Tinker
Table of Contents
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Ultimate Engineering
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Training in the Tinker sphere teaches you how to quickly and efficiently use and build gizmos.

Author’s Note: Full rules for how the Tinker sphere, gizmos, and the associated effects function can be found on the Ultimate Engineering page.

You gain the following benefits when you gain the Tinker sphere:

Associated Skill: Craft (mechanical). You gain 5 ranks in that skill, plus 5 ranks per additional talent spent in the Tinker sphere (maximum ranks equal to your Hit Dice). See Section 1.1: Introduction & Sphere Basics, Associated Skill for more.

If you possess multiple spheres that grant ranks in the associated skill, you gain a competence bonus on skill checks using that associated skill equal to 1/2 your Hit Dice instead of gaining additional ranks in the associated skill.

If using a Tinker tradition, your associated skill may change (see Section 4.4: Gamemaster’s Toolkit, Tinker Traditions).

Technology Literacy: You are considered to be trained in any skill used against a technology-based subject (such as a technological creature, item, or effect). If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to use them against a technology-based subject. Associated Feat: Technologist.

When you gain the Tinker sphere, you learn how to craft the battery gizmo and select one Tinker package.

Battery (gizmo)

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.

Tinker Packages

When you first gain the Tinker sphere, you choose one of the following Tinker packages and learn how to craft gizmos of its kind:

Augmentation

Augmentation is the modification and betterment of creatures through mechanical means.

Augmentation

Augmentations are a type of worn gizmo that provide benefits to the user when activated. More information regarding prosthetics, including basic rules and interactions, are located in Section 4.1: Mastering Gizmos, Augmentation.

You learn how to craft the following augmentation:

Physical Augmentation (gizmo): A physical augmentation is assigned to one physical ability score (Strength, Dexterity, or Constitution). The physical augmentation 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.

Prosthetic

Prosthetics is the field of research and science for creating prosthetics, a term used to define artificially crafted substitutes to limbs, organs, and other extremities. More information regarding prosthetics, including basic rules and interactions, are located in Mastering Gizmos, Prosthetic.

You learn how to craft the following prosthetic and secondary function:

Limb Prosthetic (gizmo, 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.

Special - Primal Augmentations: If you possess the Primal Augmentations talent, you may create a tail prosthetic.

Storage Capacity (secondary function; 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.

Computation

Computation is the creation of software programs and automation routines as opposed to the other more physical areas of study. This does not necessarily represent software as we imagine it today. These can be punch card systems for clockwork engines, series of mystical runes for a stone magitech slab, or a carefully arranged nutrient drip for an organic supercomputer.

Routine

Routines are programs which are installed directly into an existing gizmo, granting its user the benefits of the routine. More information regarding routines, including basic rules and interactions, are located in Mastering Gizmos, Routine.

When you gain this package you learn how to craft the following routine and apply the following accommodation:

Storage Routine (gizmo, minor, routine): 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).

Display and Input (accommodation): 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.

Artificial Intelligence

An Artificial Intelligence (AI for short) is a routine designed to emulate intelligent thought. More information regarding AI, including their advancement, classifications, and basic rules, are located in Mastering Gizmos, Artificial Intelligence.

When you gain this package you learn how to craft the following gizmo:

Artificial Intelligence (gizmo, project, routine): You craft an Artificial Intelligence, selecting an AI classification and otherwise customizing its abilities.

Modification

Modification is the improvement and adjustment of existing equipment.

Modification

Modifications are a type of gizmo that are attached to manufactured equipment or a specific type of object, as noted by that modification. More information regarding modifications, including their basic rules and interactions, are located in Mastering Gizmos, Modification.

When you gain this package you learn how to craft the following three modifications:

Familiar Arsenal (gizmo, 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.

Modified Tool (gizmo): 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.

Versatile Weapon (gizmo, 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.

Transmission

Transmission creates gizmos which receive and send signals, usable for detection, communication, or remote control depending on knowledge and application.

When you gain this package, you learn how to craft detectors and transmitters.

Detector

Detectors are used to gather information from its surroundings. More information regarding detectors, including their basic rules and interactions, are located in Mastering Gizmos, Detector.
You learn how to craft the following detector:

  • Mechanical Sensor (gizmo): This detector senses mechanical items and gives information about their effects. Determine the detected objects’s signature strength using Table: Mechanical Signature Strength (see Mastering Gizmos, Detector Reference Tables). In addition to the signature strength, the user may attempt a Knowledge (engineering) check to identify a detected mechanical object and its properties.

Transmitter

Transmitters use signals to send information, usually only to other gizmos crafted by the same crafter. More information regarding transmitters, including their basic rules and interactions, are located in Mastering Gizmos, Transmitter.

When you gain this package you learn how to apply the following accommodation:

Communicator (accommodation): 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).

Transportation

Transportation is the creation of personal transportation by means of self-propelled vehicles that function more as independent creatures than as objects.

Mechanoid

Mechanoids are project gizmos which take the shape of a vehicle, construct, or other technological creature based on the crafter’s preferences. Full details for mechanoids and how they function are located in Mastering Gizmos, Mechanoid.

When you gain this package you learn how to craft the following gizmo:
Mechanoid (gizmo, project): You craft a mechanoid, a project gizmo which can take many different shapes and provide many different functions.

Tinker Talent Types

Packages: Some talents are marked (augmentation), (computation), (modification), (transmission) and (transportation). You must possess at least one of the packages noted by the talent to gain that talent (such as possessing the (augmentation) package to take a talent marked with (augmentation)).

Individual abilities may also have a package as a prefix (i.e. Modification: Armor Donner (gizmo)). An ability’s prefix indicates that the character must possess that package to use the associated ability - usually because that ability relies on that package’s base effects (i.e. being able to build modifications to use an ability with Modification as a prefix).

Other Talent Tags:

  • Accommodation: An ability marked with (accommodation) grants new accommodation options that may be applied to any non-routine gizmo the crafter could craft (including mechanoids).
  • Gizmo: Talents marked with (gizmo) grant new gizmos, or indicate that an ability granted by that talent is craftable as a gizmo.
  • Project: Gizmos marked with (project) are crafted as projects and do not count towards your total gizmos but may be subject to other limitations, based on the type of project, and require project materials to craft (see Mastering Gizmos, Projects for more).
  • Prosthetic: Gizmos marked with (prosthetic) allow the character to craft a new prosthetic gizmo.
  • Routine: Gizmos marked with (routine) allow the character to craft a new routine gizmo.
  • Secondary Function: An ability marked with the (secondary function) tag grants options to grant prosthetics a secondary function. The (secondary function) tag will also note what type of prosthetic it may be applied to; the crafter must be able to craft a prosthetic of the appropriate kind to apply the secondary function. For example (secondary function; leg) may only be applied to leg prosthetics, (secondary function; any) may be applied to any, and (secondary function; sensory) requires a sensory prosthetic from the Sensory Set talent.
  • Upgrade: An ability marked with (upgrade) grants new upgrade options to mechanoids from the (transportation) package.

Many talents offer multiple types of gizmos at once. Some of these gizmos have a listed requisite package before it is gained as part of the talent.


Tinker Talents

Disguised Gizmo [utility]

You are a master of disguising your gizmos as otherwise normal objects that only expose their true functionality while used.

You may apply a disguise to a gizmo as part of crafting that gizmo. A disguise applied this way is immediately broken while the gizmo is activated, and the disguise is immediately reapplied when the gizmo is deactivated.

In addition, you gain a circumstance bonus on Disguise checks to apply a disguise to a gizmo equal to 1/2 ranks in the associated skill (minimum 1), and may take 10 when applying a disguise to a gizmo. You take no penalties for disguising a gizmo as a related object, unrelated object, or as being made from a different material.

A prosthetic disguised with this talent only loses the benefits of its disguise when one of its secondary functions is in-use (such as retrieving a weapon from its storage capacity secondary function) and otherwise can remain disguised.

A mechanoid disguised with this talent to appear as another creature does not break its disguise unless it visibly displays a “disguise-breaking action” (such as another creature entering the cockpit of a mechanoid disguised as a troll, or a mechanoid disguised as a horse propelling itself 200 feet vertically with a lifter gizmo).

Special - Tinker Savvy: If you possess the Tinker Savvy talent (or another way to replace skill checks relating to mechanical creatures, objects, and similar subject matter with an associated skill check), when disguising a gizmo, you may use your total associated skill bonus in place of your Disguise bonus (before including the bonus from this talent and other conditional bonuses or penalties to Disguise checks you perform).

Efficient Maintenance

Increase your gizmo limit by +2 and the number of gizmos you craft in 30 or 15 minutes by +1. You may select this talent multiple times; its effects stack.

Expanded Tinkering

Choose and gain two Tinker packages you do not already possess. You may select this talent multiple times; you gain two new packages each time.

Machine Horde (transportation)

You may craft a mechanoid as a group of cohesive, smaller mechanoids known as a “machine horde”. A machine horde uses the statistics of a mechanoid you can craft, but gains the swarm subtype if the mechanoid is size Tiny or smaller, or the troop subtype if size Small or greater (Bestiary 6). The machine horde does not lose access to any of its upgrades, limbs, senses, or normal capabilities, but does not gain additional uses of any such functions.

A machine horde is treated as a single mechanoid for the purposes of any installed routines (including AI). A machine horde cannot be crafted with the passenger seats upgrade, cover upgrade, or any other upgrade that would allow it to contain other creatures.

A machine horde gains a swarm attack or troop attack from the swarm subtype or troop subtype respectively that deals 1d6 damage, +1d6 damage per 3 gizmo levels. This swarm or troop attack may target any number of creatures in the machine horde’s square. Unlike a normal swarm or troop, a machine horde must spend a standard action to inflict its swarm or troop damage; once per round, this attack may be treated as an attack action for the purposes of effects that modify attack 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).

In addition, you gain the following benefits based on the corresponding Tinker package:

Computation: 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).

Transmission: 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).

Note: 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.

Transportation: 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 (see Mastering Gizmos, Piloting Mechanoids).

Multifunctional Gizmos

You learn how to make gizmos which contain multiple sets of options as a compact bundle.

Augmentation: Multifunctional Augmentations: 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.

A prosthetic cannot have multiple selected options and is always a prosthetic of the selected kind; instead, your prosthetics’s secondary functions are considered multiple options by this ability, allowing you to select multiple secondary functions and change between them as though they were different options. If you could craft a prosthetic with more than 1 secondary function, only a single secondary function may have multiple options selected.

Computation: 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).

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).

Note: An AI with 3 or more Intelligence does not need to be commanded and can act independently, but its actions may be overridden if the crafter commands it.

Modification: 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.

Transmission: Multipurpose Detector: 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.

Transportation: Additional Upgrade: The maximum number of upgrades your mechanoids can be crafted with increases by +1.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Transforming Parts (upgrade): 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.

Redundant Systems

The gizmos and technology you craft have backup systems that allow them to be restored from near complete destruction.

Your gizmos are not destroyed when they are reduced to 0 hit points and instead become depleted (immediately deactivating, but will immediately reactivate if repaired or brought above 0 hit points) and are destroyed when their negative hit points equal or exceed 10 + your practitioner ability score. In addition, the Break DC of any gizmo you craft increases by 1 for every 2 gizmo levels (minimum 1).

Mechanoids you craft are no longer destroyed when their hit points reach 0 and treat your practitioner ability score as their Constitution score when determining when they would be destroyed (but not for any other purpose). A mechanoid is staggered when at 0 hit points, rendered inoperable when at negative hit points, and is destroyed when their negative hit points are equal to or greater than their effective Constitution score.

In addition, when recovering gold spent on a project, you recover an additional 25% (for a total of 50% of the project’s value in new project material). See Mastering Gizmos, Projects for more.

Note: “Inoperable”: Constructs are normally destroyed immediately upon reaching 0 hit points. For the purposes of this talent, an “inoperable” gizmo or mechanoid is deactivated and cannot be reactivated or used until it is repaired to more than 0 hit points (a positive number). An inoperable mechanoid does not lose hit points when inoperable, and does not need to be stabilized when in that condition. An inoperable mechanoid is treated as helpless and dying for the purposes of other effects.

Security Measures [utility]

Your gizmos are designed with other people in mind, making them easier to use for allies and harder to use for others.

The Disable Device DC to disable or sabotage gizmos you craft increases by +10 (see Section 1.2: Skill Rules, Disable Device for more).

When you craft a gizmo (excluding batteries), you can craft it with a number of security measures as well as a means to bypass these security measures (a “bypass”, such as a code, physical input, etc.). A creature may be instructed (and told about) the bypass, and how to change or deactivate the bypass, as part of instructing the creature how to use the gizmo (see Section 1.1: Introduction and Sphere Basics, Using Gizmos). A creature which has been taught the security bypass may use the gizmo normally. A creature without a gizmo’s security bypass treats a gizmo’s effective gizmo level as being 3 lower, -1 per 2 gizmo levels (to a minimum of gizmo level 1) when using that gizmo. A creature without the security bypass may attempt a proficiency check DC +10 to use the gizmo without penalty as part of activating the gizmo (or as a standard action while the gizmo is active).

One or more gizmo’s countermeasures can be set to trigger whenever a creature without a security bypass would activate or use the gizmo (without having succeeded on a proficiency check). When a countermeasure is triggered, it remains in effect (if it would have a duration) or becomes expended until the gizmo is either activated by the crafter, a user that possesses the security bypass, or when the crafter maintains their gizmos. A user can intentionally trigger a gizmo’s countermeasures as a swift action.

The following countermeasures can be granted to a gizmo:

  • Alarm: All creatures within close range of the gizmo are alerted by a sound, bright light, or both. Creatures beyond this may attempt a Perception check to detect the alarm as normal (treat this DC as -10). This alarm continues until stopped or deactivated by a creature with the security bypass.

    Special - (Transmission) Package: The gizmo can send an alert to a transmitter within signal range. The alert the transmitter displays can be either silent text, sound, light, or physical signal (or subtle motion).
  • Punishment: The gizmo deals 1d6 piercing damage per 2 gizmo levels (minimum 1d6) to the user (Fortitude halves; affects objects). Routines cannot be granted this countermeasure.
    _

Special - Arsenal Set: If you possess the Arsenal Set talent, this damage can instead be any type of damage you could select with an elemental infuser.

  • Trap: The gizmo triggers an existing adjacent trap. The trap's trigger must have been set by you, and the gizmo must remain in physical contact with the trap for the security feature to function.
    _

Special - (Transmission) Package: The gizmo may trigger a trap within its signal range (rather than being limited to adjacency).

  • Self-Destruct: The gizmo destroys itself.

Countermeasures can also be granted to routines (activating the countermeasure if the routine is used without a security bypass).

Regardless of the number of countermeasures in a single round, a creature can only take a total amount of damage from triggered countermeasures up to 10 per rank in the associated skill (i.e. a total of 130 damage with 13 ranks in the associated skill).

Countermeasures are treated as complex mechanical traps (Disable Device DC 25 + 1 per gizmo level). A countermeasure can be individually disabled, but disabling the countermeasure does not disable the security measure. A disabled countermeasure is treated as a depleted gizmo and can be restored whenever the crafter would maintain their gizmos. Failing to disable a countermeasure triggers every associated countermeasure. Abilities that would warn a creature about a trap or similar hazard may warn a creature about a countermeasure (such abilities normally grant a Perception check to notice the hazard; the Perception DC to notice a countermeasure is equal to its Disable Device DC).

Tinker Savvy [utility]

Your expertise gives you immense intuition for anything technological.

Whenever you attempt a skill check to interact with a mechanical creature, object, or subject matter (including constructs, traps, locks, etc.), you may instead attempt an associated skill check with a -5 penalty. This does not allow you to perform checks you could not do with the original skill.

You may expend your martial focus to “take 13” when attempting a skill check with your associated skill. This is treated as taking 10, and can be used even when distracted or threatened (such as combat).

Note: This talent also includes any skill checks you would perform related to a gizmo (or prompted by that gizmo), such as Heal checks made to implant a prosthetic, Craft or Knowledge checks made to identify something detected with a detector, etc.


Gizmo Talents

Armor Modifications (gizmo, modification)

You learn the ways of modifying armor and shields to a higher standard of defense.

Modification: Armor Donner (gizmo): This modification is attached to armor. The attached armor may be compressed (or expanded back to its normal size) as a swift action. Compressed items are rendered non-functional and reduced by 1 size category (but does not weigh less), plus 1 additional size category smaller for every 5 gizmo levels (minimum Diminutive). Worn armor is automatically removed from the user if donned. The user can don compressed armor as part of the action to expand it back to its normal size (the swift action to use the armor donner). An armor donner allows the user to treat the attached armor as being 1 category lighter than normal for purposes of movement and other limitations (to a minimum of light armor; such as treating full plate armor as though it were medium armor). This decreased “effective armor category” does not apply to any proficiency required to use the armor.

Modification: Augmented Armor (gizmo): This modification is attached to armor. The user treats the attached armor as weightless for the purposes of carrying capacity. In addition, augmentations can be equipped to the armor, and the user may benefit from these augmentations; for prosthetics, the user must still have an appropriate body part or limb to benefit from the prosthetic (i.e. leg prosthetics requiring the user have legs).

Modification: Padded Protection (gizmo): This modification is attached to armor or shields. This modification amplifies a suit of armor or shield’s ability to protect its user against attacks it normally could not. The user adds 1/2 the attached equipment’s bonus to AC (minimum 1) as a circumstance bonus to their AC against attacks that bypass the attached equipment’s bonus to AC (such as a touch attack or the Pinpoint Targeting feat bypassing a suit of armor’s AC bonus). This modification’s benefits do not apply if the user could already apply the attached equipment’s AC bonus against the attack (such as being able to apply their full shield bonus to AC against touch attacks).

As an immediate action, whenever the user would be subject to an attack that would bypass the attached object’s bonus to AC, the user gains a circumstance bonus to their AC against that attack equal to +2, +1 per 4 gizmo levels. The user must be aware of the attack and not flat-footed to use this ability; this ability must be used before the attack roll is made.

  • Battery Use: The user can deplete 1 battery to use this gizmo’s ability to increase AC after the result of the attack roll is revealed. This can change a successful attack into a miss.

Modification: Pliable Armor (gizmo): This modification is attached to armor or shields. This modification reduces the attached equipment’s armor check penalty and increases the maximum Dexterity bonus to AC each by 1 (this cannot reduce armor check penalty below 0).

  • Battery Use: The user can deplete 1 battery as a free action to improve this gizmo’s functions for 1 hour per gizmo level. For the gizmo’s duration, the armor check penalty reduction and maximum Dexterity granted by the gizmo each increase by 1 + 1 per 6 gizmo levels.

Arsenal Set (gizmo)

You learn to craft combat-ready equipment quickly and easily.

Arsenal Gizmo (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).

Note - Setting Appropriate Equipment: 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.

Augmentation: Prosthetic Arsenal: 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.

Computation: Targeting Routine (gizmo, 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).

Modification: Elemental Infuser: You may craft a versatile weapon gizmo as an advanced minor gizmo (referred to herein as an “elemental infuser”), granting it the following effect and battery use ability (in addition to its normal effects):

  • Advanced Gizmo: When an elemental infuser is crafted, choose an energy type (chosen from Table: Elemental Infuser).
    • Battery Use: 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).

      If an elemental infuser modification’s gizmo level is 10 or higher, the battery use ability’s duration increases to 1 minute per gizmo level.

      An elemental infuser’s effect takes priority over a versatile weapon gizmo’s base effect.
Table: Elemental Infuser
Ranks in Associated Skill Energy Types
1 Acid, cold, electricity, fire
10 Sonic1

1: An elemental infusion made to do sonic damage is active for 1 round per gizmo level per battery depleted (this is not increased by having an elemental infuser with a gizmo level 10 or higher).

Modification: Improved Familiar Arsenal: Your familiar arsenal modification grants the user an additional +2 circumstance bonus, +1 per 7 gizmo levels, based on the attached object.

  • Armor or Shield: The user gains the bonus to their AC against critical hit confirmation rolls.
  • Weapon: The user gains the bonus to their attack rolls made to confirm critical hits.

Transmission: Tracking Device (gizmo, 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.

Special - Infiltration Set: If you possess the Infiltration Set talent, tracking devices you craft can be made difficult to notice (unless your Tinker tradition would prevent stealth). Tracking device gizmos require a Perception check with a DC equal to 10 + gizmo level + the gizmo’s practitioner modifier or they remain unnoticed. Bonuses to Perception to notice traps apply to a Perception DC to notice a hidden tracking device. If a tracking device is placed onto another creature using Sleight of Hand, use the higher of the two Perception DCs to notice.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Armor Slot (upgrade): 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.
  • Arsenal Slot (upgrade): 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.
  • Modular Modification Slot (upgrade) (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).

Special: When granting a mechanoid the armor slot or arsenal slot upgrades, you may instead provide a suit of armor, shield, or weapon not crafted with the arsenal gizmo talent (such as a preexisting magic sword, etc.). Equipment provided this way does not automatically resized to fit the mechanoid.

Aviation Set (gizmo)

You learn methods for flying and navigating in the air.

Glider (gizmo, minor): A glider gizmo can be attached to a creature or armor (as though attaching a modification) and can be activated or deactivated as an immediate action. The user gains a glide speed of 30 feet, +10 feet per 3 gizmo levels. A glide speed allows the user to take no damage when falling and, when falling, may glide, moving horizontally with their glide speed, but falling 1 foot for every 5 feet traveled. The user falls a minimum of 5 feet per round, regardless of the user’s movement, and cannot hover using this glide speed. This glide speed is treated as a fly speed with average maneuverability; the user may be subject to strong wind or other effects while a glider is active (even if not in the air).

Lifter (gizmo, minor): This gizmo lifts or lowers an attached target up or down through the air. A lifter is activated as part of attaching it to a target as a standard action, and can lift either an object or willing creature no larger than size Small, increasing by 1 size category per 3 gizmo levels (Small > Medium > Large, etc.). A lifter can be detached from a willing attached target as a move or standard action (or otherwise removed as a standard action with a successful Disable Device check against the lifter’s gizmo DC, sundering the lifter, etc.). Lifters have different types that determine their speed and gizmo effect duration (see Table: Lifter Type).

Once activated, the attached object floats directly upward or downward a set distance and remains at that elevation for a set duration. Distance and duration are determined by the user when the lifter is activated. A lifter cannot elevate an attached creature or object more than 5 times its movement speed above the ground and cannot have its set duration be longer than its maximum duration. While airborne, an attached target can be moved by other effects while in the air (such as strong wind).

If a lifter would lift a group of creatures and objects (such as a creature sitting on a chair, or a group of adventurers standing on a door as a makeshift platform), determine the object’s total size beginning with the largest object and adding each other object as though it were 1 size category smaller (see Note - Abstracting Weight and Size for more).

  • Lifted Creatures: A lifter attached to a creature causes that creature to suffer a -4 penalty to their CMD against bull rush, drag, and reposition combat maneuvers, as well as ability checks to resist being moved (such as by strong wind). A lifted target cannot use its land speed to move without a wall or other solid surface to push themselves horizontally.
  • Lifted Objects: The CMD of an unattended object being lifted is equal to 10 + the object’s size modifier to CMD + the lifter’s practitioner modifier. A lifter attached to an object (including worn armor or a held weapon) causes the creature holding, wearing, or otherwise attending that object to increase the armor check penalty of the object by 2 and suffer a -2 penalty on attack rolls made with the object. These penalties increase by +1 for every 4 gizmo levels. If the object is not attached to the creature or closely worn (such as clothing or armor), the creature must spend a move action at the start of their turn to hold onto the object to prevent it from being lifted up (or may choose to be lifted with the object).

Note: Abstracting Weight and Size: The lifter gizmo can be difficult to adjudicate when a creature may have many objects in their possession or try to hold onto other objects. If determining the total size of the object based on object size, determine the object’s total size beginning with the largest object and adding each other object as though it were 1 size category smaller. For example, a Medium chair and a Medium creature would be treated as 1 Medium and 1 Small object, requiring a lifter capable of size Large. A Small chair with 4 Small creatures clinging to it would effectively be 3 Small objects (1 Small, 4 Tiny), or effectively 1.5 Medium objects and also require a lifter capable of size Large.

Rather than use a weight limitation, GMs are encouraged to abstract creature and object weight as their general “bulk”. An unencumbered creature is generally treated as a creature of their own size (such as a halfling and their worn things, their backpack, etc.). Treat a “bundle” of objects as the total space that bundle occupies (such as a sack full of things being a Small or Medium object despite being filled with dozens of forks). If a GM and their table prefer to use weight, a lifter gizmo can lift 25 lbs., multiplied by 5 per additional size category the lifter could accommodate greater than Small (1x Small > 5x Medium > 25x Large, etc.).

Augmentation: Personal Aviation (gizmo) (requires 5 ranks in Associated Skill): A personal aviation gizmo grants no benefits unless its battery use ability is activated. Unlike a normal lifter gizmo, a personal aviation gizmo grants the user greater control over the lifter’s movement (not being limited to up or down, no maximum elevation limitations, etc.). The speed, maneuverability, and gizmo duration of a personal aviation gizmo are determined by the type of lifter (determined when crafted; see Table: Lifter Type).

  • Battery Use: The user can deplete 1 battery as a free action to activate this gizmo, gaining the fly speed and maneuverability of the crafted lifter for the gizmo’s duration.

Augmentation: Wing Prosthetic (gizmo, prosthetic): You can craft a prosthetic wing; a prosthetic wing is treated as an arm prosthetic for other abilities and effects (such as secondary functions). A wing prosthetic may be crafted as a single prosthetic or matching set.

Computation: Air Superiority (gizmo, routine): This routine enhances the user's combat performance in the air. The user gains a +2 insight bonus on Fly checks, increasing by +1 per 4 gizmo levels.

