets. In addition, the pulse may now be used by throwing it to an empty space within 30ft (as a swift action or as part of detaching it), this is a ranged attack roll. The pulse does not return to the gadgeteer/user once thown, and may be picked up normally – if an ally picks it up, it is assigned to them.
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Seeker Mine: The damage increases to 6d6 and radius increases to 15 feet. The mine no longer damages allies.
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Turret: The damage increases to 4d6. In addition, the turret’s firearm gains a +1 enhancement bonus.
This ability replaces automaton upgrade 1.
Second Gadget Upgrade (Ex)
At 10th level, for the second time, gadgets gain additional effects. In addition, the gadgeteer can either choose 1 new mode to add to an owned gadget, or choose a new gadget to create and learn to create. The maximum amount of equipped gadgets is still 2. The mode used (if applicable) is chosen as part of deploying/activating a gadget, or as a move action on an active/deployed gadget. Swapping equipped/gadgets with others without any activations is also a move action.
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Ballistic Shield: DR increases by 3/- and enhancement bonus by +1. Crusader Mode: While wielding a two-handed firearm, the Ballistic Shield may be held in the off hand as if it were empty.
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Chem Launcher: Damage increased to 3d6. Reinforcer Mode: This is merely a new ammo type, thus no choice is made when the weapon is unfolded or shot. The choice of canister is made when it is loaded, and the wielder chooses which canister the firearm starts combat with if it’s loaded. An ally shot with this canister gains temporary hit points for the encounter equal to (half engineer level + INT mod). This may stack up to twice that amount. The temporary hit points function for 1 round outside of combat.
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Drone: The drone’s damage increases to 4d4. The drone’s AC bonuses increase by +1 each. When it attacks, the drone can attack an additional extra target by taking a -3 penalty on its attack rolls that turn. Defender Mode: The drone is unable to attack or move, instead hovering over its user and granting them and itself a deflection bonus to AC equal to (INT mod). This deflection bonus stacks with the drone’s inherent one.
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Firefly: The number of flash charges becomes 8. Damage is increased to 2d6. Burster Mode: Instead of flashing enemies, the firefly attaches explosive charges to them. A creature may only have one charge attached at a time. These charges are inert unless victims come (or are) within 10ft of each other, upon which they explode dealing 5d6 fire damage in a 15ft radius. Damage from multiple charges affecting a creature when a detonation occurs stack by adding an extra 1d6 damage to the base, per extra charge affecting the creature. A reflex save (DC 10 + half engineer level + INT mod) halves the damage.
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Hive: The swarm’s damage increases to 3d6. In addition, the swarm’s fly speed increases by 10ft and its deflecton bonus to AC increases by +1. Restorer Mode: The swarm heals allies instead of dealing damage, and grants its deflection bonus as a stacking bonus to allies within it. It cannot damage enemies in this mode. This mode has its uses per day limited to (engineer level) rounds.
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Pulse: The bonus to attack rolls increases to +4. Jammer Mode: This mode does not need to be chosen when the gadget is deployed/unfolded. The user simply chooses how to activate the Pulse gadget each time. Instead of scanning, the Jammer emits an EMP pulse in an equivalent area, causing all electrical devices (including automatons, robots, and other electrical gadgets) to be inoperable for 1 round.
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Seeker Mine: The damage increases to 9d6 and radius increases to 20ft. Cluster Mode: The seeker mine does not scatter its spikes, instead splitting its casing into three disposable seeker mines which deal 3d6 damage with a 10ft radius each and expire upon detonation.
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Turret: The damage increases to 6d6 and the turret’s firearm enhancement bonus increases by +1. Burner Mode: This mode works identically to the normal turret except for the following changes: its range increment is 60ft, attacks deal fire damage, and hit foes must make Reflex saves (DC 10 + half engineer level + INT mod) or gain the Burning condition with damage equal to half of the amount the triggering attack dealt to them. If a turret in this mode is destroyed, it imposes this saving throw on all creatures within a 15ft radius (6d6 damage).
This ability replaces automaton upgrade 2.
Third Gadget Upgrade (Ex)
At 15th level, for the third time, the gadgeteer’s gadgets gain additional effects.
