Gizmists are inventors of the fantastic, using their warped mechanical know-how to create strange machines. At low level the machines are simple: boots with springs at the bottom that allow their wearer to jump farther, or a small clockwork mouse that can perform simple commands. On the other hand, a high level gizmist can build airships, steam-driven horrors and even machines that can travel through time.
Gizmists learn to build their wondrous machines by studying blueprints, and most get to the point where they are able to design their own. Most gizmists are very protective of these prints and are unwilling to part with their secrets.
Adventures: Most gizmists who adventure do so that they can get the funds to create their inventions. It also often gives them a chance to "field test" things they have already created. Characteristics: Having the ability to disarm traps without the baggage of being a rogue often makes gizmists very attractive to adventuring parties. While their combat skills are modest, the combat potential of their creations cannot be overlooked. Also, the wide variety of effects their machines can create makes them very versatile additions to any group.
Alignment: Gizmists may be of any alignment. Good gizmists see their creations as ways to help humanity and improve quality of life. Evil gizmists are the archetypical mad scientists who hope to rule or destroy with the assistance of their diabolical creations.
Religion: Gizmists can worship any deity they wish, and often don't worship any at all.
Background: All gizmists start their careers either as an apprentice to a Master Inventor or in a university devoted to the sciences. Being relatively few in number, most gizmists have at least heard of one another, and refer to each other as their "esteemed colleagues". However, gizmists are also paranoids by nature, convinced that others will steal their most valuable plans at the first opportunity. A gizmist will never discuss his inventions with any gizmists other than his apprentice, for fear of it being stolen.
"A fraternity of madmen," is how one wizard referred to gizmists, and he wasn't too far off the mark.
Races: Humans and gnomes are natural gizmists: their inquisitive and ambitious natures draw them to the class. Half elves make good gizmists as well. Halfling gizmists are fond of creating things that make domestic life more comfortable. Dwarves on a whole lack the imagination to make good gizmists, and those that do take up the class tend towards more utilitarian inventions. On the opposite side of the coin, elven gizmists tend to emphasize form over function. Generally speaking, half-orcs don't have the patience to be good gizmists: frustration will usually have them smashing their project to bits long before they ever create a strong prototype.
Other Classes: Those that travel with the gizmist often look upon him with a mixture of fascination and fear. Wizards traditionally don't get along well with gizmists, whom they feel are replacing "the pure art of magic" with cheap bells and whistles.
Abilities: Intelligence determines the chance of success a gizmist has in building a gizmo from a blueprint, as well as the ability to operate the gizmo safely and successfully. Dexterity will help a gizmist's armor class.
Hit Die: 1d6
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Gizmists are proficient with simple weapons: while not warriors by trade, their paranoid natures drive them to arm themselves against possible thieves. They are proficient with light armor (which they often wear to guard against workshop "mishaps") but not shields, since gizmists tend to use both hands to practice their trade.
Gizmos: Gizmists build machines called gizmos that do amazing things. They get the designs for these machines from blueprints they either draft themselves or obtain by other means. Once a gizmist has the plans, then she can begin to build the device. It cost 100 gp to build a 1st level gizmo, and this price doubles with each level increase (200 gp at 2nd level, 400 gp at 3rd level, 800 gp at 4th level, etc.). A 1st level gizmo takes a week to build, and this time grows by one additional week per Device Level. To successfully build a gizmo, the gizmist must roll a Build Gizmo check. The Difficulty Class for the check is listed in the device description. A failed check means that the character exhausted the money and time needed to build the device but was unable to create it: back to the drawing board. If the check fails by more than 4, an accident occurs and the gizmists takes 1d6 hit points damage per gizmo level.
Gizmists gain the ability to create more extraordinary gizmos as they go up in levels, at the rate of 1 Device Level for every other class level. In other words, 3rd level gizmists can create 2nd level devices, 5th level gizmists can build 3rd level devices, 7th level characters can build 4th level devices, and so on. A gizmist may try to create devices above their ability, but it is risky. For every Device Level above the gizmists ability, the character receives a -4 penalty to their Build Gizmo check.
