Class Expansions: Gadgeteer Accessories (PFRPG) PDF

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Gadgeteer accessories can get as big as sorcerer bloodlines if they're the weird, modular sort. This racks up quite a word count, and reviewer Endzeitgeist believes that the 35-page Gadgeteer Base Class doesn't pack anywhere near enough of them. Class Expansions: Gadgeteer Accessories helps to alleviate this with three new accessories for the gadgeteer.

  1. Aerosol Sprayer - The gadgeteer has a whale oil flamethrower and a specialty syringe gun. Now, she's got the world's nastiest tube of pepper spray!
  2. Hat-a-Rang - Never be without a custom weapon again. The hat-a-rang is a returning throwing weapon that can slip past guards and accepts custom weapon gadgets while taking up an accessory slot. Versatility is!
  3. Projectile Parasol - First presented on the Interjection Games blog, the projectile parasol has two progression tracks. First, it acts as a mortar for acid, alchemist's fire, tanglefoot bags, and so on. Secondly, it acts as a passive defensive option for anyone, not just the gadgeteer. Soak the umbrella in chemicals to make it help resist acid and fire damage, strengthen its spine to make it a viable club, and so on. It's a shield, a weapon, and a gun all in one!

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An Endzeitgeist.com review

5/5

This expansion for the gadgeteer class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of options, so let's take a look!

We begin with the Craft (alchemy) 1 rank-requiring aerosol sprayer - it can't be juryrigged and may project chemicals into 5-foot squares in reach, activated as a standard action. Aerosol chemicals spoil over night and cannot be stockpiled. The default chemicals can duplicate obscuring mist or a Fort-negates sickening pepper spray. We also get add-ons - solid fog upgrade for 1 structure point, class level times 1d6 acid damage to be distributed among the affected for 1 structure point +1 daily use (1 structure point), upgrade to 15-ft-cone for 2 structure points that begins in a 5-ft-square chosen and spray to suppress fatigue/exhaustion is cool and non-cheesable. Healing 1d6 per class level via refreshing spritz at 2 structure points is also neat.

Tnaglefoot sprays are self-explanatory and there is a spider climb admixture for use with it, which is a neat combo - even though the reference to the spell isn't properly italicized. For 3 structure points, universal solvent may be sprayed. The James Bond-ish hat-a-rang gets enhancement bonuses and automatically returns to the thrower and is pretty hard to identify. It requires Craft (any) 1 rank and may be further made more stealthy with an addon. The non-juryriggable projectile parasol would make Batman's penguin proud and may be reloaded as a standard action, with notes on interaction with Rapid Reload...kudos! It can fire alchemical weaponry and is pretty neat. Addon-wise, antimicrobial/toxin bonuses for the wielder, making it double as a club, +1 maximum capacity, resistance 5 versus fire and acid and internal, regrowing alchemist's fire (may not be sold/taken out) and +5 feet splash can all be added for 1 structure point. For 2, you can increase direct hit damage output by +1d6, splash by 1 or get DR 2/- and the option to use the parasol as a tower shield.

Conclusion:
Editing and formatting are very good, I noticed no rules-relevant glitches. Layout adheres to Interjection Games' two-column b/w-standard and the pdf has no bookmarks, but needs none at this length.

Bradley Crouch's gadgeteer accessories are cool, evocative and provide some nice versatility to the diverse tricks the class can pull off. The options are creative and fun. No complaints...and for just a single buck, most definitely a worthwhile expansion. Barring significant complaints, I will hence settle on a final verdict of 5 stars.

Endzeitgeist out.


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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc.

Endzeitgeist out.

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