The amount of doodads needed to modify or improve a gadget can be found in parenthesis in the Doodad Improvement column in its entry.
At 2nd level and every two levels thereafter, the Machinist creates a gadget. A gadget is a tool that can further expand the machinist's repertoire throughout his adventuring career. Gadgets are such complex devices, that they cannot be used by non-machinists. .Many gadgets are devices made out of iron or similar metals and share the following traits, unless stated otherwise:
All gadgets have a hardness equal 1/4th of your machinist level, unless stated otherwise in their entry.
Gadgets normally have an amount of hit points equal to 5 + half your machinist level.
Any Gadget with an asterisk (*) listed in its entry must be powered by the Aetherotransformer to function.
All gadgets can be disabled with a Disable Device check of 20 + half the machinist's level (rounded down).
All gadgets are considered Diminutive in size with negligible weight, unless stated otherwise in their entry.
In addition, the machinist tends to always have spare parts, scrap, wires and other spare doodads that he can invest into his gadgets for additional abilities. The machinist has an amount of doodads equal to his machinist level + his Intelligence modifier. He can divide his doodads between his gadgets in any way he desires. A machinist can reallocate his invested doodads by spending 30 minutes to detach and reattach the gears and wiring. If the gadget is lost or destroyed the doodads that were invested are lost as well, although the machinist can recover these doodads by spending 1 hour looking for spare parts. Any doodads recovered over their maximum are lost.
Once a requisite amount of doodads are invested into a gadget, it receives an improvement. These improvements can range from passive improvements to the gadget’s primary function or result in brand new abilities the machinist can bring to bear. Some improvements may require Battery to activate in their entry. All doodads are considered Tiny in size with negligible weight to the machinist. In the hands of a non-machinist, doodads appear to be no more than junk (worth 1 gil per doodad).
The machinist can lend a gadget to an ally in order to assist that ally; however, should the gadget require Battery to activate, it must remain within 30ft of the machinist to assist his ally. The gadgets that go beyond this range lose battery each round. A gadget becomes inert and immobile when their Battery is reduced to 0.
| Gadget Name | Prerequisites | Benefit | Doodad Improvement |
|---|---|---|---|
| Workbench | None | The machinist creates a wooden or metal foldable bench that acts like an alchemist's lab except it provides a +2 circumstance bonus to a single type of Craft check the machinist designates upon creation( Such as Craft(electronics, architecture, weapons, etc.). The craft check must be one that correlates to his automaton, constructs, or a specific material related to his Profession skill(if any). A machinist can add another type of craft check to the bench by paying an additional 50 gil as part of creation. A portable version can be created at the cost of 75 gil (20lbs) but only grants a +1 circumstance bonus to the checks it involves. | Polished Equipment (4): For every four doodads you invest in the work bench, you increase the circumstance bonus to craft checks by 1. |
| Multi-vision Goggles | None | These goggles are affixed with multiple lenses and protective tints to serve the machinist in his daily craft. These goggles provide numerous benefits hidden in separate functions. To switch to a different function is a move action for the machinist and a standard action for a non-machinist(see below the table). | This gadget comes with multiple improvements - each accessible after meeting the Doodad prerequisite (see below the table). The machinist must still switch between each function as appropriate. For every 3 doodads invested into the goggles, you increase any equipment bonuses by 1, resistances by 1, and the distance of added senses by 5ft. |
| First Aid Kit (*) | None | A machinist creates a special healing kit that focuses on close fresh wounds. As a standard action, the machinist can touch a creature with this gadget and heal them for 1d6 + their machinist level in hit points. This gadget heals for an additional +1d6 at 5th, 10th and every 5 levels thereafter. The machinist can use this gadget a number of times per day equal to their Intelligence modifier before needing to refill its materials within an 8 hour period. These 8 hours need not be consecutive but must be spent in 1 hour increments to search for supplies. | None |
