| Equipment | Natural Materials
You do not need kits to create combat or skill sphere effects that do not possess a costly material component (such as an alchemy kit to create formulae from the Alchemy sphere). The materials are assumed to be gathered from your natural environment or generated by you. This talent treats you as always possessing the appropriate kit for combat or skill sphere effects (such as an alchemy crafting kit’s reduced poison crafting time for Alchemy sphere).
You may substitute your practitioner or operative modifier for your Intelligence modifier when attempting Craft checks to create combat or skill sphere effects.
You no longer require a free hand to use combat or skill sphere effects based on your creations. This may mean spitting a formula rather than throwing it (using the same range), licking a weapon to poison it, or disgorging a trap or gizmo as you plant it. This does not reduce the action needed to perform any of these actions. In addition, your creations are stored within your body rather than on your person, preventing them from being stolen or sundered.
Discipline: Firearm Proficiency
You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.
Flex: Armor Training
You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.
Knightly Training
You gain proficiency with the greatsword, halberd, heavy flail, heavy pick, light flail, light pick, lance, longsword, shortsword, and warhammer, and may wield the bastard sword and estoc, but only as two-handed martial weapons. When performing a charge, you only suffer a -1 penalty to your AC rather than -2.
Gallowglass Training
You gain proficiency with the deer horn knife, greatsword, halberd, light shields, longbow, longsword, musket, pistol, shortbow, and shortsword, and may wield the bastard sword as a two-handed martial weapon.
Shield Training
You gain proficiency with all shields, including tower shields, and are proficient in all shield bashes.
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| Beastmastery - Rank 3 | Tame: Tame
You may attempt to train an animal to readily obey your commands in and out of combat. This requires 8 hours and a creature of the animal type that has an attitude toward you of indifferent or better. This time may be divided as per the magic item crafting rules. You may only train one creature at a time with this ability. At the end of this period, make a Handle Animal check with a DC of 10 + the creature’s Hit Dice. If successful, the creature is now considered tame. You may not tame a creature with more Hit Dice than you have ranks in Handle Animal. You may have multiple tame creatures under your control, but their total Hit Dice cannot exceed your ranks in Handle Animal. If you attempt to tame a creature that would exceed your Hit Dice cap, you must choose which other creatures to release. Animal companions and familiars, such as from class features, the Animal Companion talent, or the Pet talent, never count against this Hit Dice cap. You may not use this ability on a creature with the swarm subtype. A creature with a template adds the challenge rating adjustment of the template to its HD (minimum increase +0) for determining if you may tame it and for how many creatures you can have tame. Variant creatures with increased challenge ratings (such as a pyrohydra compared to a normal hydra, if using the Broad Skills talent), treats the challenge rating increase of the variant as if it were a template for this purpose. A creature whose permanent Intelligence score is raised above 2 is no longer a valid target for this ability and is automatically released. This effect ends if you go two full days without spending at least 1 hour training your tame creatures. This is treated as an extraordinary mind-affecting compulsion effect for the purposes of opposed control checks, such as another compulsion effect affecting your tame creature. Use your ranks in Handle Animal in place of your caster level for the opposed check. - When you tame a creature, you automatically grant them one general purpose from the Handle Animal skill. Tricks from this general purpose do not count against the number of tricks the tamed creature may learn.
Taming Actions
- Train Tricks: You may teach a tamed animal a number of tricks equal to 3 times their Int score plus 1 per 4 ranks in handle animal you possess.
- Retrain: You may retrain feats, skill ranks, and other options possessed by an animal ally. You may retrain one feat, general purpose, trick, or a number of skill ranks equal to your ranks in Handle Animal with 4 hours of training. The new feats and skills must be appropriate for the animal ally. Animal allies treat the Extra Combat Talent feat as an appropriate feat when retraining this way, even if it is not a practitioner. With 8 hours of training, you may instead retrain a number of feats equal to half your ranks in Handle Animal (minimum 2 feats). You may retrain anything your animal ally possesses that could be retrained normally, and the examples listed are not exhaustive. For example, a practitioner with this talent could retrain combat talents chosen by an animal companion with the martial beast archetype (Champions of the Spheres).
- Bolster: You may grant a tame creature 1 bonus Hit Die for every hour you spend training it with a Handle Animal check with a DC of 10 + the creature’s new Hit Dice total. These additional Hit Dice count against your Hit Dice cap for the trainer ability as normal and cannot cause the creature’s Hit Dice to exceed your ranks in Handle Animal. These additional Hit Dice are multiplied as normal for companions that have their Hit Dice doubled for the purposes of determining how many creatures you may have tame. If a creature is released from the tame condition, these bonus Hit Dice are lost immediately. Creatures do not gain size increases for these additional Hit Dice. Additional feats and skill points from these Hit Dice are assigned within the limits of the retraining action listed above.
Ride: Defensive Rider
When your mount is targeted by an attack or subject to a Reflex save, you may spend an attack of opportunity to make a Ride check and use the result in place of your mount’s AC or Reflex save result, if higher.