  • Battery Use: The user can deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, airborne creatures take a -1 penalty on attack and damage rolls against the user, increasing by 1 per 8 gizmo levels. These penalties do not stack with the air mastery ability or other similar abilities (such as from the Alteration sphere’s Elemental Transformation (transformation) talent).

Modification: Targeted Lifter (gizmo): This modification is attached to manufactured weapons or may be used as a thrown weapon, making a ranged touch attack with a range increment of 20 feet. As part of an attack action or sunder combat maneuver, the targeted lifter is attached to the target and the targeted lifter becomes activated. Once attached to a target this way, a targeted lifter functions as a normal lifter gizmo (moving the target upward or downward, chosen when activated). A creature can attempt a Reflex save or Escape Artist check as a move action to detach the modification from themselves or an object in their possession. An attached creature treats the targeted lifter as an unattended object when rolling a sunder combat maneuver against it.

Transmission: You learn how to craft the following detector:

  • Weather Sensor (gizmo): This detector can determine future weather patterns within its signal area up to 1 day per gizmo level. This forecasts the weather, including type of weather, temperature, rainfall, dangerous or adverse conditions, etc. This detector cannot forecast magical or unnatural weather conditions, but when sensing an area under magical or unnatural weather conditions, indicates the direction of the weather’s influence.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Transport Flight (upgrade): The mechanoid gains an innate glider. In addition, the mechanoid gains a number of ranks in Fly equal to its gizmo level. If the mechanoid’s gizmo level is 5 or greater, the mechanoid also gains an innate personal aviation gizmo.
Table: Lifter Type
Type Speed Maneuverability Duration
Hover1 20 ft., +10 ft. per 4 gizmo levels Perfect 10 minutes per gizmo level
Floater 20 ft., +10 ft. per 4 gizmo levels Good 1 minute per gizmo level
Spinner 30 ft., +10 ft. per 4 gizmo levels Average 4 rounds per gizmo level
Thruster2 40 ft., +20 ft. per 4 gizmo levels Clumsy 1 round per gizmo level

1: This flight is limited to being up to 3 feet off the ground. When hovering this way, Fly checks are not required to hover or change direction. When not above a solid or liquid surface the user glides down as if using a glider gizmo.
2: This flight is limited to moving in straight lines each time the movement is used.

Cognitive Set (gizmo) [utility]

You learn to craft gizmos which interface, improve, or teach new cognitive functions.

Augmentation: Mental Augmentation (gizmo): A mental augmentation functions as a physical augmentation (from the base (augmentation) package), except the crafter assigns the augmentation’s ability score to a mental ability score (Intelligence, Wisdom, or Charisma).

Augmentation & Computation: 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.

Computation: Translator (gizmo, routine): 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 (see Table: Translator 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 1 page of text per minute (see Table: Translator Fluency for the required amount of text to gain fluency in a language). 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.).

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).

Table: Translator Fluency
Fluency Translation Accuracy Required Text (250 Words/Page) Required Time (Hours)
Basic Content basics 10 pages 0.1 (6 minutes)
Developed Most content, but details are missed 100 pages 10 hours
Fluent As an average speaker 1,000 pages 100 hours
Expert As a fluent linguist 1 million pages 10,000 hours

Computation: Tutor Routine (gizmo, 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.

Defensive Set (gizmo)

You gain new methods to defend and reinforce creatures and objects alike.

Portable Wall (gizmo, minor): You craft a portable wall that can be easily expanded. A portable wall may be set down and expanded as a standard action to fill a 5 feet by 5 feet edge of the space it is set in (similar to planting a tower shield). A portable wall gizmo is crafted as one option from Table: Portable Wall, determining the physical properties of the portable wall. A portable wall cannot be expanded inside of a creature’s space. Once expanded, a portable wall gizmo can be collapsed and made portable again with 1 minute of work (but requires knowledge of how to set up and disassemble the portable wall or a successful proficiency check).

An expanded portable wall is damaged and destroyed as an unattended object, and once destroyed, no longer impedes movement, line of sight, or line of effect. If a portable wall would occupy multiple spaces (i.e. an advanced portable wall), each 5-feet by 5-feet edge is damaged and destroyed individually. An advanced portable wall gizmo with destroyed panels cannot be expanded again until repaired.

  • Battery Use: The user may deplete 1 battery as a move action to collapse, disassemble, and make the gizmo portable again (requiring knowledge of how to set up and disassemble the portable wall or a successful proficiency check).
  • Advanced Gizmo: An advanced portable wall, when expanded, fills up to 1 contiguous 5 feet by 5 feet edge per gizmo level (or stops expanding once it has filled up to the space designated by the user). When expanding an advanced portable wall, the contiguous space can make corners and “turn”. A creature that would be trapped or fully contained within the resulting space an advanced portable wall creates (that is unwilling) may immediately move to the nearest unoccupied space outside of the portable wall.
Table: Portable Wall
Type Blocks Movement Blocks Line of Sight Blocks Line of Effect
Wall Yes Yes Yes
Fence Yes No No
Pane Yes No Yes
Hologram No Yes No

Augmentation: Reactive Plating (gizmo): This augmentation can be used whenever the user takes the total defense action, fighting defensively action, or uses the Combat Expertise feat (a “defensive fighting action”). Instead of the dodge bonus to AC granted by the defensive fighting action, the user gains DR/adamantine equal to 1/2 this augmentation’s gizmo level (minimum 1) until the start of their next turn; if this damage reduction was granted as part of taking the total defense action, the user instead gains DR/adamantine equal to this augmentation’s gizmo level.

  • Battery Use: The user may deplete 1 battery as part of using this gizmo to improve its effects for 1 round (until the end of the user’s next turn). For the gizmo’s duration, the damage reduction granted by this augmentation is improved to be damage reduction that cannot be overcome (e.g. DR 5/–). This gizmo’s duration may be renewed until the end of the user’s next turn provided that the user chooses to take a defensive fighting action and benefit from this augmentation’s damage reduction (the user may extend the gizmo’s duration up to a number of times equal to the augmentation’s gizmo level).

Computation: Resistance Routine (gizmo, minor, routine): This routine provides a gizmo protection against harmful outside effects. While this routine is installed in a gizmo, the gizmo gains a +1 insight bonus to all saving throws. This bonus increases by +1 for every 4 gizmo levels. If an AI is installed in the gizmo housing a resistance routine, the AI also benefits from this routine.

Modification: Endurance Modifier (gizmo, minor): This modification is attached to an object (including other gizmos but never another endurance modifier modification). The attached object treats its hardness as being equal to the gizmo’s hardness, or its own hardness +5, whichever is higher. This modification can be attached to objects of up to Medium size + 1 size category larger per 3 gizmo levels.

Modification: Expanding Shield (gizmo, minor): This modification is attached to a shield. The attached shield may be used as though it were a portable wall minor gizmo (activating and setting the portable wall down as normal). The attached shield cannot be used as a shield while it is expanded this way (and must be collapsed and made portable again to use normally as a shield.

  • Advanced Gizmo: An advanced expanding shield functions as an advanced portable wall gizmo. In addition, the user may spend a swift action to have the attached shield change its form between a buckler, light shield, heavy shield, or tower shield; the attached shield returns to its original form if the modification is ever removed.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Armored (upgrade): The mechanoid increases their natural armor bonus by an additional +1, +1 per 3 gizmo levels.
  • Fortified (upgrade): The mechanoid has a 50% chance of ignoring critical hits and precision damage, as though they were wearing armor with the medium fortification special ability. In addition, the mechanoid gains DR 1/adamantine, +1 per odd gizmo level after 1st.

Disruption Set (gizmo)

You learn to craft gizmos which disrupt and interfere with their targets.

Disruptor (gizmo): A disruptor gizmo is crafted to inflict various effects and status conditions. A disruptor is used as a standard action, making a melee or ranged touch attack (with a range of close) which inflicts the chosen effects on a successful attack. If the effect would persist for more than 1 round, an affected creature may attempt a new saving throw against the disruptor’s effects once per round as a standard action (even if they could not normally take a standard action).

You may craft a disruptor with one of the following disruptor effects:

  • Convulsing: The target falls prone (Fortitude negates).
    • Battery Use: You may deplete 1 battery as part of using this gizmo to instead cause the target to be staggered for 1 round (Fortitude negates).
  • Countergizmo (requires 5 Ranks in Associated Skill): This disruptor must be used with its battery use ability:
    • Battery Use: You may deplete 1 battery to use a countergizmo disruptor against other gizmos and gizmo effects. A countergizmo disruptor attempts to deactivate another gizmo or gizmo effect with a gizmo penetration check; a gizmo deactivated this way cannot be activated for 1d4 rounds and its effects end as though any duration expired.

      The countergizmo disruptor can target a gizmo, creature, object, or ongoing non-physical effect (such as a wall of energy or similar). If targeting a creature, the user must make a successful attack roll before attempting the gizmo penetration check and designate one gizmo in that creature’s possession; if no gizmo is selected, the gizmo penetration check is attempted against a random gizmo or gizmo effect in the target’s possession.

      If targeting a non-physical effect, the disruptor only needs to be within range of the effect to attempt a gizmo penetration check. Succeeding at a gizmo penetration check against a mechanoid instead dazes the mechanoid for 1d4 rounds (bypassing any immunity the mechanoid might possess).

      The user may ready an action to use a countergizmo disruptor in response to another creature activating or using a gizmo ability to attempt to deactivate that gizmo and prevent that gizmo’s effects (similar to counterspelling).
  • Distracting: The target is treated as taking 1d4 damage per gizmo level as continuous damage for the purposes of concentration checks for 1 round.
    • Battery Use: You may deplete 1 battery as part of using this gizmo to cause this effect to continue for 1 round per 2 gizmo levels (Fortitude partial). On a successful save, the target is still treated as taking continuous damage for 1 round.
  • Fear-Inducing: The target is shaken for 1 round per 2 gizmo levels (Will negates).
    • Battery Use: You may deplete 1 battery as part of using this gizmo to instead cause the target to be frightened (Will partial). On a successful save, the target is still shaken for 1 round.
  • Sickening: The target is sickened for 1 round per 2 gizmo levels (Fortitude negates).
    • Battery Use: You may deplete 1 battery as part of using this gizmo to instead cause the target to be nauseated (Fortitude partial). On a successful save, the target is still sickened for 1 round.

Augmentation: Disruptor Harness (gizmo): A disruptor harness is crafted the same as a disruptor gizmo (selecting an option as normal). Whenever the user is hit by a melee attack, as an immediate action the user may activate the disruptor harness to target the attacking creature (making a melee or ranged touch attack roll as normal). Using the disruptor harness this way deactivates it for 1d4 rounds, after which it reactivates.

  • Battery Use: The user may deplete 1 battery as a swift action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the disruptor harness may be used once as a free action that can be taken even when it is not the user’s turn (instead of as an immediate action).

Modification: Disruptor Add-On (gizmo): This modification is attached to a weapon. A disruptor add-on is crafted the same as a disruptor gizmo (selecting an option as normal). As a special attack action, the user may use the disruptor as part of making an attack with the attached weapon. On a successful hit, the disruptor’s effects are also applied to the target (as though the target was also struck by the disruptor, attempting a saving throw as normal, etc.).

Transmission: Infrasonic Generator (gizmo): This transmitter generates an infrasonic sound-based signal (with a range equal to your detector gizmo’s standard range, normally close range). Living creatures that enter or begin their turn in the area have their sense of spatial awareness damaged for 1 minute (Fortitude negates). A creature that fails its Fortitude save suffers a -2 penalty to their AC and CMD against all attacks of opportunity, as well as to any skill checks to avoid attacks of opportunity (such as Acrobatics checks to move through threatened spaces). This penalty increases by +1 for every 4 gizmo levels.

Deaf creatures gain a +4 bonus to saving throws against this gizmo’s effect; a creature that successfully saves against this gizmo’s effect is immune for 1 minute. Animals, vermin, and creatures with sensitive hearing receive a -4 penalty to their saving throw against any effects created by this gizmo.

Animals and vermin will instinctively avoid the transmitter’s signal. A trained animal or similar creature must be forced to enter the transmitter’s signal area with a Handle Animal check (DC 20 + the gizmo’s level).

  • Battery Use: The user may deplete 1 battery as a standard action to have the gizmo emit a brief, instantaneous pulse. All living creatures within the transmitter’s signal range are nauseated for 1 round (Fortitude negates). A creature that succeeds Fortitude save is instead sickened for 1 round. The bonuses and penalties against this gizmo’s normal effects apply to the battery use ability’s saving throw (but not any immunity granted by a prior successful saving throw).

Transmission: Remote Disabling: A detector you craft can be granted the ability to remotely disrupt other technological items within its signal range. You may use the detector to perform Disable Device checks against gizmos (or other technological targets subject to being disabled with Disable Device) as though you were in physical contact with that gizmo. Your detector’s signal must be able to reach the target uninterrupted during a Disable Device check made this way (i.e. if the object would be moved outside the signal’s radius at any point, the Disable Device check fails).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Innate Disruptor (upgrade): The mechanoid gains an innate disruptor gizmo.

Emergency Gear (gizmo) [utility]

You can craft gizmos which help provide support or tools for emergency situations.

Climate Controller (gizmo, minor): A climate controller allows the user to be comfortable even in extreme cold or heat (generally between -50 to 140 degrees Fahrenheit/-45 to 60 degrees Celcius).

  • Battery Use: The user may expend 1 battery as a free action to improve this gizmo’s functions for 2 hours per gizmo level. For the gizmo’s duration, the climate controller provides its benefits to all creatures in a 10-foot radius, +10 feet per 4 gizmo levels.

Emergency Breather (gizmo, minor): An emergency breather grants its user a +2 circumstance bonus on saving throws against inhaled effects (such as inhaled poisons, contaminants, etc.), +1 per 7 gizmo levels.

  • Battery Use: The user may expend 1 battery as a free action to improve this gizmo’s functions for 10 minutes per gizmo level. For the gizmo’s duration, the emergency breather allows the user to breathe normally, as though it were in an ideal breathable environment, and provides immunity against inhaled effects. The type of breathable environment is chosen when the gizmo is crafted (such as clean air for a human or oxygenating water for a fish). An emergency breather can be shared with a willing, helpless, or unconscious creature within the user’s reach as a free action by depleting 1 round from the gizmo’s active duration (such as sharing rounds of oxygen with an ally, or helping a creature breathe when trying to move through toxic smoke).
  • Advanced Gizmo: An advanced emergency breather provides a breathable environment as though its battery use ability were always active.

Fire Extinguisher (gizmo, minor): Fire extinguishers can be activated as a standard action. When a fire extinguisher is activated, it creates a 15-foot cone of misty vapor, fire suppressing chemicals, or other substances which quickly extinguishes nonmagical fires within the area of effect (as an instantaneous effect). This area of effect is a spread and can pass through open cracks and other incomplete barriers (similar to a fog cloud spell effect).

The user may deplete the fire extinguisher to significantly increase its output for a single activation. Creatures with the fire subtype take 1d6 points of cold damage per 2 gizmo levels (minimum 1d6) (Reflex half) and magical fire effects within the area are subject to a dispel check (substituting the fire extinguisher’s gizmo level in place of caster level). Continual magic fire effects (such as a flaming weapon, summoned fire creature, or other effect subject to GM discretion) are suppressed for 1 minute. A fire extinguisher can be used to extinguish an instantaneous fire effect (such as a dragon’s breath weapon or a fireball spell) by readying an action to extinguish the affected area (or the creator of the effect), attempting a dispel check if required.

  • Battery Use: The user can deplete 1 battery as part of increasing the fire extinguisher’s output (instead of causing the fire extinguisher to become depleted). In addition, the fire extinguisher’s area of effect increases by 5 feet + 5 feet per 2 gizmo levels.

Flashlight (gizmo, minor): The flashlight creates a beam of light in a 60-foot cone, 120-foot line or 30-foot radius area, increasing the light level in the affected area to be bright light and increasing the light level beyond this initial area by one step, in a 120-foot cone, 240-foot line or 60-foot radius (such as increasing the further area from darkness to dim light). When activated as a cone or line, the user must choose the cone or line’s direction and may reorient it as a free action once per round. When crafting a flashlight, you may choose to have it create basic white light or any other color of your choice.

The user may deplete the flashlight to significantly increase its output for a single activation (or as part of activating the flashlight as a standard action). The flashlight’s output is increased to produce a far more powerful burst of light causing creatures within the flashlight’s area to be blinded for 1 round (Fortitude negates) and dazzled for 1d4 rounds; the user may exclude themselves from this effect. If a creature with light sensitivity or vulnerability to bright light or sunlight is within the area of effect, they are instead blinded for 1d4 rounds (Fortitude negates) and dazzled for 1 minute. This burst of light can blind constructs, undead, and other creatures normally immune to Fortitude saving throws that could not affect objects so long as that creature has regular sight. If this flashlight’s area would overlap with a magical darkness effect when activated this way, the magical darkness effect is subject to a dispel check (substituting gizmo level in place of caster level).

  • Battery Use: The user can deplete 1 battery as part of increasing the flashlight’s output as a standard action (instead of causing the flashlight to become depleted). In addition, a creature that fails their Fortitude save is outlined by the lingering illumination for 1 round per gizmo level, suffering a -10 penalty on all Stealth checks, -1 per 2 gizmo levels. A creature outlined this way does not benefit from concealment normally provided by darkness, blur, displacement, invisibility, and other similar effects.
  • Battery Use: The user can 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 flashlight’s area of effect is increased by 10 feet per 2 gizmo levels (if illuminating a cone), 20 feet per 2 gizmo levels (if illuminating a line), or 5 feet per 2 gizmo levels (if illuminating a radius).

Purifier (gizmo, minor): A purifier cleans and purifies a wide number of substances. A purifier can be used as a standard action to purify up to 1 5-foot cube of organic material (liquids, food, etc.; but not living creatures), removing any non-magical diseases, poisons, and other contaminants. Acidic or basic substances are neutralized into clean, pure water.

Special: Purifiers gain additional functionality if you possess the following talents:

  • Excavation Set: The purifier may purify soil.
  • Magic Set (legendary talent): The purifier may remove magical diseases, poisons, and other magical contaminants with a successful gizmo penetration check against the target’s MSD.
  • Medical Set: Your chemalyzer gizmos also function as purifier gizmos. In addition, purifier gizmos may now be used on creatures to grant them a new saving throw against a disease or poison they are suffering from. Failing a saving throw granted by this gizmo does not cause the disease or poison effect to worsen. A creature can only benefit from a purifier gizmo this way once per day.
  • Radiation Set (legendary talent): The purifier can remove radiation.

Transmission: Distress Signal: Transmitters you craft can broadcast a distress signal, determined when crafted. A distress signal can be activated as a full-round action; once activated, the transmitter broadcasts constantly until deactivated with another full-round action. A gizmo cannot use any of its other functions while broadcasting a distress signal. A distress signal’s message is generic (e.g. “Help Needed”) unless the user succeeds at a proficiency check as part of activating the distress signal. A successful proficiency check allows the user to choose up to 5 words per gizmo level for the distress signal to communicate. Distress signals are easier to detect and have a range of 5 miles, +1 per gizmo level.

Any gizmo receiving a distress signal can display the distress signal’s message and allows the receiving device’s user to track the source of the distress signal. Tracking the distress signal’s source requires a successful proficiency check or a Survival check (DC 10 + 1 per mile the distress signal traveled). A successful check informs the user of the relative distance to and direction of the distress signal’s source.

Transportation: You learn to craft mechanoids with the following upgrades:
Emergency Vehicle (upgrade): The mechanoid is crafted with each minor gizmo granted by this talent as an innate gizmo, +1 additional minor gizmo (of the crafter’s choice) per 2 gizmo levels (such as a second flashlight or emergency breather, etc.). Innate gizmos granted by this upgrade can be activated and used by creatures adjacent to the mechanoid (such as a creature using an innate emergency breather belonging to a mechanoid designed for fire rescue).

Energy Set (gizmo) [utility]

You learn to craft gizmos that can generate power and assist with energy management and distribution.

Energy Cables (gizmo, project): Energy cables allow for long distance transfers of energy. Every 10 feet of energy cable requires 1 gp of project material; longer cables may be constructed by paying the appropriate cost (such as 5 gp of project material for a single 50-foot cable). An energy cable can be attached or detached to an unattended gizmo within the user’s reach as a swift action. An energy cable can be connected to other energy cables, and connecting gizmos to an energy cable does not need to be done at the cable’s end points (such as attaching a gizmo to a midpoint of the energy cable).

Gizmos attached to the ends of the energy cable cannot move further than the energy cable’s total length and the energy cable must be able to occupy all the spaces it passes through (such as bending around corners, threaded through holes, etc.). If two gizmos connected by an energy cable would be moved further apart from each other than the energy cable’s length, they must first be disconnected from the cable or the energy cable must be broken.

Any gizmo attached to an energy cable treats any batteries attached to the energy cable as being attached to them and can use those batteries to power their functions (similar to a power pack).

Power Pack (gizmo, minor): This gizmo is a container for battery gizmo storage while also allowing stored batteries to be used more easily. A power pack consists of a section to attach batteries and a series of cables that can be attached to other gizmos.

The user can don/remove a power pack as a standard action, and can attach/detach the cables to other gizmos in their possession as a free action, even outside of their turn. This connection is very weak however, and if the gizmo ever leaves the user's possession, the power pack’s cables automatically detach.

A gizmo attached to the power pack with one of its cables treats batteries attached to the power pack as if they were attached. This does not allow a single battery to be used by multiple gizmos. If a gizmo is detached while depleting a battery stored in the power pack, the gizmo’s effects end and the battery is depleted.

Special - Power Plant: If a power pack gizmo is attached to a power plant, the batteries crafted by the power plant are automatically attached to the power pack (if there are multiple power packs, the power plant will evenly attach batteries between the available power packs).

Power Plant (gizmo, project): This gizmo creates batteries. Each power plant requires an engineering kit as an additional component, which cannot be removed without first disassembling the power plant.

A power plant crafts batteries at a set rate, has a maximum number of batteries they can craft in a 24-hour period, and a maximum number of batteries they can have crafted at any given time. Batteries generated by a power plant do not count towards your gizmo limit. Power plants will naturally stop crafting batteries once they reach their daily limit (or maximum crafted).

Alternatively, a power plant may be activated to recharge depleted batteries. The user may place a number of batteries equal to 5 times the power plant’s speed, recharging the batteries in 1 minute (as opposed to the 15 normally required to craft or maintain batteries). Recharging batteries counts against the power plant’s craft limit for that day.

Table: Power Plants
Size Speed Limit Maximum Weight Ranks Cost
Small 2 10 + 1 / 5 levels 2 50 lbs. 1 100 gp
Medium 4 15 + 1 / 5 levels 4 250 lbs. 3 200 gp
Large 6 25 + 2 / 5 levels 8 1,250 lbs. 5 400 gp
Huge 8 30 + 3 / 5 levels 12 6,250 lbs. 7 800 gp
Gargantuan 10 45 + 4 / 5 levels 16 31,250 lbs. 10 1,600 gp
Colossal 12 60 + 5 / 5 levels 32 156,250 lbs. 15 3,200 gp

Speed: This is the number of batteries the plant produces every hour.
Limit: This is the power plant's limit for how many batteries it can produce in a 24 hour period. This limit increases by the listed rate for every 5 gizmo levels the power plant possesses.
Maximum: This is the power plant’s limit for how many batteries it can maintain independently.
Ranks: This is the minimum number of ranks you must possess before you can craft a power plant of that size. In addition, the power plant itself must be constructed with a minimum gizmo level equal to this rank in order to be functional.
Cost: This is the power plant's project material cost in gp per gizmo level.

Power plants deactivate if made smaller than their original size (such as by a size altering effect) and cannot be activated until returned to their normal size. This includes any power plants made as innate gizmos for mechanoids.

You may only maintain one power plant at a given time.

Transmission: Signal Cables: While your energy cables are attached to a transmitter or other gizmo capable of generating a signal, all gizmos attached to that energy cable are treated as being within the transmitter’s signal range (regardless of distance, intervening materials, etc.).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Cable Car (upgrade): The mechanoid is crafted with 2 innate energy cable gizmos, plus 1 innate energy cable gizmo per 3 gizmo levels the mechanoid possesses. The mechanoid treats itself as a power pack gizmo for any gizmo in its possession or attached to one of its innate energy cables. The energy cable project materials must still be supplied; you determine the length of each innate cable.
  • Portable Plant (upgrade): The mechanoid is crafted with an innate power plant gizmo. This power plant counts towards the maximum number of power plants you can maintain; the power plant’s project materials must still be supplied. The power plant must be at least one size category smaller than the mechanoid. A mechanoid with this upgrade can attach a battery crafted by their innate power plant to their other innate gizmos as a free action; the mechanoid’s allies can retrieve one or more batteries crafted by this innate power plant as a swift action when adjacent to the mechanoid.

Excavation Set (gizmo)

You learn methods of excavation, including rock and dirt as well as liquids and gas, as well as developing more advanced means of excavation and coordinating civil engineering.

Personal Excavator (gizmo, minor): This gizmo takes the form of digging equipment which improves the user’s ability to dig and excavate materials. The user can spend 1 minute to move up to 1 5-foot cube, +1 5-foot cube per 4 gizmo levels of dirt, sand, and loose soil (or similar materials where a shovel would be appropriate, subject to GM discretion) to an unoccupied and empty space within the user’s reach. For every size category larger than Medium the user is, the total material the user can move is doubled (or halved, for each size category smaller than Medium). This gizmo cannot be used to create tunnels, but can otherwise be used to create short mounds, create trenches, etc.

