TEXT: The Gadgeteer
  Mother of Invention
  Interjection
  Games
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  The Gadgeteer: Mother of Invention
  Interjection Games
  TABLE OF CONTENTS
  The Gadgeteer
  1
  Gadgeteer Feats
  5
  Gadgeteer Custom Weapons Summary
  6
  Gadgeteer Custom Weapons List
  9
  Gadgeteer Accessories Summary
  17
  Gadgeteer Accessories List
  18
  Legal
  36
  i
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  THE GADGETEER
  In a world where magic is commonplace and the laws of
  physics are frequently told to sit down and shut up, there
  seems to be little call for those who study how to work
  within
  those
  same
  constraints.
  Then
  again,
  most
  gadgeteers suggest that an appreciation for their work has
  less to do with its utility and more to do with a
  combination of wizard arrogance and antimagic field
  lethality. Science does indeed bow to magic when it comes
  to sheer functionality, but where magic is slow and
  ponderous, requiring weeks, perhaps months of effort to
  simply change the shape of a fireball, science is fast and
  flexible, requiring mere minutes in some cases to produce
  something
  brand
  new
  for
  experimentation.
  Curious
  and
  always
  eager
  to
  try
  something
  new,
  gadgeteers embody the flexibility that is the greatest
  advantage of science over magic. Though an outside
  observer would not hesitate to call a gadgeteer impulsive,
  there is a method to the madness, one that produces all
  sorts
  of
  ridiculous,
  yet
  oddly
  effective,
  equipment.
  Role: With booklearning similar to that of a wizard and
  practical mechanical experience similar to that of a rogue,
  the gadgeteer is a master of odd trivia who just so
  happens to carry around a plethora of killer hand­made
  gadgets. Depending on the gadgets selected, a gadgeteer
  can support from the back lines or get stuck in with her
  martial friends.
  Alignment: Any. It takes a singular drive and a strong
  imagination to become a gadgeteer. Whether the career is
  pursued to do good, to do ill, or to be done for the sake of
  doing it is not relevant.
  Hit Die: d8
  Starting Wealth: 1d4x10 (average 25 gp.) In addition,
  each character begins play with an outfit worth 10 gp or
  less. Gadgeteers also begin play with a weapon worth 15
  gp or less. This weapon is the gadgeteer's first custom
  weapon.
  1
  Table: The Gadgeteer
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Class Skills
  The gadgeteer's class skills are Appraise (Int), Craft (any)
  (Int), Knowledge (arcana) (Int), Knowledge (engineering)
  (Int), Knowledge (geography) (Int), Knowledge (history)
  (Int), Knowledge (planes) (Int), Linguistics (Int), Open
  Lock
  (Dex),
  Perception
  (Wis),
  Profession
  (Wis).
  Skill Ranks per Level: 4 + Int modifier
  CLASS FEATURES
  All of the following are class features of the gadgeteer.
  Weapon Proficiency: Gadgeteers are proficient with
  simple weapons, the light hammer, the warhammer, and
  the lucerne hammer.
  Armor
  and
  Shield
  Proficiency:
  Gadgeteers
  are
  proficient with medium armor and shields, but not tower
  shields. A gadgeteer wearing armor or using a shield with
  which
  he
  is
  not
  proficient
  cannot
  use
  accessories.
  Gadgets
  Rather than cast spells, a gadgeteer prepares gadgets
  drawn from the Accessories List and the Custom Weapons
  List. A gadgeteer must prepare her accessories and
  custom
  weapons
  ahead
  of
  time.
  The
  process
  of
  preparation is different for each of these categories and is
  discussed
  in
  their
  respective
  subsections.
  As gadgeteers are frequently called upon to think fast and
  juryrig faster, they have no spellbook equivalent. Instead,
  a gadgeteer simply knows all gadgets for which she meets
  the minimum requirements. To build or use an accessory
  or
  custom
  weapon,
  the
  gadgeteer
  must
  have
  an
  Intelligence score equal to at least 10 + the total Structure
  Point (SP) cost of the item. The Difficulty Class for a
  saving throw against a gadgeteer's gadget is 10 + ½ the
  gadgeteer's class level + the gadgeteer's Intelligence
  modifier unless stated otherwise in a gadget's entry.
  Blanks ­ A blank is an empty accessory or custom weapon
  slot that can be filled with an item prepared by the
  gadgeteer. A gadgeteer begins play with 2 SP assigned
  directly to each blank. This increases by +1 at 3rd level,
  7th level, and every 4 levels beyond 7th, to a maximum of
  7 SP per blank at 19th level. When preparing an accessory
  or custom weapon, the SP assigned directly to that blank
  are used before any SP from the gadgeteer's Spare Parts
  class feature are used. Any directly­assigned SP that are
  not used on a blank cannot be used on another blank.
  A gadgeteer begins play with one accessory blank and one
  custom weapon blank. If a gadgeteer is separated from
  her equipment, she cannot service or modify her blanks.
  Accessories
  –
  Accessories
  are
  fantastic
  standalone
  gadgets that fulfill a variety of functions. When preparing
  an accessory for the day, the gadgeteer first selects the
  accessory to prepare and pays its base SP cost. The
  gadgeteer can then add to the power of that accessory by
  selecting from a number of addons designed specifically
  for that accessory. Unless otherwise stated, each
  addon can only be selected once.