Mounted Buff
Any creature you are mounted on is considered proficient with all armors you are proficient with (All Armor). If you fail the Ride check granted by the Defensive Rider talent by 5 or less while your mount is wearing barding that it is proficient with, the attack damages your mount’s barding instead of your mount. Any damage in excess of the barding’s hit points is dealt to the mount. In addition, your mount may fly in medium or heavy barding.
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| Tinker - Rank 3 | Actions: Mass Interface
As a full-round action, you may activate any number of gizmos within your natural reach so long as each gizmo activated this way has an activation time of a standard action or less (unless otherwise stated, a gizmo may be activated as a move action). - Task Manager: As a full-round action, you may issue a command to any number of AI you crafted. You may issue a different task to each AI. If the AI is intelligent and does not require tasks known to take actions (such as any AI with an Intelligence of 3 or more), that AI instead receives a +1d4 + 1 per 5 gizmo level insight bonus on one d20 roll made before the end of its next turn.
In addition, you may expend martial focus to issue a command to an AI (or multiple, if using the full-round action granted by this talent) one step faster (full-round action > standard > move > swift). - Remote Control: Your gizmos and mechanoids can be activated, used, or piloted by a transmitter, so long as the gizmo or mechanoid is within the transmitter’s signal range. Activating a gizmo or mechanoid is separate from remotely controlling it. You could activate a gadget at range and then spend the necessary actions to use its gizmo abilities (such as turning on an Emergency Set fire extinguisher and having it spray mist or foam, but the fire extinguisher could not be oriented without outside help; if the gizmo would make an attack roll, the user suffers 50% miss chance if they cannot see the attacked target, but a means of remote viewing is sufficient).
Using remote control to activate an unattended gizmo requires that gizmos be unattended with “intention”. For example, if placing an Emergency Set flashlight down, the creature would need to orient the flashlight like a normal object, and activating it remotely would have the light go in that direction. - Mass Deployment: You may pilot any number of activated mechanoids within your natural reach as a full-round action. If you do, choose one of the piloted mechanoids to receive a full action; each other mechanoid receives a partial action.
Tradition: Exploiter- Associated Skill
Sleight of Hand & Knowledge (Engineering & Psionics)
- Boon Points
3 point: +1 gizmo/odd-rank
Mana Engineering
Gizmos you craft, as well as any effects generated by your gizmos, are considered magical effects with a caster level equal to their gizmo level. Gizmos, and their effects, can likewise be dispelled, are subject to spell resistance, and can be suppressed by antimagic field and similar effects. Gizmos use their crafter’s ranks in the associated skill as their magic skill bonus (“MSB”) for the purposes of magic skill checks and calculating their magic skill defense. When a gizmo is dispelled, it is depleted for 1d4 rounds, deactivated, and must be activated normally after this duration. The gizmos also generate a magical aura. | Augmentation, Mechanoid, Modification | Detector, Transmitter | Prosthetic | Routine | Other | | Enhancement | Divination | Alteration | Mind | Enhancement |
Production Facility
You may only craft and maintain their gizmos in a “production facility”. You may establish a production facility with 8 hours of work in a safe and/or stable environment. You may only have one production facility established at a time and establishing a new production facility abandons the previous production facility. A production facility must be in a relatively fixed location, or a location that does not move faster than 10 miles per hour (or other distance increment, subject to GM discretion). For example, a production facility located in a citystate that occupies a sky fortress would be ok, whereas the truck bed of an oddly large “steampunk pickup truck” would likely not be. - A Tinker practitioner may use another Tinker practitioner’s production facility, provided they belong to the same Tinker tradition.
Limitation
Can gain a base maximum of 2 Legendary Talents (Advaced Transmission, Full Integration). Additional Legendary Talents may be earned.
Gizmos:Basic Gizmos: Arsenal Gizmo (Minor)
You can craft a gizmo version of any basic ammunition, armor, shield, or weapon (not including alchemical or technological items, siege weapons, or other equipment outside of the setting’s availability subject to GM discretion). The arsenal gizmo uses the statistics (hit points, hardness, etc.) of a normal item of its kind and its material is considered ordinary for an item of its kind (i.e. an iron dagger, etc.). An arsenal gizmo is treated as a masterwork item of its kind (masterwork weapon, armor, shield, etc.). An arsenal gizmo does not need to be active to be used as an item of its kind.
An arsenal gizmo does not grant its user proficiency. If crafting ammunition or thrown weapons, 50 pieces of ammunition are treated as a single weapon, and 10 identical thrown weapons are treated as crafting a single weapon.
As part of crafting an arsenal gizmo, you must have studied a pre-existing version of the resulting item (usually 1 hour) to have sufficient knowledge to craft one as an arsenal gizmo. Knowledge of a specific type of armor, shield, or weapon is subject to GM discretion. At GM discretion, unique or unusual items may require a successful Craft check equal to the resulting item’s normal Craft DC (and may attempt an associated skill check in place of this Craft check).
This talent allows a character to craft what is “normal and available” to the character in the setting. For example, If certain categories of weapons are not in the setting, or are otherwise not invented or only owned by limited individuals, a character may not be able to craft one (such as unusually exotic weapons or firearms, being the primary examples). For instance, a setting with emerging firearms may have early firearms, but would not have advanced or modern firearms. The Expanded Arsenal legendary talent accommodates higher-end equipment.