Pipe (gizmo, project): You may craft pipes, troughs, tubes, or other similar constructions to move substances. Every 5 feet of pipe requires 5 gp of project material. Gathered project materials can be allocated towards multiple sets of pipes, as though they were a single project. A pipe gizmo may be crafted as thin as desired or up to 5 feet wide, or may be comprised of multiple pipes for larger pipes (such as a 10-foot diameter pipe would consist of 4 cubes of pipe, costing 4 gp per 5 feet). A pipe does not need to be a proper pipe, and could be an open track, trough, etc. Substances loaded into pipes do not move on their own.

Special - (Transportation) Package: If you possess the (transportation) package, 5 feet of pipe may be constructed with 5 gp of project material to be capable of moving substances loaded onto them while active (as a conveyor belt, or similar) up to 5 feet per round, +5 feet per 10 gizmo levels; if during combat, this movement occurs at initiative 0 (the end of the round). This movement does not provoke attacks of opportunity.

Pump (gizmo): You may craft a handheld pump capable of manipulating gases and liquids and compressing them into a small area. As a standard action, the pump can be used to inhale an adjacent gas (such as smoke, mist, etc.) or liquid, inhaling 1 5-foot cube of liquid or gas per gizmo level. If using the pump to inhale multiple 5-foot cubes of a substance, each cube must be adjacent and contiguous (such as a single fog cloud, body of water, etc.). Substances that would normally damage a gizmo still damage the pump (such as corrosive acids, lava, etc.). Any inhaled substance is stored in the pump’s storage container; if the storage container is full, the substance is not inhaled. Alternatively, a pump may inhale substances and deposit them into an attached pipe. If there is no storage container or pipe, the substance is deposited in the user’s square.

As a standard action, the pump may exhale a single storage container’s substances to deposit them into an adjacent square. Liquid and gas will naturally spread from that square. If attempting to pour a storage container’s substance directly onto another creature, the user must make a successful melee touch attack (otherwise the creature avoids being drenched in the substance, but may still be standing within it depending on what was exhaled). The user may partially exhale a storage container this way (in 5-foot cube increments).

The pump gizmo may also be used against creatures by leveraging its powerful suction, or exhalation. The user gains a circumstance bonus on bull rush and drag combat maneuvers made with the pump equal to 1/2 this gizmo’s level (minimum 1) + this gizmo’s practitioner modifier; a bull rush or drag combat maneuver performed using the pump does not provoke attacks of opportunity.

  • Battery Use: The user can deplete 1 battery using this gizmo to inhale or exhale a substance, instead forcefully inhaling or exhaling the substance.

    If forcefully inhaling a substance, the user may target a contiguous number of 5-foot squares within close range, fully sucking that substance into the pump.

    If forcefully exhaling a substance, the user may deposit the substance into a square within close range (spreading normally from that space); forcefully exhaling a storage container fully empties that storage container. When forcibly exhaling a substance, the user may target a creature with an exhaled substance, making a ranged touch attack. If the touch attack is successful, the target is optionally pushed 5 feet and the user may choose to make a ranged bull rush combat maneuver against the target creature (the user may choose to not push the target at all). On a failed ranged touch attack, the substance is instead deposited in the creature’s square as normal.

    A substance inhaled or exhaled this way must still pass through the intervening spaces.

Storage Container (gizmo, minor): A storage container is a gizmo that can contain 1 5-foot cube of liquid or gas per gizmo level. Materials compressed in a storage container weigh the same, but occupy the much smaller space. If a stored liquid or gas has a duration, its duration is not suspended while stored in the container. A storage container may be emptied as a standard action, or will empty if broken or exhaled through a pump gizmo. Storage containers are attached or detached from a pump as though they were a battery gizmo.

Augmentation: Burrower (gizmo): A burrower grants no benefits unless its battery use ability is activated.

  • Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s functions for 1 minute gizmo level. While this gizmo is active, the user gains a burrow speed equal to 1/2 their land speed (minimum 10 feet) which can move through sand, loose soil, dirt, dense vegetation, and/or gravel. The user cannot charge or run when using this gizmo’s burrow speed, and the user does not leave a tunnel behind them when burrowing. This burrow speed may also be used to move through stone (hardness 8, or other similarly hard surfaces), but the user’s burrow speed when moving through harder surfaces is equal to 1/4 their base land speed (minimum 5 feet).

    If a burrower augmentation’s gizmo level is 10 or higher, the burrower is activated for 10 minutes per gizmo level.

Computation: Ground Superiority (gizmo, routine): This routine enhances the user’s combat performance on the ground. The user gains a +2 insight bonus to their CMD against bull rush, drag, reposition, overrun, and trip combat maneuvers, increasing by +1 per 4 gizmo levels.

  • Battery Use: The user can 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 gains a +1 bonus on attack and damage rolls if both the user and their target are touching the ground, increasing by +1 per 8 gizmo levels. This bonus does not stack with the earth mastery ability or other similar abilities (such as from the Alteration sphere’s Elemental Transformation (transformation) talent).

Modification: Fracture Adapter (gizmo): This modification is attached to a weapon. Attacks made with the attached weapon ignore 1 point of damage reduction or hardness per 2 gizmo levels (minimum 1). These benefits are halved (minimum 1) when applied to damage reduction that cannot be overcome (e.g. DR 5/–).

  • Battery Use: The user can deplete 1 battery as a swift action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the attached weapon is treated as though it were made from adamantine for the purposes of bypassing damage reduction and ignores 2 points of hardness per gizmo level (increased from 1 hardness per 2 gizmo levels).

Modification: Killer Drill (gizmo): This modification is attached to a melee weapon. The attached weapon grants the user a +1 circumstance bonus on sunder combat maneuvers and on Strength checks made to break objects performed with the attached weapon, +1 per 4 gizmo levels. In addition, whenever the user successfully sunders an object with the attached weapon, the object loses an additional 1 hit point per gizmo level (this additional hit point loss is added to the damage dealt by the sunder maneuver and reduced by hardness as appropriate). This effect is otherwise not damage for the purposes of other effects based on damaging objects (i.e. Greater Sunder or the blacksmith’s thunderous blows class feature allowing damage dealt to an object to “spill over” to the object’s wearer or wielder, etc.).

  • Battery Use: The user can deplete 1 battery after making a successful melee attack action, sunder combat maneuver, or Strength check to break an unattended object with the attached weapon. The user burrows through the target’s space, moving in a straight line up to 5 feet + 5 feet per 2 gizmo levels (or until they move through the target’s space). This movement does not provoke attacks of opportunity; if used to move through a living creature’s space, that creature takes 1 bleed damage per gizmo level. If the user cannot complete their movement to an unoccupied square on the other side of the target’s space, the user does not move.

    If the user’s attack which triggered this movement reduced the target creature to 0 or fewer hit points, that creature must succeed at a Fortitude save or die (this is a death effect).

Transmission: You learn how to craft the following detector:

  • Density Sensor (gizmo): This detector senses the density and weight of creatures and objects. Determine the signature strength of an object’s density using Table: Density Signature Strength (see Mastering Gizmos, Detector Reference Tables). This detector’s signal penetration is an additional 1 times stronger per gizmo level compared to a normal detector’s signal (beginning at 2 times signal penetration at gizmo level 1, plus 1 times per gizmo level; 3x at gizmo level 2, 4x at gizmo level 3, etc.).

    Note: The default signal penetration strength is 3 feet of wood or dirt, 1 foot of stone, 1 inch of metal, or a thin sheet of lead or similar signal-shielding material.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Digging Mechanoid (upgrade): The mechanoid gains an innate burrower gizmo.
  • Internal Pump (upgrade): The mechanoid gains an internal pump gizmo and a number of storage container gizmos equal to 1 + 1/2 the mechanoid’s Hit Dice. The mechanoid can attach and detach storage container gizmos to its internal pump gizmo regardless of whether it possesses the limbs to do so.
  • Vehicular Excavator (upgrade): The mechanoid gains an innate personal excavator gizmo and can move twice as much material when using their personal excavator gizmo.

Exploration Set (gizmo) [utility]

You gain new ways to survive and succeed in dangerous environments.

Mobility Gear (gizmo): A mobility gear gizmo grants each of the following movement modes:

  • Aerial: The user gains a base glide speed of 10 feet (as granted by an Aviation Set glider gizmo), +5 feet per 10 gizmo levels.
  • Aquatic: The user gains a base swim speed of 10 feet, +5 feet per 10 gizmo levels.
  • Mountain: The user gains a base climb speed of 10 feet, +5 feet per 10 gizmo levels.
  • Subterranean: The user gains a base burrow speed of 5 feet (as granted by an Excavation Set burrower gizmo), +5 feet per 10 gizmo levels.

Augmentation: Aerobic Enhancer: A physical augmentation assigned to Constitution grants its bonus Constitution score when determining how long the user can run or hold their breath; the aerobic enhancer’s effective bonus to the user’s Constitution score increases by an additional +2 per 5 gizmo levels. In addition, the user is always treated as being acclimated to any altitude they are in (see the mountain travel rules, Pathfinder Core Rulebook).

In addition, an aerobic enhancer gains the following battery use:

  • Battery Use: The user can 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 suffers no penalties or negative effects from the fatigued or exhausted conditions (but is still considered fatigued or exhausted for the purposes of effects which cannot be used while fatigued or exhausted, such as using a barbarian’s rage class feature).

Augmentation: Nightvision (gizmo): The user gains low-light vision and darkvision with a range of 20 feet.

  • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 hour per 2 gizmos levels. For the gizmo’s duration, the darkvision granted by this gizmo improves to 30 feet, +10 feet per 4 gizmo levels.

Computation: Guidance Positioning System (gizmo, routine): This routine (called a “GPS” for short) allows its user to quickly map their surrounding environment. As a standard action, the user can produce a 3-dimensional map of everything they have line of sight to. A map produced this way is in color and does not provide any additional information about the environment. The user’s location is tracked and visible on the map generated by the GPS with a visible indicator (such as seeing where on a length mountain trail you are located, if you mapped the mountain trail with a GPS). A map produced by a GPS routine can be stored inside of a storage routine, treating 1 cubic mile of information as 1 hour of video for the purposes of storage.

The user or another creature observing the map may attempt a Knowledge (geography), Survival, and other appropriate skill checks (subject to GM discretion) about information displayed on the map. A creature using this map to attempt a Knowledge (geography), Survival, or other appropriate skill check gains a +2 insight bonus to that check, +1 per 2 gizmo levels.

If a GPS is built with a gizmo containing the ability to generate a signal, the GPS gains the following battery use:

  • Battery Use: The user can deplete 1 battery as a free action to improve this gizmo’s functions for 10 minutes per gizmo level. For the gizmo’s duration, the GPS automatically produces a map, with a visual range of the signal’s range, including any passages, empty spaces, or other areas not visible but open to the gizmo’s signals. A map produced this way is still in color but does not detect creatures and cannot distinguish between materials.

Modification: Environmental Equalizer (gizmo, minor): This modification is attached to any equipment. The attached equipment can function underwater or in a vacuum without any of the normal limitations or penalties to its function due to those conditions (such as ignoring the penalties for underwater combat with a bludgeoning weapon, firing a ranged weapon underwater, or drinking a potion underwater). The attached equipment (and its ammunition, if any) reduces weapon attack roll penalties when in areas of high wind or other environmental factors by 1/2 (such as heavy fog, but does not bypass or reduce environmental conditions that make ranged attacks impossible).

Modification: Sheltering Armor (gizmo): This modification is attached to manufactured armor. The attached armor grants the user a +2 circumstance bonus on saving throws made against environmental effects (such as weather exposure, inhaled effects, exposure to contamination, etc.), +1 per 4 gizmo levels. The sheltering armor modification accommodates a specific type of creature (such as an air breathing creature, water-breathing creature), chosen when crafted.

  • Battery Use: The user can deplete 1 battery as a free action to improve this gizmo’s functions for 10 minutes. For the gizmo’s duration, the attached armor insulates its user from their surrounding environment and recycles its interior oxygen. The user can exist comfortably in conditions of extreme temperature between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without needing to attempt a Fortitude save. The user is also protected against atmospheric environmental hazards, allowing the user to breathe freely and providing immunity to harmful gasses, vapors, pressure (such as while underwater), vacuums (such as while in space), and other such environmental effects.

    At gizmo level 10, this additional function instead lasts for 1 hour per gizmo level. In addition, the user and any equipment in the user’s possession (including this gadget) takes minimum damage from any environmental effects (such as exposure to lava and other environmental damage-based hazards).

Transmission: Locator Chips: Transmitters you craft may constantly broadcast their location; this signal may be enabled or disabled as a swift action. A gizmo receiving this signal informs its user of the relative distance and direction of the transmitter. This information is sufficient to inform the user of other gizmos within signal range (such as using a communicator to send a message to the user of the locator chipped gizmo).

Special - (Computation) Package: When crafting a gizmo with a transmitter (such as the communicator accommodation), you may specify additional data to be broadcast by their locator chip ability (such as keywords or a name, colors for a visual display, and other identifying information).

Transportation: Environmental Cabin: You improve the enclosure upgrade. While the environmental cabin is closed (and is granting total cover to its passengers), the passengers are protected from environmental effects as though they were benefiting from the sheltering armor modification with its additional function active (granted by the Exploration talent). Just like when creating a sheltering armor modification, you must choose the type of breathable environment when granting this upgrade to a mechanoid (such as air-breathing, aquatic, etc.).

An environmental cabin can be crafted with an airlock (creating a protected and an unprotected section of the mechanoid) allowing a creature to enter the mechanoid without compromising the protected section. Entering and moving through an airlock requires the same action as entering an enclosure (normally a move action). Creating an opening from a closed interior to the exterior (such as opening a latch or opening the airlock while the environment is not stabilized) compromises the protected environment and suppresses any benefits it grants. An environmental cabin restores the protected environment to the interior after being closed for 1 minute.

  • Battery Use: The mechanoid or a passenger inside the environmental cabin can deplete 1 battery as a free action to immediately generate a protected environment in any closed part of the environmental cabin (rather than require 1 minute). This effect does not function if the environmental cabin is not sealed.

Grappling Hook (gizmo)

You can craft powerful grappling hooks and other similar technology.

This talent makes extensive use of the Tethered Combat rules (see Section 1.1: Introduction & Sphere Basics, Tethered Combat for more).

Grappling Hook (gizmo): This grappling hook is connected to an automatic winch by a strong cable. Section 1.1: Introduction & Sphere Basics, Tethered Combat for basic information on using a grappling hook. This talent lists additional information unique to the grappling hook gizmo.

A grappling hook gizmo has a cord length up to medium range (but can be crafted with a shorter cable length) and has a removal DC equal to its Break DC. A grappling hook’s user (or a creature in control of the winch) can detach the hook from a tethered target as a free action, and while detached, may partially or fully retract the grappling hook as a free action. The grappling hook’s winch can also be crafted to function as a second grappling hook, and may be thrown separately (or as part of throwing the grappling hook); the winch may optionally be crafted to just be a grappling hook (and have no way for a user to manually retract it) - this is usually useful when using grappling hook gizmos to hook two targets together.

A grappling hook gizmo has a range increment of 20 feet (with a maximum number of range increments equal to the cable’s total length divided by this increment; i.e. 8 increments for a 160-foot long cable). If the grappling hook’s winch was also crafted as a grappling hook, the winch may be thrown as part of throwing or attaching the grappling hook. When throwing both the grappling hook and the winch at the same time, use the same attack roll to resolve both attempts.

A grappling hook can support the weight of a size Large creature, +1 size category per 3 gizmo levels. If multiple grappling hooks are used to lift the same target, increase the maximum weight by 1 additional size category per additional grappling hook.

While attached to a target, the user can activate the grappling hook’s winch as a move action to retract the cable up to close range, moving the user toward the attached target (and retracting the cable by that length). If there is not an unobstructed path for the user to move through to reach the target, the user ends in the closest available square (such as being unable to pass through holes in the wall, closed doors, etc.); however, the user can move around corners and through obstacles (as appropriate, subject to GM discretion).

  • Battery Use: The user may deplete 1 battery as part of using the grappling hook as a move action (or after a successful combat maneuver using the grappling hook) to fully retract the cable and move adjacent to the attached target.

The user gains a circumstance bonus on drag and reposition combat maneuver checks and Strength checks made using the grappling hook against an attached target equal to 1/2 this gizmo’s level (minimum 1) + this gizmo’s practitioner modifier; a drag or reposition combat maneuver performed using the grappling hook does not provoke attacks of opportunity.

When throwing the grappling hook as part of an attack action, the user may perform a drag combat maneuver against the target to pull them closer. This may be done as part of throwing both the grappling hook and its winch; rolling the drag combat maneuver check against both targets to pull them closer (optionally retracting the grappling hook’s slack); creatures that collide with one another this way take 1d6 damage per 5 feet of remaining movement.

  • Battery Use: The user may deplete 1 battery as part of performing a drag maneuver with a grappling hook gizmo. If the grappling hook is held by the user (or attached to an immovable object), a successful drag combat maneuver moves the attached target the full length of the cable to the winch (into the closest unoccupied square with an unobstructed path). If dragging two targets together this way, the targets move equally to their midpoint (but do not damage one another); if one of the two targets is immobile, you may instead apply the results of the drag maneuver against the mobile target twice (to a maximum amount of movement to be adjacent to the immobile target).

Augmentation: You learn how to craft the following secondary functions:

  • Extendo (secondary function; arms, legs, or sensory): As a move action, the prosthetic can be extended up to close range until the end of the user’s next turn (and can be extended or retracted as a free action during the user’s turn). An extendo prosthetic can bend around corners, turn, and curve, provided the total length does not exceed close range. When extended, the extendo prosthetic must “end” its movement in a specific square within range; the prosthetic does not provoke attacks of opportunity for extending. The extendo prosthetic’s position is relative to the user, and will move as the user does. If the prosthetic is a pair (such as a pair of arms), both can be extended with the same action, but must be extended into the same square. If extending prosthetic legs, the user is instead moved vertically (with their legs staying at ground level, or to the closest surface); the user may extend or retract their legs as part of moving to “climb” to a higher surface (such as extending legs vertically to be at the same level as a ledge, and “stepping up” onto the ledge). The user’s vertical movement provokes attacks of opportunity (the same as moving normally).

    While extended, the user can manipulate objects at a distance, use their legs like stilts (determining movement from the prosthetic’s square, but occupying a square vertically above the prosthetic), and make attacks at a distance with the prosthetic. The extendo prosthetic can be attacked and targeted in any of the squares it passes through (targeting the gizmo, not the user); if using an extendo leg prosthetic, the user may be bull rushed, dragged, repositioned, or tripped from the square their legs extend into but are otherwise in the vertical square above their legs. If the user would take an action that provokes an attack of opportunity (from where the prosthetic is extended into), a creature may use that attack of opportunity to attack the prosthetic instead of the user (the user still provokes as normal).

    The user may also make attacks with the extendo prosthetic, treating the “square” the extendo limbs have extended into as the point of origin for the user’s attack (such as when making a ranged attack, determining cover, threatened squares, etc.). While the user threatens attacks of opportunity, may flank, and otherwise threatens from the extendo prosthetic’s square, effects that increase the user’s threatened area (such as the Combat Patrol feat, Guardian sphere patrol, and similar) do not modify or affect the extendo prosthetic’s threatened area (and apply to the user as normal).
    • 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 extendo prosthetic may be extended or retracted as a free action during the user’s turn (and does not require a move action to initially extend).

Special - Sensory Set: When this secondary function is granted to a sensory prosthetic, the prosthetic can be extended in such a way that allows the user to determine their senses from the square their senses extend into (such as extending their eyes around a corner).

Modification: Hookshot (gizmo): This modification is attached to a manufactured weapon (and not ammunition). This modification functions as a grappling hook gizmo, treating the attached weapon as the grappling hook’s winch. Whenever the user makes an attack action or attack of opportunity with the attached weapon, the user may attempt to also attach the grappling hook to the target (unwinding the cable as appropriate). If successful, the grappling hook is attached to the attacked target (and the user may choose to immediately attempt a drag or reposition combat maneuver check against the target as a free action). The grappling hook must be retracted to be used again this way. If the attached weapon is a ranged weapon, the grappling hook can be fired with the weapon’s ammunition (i.e. an arrow with a grappling line) or can be used without expending ammunition, using the ranged weapon’s range increments to “throw” the grappling hook.

  • Battery Use: The user may deplete 1 battery as part of attempting to attach the grappling hook to a target to also attempt to attach the winch to a different target. The user throws the winch as though throwing a grappling hook gizmo (or, if using a ranged weapon, may make a separate ranged attack roll against another target). If successful, the two targets are tethered. The user may immediately perform a combat maneuver check to drag the two targets closer to each other. The two targets must be within the grappling hook’s cord length of each other.

    Using this battery use ability detaches the modification from the attached weapon.

Transmission: Hooked Signal: Your grappling hook gizmos can be crafted to transfer signals through their cables; a transmitter may be attached to the grappling hook’s winch (as though attaching a modification). A creature or object the grappling hook is secured to is considered to be within an attached transmitter’s signal range regardless of intervening materials (so long as the cable is unbroken).

Transmitters can be attached to a grappling hook’s winch (as though attaching a battery).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Hooked Transport (upgrade): The mechanoid gains an innate grappling hook gizmo. The innate grappling hook’s winch is always treated as being attached to the mechanoid (and cannot be removed from the mechanoid).

Infiltration Set (gizmo) [utility]

You learn to craft the gizmos that assist in infiltration.

Auto-Pick (gizmo): This gizmo is a series of automated hooks and levers designed to disable devices automatically. An auto-pick gizmo functions as masterwork thieves’ tools which may also be used on technological targets (including routines).

As a standard action, the user may attach the auto-pick to a device which could be disabled by a Disable Device check, priming the auto-pick for its battery use ability.

  • 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 auto-pick attempts to disable the device it is attached to once each round by attempting a Disable Device check. The auto-pick’s total Disable Device bonus is equal to 5 + gizmo level + the gizmo’s practitioner modifier.

Special - Disruption Set: Your auto-pick gizmo may use the Disruption Set remote hacking ability as though it were a detector, and no longer needs to be attached to the device it is disabling.

  • Cleaner (gizmo, minor): A cleaner gizmo functions similarly to a trace eraser gizmo except it can suppress or hide the presence of someone else. The user may spend 1 minute using a cleaner gizmo to increase the DC to follow tracks left by another creature (or otherwise detect traces of their presence through mundane means, e.g. observation with Perception). The user can affect a 10-foot cube with each use. A cleaner gizmo cannot suppress or reduce detectable auras which are left by another creature.

Obfuscation Kit (gizmo): This gizmo functions as a disguise kit with unlimited uses. The user can spend a standard action to disguise themselves. However, this disguise is not solid, does not allow the user to disguise themselves as another size, and interacting with it automatically reveals it to be false (such as touching something that does not exist, or viewing them with an exotic sense), though this does not automatically deactivate the projection. Effects which would see through illusions, such as true seeing, can immediately see through a disguise generated by this gizmo. The user cannot assume multiple disguises using this gizmo and assuming a disguise in front of another creature automatically reveals the nature of this disguise to that creature. Once the user is disguised, the user may suppress this gizmo’s disguise as a free action, or enable this disguise as a swift action.

  • Battery Use: The user may deplete 1 battery as part of assuming a disguise with this gizmo to gain a 5 + 1/2 gizmo level circumstance bonus on their Disguise check.

Augmentation: Hidden Inventory: The user gains a 10 + 1/2 gizmo level circumstance bonus on Sleight of Hand checks to retrieve stored items unnoticed from their storage capacity secondary function. The user may attempt Sleight of Hand checks to retrieve stored items from their storage capacity as part of retrieving the item; drawing a stored item faster than a move action this way is not treated as drawing a hidden object or weapon for the purposes of other abilities or effects.

Augmentation: Trace Eraser (gizmo, minor): A trace eraser suppresses and removes particles the user leaves naturally (such as fingerprints and DNA evidence) as well as lightens their tracks. The user increases the DC to follow the user’s tracks by 5 + 1/2 gizmo level (or otherwise detect traces of their presence through mundane means, e.g. tracking with Survival, observation with Perception).

  • Advanced Gizmo: An advanced trace eraser gains the following additional ability: If the user would leave a detectable aura (such as one detectable by the (transmission) package, magic auras detectable by the Divination sphere, etc.), those aura strengths are reduced as though the aura’s gizmo level, caster level, Hit Dice (or other detectable variable) originated from a source 1/2-gizmo level lower.

Modification: Silencer (gizmo): This modification is attached to a weapon. Whenever the user would use the attached weapon to make ranged attacks using the Stealth skill’s sniping use, the user reduces the Stealth penalty to stay hidden by 1 per 2 gizmo levels (to a minimum penalty of 0).

  • Battery Use: The user can deplete 1 battery whenever they use this gizmo’s penalty reduction. The Stealth penalty to stay hidden is instead reduced by 10 + 1 per 2 gizmo levels (minimum 1).

Modification: Sound Dampener (gizmo, minor): This modification can be attached to any object (such as thieves tools). The Perception DC of any sound-based checks to hear the attached object being used (such as a lock being picked) is increased by 5 + 1/2 gizmo level (except the sound of battle).

  • Advanced Gizmo: An advanced sound dampener also increases the Perception DC of the sound of battle.

Note: The standard DC to hear a key being turned in a lock is 20. GMs should treat most uses of similar tools as being a similar DC to notice. “Louder” tools decrease the starting DC as appropriate (for example, the sounds of using a pickaxe is easier to notice than the sounds of using a file on a metal bar).

Transmission: Personal Jammer (gizmo): A personal jammer gizmo grants no benefits unless its battery use ability is activated.