  A gadgeteer must prepare her accessories ahead of time
  by getting 8 hours of sleep and spending 1 hour building
  or
  servicing
  them
  from
  memory.
  While
  building
  accessories, the gadgeteer can reduce any number of her
  accessories back down to a blank in order to reclaim SP
  and build something new. If she wishes it, she can service
  an accessory, replenishing the daily uses of an accessory,
  but otherwise keeping it intact. If, for some reason, the
  gadgeteer's current Intelligence is less than the minimum
  Intelligence required to operate a particular accessory, she
  cannot service it; however, she may still reduce the
  accessory back down to a blank.
  If a gadgeteer does not prepare accessories for the day,
  she does not replenish daily uses.
  Custom Weapons – Custom weapons are just that,
  perfectly
  normal
  stock
  weapons
  that
  the
  gadgeteer
  modifies. Only the creator is proficient with a given
  custom weapon, and then only if the creator is proficient
  with stock weapons of that type. The wielder gains
  absolutely no benefit from any of the gadgets applied to a
  custom
  weapon
  if
  she
  is
  not
  proficient
  with the weapon.
  There are three types of gadgets that can be applied to a
  custom
  weapon:
  offensive,
  defensive,
  and
  addons.
  Gadgets with the offensive and defensive descriptors tend
  to scale with character level and are generally very
  efficient uses of SP; however, only a single gadget of each
  descriptor can be added to a custom weapon. Gadgets
  with the addon descriptor are generally smaller support
  abilities or weaker variants of offensive and defensive
  gadgets. Though addons are an inefficient use of SP, there
  is no limit to how many can be added to a custom weapon.
  In order to build a custom weapon, the gadgeteer must
  supply the base weapon. There is no limit to the quality of
  weapon used in this process; anything from a longsword
  to a +5 vorpal longsword may be used. The enhancement
  bonus and any weapon special abilities present on a
  weapon to be converted into a custom weapon are
  suppressed by the conversion process. If the gadgeteer
  expends a number of SP equal to the enhancement bonus
  of the weapon, or an amount of SP equal to twice the base
  price modifier of a weapon special ability, the resulting
  custom weapon retains that bonus or ability. (A weapon
  special ability with a flat price is ALWAYS suppressed.) If
  a custom weapon turns back into a standard weapon,
  these suppression effects end immediately.
  The process of custom weapon construction is very time
  consuming, requiring 8 hours of effort to assemble and/or
  disassemble a single custom weapon. The ability to both
  assemble and disassemble in a single 8 hour session is
  particularly useful when the gadgeteer has no spare
  custom weapon blanks remaining, but desires to build
  something. If a gadgeteer assembles a custom weapon,
  she has done her crafting for the day and cannot make
  magic items.
  Whenever a gadgeteer prepares accessories for the day,
  she also replenishes any daily use abilities present on her
  custom
  weapons.
  If
  a
  gadgeteer
  does
  not
  prepare
  accessories for the day, she does not replenish any
  custom
  weapon
  daily
  use
  abilities.
  2
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Professional Angle (Ex): As is the case with everyone,
  the gadgeteer's past defines her present and future. At 1st
  level, select one of the professional angles detailed below.
  Adventurer – Necessity is the mother of invention.
  Daring escapes and heavy investment into the element of
  surprise being the norm, the adventuring gadgeteer's
  reflexes and physical ability are far beyond that of her
  more
  urbane
  colleagues.
  A
  gadgeteer
  with
  this
  professional angle uses the Professional Angle saving
  throw progression presented in Table: The Gadgeteer
  instead of the normal progression listed for her Reflex
  saving throw. In addition, she adds Acrobatics (Dex),
  Climb (Str), and Knowledge (dungeoneering) (Int) to her
  list of class skills.
  Patronized – A comfortable existence is quite easy when
  there is a rich fellow out there who likes a gadgeteer's
  work. Rather than being forced to be excessively creative
  and push the envelope to make a name for herself, a
  patronized gadgeteer learns the use of flowery words to
  please her noble patron and keep the money flowing. A
  gadgeteer
  with
  this
  professional
  angle
  uses
  the
  Professional Angle saving throw progression presented in
  Table: The Gadgeteer instead of the normal progression
  listed for her Will saving throw. In addition, she adds
  Bluff (Cha), Diplomacy (Cha), and Knowledge (nobility)
  (Int) to her list of class skills.
  Sole Proprietor – Some gadgeteers settle down and open
  a little shop in a fairly cheap neighborhood of a city large
  enough to support their craft. Forced to try new and
  inventive things to one­up the competition, regular
  catastrophic failures and their subsequent explosions are
  part of the life of the sole proprietor gadgeteer. A
  gadgeteer
  with
  this
  professional
  angle
  uses
  the
  Professional Angle saving throw progression presented in
  Table: The Gadgeteer instead of the normal progression
  listed for her Fortitude saving throw. In addition, she
  adds Heal (Wis), Knowledge (local) (Int), and Use Magic
  Device (Cha) to her list of class skills.
