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malonkey1
2013-07-07, 06:11 PM
Alright, I posted this class for Temotei's Base Class Contest XVI (http://www.giantitp.com/forums/showthread.php?p=14654466#post14654466), which had a scientific theme.


Arcane Engineer

“Yeah, clever little widget, that Mythallar, but I think it could use a touchscreen. Maybe some rockets. Oh! Oh! Or how about lasers!!”

Arcane Engineers are people who use the magical energies around them to power various magical machines, as opposed to simply casting spells. These machines can have a variety of effects, but an Arcane Engineer can only have so many of them at a time.

Adventures: The Arcane Engineer adventures for one reason above all others: To use awesome gadgets. They love to show off their latest gizmo at the first chance, and can often be found confounding dragons or confusing displacer beasts with laser pointers.

Characteristics: Arcane Engineers love to invent and discover. Whatever they use them for, their gadgets are their favorite thing. Some have been known to wax lyrical about the specifications of their devices. If you have two of them meet, be prepared to drown in technical jargon. The Arcane Engineer is quite possibly the only class that can out-jargon Wizards.

Alignment: The rigorous work required to develop the machinery of an Arcane Engineer, as well as hone the magical powers that fuel them, often make this class well-suited to lawful characters. That doesn't prevent other alignments from learning the secrets of this class.

Religion: They tend not to worry about deities so much, but those that do tend to follow gods of magic, science or study.

Background/Race: Arcane Engineers can come from nearly any intelligent race with a mechanical bent, but Gnomes, Humans, and Elves produce the largest number of them. Kobolds, with their knack for trapmaking, can be surprisingly skillful Arcane Engineers.

Other Classes: They usually get along well with Wizards, but there can be friction in the area of theory vs. practice. Martial classes such as fighters tend to find an Arcane Engineer's practicality refreshing. Divine and Natural casters tend to be pretty ambivalent, depending on their personal views.

Role: Depending on your choice of Gadgets and Devices, you can fill numerous roles. The one role that is largely out of your reach is that of the healer, although you do receive some limited healing ability.

Adaptation: The Arcane Engineer is pretty setting-ready as it is, especially in relatively advanced settings such as Eberron.

GAME RULE INFORMATION
Arcane Engineers have the following game statistics.
Abilities: Intelligence is a big stat, as it affects your Gadgets and your Devices, as well as their potency. Dexterity and Constitution are important for survival in combat.
Alignment: Any
Hit Die: d8
Starting Age: As Wizard
Starting Gold: As Wizard

Class Skills
The Arcane Engineer's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Int), Knowledge[Any] (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Use Magic Device (Cha)

Skill Points per Level: 4 + Int modifier

ARCANE ENGINEER

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialEngineering Points
1st
+0
+0
+0
+2Bonus Feat, Gadgetry, Devices (10)7
2nd
+1
+0
+0
+310
3rd
+2
+1
+1
+3Craft Focus13
4th
+3
+1
+1
+4Bonus Feat16
5th
+3
+1
+1
+4Devices (15)21
6th
+4
+2
+2
+5Item Creation25
7th
+5
+2
+2
+5Bonus Feat29
8th
+6/+1
+2
+2
+633
9th
+6/+1
+3
+3
+6Rapid Building 1/day39
10th
+7/+2
+3
+3
+7Bonus Feat, Devices (23)44
11th
+8/+3
+3
+3
+7Craft Focus49
12th
+9/+4
+4
+4
+855
13th
+9/+4
+4
+4
+8Rapid Building 2/day, Bonus Feat61
14th
+10/+5
+4
+4
+967
15th
+11/+6/+1
+5
+5
+9Devices (34)74
16th
+12/+7/+2
+5
+5
+10Bonus Feat79
17th
+12/+7/+2
+5
+5
+10Rapid Building 3/day87
18th
+13/+8/+3
+6
+6
+1195
19th
+14/+9/+4
+6
+6
+11Craft Focus, Bonus Feat102
20th
+15/+10/+5
+6
+6
+12Devices (50), Rapid Building 4/day, Overclock115


Class Features
All of the following are class features of the Arcane Engineer:

Weapon and Armor Proficiencies: Arcane Engineers are proficient with simple weapons, and light armor, as well as any weapon-like or armor-like gadgets or devices they can build.

Bonus Feats: At levels 1, 4, 7, 10, 13, 16, and 19, you may choose any of the following as bonus feats: Item Creation Feats, Meta-Supernatural Ability Feats, or the Extra Engineering Points Feat (see below).

Exotic Arcana: The magic wielded by the Arcane Engineer is unusual indeed. You qualify for (ad gain any applicable benefits from) any prestige classes which require any of the following:

Caster Level with a specific requirement for arcane spellcasting or without a specific type. Any class that advances spellcasting advances Engineering Points and Builder Level instead.
Ability to cast a specific spell that can be replicated by a Gadget you are capable of building. If a class feature requires use of that spell, it instead uses up a use of that spell from the equivalent Gadget.

Additionally, any feat which requires caster level as a prerequisite is also satisfied by Builder Level.

Gadgetry (Su or Ex): You can create gadgets to aid you. These Gadgets have no level, but in order to make one, you must spend Engineering points equal to its cost. All of these gadgets have a hardness of 10 + 1/2 your class level and HP equal to its EP cost. You can spend extra engineering points to gain specific extra effects, dependent on the gadget. This also increases bonuses provided by the gadget in question. Unless specifically stated, the gadget's abilities are supernatural abilities. So long as you have a functioning gadget, your Engineering Point reserve is reduced by the cost of making the gadget. Saving throw DCs for abilities granted by Gadgets are 10 + 1/4 point cost + Intelligence Bonus. You can voluntarily destroy gadgets, “cannibalizing” them for points. To build these machines, you must spend 1 minute per point cost for each machine, and The process requires relative calm. If your Engineering Point reserve falls below the number required to have your active devices, you must reduce Engineering points spent for bonuses, and if that does not bring your EP reserve back up to at least 0, your Gadgets lose effectiveness, starting with your most expensive gadget, and working down to your weakest gadgets. Gadgets can be used by others, so long as they remain within 60 feet of you. You need not have a line of effect. Gadgets do not interfere with armor or spellcasting (Except in the case of gadgets built into armor, which affect spellcasting as their non-gadget equivalent, if a type of armor is mentioned). Gadgets with supernatural abilities are nullified under the same circumstances that other magic items would be, such as if dispelled or a soulmeld is bound to their body slot(s). You may use Meta-Supernatural feats in conjunction with any of your own gadgets. You may spend no more than 2.5*(your level + Intelligence Bonus, rounded up) on any one gadget, including extra points used to improve them. Gadgets with limited uses (daily, weekly, or otherwise) can still be cannibalized, but you do not gain access to the gadget's points until you have rested 8 hours.

Devices (Su or Ex): You can hobble together an improvised gadget that lasts for a number of rounds equal to your class level + your Intelligence Bonus (if any). These do not use points from your normal Engineering Points, but instead use “virtual EP” as given on the table above. These points are not replenished until you have rested for 8 hours, as opposed to Engineering Points. This is a standard action that provokes an attack of opportunity. They otherwise follow the same rules as Gadgets.

