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  NeoExodus chronicles:
  cutting edge machinesmith
  Wielders of technology are only as good as their latest 
  inventions. The desire for innovation drives machinesmiths 
  to new heights of creativity. From the depths of hidden 
  laboratories and workshops inundated with the metallic 
  hammering of progress, machinesmiths release previously 
  unseen technologies upon the world. 
  New drone prototypes have begun to appear, along with a 
  wide and diverse range of gadgets. Even new greatworks 
  have been spotted, with reports of deeds both heroic and 
  vile by machinesmiths clad in fantastic suits of armor, 
  shaping the very world around them with mobius energy. 
  One thing can be certain: When driven by their colossal 
  imagination, there is no limit to the machinesmith’s 
  cutting-edge.
  NEW GREATWORKS
  CONVERTER
  Machinesmiths who desire or need to control their 
  environment build a converter. A converter manipulates 
  matter and energy to reshape its surroundings or seemingly 
  generate energy effects from thin air. Using a converter 
  is a standard action. All converters are tiny, have AC 10 
  (when not being held), Hardness 5, and 10 hp. Converters 
  can be held or worn; it can be worn on either the waist 
  (belt) or wrist (bracer) item slot. The machinesmith can 
  use some converter powers at will, while others expend 
  charges. These charges refresh automatically if not used 
  for 8 consecutive hours. A converter has a number of 
  modifier charges per day equal to ½ the machinesmith’s 
  level (minimum 1) + Intelligence.
  Unless otherwise noted, the DC of any saving throw 
  required by converter powers is equal to 10 + ½ the 
  machinesmith’s level + the machinesmith’s Intelligence 
  modifier.
  A machinesmith with a converter follows all standard rules 
  for performing upgrades on their greatwork as outlined on 
  pp. 3–4 of Classes of NeoExodus: Machinesmith.
  BASE CONVERTER
  The converter grants the following at-will spell-like 
  abilities – dancing lights, ghost sound, and spark; costing 
  1 charge – alter winds, flare burst, and silent image.
  CONVERTER UPGRADE 1
  A 
  machinesmith 
  may 
  add this upgrade to their 
  converter greatwork at 5th 
  level. The converter grants 
  NEOEXODUS CHRONICLES:
  CUTTING EDGE MACHINESMITH
  the following at-will spell-like abilities – endure elements, 
  feather fall, and forced quiet; costing 1 charge – fog cloud, 
  gust of wind, and pyrotechnics.
  CONVERTER UPGRADE 2
  A machinesmith may add this upgrade to their converter 
  greatwork at 10th level. The converter grants the following 
  spell-like abilities costing 1 charge – frost fall, hypnotic 
  pattern, and levitate; costing 2 charges – sleet storm and 
  wind wall.
  CONVERTER UPGRADE 3
  A machinesmith may add this upgrade to their converter 
  greatwork at 15th level. The converter grants the following 
  spell-like abilities costing 2 charges – discordant blast and 
  shifting sand; costing 3 charges – ball lightning, haste, and 
  shocking image.
  CONVERTER UPGRADE 4
  A machinesmith may add this upgrade to their converter 
  greatwork at 20th level. The converter grants the following 
  spell-like abilities costing 3 charges – implosion, reverse 
  gravity, and telekinesis.
  MOBIUS SUIT
  Some machinesmiths build grand suits powered by mobius 
  energy that provide a variety of defensive abilities and 
  augment their physical prowess. These suits range from 
  vests and harnesses covered in arrays of machinery to 
  sleek powered armor that encases the entire body. More 
  powerful machinesmiths even incorporate some of their 
  gadgets into the mobius suit’s architecture.
  All mobius suits have a suit of armor as their base. The 
  machinesmith must be proficient with the base armor for 
  their mobius suit, as well as physically possess it through 
  purchase, discovery as treasure, or from a feat, trait, or 
  other ability. It takes one day to properly fit a suit of armor 
  with the mobius generator and any integrated gadgets. If 
  the mobius suit is lost or destroyed, the machinesmith must 
  have a new suit of armor to create a new mobius suit and 
  must follow the same steps as he did to create the original. 
  If the machinesmith wishes to create a new mobius suit and 
  the original still exists, he must either destroy the mobius 
  generator on the old suit or completely disassemble the 
  old suit. Disassembling a mobius suit takes one hour and 
  requires a Craft (armorsmithing) skill check with a DC 
  equal to the machinesmith’s level + Intelligence modifier + 
  any enhancement bonuses 
  the suit possesses. Success 
  indicates that the mobius 
  core and any integrated 
  3.5 SYSTEM COMPATIBLE
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  NeoExodus chronicles:
  cutting edge machinesmith
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  gadgets have been removed and can be placed into a new 
  suit. Failure means any integrated gadgets have been 
  retrieved but the greatwork must be rebuilt from scratch; 
  this skill check cannot be retried. 