To use a gizmo, a character must make an Operate Gizmo check. The DC for each device is listed in its description. It should be noted that the more that a device is used the greater the chances are that it will not function (usually the Operate Gizmo DC increases by 1 per use), or be destroyed altogether. If the Operate Gizmo check is not met the device does not perform. If the check is missed by 4 the device is broken, and if missed by 6 or more an accident occurs. Usually this means 1d6 hit points damage per gizmo level, but some devices cause special situations. Refer to each gizmo's description for details.
Unless otherwise stated, operating a gizmo is a standard action.
Mechanical Traps: A gizmist automatically has the ability to build mechanical traps, and applies his Build Gizmo score when checks are required. See the Dungeon Master's Guide for cost and time required to build mechanical traps.
Repair Gizmo: A gizmist may try to field repair a device that has broken but has not caused an accident. To do so, the gizmist must have a set of gizmist's tools, and roll a Build Gizmo check as if she were building the device for the first time. If successful, the device will be operational again and the DC dropped by 1d6 points (information that the dungeon master secretly keeps track of). This can only be done once per device. Example: a fog machine has an Operate Gizmo DC of 18 when it breaks. Gadget, the gizmist to whom it belongs, decides to do a field repair on it. He rolls a Build Gizmo check, and easily beats the device's DC of 11. The machine works again, and the DM's roll determines that the machine's new Operate Gizmo DC is 15 (he rolled a 3 on a 1d6).
Draft Blueprints: Starting at 9th level, a gizmist may take the Draft Blueprints feat. This allows the character to design gizmos of his own. It costs 3x as much to draw the plans as it does to build the gizmo (which is spent on research, materials and prototypes) and takes twice the amount of time. Characters cannot draw blueprints for a gizmo that is more powerful than they are allowed to create. The dungeon master will determine if the gizmo is level appropriate.The Gizmist
|Level||Base Attack Bonus||Fort||Ref||Will|
First Level Devices:
Clockwork Mouse (12)
Elf Whistle (10)
Flameless Lamp (11)
Flash Bang (11)
Fog Machine (11)
Lesser Fire Retardant Suit (10)
Magnifying Glass (11)
Spider Cups (12)
Spring Boots (13)
Stilt Boots (13)
Voice Thrower (12)
"Elevator to Hell" (extra-planer traveling machine)
Fire Resistant Gear
High Pressure Water Pump
Prosthetic Limbs (maybe even head!)
Swiss Army Weapon
Telescope of Time
Various Flying Machines
Wall/Ceiling Climbing Gear
Before being activated, the airbag appears to be a tightly wrapped canvas, about the size of a sandwich. A small mechanical device is connected to it.
When activated, the airbag quickly (a standard action) inflates into a 10'x 10' x 3' "pillow" which will prevent damage from falling if landed upon. It stays inflated for 2 rounds before losing its efficiency. The airbag is for one use only and cannot be reused.
The Operate Gizmo check is made when the character jumps. The DC for the airbag is increased by one for every 10' fallen per person (with the exception of small-sized characters, for whom the increase occurs every 20', rounding up). A maximum of 4 characters may jump at once, and the character with the highest Operate Gizmo modifier makes the roll for everyone. So, if a gizmist falls onto the airbag from 30' the DC is 13, if a comrade joins him the DC is 16, and if a third party member (a halfling) lands on the airbag the DC is 18 (+2 for a small character falling 30', since its rounded up). If the device fails it will appear to be inflated, but will NOT prevent damage from falling.
Just as the device name implies, bunny ears appear to be a pair of rabbit ears attached to a headset. A couple of small knobs and dials protrude from the top of the headset. When worn and activated, the Bunny Ears give the user a +10 to Listen Checks. Each use lasts for 1 hour or until the device is removed, whatever comes first.
If a mishap is rolled, the wearer must make a Fort save (DC 15) or be rendered deaf for 1d8 days. It should also be noted that in the World of Mirph campaign setting, anyone wearing the Bunny Ears receives a -2 penalty towards Intimidate and Diplomacy checks; it's hard to be either threatening or persuasive when looking like a full-blown tard.
The deep snorkel consists of a face mask that straps around the head. Attached to this is a 30' hose with a floater at its end. When used, this device provides air to the wearer under water or other liquids that provide buoyancy. Every hour of constant use is considered a use, and a new Build Gizmo check must be made. Unfortunately there has never been a very stable design for the Deep Snorkel, and they tend to break easily, and at the most inopportune times . . .