| Durability Enhancer | None | The Machinist creates a tool and masters a technique that better fortifies his gear and gadgets. All combat tools and gadgets receive an additional 5 hit points upon receiving this gadget. Weapons, armor, shields and other gear the machinist also gain an additional 5 hit points when crafted with this tool. | Fortifying Apparatus (3) - the machinist increases the hit point gain from 5 to 10 additional hit points (this works retroactively on all Combat tools and Gadgets). Hardening Enhancer (6): All combat Tools and gadgets increase their hardness by 2. Any weapons, armor, shields, and gear crafted with this tool in hand also increase their hardness by 2. |
| Hauling Attachment | None | The machinist creates a type of attachable carrying apparatus that can be placed on his back or attached to a backpack or other carrying device as a move action. The apparatus assists in expanding the carrying capacity of the machinist, treating his Strength score as +4 higher than normal. | Lift Capacitor (3): For every 3 doodads you assign to this gadget, treat your strength as +2 higher for the purposes of determining your carrying capacity. |
| Spring-loaded Footwear | None | The machinist creates a pair of boots that have coils, springs, conjoining pistons that work together to increase the velocity in which jump height can be acquired. So long as the machinist is wearing these boots, he receives a +4 Equipment bonus on Acrobatics checks to Jump and to Tumble through threatened squares. | Distance Extender (3) - The machinist can jump up to half his movement speed for a long jump without needing to make an acrobatics check. The boots also treat the amount of feet you travel vertically as 5ft higher on a successful Acrobatics check. Spring-loaded Jump (6) - By spending 2 Battery, the machinist can perform the Jump ability, akin to the Dragoon. |
| Subterfuge Suit (*) | None | The machinist develops a special bodysuit constructed of slimming fibers. Those fibers are coated in a special, camouflage pigmentation. The subterfuge suit grants an AC bonus of +1, a maximum Dex Bonus of +4, an ACP of -1, an arcane spell failure chance of 0%, a Speed of 30ft/20ft, with a weight of 8lbs. The suit counts as light armor that the machinist is proficient with. In addition, the machinist can spend 5 battery to have the suit grant a +3 equipment bonus on Stealth checks for 3 rounds. This armor cannot be enchanted. | Pigmentation Shift (8): The machinist adjusts the pigment coating of the suit to adapt to multiple environments. With this improvement, the machinist can attempt to hide without needing cover or concealment. Stealth Increase (5): For every five Doodads placed into this gadget, the bonus to Stealth checks increases by 1. |
| Arcadian Magicite Armor | Machinist 4 | This armor is constructed with a mix of composite metal plating and leather cushioning on the inside of the metal plates. Between the cushions and plates are integrated elemental crystals. The arcadian magicite armor grants an AC bonus of +4, a maximum Dex Bonus of +3, an ACP of -2, an arcane spell failure chance of 10%, a Speed of 30ft/20ft, with a weight of 12lbs. The suit counts as medium armor that the machinist is proficient with. In addition, the arcadian magicite armor provides an amount of Elemental Resistance 5 to two elements of your choice: Fire, ice, water, wind, earth, thunder, and poison. You can change your selected elements by spending 10 minutes adjusting the elements. This armor cannot be enchanted. | Magicite Surge (8): When the machinist is hit with elemental damage that he resists while wearing the armor, he gains 2 temporary hit points per die of damage dealt after the damage is rolled. These temporary hit points do not stack with other sources of temporary hit points and are lost after 1 minute has elapsed. Magicite Circuitry (5): For every 5 doodads assigned to this gadget, you can increase the bonus to AC and elemental resistance by 1. |
| Magitek Plate Armor | Machinist 8 | This armor is made by repeatedly heating and folding layers of steel with a mesh or chain links set underneath. The armor is also retrofitted with small bits of magically enhanced ore that unburden the wearer’s momentum when they turn their body in for a strike. The arcadian magicite armor grants an AC bonus of +7, a maximum Dex Bonus of +1, an ACP of -4, an arcane spell failure chance of 15%, a Speed of 20ft/15ft, with a weight of 25lbs. The suit counts as heavy armor that the machinist is proficient with. In addition, the suit grants a +2 equipment bonus to Strength and DR 3/Magic when worn. This armor cannot be enchanted. | Magicked Force (8): As a swift action, the machinist can spend 10 charges of Battery to increase his bonus to Strength from +2 to +8 for 1 round. In-laid Plating (5): For every 5 doodads assigned to this gadget, you can increase the bonus to AC and damage reduction by 1. |