  • Battery Use: The user may deplete 1 battery as a free action to activate this gizmo’s effects for 10 minutes per gizmo level. For the gizmo’s duration, whenever the user or any of their held or worn equipment would be detected by a Tinker sphere signal, the personal jammer attempts a gizmo penetration check against the signal’s source (11 + the signal’s gizmo level). On a successful check, the user is not detected by the signal (and remains undetected by that signal for the gizmo’s duration).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Infiltrator Vehicle (upgrade): The mechanoid is crafted with an innate auto-pick, silencer, and advanced sound dampener. The innate silencer, advanced sound dampener, and advanced trace eraser and sound dampener gizmos automatically grant their effects to any appropriate weapon or tool the mechanoid uses (such as the innate auto-pick). In addition, the mechanoid gains 1 bonus skill rank in Disable Device for every Hit Die it possesses.
  • Traceless Vehicle (upgrade): The mechanoid is crafted with an innate advanced trace eraser. The mechanoid shares the effects of this innate gizmo with any creature piloting, riding, inside of, or moving adjacent to the mechanoid. In addition, the mechanoid gains 1 bonus skill rank in Stealth for every Hit Die it possesses.

Medical Set (gizmo)

You learn to craft varied devices that assist in medical applications.

Body Bag (gizmo, minor): A body bag gizmo is a water and air-tight container that slows the rate of decomposition and allows for storage of creatures. A body bag can fit 1 Medium-sized or smaller willing, helpless, or dead creature stored as a full-round action. A body bag can be crafted to count as more than one minor gizmo (effectively taking multiple minor gizmo “slots”). For each minor gizmo a body bag counts as beyond the first, the body bag can accommodate a creature 1 size larger (Large, Huge, etc.).

A corpse stored in a body bag slows the passage of time and decay. While a corpse is stored, every 2 days is treated as 1 day passing for the purposes of reanimation effects (such as the raise dead spell), +1 day per 4 gizmo levels (treating every 6 days as 1 day at gizmo level 20). A body bag can only effectively preserve a single body at a time - no matter how many bodies could fit.

  • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 24 hours. For the gizmo’s duration, a body stored in the body bag is preserved and does not decay (treating the time passed as though it were 0 days for the purposes of reanimation effects; this can keep a body preserved indefinitely if gizmos are continually used).

Special - Infiltration Set: If you possess the Infiltration Set talent, a body bag that contains a creature appears to be a nondescript bag or sack. Any creature that interacts with the body bag or intentionally searches for stimuli notices nothing unusual unless it succeeds at a Perception check with a DC of 15 + gizmo level.

Chemalyzer (gizmo): This gizmo functions as both an alchemy lab and a healer’s kit with 10 uses. When using this gizmo, the user gains a competence bonus equal to 2 +1 per 2 gizmo levels on Craft (alchemy) and Heal checks, as well as skill checks made to identify diseases, poisons, and chemical substances.

In addition, the user may spend a swift action to determine if a substance in contact with this gizmo has chemical qualities (such as being a disease, poison, alchemical or manufactured substance, etc.). If the chemalyzer detects chemical qualities, the user may immediately attempt a skill check to determine its nature (such as Craft (alchemy) for a substance, Heal or Knowledge (nature) for a disease or poison, or other appropriate check subject to GM discretion).

  • Battery Use: The user may deplete 1 battery as a free action to replenish the healer’s kit uses possessed by this gizmo.

Special - (Transmission) Package: The chemalyzer is now a detector and may detect and analyze a substance within signal range (instead of contact).

Health Monitor (gizmo, minor): This worn gizmo can be donned or removed as a swift action. The health monitor records and tracks whether the creature is affected by any conditions, including whether they are harmed or unharmed, have lost hit points within the previous minute, or are suffering from the bleed, confused, death, disabled, dying, staggered, or other status conditions. The monitor also shows the existence of magical effects afflicting them, noting them as anomalous or unnatural, but cannot identify them.

Creatures gain a +2 insight bonus on skill checks to identify an ongoing affliction affecting the user. This bonus increases by +1 for every 4 gizmo levels.

Implant Expertise: You may use your bonus in the associated skill in place of your Heal skill bonus whenever you would attempt a check to implant an object, including gizmos (see Section 1.2: Skill Rules, Heal for more). This includes a check to remove a body part or organ, provided you subsequently attempt the check to replace that body part or organ with a prosthetic.

If you could already attempt an associated skill check in place of a Heal check when implanting organs (such as with the Tinker Savvy talent), you receive a competence bonus on your associated skill checks made to implant objects equal to 1/2 your Hit Dice.

Augmentation: Rapid Injector (gizmo): This augmentation can store 1 potion or liquid consumable, +1 liquid per 5 gizmo levels. Storing a liquid into an rapid injector gizmo takes 1 full-round action; liquids stored in an rapid injector do not need to be homogenous (such as being separated by chambers or sections, etc.). As a move action that does not provoke attacks of opportunity, the user can choose one of the stored consumables to inject into themselves, gaining the benefits of that consumable. This augmentation can be crafted to allow creatures adjacent to the user to activate this gizmo as a move action (if the user is willing or helpless; this injects one of the stored liquids into the user).

  • Battery Use: The user can deplete 1 battery to inject one stored consumable as a swift action.

Augmentation: Prosthetic Organ (gizmo, minor): You can craft prosthetic organs (excluding the brain) that either replace or support a creature’s internal organs (such as a mechanical shell to protect a heart, or completely replacing a creature’s nonfunctional lungs). Prosthetic organs are always implanted (see Section 1.2: Skill Rules, Heal for more). A prosthetic organ suppresses any ability damage, ability drain, or negative effect caused by an impaired or missing organ. A prosthetic organ cannot have a secondary function (unless otherwise stated).

Augmentation: You learn to craft prosthetic with the following secondary functions:

  • Prosthetic Doctor (secondary function; any): The prosthetic gains an innate health monitor and the crafter’s choice of either a chemalyzer or rapid injector. Internally implanted prosthetic (i.e. prosthetic organs) can be granted this secondary function, but only gain an innate health monitor.

Computation: Health Optimizer (gizmo, routine): A health optimizer routine records and assists the user when they receive medical attention. This routine only provides benefits when installed in a health monitor. This routine records all hit point damage (lethal and nonlethal), ability damage and drain, as well as any status conditions gained or lost. This information is stored as 10 words per recorded event (i.e. individual change of hit points, status condition gained or lost) and is retained in the health monitor for up to 24 hours (and may be stored in a storage routine).

  • Battery Use: The user may deplete 1 battery as a free action that can be taken even when it is not the user’s turn to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, whenever the user benefits from an effect that restores hit points or removes ability damage or ability drain, the healing, ability damage removal, or ability drain removal increases by up to +1 per gizmo level (to a maximum of the original amount restored).

Transmission: Telehealth: When you craft a health monitor, you may choose to have it constantly transmit data. Your transmitters can receive information from your health monitors, allowing the transmitter’s user to know the relative position of the health monitor and status of the creature at all times (as though able to read the health monitor at range).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Doctor Mechanoid (upgrade): The mechanoid is crafted with an innate rapid injector gizmo. The mechanoid may use the innate rapid injector as a standard action to grant the benefits of the stored liquid to a willing creature within the mechanoid’s reach (or an unwilling creature with a melee touch attack). Creatures riding or inside the mechanoid may also be affected this way. This upgrade can be granted multiple times, each time granting the mechanoid an additional innate rapid injector.
  • Rapid Rescue (upgrade) (requires passenger seats upgrade): Creatures in the mechanoid’s pilot or passenger seats automatically stabilize, and Heal checks attempted on them gain a +2 circumstance bonus. The mechanoid can move a helpless creature adjacent to or within its natural reach (even if it lacks limbs) into a passenger's seat it possesses as a free action; the mechanoid provokes an attack of opportunity when moving another creature this way.
  • Traveling Morgue (upgrade): The mechanoid is crafted with 2 innate body bags, +1 per 3 Hit Dice it possesses. An innate body bag can store creatures of the same size as the mechanoid (or smaller). A creature stored in an innate body bag does not count against the mechanoid’s carrying capacity - however, only corpses (or nonliving creatures) can be stored in these innate body bags.

Movement Set (gizmo)

You learn multiple different methods of transportation and can apply this knowledge in different ways depending on your Tinker packages.

Rail Track (gizmo, project): You can craft rail tracks usable by rail wheels prosthetic and similar vehicles. Every 5 feet of rail track requires 1 gp of project material. Gathered project materials can be allocated towards multiple sets of rail tracks, as though they were a single project.

A single track must be designed for one kind of rail wheel of the same size. The track may be distributed in 5-foot segments and intersections of your choice. Each 5 foot segment of track requires a minute to properly secure to or remove from a surface. When placed, rail tracks are “oriented” to allow for movement from one edge of the square to another (such as north to south, north to east, or even diagonally); the rail track only allows for movement along its oriented path.

Rail tracks can also be secured to horizontal walls or ceilings, allowing for rail wheels to move horizontally across walls, or even vertically up walls, without requiring a Climb check or other assistance.

Augmentation: Accelerator (gizmo): The user gains a +10 foot competence bonus to each mode of movement they possess (land, burrow, climb, fly, and swim), +5 feet per 5 gizmo levels.

Augmentation: Rail Wheel Prosthetic (gizmo, prosthetic): Rail wheel prosthetic is a leg prosthetic. Rail wheel prosthetic grants the user a base land speed of 60 feet, +10 feet per 2 gizmo levels, but only while moving over rails or a sufficiently grooved surface (subject to GM discretion). If being used to move on an insufficient surface, rail wheel prosthetic only grants a base land speed of 10 feet.

When using rail wheels for overland travel, the rail wheels grant the user a walk speed of 30 miles an hour, +10 per 2 gizmo levels. This overland movement can only be used while traveling over rails meant for a train or reasonably similar vehicle (such as the rail track project as granted by this talent).

Augmentation: Tread Prosthetic (gizmo, prosthetic): Tread prosthetic is a leg prosthetic. Tread prosthetic grants the user a base land speed of 20 feet, +10 feet per 4 gizmo levels. When used as a primary land speed, the user ignores difficult terrain.

When using treads for overland travel, the treads grant the user a walk speed of 10 miles an hour, +10 miles per 4 gizmo levels. The user ignores overland movement speed reductions caused by terrain (except for mountains and swamps).

Augmentation: Wheel Prosthetic (gizmo, prosthetic): Wheel prosthetic is a leg prosthetic. Wheel prosthetic grants the user a base land speed of 40 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user treats each square of difficult terrain as 3 squares of movement (rather than 2).

When using wheels for overland travel, the wheels grant the user a walk speed of 20 miles an hour, +10 miles per 3 gizmo levels. While using wheels, the movement penalty multiplier for trackless movement increases by an additional step (a x3/4 speed would reduce to x1/2, x1/2 to x1/4, and x1/4 to x1/8).

Augmentation: You learn to craft prosthetics with the following secondary functions:

  • Crushing Legs (secondary function, legs): When using the prosthetic as a primary land speed, the user gains the trample universal monster ability (2d6 + 1-1/2 Strength modifier damage for a Medium creature). The user may use the trample universal monster ability granted by this secondary function against creatures 1 size larger, +1 size per 10 gizmo levels.
  • Transport Mode (secondary function, legs): Choose one movement type: rail wheel, tread, or wheel. The leg prosthetic can be used as a prosthetic of the chosen movement type, activating or deactivating this function as a swift action. After activating this secondary function, the user’s land speed with the chosen movement increases by an additional +10 feet until the end of their next turn, +5 feet per 2 gizmo levels.

Computation: Movement Optimizer (gizmo, routine): A movement optimizer routine grants no benefits unless its battery use ability is activated.

  • Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user ignores the adverse movement effects of difficult terrain and may take 5-foot steps in difficult terrain.

Transmission: You learn how to craft the following detector:

  • Speed Radar (gizmo): This detector detects the speed of moving targets. The user is notified of the number of creatures or objects that passed through the detector’s signal range since the last round. A creature or object must move at least 30 feet, -5 feet per 5 gizmo levels to be sensed (minimum 5 feet). The user pinpoints a sensed creature or object that is within signal range at the start of the user’s turn. This detector does not provide any additional information beyond sensing creatures and objects that have moved faster than the listed distance.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Overland Travel (upgrade): Your mechanoid is crafted with an innate rail wheel, overland wheel, or tread prosthetics. This upgrade can be granted multiple times; each time this upgrade is granted after the first, the mechanoid gains 1 additional innate prosthetic (as selectable by this upgrade).

Personal Field Projector (gizmo, modification)

Personal fields are modifications attached directly to a creature (or grant its benefits when attached to their clothing, armor, etc.). A creature can benefit from multiple personal fields, but not multiple of the same kind of personal field.

Modification: Field Projector (gizmo): You learn to craft the following field projectors:

  • Ablative Field: The user gains a pool of temporary hit points with a maximum capacity equal to the gizmo’s practitioner modifier + the modification’s gizmo level. This pool begins empty and regenerates at a rate of 1 per minute. These temporary hit points are lost if the gizmo is deactivated or removed.
    • Battery Use: The user can deplete 1 battery as a move or swift action. The temporary hit point pool granted by this modification is refilled to its maximum capacity.
  • Chameleon Field: The user gains a circumstance bonus to Stealth checks equal to 1/2 its gizmo level (minimum 1); this bonus does not stack with bonuses from invisibility or other similar effects. The user may attempt a Stealth check to hide as a standard action even while observed. The user may continue to hide this way so long as they do not move from their current space; if the user moves from their current space, they cannot benefit from this gizmo for 1 round.
    • Battery Use: The user may deplete 1 battery to use this gizmo to hide as a move, swift, or standard action (rather than only as a standard action).
    • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, the user can move without disrupting the ability to hide while observed so long as the user does not move more than 10 feet each round, +5 feet per 2 gizmo levels.

      For every 10 gizmo levels, this gizmo’s duration improves by 1 step (1 round > 1 minute > 10 minutes).
  • Element Ablation Field: Choose an energy damage type (acid, cold, electricity, fire, or sonic). The user gains energy resistance to the chosen energy type equal to 1/2 this gizmo’s gizmo level (minimum 1).
    • 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 energy resistance granted by this modification improves to 5 + gizmo level. This energy resistance also extends to any equipment in the user’s possession.
  • Reductive Field: The user gains DR 1/bludgeoning, piercing, or slashing (chosen at creation), +1 per 2 gizmo levels.
    • Battery Use: The user may deplete 1 battery as an immediate action to change the damage reduction granted by this gizmo (selecting bludgeoning, piercing, or slashing).
  • Tactile Field: The user gains a +2 circumstance bonus to their CMD and to Acrobatics and Escape Artist checks, +1 per 10 gizmo levels.
    • Battery Use: The user can 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 circumstance bonus granted by this modification increases by an additional +1 per 4 gizmo levels.

      Once during this gizmo’s duration, if a creature would succeed at a combat maneuver check against the user, or the user would fail an Acrobatics or Escape Artist check, the user may spend an immediate action to force the creature to reroll their combat maneuver check or allow the user to reroll their Acrobatics or Escape Artist check. This new roll uses the same modifier as the original attempt. Using this gizmo to roll a check a second time immediately ends this gizmo’s duration.

Pressure Jack (gizmo)

You can craft pressurized gizmos that can push, launch, and manipulate with ease.

Pressure Jack (minor): This gizmo rapidly expands into an extendable tube, providing force to a concentrated area. The gizmo can be applied to an area as a swift action, and activated as a move action, expanding it into a tube up to 1 + 1 feet long per 4 gizmo levels. The pressure jack is treated as having a Strength score of 20 + 2 per 2 gizmo levels for short-term lifting or Strength checks (such as forcing open a door or lifting a heavy object). If the jack would extend a target into a solid surface, it deals 1d8 + 1d8 bludgeoning damage per 2 gizmo levels (Fortitude halves), as long as the jack is on a solid surface.

If used for lifting for longer than 1 minute, it can lift a target of Large size before breaking, +1 size category per 3 gizmo levels. Targets of a smaller size can be lifted indefinitely. Multiple such gizmos can be used at once to increase the maximum size category by 1 for each jack applied.

  • Advanced Gizmo: An advanced pressure jack has a Strength score of 20 + 2 per gizmo level and increases the damage dice dealt by 2 steps (to d12s).

Augmentation: Load Bearer: A physical augmentation assigned to Strength grants its bonus to the user's Strength score for the purposes of carrying capacity.

  • Advanced Gizmo: An advanced load bearer doubles the physical augmentation’s bonus when calculating the user’s carrying capacity and the user is considered 1 size larger for the purposes of Strength checks to break objects.

Augmentation: Spring Boots: A physical augmentation assigned to Dexterity allows its user to always take the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and the user does not fall prone after taking damage due to a fall.

As a move action, the user may pressurize the spring boots and build pressure; pressure cannot be built multiple times (the spring boots are either pressurized or they are not) and the spring boots depressurizes and loses pressure at the end of the user’s next turn. While pressurized, the user gains a competence bonus on Acrobatics checks made to jump equal to +10, +1 per gizmo level (in addition to the physical augmentation’s normal bonus to Dexterity-based skill checks). The user may depressurize the spring boots as part of attempting an Acrobatics check to jump to use the physical augmentation’s battery use ability (in place of a battery; retaining the pressurized spring boots’s bonus to jump for that skill check).

  • 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 reduces the Acrobatics DC multiplier for high jumping by 1 factor, +1 factor per 5 gizmo levels (4x > 3x > 2x > 1x; minimum 1) and is always treated as having a running start when attempting an Acrobatics check to jump.
  • Advanced Gizmo: The user may accumulate pressure in an advanced spring boots augmentation as a move or swift action. In addition, while the spring boots battery use ability is active, the user’s jump distance may exceed their base speed. Whenever the user jumps further than their base speed using the spring boots, reduce the battery use ability’s remaining duration by 1 minute.

Modification: Pressure Weapon: This modification is attached to a manufactured weapon. As a standard action, the user can pressurize the attached weapon and build pressure; pressure cannot be built multiple times (the attached weapon is either pressurized or it is not) and the attached weapon depressurizes and loses pressure at the end of the user’s next turn. If the user makes a successful attack with the attached weapon while the attached weapon is pressurized, the user may depressurize the weapon to expend the built-up pressure and push the target 5 feet (treat this as a successful bull rush combat maneuver performed as a free action). If the target would be moved into a square that is directly harmful to them (e.g. a bed of spikes, fire, out a window, etc.), the target may attempt a Reflex save to stop moving. For every 3 gizmo levels this modification possesses, pressure built up in the weapon is retained for 1 additional round.

  • Battery Use: The user may deplete 1 battery as part of pressurizing the attached weapon. When expending pressure built as part of depleting a battery, the target is pushed 10 feet, +5 feet per 3 gizmo levels.
  • Advanced Gizmo: An advanced pressure weapon can build pressure as a move or swift action.

Transmission: You learn how to craft the following detector:

  • Pressure Sensor (gizmo): This detector searches for structural weaknesses. The user gains a +2 circumstance bonus, +1 per 4 gizmo levels, to skill checks to detect ground-based hazards, such as ground-based traps and hazards and ground-based environmental hazards (such as pressure plates, trip wires, unstable or weak floors, quicksand, etc.). The user is automatically granted a Perception check to notice such hazards whenever the detector’s signal range would detect a hazard, regardless of whether the user was actively looking for such hazards, and is granted a new Perception check each round the detector’s signal range would detect a hazard.
    • Advanced Gizmo: An advanced pressure sensor can detect more subtle movements, gaining the following battery use:
      • Battery Use: The user may deplete 1 battery as a move action to improve this gizmo’s functions for 1 round per gizmo level. For the gizmo’s duration, the user gains tremorsense with a range out to the gizmo’s signal range. The user may choose to automatically deplete an additional battery without an action to renew the gizmo duration when it would end.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Transportation: Innate Jack (upgrade): The mechanoid comes with an innate advanced pressure jack. The mechanoid can use its innate pressure jack on objects within its reach.

Primal Augmentations (augmentation, gizmo)

You learn to create augmentations that take inspiration from animals and nature.

Augmentation: Arachnid Prosthetic (gizmo, prosthetic): Arachnid prosthetic is a leg prosthetic. Arachnid prosthetic grants the user a 20 foot land speed and a 20 foot climb speed (including the +8 racial bonus for gaining a climb speed); each movement mode increases by +10 feet per 4 gizmo levels. The user can use this climb speed without using their hands and at no penalty. The user treats each individual arachnid prosthetic as though they were two legs (instead of a single leg) for the purposes of carrying capacity and the user’s CMD against the trip (such as a quadruped creature, or creature with more legs).

  • 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 gains an insight bonus on all Climb checks equal to the prosthetic’s gizmo level and may always attempt Climb checks to traverse a surface (even those normally not climbable). An unclimbable surface (such as a sheer wall, ceiling, etc.) has a Climb DC of 40.

Augmentation: Aquatic Prosthetic (gizmo, prosthetic): Aquatic prosthetic is a leg prosthetic. Aquatic prosthetic grants the user a 30 foot swim speed, +10 feet per 4 gizmo levels (including the +8 racial bonus for gaining a swim speed).

Augmentation: Ophidian Prosthetic (gizmo, prosthetic): Ophidian prosthetic is a leg prosthetic. The user’s legs are bound together into a snake-like torso ending in a tail; the user’s legs become nonfunctional and the user cannot benefit from any additional legs while using the ophidian prosthetic’s movement (including other prosthetics). Ophidian prosthetic grants the user a base land speed of 20 feet, +10 feet per 4 gizmo level, the user is treated as a quadruped for the purposes of carrying capacity, and cannot be tripped (but may still be knocked prone by other means).

Augmentation: Tail Prosthetic (gizmo, prosthetic): You can craft a prosthetic tail; a prosthetic tail is treated as an arm prosthetic for other abilities and effects (such as secondary functions). This tail can be used to hold objects as if it were a hand and can be used to retrieve objects from a belt, pouch, or other similar container as a swift action; a prosthetic tail cannot cannot wield weapons or shields or make attacks.

Augmentation: You learn to craft prosthetics with the following secondary functions:

  • Aquatic Adaptation (secondary function; legs): This leg prosthetic can be used as an aquatic prosthetic, activating or deactivating this function as a swift action. If the user already possesses a swim speed, the aquatic prosthetic improves their existing swim speed by an additional +10 feet.
  • Arachnid Climb (secondary function; legs): The leg prosthetic can be used as an arachnid prosthetic, activating or deactivating this function as a swift action. If the user already possesses a climb speed, the arachnid prosthetic improves their existing climb speed by +10 feet.
  • Constricting Coils (secondary function; ophidian): The user can use their ophidian prosthetic to initiate a grapple combat maneuver or maintain a grapple while keeping their arms free (the user takes the penalties associated with the grappled condition but can otherwise act normally, such as taking attacks of opportunity). The user gains a constrict attack (1d6 + Strength modifier damage for a Medium creature) that only applies when grappling with the ophidian prosthetic.
  • Hidden Natural Attacks (secondary function; special): This secondary function can only be granted to a prosthetic that grants the user a natural attack (such as a claw or talon). The prosthetic’s natural attacks can be retracted or extended. Retracting or extracting a supplemental prosthetic can be done as a swift action, and may be done for any number of the user’s supplemental prosthetics. When retracting a supplemental prosthetic, the user may attempt a Disguise check with a 10 + 1/2 gizmo level circumstance bonus to hide the prosthetic’s natural attacks. Extending a prosthetic’s natural attack(s) is treated as drawing a weapon.
  • Ophidian Slither (secondary function; legs): The leg prosthetic can be used as an ophidian prosthetic, activating or deactivating this function as a swift action. Whenever you activate or deactivate the ophidian prosthetic, you may take a 5-foot step as part of that swift action (this does not count against the user’s normal 5-foot step each turn).
  • Scent (secondary function; sensory): The user gains the scent special ability with a starting range of 30 feet, +10 feet per 2 gizmo levels.

Prosthetics Mastery (augmentation, gizmo)

You learn how to craft some of the most complex prosthetics, including externally controlled prosthetics.

Augmentation: Additional Secondary Function: Prosthetics you craft can have 1 additional secondary function (allowing each prosthetic you craft to have 2 secondary functions, before other sources of additional secondary functions).

Augmentation: Reliable Prosthetic: When a prosthetic gizmo you craft would become depleted or destroyed, instead of losing its functionality as a limb or body part of that kind, the prosthetic continues to function as a regular limb or body part of that kind for the creature (but loses any and all additional functions as a gizmo, secondary functions, abilities, etc.).

Note: This effect allows for a creature with an implanted prosthetic leg to continue to use the leg as a leg, but not for any other use or purpose. If an effect would destroy a creature’s limb or body part, the prosthetic for that body part is destroyed as normal.

Augmentation: Supplemental Prosthetic: You can craft any prosthetic you can craft normally as a supplemental prosthetic. Instead of replacing the user’s normal limbs or organs, a supplemental prosthetic grants the user additional limbs or organs (for example, a supplemental arm prosthetic would be in addition to the user’s existing arms, rather than replacing one). Supplemental prosthetic are inferior to a “natural” limb or body part, the Tinker sphere Advanced Prosthetics talent is required to make “natural” prosthetics (limbs and body parts with true, full functionality) (see Mastering Gizmos, Prosthetic for more).

Because a supplemental prosthetic does not replace a creature’s normal physiology, its functions are more limited than a normal prosthetic of its kind. Each supplemental prosthetic functions as noted in its entry (instead of as a normal body part of its kind). Supplemental prosthetics may be modified by effects that require limbs or body parts of that kind. Supplemental prosthetics never grant the user extra attacks. A supplemental prosthetic’s bonuses (if any) do not stack with other supplemental prosthetic of that kind (unless otherwise stated).

Hiding Supplemental Prosthetic: Supplemental prosthetics can be retracted to be hidden against the user’s normal physical profile (such as collapsing against the body to appear flat, folding up against the user’s arms, etc.). A retracted prosthetic may not be used for any of its normal functions except to be extracted and usable. Retracting or extracting a supplemental prosthetic can be done as a swift action, and may be done for any number of the user’s supplemental prosthetics. When retracting a supplemental prosthetic, the user may attempt a Sleight of Hand check (as though hiding an object) with a 10 + 1/2 gizmo level circumstance bonus to hide the presence of the supplemental prosthetic.