If a mishap is rolled before the character enters the water, the Deep Snorkel will take in water once the character reaches his desired depth underwater. Unless the character can get to another air source in time, he will begin to drown. If the check is being made while the character is underwater, ANY failed Operate Gizmo check will result in the Deep Snorkel no longer providing air, either because it is being used improperly or because it's broken.
In loving memory of Vernal Pearlpoacher, who died when his ale jug got lodged in his deep snorkel's air tube. True, it was an unwise decision . . . but he died happy!
When activated, the soles of these boots extend like a scissor lift, elevating the wearer to a maximum of 15', though the wearer can adjust the height to his liking before activation. Small outriggers fold out from the sides of the boots, providing extra support. The wearer can walk at his normal rate, and may even fight (-2 attack penalty, but this could be reduced to -1 if the boot wearer is high enough to gain a +1 "higher ground" bonus) or cast spells (though a concentration check will need to be made, since they do tend to sway). The boots may be extended for as long as the wearer wishes, but must be returned to a normal boot height before extending to a different elevation. This counts as a use.
In the event of a mishap, the boots will either collapse at 10' (50%) causing 1d6 falling damage, or will (50%) fully extend 15' at a frightening speed, causing 1d10 damage if the wearer is smashed into above him, such as the ceiling or a tree limb.
This item looks like a 6" glass ball, surrounded by a cage and containing a wide array of coils and plates, and with a looped metal handle at its top. When activated, it glows with a hard white light that illuminates a 40-foot radius. This light produces no heat. Each use lasts for five days, though it can be shut down before this point.
"Looks great in front of the shop, too!"
- Whizzbang the Constructor
This is a sturdy extendable bar, 8 inches long, with a dial-like disk built into it. When activated, it attaches to any door (up to 10' wide) and then drives into the wall around the door, locking it shut. This lock is considered average (DC 25) and is unlocked with a key. If attacked, the lock bar has a hardness of 15 and 30 hit points, just like any lock.
These lenses, when worn and activated, allow the wearer to view things as if he has low light vision (twice the radius of the available light source). Each use lasts one hour or when the lenses are deactivated, whatever comes first.
If a mishap occurs, the wearer must make a Fort save (DC 15) or be blinded for 1d8 days.
These lenses, when worn and activated, allow the wearer to view things as if he has Darkvision (can see lit areas normally as well as dark areas within 60 feet). Each use lasts one hour or when the lenses are deactivated, whatever comes first.
If a mishap occurs, the wearer must make a Fort save (DC 15) or be blinded for 1d8 days.
This device appears to be large spiked metal gauntlet which is worn by the gizmist like a boutonniere. When activated, the gauntlet fires from the chest on a heavy coiled spring.
This weapon does the same damage as a regular spiked gauntlet. If the victim of the lapel gauntlet has never seen the weapon used before, this attack is a sneak attack (see the PHB under rogues for information about sneak attacks). This sneak attack only works once per opponent: afterwards they learn to expect it! The Lapel Gauntlet requires no hands to operate. After it's activated it resets, allowing the gizmist to use it the next round. Also note that use of the gauntlet is considered an attack and requires an attack role, but that a regular standard action is still available during the round (the standard action usually required to operate a gizmo is replaced by the attack phase).
This device looks like a complex little machine. On the top of it is a funnel; attached underneath is a 1 gallon ceramic jug. When activated, this device will convert a gallon of any liquid into a passable - though not great - whiskey. The fluid must be one that will not destroy the machine (no acid, no lava). The process takes five minutes.
The cyclone flail is made up of a shielded handle that completely covers the user's hand and forearm. Three 2' chains hang from this, each ending in a wickedly spiked ball. When activated, the three chains spin around with considerable force for three rounds, making for a formidable weapon. When properly used, this weapon gets 3 attacks per round as if it were a light flail swung by someone with 18 strength (attack +4, Dam1d8+4/crit X2). If the wielder has greater than 18 strength, it will not apply to the attack or damage bonus of the cyclone flail. This weapon does not require a martial weapon proficiency to wield. Unlike a standard light flail, the cyclone flail does not get a bonus on its opposed attack roll when attempting to disarm, and it is incapable of making trip attacks. A use lasts for three rounds, and the spinning cannot be terminated earlier.