| Harmonic Resistance Muffler | None | The machinist invents a special pair of harmonic mufflers. The machinist places the muffler on his ears, akin to headphones. While wearing the mufflers, the machinist receives a +3 circumstance bonus to saves against sonic and language-dependent effects. | Resistance Increase (4): For every 4 Doodads assigned to this gadget, you increase the circumstance bonus by 1. Sonic Immunity (12): You gain immunity to sonic effects and damage while wearing this gadget. |
| Flashbang | None | You create a high luminary device and throw it to disorient your foes. As a standard action Choose one square within 30ft. Any creature caught within a 10ft burst of the targeted square must make a Reflex saving throw. A failure afflicts the affected creatures with the blinded condition until the end of their turn. A successful save dazzles the target instead. You can use this gadget a number of times per day equal to your Intelligence modifier. You can rebuild your stock after rummaging for parts for 8 hours. These hours need not be consecutive but must be spent in 8 hour increments. | Stunning Agent (4): When you assign 4 or more doodads to this gadget, the flashbang stuns targets that fail the save, instead of blind. |
| Impact Foam | None | You invent a chassis to deploy a layer of impact foam to lessen a fall. You can wear the chassis underneath your clothes and armor. When you fall 10ft or more, the chassis activates automatically - causing a layer of soft foam to envelope and surround you. The impact foam prevents up to 20 points of fall damage and has 20 hit points. The impact foam decreases the falling damage by up to the listed amount, taking damage equal to the amount of falling damage the foam reduced. If this is enough to destroy the foam, it disperses immediately. However, if the foam has any Hit Points remaining, it remains surrounding you for up to 1 minute. While you're surrounded in foam, you are afflicted with the immobilized status and have cover (+2 bonus to AC and Reflex saves) against other creatures, and other creatures have cover against you. The machinist can make a DC 15 Escape Artist check to leave the foam as a standard action; other creatures can remove the foam as a full-round action. Creatures can also attack the foam (AC of 10), reducing it to 0 hit points disperses it. A machinist must spend a full-round action to refill the chassis with foam. | Impact Upgrade (3): For every 3 Doodads you invest into this gadget, you increase it’s hit points and fall damage reduction by 10. |
| Impact Gloves | None | The machinist invents a new combat tool he can bring to bear. These gloves are laced with experimental magitek to enhance your blows. While wearing these gloves, your unarmed attacks deal 1d6 + your Intelligence modifier as bludgeoning damage. When you make an attack action, you can spend 1 charge of battery as a swift action to move yourself 10ft in the opposite direction you are facing or subject your opponent to a Reflex saving throw. A failure knocks the target backward 10ft away. You can expend an attack to use this movement effect, even if you are not attacking a target. The impact gloves are treated as gauntlets and can be enchanted as such. | Explosive Gloves (4): For every 4 doodads you invest in this gadget, you increase the movement and knockback effect by 5ft. Force Knuckles (5): For every 5 doodads you invest, you increase the damage die of the gloves by +1 die size (from 1d6 - 1d8 - 1d10 - 1d12 etc.). |
| Combat King Magazine | None | The machinist discovers a comprehensive pamphlet that grants insight to a variety of combat styles. Upon choosing this gadget, you learn one combat feat as a bonus feat. You must still meet the prerequisites of that feat. Afterwards, the manual explodes, or gets blown away. You can obtain this gadget multiple times, each time you must choose a different feat. | None |
| Cid's Engineering Manual | None | The machinist discovers a comprehensive pamphlet that grants insight to a variety of crafting procedures. Upon choosing this gadget, you learn one item creation feat of your choice as a bonus feat. You must still meet the prerequisites of that feat. Afterwards, the manual explodes, or gets blown away. You can obtain this gadget multiple times, each time you must choose a different feat. | None |