  A machinesmith with a mobius suit follows all standard 
  rules for performing upgrades on their greatwork as outlined 
  on pp. 3–4 of Classes of NeoExodus: Machinesmith.
  BASE MOBIUS SUIT
  The mobius suit has statistics equal to the base armor 
  from which it is constructed with a +1 class bonus to 
  AC. It receives a number of charges equal to ½ the 
  machinesmith’s class level (minimum 1) + Intelligence 
  modifier.
  By expending 1 charge as a swift action, the 
  machinesmith may gain either DR 1/- or energy 
  resistance 5 against acid, cold, electricity, or fire 
  (select one). This ability lasts a number of rounds equal 
  to the machinesmith’s Intelligence modifier.
  MOBIUS SUIT UPGRADE 1
  A machinesmith may add this upgrade to their mobius suit 
  greatwork at 5th level. After being upgraded, the mobius 
  suit provides either DR 2/- or energy resistance 10 when 
  its base ability is activated. 
  In addition, by expending 1 charge as an immediate action 
  before making a Reflex saving throw to reduce damage 
  from an effect, the machinesmith gains the evasion ability 
  against that effect and takes no damage if the saving throw 
  is successful.
  Due to frequently working with powered armor, the 
  machinesmith also gains medium armor proficiency as a 
  bonus feat.
  Finally, the machinesmith learns how to build gadgets 
  into the mobius suit. The mobius suit gains one integrated 
  gadget slot. An integrated gadget is considered part of 
  the mobius suit instead of a separate object. Integrated 
  gadgets no longer need to be held or worn to be activated, 
  and they do not take up any magic item slots. Refitting a 
  mobius suit by adding or removing integrated gadgets does 
  not require a Craft skill check, but does take one day of 
  labor. If the mobius suit is lost or destroyed, any integrated 
  gadgets are also lost or destroyed.
  MOBIUS SUIT UPGRADE 2
  A machinesmith may add this upgrade to their mobius 
  suit greatwork at 10th level. The mobius suit improves to 
  providing a +2 class bonus to AC, and DR 3/- or energy 
  resistance 20 when activating its base ability.  
  In addition, by expending 1 charge as an immediate 
  action before making a Fortitude or Will saving throw 
  against an effect with a partial effect on a successful save, 
  the machinesmith gains the mettle ability against that 
  
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  NeoExodus chronicles:
  cutting edge machinesmith
  effect and suffers no effects from the attack if the saving 
  throw is successful.
  The machinesmith is also now familiar with all armor 
  types, and gains heavy armor proficiency as a bonus feat. 
  The machinesmith’s mobius suit now has two integrated 
  gadget slots.
  MOBIUS SUIT UPGRADE 3
  A machinesmith may add this upgrade to their mobius suit 
  greatwork at 15th level. After being upgraded, the mobius 
  suit provides either DR 4/- or energy resistance 30 when 
  its base ability is activated. 
  In addition, by expending 1 charge as a swift action the 
  machinesmith may greatly improve the mobius suit’s 
  ability to resist firearms. A machinesmith retains their 
  armor bonus to AC against firearms attacks regardless of 
  range or any other factor (including a gunslinger using 
  grit). This ability lasts a number of rounds equal to the 
  machinesmith’s Intelligence modifier.
  The machinesmith’s mobius suit now has three integrated 
  gadget slots.
  MOBIUS SUIT UPGRADE 4
  A machinesmith may add this upgrade to their mobius suit 
  greatwork at 20th level. After being upgraded, the mobius 
  suit provides either DR 5/- or energy resistance immunity 
  when its base ability is activated. 
  In addition, by expending 1 charge as an immediate action 
  when an opponent threatens a critical hit, a machinesmith 
  may gain a dodge bonus to AC equal to their Intelligence 
  modifier against the critical confirmation roll.
  The machinesmith’s mobius suit now has four integrated 
  gadget slots.
  NEW MACHINESMITH TRICKS
  The augmentations, gadgets, and techniques listed here 
  expand the selectable options for machinesmith tricks. 
  Unless noted otherwise, all of these tricks follow the 
  standard rules as outlined on page 7 of Classes of 
  NeoExodus: Machinesmith. 
