HP 230 / 230 (270 real max, -20 from neg lvls, -20 from CON drain)
-4 all ability checks
-4 attack rolls
-4 CMB/CMD
-4 Saving Throws
-4 skill checks
-20 HP from max
-4 caster level
Ability Scores (Temp)
STR 7
DEX 22
CON 20
INT 38
WIS 1 (7)
CHA 16
Biography:
"The Tinker", as he is known, is quite the sight. A rather short and skinny fellow, like a halfling. His head is covered in a strange helmet, where bright blue goggles glow with a pale light under the surrounding apparati that protrude from all angles from various bands wrapped around the helm. Under his dark blue-green cloak you can almost see that he wears a nice armored coat underneath a variety of leather straps that hold a number of small metallic devices in place. On one arm he has a metal buckler with a pale green sheen that seems to move a bit when you see it peripherally. On the opposite hip, held in place by a sling, is a heavy crossbow of remarkable make. The hump on his back hints at a pack underneath his cloak.
Base appearance: Kavan appears much like a statue of a man in armor, save that the armor is too close-fitting to be worn. His form could be considered almost skeletal, so thin is he. In truth, all unnecessary flesh has been stripped away, leaving a living construct. Metal encompasses the remainder of his organs. A variety of panels and sockets used for modular modifications can be seen. He wears a hooded cloak over his metal form, a poor attempt at a disguise meant mostly to keep casual observers from deciding to harass him.
His earliest memory was being in the care of one Kavan Bertram II, a maniacal and understandably narcissistic mage of small reknown. His creator was a bit of a paranoid hermit and protected his lab with all manner of traps, monsters, and mazes. His prize creation was the creature you see before you, a result of the man's experiments on his own son. Possessing an insatiable curiosity and thirst for learning coupled with a desire to please his father, Kavan Bertram III absorbed knowledge like a sponge. His growth was stunted when his father cut away all useless flesh and replaced skin and bone with metal, but his mind continued to advance long after his father died from a failed attempt to operate on himself. Kavan Bertram III never knew his mother, and as far as he knows, she ran away before he was modified, over a century ago. Having nothing further to learn from the confines of his father's old laboratory, Kavan set out on his own to explore what could be learned of the world he had never experienced. He has become quite world-wise and capable, having had to escape more than his fair share of attempts to capture and dissect him. Undeterred, he sets forth with a friendly, if socially awkward demeanor and will use his means to help those he can. He has had incidents in the past where his desire to modify creatures has gotten him in trouble, and has learned that following that line of research must be done carefully and in secret, because a surprising (to him) number of people find it reprehensible.
WILL: 22 =|12 BASE + 3 WIS| +5 Resist +2 Racial
+2 vs Disease, Mind-Affecting, Poison, Exhaustion, Fatigue, death effects, negative energy, remove negative levels, stabilize checks, fear
+4 bonus on all saving throws against landslides, avalanches, tunnel collapses, and similar effects
COMBAT +15 BAB
+5 Impervious Corrosive Frost Heavy Crossbow of Distance and Endless Ammunition
(+26/+21/+16 ranged, 1d8+5+1d6+1d6, 19-20/x2, 240ft) OR (+24/+24/+19/+14 ranged, 1d8+5+1d6+1d6, 19-20/x2, 240ft)
+1/+1 within 30ft
+5/+5 if spend one charge on analyzer
CMB: 20 = 15 BAB +6 STR -1 DEX
CMD: 44 = 10 +15 BAB + 6 STR + 6 DEX + 1 SIZE +1 DODGE +5 DEFL
+5 CMD vs grapple, can't be pinned.
Remember Boots of Escape, Rod of Escape if grappled
Racial Abilities:
Humanoid (0 RP) (Living Construct, dwarven)
Small (0 RP)
Normal Speed (0 RP)
Living Construct (7 RP)
- Living Constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
- Living Constructs cannot be raised or resurrected.
- Living Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that living constructs can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the living construct to survive or stay in good health.
Duergar Immunities (Immune to paralysis, sleep and poison (replaced phantasms with sleep effects)): 4 RP
Lifebound (+2 racial bonus vs. death effects, negative energy effects, remove negative levels and stabilize checks): 2 RP
Weakness (Does not heal naturally, but can be repaired with the Craft skill or effects that repair constructs): -1 RP
Weakness (Vulnerability to spells and effects that target metal): -2 RP
Favored Class: Artificer +20 Skill Pts
Class Abilities:
Crafter (Ex): A machinesmith adds half his class level (minimum 1) to all Craft skill checks.