  Gear Sense (Ex): At 2nd level, a gadgeteer gains an
  intuitive sense that alerts her to danger from mechanical
  traps, giving her a +1 bonus on Reflex saves made to avoid
  mechanical traps and a +1 dodge bonus to AC against
  attacks made by mechanical traps. These bonuses rise to
  +2 when the gadgeteer reaches 6th level, to +3 when she
  reaches 10th level, to +4 when she reaches 14th level, and
  to +5 at 18th. Gear sense bonuses gained from multiple
  classes stack.
  Gear sense also stacks with trap sense. For example, a
  character with trap sense +2 and gear sense +1 has a +2
  bonus to Reflex saves against all traps and a +3 bonus to
  Reflex saves against mechanical traps.
  Spare Parts (Ex): At 2nd level, the gadgeteer begins to
  understand the concept of standardized parts. It simply
  makes everything easier! She gains a secondary pool of
  Structure Points equal to 1/2 her gadgeteer level + her
  Intelligence modifier. These Structure Points can be
  applied to custom weapons and accessories that have
  already spent all of the Structure Points assigned directly
  to their blank.
  Extra Blank (Ex): At 4th level and every 4 levels beyond
  4th, the gadgeteer gains her choice of an additional
  accessory blank or an additional custom weapon blank, to
  a maximum of six blanks at 16th level. A gadgeteer cannot
  have more than four blanks of either type. As such, a 16th
  level gadgeteer will always have two accessory blanks, two
  custom weapon blanks, and two blanks that can be of
  either type.
  gearing of the Fairbairn steam crane
  photograph by Andy Dingley
  Critical Studies (Ex): Gadgeteers always keep up with
  the latest discoveries made by all who seek to learn the
  nature of the universe around them, whether or not the
  particular revelations be magical or mundane in nature.
  At 5th level and every 4 levels thereafter, the gadgeteer
  gains Skill Focus (Knowledge [any]) as a bonus feat.
  Mechanical
  Foresight
  (Ex):
  At
  11th
  level,
  the
  gadgeteer's senses have become attuned to the sound of
  near­silent gears and the tension of a tightly wound
  spring. Whenever she makes a successful Reflex save
  against a mechanical trap that normally deals half damage
  on a successful save, she instead takes no damage.
  Mechanical foresight can be used only if the gadgeteer is
  not suffering from Intelligence damage or drain and is
  wearing medium armor, light armor, or no armor. A
  gadgeteer that is deaf or incapable of making a standard
  action does not gain the benefit of mechanical foresight.
  3
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Masterpiece: At 20th level, the defining moment of a
  gadgeteer's long career is finally realized: the creation of a
  marvel of technology that represents the height of
  methodological
  or
  non­derivative
  research
  and
  development. Select one of the special accessories below.
  Alchemical Implants (Ex) – Long study in the functions
  of living tissue culminates in a small implant placed just
  beside
  the
  pituitary
  gland.
  Amazing,
  the
  gadgeteer
  performs
  the
  operation
  on
  herself!
  She
  receives
  a
  permanent +2 alchemical bonus to all saving throws, as
  well as a +1 alchemical bonus to an ability score of the
  gadgeteer's choice. Once chosen, this ability score cannot
  be changed.
  Automatic Atmospheric Toxin Extractor and Enhancer
  (AATEE) (Ex) – A complex air filtration system is
  connected to a collection of alchemical glassware. Toxins
  are drawn from the air, concentrated, and deposited into
  six vials, one corresponding to each of the six ability
  scores. As a standard action that provokes attacks of
  opportunity, the gadgeteer can douse an adamantine
  needle with the contents of one of the vials and fire it, a
  ranged touch attack with a range increment of 30 feet that
  deals 1d4 points of piercing damage. If the needle hits and
  deals damage, the creature struck must make a DC 20 +
  the gadgeeer's Intelligence modifier Fortitude save or take
  5 ability drain of the appropriate type. If the AATEE is not
  at full capacity, it regenerates a vial of the gadgeteer's
  choice every 8 hours.
  Crystallizer (Su) – Many compounds in this universe can
  exhibit interesting properties if tweaked by a sentient
  mind. Though its natural form is the most stable, ice can
  be formed at standard temperature and pressure if
  another pattern is suggested to it. Once per day as a
  standard action, the gadgeteer can spray a single creature
  in a square she threatens with a slushy ice that uses just
  such a pattern. If the creature is living; is derived from the
  soft bits of formerly live flesh, such as zombies or flesh
  golems; or otherwise contains water, it takes 10d6 cold
  damage and must make a DC 20 + the gadgeteer's
  Intelligence modifier Fortitude save or be destroyed
  instantly by the sudden crystallization process.
  The
  daily
  use
  of
  this
  masterpiece
  refreshes
  when
  accessories are prepared for the day.
  Incendiary Gaze (Ex) – Believing that the realm of the
  mechanical simply isn't as complex, the gadgeteer begins
  to experiment with her own body. Eventually, she installs
  a number of small mirrors and elemental energy focusing
  units directly in her eyes. This grants the gadgeteer a gaze
  attack with a range of 30 feet that deals 3d6 points of fire
  damage with a Reflex save to negate. The gadgeteer may
  turn her gaze attack on or off as a standard action that
  provokes attacks of opportunity.
  Interdimensional Communicator (Su) – The realization
  that this world is but one of many parallel universes
  prompts the gadgeteer to build a complex communication
  device under the assumption that she exists in other
  universes and has done, or is doing, the same thing.