  AUGMENTATIONS (CONVERTER)
  Absorb Energy (Su): The converter allows the 
  machinesmith to absorb 3 points of energy damage per 
  class level, similar to the protection from energy spell. If 
  at least 30 points of energy from a single magical source 
  are absorbed in a single round by this ability, the converter 
  regains 1 expended charge. Reconfiguring the converter 
  to absorb a different energy type or reactivating the 
  converter after it has absorbed its damage maximum takes 
  1 minute. This ability is suppressed while the converter 
  has no expended charges, but is otherwise continuous. A 
  machinesmith must be at least 10th level before selecting 
  this trick.
  Amplify Energy (Su): The machinesmith adds hardware 
  dedicated to increasing the power output of his converter. 
  Whenever the machinesmith uses any prototype, gadget, 
  or magic item effect that deals energy damage, they may 
  add +1 to any DCs for saving throws against that effect. 
  A machinesmith must be at least 8th level before selecting 
  this trick.
  Shape Energy (Su): The machinesmith’s converter 
  learns how to manipulate existing concentrations of 
  energy. By expending 1 charge as a standard action, the 
  machinesmith may reshape a non-instantaneous energy 
  effect (or nonmagical energy source such as a fire). The 
  machinesmith may reshape one ten-foot cube of the 
  effect’s area per two class levels, up to a maximum of the 
  effect’s original area. The area affected by this ability is 
  subject to all standard rules of shapeable areas of effect. 
  An area that is completely reshaped must remain adjacent 
  to the original point of origin. If the effect being reshaped 
  is magical and its original caster is within line of sight 
  of the effect, that caster can make a Will saving throw to 
  negate this ability.
  Shape Energy, Emergency (Su): The machinesmith 
  recalibrates his converter’s ability to shape energy to 
  function at a much faster rate by drawing on more mobius 
  energy. By expending 2 charges as an immediate action, 
  the machinesmith may reshape an instantaneous energy 
  effect that includes the machinesmith in its area of effect. 
  This ability otherwise follows the rules for Shape Energy. 
  A machinesmith must be at least 12th level and have the 
  Shape Energy trick before selecting this trick.
  AUGMENTATIONS (MOBIUS SUIT)
  Expert Systems (Su): The machinesmith selects one 
  Dexterity- or Strength-based skill. As long as the mobius 
  suit has at least 1 charge remaining, the machinesmith 
  gains a +3 competence bonus to that skill. A machinesmith 
  can select this trick multiple times, but must choose a 
  different skill each time.
  Lifting Servos (Su): As long as the mobius suit has at 
  least 1 charge remaining, the machinesmith can lift and 
  carry great amounts of weight as described by the ant haul 
  spell.
  Redline (Su): The machinesmith can supercharge a 
  mobius suit with its generator’s energy as a swift action, 
  gaining a +6 enhancement bonus to Strength and Dexterity 
  for 10 minutes. After using this ability, all of the mobius 
  suit’s abilities other than the base armor stats (including 
  those from augmentations) are suppressed for 1 hour while 
  the mobius core recharges.
  Reroute Power (Su): The machinesmith has installed 
  redundant power conduits that allow the mobius suit to 
  route power directly from its core to any integrated gadget. 
  By expending 1 charge as a swift action, the machinesmith 
  can increase the duration of an active integrated gadget 
  by an amount equal to its original duration. Gadgets that 
  
  NeoExodus chronicles:
  cutting edge machinesmith
  4
  1 minute of operating its hand crank, but a flask of acid 
  must be used as fuel to store the charge.
  Gun Turret (Ex): The machinesmith has learned to 
  expand his turret technology to include firearms. This 
  device can be fitted to any one- or two-handed firearm 
  and has a magazine attachment capable of holding 20 
  alchemical cartridges. A gun turret is otherwise identical 
  to a crossbow turret, including the improvements provided 
  by the entire crossbow turret chain of machinesmith tricks. 
  A machinesmith must have the Crossbow Turret trick and 
  the Gunsmithing feat before selecting this trick.
  Impact Knuckles (Su): The machinesmith creates a 
  device capable of discharging a potent blast of force into 
  a contacted opponent. Impact knuckles must be held or 
  worn on a ring item slot to be used. Activating the gadget 
  is a standard action that generates a charge of force as 
  by the force punch spell. This charge of force is highly 
  unstable, however; if it is not discharged into an opponent 
  within 5 rounds, it damages and knocks the machinesmith 
  prone. The machinesmith can use this gadget only after it 
  has been charged. Impact knuckles can be recharged by 
  exposing them to sunlight for 8 hours. A machinesmith 
  must be at least 5th level before selecting this trick.