Battery
A battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.
Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action.
When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end.
Camera (Minor, Sensory)
This gizmo may be used to record pictures or videos and can display them back to the user. A camera gizmo can store up to 100 pictures or 1 hour of video before its storage is full. Information stored on a camera gizmo may be transferred as though it were a routine (usually to a storage routine). - Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
Microphone (Minor, Sensory)
This gizmo may record sound and can play back recorded sound to the user. A microphone gizmo can store up to 10 hours of audio recordings before its storage is full. Information stored on a microphone gizmo may be transferred as though it were a routine (usually to a storage routine). - Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
Playback System (Minor, Sensory)
This gizmo can play back, project, and/or transmit data stored on other sensory gizmos to a “non-technological display” (such as using a mirror to play images from a camera, or projecting video onto fog or a brick wall, playing sounds through a rock). The playback system must be in physical contact with the non-technological display and may only play back a single piece of data at a time. Data projected this way may be identified as a projection (and not real) with a Perception check against the gizmo’s gizmo DC (performed as a move action) or by directly interacting with the projection (such as making physical contact). For images and videos: Images or videos are played back as 2-dimensional. When playing back an image or video, a playback system can project up to a size-Small image or video onto a non-technological display, +1 size category per 3 gizmo levels. A playback system may be crafted as a transmitter and may project data onto a non-technological surface within its signal range. - Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
Remote Harness
This gizmo is a modification attached to armor or clothing that also functions as a transmitter. The user can use the attached equipment to pilot a single activated mechanoid within this gizmo’s signal range as if using an immersive cockpit and may split their actions between piloting the mechanoid or taking their own actions as they wish. A remote harness must be paired to a mechanoid before it can be used; pairing a remote harness can be done as part of maintaining the user’s gizmos. A remote harness can pair with any number of mechanoids but may only pilot a single mechanoid each round. - Mass Interface: A remote harness can be used to pilot multiple paired mechanoids within signal range using Mass Interface’s normal mass deployment ability. Alternatively, the user may use the remote harness to pilot each mechanoid as though using an immersive cockpit but must distribute actions between each (i.e. one taking a move action, another taking a standard action).
- When using a remote harness to pilot multiple mechanoids with the mass deployment ability, the user may pilot the mechanoid granted a full action as though using an immersive cockpit (and may spend the move and standard action spent to use mass deployment to pilot this mechanoid).
Scent Recorder (Minor, Sensory)
This gizmo may record scents and can emit the scent to the user. A scent recorder gizmo can store up to 10 minutes of scent recordings before its storage is full. Information stored on a scent recorder gizmo may be transferred as though it were a routine (usually to a storage routine). - Wireless Sensory Streaming: Sensory gizmos may be crafted as transmitters and can transmit information they record directly to other gizmos within signal range. The gizmo receiving the transmitted information must have a means to display and/or store the information (such as the input and display accommodation or a storage routine). The user must still attempt their own Perception checks, as appropriate, but otherwise treats shared sensory information as though it were their own senses.
Accommodations: Communicator (Transmitter)
As an accommodation, you may craft a gizmo with a communicator transmitter. A gizmo built with this accommodation may be used as a swift action to send a text-based message of up to 25 words to one or more active gizmos within signal range. The user must be aware of the gizmos they are sending a message to (a gizmo outside of signal range does not receive the message). - Commset: Your communicators can be used as free action that can be taken even when it is not the user’s turn; using a communicator this way is through auditory communication; this allows the communicators to transmit audio rather than only text-based messages.
Display and Input
As an accommodation, you may craft a gizmo with a display and input mechanisms (such as buttons, a keyboard, dials, voice commands, etc.). A display allows a gizmo’s user to view information stored inside it (such as information created by a storage routine), as well as perform simple mathematics. An input mechanism generally allows manual data entry of 50 words per minute.
Multimedia
As an accommodation, you may craft a gizmo with up to one of each sensory gizmo as an innate gizmo. Sensory gizmos may now be used simultaneously (such as a camera and microphone recording sound and images to create a video with sound). In addition, information recorded by a sensory gizmo can be immediately stored into an installed storage routine rather than onto the recording gizmo.
A detector with this accommodation may store information it senses as a log (treating each sensed piece of information as 1 page of text) directly into an installed storage routine. The detector may be adjusted to store anything it senses immediately or require manually storing information (as a free action by the user after the detector senses something), and may also be adjusted to store other specific information (such as images or sound from a camera or microphone) as part of creating a log.
Voice Controls (Requires Microphone)
A gizmo with an innate microphone (such as one granted by the multimedia accommodation) may be activated or used by issuing a verbal command (similar to casting a spell verbal commands are a chosen keyword or phrase (i.e. “Computer, activate and chart a course”) and must be spoken in a strong, clear voice. Issuing a voice command requires the same action to activate or use a gizmo normally; voice commands may also be used to activate a gizmo at range (normally close range, although shouting or acoustic environments may increase this subject to GM discretion). When issuing verbal commands this way, only a single gizmo may be activated or used (even if multiple would have the same verbal command).
