The cunning gadgeteer specializes in creating and using all manner of devices that are magical, alchemical or mechanical. This gleeful tinkerer prides himself in his ability to delve into the fray utilizing a vast arsenal of gadgets–traps, bombs, other such whimsical creations–that impede an enemy’s ability to fight back. The cunning gadgeteer excels at always having the right tool for the right job, and prefers guile and trickery to straightforward combat. Even in situations that require direct confrontation, the cunning gadgeteer can prove quite the challenging opponent. (Original Concept by Tyrannical)
Primary Class: Alchemist.
Secondary Class: Ranger.
Hit Die: D8.
Bonus Skills and Ranks: The cunning gadgeteer removes Handle Animal, Spellcraft and Knowledge (nature) from his list of ranger class skills, and adds Disable Device, Knowledge (Engineering), and Use Magic Device to his list of class skills. The cunning gadgeteer may also select three alchemist skills to add to his class skills in addition to the normal ranger class skills. The cunning gadgeteer gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The cunning gadgeteer is proficient with all simple and martial weapons, plus an exotic crossbow of his choice. The cunning gadgeteer is also proficient with light armor and with shields (except tower shields).
Gadgetry (Ex or Su): A cunning gadgeteers are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning mechanical traps and devices that duplicate certain spell effects. In effect, a cunning gadgeteer prepares his spells by crafting mechanical components into a number of gadgets, and then “casts” his spells by activating or employing them. When a cunning gadgeteer creates a gadget or bomb, he infuses the device with a tiny fraction of his own energy—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item or Craft (traps) to create a ranger trap, a cunning gadgeteer gains a competence bonus equal to his class level on the Craft (alchemy), Craft (mechanical), or Craft (traps) check. He also adds this competence bonus to any Knowledge (engineering) checks. In addition, a cunning gadgeteer can use Craft (alchemy), Craft (mechanical), or Craft (traps) to identify magical mechanical devices (siege engines, etc.) or traps as if using detect magic. He must hold the item for 1 round to make such a check.
A cunning gadgeteer can create three special types of alchemical or mechanical items—gadgets, bombs, and ranger traps.
Gadgets are the most varied of the three. In many ways, they behave like spells (or extracts) but in mechanical form, and as such their effects cannot be dispelled by effects like dispel magic , but can be rendered inert like any other supernatural ability, using the cunning gadgeteer's level as the caster level. While gadgets duplicate spell effects, they are alchemical or mechanical devices, and can be broken or destroyed, ending the gadgets effect. The gadget must be targeted directly, has a hardness of 5, and has a number of hit points equal to the cunning gadgeteer’s level + the gadget’s level.
A cunning gadgeteer can create only a certain number of gadgets of each level per day. His base daily allotment of gadgets is given on Table: Cunning gadgeteer. In addition, he receives bonus gadgets per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a cunning gadgeteer assembles a gadget, he infuses the mechanisms in the gadget with magic siphoned from his own magical aura. A gadget immediately becomes inert if it leaves the cunning gadgeteer's possession, reactivating as soon as it returns to his keeping—a cunning gadgeteer cannot normally pass out his gadgets for allies to use (but see the "infusion” discovery below). A gadget, once assembles, remains active for 1 day before becoming inert, so a cunning gadgeteer must re-create his gadgets every day. Assembling a gadget takes 1 minute of work—most cunning gadgeteers assemble many gadgets at the start of the day or just before going on an adventure, but it's not uncommon for a cunning gadgeteer to keep some (or even all) of his daily gadget slots open so that he can assemble gadgets in the field as needed.