Prototypes (Su): Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.
A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.
If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.
Repair (Su): A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.
Greatworks (Su): In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.
Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.
A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.
If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.
Trapfinding (Ex): At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
Machinesmith Trick: At 2nd level, and then again every 2 levels thereafter (up to 20th level), a machinesmith learns a technical innovation called a machinesmith trick. These machinesmith tricks come in three forms: gadgets, augmentations, or techniques. Unless otherwise noted, a machinesmith cannot select an individual machinesmith trick more than once. Some machinesmith tricks can only be received if the machinesmith has met certain prerequisites first, such as learning other machinesmith tricks. The DC of any saving throw called for by a machinesmith trick is equal to 10 + 1/2 the machinesmith's level + the machinesmith's Intelligence modifier.
Augmentations are machinesmith tricks that enhance or otherwise add on to a greatwork. A machinesmith cannot take an augmentation for a greatwork they do not have.
Gadgets are tangible items that fall between a greatwork and a prototype. Generally they are only usable a certain number of times per day and some require the machinesmith to provide some form of fuel. Only the machinesmith knows the peculiarities of their function, preventing others from using them. Unless otherwise noted they are all Tiny items with AC 10 (when not being held); hardness 5 and 10 HP. If a gadget is lost or destroyed the machinesmith may spend 100 gold and 8 hours of work in order to rebuild it.
Techniques are tricks that the machinesmith has learned that are not tied to any single item, however many require an item to be used in conjunction with them.
2- Motion Analyzer (Ex): The machinesmith adds a module to his analyzer that allows him to find weaknesses in the defenses of foes and give him the best means of bypassing them. As a standard action he can spend one charge from his analyzer to study one foe he can see. For a number of rounds equal to his intelligence modifier the machinesmith gains +1 insight bonus on attack and damage rolls against that opponent. This bonus increases by +1 at 4th level and every 4 levels thereafter to a maximum of +5 at 20th level.
4- Extra Charges (Su): The machinesmith learns to efficiently increase the output from the mobius core located in his analyzer. The Analyzer gains 3 more charges for the machinesmith's use.
6- Utility Tool (Ex): The machinesmith may build an all purpose tool capable of performing a variety of different functions. Once per day as a full round action they can adjust the utility tool to function as any mundane item by making a level + intelligence modifier check with a DC equal to 5 + the item's to be replicated value in gold pieces. If successful the utility tool successfully copies the form and function of the mundane item until the next time the utility tool is adjusted. Failure on this check indicates that the utility tool malfunctions and cannot be used or adjusted until the next day.
8- Explosives Expert (Ex): The machinesmith learns to trigger explosives and similar effects in such a way as to create the most havoc. Whenever the machinesmith uses a spell, prototype, or item that deals damage in a radius they may add +2 to any DC's for Reflex saves on that effect. In addition they may add their intelligence modifier as a luck bonus to any damage dealt by the effect. A machinesmith must be at least 8th level before selecting this trick.
10- Magnetic Grappler (Ex): The machinesmith builds a powerful device that allows him to reach out and manipulate metallic objects. This device can either be held or worn on a hand taking up a ring magic item slot. As a standard action he can activate it to create an effect identical to the telekinesis spell using the machinesmith's level as the caster level with the exception that it can only affect primarily metallic objects. The machinesmith can use this gadget only after it has been charged. Charging the gadget requires a full hour of operating the hand crank on the gadget for five minutes of use. A machinesmith must be at least 9th level before selecting this trick.
12- Eye for Danger (Ex): Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the machinesmith to keep an eye out for the sudden and often lethal hazards of adventuring. The machine smith gains a +2 luck bonus on Reflex saves and initiative rolls.
14- Repair Flesh (Sp): The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.
16- Combat Trick (Ex): A machinesmith who selects this gadget trick gains a bonus combat feat. (Combat Reflexes)
18- Combat Trick (Ex): A machinesmith who selects this gadget trick gains a bonus combat feat. (Dodge)
20- Arcane Analyzer (Sp): The machinesmith installs a spell analysis and arcane energy capture module into his analyzer. The machinesmith, while wearing their analyzer, gains a bonus to Spellcraft checks of 1 for every 3 machinesmith levels they possess (minimum 1). When using their Axiom ability they may make a Spellcraft check with a DC of 25 + spell level to steal the dispelled spell. The analyzer may hold one spell at a time, and the spell remains available for 24 hours after it is stolen, retaining its original caster level and other effects. A machinesmith must be at least 7th level before selecting this trick.