Craft Focus (Ex): At levels 3, 11, & 19 you receive a cumulative +2 competence bonus on all Craft checks, as well as Knowledge[Engineering] checks. This stacks with Skill Focus.

Item Creation (Su): You can craft magic items without possessing the spell required, provided you have the necessary crafting feat. You can choose to either substitute a spell with a Use Magic Device Check (DC 30 + spell level), or use Engineering points equal to 2 + twice the spell's level. If you choose the latter, any magical properties pertaining to the replaced spell become inactive if the item leaves your possession. If all of the effects on the item depend wholly or partially on that spell, the item becomes completely inert and non-magical upon leaving your possession. You can mix and match spell replacement methods as you please. If you use EP to build the item, then you lose those points until the item is destroyed or out of charges.

Rapid Building (Ex): At level 9, you gain the ability to rush the building of a machine once per day, building it as a in a number of rounds equal to its normal building time in minutes. This is considered a strenuous activity, and provokes attacks of opportunity. You gain extra uses of this at levels 13, 17, and 20

Overclock (Su): At level 20, you can fill your machines with an impressive burst of power. For a number of rounds per day up to your Intelligence Bonus (minimum 1 round), you may treat all gadgets and devices you have built that are currently operational as if they had the maximum amount of points spent on them. Each round that this is active, your gadgets have effectively infinite hardness, but take damage equal to twice your Intelligence bonus (ignoring hardness) due to the damage this energy causes. Gadgets and devices which have the [extraordinary] or [trap] descriptors are immune to this damage.

New Feats:
Extra Engineering Points:
Prerequisites: Gadgetry Class Feature
Benefits: You gain extra EP equal to your HD. If you gain additional Hit Dice, your Engineering Points improve with them.
Improved Improvisation:
Prerequisites: Devices Class Feature
Benefits: You gain 1 extra virtual EP for your Devices class feature for every 5 you have normally. For example, normally, Kyle has 10 VEP for devices. With this feat, he'd have 12. If your Device Pool increases, the bonus from this feat increases as well.
Azure Engineering [Incarnum]:
Prerequisites: Gadgetry Class Feature, Con 13
Benefits: Once per day, you can invest Essentia into this feat. You gain bonus Engineering Points equal to three times the invested Essentia. Once you invested Essentia in this feat, you cannot change it for 24 hours.
You gain 1 Essentia.
Soulbound Engineering:
Prerequisites: Gadgetry Class Feature, ability to bind a Vestige
Benefits: While you have a Vestige bound, you can forgo a power granted by the Vestige in order to gain bonus Engineering Points equal to the level of the Vestige whose power you forwent.
Psychic Engineering [Psionic]:
Requires: Gadgetry Class Feature
Benefits: You can expend your Psionic Focus to increase the bonuses from a single Gadget as if you had spent an extra Engineering Point on it. You may also spend power points while you do so, increasing the bonus by the number of power points spent. This effect lasts for a number of rounds equal to your Intelligence Bonus. (Minimum 1)

malonkey1
2013-07-07, 06:12 PM
Gadget Listing:


CostNameTypeEffect
2Illumination MatrixGlassesGain Low-light Vision
2Black LightWandGain a +1 on Spot and Search Checks
2Audio AidSpecialGain a +1 on Listen checks
3Oil Slick BootsBootsProduce effects of grease 1/4 builder level/day.
4Minor Thaumic CapacitorSpecialAttached weapon receives +1 enhancement bonus
4Hypno HatHatReproduce effects of hypnotism 1/4 builder level/day.
4Dart GunBracerGain a 2 Wrist Dart Natural Attacks (Ranged, 1d4 piercing)
5Power FistGauntletsUnarmed strike deals damage as if 2 sizes larger.
5Lesser PowersuitArmorWearer is treated as 1 size larger, as enlarge person
5Debilitating MaceWeaponMace deals 1 Strength damage on hit
7Holographic DisguiseNeckReproduce effects of alter self
7Advanced LockSpecialCreates magical lock (Open DC 15 + builder level)
8Wall Climbing GlovesHandsGain climb speed equal to 1/2 ground speed
8Repair MachineNoneReceive +1/4 builder level competence bonus on Craft checks
8Perfect PickNoneTake 10 on a single Disable Device or Open Lock check per day as a full-round action.
10Translation MatrixNeckReproduce effects of tongues
10ScanalyzerGlassesReproduce owl's wisdom 1/4 builder level/day
10Power ServosGauntletsReproduce bull's strength 1/4 builder level/day
10Blaster GlovesHandsFire 3/4 builder level magic missiles/day
10Auto-DocBackpackGain Fast Healing 1/4 builder level for 1/2 builder level rounds/day
10Agile ServosBootsReproduce cat's grace 1/4 builder level/day
11Jump JetBackpackLeap up to 30 feet as a move action
12TaserWeaponReproduce hold person 1/4 builder level/day
12RebreatherMaskGain ability to breathe underwater
12HolotronNoneReproduce major image 1/4 builder level/day
12Blink MatrixArmorReplicate blink 1/4 builder level/day
14Thaumic CapacitorNoneAttached weapon receives +1 enhancement bonus/4 builder levels
14Missile FocusNeckSpells that fire multiple missiles fire +1 missile/6 builder levels
14Magic De-binderWandReproduce dispel magic 1/4 builder level/day
14CloakerCloakGain 25% concealment, invisibility 1/4 builder level/day
15Temporal ManipulatorNoneReproduce haste or slow 1/4 builder level/day
16Wide-Range HologramSpecialReplicate hallucinatory terrain and illusory wall 10 times/day
16Torch and WireTrapReplicate fire trap, trap is destroyed after use
16Dialysis MachineSpecialReplicate neutralize poison at will.
17Hypnotic Field EnhancerNecklaceFascinating effects fascinate 125% as many HD
17Greater PowersuitArmorUser is treated as one size larger, gain improved Strength
17FlashbangGrenadeThrow up to 1/2 builder level grenades/day. Opponents within 30 feet must save or be stunned
18Retributive FieldChestpieceAttackers take 1d6+1/2 builder level force damage, you gain DR 5/-
20ExtinguisherRodReplicate quench at will.
21Intellect DeviceHeadbandWearer is affected as if by awaken
21Dimensional LockRingPrevents inter-planar effects, travel
21De-SummonerRodReplicate dismissal 1/day
22JetpackBackpackReplicate overland flight
22EM GogglesGogglesWearer is affected as if by true seeing
22CommlinkSpecialCommunicate through headsets as telepathic bond
23Zero-Point DeviceGloveReplicate telekinetic sphere 1/day
23Sonic DisruptorSpecialAll spells require DC 30 Concentration check, language-dependent spells are rendered useless. Usable 3/day
23Glyph TrapTrapReplicate symbol of pain or symbol of sleep
23Disruption ModuleSpecialAttached Weapon deals double damage to undead, and can deal critical hits against them.
23DecomposerRodReplicate transmute mud to rock or transmute rock to mud 3/day each
25Portal GunRodCreate 2 connected portals on smooth surfaces, 1/day per builder level
26DweomerlyzerRodReplicate analyze dweomer 3/day
26Enhanced CloakerTorsoReplicate greater invisibility 1/5 Builder level/day
27Persistent HologramSpecialReplicate permanent image
27Force CannonWeaponDevice fires blast that bull rushes opponent, using builder Intelligence as Strength. On hit, deal 1d6 force damage/4 builder levels.
27AnimatronHeadbandAnimates body as Golem of appropriate type for 1d4 rounds/builder level.
28Freeze RayWandTarget must save or be petrified. Fire again to unpetrify.
28Control DeviceSpecialSubject is placed under geas
29Superior Magic De-binderRodReplicate greater dispel magic 1/4 builder level/day
29Super ServoTorsoReplicate transformation 1/day
32Instant DoorSpecialReplicate phase door 5/day
32Spell ReflectorRodReplicate spell turning 1/4 builder levels/day
33Neural ScramblerRodReplicate insanity
33Combat LaserRodReplicate sunbeam 1/5 builder level/day
34Stunning TrapTrapReplicate symbol of stunning, trap is destroyed after use
36Superior Fire TrapTrapReplicate delayed blast fireball, trap is destroyed after use
36Null Field GeneratorTrapWhen triggered, replicates antimagic field, trap is destroyed after use
36Dimension Pull UnitChestpieceReplicate simulacrum 2/week
36Chaos Wave DeviceGlovesReplicate prismatic spray 1/4 builder level/day
38Zero-Point CageRodReplicate forcecage 3/day, target saves or is rendered comatose for duration
40Gravitonic ManipulatorSpecialGenerate subjective gravity (determined by wielder) for builder level rounds/day
41Ultimate PrisonTrapReplicate maze or trap the soul (trigger object only) when triggered, trap is destroyed after use
41Tesla Vibration UnitSpecialReplicate earthquake 1/day
41OverclockerSpecialAttached magic item can expend extra charges to apply metamagic
41Emergency TeleportRingReplicate word of recall when certain conditions are met.
41Death TrapTrapReplicate symbol of death, trap is destroyed after use
43Magic FizzlerSpecialSpells cast within 60 feet are under the effects of wild magic.
44Soul PullerSpecial50% chance of raising subject as raise dead, 50% chance of nothing, 1 use.
45Ethereal PulserBracersReplicate ethereal jaunt 5/day
49Planar GateSpecialCreate a gate keyed to a specific plane.
50Precognition ModuleHelmetReplicate foresight 2/day
51Temporal Freeze DeviceRodReplicate time stop 2/day
51Graviton GrenadeGrenadeCreatures within 10 feet of thrown grenade subjected to implosion.
52Improved AutodocBackpackReplicate regenerate 3/day
58Hard-Light ProjectorRodReplicate shades 3/day