| Gecko Pads | None | Styled after the giant Geckos found in mountainous regions, Gecko pads are thin, clockwork like creations shaped to resemble paw pads. These pads can be strapped onto existing handwear or a creature’s hands. The Gecko pads can be activated as a swift action after winding up. Once activated, they nominally increase your grip strength while excreting a sticky substance that assists with helping you cling to solid surfaces. Gecko pads grant a +2 equipment bonus to CMD against disarm checks and a Climb speed equal to your base land speed so long as your hands are free. Winding up Gecko pads takes a standard action and lasts for 5 minutes. Should time expire, the pads become inert and immobile until wound up again. | Extended Padding (4): When you assign 4 doodads to this gadget, you increase the duration of the Gecko Pads from 5 to 10 minutes after being wound up. |
| Maintenance Oil | None | A machinist always knows how to keep their tools working longer than most. As part of their morning preparations, a machinist can apply a liberal coating of oils, greases, polish and similar maintenance chemicals to their own gear, as well as a number of party members equal to the Machinist's Intelligence modifier. Any gear maintained with these chemicals gains DR 1 against damage caused by sunder attempts or similar effects, such as long distance dropping of tools and gear. | Further Maintenance (3): for every 3 Doodads you assign to this gadget, you increase the DR to your equipment by 1. |
| Attached Weapon | None | The machinist can attach a retractable weapon within the folds of a suit of armor. The machinist can spend 10 minutes to add a single light, or one-handed weapon within the arm of a suit of armor. The weapon may be extended as a swift action and retracted as a standard action. While the weapon is attached to the armor, it cannot be disarmed but the hand needed to use the weapon cannot be used for any other purpose while the weapon is extended. The attached weapon also provides a +5 circumstance bonus to Sleight of Hand checks to hide the weapon within the wielder's armor. If the weapon is made to attack in the same round it is extended, the sudden momentum adds a +1 circumstance bonus to the attack roll. This circumstance bonus increases by an additional +1 per five machinist levels you possess | Mighty Switch (2): By assigning 2 Doodads to this gadget, you make to where the winches and gears can be affected by the electrical signals of the aetherotransformer. When you attack with the attached weapon, you can spend 2 battery as a free action (once per turn) to deal an additional 1d4 points of physLightning damage for 1 round. For every 2 additional Doodads assigned, you add an additional +1d4 damage to the attack. Leverage Mechanism (5): When you assign 5 Doodads to this gadget, you can now attach a two-handed melee weapon to a suit of armor. However, the two-handed weapon can be disarmed, though the winch and bolts to secure it provide a +10 bonus to the CMD of the wielder against the disarm attempt. |
| Mobility Schematic | None | The machinist can improve the mobility of armor by inventing a new schematic. The machinist can spend 1 hour modifying a suit of Armor. The machinist instills a +5 equipment bonus to the movement speed of a suit of armor. The machinist can modify multiple suits of armor in the fashion; an amount equal to his Intelligence modifier. The modification can be removed by spending 30 minutes reconfiguring the mesh. | None |
| Mechanized Strength Schematic | None | The machinist develops a schematic in which they add extra weight propulsion into a suit of armor. The machinist can spend 1 hour modifying a suit of medium or heavy armor. The machinist makes it so the wearer of the armor receives a +2 enhancement bonus to their Strength Score but reduces the armor's Maximum Dexterity bonus by 2. You can remove this configuration by spending 30 minutes doing so. The bonus and reduction increase by +1/-1 at 5th level and every 5 machinist levels thereafter. Should the maximum Dexterity bonus of the armor be reduced to 0 or less, the wearer of the armor adds their armor check penalty to Reflex saves, in addition to their skill checks. The machinist can modify multiple suits of armor, an amount equal to his Intelligence modifier. | None |
| Mechanized Dexterity Schematic | None | The machinist develops a schematic in which they add extra weight propulsion into a suit of armor. The machinist can spend 1 hour modifying a suit of light or medium armor. The machinist makes it so the wearer of the armor receives a +2 enhancement bonus to their Dexterity Score but withers the material; reducing the armor's hardness by -1. The bonus and reduction increase by +1/-1 at 5th level and every 5 machinist levels thereafter. Should the hardness of the armor be reduced to 0 or less, the wearer of the armor suffers a -5 penalty to CMD against grapple, bull rush, overrun, and trip attempts. The machinist can modify multiple suits of armor; an amount equal to his Intelligence modifier. You can remove this configuration by spending 30 minutes doing so. | None |