Crafting Expertise (Su): At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.
Axiom (Su): Beginning at 7th level, the machinesmith develops an innate ability to ground magic with science. The machinesmith can “lose” any prepared prototype of 3rd level or higher in order to have it function as a dispel magic spell of a caster level equal to their machinesmith level.
May make a Spellcraft check with a DC of 25 + spell level to steal the dispelled spell.
Elbow Grease: The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level.
Jack of All Trades: The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained.
Weird Science: An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine.
An artificer has access to both arcane and divine spell lists, but only up to 4th level. Any number of spells can be combined into a single device. Spell statistics (casting times, etc.) remain unchanged, although no components are required and the artificer is considered the “caster” for the purposes of CL.
Weird science devices must be invented in advance, however -- they cannot be created on the fly. The time to create such devices is 4 hours per spell level used. As such, an artificer usually has a fixed collection of regularly-carried devices.
Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (rounding up, naturally). The device may be used by anyone -- but if used by someone other than the artificer who built it, it requires a Use Magic Device roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good).
If the device is used more times than allowed (by anyone), it requires a Use Magic Device skill check with a DC equal starting at 20 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the artificer will have to build another).
Combining multiple magical effects into a single device means that both effects function simultaneously upon activation (effectively casting two or more spells at once) -- but such devices are even more unstable than usual: The Use Magic Device check for extra activations starts at DC 25 + the number of effects used, and goes up for each additional usage by the number of effects used.
Item Creation: At second level, an artificer’s invention ability expands to include the creation of true magic items, even if the artificer does not have access to the prerequisite spells. The artificer must make a successful Craft check (DC 20 + caster level) to emulate each spell normally required to create the item. This ability does not stack with the Master Craftsman feat.
The magic item creation guidelines are used, and for the purpose of emulating prerequisites, the artificer’s effective CL equals his class level +2. However, if the item duplicates a spell effect, the statistics of that effect use the artificer’s actual level.
Bonus Feats: An artificer gains every item creation feat as a bonus feat. He gets Scribe Scroll as a bonus feat at 2nd level, Brew Potion at 3rd level, Craft Wondrous Item at 4th level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level. In addition, an artificer gains a bonus feat at 3rd, 8th, 12th, 16th and 19th level. For each of these bonus feats, the artificer must choose a feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Magical Aptitude, Maximize Spell, Quicken Spell, Silent Spell, Skill Focus, Still Spell, Widen Spell.
Salvage: At 5th level, an artificer gains the ability to salvage the gold piece value from a magic item and use those funds to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains the gp value it took to create the item. This value is cannot be spent as gold, it may only be used in the creation of another magic item.
Metamagic Science: At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
Improved Metamagic Science: At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (a scroll, for example). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 times the modified level of the spell).
Improved Jack of All Trades: All skills are now considered class skills for the artificer, receiving the usual +3 bonus given to class skill checks.
Exemplar: The artificer's Jack of All Trades ability reaches its zenith: The artificer may now add half his class level to all untrained skill checks.