malonkey1
2013-07-07, 06:14 PM
Alphabetical listing of descriptions for the Gadgets are as follows:

Builder level (BL) is analogous to caster level.

Name [Descriptor]: The name of the Device. [Any Descriptors] The [Extraordinary] descriptor denotes that this Gadget gives an extraordinary ability instead of or in addition to a supernatural one, allowing it to work more than 60 feet from its builder. The [Trap] descriptor denotes a trap. Traps are not subject to the requirement of being within 60 feet of its maker, and remain functioning regardless of how far its builder is, or even if its builder is alive. The DC to find and disable gadgets with the [Trap] descriptor are 25 + replicated spell level (if applicable, DC 25 + 1/4 point cost if not)
Cost: The EP cost to build this gadget.
Type: the Item Type of the Gadget
Uses: Number of uses, and how frequently it recharges.
Save: Allowed Saving Throw
Effect: The actual effect of the Gadget
Point Effect: Any effects from spending extra points.

Advanced Lock
Type: Special (lock)
Uses: N/A
Save: None
Effect: You build a truly special lock. This lock, when attached to a door or similar object, has an open DC of 15 + builder level. The break DC of the object to which it is attached increases as the arcane lock spell, as cast by a Wizard of your builder level.
Point Effect: Using extra points increases the open DC and bonus hardness by 1.

Agile Servos
Type: Boots
Uses: 1/4 BL per day
Save: None
Effect: These servers are finely tuned for agility, allowing the wearer to replicate cat's grace as cast by a Wizard of your builder level.
Point Effect: Every 3 extra points increase the effect duration by 1 minute.

Animatron [Evil]
Type: Headband
Uses: Single-Use
Save: None
Effect: A corpse, skeleton, or other physical remains of a small or medium humanoid fitted with this device will rise as a flesh golem.
Point Effect: Every 4 extra points used to make this imbues the created golem with and extra Hit Die.

Audio Aid [Sonic] [Extraordinary]
Type: Special
Uses: Passive
Save: None
Effect: Upon placing this object in your ear canal, you receive a +1 circumstance bonus to auditory Perception checks.
Point Effect: For each extra point you use, the Perception bonus increases by +1.

Auto-Doc
Type: Backpack
Uses: Special
Save: None
Effect: This device, when worn on the back, can be used to quickly stitch up wounds mid-combat. You can use this device a total number of rounds equal to your builder level, which don't need to be consecutive and can be divided as you please. While this device is active, you receive fast healing equal to 1/2 your builder level.
Point Effect: Each extra point increase the number of round this device can be used for by 1.

Black Light [Light] [Extraordinary]
Type: Wand
Uses: At will.
Save: None
Effect: Activating this device is a swift action. This wand emits a 60-foot cone of UV light that provides a +1 circumstance bonus to purely visual Perception checks within that cone. Additionally, any magic items with a Caster Level greater than 12 immediately begin to fluoresce within this cone. This does not allow you to identify the school of the magic item or detect lingering spell effects.
Point Effect: Each additional point increases the Perception check bonus by +1. Additionally, Spending 3 extra points causes magic items with a Caster level between 6-11 to fluoresce. Spending a total of 6 points causes all magic items to fluoresce.

Blaster Gloves [Force]
Type: Gloves
Uses: 3/4 Builder Level missiles/day
Save: None
Effect: These gloves, covered in magical capacitors, can fire 3 missiles per 4 Builder levels (max 15), each dealing 1d4+1 damage. Any effects that protect against magic missile protect against this ability. You can fire any number of these missiles at once.
Point Effect: Every 2 points allows you to fire an extra missile per day, and each point increases the total damage of any missiles you fire per day by +1. You can spread this damage across each missile as you wish.

Blink Matrix
Type: Armor
Uses: 1/4 BL/day
Save: None
Effect: This normal Chain Shirt has numerous whirring, humming devices attached. Once per day per 4 Builder Levels, you can replicate the blink spell as a Wizard of your Builder Level.
Point Effect: Each extra point increases the duration of the effect by 1 round.