  Performance-enhancing 
  Injector 
  (Ex): 
  The 
  machinesmith creates a device capable of synthesizing a 
  number of substances that enhance his metabolic processes. 
  A performance-enhancing injector must be held or worn 
  on the neck item slot to be used. Activating the gadget 
  is a standard action that injects a variety of compounds 
  into the machinesmith as by the polypurpose panacea 
  spell. The machinesmith may benefit from only one effect 
  of this gadget at a time. The performance-enhancing 
  injector holds 5 charges and regains 1 charge per hour. It 
  synthesizes its compounds from air, water, and the basic 
  organic material found in virtually any environment; thus, 
  in most situations the machinesmith will be able to refuel 
  the gadget as part of daily activity (consider refueling 
  as easy as obtaining unpriced material components). In 
  certain rare situations, the machinesmith’s ability to fuel 
  the gadget may be limited (GMs discretion).
  Proximity Mine (Ex): The machinesmith can create 
  explosive charges that detonate when approached by 
  creatures. These traps are made even more effective by 
  light-refracting casings that blend into any surface. A 
  proximity mine operates similar to a greater glyph of 
  warding except as noted here. Proximity mines can only 
  be used to imitate blast glyphs, not spell glyphs. The type 
  of energy damage dealt by a proximity mine is chosen 
  when the gadget is first created. A machinesmith may have 
  a number of proximity mines equal to their Intelligence 
  modifier prepared at any one time. The mine is destroyed 
  upon detonation, so the machinesmith must build a new 
  one. Building a proximity mine costs 100 gp and requires 
  8 hours of work. 
  normally require some form of fuel do not need additional 
  fuel for the extra duration, which is provided by energy 
  directly from the mobius core. A machinesmith must be at 
  least 8th level before selecting this trick.
  GADGETS
  Cluster Rocket Tube (Ex): The machinesmith creates 
  a device containing a sequence of guided explosive 
  charges that create colorful bursts of fire and light. 
  Activating a cluster rocket tube is a standard action; once 
  activated, it launches one rocket per round for a number 
  of rounds equal to the machinesmith’s level, similar to the 
  snapdragon fireworks spell. The machinesmith must take 
  a move action each round to aim the projectile; otherwise, 
  a rocket will still discharge during that round and explode 
  in the machinesmith’s square. Cluster rocket tubes are 
  relatively bulky Medium-sized items that weigh 10 lbs. 
  with AC 8 (when not in use), Hardness 5, and 20 hp. 
  They must either be held with two hands or worn on the 
  machinesmith’s shoulder item slot; to be used, they must 
  be held in/aimed with one hand. Reloading a cluster rocket 
  tube takes 10 minutes and requires one dose of black 
  powder per rocket as fuel.
  Doomsday Shelter (Su): The machinesmith builds a 
  device that generates a powerful yet limited bubble of 
  force to protect against virtually any hazard. The doomsday 
  shelter must be held to be activated, but its emergency-use 
  design allows it to be activated as an immediate action. 
  When activated, the doomsday shelter creates a resilient 
  sphere centered on the machinesmith that lasts for 5 
  minutes. The machinesmith can use this gadget only after 
  it has been charged. Charging the gadget requires a full 
  hour of operating its hand crank. A machinesmith must be 
  at least 5th level before selecting this trick.
  Electrical Fluctuator (Ex): The machinesmith creates 
  a device that stores a powerful electromagnetic charge 
  capable of wreaking havoc on technology. The electrical 
  fluctuator must be held to be used. Activating this gadget is 
  a standard action. When activated, the electrical fluctuator 
  releases its charge in a 30-foot radius burst that suppresses 
  any active machinesmith gadgets and dazes any constructs 
  (including any objects created by drone spells) for 1d4 
  rounds. The machinesmith can use this gadget only after 
  it has been charged. Charging the gadget requires just 1 
  minute of operating its hand crank, but a series of five 
  flasks of acid must be used as fuel to store the charge. A 
  machinesmith must be at least 12th level before selecting 
  this trick.