You may choose to have verbal commands only be usable by a chosen creature (or creatures, designated when crafting) to avoid unwanted creatures activating the gizmo.
Augmentations: Multifunctional Augment
Whenever you craft an augmentation with multiple options determined at time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action; if a battery use ability was active, its remaining duration is shared with the new option (if it is the same battery use ability). In addition, an augmentation modified with this talent gains gains the following battery use: - Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user may benefit from 2 of the augmentation’s chosen options simultaneously. Any penalties or limitations of the augmentation are applied to the user as normal. When the user spends a standard action to switch chosen options, the user may select one or both of the currently active options to change.
Augmentor
An augmentor is assigned to one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The augmentor grants the user a +2 competence bonus to ability checks and skill checks based on the assigned ability score (i.e. a Dexterity-based skill or ability check). This bonus increases by +1 every 4 gizmo levels. - Battery Use: Whenever the user attempts a skill check or ability check that receives a bonus from this gizmo, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.
- Brain Jack: Whenever you craft a mental augmentation gizmo, you may choose to allow the mental augmentation gizmo to store information. A mental augmentation gizmo improved this way gains a storage routine that does not count against the crafter’s maintained gizmos. The mental augmentation gizmo’s user can access the storage routine’s functions with purely mental actions (as though the mental augmentation had display and input accommodations). In addition, the mental augmentation gizmo’s user can record their memories into any installed storage routines. Treat stored memory as though it were video for the purposes of information storage, as well as viewing, transferring, etc.
Detector: Multipurpose Detectors
Whenever you craft a detector, you may select 1 additional detector type, +1 per 5 gizmo levels. The detector may be used to detect any of the chosen parameter types, but only as a single type of detector at a time (such as a detector functioning as both a mechanical sensor and alchemical sensor, but only detecting for one of the options at a time). While active, once per round as a free action the user may switch to a different parameter.
Mechanical Sensor
This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength: | Gizmo Level | 1-5 | 6-11 | 12-20 | 21+ |
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| Strength | Weak | Considerate | Potent | Astounding |
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| Lingering Signal Duration | 1d6 rounds | 1d6 Minutes | 1d6 x 10 minutes | 1d6 days |
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In addition to the signature strength, the user may attempt a Knowledge (engineering) check to identify a detected mechanical object and its properties. - Magical Sensor: A Mechanical Sensor can be crafted to instead detect magical auras, treating the aura's CL as its Gizmo Level to determine its signal strength.
Modifications: Multifunctional Modifications
Whenever you craft a modification with multiple potential options determined at the time of its creation, you can craft it with 2 options, +1 option per 10 gizmo levels. The user may switch between chosen options as a standard action (effectively deactivating one option and activating the other if a battery use ability was active upon switching, its remaining battery use duration is shared with the new option (if it is the same battery use ability). In addition, a modification modified with this talent gains the following battery use: - Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user may benefit from 2 of the modification’s chosen options simultaneously. Any penalties or limitations of the modification are applied to the user as normal. When the user spends a standard action to switch chosen options, the user may select one or both of the currently active options to change.
Familiar Arsenal (Minor)
This modification is attached to light and medium armor, bucklers and light shields, and simple and martial weapons. The attached equipment is treated as masterwork and reduces nonproficiency penalties by half. At 5th gizmo level, the familiar arsenal can be attached to heavy armor and heavy shields and the user suffers no penalties for nonproficiency. At 8th gizmo level, the familiar arsenal can be attached to tower shields and exotic weapons. The modification additionally grants the user an additional +2 circumstance bonus, +1 per 7 gizmo levels, to the AC or attack rolls of armors and shields or weapons with regards to critical confirmation rolls.
Modified Tool
This modification is attached to a tool. The attached tool is treated as a masterwork tool of its kind. If the tool was already masterwork, the attached tool instead grants an additional +2 bonus on skill checks made with the tool. - Battery Use: The user can deplete 1 battery as part of attempting a skill check with the attached tool to gain a circumstance bonus equal to 1/2 the gizmo’s level (minimum 1). This bonus is in addition to the bonus granted by the tool (and the modified tool benefit).
- Special: A modified tool gizmo attached to another gizmo (or made as part of a combined gizmo) that allows or prompts the user to perform certain skill checks (such as Infiltration Set’s auto-pick for Disable Device or even Knowledge and other checks prompted by a detector) treats that gizmo as a masterwork tool for that skill check.
Sense Amplifier
This modification is attached to any “sensory assisting device” (such as a normal pair of glasses or spyglass, a hearing aid or eavesdropping device, or an equivalent sensory gizmo, such as a camera or microphone). The attached object grants a +2, +1 per 4 gizmo levels circumstance bonus on Perception checks using the appropriate sense (i.e. visual for a seeing-based sensory assisting device, hearing, and so on). Whenever the user attempts a Perception check while using the attached object, the user may choose to make themselves flat-footed until the start of their next turn to improve the distance at which Perception check DCs increase by +1 every 20 feet, +10 feet per 2 gizmo levels (up from +1 per 10 feet). - Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user is not flat-footed when benefiting from this gizmo’s effects (but may still become flat-footed normally).