  Amazingly, she's right and can now talk with dozens of
  versions of herself whose worlds are all slightly different.
  Some of them have yet to do things she has done, while
  others already have, thus giving her limited insight into
  her own destiny. Three times per day, the gadgeteer can
  reroll any die roll, even after being told what the result of
  that roll would be.
  Unlike
  lesser
  gadgets,
  the
  daily
  uses
  of
  the
  Interdimensional Communicator are refreshed at dawn,
  not when accessories are prepared. The prevailing logic is
  that, on any given day, enough copies of the gadgeteer
  have been on task to make the network work well enough.
  Universal Lubricant (Ex) – Machines and friction don't
  always get along. While alchemists look for eternal life
  and wealth for themselves through the search for the
  Philosopher's Stone and wizards search for the key to
  penultimate arcane power, a gadgeteer simply searches
  for the ultimate lubricant. Though a frictionless substance
  with a long lifetime appears to be completely impossible,
  even a product that is only a few steps down this path is a
  godsend for the adventuring gadgeteer.
  A gadgeteer with this masterpiece produces three flasks of
  universal lubricant whenever she prepares accessories for
  the day. The shelf life of this early prototype of universal
  lubricant is depressingly short and anything not used the
  day it is made is ruined. A flask can be thrown as though it
  were a thrown splash weapon, leaving a greasy smear in a
  5­foot
  burst
  from
  the
  point
  of
  impact.
  Creatures
  attempting to move over the lubricant slip and fall prone
  without fail, while all instances of the staggered and
  entangled
  conditions
  on
  creatures
  covered
  by
  the
  lubricant in the initial burst, both magical and mundane,
  are immediately ended. Grappled creatures covered in the
  initial burst receive a +20 bonus to rolls made to break
  grapples, squeeze out of bindings, or otherwise act like an
  escape
  artist.
  Regardless
  of
  plane
  or
  atmospheric
  conditions, once thrown, the lubricant boils away after 1
  round. Universal lubricant is incredibly difficult to clean
  up and can only
  be removed by universal solvent,
  miracle, or wish.
  4
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  FAVORED CLASS BONUSES
  Instead of receiving an additional skill rank or hit point
  whenever they gain a level in a Favored Class, some races
  have the option of choosing from a number of other
  bonuses, depending upon their Favored Classes. The
  following options are available to the listed race who have
  gadgeteers as their Favored Class, and unless otherwise
  stated, the bonus applies each time you select the listed
  Favored Class reward.
  Aasimar – Add +1/6 to initiative rolls when wielding a
  custom weapon.
  Drow – Add +1/6 to initiative rolls when wielding a
  custom weapon.
  Dwarf – Add +1/2 to the hardness and +1 to the hit
  points of custom weapons.
  Elf ­ Reduce the non­proficiency penalty for one weapon
  with elf or elven in its name by 1.
  When the non­
  proficient penalty for a weapon becomes 0 because of this
  ability, the gadgeteer is treated as having the appropriate
  Martial or Exotic Weapon Proficiency feat with that
  weapon.
  Gnome – Add +1/4 of a Structure Point to the spare parts
  pool.
  Half­elf – Reduce the non­proficiency penalty for one
  weapon with elf or elven in its name by 1. When the non­
  proficient penalty for a weapon becomes 0 because of this
  ability, the gadgeteer is treated as having the appropriate
  Martial or Exotic Weapon Proficiency feat with that
  weapon.
  Halfling – Add +1/2 to all Knowledge (local) and
  Profession (cook) checks, as well as +1 to the amount
  healed
  by
  the
  energy
  bar
  compressor
  accessory.
  Half­orc – Add +1/3 to damage rolls made with a custom
  weapon.
  Hobgoblin – Add +1/3 to damage rolls made with a
  custom weapon.
  Human
  –
  +1/4
  to
  all
  Knowledge
  checks
  with
  a
  corresponding Skill Focus feat.
  Kobold – Accessories that deal fire damage deal +1/2 of a
  point of fire damage to flatfooted enemies.
  Orc – Add +1/3 to damage rolls made with a custom
  weapon.
  Puddling – Add +1/3 to the gadgeteer's level for the
  purpose of determining the effects of one accessory.
  Tiefling – Add +1/4 of a Structure Point to the spare parts
  pool.
  GADGETEER FEATS
  Extra Parts
  Your continual use of accessories and custom weapons
  has taught you the need to carry as many spare parts as
  is physically possible.
  Prerequisite: Spare parts class feature
  Benefit: Your spare parts pool increases by 1.
  Special: You can take this feat multiple times. Its effects
  stack.
  Juryrigging
  Time and again, you have been shown that your enemies
  are simply not going to sit around and let you build a
  flare gun. In the end, you simply had to learn how to do
  it quicker.
  Prerequisite: 3 accessory blanks
  Benefit: You can now quickly prepare accessories from
  scrap materials. First, consult the entry for the desired
  accessory. Each accessory and accessory addon has a
  Materials
  list.
  If
  the
  immediate
  area
  contains
  the
  materials listed there, then you can grab those pieces and
  build that accessory or accessory addon out of scrap. In
  order to juryrig an accessory, the gadgeteer must either
  have an empty accessory blank or make an empty
  accessory blank by throwing away an existing accessory.