| Wire Attachment | None | The machinist attaches a durable wire to his weapon, allowing him to retrieve it as a swift action, such as after throwing it or being disarmed. Treat this wire as if it were 50 ft. of rope when determining the weapon’s maximum range or its statistics if a creature attempts to break it. Attached weapons also gain the grapple weapon quality when attached to the wire. Attaching the wire is a standard action the provokes attacks of opportunity while removing it is a swift action. Weapons that already have the grapple weapon quality while attached to the wire have the bonus to grapple checks increases by 1. | Extension (5): For every 5 doodads assigned to this gadget, you increase the amount of rope distance by +10. |
| Electromuscular Stimulator(*) | Machinist 4 | This gadget heightens the bioelectricity found in a creature’s musculature to function but does not have to stay near the machinist. This diminutive device must be attached to a creature’s bare skin or hide in order to properly function as armor interferes with it’s electric signals. The creature can activate the stimulator as a move action to gain the Hasted status for as many rounds equal to the amount of Battery the machinist stores into the device, up to a maximum of 10 charges. Storing charges of battery in the stimulator is a swift action; the Battery remains in the device for 8 hours before requiring a recharge. | Jazzed Up(6): Should the machinist assign 6 or more doodads to this gadget, all melee weapon and unarmed attacks deal an additional +2d6 physlightning damage. This bonus damage increases by an additional +1d6 for every additional 6 doodads assigned. |
| Anti-personnel Mine (*) | Machinist 4 | The machinist can spend battery up to your Machinist level to lay a mine into a space within reach, priming it as a standard action. The mine remains primed for 1 minute per charge of Battery or until enough pressure is over it’s trigger to explode; this usually requires a Small or larger sized creature or object moves onto the square, though it can happen if a creature intentionally puts pressure on the square from a distance to safely trigger the mine (such as with a spear, whip, thrown rock, or reposition maneuver). Once triggered, the mine deals 1d6 points of fire and 1d6 points of bludgeoning damage in a 5ft burst. A successful Reflex save halves the damage. | Distance Trigger (8): The Machinist can now prime his anti-personnel mine from within his thrown range increments. Explosive Potency(4): For every 4 doodads assigned to this gadget, you can increase the damage by an additional +1d6 of either fire or bludgeoning damage (machinist’s choice). |
| Ironworks Dispenser | Machinist 4 | The machinist can outfit a shield, suit of armor, or backpack with an item for quick retrieval, such as a light weapon, an alchemical potion, a scroll, or another item such as a 50 ft. length of rope or a set of tools. Other items may be used with GM approval, so long as they are reasonably smaller than the shield, suit of armor or backpack in question. Loading an item into the dispenser is a standard action, but retrieving the item is a free action. For a suit of armor and shield, the machinist can store a number of items equal to 1 + the total shield or armor bonus they posses. A backpack can hold up to the machinist's Intelligence modifier in items. To use a dispenser, the machinist or another creature must be in the space of the shield, suit of armor or backpack. Should a creature dispense a weapon as part of an Attack action or full attack action, the momentum adds a +1 circumstance bonus to the damage roll. If this gadget, or the item it is outfitted to, receives the broken condition, all stored gear drops in the user's square, creating difficult terrain until the items are retrieved or moved. | Dispense Slotting (3): For every 3 Doodads assigned to this gadget, you increase the amount of items you can store by 1. |
| Ocillo-Finder | Machinist 6 | This device uses sound waves to map the curvature and surfaces of an area. The machinist can activate this device as a standard action to gain the benefits of the Blindsense monster ability within 20ft. The device remains active for 1 minute per machinist level, spending 5 charges of battery refuels the device. | Ocillo-Resonance (5): For every 5 Doodads assigned to this gadget, you increase the blindsense area by 5ft. |