  Electrical Resonance Generator (Ex): The machinesmith 
  creates a device that can discharge electricity into 
  opponents. The electrical resonance generator must be 
  held or worn on the body or chest item slot to be 
  used. Activating this gadget is a standard action. When 
  activated, the machinesmith is protected as by a defensive 
  shock spell. The machinesmith can use this gadget only 
  after it has been charged. Charging the gadget requires just 
  
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  NeoExodus chronicles:
  cutting edge machinesmith
  Placing a proximity mine is a full-round action; the gadget 
  arms and activates 1 round later. Due to its light-refracting 
  casing, proximity mines have a DC 25 + ½ machinesmith’s 
  class level to detect and disarm despite not being magical 
  traps. A proximity mine wards a 10-foot radius area and by 
  default is set to detonate if any creature of Tiny or larger 
  size enters its ward radius. A proximity mine can also be 
  set to detonate according to minimum height or maximum 
  weight, or by creature type, subtype, or kind by making 
  an appropriate Knowledge skill check against a DC 10 + 
  monster’s CR. Proximity mines cannot be set according 
  to alignment or religion. Once set, a proximity mine can 
  only be detonated or disarmed (which destroys it); until 
  destroyed, the mine counts against the machinesmith’s 
  limit of prepared mines.
  A machinesmith must be at least 5th level before selecting 
  this trick.
  Restraining Cable (Ex): The machinesmith creates a 
  device capable of launching a weighted steel cable that 
  can wrap around and restrain an opponent. A restraining 
  cable must be held or worn on the wrist item slot to be 
  used. Activating a restraining cable is a standard action. 
  Upon activation, the machinesmith makes a ranged attack 
  roll against an opponent within 30 feet. A successful 
  attack deals 1d6 nonlethal damage. Small-, Medium-, or 
  Large-sized opponents must also make a Reflex save or be 
  entangled by the cable. An entangled creature can burst the 
  cable or escape from it with a DC 25 Strength or Escape 
  Artist check. The cable has Hardness 10 and 3 hp. A burst 
  or destroyed cable requires that the gadget be completely 
  rebuilt. Reloading the cable back into the gadget takes 1 
  minute. A machinesmith must be at least 3rd level before 
  selecting this trick.
  Shimmer Cloak (Su): The machinesmith upgrades his 
  invisibility cloak to produce a diminished effect after its 
  original effect ends. The gadget follows the standard rules 
  for the invisibility cloak trick, but when the invisibility 
  effect ends the machinesmith gains the effects of a 
  displacement spell. A machinesmith must be at least 9th 
  level before selecting this trick.
  Sonic Digger (Su): This device can emit a concentrated blast 
  of high-frequency sonic energy capable of undermining 
  the structure of dirt and soil. A sonic digger must be held 
  to be used. Activating a sonic digger is a standard action. 
  While irritating to the hearing of those nearby, the gadget 
  causes no actual damage to creatures. Aimed at a square 
  adjacent to the machinesmith, the gadget opens a 5-foot-
  deep pit as by the expeditious excavation spell with the 
  sonic descriptor. Using a sonic digger always throws up 
  a burst of grit and debris. A sonic digger is fueled by a 
  thunderstone and has three charges. Refueling the gadget 
  with a new thunderstone is a full-round action.
  Tactical Communicator (Su): These two matching devices 
  are designed to allow rapid communication between the 
  machinesmith and an ally in combat, augmenting their 
  ability to coordinate. A tactical communicator must be 
  worn on the head item slot by both the machinesmith and 
  his ally to be used. Activating a tactical communicator is 
  a standard action for the machinesmith. Once activated, 
  the machinesmith and his ally can communicate as by the 
  battlemind link spell with the sonic descriptor. The gadget 
  can be activated once a day and remains active for 10 
  minutes. The tactical communicator can be recharged by 
  exposing it to sunlight for 8 hours. A machinesmith must 
  be at least 12th level before selecting this trick.
  Target Illuminator (Su): The machinesmith creates a 
  device capable of emitting a focused beam of light to help 
  target ranged weapons. A target illuminator must be held or 
  attached to a crossbow or firearm to be used. Attaching or 
  removing the illuminator to a crossbow or firearm takes 1 
  hour. Activating the illuminator takes a move action. Once 
  activated, the gadget allows the machinesmith to command 
  all of his deployed turrets to attack a particular target as a 
  swift action. If the target illuminator is attached to a ranged 
  weapon, when using that weapon the machinesmith gains 
  a +2 competence bonus on attack rolls and can reroll miss 
  chances from concealment. The target illuminator’s beam 
  of light is disrupted easily, and its line of effect is blocked 
  by fog or smoke. The gadget can be activated once a day 
  and remains active for 5 minutes. The target illuminator 
  can be recharged by exposing it to sunlight for 8 hours. A 
  machinesmith must be at least 8th level before selecting 
  this trick.