Acrobatics +19 =3+ +6 Dex +10 Ex
Appraise +37 =3+20 +14 Int
Bluff +16 =3+ +3 Cha +10 Ex
Climb +19 =3+ +6 Str +10 Ex
Craft (Alchemy) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Armor) +53 =3+20 +14 Int +10 M +6 A
Craft (Bows) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Weapons) +53 =3+20 +14 Int +10 M +6 A
Craft (Traps) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Sculpt) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Gems) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Wood) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Stone) +43 =3+ +14 Int +10 M +6 A +10 Ex
Craft (Metal) +43 =3+ +14 Int +10 M +6 A +10 Ex
Concentration: 1d20 + CL + 4 + INT MOD vs DC = 15 + Spell Level
Diplomacy +16 =3+ +3 Cha +10 Ex
Disable Device *+35 =3+20 +6 Dex +2 R +4 Rd *+10 vs traps
Disguise +16 =3+ +3 Cha +10 Ex
Escape Artist +34 =3+20 +6 Dex +5 Rd
Fly +19 =3+ +6 Dex +10 Ex
Handle Animal +16 =3+ +3 Cha +10 Ex
Heal +26 =3+20 +3 Wis
Intimidate +16 =3+ +3 Cha +10 Ex
Know (Arcana) +50 =3+20 +14 Int +10 An +2 B +1 T
Know (Dungeon) +39 =3+ +14 Int +10 An +2 B +10 Ex
Know (Engineer) +52 =3+20 +14 Int +10 An +2 B +2 R +1 T
Know (Geography) +39 =3+ +14 Int +10 An +2 B +10 Ex
Know (History) +49 =3+20H +14 Int +2 B +10 Ex
Know (Local) +29 =3+ +14 Int +2 B +10 Ex
Know (Nature) +59 =3+20H +14 Int +10 An +2 B +10 Ex
Know (Nobility) +29 =3+ +14 Int +2 B +10 Ex
Know (Planes) +49 =3+20 +14 Int +10 An +2 B
Know (Religion) +39 =3+20 +14 Int +2 B
Linguistics +47 =3+20H +14 Int +10 Ex
Perception *+26 =3+20 +3 Wis *+10 vs traps
Perform +16 =3+ +3 Cha +10 Ex
Profession +18 =3+ +3 Wis +2 B +10 Ex
Ride +19 =3+ +6 Dex +10 Ex
Sense Motive +26 =3+20 +3 Wis
Sleight of Hand +29 =3+20 +6 Dex
Spellcraft +47 =3+20 +14 Int +6 An +4 Ma
Stealth +29 =3+20 +6 Dex
Survival +16 =3+ +3 Wis +10 Ex
Swim +19 =3+ +6 Str +10 Ex
Use Magic Device +36 =3+20 +3 Cha +6 SF +4 Ma
Misc Bonus Codes:
M = Machinesmith
A = Artificer
SF = Skill Focus
Ex = Exemplar (Artificer)
An = Analyzer
R = Racial
B = Breadth of Experience
Ma = Magical Aptitude
T = Trait
H = Headband
Rd = Rod
See Explosives Expert Machinesmith Trick!!
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Enemy Analysis Compendium11/Day Slot(s) Used: 1st Know the Enemy Use Magic Device DC: 15, 20+x to overuse
Effects: This small, rigid sheet of metal has a malleable surface that it uses to display information on the selected target.
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Wand Magazine11/Day Slot(s) Used: 1st Weaponwand Use Magic Device DC: 15, 20+x to overuse
Effects: This device, when filled with a wand, will fuse with a weapon and allow the wand to be used as normal whenever the weapon is wielded.
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Dive Propulsion Vehicle11/Day Slot(s) Used: 1st Touch of the Sea Use Magic Device DC: 15, 20+x to overuse
Effects: This cylindrical device has a few handles and hooks to attach items to or hold on to as its miniature turbine propels the possessor through the water. It is powered by a tiny matrix that converts water into fuel.
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Environmental Protection Field Generator11/Day Slot(s) Used: 1st Endure Elements Use Magic Device DC: 15, 20+x to overuse
Effects: This orb collects and compresses nascent entropy and, when activated, uses it to reverse the entropic polarity of the surrounding area, protecting users from the least dangerous environmental effects for a time. Primarily reduces painful side effects of heat or cold.
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Physician's Diagnosis Kit11/Day Slot(s) Used: 1st Diagnose Disease Use Magic Device DC: 15, 20+x to overuse
Effects: This small carrying case contains within a collar that clamps around the neck of a subject and scans blood as it flows to and from the brain. Test results have proven it highly accurate in diagnosing diseases and infestations, and the information it provides has proven invaluable in treating countless patients.
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Personal Armor Replication Field11/Day Slot(s) Used: 2nd Instant Armor Use Magic Device DC: 15, 20+x to overuse
Effects: This device is a small disk that, when attached to a creature, will generate armor made of force around them. It is capable of a wide variety of armor types and qualities, calibrated by a few presses of a button.
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Servo-deployment Package11/Day Slot(s) Used: 2nd Ant Haul Use Magic Device DC: 15, 20+x to overuse
Effects: This extradimensional bag holds several small arrangements of telescoping rods, joints and cables. Each one unfolds and customizes itself to a user by telescoping to fit their arms and legs, attaching to their waist and supporting their back. This device makes it so that even an average commoner can lift a pony over their heads. However, the device amplifies strength rather than enhancing it, so the stronger the subject is to begin with, the more dramatic the increase in lifting and carrying capability.