The effects of a prosthetic crafted as a supplemental prosthetic are as follows:

  • Arm (or Pair of Arms) (Tail) (Wing): Supplemental arms may hold objects, but cannot wield weapons or shields, make attacks, or fulfill somatic requirements. As a swift action, the user may use their supplemental arm to retrieve unattended items within their natural reach or stowed objects carried on their person. A supplemental tail or wing functions as a supplemental arm.
  • Head: The DC to successfully feint the user of a supplemental head is increased by +2. This bonus stacks with other supplemental heads.
    • Battery Use: The user can deplete 1 battery as a swift action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user cannot be flanked (as though the user possessed the all-around vision universal monster rule).
  • Leg (or Pair of Legs): The user increases their base land speed by +10 feet, +5 feet per 5 gizmo levels (or gains this as their base land speed). Additional supplemental legs (past the user’s first pair) grant the user a +2 circumstance bonus to Combat Maneuver Defense against trip maneuvers for each additional leg (but do not grant additional increased movement speed). If the user becomes a quadruped (or greater) by wearing supplemental legs, they gain increased carrying capacity and may serve as a suitable mount for creatures smaller than itself without penalty.
  • Organs: Supplemental organ prosthetic (such as a heart, liver, etc.) are often implanted, but may be externally attached as well. The user gains a +2 competence bonus on saving throws against disease, poison, and effects which nauseate or sicken, +1 per 4 gizmo levels.
    • Battery Use: The user can deplete 1 battery as an immediate action as part of attempting a saving throw against an effect this gizmo grants a bonus against to roll twice on their saving throw, taking the better result.
    • Battery Use: The user can deplete 1 battery as an immediate action when a creature would confirm a critical hit against them to have that attack instead only deal normal damage (and not be treated as a critical hit).
  • Senses (one or more): A supplemental sense is crafted for one or more of the user’s senses (such as hearing or sight, but also unusual senses the user may possess, such as a bat’s blindsense via. echolocation). The user gains a +2 competence bonus on saving throws that would deprive or interrupt the user of their senses (such as being dazzled, blinded, or deafened) and a +2 bonus on Perception checks made with those senses. These bonuses each increase by +1 per 4 gizmo levels.
    • Battery Use: The user can deplete 1 battery as an immediate action when attempting a saving throw against an effect that would deprive them of a sense (such as blinded, deafened, etc.) to roll twice on their saving throw, taking the better result.
    • Battery Use: The user can 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 roll twice and take the better result whenever they attempt a Perception check using the supplemental sense prosthetic’s associated sense (such as sight for eyes, scent for a nose, etc.).

Augmentation: Prosthetic Head (gizmo, prosthetic): This prosthetic grants the full utility of a head and requires being implanted (see Section 1.2: Skill Rules, Heal). The creature's existing sensory organs are transferred to the prosthetics (or can be crafted and provided separately if you possess the Sensory Set talent).

Special - Medical Set: If you possess the Medical Set talent, a head prosthetic can include a new brain. This cures any mental ability score damage or ability drain and may restore other cognitive functions (subject to GM discretion).

Augmentation: You learn to craft prosthetics with the following secondary functions:

  • Dual Function (secondary function; arms, legs, head, tail): The prosthetic is a “dual function” body part, granting the user additional benefits. The prosthetic is treated as both body parts and grants the user the benefits listed below. A supplemental prosthetic granted this secondary function treats its dual function as a supplemental prosthetic (instead of gaining the normal benefits).

    If this “dual function” is a creature’s first limb of that kind (such as granting arms to a quadruped through the dual arm option), the creature may treat this first limb (or pair of limbs) as a natural prosthetic of that kind (see Mastering Gizmos, Prosthetic for more). This secondary function never grants the user extra attacks.

You may select the following dual function options:

  • Dual Arm: The prosthetic functions as a normal arm capable of fine manipulation, including wielding weapons, performing dextrous actions, and fulfilling somatic components for spellcasting (creatures which did not previously have an arm or hand may be limited by their own skill or familiarity). A quadruped granted this dual function may walk on two feet.
  • Dual Leg: The prosthetic also functions as a normal leg capable of bearing the user's weight and grants the creature a 30-foot base movement speed
  • Dual Sense (requires Sensory Set): The limb is crafted with 1 mundane sense (hearing, sight, smell, taste, or touch). The user may use the sense granted to the dual functional limb as a normal sensory organ for that purpose; this allows the user to interact with things in ways that are not ordinarily possible (such as tasting a substance with their fingers, or smelling through their tail, etc.).

Ranged Set (gizmo, modification)

You learn to craft modifications that improve ranged combat performance, from increasing distance, to reducing misfire rates, to allowing the user to better target creatures behind cover.

Modification: Arc Calibrator (gizmo): This modification is attached to a weapon, allowing it and its ammunition to curve around obstacles. Whenever the user makes a ranged attack with the attached weapon, or fires ammunition from that attached weapon, the user ignores up to 2 AC granted by cover less than total cover.

  • Battery Use: The user can 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 ignores 1 additional AC granted by cover, +1 AC per 5 gizmo levels.

Modification: Misfire Manager (gizmo): This modification is attached to a firearm or other weapon with a misfire chance (excluding siege weapons). The attached weapon’s misfire value is reduced by 1, +1 per 10 gizmo levels (minimum 1). This reduction occurs after any increases are calculated determining the firearm’s misfire value.

  • 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, this modification’s misfire reduction can reduce the attached weapon’s misfire value to 0 (instead of a minimum of 1).

    This battery use ability may be used whenever the firearm would misfire as a free action that can be taken even when it is not the user’s turn (which may change a misfire into a non-misfire). If activating this battery use ability as part of triggering a firearm’s misfire, the gizmo’s duration is reduced to 1 round per gizmo level (instead of 1 minute per gizmo level).

Modification: Range Amplifier (gizmo): This modification is attached to a weapon (and not ammunition). The attached weapon increases its base range increment by +10 feet or gains the ability to be thrown with a base range increment of 10 feet (maximum 5 range increments). This range increase is applied last after any other increases to range increments. The attached weapon also gains 1 additional maximum range increment, +1 maximum range increment for every 10 gizmo levels (increasing the normal maximum number of range increments for a thrown weapon up from 5, or a projectile weapon up from 10).

  • 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 attached weapon’s range increment is doubled (this includes any bonus range granted by this gizmo).

Modification: Speed Loader (gizmo): This modification is attached to ranged weapons (excluding siege weapons). The first time each round the user would reload the attached weapon, the time required to reload the attached weapon is reduced by 1 step (i.e., full-round action becomes a standard action, a standard action becomes a move action, a move action becomes a free action). This reload speed reduction stacks with other sources of reload speed reduction (such as the Rapid Reload feat).

  • 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 time required to reload the attached weapon is reduced by 1 step (rather than only the first time each round).

    For every 10 gizmo levels, the user may optionally deplete 1 additional battery (2 batteries at 10, 3 batteries at 20), further reducing the time required to reload the attached weapon by 1 additional step for the gizmo’s duration (2 batteries for 2 steps, 3 batteries for 3 steps).

Modification: Sniper Scope (gizmo): This modification is attached to a ranged weapon or siege weapon. The user reduces the total penalties caused by range increments or weather by 1 + 1 per 4 gizmo levels when using the attached weapon. In addition, attacks made with the attached weapon can benefit from battlefield position when attacking from higher ground as though it were a melee attack. This does not allow the user to make sneak attacks with ranged weapons from further away than they normally could.

  • Battery Use: The may deplete 1 battery after studying a target as a full-round action. The user gains a +3 circumstance bonus, +1 per 4 gizmo levels, on their next ranged attack made with the attached weapon against the target, provided that the target is either unaware of the user or denied their Dexterity bonus to AC against the user.

Repair Kits (gizmo)

You can craft easy to use and apply repair kits as gizmos for fast maintenance on the battlefield.

Gizmos crafted using this talent (“repair kit gizmos”) do not need to be activated and are depleted when used. Repair kit gizmos only grant their benefits to objects or creatures that are healed as though they were objects (such as constructs or other creatures which restore hit points when targeted by a make whole spell or similar). Repair kit gizmos can be used as a standard action to grant their effects to the user or a target within the user’s natural reach. If the repair kit’s gizmo level is 5th or higher, the repair kit may be used as a move action if the user expends their martial focus.

A creature or object may only be affected by a repair kit gizmo a number of times per day equal to the 3 + the crafter’s practitioner modifier. If multiple Tinker practitioners would have this talent, this limitation is shared between sources (tracking uses between users).

Special - Medical Set: If you possess the Medical Set talent, your repair kit gizmos may be used on any creature, not just creatures that are healed as though they were objects. In addition, you may prepare your repair kit gizmos in such a way that they can be loaded into an rapid injector gizmo.

You learn to craft the following repair kit gizmos:

Jumper (gizmo): This repair kit helps jumpstart key functionality. When a jumper is used, the user chooses to grant the target refocus or restart:

  • Refocus: The target regains their martial focus (or similar ability). If the target would have multiple abilities of this kind (such as both martial focus and the Spheres of Power Mental Focus general casting drawback), the target regains a single “focus” of their choice. This does not allow a target to regain martial focus more than once per round.
  • Restart: The target may attempt a new saving throw with a +2 bonus against any single, non-permanent ongoing effect they are currently suffering from that normally grants a saving throw using the original DC, even if they have already failed the initial save and would not normally be granted another. Effects that can worsen on a failed saving throw do not count this saving throw as a failure when determining such effects if it is unsuccessful.

Patch (gizmo): This repair kit restores structural integrity. When a patch is used, the user chooses to grant the target bolster or repair:

  • Bolster: The target gains a number of temporary hit points equal to 1d4 per 2 gizmo levels + 1/2 your practitioner modifier (minimum 1). These temporary hit points last for 1 minute per gizmo level. Unlike other temporary hit points, these temporary hit points are always lost first.
  • Repair: The target regains a number of hit points equal to 1d6 per 2 gizmo levels + your practitioner modifier.

Sensory Set (gizmo) [utility]

You learn to craft gizmos which can record and play back information, as well as augment and enhance a creature’s senses.

Sensory Gizmo (gizmo, minor): You learn to craft the following sensory minor gizmos:

  • Camera: 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).
  • Microphone: 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).
  • Playback System: 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.

Special - (Transmission) Package: A playback system may be crafted as a transmitter and may project data onto a non-technological surface within its signal range.

  • Scent Recorder: 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).

Sensory gizmos may be configured to play back data a certain number of times, repeat indefinitely, and so on.

Augmentation: Sensory Prosthetic (gizmo, 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).

Augmentation: You learn how to craft the following secondary functions:

  • Recording Prosthetics (secondary function; any): The prosthetic gains an innate sensory gizmo of each kind.
  • Sensory Extension (secondary function; 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 (secondary function; 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.

Computation: Multimedia (accommodation): 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.

Special - (Transmission) Package: 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.

Computation: Voice Controls (accommodation) (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.

Modification: Sense Amplifier (gizmo): 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).

Example: A gizmo level 8 sense extender would allow the user to see 50 feet before suffering a +1 to the Perception check DC for distance.

Transmission: 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.

Transmission: 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.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Sensory Gizmos (upgrade): 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.

    Special - Multimedia (accommodation): The multimedia accommodation is treated as possessing the sensory gizmos upgrade (this does not count against the mechanoid’s maximum upgrades).

Technological Weapons (gizmo)

You learn to craft unique technological weapons.

Blaster (gizmo): You learn how to craft a blaster gizmo. A blaster gizmo is a weapon whose effects are determined by selecting one blaster damage type and one blaster shape when crafting a blaster; a blaster’s statistics are not modified by the gizmo’s size (or size changes). Unless otherwise stated, using a blaster is a standard action. You learn all of the blaster damage types and blaster shapes on gaining this talent.

Blaster Damage Types: Select one of the following blaster damage types:

  • Physical (choosing either Bludgeoning, Piercing, or Slashing)
  • Acid
  • Cold
  • Electricity
  • Fire

Blaster Shapes: A blaster shape notes its damage when used, its range, the affected target, targets or area, and additional details (such as battery use abilities belonging to that blast shape, and so on).

The following blaster shapes may be selected:

  • Beam: (damage) 1d6, +1d6 per 3 gizmo levels; (range) medium; (area/target) ranged touch attack; (special) the beam is a ray and benefits from abilities and effects that modify ray attacks (such as Weapon Focus (ray)).
    • Battery Use: You may deplete 1 battery as part of using the beamblaster shape, applying the following changes: (damage) increase the damage dealt to 2d6 + 2d6 per 3 gizmo levels.
  • Explosive: (damage) 1d6, +1d6 per 3 gizmo levels (Reflex half); (range) medium; (area/target) a single 5-foot square.
    • Battery Use: You may deplete 1 battery as part of using the explosive blaster shape, applying the following changes: (damage) increase the damage dealt to 2d6 + 2d6 per 3 gizmo levels (Reflex half); (area/target) 10-foot radius, +5 feet per 5 gizmo levels.
  • Shaped Charge: (damage) 1d6, +1d6 per 3 gizmo levels (Reflex half); (range) originating from gizmo; (area/target) a 5-foot burst, 10-foot cone, or 20-foot line originating from the blaster (chosen when crafted, oriented when activated); (special) as part of using this blaster, the blaster may be thrown as though throwing a splash weapon (with a range increment of 10 feet, maximum 5 increments).
    • Battery Use: You may deplete 1 battery as part of using the shaped charge blaster shape, applying the following changes: (damage) increase the damage dealt to 2d6 + 2d6 per 3 gizmo levels (Reflex half); (area/target) 10-foot burst + 5 feet per 5 gizmo levels, close-range cone, or medium-range line originating from the blaster.
  • Volley: (damage) 1d4, +1 per 4 gizmo levels (Reflex negates); (range) close; (area/target) target creature (or creatures); (special) this blaster shape seeks its target, ignoring cover or concealment less than total cover or total concealment.
    • Battery Use: You may deplete 1 battery as part of using the volley blaster shape, applying the following changes: Fire 1 additional volley per 2 gizmo levels; if multiple would target the same creature, total the damage dealt and the creature attempts a single saving throw against the damage.

Special - Disruption Set: If you possess the Disruption Set talent, in addition to selecting a blaster damage type and blaster shape, you may also select one disruptor effect. Creatures which fail their saving throw against your blaster (or are damaged, if no saving throw is allowed) must also attempt a saving throw against the chosen disruptor effect (as though struck by the disruptor). You must deplete batteries for the blaster and disruptor effects separately.

Augmentation: You learn how to craft the following secondary functions:

  • Innate Blaster (secondary function; any): The prosthetic gains an innate blaster gizmo. If the blaster shape’s area of effect would include the user (such as the shaped charge option), the user is excluded from the area of effect.

Computation: Collateral Exemption Protocol (gizmo, routine): A gizmo with this routine installed may always choose to leave buildings, structures, and other objects undamaged or unaffected by their effects. In addition, when the gizmo would affect an area, the gizmo may exclude up to a number of creatures equal to 1 + the gizmo’s practitioner modifier.

  • Battery Use: The user may deplete 1 battery as part of using a gizmo that would benefit from this routine. Instead of excluding creatures and objects, the user designates 1 creature or object; the gizmo’s effects only affect the target (or the target’s square, as appropriate). If the gizmo’s effects have a saving throw, the saving throw increases by +1, +1 per 10 gizmo levels.

Modification: Blaster Add-On (gizmo): This modification is attached to a weapon. A blaster add-on is crafted the same as a blaster gizmo (selecting a blaster damage type and blaster shape). As a special attack action, the user may use the blaster as part of making an attack with the attached weapon. On a successful hit, the blaster’s effects are also applied to the target (as though the target was also struck by the blaster, damaging the target directly; blaster shapes with an area of effect are instead centered on the target, granting the target a saving throw as normal).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Innate Blaster (upgrade): The mechanoid gains an innate blaster gizmo. If the blaster shape’s area of effect would include the mechanoid (such as the shaped charge option), the mechanoid and its passengers are excluded from the area of effect.

Transmission Mastery (gizmo, transmission) [utility]

You learn how to craft a variety of different transmitters and tools that modify existing detectors, transmitters, and signals.

Computation & Transmission: Remote Install: You may transfer routines into an eligible gizmo within signal range (rather than a gizmo within your natural reach).

Transmission: Easy Detection: Detectors you craft do not render the user flat-footed while they are activated and in use, and the user may spend a standard or move action to keep a detector activated (rather than requiring a full-round action).

Transmission: Relativistic Detection: Whenever you craft a detector, you may adjust it to return signature strength relative to the user or an object in the user’s possession or natural reach (rather than the normal signature strength tables). Determine the relative variable against the signature strength of detected targets using Table: Relativistic Signals (see Mastering Gizmos, Detector Reference Tables).

Example: If an ecology sensor is adjusted with this ability, it would return signature strength based on the user’s Hit Dice if looking for a creature relative to the user, or could be used to detect for dragons if the user had a dragon to set as the relative variable within their reach, and an armament sensor would return signature strength based an object in the user’s possession (the relative variable relevant to the type of sensor). For detectors that search for more nuanced data and information (such as the heat sensor, whose signature strength is based on intensity), determine the signature strength by how many steps difference there is between the relative variable and the detected sources (use the relevant table for that sensor to determine steps from relative variable; such as the user’s own body heat being compared to outside temperatures).

Transmission: Signal Range, Improved: The signals created by your gizmos reach further and penetrate deeper. Your detectors transmit their detection signal over a medium range and your transmitters project their signal over a long range. In addition your signals can now penetrate through barriers 5 times deeper (barring other modifications to signal penetration strength, this is generally: 15 feet of wood or dirt, 5 feet of stone, 6 inches of common metal, or a half inch of lead).

Note: Multiplicative increases to signal penetration strength are additive, such as gaining an additional “2 times” would stack with this talent to be 4 times penetration.

Transmission: Signal Repeater (gizmo, minor): A signal repeater is a transmitter that generates a signal that sends no transmission of its own. Other transmitters treat a signal repeater’s signal as part of their own signal (connecting their signal to the signal repeater’s signal); this extended signal range may include other signal repeaters. Effects that require line of effect still require line of effect from the base gizmo.

Transmission: Transmitted Aid: Your communicator accommodation may be used to perform the aid another action to benefit an ally in possession of a gizmo that can receive a communicator’s messages within signal range. Aid another actions performed using a communicator may also be performed as an immediate action.

Transmission: You learn to craft the following detectors:

  • Alchemical Sensor (gizmo): This detector senses alchemical items, including alchemical poisons. Determine the detected alchemical items signature strength using Table: Mechanical Signature Strength (see Mastering Gizmos, Detector Reference Tables). In addition to learning the signature strength, the user may attempt a Craft (alchemy) check to identify a detected alchemical item and its properties.
  • Armament Sensor (gizmo): This detector senses manufactured weapons and armor. Determine the detected objects’s signature strength using Table: Armament Signature Strength (see Mastering Gizmos, Detector Reference Tables). In addition to the signature strength, the user may attempt a Craft (weapons) or Craft (armor) to determine the detected object’s properties and qualities (i.e. properties: armor or shield, material, alchemical or technological, etc.; qualities: whether it has any unusual abilities, such as a longsword with the flaming special ability would be identified as having a special ability, but its specific effects would not be revealed).
  • Ecology Sensor (gizmo): This detector senses creatures of a specific creature type or subtype (chosen when crafted). Determine a creature’s signature strength using Table: Creature Signature Strength (see Mastering Gizmos, Detector Reference Tables). The user may pinpoint detected targets. When this detector successfully senses a creature of the chosen type, the user may attempt a Knowledge check appropriate to that creature type (as a monster lore check; DC 10 + the creature’s CR) to determine what kind of creature was detected (such as a detector set to sense vermin differentiating a scorpion from a spider or a trapdoor spider from a black widow).
  • Heat Sensor (gizmo): This detector senses temperatures. Determine the temperature of each square, object, and creature using Table: Temperatures (see Mastering Gizmos, Detector Reference Tables). The user may pinpoint detected targets whose temperature is more than 5 degrees C / 10 degrees F from the square they occupy (if uncertain about temperatures, refer to the table and whether the target’s temperature significantly differs from the temperature of the square they occupy, subject to GM discretion).
  • Scouter Sensor (gizmo): This detector senses creatures the user has successfully identified with a Knowledge check within the last minute per gizmo level. Determine the signature strength of a detected creature using Table: Creature Signature Strength (see Mastering Gizmos, Detector Reference Tables). The user may pinpoint detected targets.
  • Signal Sensor (gizmo): This detector senses signals generated by other gizmos. The user must succeed at a Knowledge (engineering) check (DC equal to 10 + the detected signal’s gizmo level). A successful Knowledge check informs the user of the signal’s presence within the area, including the direction and distance to the signal’s source of origin; for every 5 points you beat the skill check DC, you gain 1 additional piece of information from the information below:
  • The type of signal (transmission, detection, other), as well as the type of information the signal is searching for or transmitting (searching for alchemical items, transmitting video, etc.).
  • The gizmo level of the signal as well as the identity of the gizmo’s crafter (if you have previously identified any of their signals, giving their name, signature, or similar “identity” you identified on one of their gizmos).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Signal Station (upgrade): Choose one detector. The mechanoid is crafted with an innate signal repeater and an innate detector of the chosen kind.

Transportation Mastery (gizmo, transportation)

You can build gizmos that directly improve how you interface with mechanoids, as well as greatly improve your mechanoids as vehicles for both passenger use and combat.

Modification & Transmission & Transportation: Remote Harness (gizmo): 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.

Special - 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).

Transportation: 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).

Transportation: 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).

Transportation: 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).

Transportation: 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.
Transportation: 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).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Focused Design (upgrade): 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 (upgrade): 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 (upgrade): 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 their actions, abilities, and gear normally as though they were the mechanoid (moving normally, making attacks, using the mechanoid or the pilot’s abilities, benefiting from the mechanoid or pilot’s skill bonuses). The pilot and mechanoid may still be targeted separately (such as by 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).
  • Lightweight (upgrade): 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 (upgrade): 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).
  • Reinforced Enclosure (upgrade) (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.
  • Weapon Mount (upgrade) (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.

Weapon Modifications (gizmo, modification)

You learn a number of modifications which modify basic weapon abilities or adjust other fundamental properties of your weapons.

Modification: Rapid Refiner (gizmo): This modification is attached to a weapon or sheath (such as a scabbard, ammunition pouch, quiver, etc.). The user may spend a swift action to refine the attached equipment (such as becoming rapidly sharpened, polished, etc.). A refined weapon gains a +1 circumstance bonus to 1 damage roll made within the next 1 minute, +1 damage roll per 3 gizmo levels. This damage is multiplied on a critical hit.

  • Battery Use: The user can deplete 1 battery as a free action to use the rapid refiner’s ability and improve its functions. During the next 1 minute, the rapid refiner’s circumstance bonus to damage rolls increases to +1, +1 per 10 gizmo levels and applies to every attack made during the gizmo’s duration.

Modification: Retractable Cording (gizmo): This modification is attached to a weapon (except ammunition and siege weapons). This modification’s cord is worn by the user (such as wearing a bracer with the retractable cording attached). The cord’s length is up to 10 feet, + 5 feet per 2 gizmo levels, determined when crafted (referred to as the “cord length”; minimum 5 feet). The attached weapon cannot move further than the cord’s length from the user unless the modification or modification’s cord is destroyed, or unless another creature succeeds at a Strength check to snap the cord (DC 10 + 1/2 the gizmo’s level). This modification’s cord is not strong enough to bear weight (other than the attached weapon’s weight) and cannot be used as a rope or other similar object.

The user may perform any the following as swift action (or each as a free action once per round):

  • Draw Attached Weapon: The user may retrieve the attached weapon (if it is in your square or a square within your natural reach), returning it into a free hand. If the attached weapon is on your person and not in a secured container, returning this weapon to your hand is treated as drawing that weapon.
  • Retrieve Weapon: The user may also retrieve the attached weapon from up to 10 feet, +5 feet per 2 gizmo levels (this maximum distance is determined when the modification is crafted, referred to as “cord length”; minimum 5 feet).
  • Steal Back Weapon: If the attached weapon is in another creature’s possession, the user may make a steal combat maneuver check with a bonus equal to this gizmo’s practitioner modifier. A successful steal maneuver returns the weapon into the user’s open hand or an adjacent square).

Modification: Weapon Amplifier (gizmo): A weapon amplifier shares and distributes attached modifications to the user’s other weapons. Rather than attaching the weapon amplifier to a weapon, modifications are attached to the weapon amplifier (as though it were an appropriate weapon) and the weapon modifier shares the effects of each attached modification to weapons in the user’s possession. Modification effects granted this way only apply to weapons each attached modification could normally attach to (if it could be affected by the modification normally; this excludes siege weapons). A weapon amplifier is treated as though it were attached to the user for the purposes of other effects. Any benefits granted by a weapon amplifier to the user’s weapons are lost 1 round after the weapon or ammunition leaves the user’s possession.

As a swift action, the weapon amplifier’s user may enable or disable any number of modifications from applying to a weapon they are wielding (such as disabling a retractable cording modification on their thrown axe).

Modification: Weapon Customization (gizmo, minor): This modification is attached to a melee or ranged weapon. The attached weapon gains one of the following weapon special features (chosen at the time of the gizmo's creation): blocking, brace, deadly, disarm, distracting, grapple, nonlethal, performance, sunder, trip. The weapon must be able to normally have the chosen weapon special feature (such as distracting, nonlethal, or performance on a ranged weapon, but not reach or trip).

  • Advanced Gizmo: As an advanced minor gizmo, you may select the reach weapon special feature.