  Given the less efficient nature of juryrigging, a 2 SP
  penalty is applied to the SP cost of an accessory produced
  in this manner. It requires 1 minute of uninterrupted
  crafting per SP spent to produce a juryrigged accessory.
  Only one accessory can be juryrigged per day.
  Snap­on Parts
  Though cool, you concede that custom weapons are slow
  and
  hard
  to
  maintain
  in
  a
  rapidly
  changing
  environment. Though it isn't a perfect solution, the
  introduction of quickly interchangeable parts does much
  to improve the situation.
  Prerequisite: 3 custom weapon blanks
  Benefit: Your custom weapons are now significantly
  easier to prepare. Whenever you prepare accessories for
  the day, you may also assemble and/or disassemble a
  single custom weapon in that same 1 hour time slot.
  Working on custom weapons in this day does not
  consume time that could be spent making magic items.
  Normal:
  It
  takes
  8
  hours
  to
  assemble
  and/or
  disassemble a single custom weapon.
  5
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  GADGETEER CUSTOM WEAPONS SUMMARY
  6
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  7
  
  The Gadgeteer: Mother of Invention
  Interjection Games
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  The Gadgeteer: Mother of Invention
  Interjection Games
  GADGETEER CUSTOM WEAPONS LIST
  **Note:
  Bonuses
  granted
  by
  and
  penalties
  imposed by a custom weapon only function when
  the weapon is actively wielded unless otherwise
  noted.**
  Alchemical Edge (Addon)
  1 Structure Point
  Requires: Gadgeteer 3, Craft (alchemy) 2 ranks
  Special alchemical processes improve the accuracy of the
  weapon, granting it a +1 alchemical bonus to hit.
  Alchemical Fortitude (Defensive)
  2 Structure Points
  Requires: Gadgeteer 7, Craft (alchemy) 10 ranks
  A chemical coating slowly evaporates off of this weapon
  when wielded, granting the wielder a +2 alchemical bonus
  to Constitution.
  Alchemical Might (Offensive)
  2 Structure Points
  Requires: Gadgeteer 6, Craft (alchemy) 8 ranks
  A chemical coating slowly evaporates off of this weapon
  when wielded, granting the wielder a +2 alchemical bonus
  to Strength.
  Alchemical Reflexes (Offensive)
  2 Structure Points
  Requires: Gadgeteer 5, Craft (alchemy) 8 ranks
  A chemical coating slowly evaporates off of this weapon
  when wielded, granting the wielder a +2 alchemical bonus
  to Dexterity.
  Alchemical Tempering (Addon)
  3 Structure Points
  Requires: Gadgeteer 6, Craft (alchemy) 4 ranks
  Special alchemical processes improve the performance of
  the weapon, granting it a +2 alchemical bonus to
  damage rolls.
  Berserk Button (Offensive)
  3 Structure Points
  Requires: Gadgeteer 5, Knowledge (arcana) 8 ranks
  Once per day as a swift action, the wielder of this weapon
  can declare his next attack to be a smite. If this next attack
  made this round deals damage and the creature damaged
  is a construct, the wielder lets go of the weapon and it
  embeds itself in the body of that construct. The construct
  gains the following extraordinary ability.
  Berserk Button (Ex): Each round, if the construct is in
  combat, it must make a DC 10 + ½ the gadgeteer's level +
  the gadgeteer's Intelligence modifier Will save or go
  berserk. The uncontrolled construct goes on a rampage,
  attacking the nearest living creature or smashing some
  object smaller than itself if no creature is within reach,
  then
  moving
  on
  to
  spread
  more
  destruction.
  The
  construct's creator, if within 60 feet, can try to regain
  control by speaking firmly and persuasively to the
  construct, which requires a DC 19 Charisma check. This
  ability is lost once the construct comes down from going
  berserk once or if the embedded weapon is removed from
  its body, a DC 19 Strength check.
  Bristling Construction (Addon)
  1 Structure Point
  Some weapons are designed for psychological effect, as
  well as for the infliction of wounds. Spikes tend to do well
  for both. A weapon with this addon deals a point of bleed
  damage, but imposes a ­2 penalty to AC because of the
  awkward way it has to be held. Bows and crossbows chew
  up ammunition as it is fired, thus imbuing it with
  splinters and other pointy bits that do about the same
  thing.
  Bulky Construction (Addon)
  1 Structure Point
  Plates of extra material provide additional protection
  when the weapon is not in active use. A weapon with this
  addon grants a +1 shield bonus to AC if it is not used in a
  round, but imposes a ­1 penalty to initiative rolls.
  9
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Charge Deterrent (Defensive)
  1 Structure Point
  Requires: Gadgeteer 6, Perception 4 ranks
  When a weapon with this gadget is wielded, charge
  attacks made against the wielder provoke attacks of
  opportunity at a ­4 penalty to hit. The weapon with this
  gadget must be the weapon used to make the attack of
  opportunity. At 10th level and every 4 levels thereafter,
  the penalty to hit is reduced by ­1, to a minimum of ­1 at
  18th level.
  Combat Stabilizers (Defensive)
  2 Structure Points
  A plethora of small adjustments grants the wielder of a
  weapon with this gadget a +1 enhancement bonus to
  CMD.