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Ballistic Shield: DR increases by 3/- and enhancement bonus by +1.
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Chem Launcher: Damage increased to 4d6, or by +2 in Reinforcer Mode.
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Drone: The drone’s damage increases to 5d4. The drone’s AC bonuses increase by +1 each. When it attacks, the drone can attack an additional extra target by taking a -4 penalty on its attack rolls that turn.
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Firefly: The number of flash charges becomes 10. Damage is increased to by 1d6 in both modes.
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Hive: The swarm’s damage increases to 4d6. In addition, the swarm’s fly speed increases by 10ft and its deflecton bonus to AC increases by +1.
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Pulse: The bonus to attack rolls increases to +6.
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Seeker Mine: The damage increases to 12d6 and radius increases to 25ft. (4d6 and 15ft for Cluster Mode mines).
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Turret: The damage increases to 8d6 and the turret’s firearm enhancement bonus increases by +1.
This ability replaces automaton upgrade 3.
Final Gadget Upgrade (Ex)
At 20th level, tha gadgeteer is a master of using science for action. For the last time, her gadgets gain additional effects, and once again, she may either choose 1 new mode to add to an owned gadget, or choose a new gadget to create and learn to create. Swapping an activated/deployed gadget’s mode can now be done as a swift action. Once per turn, she may use a free action to swap her wielded (folded) gadgets.
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Ballistic Shield: DR increases by 3/- and enhancement bonus by +1. Reflector Mode: When a rainged attack misses the gadgeteer, as an attack of opportunity, she may redirect it to a target within 30ft.
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Chem Launcher: Damage increased to 5d6, or by +2 in Reinforcer Mode. Splatter Mode: As before, this is merely a canister type. This canister applies the effects of either Riot Foam or Reinforcer Mode to all creatures within a 30ft spread of the target.
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Drone: The drone’s damage increases to 6d4. The drone’s AC bonuses increase by +1 each. When it attacks, the drone can attack an additional extra target by taking a -5 penalty on its attack rolls that turn. Bomber Mode: This mode increases the drone’s damage dice to d6, damage type to fire, and creatures within 10ft of a target (including the target if the attack misses) must make a Reflex Save (DC 10 + engineer level + INT) against the same damage (Reflex halves).
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Firefly: The number of flash charges becomes 12. Damage is increased by 1d6 in both modes. Marker Mode: Instead of flashing enemies, the firefly marks their weak points. This imposes no saving throw on enemies. For 1 round, attacks against the marked enemies have their crit ranges increased by (INT mod). This does not stack with Improved Critical/Keen.
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Hive: The swarm’s damage increases to 5d6. In addition, the swarm’s fly speed increases by 10ft and its deflecton bonus to AC increases by +1. Reviver Mode: This mode allows the hive to revive fallen allies as if by the Arise spell when it would damage them. The hive takes all damage in place of the revived ally for that round. The hive cannot otherwise attack in this mode.
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Pulse: The bonus to attack rolls increases to +8. Shimmer Mode: This mode does not need to be chosen when the gadget is deployed/unfolded. The user simply chooses how to activate the Pulse gadget each time. This mode affects allies within its range instead of enemies, rendering them incredibly difficult to see. Esoteric quantum science makes enemies unable to bypass this effect no matter their sight abilities. Affected allies gain a +8 dodge bonus to AC for the duration.
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Seeker Mine: The damage increases to 15d6 and radius increases to 30 feet. (5d6 and 20ft for Cluster Mode mines). Planter Mode: This mode drops the mine’s casing and burrows it into the floor. Thereafter, its detonation may be triggered as a free action usable outside of the gadgeteer’s turn. This can be combined with Cluster Mode, allowing the three disposable mines to burrow instead.
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Turret: The damage increases to 10d6 and the turret’s firearm enhancement bonus increases by +1. Sniper Mode: This mode allows the turret to make an attack against a single target instead of firing in a line. The attack deals normal damage, but on a hit, it automatically confirms a critical hit. Fortification abiltiies (or similar) function normally for these critical hits. Cannot be combined with Burner Mode.
This ability replaces automaton master upgrade.