Gizmo (3.5e Class)

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Gizmo
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Gizmo[edit]

"Just because we have no heart, does not mean we can't make art..." - Alice, Poet gizmo.

Making a Gizmo[edit]

A Gizmo is a mechanized terror, or a nexus of utility. But a gizmo ultimately needs funding, so adventure seems to be the greatest thing a gizmo is suited for. A gizmo will join a group of adventurers if there is a lot of foreseeable profit. No doubt a gizmo would put their services up for higher for a tough raid on a once wealthy castle that fell to invaders, or if they aren't big on Law, perhaps a wealthy castle that is very much still in use.


Abilities: The very existence of the Gizmo relies heavily on his intelligence, as he is basically reconstructing himself, he would want to know how to do it right the first time. The middle of battle is not a good time for a 404 error. His constitution is also important, seeing as how he is constantly replacing his flesh with mechanical parts.

Races: Races with racial bonuses towards Intelligence lean towards the path of a Gizmo, as well as races that do not have affinities towards nature or other divine domains.

Alignment: Gizmos are usually Chaotic, for they are out for their own ends. However lawful gizmos are not unheard of, using their intimate knowledge of machinery and modifications to maintain or enforce order.

Religion: All of the Gizmo's power comes from the knowledge they can gain themselves, and are entirely dependent on what they know. They don't seek out religion normally, but should they, they would pledge all of their progress to the Diety and enforce their domains, be it law or chaos.

Starting Gold: 6d12x10 (360)

Starting Age: Simple

Table: The Gizmo

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Craft Gizmos, Cell Pack, Upgrade, Life's Work, +1 Gizmo
2nd +2 +3 +0 +0 +1 Gizmo
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 +1 Gizmo
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 +1 Gizmo
7th +7/+2 +5 +2 +2 Cheap Upgrades
8th +8/+3 +6 +2 +2 +1 Gizmo
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 +1 Gizmo
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 +1 Gizmo
13th +13/+8/+3 +8 +4 +4 Inner Workings
14th +14/+9/+4 +9 +4 +4 +1 Gizmo
15th +15/+10/+5 +9 +5 +5 Nanobots
16th +16/+11/+6/+1 +10 +5 +5 +1 Gizmo
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 +1 Gizmo
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 +1 Gizmo

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Gather Information (Cha), Jump (Str), Knowledge (Int), Search (Int), Tumble (Str).

Class Features[edit]

 All of the following are class features of the Gizmo.

Weapon and Armor Proficiency: Proficient with all gizmos and martial weapons and medium armor, no shields.

Craft Gizmo: The focus of power for a Gizmo is the art of creating unique cybernetic upgrades that are connected with him bionically. At level 1 and every even level that follows, he may create a new gizmo to add to his collection. He may summon and dismiss his gizmos at will as a free action. A gizmo is at level 1 when it's first made. Any gizmo that is a weapon or armor can be targeted by any effect that applies to weapons and armor. One weapon gizmo per round may attack as many times in the round as the character can, so long as he has enough charges. A gizmo can attack with all weapon gizmos as a full round action. (ex. At 4th lv, with a lv 1 battery pack, a Hand cannon can attack 2 times and a rocket can fire 2 times as a full round action.)

Hand Cannon: Weapon; Deals 1d4/3 Lvs + Int damage. Is a range attack that has a range of 60ft. Use 1 charge per attack. At 2nd lv increases to 1d6/3 lvs. 2 charges, 3rd lv 1d8/2 lvs. 4 charges.

Tech Armor: Armor; +2 AC, max Dex 3. At 2nd lv, +4 AC max Dex 5, 3rd lv, +8 AC max Dex 7.

Beam Sword: Weapon; Deals 1d6/3 lv + Int damage. 1 charge per round activated. At 2nd lv, 1d6/2 lvs, 2 charges per round. 3rd lv 1d8/2 lvs. 3 charges per round.

Life Breeder: Component; 2 charges per round activated, Last 1 min/lv. Heals 3 HP per round. At 2nd lv 6 hp, 3rd lv 12hp.

Crystal Bedding: Armor; Gains DR/-- of Int. At 2nd lv 1.5xInt, 3rd, 2xInt.

Plasma Shield: Component; 2 charges to activate and 1 charge per round activated, +3 AC. At 2nd lv +6AC, 3rd +9AC.

Attack System: Component; Add your Int to your attack bonus. 2nd lv 1.5xInt, 3rd lv 2xInt.

Battery Pack: Component; x2 available charges max and per turn. 2nd lv x3, 3rd lv x4.

Accelerator: Component; x1.5 base land speed. 2nd lv x2, 3rd lv x3.

Angle Wings: Component; Can fly at land speed with good maneuverability. 2nd lv x3 land speed with great maneuverability, 3rd lv x3 land speed with perfect maneuverability.

Time Matrix: Component; Can use Slow/Haste as spell, 1 charge. 2nd lv can use time travel, 2 charges, and 3rd lv can use timestop as spell, 4 charges.

Titan Gloves: Component; Use Int to replace Str. 2nd lv 1.5xInt, 3rd lv 2xInt.