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Reconstructive Construct, Mk II11/Day Slot(s) Used: 2nd Lesser Restoration Use Magic Device DC: 15, 20+x to overuse
Effects: Small metallic beetle is placed on a patient who has been magically or supernaturally drained. After a brief scan, it gets to work restoring what the patient has lost by climbing all over the chest and head and projecting tight beams of energy into areas that some physicians call "chakra". Use the Mk IV design for more significant recovery.
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Reconstructive Serum, Formula 211/Day Slot(s) Used: 2nd Cure Moderate Wounds Use Magic Device DC: 15, 20+x to overuse
Effects: This jet injector quickly administers a pre-measured dose of a curative formula that heals the subject for 2d8+10 hp.
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Weird Mount11/Day Slot(s) Used: 2nd Phantom Steed Use Magic Device DC: 15, 20+x to overuse
Effects: A small cube is set on the ground, and a button is pressed. With metallic clanking sounds, a fantastical contraption unfolds into the rough shape of a horse with strange apertures jutting out from it. As it unfolds, it increases in size, mass seemingly appearing from extradimensional spaces within.
This device lasts for up to 20 hours per use.
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Energetic Ablative Multi-Aura Generator11/Day Slot(s) Used: 3rd Communal Protection from Energy Use Magic Device DC: 15, 20+x to overuse
Effects: This small scepter-like device has a prismatic head that lights up and spins when activated. It shoots beams of light at targets designated by the wielder, and those targets are the subject of the spell. There are two rows of lights, one indicating the device's normal daily power remaining (charges) and one indicating the time (in 10 minute increments) that remains to be used on the device's current use.
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Energy Dissipation Multi-Field Generator11/Day Slot(s) Used: 3rd Communal Resist Energy Use Magic Device DC: 15, 20+x to overuse
Effects: This rod-like device alters the energetic attunement present in all beings, unbalancing and enhancing it so that a particular form of energy is considerably less effective against the subject. There are two rows of lights, one indicating the device's normal daily power remaining (charges) and one indicating the time (in 10 minute increments) that remains to be used on the device's current use.
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Adrenaline Amplification Ampoule11/Day Slot(s) Used: 3rd Haste Use Magic Device DC: 15, 20+x to overuse
Effects: This is a small container of gelcaps that, when ingested, increase the amount of adrenaline in the system. This makes time seem to speed up for the subject, and also quickens their movements.
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Knockback Gun11/Day Slot(s) Used: 3rd Battering Blast Use Magic Device DC: 15, 20+x to overuse
Effects: This small pistol packs an astounding punch, sending out four balls of force capable of knocking targets out and bursting through weaker structures.
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Pyro-Lobber11/Day Slot(s) Used: 3rd Fireball Use Magic Device DC: 15, 20+x to overuse
Effects: Yet another small pistol that packs an astounding punch. This one has an extremely long max effective range, and burns targets in a burst.
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Reconstructive Serum, Formula 411/Day Slot(s) Used: 4th Cure Critical Wounds Use Magic Device DC: 15, 20+x to overuse
Effects: This jet injector quickly administers a pre-measured dose of a curative formula that heals the subject for 4d8+20 hp.
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Battlejuice11/Day Slot(s) Used: 4th Divine Power Use Magic Device DC: 15, 20+x to overuse
Effects: This jet injector is favored by mercenaries who know they're up for a tough fight. This dramatically increases strength as well as combat awareness, allowing the subject to put the most damage in the most effective area of the enemy.
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Instantaneous Transmission Device11/Day Slot(s) Used: 4th Teleport Use Magic Device DC: 15, 20+x to overuse
Effects: This device looks like a fine mirrored timepiece, perfect for the adventurer on the go! Look into the mirrored surface, picturing where you need to be while pressing the button, and you're there! ... Probably. At least close by...ish.
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Energy MBG Mk IV11/Day Slot(s) Used: 4th, 4th Dragon's Breath (discharges twice) Use Magic Device DC: 27, +2 each overuse
Effects: This 40mm barrel attachment can be fired on its own or attached to a firearm or crossbow. It has a selector dial that determines what effect the energy discharge has, and is a highly potent anti-personnel weapon primarily used for suppresive fire.
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