Chaos Wave Device [Chaotic]
Type: Gloves
Uses: 1/4 BL/day
Save: Special
Effect: These gloves are covered in fine wires, with a small multi-colored lens over the middle knuckle. Once per day per 4 Builder Levels, you can replicate the prismatic spray spell as a Wizard of your Builder Level.
Point Effect: Each extra point used on this device increase the save DC for its effects by 1.

Cloaker
Type: Cloak
Uses: Special; see text
Save: None
Effect: This cloak has what looks like thin gold wires threaded through its fabric. The light just seems to slide past it. While wearing this cloak, you receive 25% concealment. Once per 4 builder levels per day, you can replace this concealment with the effects of an invisibility spell as cast by a Wizard of your Builder Level.
Point Effect: Each extra point used by this gadget grants you a +1 competence bonus to Hide and Move Silently checks (cumulative).

Combat Laser [Light]
Type: Weapon
Uses: Special; see text
Save: Reflex negates, Reflex half; see text
Effect: This small device looks like a wand with an angled handle and a trigger. It can be used as a ranged weapon which deals 2d6 fire damage as a ray (critical 19-20 x2). This does not wear down, but you can overcharge it, replicating the effects of a sunbeam spell as cast by a Druid of your Builder Level up to once per day per 5 Builder Levels.
Point Effect: Each extra point you spend on this device increases its attack and damage by the number of extra points used as an untyped bonus. This bonus damage also applies to its sunbeam ability.

Commlink [Mind-Affecting]
Type: Headband
Uses: Passive
Save: None
Effect: This headband has a small gem set into the front, which shines a little more brightly when you place it on your head. Its mate is identical. This headband allows the wearer to communicate with its mate as if by the telepathic bond spell as cast by a Wizard of your level.
Point Effect: Every 3 points you spend on this item allows you to add a headband for them to use, including them in the effect. You cannot exceed the normal limit for the spell this way.

Control Device [Mind-affecting][Trap]
Type: Headband or special
Uses: Passive, special
Save: Will Negates or none.
Effect: You have made a small electronic device, designed to control another creature. You can make this as a headband or a neural implant. If you make it as a headband, you can place it on the head of an unwilling creature, who must make a Will save or be rendered under the effects of a geas of your choosing until it is fulfilled. If you create a neural implant, in order to use it, you must make a Heal check (with a DC equal to 10 + the total of the target's
mental ability scores, Charisma, Intelligence and Wisdom). If you succeed, the device is implanted and the target is denied a save. If you fail, the machine is rendered useless, and the victim must make a Fortitude save (DC equal to its own Hit Dice) or die. If you successfully control a creature with this device, it is rendered inert once the task given is completed. You may deactivate the device at will from any place on the same plane. While active, the device can not be removed without breaking the geas and causing the victim to suffer the ill effect. You lose the points used to make this device as normal upon building it, and do not regain the points until the device is disabled, either by completing the geas or by you deactivating it.

Dart Guns [Extraordinary]
Type: Bracer
Uses: Special
Save: None
Effect: These bracers have what looks like miniature crossbows attached to them. There is a small trigger attached to the wrist on each. These bracers give you two ranged natural attacks which each deal 1d4 damage (do not add ability modifiers). These attacks require you to load them with darts. You can make 5 attacks with each before reloading (a full-round action to reload both, move action to reload 1). You may tip these with poison with a +3 bonus on the check to do so.
Point Effect: Each extra point you use on this gadget increases the number of darts it can hold by 1, and grants a +1 cumulative insight bonus to damage and attack with this weapon. You needn't choose between these effects, you simply receive both.

De-Summoner
Type: Wand
Uses: 1/day
Save: Will negates
Effect: This small wand is wrapped tightly in insulated wires, and has a small glass ball which crackles with energy attached to the end. You can, once per day, use this device to dismiss an outsider as per the dismissal spell, as cast by a Cleric of your Builder Level.
Point Effect: Each extra point used on this machine increases the save DC by 1.

Death Trap [Death][Trap]
Type: Trap
Uses: Single use
Save: Fortitude negates
Effect: You can set this trap, with is composed of various magical capacitors connected to a single, powerful circuit that resembles a skull. When it is triggered, it replicates the effects of a symbol of death as cast by a Wizard of your Builder Level.
Point Effect: Each extra point used on this gadget increases either the DCs to find and disable the trap or the save DC by 1. You can mix these bonuses as you please.

Debilitating Mace
Type: Weapon
Uses: Special
Save: Fortitude Negates
Effect: This +1 mace discharges a small electrical jolts, causing muscle spasms. On hitting a living opponent, this weapon deals 2 points of Strength damage (Fortitude negates). Each point of Strength damage stacks. This can also be done through a touch attack, but this does not deal weapon damage.
Point Effect: Every 3 extra points increases the Strength damage dealt by this gadget.

Decomposer
Type: Rod
Uses: 5 charges/day
Save: Special; see text
Effect: You can use 1 charge on this device to: replicate transmute stone to mud, replicate transmute mud to stone, or deal 1d6 damage/Builder Level to any creature or object composed of plant matter (a successful Fortitude save halves this damage).
Point Effect: For every 2 extra points you spend on this gadget, it gains 1 extra charge per day.

Dialysis Machine [Extraordinary]
Type: Special
Uses: At will
Save: None
Effect: This machine has numerous tubes and a small, square object attached to it. This device can neutralize literally any poison. This takes a number of rounds equal to the save DC of the poison, during which time the subject does not need to make saves. If they do remain in the device for the full time, then their poison's effects resume.
Point Effects: For every 2 extra points used to make this device reduces the required amount of time to neutralize poisons by 1 round, to a minimum of 1 round.

Dimension Pull Unit
Type: Armor
Uses: 2 Uses
Save: None
Effect: This normal +1 Leather Armor is covered in odd machines and carefully arranged crystals, with a single, fist-sized piece of onyx in the center. 2 times, you can use this gadget to replicate the simulacrum spell as a Wizard of your Builder Level. This duplicate is pulled from another reality, and has only a tentative link to your reality, and only remains for 1 round per 2 Builder Levels. Once the device's charges have been expended, it becomes inert, returning to being normal +1 Leather Armor
Point Effect: Every 2 extra points used for this gadget grants an additional use each.

Dimensional Lock
Type: Ring
Uses: Passive
Save: Will negates; see text
Effect: This ring is made from carefully carved quartz, with a small, pulsing gem and a miniscule circuit board attached. It hums with energy, and begins to heat up in the presence of interplanar travel magic, such as a gate. Anyone wearing this ring is incapable of being targeted by effects originating from other planes, including conjuration (calling) spells. This does not extend to extra-planar effects being channeled through a character on the wearer's plane (e.g. vestige powers, energy channeling, healing spells, etc.). This device also prevents the wearer from traveling between planes. In order to remove it, the wearer must succeed on a Will save (the builder can remove this device from any creature without making a save). Success means the ring is removed and permanently disabled, returning its Engineering Points to its maker (If removed by the builder, he can choose whether it is disabled upon removing it). Failure causes 1d4 electrical damage/builder level to the wearer, and they may not try again for 24 hours. This device is not subject to the 60-foot range limitation of devices, and remains functional at an infinite distance from its builder.
Point Effect: Each extra point spent on this device increases the will save DC by 1.