Modification: Weapon Hybrid (gizmo, minor): This modification is attached to one or more manufactured weapons (except siege weapons). The attached weapons may be wielded simultaneously, requiring the handedness of the largest component weapon (such as requiring 2 hands if it were a dagger and a greatsword). Shields may be attached in place of a weapon (the user loses the benefits of an attached shield any round they attack with one or more of the attached weapons unless the user possesses an ability to retain their shield bonus to AC when making a shield bash attack, such as the Shield sphere Bashing Shield talent or the Improved Shield Bash feat).

Modification: Weapon Shifter (gizmo): This modification is attached to a manufactured weapon (except siege weapons); when this modification is crafted, the crafter selects 1 weapon, +1 weapon per 5 gizmo levels. As a swift action, the user may make the attached weapon shift into one of the chosen weapons (or back to the original weapon). The weapon retains all of its abilities, including being masterwork, enhancement bonuses, and weapon special abilities, except those prohibited by its current shape (such as a keen longsword shifting into a greatclub would temporarily lose the keen special ability).

If the original weapon is a double weapon and shifts into a weapon without the double special feature, you choose which end of the weapon’s enhancement bonuses are retained. If the original weapon shifts into a weapon with the double special feature, you choose which end of the double weapon inherits the weapon’s abilities. Ammunition may only shift into other ammunition meant for the same weapon; non-ammunition weapons cannot shift into ammunition and vice versa (subject to GM discretion).

  • 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 make the attached weapon shift between original and any chosen weapons as a free action.

Tinker Sphere Legendary Talents

Legendary talents are presumed to be by GM discretion only. Many effects produced by legendary talents range from having major setting implications (such as creating water from nothing) to simply being powerful (such as additional mechanoids or powerful teleportation effects).

Due to the nature of the Tinker sphere offering many abilities as part of individual talents, GMs are encouraged to individually allow and disallow individual abilities from a legendary talent if they would be comfortable with one effect, but not another, granted by a single Tinker legendary talent. If a majority of a Tinker legendary talent would be disallowed, it is recommended to add the allowed portions of that talent to another relevant talent (such as, for example, if everything but the Advanced Computation fractional AI ability were to be disallowed, adding the fractional AI ability to Extra Automatons or another similar legendary talent).

GMs are further encouraged to “remix” and reorganize the abilities granted by both basic and legendary talents, depending on their setting and needs, but should consider the default arrangement of the Tinker sphere to be the presumed and intended strength, breadth, and depth of the talents offered in this book.

Additional Talent Prerequisites: Many of the legendary talents included in this section list their initial prerequisites, which allow a character to qualify and select that talent. In addition to any prerequisites required to select a legendary talent, some abilities (new gizmos, improvements to previous gizmos, etc.) may list an additional prerequisite on the ability itself, including requiring certain talents or ranks in the user’s Tinker sphere associated skill. For example, the Advanced Augmentation legendary talent’s legendary load bearer requires the character to have the Pressure Jack talent, which grants the normal load bearer ability.

Advanced Arsenal (gizmo)

Prerequisite: Tinker sphere.

Burst-Form Disruptor (requires 10 ranks in associated skill, Disruption Set): Your disruptors gain the following battery use ability:

  • Battery Use: The user may deplete 1 battery as part of using a disruptor. Instead of making a melee or ranged touch attack, the user may throw the disruptor as though throwing a splash weapon (range increment 10 feet, 5 increments). The disruptor emits a disabling wave, affecting all valid targets within 20 feet (as though they were targeted by the disruptor, attempting a saving throw as normal); the user may choose to create a smaller radius when using this battery use ability (minimum 5 feet). If using the countergizmo option, roll a single gizmo penetration check, applying the results to each valid target.

    A disruptor harness and disruptor add-on may also use this battery use ability, centering the area of effect on the user (disruptor harness) or the struck target (disruptor add-on); the user is excluded from this area of effect.

    At 15 ranks in the associated skill, this radius improves to 40 feet.

Countergizmo, Improved (requires 10 ranks in associated skill, Disruption Set): When targeting a creature with a countergizmo disruptor, the disruptor countergizmo may attempt to deactivate up to 1 gizmo or gizmo effect, +1 per 4 gizmo levels, rolling a single gizmo penetration check against gizmos and gizmo effects on the target.

Countergizmo, Greater (requires 15 ranks in associated skill, Disruption Set): When using a countergizmo disruptor’s battery use ability, you may deplete 1 additional battery to thoroughly disable a target. When targeting a creature with a countergizmo disruptor, the disruptor may deactivate any number of gizmos or gizmo effects, rolling a single gizmo penetration check against gizmos and gizmo effects on the target. A gizmo deactivated by a countergizmo disruptor cannot be activated again for 1 minute per gizmo level. A mechanoid affected by a countergizmo disruptor is instead dazed for 1 round per gizmo level. A creature may attempt a proficiency check as a 1 round action to reactivate a gizmo deactivated this way.

Expanded Arsenal Gizmo (requires Arsenal Set): You may craft arsenal gizmo as higher-complexity equipment or consumables (such as alchemical or technological items, poisons, modern and advanced firearms, siege weapons, or other complex equipment or consumables subject to GM discretion). If the crafted equipment has a saving throw DC, the arsenal gizmo uses its gizmo DC in place of the normal DC. The crafter no longer needs to have seen or studied a piece of equipment to craft it.

When crafting an arsenal gizmo, you may supply special materials, crafting the resulting arsenal gizmo from that material. The special material’s costs must be fully supplied for an item of that kind (i.e. 1,000 gp of adamantine for a longsword). Special material costs may be paid for with project materials. Additionally, at GM discretion, unusually expensive equipment may require project materials equal to the equipment’s normal cost. Arsenal gizmos crafted with project materials are not treated as a project, and are crafted as a normal gizmo, but may be salvaged for project materials when abandoned.

At GM discretion, powerful items available through this talent should also be treated as an advanced minor gizmo (such as certain alchemical or technological items, expensive siege weapons, etc.).

Note - Expensive Equipment, Exotic Equipment, and More: This ability grants potentially wide, carte-blanche access to weaponry and equipment that may not otherwise be available. For equipment that would not exist in the GM’s setting, the GM should restrict a character from crafting such equipment. When crafting expensive equipment, the GM may restrict the total cost of such equipment, such as with the suggested formula 50 x (associated ranks)^2; allowing 50 gp at 1st level and 20,000 gp at 20th level, or another formula as the GM sees fit.

For especially higher-technology settings and games, GMs may permit crafting Starfinder weaponry using this talent (treating a Starfinder weapon as a full gizmo). A character should not be able to craft a Starfinder weapon whose weapon level is higher than the character’s ranks in the associated skill. Starfinder weapons use their own rules; GMs should be prepared to adjudicate, adjust, or convert such weapons where conflicts may arise.

Expanded Energy Damage (requires 10 ranks in Associated Skill): Your gizmos which select an energy type gain additional benefits as follows:

  • Arsenal Set (Elemental Infuser): The elemental infuser may select force, negative energy, and positive energy. Activating the elemental infuser’s battery use ability requires 1 additional battery.
  • Technological Weapons (Blaster): The blaster may select force, negative energy, positive energy, and sonic damage as its blaster damage type.

Note - Other Tinker abilities which would deal energy damage may also gain expanded access to the above energy damage types, subject to GM discretion (which may require depleting additional batteries to use).

Improved Range, Blasters (requires Technological Weapons): Your blaster shapes range increases by 1 step (close to medium, medium to long, etc.).

Improved Range, Disruptors (requires Disruption Set): Your disruptor gizmo’s range increases to medium range. In addition, disruptors may target creatures (rather than make an attack roll); the user must possess line of sight and line of effect when targeting a creature this way.

Modification: Customization Mastery: (requires Weapon Modifications): Your weapon customization gizmos may be crafted as an advanced minor gizmo:

  • Advanced Gizmo: An advanced weapon customization gizmo which would assist with or grant a bonus to a combat maneuver or skill check (i.e. deadly, disarm, distracting, grapple, performance, sunder, trip) grant an additional +2 circumstance bonus to checks of that kind, +1 per 7 gizmo levels.

Modification: Impervious Padding (requires Armor Modifications): Your padded protection gizmos apply the attached item’s full AC bonus to the user’s AC (rather than 1/2) when providing benefits against an attack that bypasses the attached item’s bonus to AC.

Advanced Augmentation (gizmo, augmentation)

Your augmentation gizmos grant benefits directly to their users, rather than indirectly augmenting their potential.
Prerequisites: Tinker sphere ((augmentation) package).

Augmentation: Enhancing Augmentation: Whenever you craft a physical augmentation or a mental augmentation (from the Cognitive Set talent), you may choose to craft an enhancing augmentation instead. An enhancing augmentation grants an enhancement bonus to the chosen statistic instead of granting a competence bonus on ability checks and skill checks.

A user cannot benefit from a physical or mental augmentation and an enhancing augmentation keyed to the same ability score. If the user would attempt to use both a physical or mental augmentation and an enhancing augmentation for the same ability score simultaneously, the augmentation activated or in use first immediately deactivates.

Augmentation: Legendary Aerobic Enhancer (requires Exploration Set): A physical augmentation modified as an aerobic enhancer allows the user to measure how long they can run or hold their breath in hours (instead of rounds). The aerobic enhancer’s battery use ability removes the fatigued and exhausted conditions and grants immunity to the fatigued and exhausted conditions for the gizmo’s duration.

Augmentation: Legendary Load Bearer (requires Pressure Jack): A physical augmentation modified as a load bearer also makes the user count as 1 size category larger when determining their carrying capacity.

  • Battery Use: The user may deplete 1 battery as a free action to improve this gizmo’s functions for 1 minute per gizmo level. The user multiplies the augmentation’s bonus by 5 for the purposes of carrying capacity only.

An advanced load bearer also allows carried items to retain their cohesion, even if lifting force only applied to a small segment of the object would normally break it.

Augmentation: Legendary Spring Boots (requires Pressure Jack): A physical augmentation modified as spring boots may accumulate pressure once per round as a free action. In addition, the user may attempt an Acrobatics check to jump as a swift action, even if there is no surface to jump off of, and may jump this way during other movement (such as during another jump to change directions, while falling, etc.). While the spring boots’ battery use ability is active, the user may attempt a jump this way once per round as a free action.

Augmentation: Sustainer (gizmo): The user no longer needs to sleep or eat and gains the benefits of 8 hours of sleep through 2 hours of rest. This does not allow the user to rest and regain their resources more than once per day (similar to using a ring of sustenance). This augmentation must be worn and active for 24 hours before granting its effects; when a sustainer augmentation that was providing benefits to a creature becomes deactivated, that creature immediately becomes exhausted.

Advanced Computation (gizmo, computation)

Prerequisites: Associated skill 5 ranks, Tinker sphere ((computation) package).

Computation: Competency Routine (gizmo, routine): When crafting this routine, choose 1 skill, +1 skill per 4 gizmo levels and 1 ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). This routine grants no benefits unless its battery use ability is activated:

  • Battery Use: The user can deplete 1 battery as a free action to activate this gizmo’s additional functions for 1 minute per gizmo level, choosing one of the routine’s selected skills. For the gizmo’s duration, the user may use the selected ability score instead of the skill’s normal ability score (such as replacing the default ability score for Acrobatics, Dexterity, with Intelligence). Alternatively, the user may add the selected ability score modifier as an insight bonus to skill checks with the chosen skill (to a maximum bonus of this gizmo’s gizmo level).

Computation: Fractional AI: Instead of determining the total number of AI you may have crafted at one time as a fixed number (by default, 1), you instead craft any number of AI provided that the total gizmo level of crafted AI does not exceed your ranks in the associated skill (similar to crafting mechanoids). For example, a Tinker sphere practitioner with 10 ranks in the associated skill could have a single gizmo level 10 AI, two gizmo level 5 AI, or any combination in between, so long as their total gizmo level does not exceed 10. If you exceed this limit, you must choose which AI to abandon.

For the purposes of this ability, an AI classification which could be crafted in pairs (but treated as a single AI, such as Bestial or Drone) its treated as 1 effective gizmo level per 2 gizmo levels it possesses (rounded up). For example, a gizmo level 6 AI with the Drone classification would be counted as gizmo level 3 when determining the total gizmo levels of your crafted AI.

Computation: Instant Language Recognition (requires Cognitive Set): Your translator routines instantly gain basic proficiency with any language they encounter, immediately upon encountering it. Translator routines gain proficiency with a language 10 times faster.

Computation: Storage Network (gizmo, project, routine): You may craft a project-scale storage routine (called a “storage network”). A storage network requires 100 gp of project material per gizmo level. A storage network can retain 1,000 times the information of a storage routine of the same gizmo level. A storage network may be crafted with an in-built host gizmo that does not count against your gizmo limit (rather than installed into another gizmo). Multiple storage networks may be crafted, although each has its own storage.

Special - Hammerspace: The storage network is treated as an extradimensional space and has unlimited storage. The project cost is unaffected (determining gizmo hit points and other statistics as normal).

Special - (Transmission) Package: The storage network functions as a transmitter; gizmos within signal range may treat the storage network as an installed routine and access, use, upload, or remove information to the storage network. Multiple storage networks may “link” and share information with one another, allowing the stored information to be preserved and updated.

Computation: Technopathic Controls (accommodation): Your gizmos may be activated or used by issuing mental commands; this allows a gizmo to be activated or used as a mental-only effect (rather than requiring the user to be capable of physical actions). A user that is panicked or incapable of concentrating (such as a raging barbarian) cannot use mental commands.

Just like the Sensory Set voice controls accommodation, technopathic controls may be customized to only be usable by a chosen creature (or creatures, designated when crafting) to avoid unwanted creatures activating the gizmo. This accommodation also allows a user to remove the ability to activate or use a gizmo through physical means.

Note - Other Controls: Subject to GM discretion, this accommodation can allow a user to define other forms of unique interfacing, such as requiring a specific race or “genetic makeup”, detecting a creature’s allegiances, or other designation. A designation should be one that a detector could detect, and may require other talents (such as requiring Medical Set to have a gizmo read the user’s biological signal before allowing use).

Computation & Transmission: Machine Speaker (gizmo): You craft a transmitter that allows the user to speak directly to other technology (gizmos, machinery, constructs, other mechanical objects, etc.). The user is treated as having a shared language and can speak to and understand the technology (even if the technology could not normally communicate). The technology may communicate what else has touched it, operated it, what is inside of it, details of who crafted it, etc. Any details are given as general properties (weight, size, color, number), but not more detailed information. If the technology can store information (such as a storage routine), it may communicate about its stored information.

An unwilling piece of technology (or technology with security measures or other means of preventing access) is granted a Will saving throw against this gizmo's gizmo DC; treat the technology as having a gizmo level equal to its CR, caster level, or other appropriate statistic if it lacks a saving throw.

Advanced Energy Set (gizmo)

You further your knowledge of energy management.
Prerequisites: Tinker sphere (Energy Set).

Overcharge: Gizmos you craft can be overcharged. Overcharging a gizmo allows the user to activate that gizmo’s battery use ability without depleting a battery; however, the gizmo becomes depleted at the end of the gizmo’s duration.

Power Magnate: You can maintain 1 additional power plant gizmo, +1 per 5 ranks in the associated skill you possess. Each power plant’s batteries are produced and maintained individually.

Computation: AI Multithreading (requires 5 ranks in associated skill): Your AI may be “used” in place of a battery whenever activating the battery use ability of a routine installed in the same host gizmo. Using an AI as a battery this way renders the AI incapable of taking actions for the battery use ability’s duration (minimum 1 round, becoming active at the start of the user’s next turn). As a free action, the user may end the battery use ability early to allow the AI to act normally again. The AI’s gizmo level must be equal to or greater than the routine’s gizmo level to be used as a battery this way (the same as using a normal battery).

Computation: AI Multithreading, Hardware Passthrough (requires 15 ranks in associated skill): The multithreading ability may now be used to power non-routine gizmos.

Transmission: Wireless Charger: Your power pack gizmos may be crafted as a transmitter. The power pack no longer needs to be attached to other gizmos and instead grants its benefits (allowing other gizmos to use its attached batteries) so long as those gizmos are within the power pack’s signal range. If a gizmo would leave a wireless charger’s signal range while depleting an attached battery, the gizmo’s battery use ability ends immediately and the battery is fully depleted.

Advanced Excavation (gizmo)

You learn to apply your excavation effects to more long term ends.
Prerequisites: Tinker sphere (Excavation Set).

Underground Excavation Tools: Your personal excavator gizmos can be used to dig tunnels and for underground excavation. Digging a tunnel or performing underground excavation takes longer and requires 1 hour (up from 1 minute) for each use. Tunnels created this way are generally stable (unless disturbed by another factor); personal excavators can reinforce tunnels created by other effects (such as a tunneling burrower) in 1 minute.

In addition, your personal excavator gizmo gains the following battery use:

  • Battery Use: The user can deplete 1 battery as part of using the personal excavator gizmo. Reduce the time required to use the personal excavator gizmo by half (such as to dig a tunnel or perform underground excavation in 30 minutes, down from 1 hour).

Augmentation: Tunneling Burrower: Your burrower grants a burrow speed as though its battery use ability were always active. The burrower now allows the user to burrow through any surface, including crystal, glass, and metal, to a maximum hardness of 15, +1 per 2 gizmo levels (treating any surface with hardness 8 or greater as a “harder surface” for the reduced burrow speed). Your burrower gizmo can optionally leave behind tunnels. Tunnels created this way are equal to the user’s size and last for 1 minute per gizmo level before collapsing. Leaving behind tunnels may not always be possible (such as if digging through loose sand).

The burrower’s battery use ability now increases the user’s burrow speed to be equal to the user’s land speed (and 1/2 land speed for materials hardness 8 or greater).

Modification: Killer Drill Destroyer: When your killer drill modification would cause a creature to attempt a Fortitude save or die, the death effect now bypasses a creature’s immunity to death effects and affects creatures immune to Fortitude saves (such as constructs or undead). A creature that fails their saving throw and dies explodes into a burst of matter, dealing 1d8 slashing damage per 2 gizmo levels in a 10-foot radius from the dead creature’s space (Reflex half). The killer drill’s user is unaffected by this explosion.

In addition, your killer drill modification gains the following battery use:

  • The user may deplete 1 battery as a full-round action to initiate destroyer mode. The user moves in a straight line up to 10 feet per gizmo level burrowing through both materials and creatures; this movement can also move the user into the air/vertically, although the user falls as normal if not able to remain in the space their movement ends. A killer drill can burrow through any material with a hardness less than 5 + gizmo level. This movement provokes attacks of opportunity as normal.

    If the user passes through a creature’s square, the user makes a melee attack against that creature (as though using the killer drill’s normal battery use ability). If successful, the user burrows through the target’s space; the bleed damage dealt is increased to 1d4 per gizmo level. The user continues moving through any number of creatures this way; if the user’s attack roll misses, their movement ends, and if the user would not have enough movement to fully pass through a creature’s space, the user ends their movement in the last space their movement could occupy.

Advanced Field Projectors (gizmo, modification)

Prerequisites: Associated skill 5 ranks, Tinker sphere ((modification) package, Personal Field Projector).

Modification: Advanced Field Projectors: When crafting a field projector, you may now also select from the following options:

  • Modification: Displacement Field: The user gains 20% concealment.
    • Battery Use: The user may deplete 1 battery as a move action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the concealment granted to the user increases to 25%, +5% per 3 gizmo levels (maximum 50%).
  • Modification: Gizmo Resistance Field (requires 5 ranks in associated skill): A gizmo resistance field grants the user gizmo resistance equal to 5 + gizmo level. This gizmo resistance may be raised or lowered as a move action.
    • Battery Use: The user may deplete 1 battery as a move action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the gizmo resistance granted to the user is increased to 11 + gizmo level.
  • Modification: Hardness Field (requires 10 ranks in associated skill): The user gains hardness 1, +1 per 4 gizmo levels.
    • Battery Use: The user may deplete 1 battery as a move action to improve this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the hardness granted to the user is increased to 1, +1 per 2 gizmo levels.

Note - Creatures with Hardness: Reminder, a creature with hardness is not the same as an object with hardness. Creatures with hardness do not further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do (see Bestiary 5).

  • Modification: Retaliation Field: Whenever a creature damages the wearer with a melee attack, the attacker takes 1 nonlethal damage per gizmo level (minimum 1) (this damage can only affect a creature once per round). A creature suffering from damage (lethal or nonlethal) dealt by this gizmo takes a penalty on attack rolls against the user equal to 2, +1 per 10 gizmo levels.
    • Battery Use: Whenever a creature would take damage from this gizmo, the user can deplete 1 battery as an immediate action. The damage is increased to 3 nonlethal damage per gizmo level; a successful Fortitude saving throw reduces this to 1 nonlethal damage per gizmo level. In addition, the user may choose to have this damage be lethal damage.

Special - Arsenal Set: If you possess the Tinker sphere Arsenal Set talent, you may craft a retaliation field to deal either physical damage (bludgeoning, piercing, or slashing) or energy damage of a type you could choose with an elemental infuser.

Modification: Personal Field Improvements: Your personal field gizmos improve as follows:

  • Ablative Field: The temporary hit points granted by the ablative field regenerate at a rate of 1 per round (increased from 1 per minute). The ablative field’s battery use ability may be used as an immediate action; this ability may be used after an attack or effect would reduce you to 0 or fewer hit points.
  • Chameleon Field (requires 5 ranks in associated skill): The chameleon field grants a circumstance bonus to Stealth checks equal to its gizmo level (increased from 1/2 gizmo level). In addition, the user can benefit from the chameleon field despite moving, as though its battery use ability were always active.
  • Element Ablation Field (requires 10 ranks in associated skill): An element ablation field’s battery use ability grants immunity to the chosen energy type (increased from granting improved energy resistance).
  • Reductive Field: The reductive field’s battery use ability may be used without depleting a battery (effectively becoming “at will”).
  • Tactile Field (requires 5 ranks in associated skill): The tactile field battery use ability to force creatures to reroll their combat maneuver check (or allow the user to reroll their Acrobatics or Escape Artist check) may be used without depleting a battery (effectively becoming “at will”). This does not include the battery use’s normal effect to increase the user’s CMD, Acrobatics, and Escape Artist checks.

Advanced Movement (gizmo)

Prerequisites: Associated skill 5 ranks, Tinker sphere.

Advanced Aviation (requires Aviation Set): Your methods of flight are superior. Whenever you craft an Aviation Set lifter, you may choose to use the improved lifter statistics on Table: Advanced Lifter Type to determine the lifter’s qualities.

Table: Advanced Lifter Type
Type Speed Maneuverability Duration
Hover* 20 ft., +10 ft. per 4 gizmo levels Perfect Constant (no battery required)
Floater 40 ft., +10 ft. per 4 gizmo levels Perfect 1 hour per gizmo level
Spinner 60 ft., +10 ft. per 4 gizmo levels Good 10 minutes per gizmo level
Thruster** 80 ft., +20 ft. per 4 gizmo levels Poor 1 minute per gizmo level

*This flight is limited to being up to 3 feet off the ground. When hovering this way, Fly checks are not required to hover or change direction. When not above a solid or liquid surface the user glides down as if with a glider, or can remain in place retaining their vertical position.
**This flight is limited to moving in straight lines each time the movement is used.

All-Terrain Mobility Gear (requires Exploration Set): Your mobility gear gizmo improves each of its granted movement modes:

  • Aerial: The user gains a base glide speed of 30 feet (as granted by an Aviation Set glider gizmo), +5 feet per 5 gizmo levels.
  • Aquatic: The user gains a base swim speed of 30 feet, +10 feet per 5 gizmo levels.
  • Mountain: The user gains a base climb speed of 30 feet, +10 feet per 5 gizmo levels.
  • Subterranean: The user gains a base burrow speed of 10 feet (as granted by an Excavation Set burrower gizmo), +5 feet per 5 gizmo levels.

Augmentation: Mastered Mobility (requires Movement Set): You improve each of the following prosthetic granted by the Movement Set talent (including when granted as a secondary function):

  • Rail Wheel Prosthetic: If the user has rail tracks in their possession, the user may secure those rail tracks to a suitable surface as part of moving with the rail wheels.
  • Tread Prosthetic: When used as a primary land speed, the user not only ignores difficult terrain, but is also immune to ground-based hazards (such as caltrops or a black tentacles spell), do not trigger ground-based traps and hazards (such as pressure plates, trip wires, etc.), and destroys non-magical ground-based hazards they pass through (such as removing caltrops from the ground as they move, or destroying a pressure plate to be nonfunctional, etc.). This immunity does not prevent the user from being affected if remaining in the area of a ground-based hazard would be harmful (such as an entangle spell).
  • Wheel Prosthetic: Your wheel prosthetic base land speed improves to 60 feet, +10 feet per 3 gizmo levels. When used as a primary land speed, the user can “drift” when taking the run or charge actions, allowing the user to make up to 1 turn (up to 90) degrees, plus 1 turn per 5 gizmo levels.
    • Battery Use: The user can deplete 1 battery as a free action as part of taking the charge or run action using this prosthetic’s land speed. While charging or running, the user can move one space left or right (relative to the direction they are moving) for each space moved forward.

Augmentation: Primal Mobility (requires Primal Augmentations): You improve each of the following prosthetic granted by the Primal Augmentations talent (including when granted as a secondary function):

  • Arachnid Prosthetic: Your arachnid prosthetic land and climb speed each improve to 40 feet, +10 per 3 gizmo levels. The user can stand up from prone as a free action that does not provoke attacks of opportunity.
  • Aquatic Prosthetic: Your aquatic prosthetic swim speed improves to 40 feet, +10 feet per 3 gizmo levels. In addition, your aquatic prosthetic gains the following battery use ability:
    • Battery Use: The user can deplete 1 battery as a free action as part of taking the charge or run action using this prosthetic’s swim speed. The user can move 10 times their normal swim speed when taking this charge or run action.
  • Ophidian Prosthetic: Your ophidian prosthetic base land speed improves to 40 feet, +10 feet per 3 gizmo levels. The user may end their movement in, make attacks from, occupy and otherwise share the same square (or squares) with other creatures without penalty (and without penalizing those other creatures); in addition, the user may move through an enemy’s threatened area or through an enemy’s space at full speed without increasing the DC of the Acrobatics check.