  Temporal Isolator (Su): The machinesmith has managed 
  to create a protective device that manipulates time itself on 
  a localized scale. A temporal isolator must be held or worn 
  on the wrist item slot to be used. Activating the isolator is 
  an immediate action. Once activated, the machinesmith is 
  immediately placed into a state of suspended animation, 
  similar to the temporal stasis spell. The duration of this 
  effect can be any length of time from 1 round to 30 
  minutes, determined by the gadget’s settings. Adjusting the 
  duration of a temporal isolator is a full-round action. After 
  use, the gadget is rendered inert for 12 hours. A gemstone 
  worth at least 500 gp is used as a focus for the temporal 
  isolator’s energies and acts as the fuel for the gadget, 
  burning to worthless dust upon activation. A machinesmith 
  must be at least 15th level before selecting this trick.
  TECHNIQUES
  Caustic Refuter (Su): The machinesmith can refute 
  magic with such condescension and patronizing words 
  that spellcasters are bewildered. When the machinesmith 
  successfully uses the axiom ability to dispel a magical 
  effect and the caster of that effect can see and hear the 
  machinesmith, that caster must make a Will save or be 
  stunned for 1 round. This ability also affects spellcasters 
  whose spells are resisted by the counter science ability 
  of the technologist archetype. A machinesmith must be at 
  least 10th level before selecting this trick.
  
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  Drone Expert (Ex): The machinesmith has developed 
  higher-quality drone prototypes that exceed normal 
  performance specifications. All objects and constructs 
  created by drone prototypes (including pocket army) gain 
  a +2 deflection bonus to AC, a +1 enhancement bonus 
  on attack rolls, and +5 hp. The bonuses provided by the 
  guardian drone and servant drone prototypes increase 
  to +3. A machinesmith must be at least 6th level before 
  selecting this trick.
  Hand-Eye Coordination (Ex): The machinesmith is 
  adept at aiming technology-based weapons in the heat 
  of combat. The machinesmith gains a +1 competence 
  bonus on attack rolls required by prototypes, gadgets, or 
  greatwork effects. This bonus increases by +1 for every 
  four levels above 8th, to a maximum of +4 at 20th level. 
  A machinesmith must be at least 8th level before selecting 
  this trick.
  Recycled Parts (Su): The machinesmith values and 
  hoards every component of his technology, reusing and 
  incorporating parts from one prototype into another. 
  Within 1 round of releasing a prototype, the machinesmith 
  can use a move action to instantly re-prepare that prototype 
  by sacrificing a prepared prototype or open prototype slot 
  of equal or higher level.
  ARCHETYPES
  GADGETEER
  Some machinesmiths eschew the labor and effort of 
  creating a greatwork, instead preferring to focus their 
  technological and creative abilities on a wider array of 
  smaller devices. What they lack in focused power they 
  more than make up for in versatility.
  Enhanced Prototypes – The gadgeteer can prepare one 
  additional prototype of each level that he can normally 
  prepare. This ability replaces greatwork.
  Reverse Engineering (Ex) – At 5th level, a gadgeteer 
  understands the nuanced workings of both magical and 
  technological devices, and may use her Intelligence 
  modifier instead of her Charisma modifier when making 
  Use Magic Device skill checks. This ability replaces 
  upgrade.
  Mass Production (Ex) – At 7th level, a gadgeteer can 
  create a high volume of minor magical items in a short 
  amount of time. Whenever a gadgeteer creates a single-use 
  wondrous item, he may create a quantity of the item up to 
  his Intelligence modifier in the same amount of time as he 
  would need to make one. The gadgeteer must still pay the 
  standard cost for crafting each of the items. This ability 
  replaces axiom.
  Drone Logic Systems (Ex) – At 10th level, a gadgeteer 
  can issue a command to any object or construct created by 
  drone spells as a free action instead of a move action. This 
  ability replaces upgrade.
  Fuel Efficiency (Ex) – At 15th level, a gadgeteer gains the 
  ability to recharge a single gadget as a standard action 1/
  day. Any fuel required by the gadget still must be provided. 
  This ability replaces upgrade.
  Overclock (Su) – At 20th level, a gadgeteer gains the 
  ability to increase any variable numeric effects (including 
  bonuses to those dice rolls) of a gadget, prototype, or 
  wondrous item by half. Saving throws and opposed rolls 
  are not affected, nor are effects without random variables. 
  A gadgeteer can use this ability a number of times per day 
  equal to their Intelligence modifier. This ability replaces 
  upgrade.
  WONDERBUILDER
  Some machinesmiths are filled with such inspiration that 
  they turn their talents to creating not one, but multiple 
  greatworks. While they may lack the breadth of ability of 
  their peers, the sight of a machinesmith wielding multiple 
  mobius core-fuelled technological marvels is enough to 
  awe any opponent.