If a mishap occurs, the cyclone flail will make three attacks against the wielder. If the weapon is not manned while it's activated (say, the wielder attempts to release the weapon while its still spinning) there is a 20% chance that it will make 1d3 attacks against the wielder. Fumbles may also attract attacks against the wielder of the cyclone flail, at the dungeon master's discretion.
Much like a real cyclone, you can never tell when it's gonna turn on ya!
This item, which straps around the operator's head, looks much like a pig snout, made with leather and wire mesh. When activated, it grants the user the Scent feat (see the DMG for a description of scent) for one hour per use.
The user of the Super Sniffer is particularly prone to inhalants, and will receive a -2 to any saving throws rolled against gases.
The Gizmo Caddy looks like a very large backpack built around a sturdy metal frame. Protruding from the bottom of the caddy are two stout legs made out of metal, gears and shocks. Before being activated, the Gizmo Caddy must be put on like a regular backpack, and the legs strapped to the back of the operator's legs. Once activated, the Gizmo Caddy can carry 100 lbs of gizmos (or other gear) without adding any weight to the operator's carrying capacity. It should also be noted that the weight of the Gizmo Caddy itself does not count towards a character's carrying capacity either, since it supports its own weight. A use equals 1 day or until the device is deactivated, whichever comes first.
The Gizmo Caddy has been redesigned and rebuilt by many gizmists over the years, and as a result is one of the most reliable and stable of all gizmos.
This frightening little device is a rat's nest of hoses, vials, pumps, suction cups and small cutting blades. To activate, it first must be strapped securely over a wound. The Poison Extractor will then remove any poison that may have been injected into the victim. The results are the same as the spell neutralize poison. The poison - which is collected in a small vial on top of the machine - is neutralized by the device and is unsalvageable.
Lady Ratchett was a half-orc gizmist and humanitarian. While her contributions to medical science cannot be denied, her methods often left much to be desired. The Poison Extractor is a very loud, messy and extremely painful device. Any patient who has this used upon them will suffer 2d6 hit points of damage during the procedure. If the device fails it simply doesn't operate, but if there is a mishap it will fail to retrieve the poison and do 3d6 hit points of damage before breaking.
"I don't know what I fear more: the injury of the cure."
- Sir Wellston, upon being stung by a giant scorpion in the presence of Lady Ratchett
The Marvelous Projector looks like a 1' sq. metal box, mounted on a tripod. A thick glass lens is attached to one side. Numerous buttons and switches can be found on the various surfaces of the projector.
This device is able to capture an image, much like a camera. The operator is then able to project this image up to 60' feet away. The image doesn't move or make sound, and can be no larger than 20' cubed, but other than that looks exactly like the real thing. A Will Save (15) is required to "disbelieve" this image. As many images can be gathered as the operator wants: it's the actual projecting of a selected image that counts as a use. A use may last up to 10 rounds, but may be terminated before that.
The audio counterpart to Marko's Marvelous Projector, this small machine is able to record up 10 rounds worth of sound. It is then able to "throw" the sound up to 100' feet away. Much like the projector, the recorder may capture as many sounds as the gizmist wants. Only upon casting the sound does it count as a use. However, unlike the projector, there is no saving throw allowed to disbelieve the sound. The volume of the sound may be adjusted from a whisper to the volume of a lion's roar.
A deceivingly simple-looking device, the Pocket Portcullis appears to be a square 6" by 6" by 1.5" of tightly layered metal strips. Placed in the middle of this "package" is an activator with a knob, a switch and a keyhole. To operate, the timer is set (anywhere between 1 combat round and 1 hour) and the Pocket Portcullis is placed in a corridor. Upon activation, the device unfolds and expands, forming into a gate that mounts itself into the walls of the corridor. It is functional in a corridor up to 15' square, and has all the statistics of an iron portcullis (hardness: 10; hit points: 60; break DC: 25). The device is deactivated by a keyed lock (which enjoys a DC of 25) which, when operated, will cause the Pocket Portcullis to its original shape. Obviously, if the Pocket Portcullis is successfully broken it will no longer function.