  This
  bonus
  is
  increased
  by
  one
  half
  the
  enhancement bonus of the weapon, to a maximum of a +3
  enhancement
  bonus
  to
  CMD
  on
  a
  +4
  weapon.
  Compressed Air Capsule (Addon)
  1 Gadget Point
  A weapon with this addon contains a small capsule of
  compressed air. When bitten as a standard action, this
  capsule releases breathable air for 1 minute. When a
  capsule is used, it is consumed.
  A new capsule is installed when accessories are prepared
  for the day.
  Contact Neutralizer (Addon)
  1 Gadget Point
  Requires: Craft (alchemy) 8 ranks
  A paranoid gadgeteer is a living gadgeteer. A weapon with
  this addon automatically neutralizes any contact poisons
  placed on it.
  Disarming Hook (Addon)
  2 Structure Points
  A single nasty hook grants this weapon a +1 enhancement
  bonus to CMB when making a disarm combat maneuver.
  Discombobulation Unit (Offensive)
  3 Structure Points
  Requires: Gadgeteer 5
  A battery of sorts with complex wiring is attached to the
  weapon. This battery contains 1 charge plus an additional
  charge for every 2 gadgeteer levels. As a swift action, the
  gadgeteer can tap into this battery and spend any number
  of charges, minimum 1.
  If any attack made by this
  weapon hits this round, it deals an additional 1d4 points
  of damage, plus an additional 1d4 of for each charge
  spent.
  At 8th level, all attacks made by a weapon with this addon
  deal an additional 1d3 points of damage, even when not
  spending charges.
  Charges are replenished when accessories are prepared
  for the day.
  Dowsing Construction (Addon)
  3 Structure Points
  Requires: Knowledge (arcana) 6 ranks
  Forging the blade made in part of scrap metal that was
  once a crystal ball stand in a fire heated in part by the
  writings of fortune tellers gives a weapon a slight grasp of
  the other side. A weapon with this addon can damage
  incorporeal
  creatures
  as
  though
  it
  were
  magic.
  In
  addition, percent concealment effects are halved. For
  example, blur only provides 10% concealment against a
  weapon with this addon, while displacement provides
  25%. The miss chance of this weapon against invisible
  targets is 25% instead of 50%. Finally, incorporeal
  creatures take 75% damage from this weapon instead of
  50%.
  Dragon's Maw (Offensive)
  3 Structure Points
  Requires: Gadgeteer level 6
  An array of elemental absorption units feeds to a small
  cylinder near the end of the weapon. Select acid, cold,
  electric, or fire. Each time an attack is made with this
  weapon, a 10­foot cone of the selected energy type bursts
  from the weapon in the direction of the creature attacked.
  For ranged weapons with this gadget, the cone originates
  from the weapon and not from where the ammunition
  strikes. This cone of energy deals 1d4 points of damage of
  the appropriate type with a DC 10 + ½ the gadgeteer's
  class level + the gadgeteer's Intelligence modifier Reflex
  save for half. At 11th level, the cone deals 2d4 points of
  damage; at 16th level, the cone deals 3d4 points of
  damage.
  Dulling Crystalline Coating (Addon)
  1 Gadget Point
  A coating of powdered crystal makes the sheen of cold
  steel far less noticeable. A weapon with this addon grants
  a +2 bonus to Sleight of Hand skill checks made to hide it.
  Electrostatic Shielding Apparatus (Defensive)
  2 Structure Points
  Over one point twenty­one gigawatts of shielding power is
  at the beck and call of the wielder of a weapon with this
  gadget. Providing a charge pool of 1 charge plus an
  additional charge for every 3 gadgeteer levels, this gadget
  can be activated as a swift action. When activated, it
  absorbs all physical damage dealt to the wielder, up to a
  total of the gadgeteer's class level. After absorbing damage
  equal to the gadgeteer's class level or after 1 minute, the
  effect ends.
  10
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Elementally­attuned Dry Cell (Offensive)
  3 Structure Points
  A battery of sorts with complex wiring is attached to the
  weapon. Select acid, cold, electric, or fire. This battery
  contains 1 charge plus an additional charge for every 2
  gadgeteer levels. As a swift action, the gadgeteer can tap
  into this battery and spend any number of charges,
  minimum 1. The next hit made by the weapon this round
  deals an additional 1d6 points of damage of the selected
  energy type, plus an additional 1d6 of that same energy
  type for each charge spent.
  At 5th level, all attacks made by a weapon with this addon
  deal an additional 1d4 points of damage of the selected
  type, even when not spending charges.
  Charges are replenished when accessories are prepared
  for the day.
  Elementally­attuned Dry Cell, Miniature (Addon)
  1 Gadget Point
  A tiny battery of sorts with complex wiring is attached to
  the weapon. Select acid, cold, electric, or fire. Once per
  day, the wielder can declare a smite. The next hit made by
  the weapon this round deals an additional 1d6 points of
  damage of the selected energy type.
  This ability is replenished when accessories are prepared
  for the day.
  Elemental Construction (Addon)
  1 Structure Point
  Requires: Knowledge (planes) 3 ranks
  Simple modifications optimize a weapon to protect the
  wielder from a particular type of energy while making him
  vulnerable against other types of energy. When building
  the weapon, select an acid, cold, electric, fire, or sonic.