Although the cunning gadgeteer doesn't actually cast spells, he does have a schematics list that determines what gadgets he can create. A cunning gadgeteer can utilize spell-trigger items if the spell appears on his schematics list, but not spell-completion items (unless he uses Use Magic Device to do so). A gadget is “cast” by activating or deploying it, as if using a magical device—the effects of a gadget exactly duplicate the spell upon which its schematic is based, save that the spell always affects only the activating cunning gadgeteer. The cunning gadgeteer uses his level as the caster level to determine any effect based on caster level. Creating gadgets consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular gadget. Gadgets cannot be made from spells that have focus requirements (cunning gadgeteer extracts that duplicate divine spells never have a divine focus requirement). A cunning gadgeteer can assemble a gadget of any schematics he knows. To learn or assemble a gadget, a cunning gadgeteer must have an Intelligence score equal to at least 10 + the gadget’s level. The Difficulty Class for a saving throw against a cunning gadgeteer's gadget is 10 + the gadget level + the cunning gadgeteer's Intelligence modifier. A cunning gadgeteer may know any number of schematics. He stores his schematics in a special tome called a schematics book. He must refer to this book whenever he assembles a gadget but not when he activates or deploys it. A cunning gadgeteer begins play with two 1st level schematics of his choice, plus a number of additional schematics equal to his Intelligence modifier. At each new cunning gadgeteer level, he gains one new schematics of any level that he can create. A cunning gadgeteer can also add schematics to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. A cunning gadgeteer can study a wizard's spellbook or alchemist’s formulae book to learn any schematics that is equivalent to a spell or formulae the spellbook or formulae book contains. A wizard, however, cannot learn spells from a schematics book, though an alchemist can learn formulae from a schematics book. A cunning gadgeteer does not need to decipher arcane writings before copying them.
Any gadget that affects a cunning gadgeteer’s bombs may also be applied to ranger traps. This ability otherwise functions as and replaces the alchemist’s standard extract ability.
Munitions (Ex or Su): At 1st level, a cunning gadgeteer can create alchemical and mechanical gadgets called munitions. He can create bombs and snare traps (as the Trapper ranger archetype). A cunning gadgeteer can create a number of munitions per day (either bombs or traps) equal to his cunning gadgeteer level + his Intelligence modifier.
Drawing the components, creating, and using or deploying munitions (bombs or traps) requires a standard action that provokes an attack of opportunity. A cunning gadgeteer’s bombs deal 1d6 points of damage at 3rd level, plus an additional 1d6 points of damage every three levels thereafter, up to a maximum of 7d6 at 19th level. Ranger traps that deal slashing, piercing, bludgeoning, or energy damage (acid, cold, electricity, or fire) now deal 1d6 points of damage of the indicated type, plus an additional 1d6 points of damage every three levels thereafter. If the trap deals damage beyond the round in which it is triggers, it only deals this increased damage in the first round. For example, a 7th level cunning gadgeteer that uses a burning traps would deal 3d6 points of fire damage to the triggering creature in the first round, but only 1d6 points of additional fire damage for any additional rounds that traps continues to burn.
Like bombs, a cunning gadgeteer does not need to provide the materials necessary for ranger traps, as his munitions, like his other gadgets require only simple components, much like a wizard’s common spell components. This ability otherwise functions as and replaces bombs.
Wayfinder (Ex): A cunning gadgeteer uses a mechanical device called a wayfinder. This device duplicates the ranger’s track ability, but instead of making a Survival skill check, the cunning gadgeteer must make a Use Magic Device skill check, using the Survival skill’s DCs for tracking. He adds half his level (minimum 1) to Use Magic Device skill checks made to follow tracks. In addition, the cunning gadgeteer can use his wayfinder to determine his current direction. By concentrating for 3 consecutive rounds, he can determine true North as if he had cast the know direction spell. This ability replaces brew potion.
Discoveries: This is exactly like the alchemist ability of the same name, except that the cunning gadgeteer gains a discovery at 1st level and again every three levels thereafter. He may only select bomb discoveries, or the tentacle, vestigial arm, and wings discoveries, though the latter three take the form of mechanical devices that can be worn or removed. The cunning gadgeteer may also select from the following new technology-based discoveries restricted to the Cunning gadgeteer multiclass archetype.
Camouflage Device (Ex): The cunning gadgeteer can use the Stealth skill to make use of a camouflaging device. This device allows him to hide in any location so long as he stands still, even if it does not grant cover or concealment. He may use this device a number of rounds per day equal to his cunning gadgeteer level + Intelligence modifier. The cunning gadgeteer must be at least 11th level to select this discovery.
Enhanced Camouflage (Ex): A cunning gadgeteer can use his camouflage device even when moving at half his base speed without penalty. When he stands still and uses the camouflage device, he is completely invisible as if under the effects of the invisibility spell. The cunning gadgeteer must have the camouflage device discovery and be at least 17th level to select this discovery.
Launch Trap (Ex): The cunning gadgeteer can affix a ranger trap to an arrow, crossbow bolt, one-handed firearm bullet, or thrown weapon, allowing him to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the action of creating a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the cunning gadgeteer had set the trap in that square, except the DC is 5 lower than normal. If fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (saving throw applies, if any). The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The duration of the trapped projectile starts from when it is created, not from when it is used. If the cunning gadgeteer selects this discovery, she also gains the explosive missile discovery for the purpose of affixing bombs to similar ammunition in the same manner. Likewise, if the cunning gadgeteer selects the Explosive missile discovery, he also gains the launch trap discovery. The cunning gadgeteer must be at least 5th level to select this discovery.