Disruption Module
Type: Special
Uses: Passive
Save: Fortitude half; see text
Effect: This small bundle of wires, transistors, and capacitors appears to be designed to be attached to the handle of a weapon. A weapon with this machine attached cracks and sparks with energy when striking undead. Any weapon with this device attached to it deals double damage to undead creatures, (this doubling stacks with multipliers for critical hits). The weapon can also be used to perform critical hits against undead. Undead affected by critical hits and are treated as if they have 50% fortification.
Point Effect: Each extra point allows this device to replicate detect undead 1/day.

Dweomerlyzer
Type: Rod
Uses: 3/day
Save: None
Effect: This rod has a small display on one side. When you hold it over a magic item, it beeps and whirs before giving a brief explanation of its properties. 3 times per day, you can replicate the effects of a legend lore spell.
Point Effect: For every 3 extra points, you can use this device 1 extra time per day.

EM Goggles
Type: Goggles
Uses: Passive
Effect: These goggles have large, green lenses, and is covered in circuits and wires. You are treated as having the effects of true seeing when faced with effects without a caster level or with a caster level equal to or less than your builder level.
Point Effect: For every 2 extra points used for this device, your builder level for the purpose of this device's effects receives a cumulative +1 circumstance bonus.

Emergency Teleporter
Type: Ring
Uses: Single-use
Save: None
Effect: This ring is studded with tiny white gems. Depending on the circumstances, they occasionally glow. When building this ring, its maker must designate specific conditions under which it will activate, as well as where the user is teleported. When activated, this device replicates the effects of word of recall for its wearer, as well as 1 other willing creature per 1 builder levels. Using this device destroys it.
Point Effect: Every 4 points grants an additional use of this ring before it is destroyed.

Enhanced Cloaker
Type: Cloak
Uses: Special; see text
Save: None
Effect: This cloak is barely visible, an obvious advancement from its predecessor. This device functions like the cloaker, except that it replicates greater invisibility.
Point Effect: Each extra point used by this gadget grants you a +1 competence bonus to Stealth checks (cumulative).

Ethereal Pulser
Type: Vest
Uses: 5/day
Save: None
Effect: This vest, covered in strange crystals and boggling circuitry, seems to fade into near-invisibility at its edges. 5 times per day, this vest can be used to replicate ethereal jaunt as a Wizard of your Builder Level.
Point Effect: If you use 5 extra points on this device, your natural and melee attacks gain the force descriptor, allowing you to use them against corporeal creatures without the accompanying miss chance.

Extinguisher
Type: Wand
Uses: At will
Save: Reflex partial; see text
Effect: This Wand feels cool to the touch. If you hold it too close to a bonfire or other large heat source, it trembles, almost like it's anticipating something. This device allows you to replicate the quench spell as a swift action. Any creature that would be damaged by this effect can make a Reflex save to halve damage from this spell.
Point Effect: Every extra point used on this device increases your fire resistance by 1.

Flashbang [Sonic][Light][Extraordinary]
Type: Special
Uses: 1/2 BL per day
Save: Will negates
Effect: This device appears to be an assembler of some sort. When you open it, you find a small, eggshaped object with a pin. This machine generates 1/2 Builder Level grenades each day. Those within 30 feet of a thrown grenade must make a will save or be stunned and/or deafened for 1d8 rounds. Each save must be made independently.
Point Effect: Every 2 extra points grants an extra grenade per day.

Force Cannon [Force]
Type: Weapon
Uses: At will
Save: None
Effect: This pistol has a small number of glass orbs set into the sides of the barrel, each one glowing gently. This +1 pistol (1d10 piercing, crit 20 x3, 50-ft. range) can, as a standard action, launch a bolt of force at a target, effectively making a bull rush without risk of taking attacks of opportunity. The Strength of this force is equal to the greater of the intelligence or builder level of this pistol's maker. If the bull rush succeeds, the target takes 1d6/4 Builder Levels of force damage, +1d6 for every 5 by which the blast succeeds its check.
Point Effect: Every 2 extra points increase the effective Strength score of the force blast.

Freeze Ray [Cold]
Type: Wand
Uses: 10 charges/day
Save: Fortitude negates
Effect: This small device feels cold to the touch, as if it wants to freeze you solid. By consuming one charge, you can freeze a target solid as a full-round. This replicates a flesh to stone spell, as cast by a Wizard of your Builder Level, except that creatures who are immune to cold damage are unaffected. Conversely, you can use 1 charge as a swift action to replicate the effects of stone to flesh, either to undo the effects of this device or to simply remove a petrification effect like normal.
Point Effect: For every 2 extra points you spend on this device, it holds 1 extra charge per day.

Glyph Trap [Trap]
Type: Trap
Uses: Single-use
Save: Will or Fortitude negates; see text
Effect: This machine is composed of a small device tipped with a glass lens, easily concealed. When triggered, the device send out a beam that either incapacitates or agonizes the target. This gadget acts as a death trap, except that it instead replicates symbol of pain or symbol of sleep. You must determine which effect the trap has when creating it.
Point Effect: Each extra point increases the save DC by 1.

Graviton Grenade
Type: Grenade
Uses: Single-use
Save: Fortitude negates
Effect: This strange, metal egg is at least 5 times as heavy as its size and materials would suggest. When you throw it, people die in a horrible, crushing death. This grenade effects any and all creatures within a 10-foot radius, immediately subjecting them to the effects of the implosion spell.
Point Effect: None.

Gravitonic Manipulator [Trap]
Type: Special
Uses: Passive
Save: None
Effect: When making this device, choose a gravity planar property. This device subjects the immediate 60 feet around it in a sphere to that gravity trait. If you choose objective directional gravity, it must be toward this device, or toward a point within 30 feet of the device.
Point Effect: For every 2 points, the radius of this effect doubles, and you can choose an additional "setting" for the device, allowing you to change between gravity traits (this makes for a good "off" switch). Switching settings is a free action, but you need to be able to reach it to change it.

Greater Powersuit
Type: Armor
Uses: Passive
Save: None
Effect: This mighty suit of +1 full plate armor looks to be far larger than its intended occupant, and imbues the wearer with greater strength at the cost of agility. While wearing this suit, you are treated as one size larger than normal, except that your Strength increases by +4 your Dexterity reduces by 4, and you gain a -2 to attack and AC due to your new size. This armor, like its predecessor, is very slow-moving. Using it reduces you speed to 10, and prevents you from flying or swimming. This armor must be made for a specific size, and will not function for larger or smaller sizes.
Point Effect: For every 2 extra points, you receive a +1 circumstance bonus to attack rolls and a +1 increase to the enhancement bonus of this armor.

Hard-Light Projector [Light]
Type: Rod
Uses: 3/day
Save: Will (disbelief); see text
Effect: This small rod is composed of small pieces of electronics wrapped around a slender piece of metal. It is topped with a pair of polished stereoscopic lenses, with a glowing gem between them. This gem emits light equal to that of a torch. This gadget can be used as a swift action to replicate the effects of a shades spell, except that it does not have a shadow component. This device will function 3 times/day.
Point Effect: Using 10 extra points makes the conjurations replicated by the magic of this device 90% real instead of only 80%.