  The wielder receives resistance 5 against the selected
  energy type, but takes a ­1 penalty to saving throws
  against spells and abilities with any of the others as a
  descriptor.
  Elemental Infusion (Addon)
  3 Structure Points
  Requires: Knowledge (arcana) 10 ranks
  Raw energy plays over the business end of the weapon.
  Whenever the wielder takes acid, cold, electric, fire, or
  sonic damage, the energy playing over the weapon ignites
  to mimic that energy type for 1 round. While an energy
  type is mimicked, the weapon deals 1d6 points of damage
  of that energy type on hit. Taking damage from another
  energy type causes the energy type dealt by this addon to
  change.
  Energy Containment Field (Offensive)
  1 Gadget Point
  A carefully­constructed energy field surrounds a central
  core of energy. Select acid, cold, electric, or fire. Once per
  day as a standard action that provokes attacks of
  opportunity, the wielder of a weapon with this gadget can
  hurl a ball of the chosen energy type. Make a ranged touch
  attack (AC 10) against a square as though throwing a
  thrown splash weapon with a range increment of 10 feet.
  The ball explodes in a 10­foot radius burst wherever it
  lands, dealing 1d4+1 damage of the appropriate type per
  gadgeteer level with a DC 10 + ½ the gadgeteer's class
  level + the gadgeteer's Intelligence modifier Reflex save
  for half.
  This ability is replenished when accessories are prepared
  for the day.
  Energy Reclamation Unit (Defensive)
  2 Structure Points
  By attuning a gadgeteer's custom weapon to a particular
  energy type, it is possible to recycle some of the energy
  that harms her into energy that heals her. Select acid,
  cold, electric, fire, or sonic. Whenever the gadgeteer takes
  10 or more damage of the chosen type from a single
  source, she gets fast healing 1 for 1d4 rounds. At 8th level,
  this becomes fast healing 2, but requires that the
  gadgeteer take 15 damage from a single source. At 15th
  level, it becomes fast healing 3, but requires 20 damage
  from a single source.
  Energy Reclamation Unit, Miniature (Addon)
  1 Gadget Point
  A miniaturized energy reclamation unit is perfect for
  when she doesn't want to spend her defensive slot on a
  full­sized model. Select acid, cold, electric, fire, or sonic.
  Whenever the gadgeteer takes 10 or more damage of the
  chosen type from a single source, she gets fast healing 1
  for 1 round.
  Ergonomic Grip (Addon)
  1 Gadget Point
  Requires: Knowledge (engineering) 3 ranks
  A grip designed specifically for the creator's hands grants
  a +2 enhancement bonus to CMD against disarm attempts
  if a weapon with this addon is the target of the attempt. If
  the wielder is polymorphed, she receives no benefit from
  this addon for the duration of the polymorph effect.
  Hamsterlight (Addon)
  1 Gadget Point
  Requires: Knowledge (nature) 1 rank
  A small, fuzzy rodent trapped in a wheel powers a light
  affixed to the weapon, shedding light as the light spell.
  11
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  High Density Construction (Addon)
  1 Gadget Point
  Better and heavier materials grant a weapon with this
  addon +2 hardness and +25% hit points, rounded down,
  above and beyond that of a standard weapon of its type.
  Such a weapon is twice as heavy as a standard weapon of
  its type.
  Hollow Construction (Addon)
  1 Structure Point
  The easiest way to make a weapon lighter is to use less
  material to make it. A hollow weapon allows for easy
  movement, granting a +2 bonus to initiative rolls if and
  only if the wielder intends to charge in the first round of
  combat. The wielder's intent to charge must be declared
  before rolling for initiative. If the wielder cannot charge in
  the first round of combat, he cannot act in the first round
  of combat. In addition, a hollow weapon is 50% lighter,
  rounded up.
  Incredible Sharpness (Addon)
  4 Structure Points
  Requires: Gadgeteer 8
  The application of a liquid crystalline coating creates a
  temporary edge of absolutely incredible sharpness. A
  weapon with this addon increases its threat range by +1.
  This is applied after all multiplicative effects, such as the
  Improved Critical feat and the keen weapon special
  ability.
  This addon can only be added to slashing and piercing
  weapons that do not fire ammunition.
  Insightful Design (Offensive)
  4 Structure Points
  Requires: Gadgeteer 10, Int 16
  Complex modifications can be done to a weapon, making
  its optimization more a function of knowing how those
  modifications work rather than a function of simply
  swinging it as hard as one can. This weapon now adds the
  wielder's Intelligence bonus to damage rather than his
  Strength bonus. This gadget can only be added to
  weapons that apply a Strength bonus to damage. In the
  case of composite bows, the maximum Strength bonus
  applied to the weapon is now the maximum Intelligence
  bonus.
  Kinetic/Potential/Kinetic Conversion Unit
  (KPKCU) (Offensive and/or Defensive)
  2 Structure Points
  Requires: Gadgeteer 10,
  Knowledge (engineering) 8 ranks
  A KPKCU can take up a custom weapon's offensive gadget
  slot, its defensive gadget slot, or both the offensive and
  defensive gadget slots. This is chosen when the custom
  weapon is built and cannot be changed.