| Rocket Boots | Machinist 6 | The machinist designs his own pair of vertically enabling, gravity defying, footwear. The machinist creates rocket boots that he can equip to his feet, weighing 3lbs each. The machinist can spend 1 charge of Battery as a free action for 1 minute of flight. A machinist can activate these boots as a free action during movement by clicking a button near the back of the ankle. Once activated, the machinist gains a 40ft fly speed with clumsy maneuverability. | Improved Flight Control (5): For every 5 doodads you assign to this gadget, you increase your maneuverability by 1 step (from clumsy - average - good - perfect). |
| Up-and-Down-Sizer | Machinist 6 | A machinist with this gadget can use it to modify a combat tool, either increasing or decreasing its size, and thus its destructive potential. When used to increase a combat tool's size, the effective size category of the tool increases by one step when determining its damage dice. In return, all attack rolls made with the larger weapon suffer a -2 penalty due to their new awkwardness. When used to decrease a combat tool's size, the effective size category of the tool decreases by one step when determining its damage dice. In return, the combat tool's handedness decreases by one step, to a minimum of being considered a light weapon. The size increase or decrease stacks with other size-changing effects, as well as any other bonuses or penalties from such abilities. Only a single combat tool can be affected by this gadget at a time, and it only functions on the machinist's own combat tools, not other weapons or the combat tools of another machinist. | None |
| Arcane Essence Disruptor(*) | Machinist 6 | The machinist makes a diminutive, handheld device that pulses out disorderly frequencies that disrupt arcane magics. The machinist can attach this gadget to a single weapon, or suit of armor as a standard action and remove it as a swift action. As long as the machinist is wielding a weapon or suit of armor with this gadget attached, the machinist receives a +2 resistance bonus to saves against spells and supernatural effects. However, each time you successfully succeed a saving throw against a magical effect, this device drains 5 charges of battery from the aetherotransformer. Should the transformer reach 0 battery or be unable to produce a charge, the machinist loses this bonus. This bonus increases by an additional +1 per 5 machinist levels you possess. | None |
| Galvanized Defibrillator(*) | Machinist 8 | The machinist prepares for dire medical emergencies. He crafts a supercharged defibrillator that can revive the recently deceased with electricity, instead of magic. The defibrillator must be connected to the machinist’s aetherotransformer to get the necessary charge it needs. The device must occupy both of the machinists hands. As a standard action, he can touch a creature to stabilize them. The Machinist can spend 1 charge of battery and a full round action to touch a recently dead creature and give the benefits of the [][Raise]]] spell, using your machinist level as your caster level. | Galvaheart Zombie (10): At the cost of 15 Battery and a full round action, you can use the defibrillator to animate a medium sized or smaller corpse. The corpse must have been deceased for no more than 1 minute per four Machinist levels for you to raise it. The corpse has the same statistics that it had in life but it’s type is that of a construct, instead of an undead. A Machinist can only raise a creature with an amount of Hit equal to his Machinist level - 6. The galvaheart zombie follows your instructions as a mindless raised undead normally would. It remains animated for 1 minute before the electricity expends itself and returns to dust. |
| Arcane Nullifier | Machinist 10 | You create a deployable, translucent 20ft diameter dome that halts all magic. Treat this area as being under an antimagic field spell, treating your machinist level as your caster level. | None |
| Universal Key | Machinist 10 | You create an adaptable, transmutative key that can disable most obstacles. As an action you can apply this key to any solid surface to cast ethereal passage. You can use this key a number of times per day equal to your Intelligence modifier before it needs to recharge after 8 hours. | None |