  Diminished Prototypes – A wonderbuilder prepares one 
  fewer prototype of each level than normal. If this reduces 
  the number of prototypes at a specific level to 0, a 
  wonderbuilder may use prototypes of that level only if 
  their Intelligence allows bonus prototypes for that level.
  Secondary Greatwork (Su) – At 5th level, a wonderbuilder 
  creates a second mobius core-powered greatwork. This 
  ability replaces upgrade.
  Dual Upgrade (Su) – At 10th level, a wonderbuilder 
  upgrades both of his greatworks, gaining the upgrade 1 
  abilities for both of them. This ability replaces upgrade.
  Tertiary Greatwork (Su) – At 15th level, a wonderbuilder 
  creates a third mobius core-powered greatwork. In addition, 
  the wonderbuilder gains upgrade 2 abilities on their first 
  greatwork. This ability replaces upgrade.
  Wonders of the Ages (Su) – At 20th level, a wonderbuilder 
  upgrades all three of their greatworks, gaining upgrade 3 
  abilities for the first greatwork, upgrade 2 abilities for the 
  second greatwork, and upgrade 1 abilities for the third 
  greatwork. In addition, a wonderbuilder can expend 2 
  charges from one of their greatworks to recharge 1 charge 
  in either of the other two. This ability replaces upgrade.
  NEW MACHINESMITH 
  PROTOTYPES
  DRONE TURRETS
  School transmutation; Level machinesmith 3
  Casting Time 1 standard action
  Components V,S,M (small clockwork devices with six 
  mechanized legs)
  Range medium (100 ft. + 10 ft./level)
  Targets crossbow or gun turrets
  
  7
  NeoExodus chronicles:
  cutting edge machinesmith
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell animates any or all of a machinesmith’s 
  deployed crossbow or gun turrets, granting them a measure 
  of mobility. Each turret can be ordered to move to a 
  new location with a base speed of 20 feet whenever the 
  machinesmith gives it commands. If a turret’s target moves 
  out of line of sight, it will automatically attempt to move to 
  where its target was last seen. 
  EXTERMINATOR DRONE
  School transmutation; Level machinesmith 5
  Casting Time 1 round
  Components V,S,M (small clockwork device shaped like 
  a serpent with multiple rotors)
  Range 10 miles
  Effect one drone
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell animates a tiny drone that takes flight from the 
  caster’s hand and transmutes into a Medium-sized rotary 
  drone with a serpentine body. The exterminator drone 
  proceeds to pursue and attack a single target visualized by 
  the caster at a particular location within range. If the target 
  is not at the location when the exterminator drone arrives, 
  the drone will attempt to track the target down. Once an 
  exterminator drone is given a target, it attacks that target 
  until the target is dead, the spell’s duration expires, or the 
  drone is destroyed or dismissed.
  An exterminator drone may be targeted by spells and 
  mundane attacks. It has AC 15, Hardness 10, and 30 hp + 2 
  per caster level. It has a fly speed of 100 feet (good) and an 
  effective overland flight speed of 50 mph when racing to 
  its target location. It can make a ranged firearm attack with 
  a 50’ range increment or two melee attacks with hooked 
  blades, all dealing 1d10 +1 damage per two caster levels 
  (bludgeoning and piercing for the ranged attack; slashing 
  for the melee attacks).  The damage is considered magical 
  for purposes of DR; its critical range is 20/x4 (ranged) or 
  18-20/x2 (melee). It uses the caster’s base attack bonus + 
  caster’s Intelligence bonus for all attacks. It is considered 
  an object and is immune to nonlethal damage and critical 
  hits. The drone can make Fly, Perception, and Survival 
  skill checks with a bonus equal to the caster level + 
  caster’s Intelligence bonus. It is considered a magic item 
  for purposes of saving throws with all saves equal to 2 + 
  caster level.
  IRRITANT DRONES
  School transmutation; Level machinesmith 3
  Casting Time 1 standard action
  Components V,S,M (a handful of miniature clockwork 
  devices shaped like insects)
  Range medium (100 ft. + 10 ft./level)
  Effect drone swarms
  Duration 1 round/level (D)
  Saving Throw Fortitude partial; Spell Resistance no
  This spell animates a host of diminutive drones that harass 
  the caster’s enemies. The drones are too small to cause 
  much damage, but can distract opponents in a manner 
  similar to a swarm of insects. One swarm of drones is 
  animated for every five caster levels, to a maximum of four 
  swarms at 20th level. As part of casting the spell, the caster 
  directs each swarm against one opponent within range. 