Versatile Weapon (Minor)
This modification is attached to a manufactured weapon. The attached weapon’s base damage types are changed to either bludgeoning, piercing, or slashing, which may be changed as a standard action. If the attached weapon is a ranged weapon that uses ammunition (i.e. bow, sling, gun), the attached weapon’s damage is changed accordingly (regardless of the ammunition used). - Battery Use: The user can deplete 1 battery as a free action to immediately change the weapon’s base damage type to bludgeoning, piercing, or slashing.
- Advanced - Battery Use: When created, the modification is assigned an energy type among Acid, Cold, Electricity, and Fire; at 10 associated ranks this list expands to include Sonic. The user can deplete 1 battery as a free action to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, whenever you make an attack with the attached weapon, you may choose to change all of that weapon’s base weapon damage to the selected energy type. For example, a piercing and slashing melee weapon could be changed to do entirely fire damage. This modification does not alter additional damage from other effects (such as the flaming special weapon ability). The Advanced Battery Use’s effect takes priority over a versatile weapon gizmo’s base effect.
If this modification’s gizmo level is 10 or higher, the battery use ability’s duration increases to 1 minute per gizmo level, unless it is assigned the Sonic energy type.
Prosthetics: Multifunctional Prosthetics
Limb Prosthetic
This prosthetic grants the full utility of the equivalent limb. You can craft an arm or leg prosthetic. A leg or arm prosthetic may be crafted as a single prosthetic or matching pair.
Sensory Prosthetic
You can craft prosthetics for any of the 5 senses (sight, eyes; hearing, ears; smell, nose; taste, tongue; touch, haptic feedback “skin” or similar).
- Secondary Functions: Recording Prosthetics (Any)
The prosthetic gains an innate sensory gizmo of each kind.
Sensory Extension (Sensory)
The prosthetic gains an innate sense amplifier for Perception checks of the appropriate kind (i.e. visual for an eye prosthetic, etc.).
Sensory Shielding (Sensory)
Whenever the user of the prosthetic is subject to an effect that would deny or limit a use of a sense (such as blindness, deafness, numbness), or requires that sense for the effect to work (such as language-dependent or sonic effect that requires the target to be able to hear), the user gains a +2 competence bonus to their saving throw, +1 for every 4 gizmo levels.
Storage Capacity (Any)
Your prosthetics can store items such as weapons, tools, or other non-augmentation gizmos for quick retrieval. The maximum size of the stored item depends on the prosthetic used, assuming the creature is Medium-sized: arm/leg (Small), head/tail (Tiny), other (Diminutive, unless otherwise specified). A storage capacity secondary function can store 1 item, +1 item per 5 gizmo levels. This does not allow larger items to be stored, only additional items of an appropriate or smaller size. A stored item can be stored or retrieved as a move or immediate action without provoking attacks of opportunity. This is treated as storing or retrieving an item into or from a container respectively; the user cannot retrieve a stored item without using the storage capacity’s ability to do so (even if they could normally retrieve an item faster). The user gains a 10 + 1/2 gizmo level circumstance bonus to Sleight of Hand checks to hide objects stored in the prosthetic. - Your storage capacity secondary function may store weapons or shields up to one size larger than the storage capacity’s normal limitation (matching the creature’s size when inside an arm/leg, 1 size smaller in a head/tail, or 2 sizes smaller in miscellany prosthetics). A weapon or shield may be attached or detached from the prosthetic with 1 minute of work (the “attached equipment”). The attached equipment may be withdrawn or stored from the storage capacity secondary function normally and way may be wielded as though the prosthetic provided an additional hand, such as a blade attached to an arm could still be used to hold and manipulate objects (including other weapons) while threatening and attacking with the attached blade, or a blade attached to a leg could still be walked on normally. The attached equipment cannot be disarmed while attached to the prosthetic and if the attached equipment would require more than one hand to use, the user must use an additional hand (other than the prosthetic). Attached equipment used this way does not grant the user extra attacks.
Multiple weapons or shields may be attached to the prosthetic this way (up to the storage capacity’s normal maximum storage) but only a single attached equipment may be in use; attached equipment may be switched with another piece of attached equipment as part of the immediate action to store an object into the prosthetic.
Routines: Multifunctional Routines
Any number of routines installed into the same host gizmo may be activated simultaneously, using the longest gizmo ability action required (such as activating multiple routines as a swift action). Any battery costs for routines combined this way are still used independently. This allows the crafter to place multiple AI into a single host gizmo (see Mastering Gizmos, Using Installed AI for more details about multiple AI in a single gizmo).
Storage (Minor)
This routine stores information. A storage routine can retain a combination of either: 10,000 pages (with an average of 250 words per page) of text, 1,000 images, 100 hours of sound, or 1 hour of video, with each unit being equivalent in storage space. A storage routine’s capacity increases by an additional unit (10,000 pages, 1,000 images, etc.) per gizmo level. This information can be a mixture of different media types, previously stored data may be deleted to accommodate new data, and data may be copied, altered, or spliced with a successful Linguistics check (as though creating a virtual forgery). This routine does not need to be activated to be used, and cannot be used to store spells (or other forms of magical writing).