Advanced Prosthetics (gizmo, augmentation)

You learn how to craft the most advanced categories of prosthetics.

Prerequisites: Tinker sphere ((augmentation) package).

Augmentation: Additional Function: Your prosthetics can be crafted with 1 additional secondary function (in addition to other sources of additional secondary functions, such as from the Multifunctional Gizmos talent).

Augmentation: Natural Prosthetics (requires Prosthetics Mastery): Prosthetics you craft are treated as natural prosthetics (see 4.1: Mastering Gizmos, Natural Prosthetics). A supplemental prosthetic is fully usable as a normal body part, limb, or organ of that kind (and no longer has the restrictions or downsides of a supplemental prosthetic, such as a supplemental arm being unable to wield weapons and make attacks).

Subject to GM discretion, natural prosthetics may allow the user additional basic functionality the prosthetic could not normally do (such as a wing prosthetic now offering natural flight to its user).

Note - Limiting Natural Prosthetics: This ability allows a character to potentially create highly-problematic combat characters, primarily through multiple weapons and multiweapon fighting interactions. A character can only use a limited number of natural prosthetics for combat actions (attacking, wielding weapons and shields, etc.) in addition to their normal limbs, equal to 2, +1 per 5 Hit Dice. This limitation includes natural attacks granted by prosthetics (in excess of the creature’s normal natural attacks). This limitation may be adjusted, increased, decreased, or removed by GM discretion, such as basing the limitation on gizmo level (requiring all prosthetics be the same minimum gizmo level), basing the limitation on the character’s total attacks, or there being no limitation at all (such as in unusually high-optimization games).

Augmentation: Rapid Retrieval: The user may retrieve stored items from their storage capacity as a free action once per round.

Augmentation: Natural Weapons (requires Primal Augmentations): Any prosthetic you craft may be crafted with a natural attack (corresponding to its prosthetic type, see Table: Prosthetic Natural Weapons); only a single natural attack may be granted to a prosthetic this way.

In addition, you may grant any prosthetic that has or grants a natural attack the hidden natural attacks secondary function (this does not count against the prosthetic’s normal secondary functions limit). This includes prosthetics that would replace or supplement a creature’s normal natural attacks, such as a bear’s claw or a dragon’s bite.

Table: Prosthetic Natural Weapons
Natural Attack Prosthetic Base Damage (Medium) Attack Type
Bite / gore Head 1d8 Primary
Claw / pincer / slam Arm 1d6 Primary
Hoof / talon Leg 1d4 Primary
Sting / tail slap Tail 1d6 Secondary
Wing Wing 1d4 Secondary

Note - Prosthetic natural attacks may be subject to the same limitation as natural prosthetics; subject to GM discretion, a character should not gain more than 2, +1 per 5 Hit Dice natural attacks from prosthetics beyond those they already possessed. This limitation may be similarly adjusted at GM discretion; in the case of a paired prosthetic (such as a pair of arms) or a body part or limb that is comprised of many lesser parts (such as “wings” belonging to an angel that are more accurately a large cluster of wings), no more than 2 natural attacks should be granted by a single prosthetic (i.e. granting 2 claw attacks to a paired set of limbs or 2 wing attacks from the cluster of angelic wings).

Advanced Ranged Set (gizmo, modification)

Prerequisites: Tinker sphere ((modification) package, Ranged Set).

Modification: Improved Arc Calibrator (requires (transmission) package, Arsenal Set, Ranged Set): While the arc calibrator’s battery use ability is active, ranged attacks with the attached weapon, or attached weapon’s ammunition, attach a tracking device gizmo to the target. This tracking device gizmo only grants its benefits to the attached weapon (providing the relative distance to, and ignoring the concealment of, the target) and lasts for 1 round, +1 round per 3 gizmo levels.

Modification: Improved Misfire Manager (requires Ranged Set): Your misfire manager modification reduces the attached weapon’s misfire value by an additional 1. In addition, whenever the user loads the attached weapon, the user can choose to increase the attached firearm’s misfire value by 2 to add +2d6 damage to the user’s next attack action or attack of opportunity with the attached weapon (this benefit lasts until the attached weapon is fired). For every 5 gizmo levels, the user may increase the firearm’s misfire value by an additional +2 to add an additional +2d6 damage.

Modification: Improved Range Amplifier (requires Ranged Set): Your range amplifier modification increases the attached weapon’s base range increment by +10 feet, +10 feet per 5 gizmo levels.

Modification: Improved Speed Loader (requires Ranged Set): Your speed loader reduces the time required to reload the attached weapon by 1 step, as though its battery use ability were always active. The user may still use the speed loader’s battery use ability to further reduce the time required to reload, depleting additional batteries past the 1st as normal.

Modification: Improved Sniper Scope (requires Ranged Set): Your sniper scope modification grants +1d6 bonus precision damage against a target that would be denied their Dexterity bonus against the user when making an attack with the attached weapon, +1d6 per 4 gizmo levels. In addition, the sniper scope’s battery use ability may be used as a move action (or as a full-round action without depleting a battery).

Advanced Transmission (gizmo, transmission)

Prerequisites: Tinker sphere ((transmission) package).

Augmentation & Transmission: Wearable Sensors (gizmo): You may craft any detector you could make as a wearable sensor; a wearable sensor is an advanced gizmo.

  • Advanced Gizmo: A wearable sensor remains active and does not require the user to spend actions to keep the sensor active (effectively providing the user with a constant sense; a wearable sensor’s signal range is close range (regardless of your detector’s normal signal range). The user may still adjust the detector’s parameters as normal.

Computation & Transmission: Data Uplink (accommodation) (requires 5 ranks in associated skill): If this accommodation is granted to a gizmo that could gather information or display information, the gizmo may automatically broadcast this information to other gizmos within signal range. For example, a detector could constantly broadcast its current sensed targets (or lack thereof), a camera sensory gizmo could share video, a health monitor could broadcast the user’s current vitals, and so on.

Note - Other Information: Not every gizmo thoroughly states whether it creates information to be broadcast (such as a mechanoid’s hit points, the number of batteries a power plant has available, etc.). GMs should allow gizmos to communicate and provide data that a character could otherwise investigate and know if they observed the gizmo directly.

Computation & Transmission: Cloud Guidance (requires 10 ranks in associated skill): A gizmo with the communicator accommodation may share its installed routines with other gizmos within the communicator’s signal range (excluding installed AI). A routine shared this way is treated as though it were installed in the recipient gizmo for all purposes. Multiple creatures can use a routine shared with cloud guidance, and benefit from the routine independently. An effect that depletes a battery will deplete that battery from that user’s gizmo (not the gizmo sharing the routine with cloud guidance).

Transmission: Conductive Signals: Whenever you craft a signal-generating gizmo, you can choose to craft it to generate conductive signals. Choose one material or condition, such as light level (e.g. dim light or darkness, bright light), liquids (e.g. water), hazardous conditions (e.g. fire), contact (e.g. stone, plants or trees, etc.), or others subject to GM discretion. The gizmo’s signal travels through the selected condition, ignoring all intervening materials or substances, but only through the selected condition.

Example: If the conductive medium is “bodies of water”, a detector must be immersed in a body of water to generate a signal, and can only detect things within signal range that are also immersed in bodies of water (though it does not have to be the same body of water).

Transmission: Effortless Detection: Detectors may be activated as a full-round action. Whenever you deplete a battery to activate a detector as a standard action, the detector remains active for 10 minutes per gizmo level.

Transmission: Improved Communicators: Your communicator accommodation can send up to 100 words with each use, +100 words per gizmo level after gizmo level 1.

Transmission: Improved Specific Detection: You may adjust a detector’s parameters for specific detection as a free action (rather than a standard action). When adjusting a detector’s parameters for specific detection, the detector may be adjusted to sense for a specific individual, creature, or other piece of information (such as a specific density, temperature, etc.), and only that specific thing.

Transmission: Reliable Detectors: When a detector allows its user to roll a skill check after sensing a target (i.e. a Knowledge check to identify a creature located by an ecology sensor), the user may roll twice and take the better result.

Transmission: Signal Range, Greater (requires 10 ranks in associated skill, Transmission Mastery): Your detector signal range improves to long and transmitter signal range improves to extra long.

Transmission: Signal Range, Superior (requires 15 ranks in associated skill, Transmission Mastery): Your detector signal range improves to extra long and transmitter signal range improves to “unlimited” (provided the gizmo and what it detects or transmits to is on the same plane). This signal is still blocked by sufficient barriers. For the purposes of other effects that would reduce or modify your signal range, your transmitter signal is treated as extra long.

Gizmos you craft that can be controlled or activated from a distance can now be controlled or activated from any distance, so long as they are on the same plane (and no longer require line of effect). The user does not have awareness of a gizmo’s location or status unless provided through another source (such as a camera). For example, if controlling a mechanoid from a distance without a means of visual feedback, the pilot would be operating the mechanoid blind.

Transmission: You learn how to craft the following detectors:

  • Danger Sensor (gizmo): This detector searches for sources of impending danger. The user gains a +4 circumstance bonus on Perception checks to avoid being surprised and a +2 circumstance bonus to initiative; these bonuses increase by +2 and +1 per 5 gizmo levels respectively.
  • Echolocation Sensor (gizmo) (requires 5 ranks in associated skill): This detector grants its user blindsense, with a range equal to its signal range.
    • Advanced Gizmo: The user may deplete 1 battery as part of activating this detector to instead gain blindsight.
  • Hidden Places Sensor (gizmo): This detector searches for illusions and hidden senses. This detector functions as a Pressure Jack pressure sensor, but for traps, secret doors, compartments, caches, or other hidden objects (subject to GM discretion) as well as illusions (the Perception check DC to notice an illusion using this detector is equal to its saving throw). A successful Perception checks allow the user to pinpoint a detected target, or reveal that an illusion is present, but does not allow the user to immediately understand how to access the hidden object or disbelieve the illusion (such as knowing there’s a hidden passage, but possibly not where a lever is to interact with it).
  • Tremor Sensor (gizmo) (requires Pressure Jack): This detector grants its user tremorsense, with a range equal to its signal range. Tremorsense provided by this detector can pass through dense materials, but can only detect targets in contact with the same “ground” as the user.
  • X-Ray Sensor (gizmo) (requires 10 ranks in associated skill): This detector allows its user to see through solid matter within signal range, as though being viewed with the user’s normal senses. The user’s vision is limited by dense materials which would stop the detector’s signals, as normal.

Advanced Transportation (gizmo, transportation)

Your skill at crafting mechanoids is unrivaled - larger, stronger, more diverse.
Prerequisites: Tinker sphere ((transportation) package).

Transportation: Extra Upgrade: The maximum number of upgrades your mechanoids can be crafted with increases by +1.

Transportation: Lightweight Mechanoids (requires Transportation Mastery): When you craft a mechanoid, you may grant the mechanoid the lightweight upgrade (this does not count against the mechanoid’s maximum upgrades).

Transportation: Transforming Parts, Improved (requires Multifunctional Gizmos): Your transforming parts upgrade may be used as a full-round action to switch between selected upgrades (rather than a 1 minute process). The transforming parts upgrade battery use ability may be used as a free action during the mechanoid’s turn or as an immediate action. If the mechanoid possesses multiple transforming parts upgrades, the mechanoid can use any number of them as part of the same full-round action (or depleting a single battery to use the battery use ability for any number of transforming parts).

Transportation: Mechanoid Templates: Whenever you craft a mechanoid, you may choose to grant the mechanoid 1 construct template as found in Section 4.5: Bestiary, Construct Templates. Unless otherwise stated, a mechanoid may only have a single template this way.

Note - Tinker Traditions: If using Tinker traditions (Section 4.4: Gamemaster’s Toolkit, Tinker Traditions), certain mechanoid templates may be inappropriate for a certain tradition (subject to GM discretion); for example, applying undead construct with a Tinker tradition with the Living Gizmos drawback and Adapted Biology boon.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Alternate Size, Extreme (upgrade) (requires 15 ranks in associated skill, Transportation Mastery): The mechanoid’s base size is 4 size categories larger or smaller than Medium. This upgrade is treated as 3 upgrades; this upgrade counts as the alternate size upgrade and does not stack with the alternate size upgrade or similar upgrades.
  • Alternate Size, Greater (upgrade) (requires 10 ranks in associated skill, Transportation Mastery): The mechanoid’s base size is 3 size categories larger or smaller than Medium. This upgrade is treated as 2 upgrades; this upgrade counts as the alternate size upgrade and does not stack with the alternate size upgrade or similar upgrades.

Automation Set (gizmo)

You learn to make a variety of gizmos for automating various tasks.
Prerequisite: Tinker sphere.

Turret (gizmo, project): A turret is a simple, automated ranged weapon that is able to fire and reload itself. A turret’s project cost is based on its size, along with its damage and other statistics; the maximum turret size you can craft is determined by your ranks in the associated skill (see Table: Turrets). A turret is a gizmo which is operated by piloting the turret (similar to piloting a mechanoid) and possesses the following statistics:

  • A turret has an AC and CMD of 10 + their gizmo level, modified by size (but not ability scores).
  • A turret has an effective Strength and Dexterity score of 14 + gizmo level (not modified by size).
  • A turret has a range increment (determined by size); a turret’s maximum range is 10 range increments.

A turret must be mounted on a flat surface (including walls of ceilings) before being activated, and is calibrated to its location upon activation. If the turret is forcibly moved or would become prone, it must be re-calibrated as a swift action before it can be fired again. A turret mounted to a sufficiently large surface (such as the deck of a ship) does not count as “moving” because the greater surface is moving, but would consider a small wagon as “moving”.

A calibrated turret is piloted as a standard action, and may make a single standard action attack each round (including attack actions). Turrets are treated as having unlimited ammunition, and automatically reload themselves. Any creature piloting a turret is proficient with the turret, and does not suffer penalties for piloting a turret larger or smaller than themselves. The turret may benefit from its pilot’s abilities, feats, and talents (not the pilot’s modifiers).

Special - Mass Interface: Multiple turrets may be piloted as a full-round action, but only a single turret may benefit from the pilot’s abilities, feats, and talents. Additional turrets piloted past the first may only make a single standard action attack (which cannot be a special attack action or other standard action ability).

Table: Turrets
Size Damage Crit Range Type1 Ranks2 Cost
Tiny 1d4 x2 50 ft. B, P, or S 1 5 gp / gizmo level
Small 1d6 x2 60 ft. B, P, or S 3 10 gp / gizmo level
Medium 1d8 x2 70 ft. B, P, or S 5 15 gp / gizmo level
Large 2d6 x2 80 ft. B, P, or S 7 20 gp / gizmo level
Huge 3d6 x2 90 ft. B, P, or S 9 25 gp / gizmo level
Gargantuan 4d6 x2 100 ft. B, P, or S 11 30 gp / gizmo level
Colossal 6d6 x2 110 ft. B, P, or S 13 35 gp / gizmo level

1: This is determined at the time of the turret's creation.
2: This is the minimum number of ranks required by the creator to craft this size of turret.

Special: Turrets gain additional functionality if you possess the following talents:

  • (Computation) Package - Firing Guidance: A turret’s pilot may use the turret’s gizmo level and Dexterity modifier to determine its attack bonus (instead of the pilot’s) and gains an additional bonus to attack and damage rolls equal to 1/4 its gizmo level (minimum 1). A turret piloted this way does not benefit from any of the pilot’s abilities, feats or talents.
  • (Modification) Package - Modular Turret: Instead of the turret’s normal damage statistics, another ranged weapon can be attached to the turret; the weapon must be the same size category as the turret (a two-handed weapon is the same size as the turret, 1-handed is 1 step smaller, and so on). Attaching or detaching a weapon is a 1 minute process. A turret does not automatically reload a weapon attached this way, but can store ammunition within its base (generally 30 arrows, bullets, etc. per size category); the pilot may reload the attached weapon with the normal action required to reload the weapon (or a minimum of a swift action).
  • Hammerspace: A turret may be crafted with any damage and range, regardless of its size (provided you could craft a turret of that size normally), such as making a size Tiny turret with the damage and range of a size Colossal turret. A turret modified by this talent cannot benefit from any size increases (real or virtual), and always deals the same damage.
  • Technological Weapons: You may craft a turret with a blaster damage type, instead of its normal damage type.

Automator (gizmo, minor, project): An automator is a gizmo that can perform simple, basic functions, primarily interacting, using, or manipulating other gizmos or objects. An automator requires 5 gp of project material per gizmo level. The exact shape of an automator is determined when crafting, possessing up to 2 simple “limbs'' whose shape can perform a specific, chosen task (such as an arm or pulley specifically to open a door, a drill to secure screws, a digit to press a button, and so on; this may include activating or deactivating a gizmo). An automator possesses a Strength score of 8 + 1 per 2 gizmo levels. Attaching or removing an automator from the object its “station” requires 1 minute of work (next to the door it is meant to open, on the factory line its meant to work on, etc.). An automator is used as a swift action and performs its chosen action until completed.

Automators cannot perform an action that requires an attack roll.

Special: Automators gain additional functionality if you possess the following talents:

  • (Computation) Package - Synchronized Automation: Automators can work in tandem to accomplish multiple smaller tasks that amount to a larger task; this allows an automator to provide aid another checks with a bonus equal to their practitioner modifier + 1/2 their gizmo level; automators can take 10. Automators can assist with Craft and Profession checks, and other checks at GM discretion.

    In addition, if multiple automators are adjacent to or would work towards the same task (such as crafting an object, opening a door and turning on a light, “factory” coordination, etc.), activating one automator will activate each automator.
  • (Computation) & (Transmission) Package - Signaled Synchronization: Automators may be programmed to send a signal at any point while operating, such that they can direct another automator to begin its task, and so on. This may allow a group of automators to fully prompt, start, and cease action on a given task, or multiple tasks.
  • (Modification) Package - Modular Automation: Automators are now also modification gizmos, and can now be attached to its “station” as though it were a modification. Automators can be crafted with modular “limbs” allowing them to be exchanged for other automator limbs. Attaching or detaching an automator limb is a move action. This allows an automator to be moved, repurposed, or adjusted as needed (for example, an automator crafted to light lamps could have its limbs exchanged, and the automator adjusted, to be one that opens doors).

    Crafting a new automator limb is a project; the project cost is 10 gp in project material.
  • (Transmission) Package - Signaled Start: Automators are now also transmitter gizmos, and can broadcast a signal to other gizmos when used (or constantly while performing its task). Automators may be crafted to also perform their tasks while receiving a signal from another automator (such that activating one automator could cause an entire room of automators to begin performing their tasks) or to function as a “master switch” for other automators (prompting them to perform their task, or stop, when used).
  • (Transportation) Package - Mobile Automation: An automator can be granted a form of movement that you could craft a mechanoid with. An automator’s movement speed is 10 feet per round, and the automator can only move up to 100 feet from the point it was activated at. Automators can be programmed with a “path”, which they follow from their start to finish (such as a “waiter” delivering a plate from the kitchen to a buffet table in a mansion). If an automator’s path would be obstructed, the automator idles and waits until it can continue its pre-programmed path.

Note: Automators with multiple packages incorporated are meant to be capable of a modern-day factory floor, performing a complex process as a series of simple, individual actions.

Augmentation: Personal Turret (gizmo): A personal turret can be mounted onto a creature’s body, and is always considered to be calibrated. The turret must be 1 size smaller (or smaller) than the user and moves with the user. Unlike a normal turret, a personal turret is not a project and instead counts against the crafter’s gizmo limit.

Augmentation: Quick Switch (gizmo) (requires 5 ranks in associated skill): A quick switch can be used to use another gizmo as a swift action (such as using a blaster or disruptor gizmo as a swift action, rather than a standard action). This does not allow a user to perform an attack action or other standard action-restricted action (other than using the gizmo).

Augmentation: You learn to craft prosthetics with the following secondary functions:

  • Automated Hands (secondary function; arms): The prosthetic can extend into multiple miniature automators, which assist with delicate work. The prosthetic’s hand is capable of doing the work of 2 hands for the purposes of delicate tasks (such as playing a piano, tying a knot, picking a lock) but not for anything requiring a high application of force or strain (such as climbing, grappling, wielding weapons). This secondary function may allow for other interactions and effects, subject to GM discretion.
  • Prosthetic Turret (secondary function; arms, legs): The prosthetic gains an innate personal turret.

Computation: Automated Response (accommodation) (requires 10 ranks in associated skill): A gizmo granted this accommodation gains innate automators that allow the gizmo to be used in response to pre-chosen criteria. It takes 1 minute to program a single automated response with a successful proficiency check. A gizmo may only have a single automated response at a time; the conditions of the automated response must be clear, but can also be general (such as a health monitor observing a condition, a camera “seeing” a certain color, a detector sensing something within its parameters).

The gizmo must have some way to be informed of its surroundings to activate this way (such as having Sensory Set sensory gizmos, receiving a signal from another gizmo, etc.).

When the gizmo’s automated response is triggered, the automated response uses the gizmo in the chosen, predetermined way. An automated response triggers solely on the pre-chosen criteria; if convoluted or complicated criteria are given, the automated response may fail to trigger. Any variables or additional details must also be pre-selected, such as depleting batteries for a battery use ability, and so on.

A creature cannot have multiple gizmos of the same kind with the same automated response, and automated responses cannot trigger other automated responses if the gizmo is in the same creature’s possession (in essence, no “chaining” automated responses to one another).

Note - Limiting Contingency-Like Effects: An automated response functions similarly to the contingency spell, except requires more effort to trigger (requiring the appropriate gizmo or effect to notice and detect stimulus, rather than magically being able to trigger). For this reason, automated responses are not limited to one per creature, although GMs may limit automated responses as necessary to prevent abuse or unfun gameplay.

Transmission: Automated Control (accommodation) (requires Mass Interface): A gizmo granted this accommodation gains innate automators that allow the gizmo to be oriented and aimed by the user when using the Mass Interface remote control ability (or other means of using a gizmo remotely); this allows a gizmo to be oriented, aimed, and used normally despite the gizmo normally lacking independent movement (such as a fire extinguisher being able to swivel and point the correct direction before use).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Vehicular Turret (upgrade): The mechanoid gains an innate personal turret. This upgrade can be granted multiple times.

Energy-Attuned Gizmos

Prerequisite: Tinker sphere.
Whenever you craft a gizmo, you may choose to have it be repaired by either positive energy, negative energy, or both. If “both” is chosen, the gizmo receives only half as much healing from such effects.

Note - If a gizmo or mechanoid would already be healed by positive or negative damage (i.e. Tinker tradition Living Gizmos drawback, the biological and undead construct templates, etc.), selecting the energy type they are not already healed by does not grant immunity to energy damage of that type.

Extra Automatons (computation, transportation)

Prerequisites: Tinker sphere ((computation) package or (transportation) package).

Computation: Extra AI: You increase the total number of AIs you may have crafted by 1.

Special - Advanced Computation (Fractional AI): Instead of increasing your total number of AI crafted by 1, increase the total gizmo level of AI you may have crafted the same as mechanoids with the extra mechanoids ability from this talent.

Transportation: Extra Mechanoids: Increase the total gizmo level of mechanoids you may have crafted at once by an additional +1 per rank in the associated skill. This does not allow a single mechanoid’s gizmo level to be greater than your ranks in the associated skill.

You may select this talent up to 3 times, each time increasing the number of AI you may have crafted at one time by 1, and increasing the total gizmo level of mechanoids you may have crafted at once by an additional +1 per rank in the associated skill.

Full Integration (gizmo, transportation)

Prerequisites: Associated skill 5 ranks, Tinker sphere ((transportation) package, Transportation Mastery).

Modification & Transportation: Squadron Harness (requires Mass Interface): 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).

Transportation: Full Integration: 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).

The integrated pilot treats the mechanoid as a full extension of their body, gaining its physical ability scores, statistics, and all abilities possessed by the mechanoid. Any ongoing effects are shared by the pilot and mechanoid (provided the effect could target the other creature normally), such as a barkskin spell, cast on the integrated pilot would affect the mechanoid and the integrated pilot’s resulting statistics. Magic item slots are shared between the integrated pilot and mechanoid (even if the mechanoid does not possess the appropriate magic item slot); in case of a conflict, the integrated pilot selects which magic item slot is active between their own magic item slots or the mechanoid’s magic item slots (the unchosen magic item slot becoming dormant while integrated). The integrated pilot and mechanoid are treated as a singular creature for all effects (but may be targeted separately by targeted effects, applying resistances, bonuses, and immunities as appropriate). The integrated pilot may choose to be affected by an effect in place of their mechanoid (such as for beneficial spells, healing, etc., but not substituting themselves for hit point damage taken by the mechanoid). Attacks made against the integrated pilot and mechanoid deal damage to the mechanoid first, and saving throws are attempted by the integrated pilot on behalf of both the integrated pilot and mechanoid.

Transportation: Full Integration, Advanced (requires 15 ranks in Associated Skill): A pilot may become fully integrated with a mechanoid as a standard action.

  • Battery Use: The pilot may deplete 1 battery to become fully integrated as a free action.

Hammerspace (gizmo)

You can store very large objects inside of localized extradimensional rifts.
Prerequisite: Tinker sphere.

If a gizmo that produces an extradimensional space becomes depleted or destroyed, the contents of the gizmo’s extradimensional space are immediately emptied into the nearest unoccupied space. Extradimensional spaces and other effects created by this talent are supernatural effects. Unless otherwise stated, creatures and attended objects cannot be placed into an extradimensional storage created by this talent.

Augmentation: You learn how to craft the following secondary function:

  • Hammerspace Storage: Your storage capacity secondary function can now store objects 1 size larger, +1 size category per 5 gizmo levels. The space inside a storage capacity is an extra dimensional storage, and has no weight until retrieved.