This device is basically a brass cylinder 4' long; open at one end and with a small hatch on the top, 6" from the opposite end. A myriad of hoses, gears and dials are visible along its length, and a handle is attached to the bottom.
This cruel weapon was designed by the insane duergar Wheggi. To properly operate, a live kitten must be loaded into the hatch. This counts as a standard action above and beyond the activation of the device. The machine is then activated, and the kitten in converted into a violent blast of fire and kitty bits that erupts from the open end in a 40' cone. All caught in the cone take 5d8 hp damage (Reflex Save DC 20 for half). Puppies can be substituted for kittens, though the damage is dramatically less (5d4). So far no other creatures have been found to be effective projectiles, though with extensive experimentation this may change. Who can explain the ways of science?
As may be expected, the Kitty Cannon will explode in a 10' radius if a mishap is rolled. The damage is the same as created by the device (5d8 for kitties, 5d4 for puppies), and if something else is being used as ammo (Bunnies? Pixies?) the damage is 3d6.
This complex device consists of a 14" sq. box, covered with an array of dials, knobs, lights and buzzers. A 6" round glass lens dominates the top of this box, and next to this screen extends an antenna with a small "propeller" on top of it. When activated, the Locator makes a rather loud ticking sound.
When in use, Lumpett's Life Locator is able to detect living things within a 200' radius. These appear as simple blips on the screen lens. From this the gizmist is able to tell how far away, the direction (north, south, etc), and the quantity of living things. It cannot determine what kind of living being it is, its size, or its elevation as compared to the gizmist. However, it will track the movement of all living things in its range during the duration of its use (5 minutes). It should also be noted that Lumpett's Life Locator will not detect ethereal creatures, but it will detect invisible beings.
If the gizmist fails his Operate Gizmo check but does NOT incur a mishap, the locator will give false information as follows (d6):
This 10' metal sphere has a hatch that allows access. Inside is a mass of coils, metal plates, tubes filled with strange liquids and hoses. Outside is a control panel. It will accommodate a single medium sized or smaller creature.
The device cannot be activated from within the booth; however, the gizmist can set the controls on a 1 minute delay, allowing him time to enter the booth before it activates. When successful, it will transform the creature inside into another creature as per the spell Polymorph Other. The operator must be familiar with the form that the victim, uh, recipient will assume. This transformation is permanent, but can be reversed with another use of the Transmorphing Booth. The whole process takes 1 minute.
Oh man. If the Transmorphing Booth suffers a mishap, not only is it destroyed, but it will also change the user into a creature of the DM's choosing. Needless to say, the best defense the player of a gizmist has against such an unpleasant fate is to keep his DM well stocked up on Doritos and Red Bull.
This thin device is made of copper and is 2' long. A glass bulb is affixed to the business end; a handle, some dials and a copper ball are attached to the bottom.
Upon activation, the Freez-O Ray shoots a thin beam from the bulb at a single target (range 100', Reflex Save DC 20). If the save is not made the victim will receive 8d6 hp damage and will be frozen immobile for 1 hour. Saves negate the freezing and cause only half damage. If a magical flame attack is made against a frozen victim they will be immediately freed from their icy prison but will suffer damage from the fire attack. Non-magical heat sources (torches, etc) will cut the defrost time down to a half hour.
The descendants of the gizmist who invented the Freez-O Ray later made their fortunes with the creation of the TV dinner.
The bulette lure appears to be a metal sphere attached to a one foot long stake. A couple small dials and knobs protrude from the sphere. To work properly it must be inserted into the ground, and then activated. It makes no noise, but it is warm if touched, and it vibrates slightly. 6d10 minutes after activation, 1-3 bulette will appear on the scene, horny and angry, attracted by energies produced by the lure. They will attack and destroy the lure, and then - frustrated - will turn on anything living in the area. The lure will not work if not placed in the ground: mounting it in trees, on a wagon or holding it in the air renders it ineffective. Also, if for some reason the lure is removed after it is planted it is rendered ineffective. Bulette lures work one time only and cannot be repaired.
If a mishap is rolled, the bulette lure attracts 1d3 rabbits instead. It would seem that bulette and rabbits work on very similar wavelengths!