Gadgets
Gadgets
Acid Flask
This glass flask holds a highly corrosive acid. If thrown, the glass shatters, inflicting 4d6 points of Acid damage to anything within a 5m radius, with a Reflex save for half (DC: 10 + half character level + Intelligence modifier).
Alchemist's Fire
Alchemist's Fire is a sticky, adhesive substance that ignites explosively when exposed to air. Anything in the area of effect (5m radius) will suffer 4d6 points of Fire damage, with a Reflex save for half (DC: 10 + half character level + Intelligence modifier).
Frost Phial
This phial holds a concentrated cryogenic liquid. If thrown, the phial shatters, inflicting 4d6 points of Cold damage to anything in the area of effect (5m radius), with a Reflex save for half (DC: 10 + half character level + Intelligence modifier).
Shock Shard
This shard crackles with potent electrical energy. If thrown, the shard shatters, inflicting 4d6 points of Electrical damage to anything in the area of effect (5m radius), with a Reflex save for half (DC: 10 + half character level + Intelligence modifier).
Thunderstone
When striking a hard surface, a Thunderstone creates a deafening bang. Targets within 5m receive 4d6 Sonic damage, with a Reflex save for half damage (DC: 10 + half character level + Intelligence modifier).
Caltrops
Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They can be thrown to cover a small area of effect (5m radius).
For every 3 seconds that a creature is standing on the field of caltrops they take 1d4 points of Piercing damage. Whilst in the area of effect they also suffer from difficult terrain.
Choking Powder
Choking Powder is a fine, alchemical dust that causes uncontrollable coughing fits when inhaled. A pouch of choking powder can create a 5m radius poisonous cloud that will last 1 minute.
The cloud causes anyone within it to become Sundered (-4 AC/-4 Saves).
Deceitful Decoy
A dummy made from rags and scrap, enchanted to grow to many times its size when thrown to the ground. Makes for a surprisingly effective decoy in the heat of combat.
The decoy forces any creature within 10m to make a will save or become provoked. The DC is 10 + half the user's character level + their Intelligence modifier.
The decoy has 45 hitpoints, the user's AC, and lasts for 1 minute.
Tanglefoot Bag
This round, small leather bag is full to bursting of an alchemical goo. Once this goo is exposed to air, it becomes tough and resilient.
When thrown at a location, a persistent 5m radius area of goo is created for 1 minute, miring those in the area. Creatures within the area of effect must make a Reflex save or become Entangled for 1 round. The DC is 10 + half the user's character level + their Intelligence modifier.
Gadgeteer Only
Satchel Charge
A bundle of red ichor, packed together and carefully harmonised to explode on aggravation by a nearby attuned detonator.
Detonator
This gadget uses a bundle of aggravated red ichor to resonate with nearby Satchel Charges, causing them to explode.
In order to prevent detonation of the detonator itself, the device takes 2 seconds to reset after use.
Duct Tape (Level 7 Required)
A roll of oiled canvas with a mild adhesive applied on one side. This may be used to combine two gadgets, such that when one gadget is used, the second activates with it at the target location. If one of the gadgets is self-only, both of the gadgets target the user's location.