Rocket System: Weapon; 2d6/3 lvs + Int damage, 10ft blast radius, 3 charge use, 50 ft. 2nd lv 2d8/3 lvs + Int damage, 15ft blast radius, 5 charge use. 3rd lv 1d10/lv. + Int damage, 20ft blast radius, 8 charge use.

HUD Visor: Component; Low light vision full and dark vision 60ft. 2nd lv dark vision 120ft blind sense 10ft, 3rd lv dark vision full blind sense 20ft.

Grapple Cable: Component; 50ft grapple range and +5 to grapple. 2nd lv 75ft range and +10, 3rd lv 100ft range and +20.

Logistics: Component; Add your Int to Initiative. 2nd lv Int to saves, 3rd lv Int to AC.

Survival Gear: Component; Unlimited Air tank. 2nd lv unlimited rations, 3rd lv constant Endure elements effect. 1 charge/per level (1, 2, or 3) to maintain (when in use)

Cell Pack: Grants 4 charges per round. Recovers all charges at start of next round.

Upgrade: Can increase an items lv with a craft check of 10 and 1000 gold for 2nd lv, craft check of 20 and 2000 gold for 3rd lv. A failed craft check results in the loss of the money involved in the check(as spent, unusable resources. Can be sold as raw metal for 10 gp.)

Life's work: A gizmo is dedicated to his pursuit in his art. If he ever multi-classes, he keeps all current gizmos, but may never create another gizmo or upgrade any he has. This may be changed by an atonement or wish spell.

Cheap Upgrades: The gold cost for upgrades halves.

Inner Workings: Veins and heart have become cybernetic. Gains 25% miss chance on critical hits and sneak attacks.

Nanobots: Now a Gizmo's blood is filled with millions of nanobots. He is now immune to limb loss (including vorpal) and nonmagical diseases. If a limb is lost, the bots create another for him 1 day/ limb. At lv 20, these bots can bring him back to life as a Resurrection spell, unless disintegrated. A gizmo will no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue. When a gizmo's natural life span is reached, the biology inside it fails, and it's remaining systems become a construct with all of the same stats it had in life, but it no longer has independent thought (i.e. the computer in front of you).

Ex-Gizmo[edit]

See Life's Work.

Epic Gizmo[edit]

Table: The Epic Gizmo

Hit Die: d8

Level Special
21st Neo-Cell Pack
22nd Epic Gizmos, +1 Gizmo
23rd Epic Inner Workings
24th Bonus Feat, +1 Gizmo
25th
26th +1 Gizmo
27th
28th Bonus Feat, +1 Gizmo
29th
30th +1 Gizmo

6 + Int modifier skill points per level.

Neo Cell Pack: Charges increase to 8.

Epic Gizmos: All gizmos have a 1.5x more effectiveness.

Epic Inner Workings: Gain 100% miss chance for critical hits and sneak attacks. No longer effected by fatigue.


Bonus Feats: The epic gizmo gains a bonus feat (selected from the list of epic gizmo bonus feats) every 4 levels after 20th.

Epic Gizmo Bonus Feat List: Armor Skin, Augmented Alchemy, Blinding Speed, Damage Reduction, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Wondrous Item, Efficient Item Creation, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Legendary Climber, Legendary Leaper, Penetrate Damage Reduction, Polyglot

Human Gizmo Starting Package[edit]

Weapons: Great Ax.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int
Craft(Gizmos) 4 Int
Gather Information 4 Cha
Knowledge 4 Int
Search 4 Int
Tumble 4 Str −2

Feat: Combat expertise.

Gear: Studded Leather, same as fighter.

Gold: 6d6

Campaign Information[edit]

Playing a Gizmo[edit]

Religion: Gizmos don't normally worship a religion, seeing their gizmos as all that matters.

Other Classes: Gizmos are solitary people. If they meet another character, they use them for their own gain, most likely.

Combat: Depending on the gizmos of choice, they can range from a tank to a sniper.

Advancement: Gizmos won't normally seek the training or advancement in other classes.

Gizmos in the World[edit]

Puny beings, who do not even realize you are but resistors to my current of power!
—Jackal, Human Gizmo

Daily Life: Gizmos spend their time fighting for money to fund their gizmos. Rarely do they partake in anything else.

Notables: Jackal, The Iron Death.

Organizations: Gizmos rarely belong to any organization.

NPC Reactions: Until a gizmo shows his power, he is seen as a normal person. Afterwards, as a frightening enigma.

Gizmo Lore[edit]

Characters with ranks in Craft(Artifacts) can research Gizmos to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 Gizmos are smart.
10 Gizmos modify themselves.
15 Gizmos may have a lot of cash.
20 Gizmos have origins from the Planes of Mechanus.

Gizmos in the Game[edit]

Sample Encounter: Beta, a budding gizmo, is looking for some quick cash via his new friends: the players. So he offers his very unorthodox brand of service for a conveniently arisen and particularly intimidating adventure, for a hefty fee of course.

Adaptation: Instead of technology, it could be necrotic limb graftings with the same effects. Use all of the same stats and calculations, but be sure to make up cool sounding names for it. LIke, instead of a Gizmo, it could be a Zombologist or a Necro-grapher. Or Dennis.

Sample Encounter: Gizmos might be found where ever technology is honoured and sought.


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