Modification: Endspace Storage (gizmo): This modification is attached to a manufactured storage container (such as a backpack, bottle, pockets, etc.). The endspace storage is an extradimensional storage with a capacity of 5 pounds per gizmo level. Objects may be stored or retrieved from this extradimensional storage whenever the user would store or retrieve an object from the attached container.

Transmission: Extradimensional Signals (requires 10 ranks in associated skill, Advanced Transmission): Your signals can cross planes and are broadcast normally into “layered” planes (such as the Ethereal Plane). Connected planes (such as the elemental plane of fire) require your signal to pass through an existing portal or gateway to that plane. For layered planes, this does not allow a signal to cross to and from a plane (i.e. from the Material to the Ethereal Plane, travel unimpeded across the Ethereal Plane, and back to the Material Plane); the signal is treated as being individually generated on both the Material and layered plane (and is impeded by materials, distance, etc. normally).

Other planar interactions are subject to GM discretion (such as general planar cosmology, etc.).

Transportation: Endless Storage: You improve the storage upgrade. The contents of an endless storage no longer counts against the mechanoid’s carrying capacity and is an extradimensional space. Creatures and attended objects can be placed in this extradimensional storage.

Transportation: Scalability: You improve the alternate size upgrade. As a full-round action, the mechanoid can change its size to any size category it could have been constructed as (such as changing from size Huge to size Tiny, or any size in between). If the mechanoid could accommodate passengers, and the mechanoid’s current passengers could not fit due to this size change, the passengers are safely ejected into adjacent squares while shifting. A mechanoid with this ability has its project cost determined as the largest (or smallest) size possible.

Transportation: You learn to craft mechanoids with the following upgrades:

  • Endless Enclosure (upgrade) (requires cover, enclosure, passenger seats upgrades): The enclosure is now treated as an extradimensional storage; creatures and attended objects can be placed in this extradimensional storage. The mechanoid’s passengers do not count against the mechanoid’s carrying capacity. In addition, the mechanoid’s maximum number of passengers increases by 2x, +1x per 5 gizmo levels. This allows oversized pilots to pilot a smaller mechanoid.

Magic Set (gizmo)

Prerequisites: Spellcraft 1 rank, Tinker sphere.

Countergizmo, Antimagic (requires Disruption Set): The countergizmo disruptor may be used to dispel magic effects (as though using dispel magic). Treat the disruptor’s gizmo level as its caster level (or magic skill bonus, as appropriate) when dispelling a magic effect or counterspelling a spellcaster.

Computation: Magically Gifted AI: AI you craft may select feats that grant casting or magic (such as Basic Magic Training).

Modification: Spell Resistance Field (requires Advanced Field Projectors, Personal Field Projectors): Your gizmo resistance field also grants an equal amount of spell resistance.

Transmission: You learn how to craft the following detectors:

  • Magical Sensor (gizmo): This detector searches for magical auras, functioning as a mechanism sensor but for magic auras.

Master Of Technology

It all just works. After all this time. It. Just. Works.
Prerequisites: Associated skill 10 ranks, Tinker sphere.

My Great Works (requires 20 ranks in Associated Skill): You may craft any non-project gizmo as a minor gizmo.

Hyper-Efficiency: Whenever you craft a gizmo, you may have that gizmo grant an untyped bonus equal to 1 + 1/2 its normal bonus instead of its normal typed bonus (i.e. competence, enhancement, insight bonus, etc.). For example, a physical augmentation that grants a +4 competence bonus to Dexterity-based ability and skill checks would instead grant a +3 untyped bonus to the same.

Multimedia Mastery (gizmo)

Some might call you the sire of new media, others an untalented hack. But to you, it’s just a hobby and sometimes gets you a paycheck.
Prerequisite: Tinker sphere.

Hologram Projector (requires 5 ranks in associated skill, Sensory Set): You may craft a playback system as an advanced minor gizmo (referred to herein as a “hologram projector”), granting it the following effects:

  • Advanced Gizmo: A hologram projector no longer requires a non-technological display to play back stored data (and can effectively create a “hologram” in any space, surface, etc.). A hologram can be a 3-dimensional projection and can no longer be identified as a projection with just a Perception check or direct interaction. Instead, a creature must make a successful Will saving throw (as though disbelieving an illusion) to understand the hologram is false. A hologram can emulate any normal senses and is not immediately revealed upon touch (although reasonable interaction with the hologram, or at least a move action, may grant a creature a Will saving throw).

Special: Hologram projectors gain additional functionality if you possess the following talents:

  • Disruption Set: A hologram projector may be granted a single disruptor effect (as though crafting a normal disruptor gizmo). A creature that makes contact with the hologram (touches, attacks into, etc.) is affected by the disruptor (as though the target was also struck by the disruptor, attempting a saving throw as normal, etc.); this may affect a creature with the disruptor once per round per creature. A creature that has disbelieved the hologram receives a +2 bonus on their saving throw against the disruptor effect. If the disruptor effect would require depleting a battery, it must be depleted when using the hologram projector.
  • Magic Set: A hologram can also hide (or create) magic auras; stored data may be assigned a spell or magic effect and caster level (to a maximum caster level of this gizmo’s gizmo level) or may obscure or lower a magic aura’s perceived caster level by up to this gizmo’s gizmo level (a magic aura reduced to caster level 0 is completely concealed as if non-magical).
  • Technological Weapons: A hologram projector may be granted a single blaster damage type (although not a blaster shape). A creature that makes contact with the hologram (touches, attacks into, etc.) takes 2 points of damage (of the chosen blaster damage type) per gizmo level (Reflex half); this damage can occur once per round per creature. A creature that has disbelieved the hologram receives a +2 bonus on their saving throw against this effect. If the blaster damage type would require depleting a battery, it must be depleted when using the hologram projector.

Computation: Advanced Editing Software: You create virtual forgeries 1 step faster (1 hour > 10 minutes > 1 minute > 1 round). See Section 1.2 Skill Rules, Linguistics for more details.

Computation: Memory Fabrication (requires 5 ranks in the associated skill, Cognitive Set): You may create virtual forgeries of memories (see Section 1.2 Skill Rules, Linguistics for more details). A falsified or forgery of a memory cannot grant a creature new abilities, nor is the user required to believe the memory if they have other conflicting memories (although they may be deceived or convinced about the falsified memory’s validity or truthfulness, i.e. with a Will saving throw, subject to GM discretion).

In addition, you may tamper with a construct’s memories (as though creating a virtual forgery of a memory). The construct must be willing or helpless for the entire duration the forgery is being made. This behaves similarly to a modify memory spell. If you have a forged memory already crafted, you may attempt to implant it into the target construct as a standard action that requires a touch attack (or other means of transferring data, such as a signal cable from the Energy Set talent). A successful Will saving throw prevents a memory from being implanted this way.

Special - (Transmission) Package: A transmitter may broadcast a forged memory with its signal range directly to a creature with the construct type (rather than requiring a touch attack).

Radiation Set (gizmo)

You learn how to interact with dangerous radiation effects, depending on your other Tinker packages.
Prerequisites: Associated skill 5 ranks, Tinker sphere.

The full rules and reference table for radiation is located in Table: Radiation Effects (see Mastering Gizmos, Detector Reference Tables):

Radiocarbon Analyzer (requires Medical Set): Your chemalyzer gizmo can now carbon date a sample from any living or organic substance (usually a “carbon-based” sample). The user may spend a swift action to carbon date the sample (determining its age) with a margin of error of 1 per 100 years.

Augmentation: Toxin Filter: A physical augmentation assigned to Constitution also grants its bonus to the user’s saving throws disease, poison, and radiation-based effects. If this augmentation is worn for at least 24 hours, when the user rests, the user recovers 1 additional point of ability damage caused by diseases or poisons, and now also heals 1 point of ability drain caused by diseases, poisons, or radiation-based effects when resting.

Modification: Radiation Infuser (requires Arsenal Set): Your elemental infuser gizmo may select “radiation” as its damage type; for the purposes of this gizmo, radiation damage is half of a selected energy type (chosen as normal for an elemental infuser) and half untyped. In addition, the elemental infuser gains the following battery use ability:

  • Battery Use: While the elemental infuser’s battery use ability is active (allowing the user to convert the weapon’s damage to the selected damage type), the user may deplete 1 battery after making a successful attack with the attached weapon. Any targets struck by this attack (or failing a saving throw against the attack’s area) suffer the effects of low radiation (Fortitude negates). A creature already suffering from radiation instead has their radiation level increase by 1 step, immediately inflicting that radiation level’s primary effect (Fortitude negates). Further saving throws against radiation are attempted against that radiation level’s normal save DC.

    If the attack would target or affect an area (such as a scatter weapon, or an area of effect created by a blaster gizmo), the affected area is irradiated for 1 minute per gizmo level with low radiation.

Transmission: Radiation Sensor (gizmo): This detector gizmo senses radiation levels within its signal range. Determine the radiation level using Table: Radiation Effects (see Mastering Gizmos, Detector Reference Tables). The user may pinpoint detected targets that are irradiated more than 1 radiation level step compared to the square they occupy.

Transportation: Radiation Resistant Enclosure: You improve the enclosure upgrade. It now blocks the harmful effects of radiation. Creatures within the mechanoid’s enclosure treat radiation originating from outside the sealed enclosure as 1 step less severe, +1 step per 5 gizmo levels after 5th (reducing medium to none at 10, high to none at 15, and severe to none at 20). In addition, passengers gain a +2 circumstance bonus on saving throws against radiation effects, increasing by +1 per 4 gizmo levels.

Restoration Mastery (gizmo)

You develop improved techniques to repair, preserve, and restore both objects and living beings alike.
Prerequisites: Associated skill 5 ranks, Tinker sphere.

Cold Storage (requires Infiltration Set, Medical Set): Your body bags preserve a corpse indefinitely, as though its battery use ability were always active.

Reanimation Kit (gizmo) (requires 10 ranks in the associated skill, Medical Set, Repair Kits): You may craft a reanimation kit, a special repair kit that can return a creature to life. A reanimation kit may only be applied to a dead creature that has been dead for less than 1 day per gizmo level. A creature must be willing to be reanimated; if the creature is unwilling, the reanimation kit fails.

Being reanimated causes the target to gain two permanent negative levels; if the creature is 1st level, it instead takes 2 points of Constitution drain (if this would reduce its Constitution to 0 or less, it cannot be raised). A creature reanimated by this effect has a number of hit points equal to its current Hit Dice, and any ability scores damaged to 0 are raised to 1. Poisons and diseases are removed in the process of reanimating the subject, but magical diseases, curses and other maladies are not. The target corpse must be in a substantially whole state, and missing body parts are still missing; otherwise, mortal wounds and lethal damage to the body are repaired.

A creature turned into an undead creature cannot be reanimated by this kit. If the subject was killed by a death effect, the user must attempt a gizmo penetration check with a DC equal to the death effect’s MSD (or 10 + the source’s CR as appropriate; subject to DM discretion).

Restoration Kit (gizmo) (requires Repair Kits): You may craft a restoration kit, a special repair kit that restores a destroyed piece of technology (such as a gizmo, timeworn technology, construct, non-magical object, or target healed as though it were an object and would be destroyed when it reaches 0 hit points). The target’s hit points are restored to 2 hit points per gizmo level (to a maximum of the target technology’s maximum hit points). If the technology was destroyed, depleted, or otherwise inoperable, it is returned to a usable state.

If the restored technology has expendable resources or limited contents, they are not restored (such as an automaton’s core, if removed, would remain gone).

Security Set (gizmo)

You learn to craft the following gizmos that make protecting against intruders easier.
Prerequisites: Tinker sphere (Security Measures).

Expanded Countermeasures: The following additional countermeasures may be granted to a gizmo (when selecting countermeasures from the Security Measures talent):

  • Activate/Use: The gizmo immediately activates or uses one of its normal functions (such as a security door closing or opening itself, a microphone gizmo playing back music, etc.). This countermeasure may also be granted in a way that immediately deactivates the gizmo, or depletes the gizmo, after it is activated or used this way. If the gizmo would target a creature, it attempts to target the creature that activated or prompted the countermeasure (unless programmed otherwise).

    Note - The activate/use countermeasure cannot be intentionally triggered.
  • Receive Signal: The gizmo receives a signal from another gizmo (such as from the alarm countermeasure, or a fault detector or touch sensor gizmo from this talent); this may activate or use the gizmo’s other countermeasures, chosen when granted.

Security Door (gizmo, project): A security door is a mechanical door which is crafted for a specific entryway, and includes its own reinforced door frame, whose details are chosen by the crafter (a swinging door, sliding or folding door, opening mechanism, and so on). A security door requires 5 gp of project material per gizmo level, per 5 foot square the door occupies (i.e. requiring 20 gp of project material per gizmo level for a 10 foot by 10 foot door).

A security door has the normal statistics of a gizmo with the following changes:

  • Hardness 5 + gizmo level
  • Hit points equal to 10 per gizmo level.
  • Break DC +10 (by default, a gizmo’s Break DC is its gizmo DC).

Optionally, the crafter may include the following additional statistics:

  • Airtight with the frame, preventing squeezing or any air or gaseous effects from passing through.
  • Blocks divination effects and signals, as though made of 1 inch of lead.
  • See through (translucent) or solid (opaque) to block line of sight.

An activated, unlocked security door can be opened or closed as a free action, whereas a deactivated security door cannot be opened by any normal means. Locking or unlocking the security door is a swift action. Activating or deactivating a security door requires a successful proficiency check. Installing or removing a security door to its frame requires 1 minute of work, and can only be removed while activated and unlocked.

A security door comes with a simple lock (DC 20) by default, but can have different locks integrated into the door as part of crafting the security door (such as a security lock gizmo).

Security Lock (gizmo, project): A security lock is a mechanical lock, whose details are chosen by the crafter (either requiring a physical key or a physical code entered on an interface). The key or physical code can be changed with 1 hour of work. A security lock requires 5 gp of project material per gizmo level.

Locking or unlocking the security lock is a swift action with the key or code. A security lock can only be unlocked while activated; activating or deactivating a security lock gizmo requires a successful proficiency check. A security lock has a Disable Device DC of 30 + its gizmo level and is treated as a tricky device (1d4 rounds), improving to a difficult device (2d4 rounds) at gizmo level 10. Attaching or removing a security lock to another object requires 1 minute of work, and can only be removed while activated and unlocked.

A security lock can be crafted as part of a security door gizmo so that if the door is locked or unlocked, or activated or deactivated, the lock is as well.

Computation & Transmission: Telemetrics (accommodation): The gizmo gains an innate touch sensor.

Transmission: Fault Detector (gizmo, project): A fault detector is a project detector that is installed at various points of a building to detect for damage or structural issues. A fault detector requires 20 gp of project material per gizmo level.

A fault detector is activated with 10 minutes of work, and once activated cannot be moved or immediately deactivates. The detector constantly detects any damage done to the walls, doors, fixtures, and other structural elements of a building within signal range. A fault detector may broadcast a signal when it detects that a section of the building has suffered enough damage to break or destroy it, or if a creature is burrowing or moving through the building. This signal may trigger the countermeasures of other gizmos as though a proficiency check to use the gizmo was failed.

Transmission: Security Detectors (accommodation) (requires 5 ranks in Associated Skill): Detectors you craft can be activated the same as a fault detector project, allowing the detector to be constantly activated, but placed in a specific location and unable to be moved without deactivating. A detector may have its parameters changed, the same as a normal detector, and may broadcast a signal when it detects something within its parameters. This signal may trigger the countermeasures of other gizmos as though a proficiency check to use the gizmo was failed.

A detector that does not sense a specific criteria of information (such as one that grants bonuses or a special sense to the user) cannot be granted this accommodation.

A detector cannot attempt skill checks to identify what it senses; however, a user who receives the detector’s signal (i.e. from an alert countermeasure, or having a gizmo which can display information and data) may attempt a skill check to identify the sensed target as though they were in possession of and using the detector.

In addition to a security detector’s normal parameters, the security detector accommodation may be given parameters to exclude “permitted” subjects from detection (such as specific creatures, certain uniforms, badges or equipment, etc.). You must be able to craft a detector that could already sense for such parameters

Transmission: Touch Sensor (gizmo, minor): A touch sensor is a transmitter that is attached directly to an object (as though attaching a modification). The touch sensor constantly monitors if the attached object has been moved or interacted with (including extradimensional travel or teleportation), and broadcasts its signal whenever the gizmo is moved. This signal may trigger the countermeasures of other gizmos as though a proficiency check to use the gizmo was failed. Interacting with the attached object without triggering the touch sensor’s signal requires a Sleight of Hand check with a DC of 20 + gizmo level.

Transmission: Whitelist Detection (requires Advanced Transmission): Your detectors may be granted any number of specific detections you could normally grant, specifically to exclude such targets from being detected. For example, if you could craft an ecology sensor, you could exclude any creature types, including specific creatures, from a detector’s parameters. This is primarily used to create “whitelists” for the security detector accommodation.

Special - (Computation) Package: A whitelist can be created, and shared through signals, from a central storage routine or similar database of information; this allows whitelists to be actively managed and adjusted without needing to perform maintenance on individual detectors, and to actively update whitelists as needed.

Spooky Set (gizmo)

You learn to craft your gizmos in such a way that they can affect the non-physical and incorporeal.
Prerequisites: Associated skill 5 ranks, Tinker sphere.

Ghost Touched (accommodation): Gizmos you craft are able to be interacted with by both corporeal and incorporeal creatures equally. Incorporeal creatures treat your gizmos as though they were solid, allowing them to manipulate or hold the object, but also prevent an incorporeal creature from freely passive through the object (such as a wall or cage impeding movement). This also allows any effects your gizmos create to affect an incorporeal creature normally. This accommodation may be enabled or disabled (as though activating a gizmo).

Augmentation: Ecto-Plating (gizmo): This augmentation infuses the user's body to protect against the incorporeal. The user’s natural armor bonus counts against the attacks of incorporeal creatures.

Augmentation: Incorporealizer (gizmo) (requires 10 ranks in Associated Skill): An incorporealizer grants no benefits unless its battery use ability is activated.

  • Battery Use: The user may deplete 1 battery as a standard action to activate this gizmo’s functions for 1 minute per gizmo level. For the gizmo’s duration, the user and their worn and held equipment become incorporeal.

Computation: Ghostly Circumventor (gizmo, routine): The routine grants a +2 insight bonus on all saving throws against effects originating from incorporeal creatures, +1 per 7 gizmo levels.

  • Battery Use: This routine automatically depletes 1 battery whenever the user fails a saving throw against a hostile possession effect. The user is granted a new saving throw against the possession effect using the original DC, even if they have already failed the initial saving throw and would not normally be granted another.

Modification: Ghostly Infuser (gizmo): This modification is attached to another object up to size Medium, +1 size category per 3 gizmo levels. The attached object is treated as though it were solid to an incorporeal creature (as though benefiting from the ghost touched accommodation). If attached to weapons, armor, or shields, the attached object gains the ghost touch special ability.

If you would attach this modification in such a way that it would trap an incorporeal creature (such as attaching it to a cage), the incorporeal creature may attempt a Reflex save to immediately move to the nearest unoccupied space outside the attached object.

Transmission: Specter Sensor (requires Transmission Mastery): Your ecology sensor detector may choose “incorporeal creatures” as though it were a creature type or subtype. For the purpose of this ability, creature-like effects such as an unseen servant spell and other similar “projections of force” are considered to be incorporeal. When detecting for incorporeal creatures, the detector’s signal can penetrate any material (except those with the ghost touch special ability, modified by the ghost touched accommodation, etc.).

Note: Subject to GM discretion, other creature properties similar to incorporeal may be sensed by this talent (i.e. gaseous body, ethereal creatures, etc.).

Teleportation Set (gizmo, transmission)

You learn to craft all kinds of gizmos which transport physical matter, rather than just signals.
Prerequisites: Tinker sphere ((transmission) package).

Teleportation effects created by this talent are supernatural effects.

Transmission: Teleporter (gizmo): This transmitter allows the user to teleport creatures or unattended objects size Medium or smaller, +1 size per 3 gizmo levels. A teleporter must target a creature or object within the natural reach of the user (or otherwise in physical contact with or adjacent to the teleporter). A teleporter can move a target to another location within signal range, provided that there is free space for the teleported creature or object to occupy. Teleporters cannot be used without their battery use ability.

  • Battery Use: The user depletes 1 battery as a standard action that provokes attacks of opportunity to teleport a willing creature or unattended object within the teleporter’s size limit.

Special: Teleporters gain additional functionality if you possess the following talents:

  • Disruption Set: Teleporters may target unwilling creatures or attended objects (requiring a melee touch attack) (Will negates). In addition, a teleporter may be chosen as a disruptor effect. If teleporting a creature to a space which could not support them, or is directly harmful to them (onto a bed of spikes, etc.), the target receives a +4 bonus to their saving throw.
  • Mass Interface: When using a teleporter’s battery use ability, you may deplete 1 additional battery to teleport 1 additional creature or object per gizmo level. Each target must be touching you or someone else in the affected group (unless you possess Transmission Mastery).
  • Transmission Mastery: Teleporters may target creatures or objects within signal range (rather than requiring physical contact or adjacency).

Advanced Transmission (requires 10 ranks in associated skill; signal range, greater; Transmission Mastery): Teleporters can be used for long-distance teleportation that is greater than their signal range will normally allow for. A teleporter modified with this ability is an advanced gizmo. When using a teleporter’s battery use ability, you may deplete 2 additional batteries to teleport up to 10 miles per gizmo level, or up to 100 miles per gizmo level to the location of another known advanced teleporter. For more details and rules, see Table: Distant Teleportation and its accompanying information.

Special - Advanced Transmission (requires 15 ranks in associated skill; signal range, superior; Transmission Mastery): When using a teleporter’s battery use ability, you may deplete 4 additional batteries to teleport an unlimited distance and with no chance of arriving off-target.

Transmission: Teleporter, Quick Shifter (gizmo): A quick shifter teleporter functions as a normal teleporter gizmo, but may only be used to target the user. However, a quick shifter teleporter’s battery use ability may be used as a move action.

  • Battery Use: The user may deplete 2 batteries as a swift or immediate action that does not provoke attacks of opportunity to teleport themselves up to 10 feet, + 5 feet per 2 gizmo levels.

Transmission: You learn to craft the following detector:

  • Teleportation Sensor (gizmo) (requires 10 ranks in Associated Skill): This detector senses for teleportation effects, as well as effects that create or interact with extradimensional passages or spaces, such as a phase door spell or Warp sphere wormhole talent, astral projection, blink, ethereal jaunt, etherealness, gate, shadow walk, and similar effects, and effects with the summoning descriptor or calling subschool (i.e. summon monster and call planar ally).
    • Battery Use: The user may deplete 1 battery as part of activating and using a teleportation sensor. While the detector is active, the teleportation sensor attempts to block any effect it senses. Any attempt to teleport or cross planes made within the detector’s signal range fails unless the teleportation source’s effect succeeds at a gizmo penetration check against this gizmo (or a magic skill check, as appropriate); does not prevent summoned creatures from disappearing at the end of their effect’s duration, or otherwise ongoing effects, but blocks the creation of new effects.
  • Advanced Gizmo (requires 15 ranks in Associated Skill): An advanced teleportation sensor is called a teleportation lock. A teleportation lock’s signal range is 1 step lower (minimum close range); while the teleportation lock’s battery use ability is active, any sensed teleportation or similar effect instantly fails (instead of being allowed a gizmo penetration check).

Transportation: You learn to craft mechanoids with the following upgrades:

  • Teleporter Mechanoid (upgrade): The mechanoid gains an innate teleporter gizmo, which may be used by the mechanoid, its pilot, and its passengers. Whenever the mechanoid is teleported, the mechanoid’s willing passengers, objects, cargo, etc. are also included in the teleportation effect (and do not count against any maximum weight or size restrictions of the teleportation effect). If the teleportation effect would have additional effects, such as damage, positive or negative conditions, etc., only the mechanoid is affected. Passengers are teleported relative to their space inside the mechanoid (staying in the same passenger seat, pilot seat, etc.).

If a teleportation effect would target both a passenger and a mechanoid separately, the passenger is treated as an independent creature first (being affected normally by the teleportation effect, attempting saving throws, etc.) before being considered a passenger of the mechanoid.

Table: Distant Teleport
Distance On Target Off Target Delayed Mishap
1 mile 01 - 97 98 - 99 100
10 miles 01 - 94 95 - 97 98 - 99 100
100 miles 01 - 88 89 - 94 95 - 98 99 - 100
101+ miles 01 - 76 77 - 88 89 - 96 97 - 100

This table, and the following rules, apply to the Advanced Transmission improvement to the teleporter gizmo. Teleportation at longer than signal range becomes inaccurate, and prone to mishaps, unless you are teleporting to another advanced teleporter, or using the 5 battery-depleting “true” teleport.

If the teleportation effect is subject to mishaps, roll d100 and consult Table: Distant Teleport. Refer to the following information for definitions of the terms on the table.

  • Distance: This measures the distance of the teleportation from the teleporter to the destination (unless teleporting to another advanced teleporter).
  • On Target: The target appears where you want it to be.
  • Off Target: The target appears safely a random distance away from the destination in a random direction. Distance off target is d100% of the distance that was traveled. The direction of the target is determined randomly. This variance can include areas further than the teleporter’s normal distance.
  • Delayed: As off target, but the target’s appearance is delayed 1d6 minutes before arriving at the destination. Targets delayed this way are treated as being in an extradimensional space, and may act normally, but are otherwise “stuck” waiting for the teleportation effect to finish.
  • Mishap: As delayed but the target arrives “scrambled.” The target takes 1d10 points of damage, and you reroll on the chart to see where it winds up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the target takes more damage and you must reroll.
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