Holographic Disguise [Light]
Type: Amulet
Uses: Passive
Save: None
Effect: This machine is little more than a wire-wrapped piece of quartz with a small, blinking light in its heart, hanging on a leather string. When you place it around your neck, you immediately take on a new appearance. This device replicates the effects of disguise self on the wearer. The appearance must be determined when the device is built.
Point Effect: For every 3 points you spend, the wearer gains 1 social skill trick (to be chosen at the time of building) while wearing this gadget. He needn't meet the prerequisites, and they do not count against his trick limit.

Holotron [Light]
Type: Special
Uses: Single Use
Save: Will (disbelief)
Effect: This machine sits short and squat on the ground. It glows and hums slightly when activated, creating a stunningly lifelike image. When placed on the ground and activated (a full-round action), this device generates a holographic image as per the major image spell, as cast by a Wizard of your level.
Point Effect: For every extra point, increase the save DC of this device by 1.

Hypno Hat [Mind-Affecting]
Type: Hat
Uses: 1/4 BL per day
Save: Will negates
Effect: This hat looks rather silly, just a ratty old turban with a small disk painted with a swirling pattern. When you spin the disk, you begin to momentarily lose yourself. This device can replicate the effects of a hypnotism spell as a Wizard of your level once per day per 4 Builder Levels.
Point Effect: Each extra point either increases the duration of the effect by 1 round, or increase the save DC by 1. You can mix these bonus as you please.

Hypnotic Field Enhancer
Type: Amulet
Uses: Passive
Save: None
Effect: This little ball of circuits and wires, hanging from a small metal chain, heats up when the wearer focuses intently on a thought. When the wearer uses an effect that fascinates a certain number of HD of creatures, she can instead fascinate 125% as many (rounded up).
Point Effect: For every extra point you spend, the amount of HD that can be fascinated increases by 5 percentage points.

Illumination Matrix [Extraordinary]
Type: Goggles
Uses: Passive
Save: None
Effect: These goggles resemble large glasses, with green-tinted glass that glimmers like a cat's eyes. These goggles, when worn, grant low-light vision.
Point Effect: If you spend 5 extra points, this item grants Darkvision 15, or extends existing Darkvision by the same amount. If you spend 10 extra points, this increases to Darkvision 30.

Improved Auto-doc
Type: Backpack
Uses: 3/day
Save: None
Effect: This machine is covered in all manner of bizarre and advanced surgical equipment. It resembles he Auto-Doc, but when you see it at work, you know that it is far more advanced. This device can replicate the effects of a regenerate spell on its wearer, as cast by a Cleric of your Builder Level, as a swift action. You can attach the Auto-doc to this gadget and treat them a s a single device. This returns the points used for the Auto-Doc, but you must still be able to spend the points to make each separately before you can combine them.
Point Effect: Each extra point grants the device a +2 bonus to hit points healed by the regenerate effect.

Instant Door
Type: Wand
Uses: 5/day
Save: None
Effect: This device resembles an oversized iron key, with a piece of quartz set in the end, and a row of 5 tiny lights dotting the shaft. When you point it at a flat surface, you can create a phase door as a Wizard of your Builder Level 5 times per day. You can make this door visible and usable to anyone you choose by giving them a preset password. When they speak the password near the door, it becomes publicly visible and usable by anyone for 1 use.
Point Effect: If you spend 10 extra points on this gadget, it becomes a permanent object, usable any number of times, but unmovable unless completely dismantled. It also acquires the [Trap] descriptor.

Intellect Device
Type: Headband or collar
Uses: Passive
Save: Will negates (harmless)
Effect: This collar has dozens of complex widgets studding it. When placed around an animal's head or neck, this device replicates the effects of an awaken spell on its wearer. The creature will still have the same attitudes it had before becoming sentient.
Point Effect: If you spend at least 5 extra points, the creature also gains the capacity to speak, knowing one language the builder knows. Each additional point teaches it a new language out of those that the builder knows.

Jetpack [Force]
Type: Backpack
Uses: Special
Save: None
Effect: This strange device, when used, generates a small jet of fire beneath it. This device allows you to replicate the effects of overland flight. You may replicate these effects for a total amount of time up to the duration appropriate for a Wizard of your Builder Level, but it doesn't need to be consecutive. Once you have expended the full amount of time for your level, the Jetpack ceases to function for 12 hours, after which it will be fully charged.
Point Effect: Each extra point reduces the recharge time by 1 1/2 hours.

Jump Jet [Force]
Type: Backpack
Uses: 1/day per BL
Save: None
Effect: It resembles a Jetpack, but seems much more compact. It's unlikely that it could sustain true flight. Once per day per Builder Level, you can leap a total vertical and horizontal distance of 60 feet as a move action. Doing so in combat provokes attacks of opportunity as if you had moved normally, and Acrobatics checks can be used to avoid this as normal..
Point Effect: For every 2 additional points spent on this gadget, you receive a +1 Dodge bonus to AC against Attacks of Opportunity while moving.

Lesser Powersuit
Type: Armor
Uses: Passive
Save: None
Effect: This suit of +1 Half-Plate armor is noticeably larger than normal, and closer inspection of the inside shows some sort of frame. The wearer of this armor is effectively 1 size greater than normal, as per enlarge person, except that your Strength only increases by 1, your Dexterity only reduces by 1, and you receive no size penalties to AC or Attack. Due to the cumbersome nature of the device, using it reduces you speed to 10, and prevents you from flying or swimming. This device must be built for a specific size, and will not function for creatures larger or smaller than intended.
Point Effect: For every 3 extra points, you receive a +1 circumstance bonus to Dexterity.

Magic De-Binder
Type: Wand
Uses: 1/4 BL per day
Save: None
Effect: This wand is warm to the touch, and spellcasters and other magic-users feel “tingly” when they touch it. This wand can replicate dispel magic, as a Wizard of your Builder Level once per day per 4 Builder Levels.
Point Effect: Each extra point grants a cumulative +1 competence bonus on caster level checks made to dispel effects with this item.

Magic Fizzler
Type: Special
Uses: Special
Save: None
Effect: This machine appears to be just a simple black box with a bright red button. After this device has been set down and activated, it sends a brief flash of light, and then remains inert for 1 round. After that round, the box, and a 60-foot sphere around it, are enveloped in a field of wild magic. This effect lasts for 1d4 + 1/4 BL rounds
Point Effect: If you use 10 points, you can designate that any creature (you may not choose which) affected by wild magic may roll twice for their results and choose which result they receive within the wild magic zone.

Minor Thaumic Capacitor
Type: Special
Uses: Passive
Save: None
Effect: This small device looks like it would be attached to the hilt or pommel of a weapon. While attached to a weapon, this gadget grants it a +1 enhancement bonus.
Point Effect: For every 2 extra points, the hardness of the attached weapon increases by 5.