Targetting Routine
A targeting routine routine grants no benefits unless its battery use ability is activated. - Battery Use: The user can deplete 1 battery as a swift action to activate this routine’s effects for 1 minute per gizmo level (designating a target as part of activating this effect). For the gizmo’s duration, the user gains a +1 insight bonus to their attack rolls and AC, +1 per 5 gizmo levels against their designated target. The user must be able to see or otherwise perceive the target to gain these benefits.
Once per round, the user may designate a new target as a free action. Doing so reduces the routine’s duration by 1 minute. If the target would be reduced to 0 hit points, killed, or rendered helpless, the user may immediately designate a new target (without reducing the routine’s duration). - Special: If the user possesses the Scout sphere scout ability, the slayer’s studied target ability, or the investigator’s studied combat ability (or other similar ability, subject to GM discretion), this routine’s battery use ability can be activated as part of that other ability’s use (provided the ability requires the user spend at least a swift action). If the user’s ability would target multiple creatures, the routine only grants its benefits against a single target. The targeting routine may be used alongside other similar abilities at GM discretion (such as a cavalier’s challenge or paladin’s smite evil).
Translator
A translator routine is crafted knowing any language you can read, write, or speak fluently, and may store up to 2 languages + 1 language per 2 gizmo levels. The translator can translate the entirety of a designated written text between any languages it knows. As a standard action, the user may designate written text within 10 feet of the host gizmo (or the host gizmo’s signal range, if it possesses one). Languages known by a translator can be transferred to other translators at a rate of 1 minute per language; if the two translators were built by Tinker practitioners with different Tinker sphere traditions, this may also require a successful proficiency check (subject to GM discretion). A language stored by a translator may also be placed in a storage routine, treating the language’s fluency as a number of pages equal to the required amount of text to gain that level of fluency. A translator can be trained to learn new languages. A gizmo with a translator next to or near (usually within 10 feet) a source of written language it does not already know automatically begins to gain fluency in that language at a rate of 10 pages of text per minute. When gaining fluency in a new language, if the translator processes teaching-quality information from a linguistic guide, speech teacher, or other similar high-quality example of the language, the translator treats that information as being 10 times the amount of progress towards fluency in that language (every 1 page of teaching-quality text is 10 pages, every minute of teaching-quality speech is 10 minutes, etc.). | Fluency | Translation Accuracy | Required Pages | Required Time |
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| Basic | Content Basics | 10 Pages | 6 minutes | | Developed | Most Content (details sometimes missed) | 100 Pages | 10 Hours | | Fluent | As Average Speaker | 1,000 Pages | 100 Hours | | Expert | As Fluent Linguist | 1,000,000 Pages | 10,000 Hours |
- Special - Sensory Set: If you possess the Sensory Set talent, a translator routine can instantly translate speech of a language it knows into any other language it knows upon recording that speech. A translator routine with a means of recording audio information (such as a microphone from the Sensory Set talent) can gain fluency from speech.
If the translator’s host gizmo has a way to display or repeat back information (such as a display and input accommodation, audibly repeated to the user with a playback device, and so on), the translator can translate for the user in real-time (allowing them to understand the spoken language, as though they knew the language).
Tutor Routine
This routine enhances a user’s understanding of a subject chosen at the time of the routine’s creation. The user gains a +2 insight bonus to any mental ability score-based skill check (Intelligence, Wisdom, Charisma), +1 for every 10 gizmo levels. - Battery Use: The user can deplete 1 battery as a free action to gain a pool of additional dice for 1 minute per gizmo level. The user gains 2 dice, +1 die per 2 gizmo levels. The die’s size is +1d6. The user may expend 1 die as part of attempting a mental ability score-based skill check to add the die to the results of the check as an insight bonus (this bonus stacks with other insight bonuses granted by the Tinker sphere, including this routine’s base function). The choice to expand a die is made after the check is rolled and before the results are revealed. Any unspent dice are lost when the gizmo’s duration ends.
When asked if the routine buffed one or all mental skills, Steven Alpert responded with the following on 3/21/25: Honestly I think that was an editing error. I think it was originally just one and was significantly buffed to be "all".
Not in a spot to errata or change right now. I'd say either all, or pick an ability score and apply it to all mental skill checks of that kind I will be using the more conservative ruling until it is further clarified.
Transmitters: Tracking Device (Minor)
You may craft a tracking device transmitter that constantly produces a signal. Gizmos capable of receiving a tracking device’s signal returns the following information: (1) type of gizmo, (2) relative direction of the gizmo from the detector. A creature in possession of a gizmo receiving a tracking device’s signal may ignore any concealment a tracked creature or object is benefiting from (as though pinpointing them with a detector).
Tracking devices can be attached to creatures or objects with a successful melee or ranged touch attack or by applying the tracking device to a weapon (and the tracking device attaching to the first target struck). A tracking device can be removed from a creature or object as a move action or requiring a melee touch attack if the target is not willing.
Active Gizmo: (Limit 11+rank+(rank+1)/2=16)Batteries
AI: (Limit 1; Max 3 GL) Multifunctional Routines
AI you craft gain +1 skill rank per gizmo level. Your AI classifications that would gain tasks gain an additional 2 tasks, +1 additional task per 4 ranks in the associated skill. In addition, the action required to command an AI is reduced by 1 step (from move to swift).