Masterful Crafting: The cunning gadgeteer may select one of the following crafting feats: Craft Arms and Armor, Craft Construct, Craft Wondrous Item, Gunsmithing. This discovery can be chosen multiple times. Each time it is selected, a different feat must be chosen.
Ranger Trap (Ex or Su): The cunning gadgeteer can learn one of the ranger traps listed in the ranger’s Trapper archetype.
Remote Trigger (Ex): A cunning gadgeteer may, as swift action, set off any trap within 30 feet that he constructed. This discovery functions as the Remote Bomb feat if the cunning gadgeteer has the delayed bomb discovery.
Reprogram (Ex): The cunning gadgeteer can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The cunning gadgeteer can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check.
Sensor Evasion (Su): The cunning gadgeteer has mastered the art of evading technological and magical observation. He can use the Stealth skill against constructs and magical sensors (such as those created by arcane eye or clairaudience/clairvoyance) even while being observed. The cunning gadgeteer must have the camouflage device discovery and be at least 17th level to select this discovery.
Mechanical Aptitude (Su): At 2nd level, a cunning gadgeteer gains the ranger’s favored enemy ability and must select Constructs from the ranger’s favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the Construct type, as well as machines and siege engines. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A cunning gadgeteer may make Knowledgeskill checks untrained when attempting to identify these creatures. These bonuses do not increase as the cunning gadgeteer gains levels, nor does he gain any other favored enemy. This ability replaces poison immunity.
Trapfinding (Ex): At 2nd level, a cunning gadgeteer adds 1/2 his class level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A cunning gadgeteer can use Disable Device to disarm magic traps. This ability replaces poison use.
Swift Assembly (Ex): At 3rd level, a cunning gadgeteer can create alchemical items and standard non-ranger traps with astounding speed. It takes a cunning gadgeteer half the normal amount of time to create any item using the Craft (alchemy) or Craft (traps) skill. This ability replaces swift alchemy.
Gadgeteer's Bond (Su): At 4th level, a cunning gadgeteer forms a bond with a mechanical device of his choice. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first option is to form a close bond with a clockwork companion. The cunning gadgeteer gains Craft Construct as a bonus feat and may only choose from the following list of ranger's animal companions: badger, bird, cat (small), dire rat, or snake (viper or constrictor). The companion loses the Animal type but gains the Construct type and Clockwork subtype, and is henceforth functions like a familiar (see the Familiar description of the wizard’s Arcane bond class feature). For the purpose of this clockwork companion, the cunning gadgeteer’s effective wizard level is equal to his cunning gadgeteer level –3. A cunning gadgeteer’s clockwork companion shares his mechanical aptitude bonuses.
The second option is to form a bond with a device called an enhancer. An enhancer is a device that duplicates the effects of an alchemist’s mutagen. It requires one hour to construct an enhancer, and only one enhancer may be created at a time. When in use, the enhancer provides a +4 enhancement bonus to any one ability (physical or mental) and provides a +2 natural armor bonus to the cunning gadgeteer’s AC for 10 minutes per cunning gadgeteer level. During this time, the cunning gadgeteer suffers a –2 penalty to an opposed ability, similar to a mutagen or a cognatogen. In addition, the cunning gadgeteer is treated as having the mutagen and cognatogen discoveries for the purpose of selecting discoveries with mutagen or cognatogen as a prerequisite. For the purpose of this ability, the cunning gadgeteer’s effective alchemist level is equal to his cunning gadgeteer level –3.
This ability otherwise functions and replaces mutagen.
Combat Style Feat: At 6th level, a cunning gadgeteer gains the ranger’s combat style feat ability, but only gains a combat style feat at 6th, 12th and 18th level. The cunning gadgeteer may select any combat style listed in the ranger’s combat style feat class description, or he can select the new Grenadier combat style restricted to the Cunning gadgeteer multiclass archetype described below.
Grenadier Combat Style: If the cunning gadgeteer selects grenadier style, he can choose from the following list whenever he gains a combat style feat:Throw Anything, Weapon Focus (Bombs), Point Blank Shot, Rapid Shot and Precise Shot.