Missile Focus
Type: Amulet
Uses: Passive
Save: None
Effect: This rather close-fitting choker has a red gem set in its center. When you cast a spell that fires multiple projectiles, the gem turns to the same color as those projectiles and the looses extras. Any spell which launches multiple projectiles (e.g. magic missile) that is cast by the wearer of this gadget launches 1 extra projectile per 2 Builder Levels.
Point Effect: Every 2 extra points grants a +1 cumulative insight bonus on damage to each projectile from projectile spells.

Neural Scrambler [Mind-Affecting]
Type: Rod
Uses: Single-Use
Save: Will negates
Effect: This rod, a plain stick of ivory, when touched to a target's head, drives them mad. This replicates insanity as cast by a Wizard of your Builder Level.
Point Effect: For each extra point, the save DC increases by 1.

Null Field Generator
Type: Trap
Uses: Single Use
Save: None
Effect: This trap feels cold to the touch, and it actually hurts for spellcasters and other magic users to hold it for too long. When this trap is activated, it replicates either an antimagic field or soulbanned zone (from Magic of Incarnum), which is chosen at trap creation, as cast by a Wizard of the maker's Builder Level. This effect is centered either on the triggerer of the trap, or where the trap was triggered.
Point Effect: Every 3 extra points used on this device doubles the size of the effect area, up to a maximum of 80 feet

Oil Slick Boots/Gloves [Extraordinary]
Type: Gloves or Boots; see text
Uses: 1/4 BL per day
Save: Special; see text
Effect: This device either takes the form of some very oily-looking gloves, or a pair of boots with small containers built into the soles. If this gadget is built as gloves, you can replicate the portion of the grease spell that allows you to imbue the effect on an object, while if it is built as boots, you can only replicate the portion of the spell that creates a ground-bound oil slick. Either way, you can use this as a Wizard of your Builder Level once per day per 4 builder levels.
Point Effect: Each extra point increases the save DC of the effect by 1, as well as increasing the Balance DC vs. the oil slick effect by 1.

Overclocker
Type: Special
Uses: Special
Save: None
Effect: This rather gnarly-looking electronic component it intended to be attached to certain magic items. It allows you to increase the effectiveness of those items, at the cost of their durability. This gadget can be attached to any item with charges or limited (but not per-day) uses, and other gadgets with limited uses, limited charges, or charges or uses per day. You can use any Metamagic feat you possess with spells cast or replicated by this item, but doing so expends extra uses or charges equal to the number of levels this increases the spell by (minimum 1).
Point Effect: For every 3 extra points you use to make this gadget, reduce the number of extra charges used for metamagic by 1 (minimum 1).

Perfect Pick [Extraordinary]
Type: Special
Uses: Special
Save: None
Effect: These masterwork thieves' tools are so astoundingly well-built that they can facilitate very rapid disabling of locks and devices, allowing the user to take 10 on any Disable Device check, regardless of circumstances, as a full-round action, once per day. Due to its fine-tunedness, any time where its user fails a check with them by more than 5, they revert to being normal thieves' tools until repaired, returning its Engineering Point cost to their creator.
Point Effect: For every 2 extra point spent on this gadget, the user receives a +1 competence bonus to Open Lock and Disable Device checks.

Persistent Hologram [Light][Trap]
Type: Special
Uses: Special
Save: Will (disbelief)
Effect: This small device consists of a small electronic device with a hemispherical glass lens on top of it, sitting on a tripod. This machine replicates the effects of a permanent image spell, as cast by a Wizard of your Builder Level.
Point Effect: None

Planar Gate [Trap]
Type: Special
Uses: Continual
Save: None
Effect: This device takes the form of a doorway intended for a Medium-sized creature to enter comfortably. Upon entering, you find yourself in another plane. This gadget replicates the planar travel effect of a gate spell continuously. This gate is always active, save for if it is dispelled, and can be entered from either the plane of origin or the destination plane, allowing travel between the two. Do note that this can be very dangerous, especially the hazardous planes such as the plane of Negative Energy!!
Point Effect: For every 2 extra points, the portal's size increases by 1 category, to a maximum of Collossal.

Portal Gun
Type: Rod
Uses: 3/day; see text
Save: None
Effect: This device can be used to set up a pair of portals sufficiently large for a medium creature to pass through standing up. They can be any distance apart, so long as they are on the same plane. Travel between them is instantaneous, and momentum is conserved upon entry and exit. The portals can only be created on a smooth, hard, flat surface such as worked stone. Each pair of portals consumes 1 daily use of this device, which can be used three times per day. Each new pair of portals destroys the old pair, but you can choose to keep one of the portals in the new pair where one of the portals from the previous pair was.
Point Effect: Every 3 extra points used on this item grants it an additional daily use.

Power Fist
Type: Gauntlets
Uses: Passive
Save: None
Effect: These gauntlets are much larger than would normally make sense, but when you put them on, they feel natural. They don't seem so light to those you punch. The wearer of these gauntlets has their Unarmed Strike improved so that it does damage as if he were two sizes larger, stacking with other such effects. This does not extend to other natural weapons, such as claw attacks. This gadget must be built for a specific size, and will not function for larger or smaller creatures. This device does not grant Improved Unarmed Strike.
Point Effect: For every 3 extra points spent on this gadget, you receive a +1 circumstance bonus to unarmed attack and damage rolls.

Power Servos
Type: Gauntlets
Uses: 1/4 BL per day
Save: None
Effect: These gauntlets contain a set of powerful motors designed to amplify the wearer's strength. The wearer of these gauntlets can replicate the effects of bull's strength once per day per 4 Builder Levels, as a Wizard of the builder's BL.
Point Effect: Every 3 extra points increase the effect duration by 1 minute.

Precognition Module
Type: Helmet
Uses: 2/day
Save: None
Effect: This helmet, covered in electronics and small quartz crystals, can grant its wearer occasional glimpses into the future. 2 times per day, you can replicate the effects of a foresight spell as cast by a Wizard of your Builder Level.
Point Effect: Every 3 extra points increases the bonuses to AC and Reflex by 1.

Rebreather [Extraordinary]
Type: Mask
Uses: Passive
Save: None
Effect: This device allows you to breathe underwater for 2 hours per day per Builder Level (Maximum 24).
Point Effect: None

Repair Machine
Type: Special
Uses: At will
Save: None
Effect: This small widget has various miniature craftsman's tools, and is very handy for fixing and building things. These tools are treated as Masterwork crafting tools, except that they grant a bonus on craft checks equal to 1/4 the maker's Builder Level.
Point Effect: Every 2 extra points increases the granted bonus by +1.