| Garlean Rocket Swarm | Machinist 10 | You deploy a pack of swarming rockets that orbit your square and fire on your command. You have a maximum number of rockets equal to your machinist level. You can release these rockets to any square you can see within 40ft. You can fire between one and the number of rockets you have remaining as a standard action. Creatures within a 10ft burst of the targeted square must make a Reflex saving throw. A failure makes them take 2d6 points of fire damage per rocket or half as much on a successful save. You can rebuild your stock of rockets by spending 8 hours rummaging for parts, these hours need not be consecutive but must be spent in 1 hour increments. This gadget consumes 5 battery per rocket fired. | Element Converter (12): The machinist can convert the damage of his rockets into one of the following elements: water, ice, wind, earth, lightning, and poison. The amount of rockets he can convert is equal to his intelligence modifier and must spend a standard action to do so after activating the ability. |
| Noxious Canister | Bioblaster | The machinist can add a toxic commixter in the form of a canister to the Bioblaster’s gaseous brew. When a living creature fails the saving throw effect of Bioblaster, they are also Poisoned for 1 minute. | None |
| Propulsive Teeth | Chainsaw | At the cost of 10 battery, The machinist can fire up to 3 spinning sets of chainsaw teeth as part of a full attack. The teeth have a range increment of 30ft with a misfire of 2 in addition to their normal statistics. | None |
| Gauss Barrel | Coilgun or Rapid Reload feat | The machinist adds a modified barrel that galvanizes the firing mechanism to their firearms. As a move action, the machinist can attach the gauss barrel to a single held firearm to grant it a +3 bonus to attacks rolls and +10 enhancement bonus to its range increments for 1d4+1 rounds. Afterwards, the gauss barrel overheats and cannot be used again for 1 minute. | None |
| Slug Shots | Gauss Barrel, Machinist 6 | The magnetized ammunition of the gauss barrel enervate foes. Whenever a firearm attached to the gauss barrel scores a critical hit, the foe must make a Fortitude save or become Slowed for 1d4 rounds. | Slow as Molasses(5): When 5 doodads have been assigned to this gadget, the machinist can spend 5 charges of Battery to grant a +4 bonus to the critical confirmation check. |
| Detonator | Handbombs or Craft(explosives) 3 ranks | The machinist fashions a detonator that can activate through the use of electric or harmonic signals to apply to his explosives; removing the need for a switch or det cord. When the machinist throws or sets a splash weapon, he can apply a detonator as a swift action, causing the explosion to be delayed up to a number of rounds equal to your Intelligence modifier later as opposed to immediately. The machinist can choose how many rounds to delay the splash effect. They may also detonate the explosive early as a free action once per turn - unleashing its effects. Only one explosive can have a detonator attached to it at a time. The detonator can be removed from an explosive with a DC 15 disable device check as a standard action. | Lengthened Timer (4): When 4 or more doodads are assigned to this gadget, the amount of time the explosive can be delayed goes from rounds, to minutes. |
| Wildfire | Handbombs, Craft (explosives) 6 ranks, Detonator | The machinist creates a new explosive catalyst- the Wildfire. Whenever the machinist scores a direct hit with a splash weapon (meaning that you hit a creature's touch AC), instead of exploding immediately the machinist can spend 8 charges of battery to have the splash weapon stick to their target for 1d4+1 rounds. While stuck to their opponent, the splash weapon builds in kinetic force, effectively "cooking" its explosive catalyst to increase its potency. When the splash weapon finally explodes, roll its damage and then increase that damage by +50% per round it spent "cooking". The splash weapon can be removed with a DC 10 Strength check or with a successful Escape Artist check equal to the splash weapon's Reflex saving throw DC. | None |
Multi Vision Goggles
- Telescoping Goggles - The goggles grant a +2 equipment bonus on all perception checks to notice things from afar.
- Magnifying Goggles - The goggles can flip multiple lenses down to zoom in on smaller objects and sights. The goggles provide a +2 equipment bonus on Perception/Craft checks to notice and create fine details.
Doodad improvements (Multi-vision goggles)
- Sunshades(1) - The goggles grant low light vision up to 120ft.
- Nightvision Goggles (2) - the goggles grant darkvision up to 60ft.
- Welding Goggles (2) - The goggles grant Fire resistance 2.
- Swimming Goggles (2) - the goggles grant Water Resistance 2.
- Snow Goggles (2) - the goggles grant Ice Resistance 2.
- Flash-Resistant Goggles (3) - The goggles grant immunity to the Blinded condition from non-magical sources.