Mechanoid: (Limit 3 Gizmo Levels; Max 3 GL/Mech)Mechanoid[spoiler]The maximum number of upgrades your mechanoids can be crafted with increases by +1.
[/spoiler] Passives: Discounts
Discount Fabrication: When determining the project cost of your mechanoids, reduce the mechanoid’s effective gizmo level by 1 per 2 ranks in the associated skill (minimum 1 gizmo level when determining project costs).
Passanger Seat Upgrades
- Compact Pilot Seat: You improve the passenger seats upgrade. A mechanoid with a compact pilot seat may be piloted by a creature the same size category as the mechanoid (rather than one size smaller than the mechanoid).
- Covered Mechanoids: When you craft a mechanoid, you may grant the mechanoid the cover upgrade (this does not count against the mechanoid’s maximum upgrades; the mechanoid must still possess the passenger seat upgrade to qualify for the cover upgrade).
- Ejector Seats: You improve the passenger seats upgrade. Ejector seats have an ejector system built into each seat the passenger seats upgrade accommodates. When the mechanoid is destroyed (or its enclosure, if it possesses the enclosure upgrade), each passenger is ejected 30 feet from the mechanoid in a straight line. An individual passenger may willingly use the ejector seat belonging to their seat as an immediate action. The direction an ejector seat moves the passenger is chosen when the mechanoid is first crafted or after being adjusted by the pilot. A passenger seat is depleted after being used (each individual passenger seat may be depleted this way) and may be restored when the crafter maintains their gizmos.
The pilot can spend a swift action to adjust any number of ejector seats, choosing any of the following: disable or enable any number of ejector seats for individual passengers, trigger any number of ejector seats for individual passengers, or change the direction the ejector seats will move the passenger for each individual passenger.
If an ejector seat is used to avoid an attack or area effect that would harm the passenger, that passenger gains evasion and a +2 dodge bonus to their AC or Reflex save against the attack or effect; an unwilling passenger may attempt a Reflex save to avoid being ejected (remaining inside or atop the vehicle but without a seat).- Special - Aviation Set: If you possess the Aviation Set talent, an ejector seat may be built with an innate glider gizmo. This innate glider gizmo is exclusive to the ejector seat and is destroyed when the ejected passenger reaches the ground, stops moving, or after 1 minute per gizmo level, whichever comes first. When the pilot spends a swift action to adjust the ejector seats, the pilot may disable or enable the innate glider gizmo for any number of ejector seats.
- Quick Entry Seats: Whenever you craft a mechanoid with the passenger seats upgrade, you may choose to make the passenger seats be quick entry seats. Quick entry seats can be mounted or dismounted as a move or swift action (instead of only a move action).
Upgrades: Armor Slot
The mechanoid gains proficiency with light, medium, and heavy armor. As part of granting this upgrade, you may craft a single suit of armor specially fitted for the mechanoid (as though creating an innate arsenal gizmo). This arsenal gizmo does not count towards your gizmo limit, and may be exchanged for a new innate arsenal gizmo whenever you maintain your gizmos. Alternatively, an actual suit of armor can be provided instead of the mechanoid gaining an innate gizmo.
Arsenal Slot
As part of granting this upgrade, you may craft a single weapon or shield sized for the mechanoid (as though creating an innate arsenal gizmo). The mechanoid gains proficiency with the equipment, can wield this equipment as if it had the appropriate number of limbs to do so (including to reload), and cannot have this equipment disarmed. The mechanoid can draw or stow the equipment within itself as a free action, and gains a +20 circumstance bonus to conceal the equipment. An innate weapon does not give the mechanoid any extra attacks, but otherwise can be wielded normally. This upgrade can be granted multiple times, each time granting a new innate arsenal gizmo. Alternatively, an actual weapon or shield can be provided instead of the mechanoid gaining an innate gizmo.
Focused Design
Choose Strength or Dexterity. The mechanoid gains a +2 enhancement bonus to the chosen ability score, +2 per 5 gizmo levels. This upgrade can be granted a second time; when this upgrade is granted a second time, the mechanoid gains this bonus to the other ability score not initially chosen.
Improved Size
When granting the alternate size upgrade, the mechanoid’s base size may be up to 2 size categories larger or smaller than Medium. This upgrade counts as the alternate size upgrade and does not stack with the alternate size upgrade or similar upgrades.