Retributive Field [Force]
Type: Armor
Uses: Passive; see text
Save: None
Effect: This Masterwork leather armor has a few circuits and devices placed on it surface. When you wear it, it takes on an almost metallic sheen. This device grants the wearer DR 5/-, and damages any who attack the wearer in melee, dealing 1d6 + 1/2 Builder Level force damage (maximum +10) to each attacker per melee attack. After the DR from this gadget has prevented a total of 10 damage per Builder Level, the magical qualities of this armor cease to function for 24 hours.
Point Effect: Each extra point used for this Gadget increases the amount of damage it can absorb before ceasing to function by 5

Scanalyzer
Type: Goggles
Uses: 1/4 BL per day
Save: None
Effect: This pair of goggles looks perfectly normal, but when you put them on, the lenses light up, overlaying a helpful display over your field of vision. The wearer of these goggles can replicate the effects of owl's wisdom once per day per 4 Builder Levels, as a Wizard of the builder's BL.
Point Effect: Every 3 extra points increase the effect duration by 1 minute.

Sonic Disruptor [Sonic]
Type: Rod
Uses: 3/day
Save: None
Effect: This rod is thicker than most, with a strange membrane at each end. When you press the button on the side (a swift action), it begins wailing and screeching, drowning out speech, rendering language-dependent abilities useless, and disrupting spells. Any spell cast within 120 feet of the active gadget requires a DC 30 Concentration Check or it is immediately wasted. This effect lasts for 1 minute, but can be ended by the user at any time as a free action.
Point Effect: Every extra point increases the Concentration DC by 1.

Soul Puller
Type: Special
Uses: Single Use
Save: None
Effect: This Huge machine consists of a ring of copper coils, standing on end, with metallic orbs on their ends, around a table with leather restraints. Activating the machine burns out the wiring, and has a 50% chance of raising a dead creature placed in the center, provided it can be raised, as if by a raise dead spell as cast by a Cleric of your Builder Level.
Point Effect: Every 2 extra points used for this gadget increases the chance of raising the target by 5 percentage points.

Spell Refelector
Type: Rod
Uses: 1/4 BL per day
Save: None
Effect: This rod is silvery and mirror-like. When you press the button on the side, a mirrored field of energy surrounds you, replicating the effects of a spell turning spell as cast by a Wizard of your Builder Level. You may use this gadget a number of times per day equal to 1/4 your Builder Level.
Point Effect: Every 2 extra points used to make this gadget increases the number of spell levels this effect can turn by 1.

Stunning Trap [Trap]
Type: Trap
Uses: Single-Use
Save: Will Negates
Effect: As a death trap, except that it replicates a symbol of stunning as cast by a Wizard of your Builder Level.
Point Effect: Each extra point used on this gadget increases either the DCs to find and disable the trap or the save DC by 1. You can mix these bonuses as you please.

Super Servo
Type: Torso
Uses: 1/day
Save: None
Effect: This tight-fitting bodysuit has a metal skeleton with large motors at the joints. Once per day, you can use this gadget to replicate the statistical effects of a transformation spell.
Point Effect: Every 5 extra points used on this device increase the Dexterity and Strength bonuses by 1.

Superior Fire Trap [Trap]
Type: Trap
Uses: Single Use
Saves: Reflex partial; see text
Effect: This small trap consists of a tripwire or pressure plate and a small, rod-shaped object. When activated, this trap launches a small bead of energy at the triggerer of the trap, which will explode as a delayed blast fireball as cast by a Wizard of your Builder Level. You can choose the delay set on the blast when making the trap, but once set, it can't be changed.
Point Effect: Each extra point increases the save DC of this effect by 1.

Superior Magic De-Binder
Type: Rod
Uses: 1/4 BL per day
Save: None
Effect: This machine resembles a magic de-binder, but is larger, and actually stings for magic-users to hold. This device functions as a magic de-binder, except that it replicates the effects of greater dispel magic.
Point Effect: Each extra point grants a cumulative +1 competence bonus on caster level checks made to dispel effects with this item.

Taser
Type: Rod
Uses: 1/4 BL per day
Save: Fortitude negates
Effect: This rod has two small metal prongs at the end. When you press the button and touch an opponent with the pronged end, it often paralyzes them. This gadget replicates the effects of a hold person spell, except that the effect requires a Fortitude save and is not mind-affecting.
Point Effect: Each extra point increases the save DC of this effect by 1.

Temporal Freeze Device
Type: Staff
Uses: 2 times/day
Save: None
Effect: This staff, made of a plain shaft of wood and topped with complicated electronics, can be used to replicate the effects of a time stop spell as cast by a Wizard of your Builder Level twice per day.
Point Effect: Every 2 extra points increases the duration from the user's perspective by 1 round.

Torch and Wire [Trap]
Type: Trap
Uses: Single Use
Save: Reflex half
Effect: This deceptively simple-looking trap replicates the effect of a fire trap spell, as cast by a Druid of your Builder Level.
Point Effect: Each extra point increases the save DC of this device by 1.

Translation Matrix
Type: Amulet
Uses: BL minutes/day
Save: None
Effect: You can reproduce the effects of a tongues spell as cast by a Wizard of your level for up to 20 minutes per day. This time needn't be consecutive, and can be split up however you choose.
Point Effect: Every 2 extra points used on this device grant a cumulative +1 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for conversational uses.

Ultimate Prison [Trap]
Type: Trap
Uses: Single Use
Save: Special; see text
Effect: This trap replicates the effects of either a maze spell or the trigger object version of trap the soul on its tripper, chosen at the time of creating the trap.
Point Effect: Each extra point increases the DC to find and disarm this trap by 1.

Wall-Climbing Gloves
Type: Gloves
Uses: Passive
Save: None
Effect: These leather gloves are covered in fine hairs that give it the appearance of black velvet. The wearer of these gloves receive a climb speed equal to 1/2 their base speed, and receive a +5 circumstance bonus on all checks and saves to keep hold of an object.
Point Effect: Every 2 extra points increases the climb speed granted by these gloves by 5 feet.

Wide-Range Hologram [Light]
Type: Staff
Uses: 100 Charges/day
Save: Will (disbelief)
Effect: You can replicate the effects of hallucinatory terrain (10 charges/use) and illusory wall (1 charge/use) using this device. Each effect is treated as if cast by a Wizard of your Builder Level.
Point Effect: Each extra point grants either 10 extra daily charges, or increases the save DC for its effects by 1. You can mix these bonuses as you please.

Zero-Point Cage [Force][Trap]
Type: Trap
Uses: Single Use
Save: Will special; see text
Effect: The triggerer of this trap is immediately encased in the windowless cell version of the forcecage spell. Additionally, they must make a Will save or become comatose until they are released.
Point Effect: For each extra point, the duration of the effect increases by 1 hour.

Zero-Point Device [Force]
Type: Gloves
Uses: 1/day
Save: Reflex negates (object)
Effect: These gloves each have a polished lens in their palms. These lenses have no hardness and 1 hit point. When both lenses are broken, the device ceases to function. These gloves allow the wearer to replicate a telekinetic sphere once per day as a Wizard of your Builder Level.
Point Effect: None

malonkey1
2013-07-07, 06:15 PM
Reserved Post #3

malonkey1
2013-09-21, 11:10 PM
In case you guys were unaware, I'm definitely done reserving posts. I intend to add a PrC or two if there's any interest.

And if anybody at all wants to post some art, I'd love it. Obviously not asking, but, I wouldn't object. Yeah. I should shut up now.