List of Gadgets

Using Gadgets

To use a gadget, a creature must either be proficient in them or have an appropriate skill (Knowledge (Engineering) or Profession(Engineer)) with a number of ranks invested equal to the GL. Initially activating a gadget is generally a standard action that provokes attacks of opportunity. A non-proficient character using a gadget that requires an attack roll takes the usual -4 penalty. Note that the user need not be the person who created the gadget.

For gadgets purchased in shops, assume the creator had an intelligence score of 10+GL.

Gadgets have a few characteristics that are important to know:

Duration: How long the gadget lasts. May be instantaneous (-).

Save: Saving throw for the gadget, if applicable. The save DC for a gadget is 10+GL+Int mod (of the creator).

GL: By far the most important aspect of a gadget, the GL (gadget level) determines the duration of the gadget, as well as multiple other factors depending on the specific item (e.g. number of objects affected, damage dealt, etc.). The GL for a gadget may be chosen at creation within the range listed in this chart.

Form: Gadgets have one or more possible forms, and the form is chosen at creation. The function of a gadget is the same regardless of form; however, some forms may not require an action to draw them. For example, a wrist launcher is affixed to the wrist and requires no action to draw it - however, most creatures have only two wrists! Likewise, an ingestible liquid might be the way to go for a poison in a drink - but if you need to administer it in the heat of battle, an injection will be a lot easier. Think about what you're going to do with a gadget and what other gadgets you have when selecting the form.

Gadget Limits

Gadgets emit unique power fields that require the carrier to tune them to one another and manage their storage so they don't damage themselves. Most characters who make use of gadgets have a number of gadget slots available to them from their class or a feat, which indicates the number of gadgets they can safely carry. If they ever carry a number of gadgets beyond this limit, one random gadget ceases functioning, and its components are ruined.

Characters without special training in gadgets (from their class or the Amateur Gadgeteer feat) can only carry one gadget at a time, with a maximum level of 1/4 their HD (rounded up). If they have ten ranks in Craft (gizmo), this limit increases to two, with a maximum level of 1/2 their HD (rounded up).

A Cypher Bag technic artifact can increase the limit for any character, regardless of training.

Gadgets can be stored in special lead-lined cases to prevent them from interfering with each other. This is how they are generally stored and transported for tasks such as banking that require a large number of identical gadgets. These cases are cumbersome for adventuring use (smaller models can store 40 gadgets, weigh 100 lb, and are roughly a 3-ft cube), and are usually carried in wagons or stored in vaults.