  On the caster’s turn, any opponent targeted by a swarm of 
  irritant drones takes 1d6 points of piercing damage and is 
  nauseated for 1 round. A successful Fortitude save negates 
  the nauseated condition. If a target moves beyond the 
  range of the spell, the drone swarm returns to the caster. 
  As long as the spell is active, the caster may direct a drone 
  swarm to a different target within range as a move action. 
  An irritant drone swarm may be targeted by spells or 
  mundane attacks. It has AC 16 and 10 hp + 1 per caster 
  level. It is considered an object and is immune to nonlethal 
  damage and critical hits. It is treated as a swarm of 
  diminutive flying creatures for the purposes of spells, 
  effects, and weapon attacks. It is considered a magic item 
  for purposes of saving throws with all saves equal to 2 + 
  caster level.
  SERVANT DRONE
  School transmutation; Level machinesmith 1
  Casting Time 1 standard action
  Components V,S,M (small clockwork device shaped like 
  a humanoid with numerous tool-shaped appendages)
  Range close (25 ft. + 5 ft./2 levels)
  Effect one servant drone
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell animates a Small-sized humanoid construct to 
  assist the machinesmith with tasks. The machinesmith can 
  direct the drone to perform a task as a move action. The 
  drone is capable of accomplishing any simple task or using 
  any Dex- or Str-based skill known by the machinesmith, 
  gaining a +1 competence bonus to all skill checks. 
  The servant drone may be targeted by spells and mundane 
  attacks. It has AC 12 and 5 hp + 1 per caster level. It has a 
  base movement speed of 30 feet. It is considered an object 
  and is immune to nonlethal damage and critical hits. It is 
  considered a magic item for purposes of saving throws 
  with all saves equal to 2 + caster level.
  SPIDER DRONE TURRETS
  School transmutation; Level machinesmith 4
  Casting Time 1 standard action
  Components V,S,M (small clockwork devices with six 
  mechanized legs)
  Range medium (100 ft. + 10 ft./level)
  Targets crossbow or gun turrets
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  
  NeoExodus chronicles:
  cutting edge machinesmith
  8
  This spell functions like drone turrets, except that affected 
  turrets also gain a climb speed of 15.
  TRACKER DRONES
  School transmutation; Level machinesmith 4
  Casting Time 1 standard action
  Components V,S,M (four small clockwork devices, each 
  shaped like a cylinder with four wings)
  Range 10 miles
  Effect four drones
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  This spell animates four tiny ornithopter-like drones that 
  take flight and attempt to track down the machinesmith’s 
  desired target. The target may be any individual creature 
  the caster has seen or a particular creature type. The drones 
  will immediately begin searching the surrounding area 
  for traces of the target, working methodically outward in 
  a spiral pattern until they find the target’s tracks or reach 
  the spell’s range limit. The four drones make combined 
  Survival skill checks to track a target with a bonus equal to 
  caster level + caster’s Intelligence modifier + 5; they may 
  ignore any movement penalties to this check for moving 
  at double speed.
  Once the drones have located the tracks of a target, all 
  four drones immediately follow them until locating the 
  target.  The four drones immediately begin relaying visual 
  information about the target and surrounding area to the 
  caster, as by the clairvoyance spell. Each drone also can 
  make a single ranged attack against the target, using the 
  caster’s base attack bonus + caster’s Intelligence bonus. 
  This attack has a range of 50 feet and inflicts no damage. 
  A target hit by one or more of the drones is covered in a 
  luminescent dye that acts as a faerie fire spell and lasts 
  for 1 hour per successful attack. It can only be removed 
  by dispel magic or similar effects. The dye also rubs off 
  on the target’s surroundings as it moves, providing a +20 
  enhancement bonus to Survival checks made to track its 
  movement from that point.
  Tracker drones may be targeted by spells and mundane 
  attacks. They have AC 16 and 10 hp + 1 per caster level. 
  They have a fly speed of 100 feet (perfect) and can make 
  Fly and Perception skill checks with a bonus equal to 
  the caster level + caster’s Intelligence modifier. They are 
  considered objects and are immune to nonlethal damage 
  and critical hits. They are considered magic items for 
  purposes of saving throws with all saves equal to 2 + caster 
  level.
  AVAILABLE NOW AT RPGNOW.COM, DRIVETHRURPG.COM AND PAIZO.COM
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  enemies of Neoexodus:
  first ones
  e ne mie s  o f  Ne o e xo du s :
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  LPJXX22
  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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