Crazy Gadget (3.5e Martial Discipline)

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Author: Eiji-kun (talk)
Date Created: 9-7-19
Status: Complete
Editing: Clarity edits only please
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<- Summary, as part of description of discipline. No more than four sentences please. -><- Describe your new discipline here. Make sure you include important information like who can use the maneuvers from it. ->

Game Mechanics of the Crazy Gadget

Available To: Any

Discipline Skill: Craft (Any) (Int) - One has to build gadgets to use them.

Discipline Weapons: Alchemical items, dagger, crossbows, guns, nets. - Tools associated with science and gadgets, and the ever utilitarian knife. 

Saves: 10 + maneuver level + Intelligence modifier 

Legacy Weapon: PENDING 

Maneuver Granting Item: PENDING 

Discipline Feat: PENDING 

Tactical Feat: PENDING 

Special: Crazy Gadget requires the use of a gadget pouch. It is identical in cost and use to a spell component pouch, but is full of strange gadgets.

Maneuvers of the Crazy Gadget Discipline

To see the full, expanded description of every maneuver, click here.

1st-Level Maneuvers

  • Antigen Serum: Counter — Inject yourself with medicine to fight off a disease or poison.
  • Climbing Irons: Rush — Piton gadgets on your hands and feet lock you in place, and assist in climbing.
  • Flash Pack: Stance [Light] — You have a body light to illuminate your surroundings with various settings. Alternatively you can pulse it to disorient would-be attackers.
  • Hidden Draw: Boost — Draw an item, even a hidden or packed away item, as a swift action. Once per encounter this will also leave targets flatfooted.
  • Net Launcher: Strike — Throw a net as a gadget, or use it as a trap.
  • Repellent Spray: Stance — Increase your AC against certain types of creatures. It is especially effective on animals and mindless vermin.
  • Smoke Bomb: Rush — Drop a cloud of smoke to cover your escape.

2nd-Level Maneuvers

  • Adrenaline Injection: Rush — For 1 round double your speed and resist pain and weakness, but it catches up to you next round.
  • Chem Grenade: Strike [Acid Cold Electricity Fire] — Throw an advanced alchemical grenade to explode in the enemy's face.
  • Combat Medical Aid: Strike — Quickly heal damage on the field. It grows more potent with a healers kit.
  • Explosive Ammunition: Boost — Turn a ranged attack into an explosion that takes up a 15 ft cube.
  • Pseudo-Suicide Pill: Counter — Kill yourself, but not really. This can trick creatures into thinking you are dead.
  • Quick Disable: Strike — Immediately disable a device, or disable a device being operated by another to briefly jam it.
  • Sudden Caltrops: Boost — Throw caltrops out as part of an attack. Use actual caltrops to make them more potent.
  • Tether Recovery: Counter — Fire a grappling line to save yourself from a fall. or reach new heights.

3rd-Level Maneuvers

  • Authorized User: Stance — Become proficient in one object, or able to operate it when you otherwise lack training.
  • Automed Injector: Counter — Instantly consume a potion.
  • Envenom Weapon: Boost — Deal extra poison damage, and a save against a physically crippling poison.
  • Escape Trap: Rush [Fire] — You can withdraw from a situation as a move action, and leave an explosive trap in your wake.
  • Flash Bang: Strike [Light Sonic] — You throw a dazzling explosive that blinds, deafens, and denies counterattacks.
  • Gas Grenade: Strike — Release a cloud of choking gas to blind, suffocate, or signal from afar.
  • HEV System: Stance — Turn on life support functions, and emergency alert systems.

4th-Level Maneuvers

  • Ablative Gel: Rush — Apply a protective gel on your skin that grants you freedom of movement and ablates several kinds of damage.
  • Fulton Recovery: Boost [Air] — You strap an inflatable balloon to a creature and they go flying into the air.
  • Neutralizing Serum: Strike — Cure disease, exhaustion, fatigue, nausea, paralysis, poison, or sickening, and render yourself immune to these effects as well.
  • Overclock: Boost — The next hit deals double damage, but the subsequent hit deals half.
  • Quick Action: Counter — Make a non-movement based move action as an immediate action, and do so without provoking.
  • Ziptie Strike: Strike — Grapple without provoking, then immediately transition into a pin and tie the creature up.

5th-Level Maneuvers

  • Combat Medical Expertise: Strike — Heal more hp, even bringing people back from the brink of death with immediate medical attention.
  • Diazepam Pill: Rush — Calm the mind and steady your aim, but become staggered after 1 minute passes.
  • Expanded Vision Goggles: Stance — These goggles give you darkvision, low-light vision, thermalsight, and telescopic vision.
  • Frag Grenade: Strike [Fire] — You throw a powerful explosive that deals more damage to lightly armored targets.
  • Gadget Jetpack: Stance [Fire] — You have a jetpack from which you can fly with.
  • Instant Disable: Counter — An immediate Quick Disable with greater effects and no attacks of opportunity.
  • Supersoldier Serum: Boost — For one round you gain superior ability scores and abilities.

6th-Level Maneuvers

  • Aerial Mines: Strike [Fire] — Spread a minefield around that threatens anyone who isn't you.
  • Maximize Potential: Boost — You enhance one consumable to have the maximum possible effect.
  • Powertool Gadget: Strike — You switch out your weapon for a complex device of blades, drills, and hammers that destroys things in front of you.
  • Quick Bang: Counter [Light Sonic] — This functions like Flash Band, except as an immediate action in a 15 ft cone.
  • Sneak Suit: Rush — Blend into the background with your stealth technology gadgets.
  • Sniper Bolter: Boost — You throw or fire a projectile out to unlimited range.

7th-Level Maneuvers

  • Adaptive Skin: Stance — Gain the effects of adapt body.
  • Booster Escape: Rush [Fire] — Catch a ride on a rocket booster, or send opponents flying on a rocket booster.
  • Communication Network: Stance — Your gadgets grant you communication with allies and awareness of anything they are aware of.
  • Flak Spinner: Strike — Release a spinning mine that shoots out sharp shrapnel in all directions.
  • Instant Neutralizing Serum: Counter — Negate any one status effect you have just come under.
  • Vulnerability Gel: Boost — This gel strips the target of their DR, SR, and non-lethal from regeneration.

8th-Level Maneuvers

  • Absorbing Vial: Counter — Grab an incoming projectile, spell, or other effect and keep it in storage until you need it.
  • Combat Medical Miracle: Strike — Heal a great amount and gain fast healing. You can also recover the recently dead and put together mauled bodies.
  • Grant Access: Rush — Gain access to a single item as if you qualify for it, or bypass any door.
  • Hypersoldier Serum: Boost — An advanced version of Supersoldier Serum, with stronger or longer effects.
  • Rocket Strike: Strike [Fire Sonic] — Fire a powerful rocket launcher. It's very effective against objects.

9th-Level Maneuvers

  • Call Airstrike: Strike [Fire Sonic] — Call in an airstrike, dropping massive explosions on your opponents.
  • Right Tool for the Job: Rush — Pull out exactly the item you need to succeed up to 25,000 gp in value.
  • Technical Workaround: Boost — By some trickery you bypass all immunities to your next attack.

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Eiji-kun's Homebrew (5202 Articles)
AuthorEiji-kun +
ClassAny +
Identifier3.5e Martial Discipline +
RatingUndiscussed +
SkillCraft +
Summary<- Summary, as part of description of discipline. No more than four sentences please. -> +
TitleCrazy Gadget +
WeaponAlchemical items +, dagger +, crossbows +, guns + and nets. +