Crazy Gadget (3.5e Martial Discipline)
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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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