This ability replaces the discoveries gained at 6th, 12th, and 18th level.
Swift Tracker (Ex): Beginning at 8th level, a cunning gadgeteer can move at his normal speed while using his wayfinder to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. This ability replaces swift poisoning.
Greater Bond (Su): At 15th level, a cunning gadgeteer’s bond strengthens. If the cunning gadgeteer selected the clockwork companion bond, his effective wizard level is equal to his cunning gadgeteer level for the purpose of determining the effects of his bond. If the cunning gadgeteer selected the enhancer bond, its effects last for 1 hour per cunning gadgeteer level. This ability replaces persistent mutagen.
Instant Assembly (Ex): At 19th level, an cunning gadgeteer can create alchemical items and standard non-ranger traps with almost supernatural speed. He can create these items as a full-round action if he succeeds at the Craft: alchemy or Craft: traps check and has the appropriate resources at hand to fund the creation. This ability replaces instant alchemy.
Master Gadgeteer (Su): A cunning gadgeteer of 20th level becomes a master gadgeteer. He can always move at full speed while using his wayfinder to follow tracks without penalty. He can, as a standard action, make a single attack against a construct, machine or siege weapon at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or be destroyed. The DC of this save is equal to 10 + 1/2 the cunning gadgeteer's level + the cunning gadgeteer’s Intelligence modifier. A cunning gadgeteer can choose instead to deal an amount of nonlethal damage to a construct equal to the creature's current hit points, or simply apply the 'broken' quality to machinery and siege weapons. A successful save negates this damage. A cunning gadgeteer can use this ability once per day against each construct, machine, or siege weapon he encounters, but not against the same creature or device more than once in a 24-hour period. This ability replaces master hunter.
CUNNING GADGETEER SCHEMATICS LIST
Cunning gadgeteers gain access to the following gadgets.
1st-Level Cunning Gadgeteer’s Schematics—abundant ammunition, air bubble, alarm, alchemical tinkering, bomber's eye, call animal, calm animals, chill metal, crafter's fortune, detect metal, detect radiation*, detect secret doors, endure elements, expeditious retreat, fabricate bullets, find trap, flare, gravity bow, heat metal, hide from animals, hold portal, jump, jury-rig, keen senses, light, lighten object, longshot, make whole, message, obscuring mist, pass without trace, phantom trap, read weather, reinforce armaments, residual tracking, shock arrow, shocking grasp, spark, speak with animals, targeted bomb admixture, technomancy*, weaken powder.
2nd-Level Cunning Gadgeteer’s Schematics—acid arrow, arrow eruption, blur, bullet shield, chameleon stride, darkvision, defensive shock, destabilize powder, effortless armor, elemental touch, fire breath, fog cloud, glitterdust, hunter’s eye, invisibility, levitate, magic siege engine, masterwork transformation, protection from arrows, pyrotechnics, recharge*, recoil fire, reloading hands, resist energy, shadow bomb admixture, spider climb, stabilize powder, tactical acumen, telekinetic assembly, unseen engineers, web.
3rd-Level Cunning Gadgeteer’s Schematics—armor lock, blast barrier, bloodhound, burst of speed, daylight, disable construct, discharge*, explosive runes, fire trap, flame arrow, flash fire, fly, haste, improve trap, irradiate*, lightning lash bomb admixture, malfunction, minor creation, protection from energy, rapid repair, reinforce armaments (communal), rusting grasp, venomous bolt, water breathing.
4th-Level Cunning Gadgeteer’s Schematics—apparent master, darkvision (greater), detonate, echolocation, magic siege engine (greater), magic circle against technology*, major creation, named bullet, pellet blast, rebuke technology*, remove radioactivity*, soothe construct, symbol of sealing, trap ward, viper bomb admixture, wall of fire.
5th-Level Cunning Gadgeteer’s Schematics—arcane cannon, blast barrier, destroy robot*, energy siege shot, fabricate, hardening, languid bomb admixture, leashed shackles, lighten object (mass),
sabotage construct, reboot, sending, unbreakable construct, wall of iron.
6th-Level Cunning Gadgeteer’s Schematics—analyze dweomer, antimagic field, antitech field*,
blade barrier, call construct, control construct, discharge (greater)*, energy siege shot (greater), infuse robot*, memory of function*, mislead, named bullet (greater), salvage, true creation.
*(These extracts are found in the Tech Handbook and are usable only at the GM’s discretion)
Table: Cunning Gadgeteer