Immersive Cockpit
The mechanoid is crafted with a specialized cockpit that allows a pilot to operate with increased precision. An immersive cockpit is treated as a single passenger seat for other effects. A pilot must be of the same size category or smaller than the mechanoid. A pilot using an immersive cockpit may always choose to pilot the mechanoid normally (granting the mechanoid actions as a standard or move action, but does not benefit from the immersive cockpit if piloted this way). When piloting a mechanoid with an immersive cockpit, the pilot may still perform actions not related to the mechanoid (for example, throwing a bomb out an open window or other using another gizmo). An immersive cockpit allows the pilot and mechanoid to act as a single creature, using the mechanoid’s physical statistics and the pilot’s mental statistics. The mechanoid is treated as being continuously piloted (instead of piloting the mechanoid as a full or partial action) and the pilot may use freely use their actions and benefit from their abilities and equipment normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or pilot’s abilities or gear, including equipment or magic items, and benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately, as a pilot and their piloted mechanoid (such as for targeted spells, Intimidate skill checks to demoralize, etc. the enclosure upgrade (or similar) can protect the pilot from being attacked directly. A pilot treats an immersive cockpit-piloted mechanoid as though they were wearing armor (and cannot benefit from their own worn armor while piloting this way). The mechanoid is still treated as an attended object if the mechanoid is separately targeted. - Your immersive cockpit upgrade may be further improved to allow for full integration. A pilot may initiate full integration as a 1 minute process; once complete, the pilot is “fully integrated” with the mechanoid (the integrated pilot).
Instead of the normal benefits of the immersive cockpit, the integrated pilot and their mechanoid are indistinguishably a single creature and cannot be separately targeted. The integrated pilot uses the mechanoid’s physical ability scores and natural armor bonus, and uses their own mental ability score and base attack bonus. The integrated pilot can still use any of the mechanoid’s abilities normally (such as internal gizmos, upgrades, and so on) in addition to their own abilities. Any damage suffered by the integrated pilot is taken from the mechanoid’s hit points first (as though the mechanoid’s hit points were a pool of temporary hit points for the integrated pilot’s benefit).
Just like a normal immersive cockpit, the integrated pilot cannot benefit from their own armor (but may use and benefit from armor appropriately fitted for the mechanoid, as normal). The integrated pilot is treated both as their mechanoid’s creature type (usually construct) and their own type for any effect related to type.
Lightweight
The mechanoid weighs as if it were 2 size categories smaller (minimum Fine). When deactivated, the mechanoid reduces its size to be 2 size categories smaller (this does not change its weight further) and returns to its normal size when activated. For every 5 gizmo levels, the weight and reduced size decrease by +1 additional size category.
Magic Item Slot
The mechanoid gains two magic item slots of your choice (even if the mechanoid lacks the appropriate body shape to wear it this upgrade can be granted multiple times. A mechanoid cannot have more than one of a given magic item slot (with the exception of rings being limited to 2).
Modular Modification Slot
Requires Innate Modification upgrade. The mechanoid’s innate modification may be switched with another modification you could craft as a full-round action. A creature must supply a crafted modification, removing the previous one. The inserted modification becomes an innate gizmo for the mechanoid, no longer counting against your gizmo limit, and the removed gizmo begins to count against the crafter’s gizmo limit (effectively swapping the two gizmos, and which is being maintained).
Multimedia Sensory Gizmos (Accommodation)
The mechanoid gains each sensory gizmo as an innate gizmo. Innate gizmos from this upgrade may transmit sensory information to the pilot and its passengers (or the mechanoid, if it is able to act independently). This allows the pilot and its passengers to use the mechanoid’s senses as if they were their own (primarily when piloting the mechanoid, using mounted weapons, etc.), but does not allow a passenger to ignore line of effect. This upgrade does not count against the mechanoid's maximum number of upgrades.
Reinforced Enclosure
Requires Enclosure Upgrade: The enclosure treats the mechanoid’s CMD as 3 + 1 per 2 gizmo levels higher for the purposes of the enclosure’s latch (being grappled open or opened with a Disable Device check). In addition, the enclosure gains an additional +3 hit points per gizmo level. This upgrade can be granted multiple times; each time this upgrade is granted after the first, increase the enclosure’s hit points calculation by an additional +3 per gizmo level.
Transforming Parts
You grant the mechanoid two upgrades (other than this upgrade the mechanoid may only use one of these two upgrades at any given time, but may switch between these two upgrades as part of a 1 minute uninterrupted period. The mechanoid also gains the following battery use: - Battery Use: The user may deplete 1 battery as a swift action to change between the two granted upgrades.
You may grant the transforming parts upgrade 1 additional time per 7 ranks in the associated skill you possess.
Weapon Mount
Requires Passenger Seats Upgrade: The mechanoid can be mounted with a weapon that may be wielded by a mechanoid’s passenger. A mounted weapon is only usable by passengers (and cannot be operated by the mechanoid). A mounted weapon must be at least 1 size category smaller than the mechanoid and requires 1 minute to mount or remove. A mounted weapon cannot be removed or disarmed from the mechanoid but can be wielded by passengers to attack creatures outside the mechanoid; the passenger using the mounted weapon is called the “wielding passenger”. A mounted weapon is treated as being braced or mounted when appropriate (such as for the culverin or double hackbut firearm).
A wielding passenger still requires line of sight to use a mounted weapon, and takes penalties for nonproficiency, using an oversized weapon, etc. as normal. If the wielding passenger does not have line of sight (such as without an opened hatch, transparent enclosure, or similar), the wielding passenger is treated as being blind when making attacks with the weapon (suffering 50% miss chance). Mounted weapons can be sundered, targeting the wielding passenger or mechanoid’s CMD (whichever is lower). This upgrade can be granted multiple times.
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