  Whenever the wielder of the weapon takes physical
  damage, she gains a charge, to a maximum of the
  weapon's enhancement bonus. If the KPKCU is treated as
  both offensive and defensive, she instead gains two
  charges,
  to
  a
  maximum
  of
  twice
  the
  weapon's
  enhancement bonus.
  As a swift action, the wielder can expend a number of
  charges up to, but not exceeding, the enhancement bonus
  of the weapon. If the KPKCU is treated as only offensive
  or defensive, the charges power the respective ability
  listed below. If the KPKCU is treated as both, the wielder
  selects which of the two abilities to use.
  Offensive – The next attack make by the wielder this
  round receives a bonus to hit and damage equal to the
  number of charges expended.
  Defensive – The wielder has a deflection bonus to AC
  equal to the number of charges expended for 1 round.
  Laser Sight (Addon)
  2 Structure Points
  Requires: Perception 5 ranks
  As a standard action, the wielder of a weapon with this
  addon can aim and make a single attack, granting a +4
  insight bonus to his attack roll.
  This addon can only be added to ranged weapons.
  Leather Strap (Addon)
  1 Gadget Point
  This addon can be tied to one of the wielder's wrists as a
  standard action that provokes attacks of opportunity. If
  the wielder drops the weapon or is disarmed, it simply
  hangs there rather than clatter to the ground and can be
  drawn as though it were in a scabbard or otherwise
  readily accessible. If the wielder rolls a critical fumble
  while a weapon is hanging in this manner, she takes the
  base damage of that weapon as it pokes her. This is in
  addition to any other bad stuff that may or may not be
  part of a particular campaign, such as a critical fumble
  deck or other gaming accessory. Ranged weapons that fire
  projectiles, such as bows and crossbows, deal 1d4 points
  of damage when they strike the wielder in this manner.
  The strap has hardness 2 and 1 hit point. Attacking the
  strap is a sunder combat maneuver.
  If the strap is cut, it can be repaired by magic. It is also
  repaired when accessories are prepared for the day.
  12
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Lucky Alloy (Defensive)
  2 Structure Points
  A weapon with this addon grants its wielder a +1 luck
  bonus to saving throws. At 7th level, it also grants its
  wielder a +1 luck bonus to AC. At 13th level, these
  bonuses are increased to +2.
  Magic Muddling Matrix (Defensive)
  4 Structure Points
  Requires: Gadgeteer 10
  Magic is just the application of latent energy in a very
  specific manner, usually powered via geometric means. A
  weapon with this gadget displays disruptive scrollwork,
  thus granting the gadgeteer Spell Resistance equal to her
  gadgeteer level.
  Mental Poison Delivery Unit (Offensive)
  3 Structure Points
  Requires: Knowledge (nature) 3 ranks
  Though gadgeteers are known for their steady hands,
  primarily as a result of years of experience with clockwork
  and the like, there is something about poison that makes
  even the steadiest hand quake in fear at what's on the
  other side of a thin glass wall. As the profession, on the
  whole, dislikes handling poisons, many of the greatest
  gadgeteers of the previous generation came together to
  devise a simple way around it. An array of funnels and
  filters pulls toxic materials right out of the air, sorts them
  by property, and deposits them into three vials. Each of
  these vials contains a poison that affects a different
  physical
  ability
  score,
  one
  for
  Intelligence,
  one
  for
  Wisdom, and one for Charisma.
  As a standard action that provokes attacks of opportunity,
  the wielder of a weapon with this gadget can cause a vial
  to empty itself over the business end of the weapon.
  Ranged weapons are instead primed and tip the next shot
  fired. The next creature struck by the weapon is affected
  by the poison and must make a DC 10 + ½ the gadgeteer's
  level + the gadgeteer's Intelligence modifier Fortitude
  save or take 1 point of ability score damage of the chosen
  type + 1 point of additional ability score damage of that
  type for every 3 levels beyond 1st.
  Vials are replenished when accessories are prepared for
  the day.
  Table: Mr. Thingy's Minor Conditions
  Mr. Thingy (Offensive)
  2 Structure Points
  Requires: Knowledge (engineering) 3 ranks, Knowledge
  (local) 3 ranks, Knowledge (nature) 3 ranks
  Made with a little bit of everything, Mr. Thingy is a gadget
  for those who wish ill on those on the other end of a
  weapon, but aren't particularly discriminating about what
  form that ill takes.
  Whenever a weapon with this gadget hits an enemy, roll
  on Table: Mr. Thingy's Minor Conditions below. The
  creature struck gains the listed condition for 1 round with
  a DC 10 + ½ the gadgeteer's class level + the gadgeteer's
  Intelligence modifier Fortitude save to negate. If an
  ability, effect, or random circumstance causes a single
  attack to hit multiple creatures, only roll once on the
  table.
  At 8th level, Mr. Thingy has become quite advanced
  indeed and now sports a small array of vials that contain
  the seeds of particularly vile conditions. These vials
  contain one charge, plus an additional charge for every 2
  levels beyond 8th. As a swift action, the gadgeteer can
  activate the vials by spending a single charge. If any attack
  made by this weapon hits an enemy this round, roll once
  on Table: Mr. Thingy's Major Conditions below. This
  replaces the roll made on Table: Mr. Thingy's Minor
  Conditions. Do not roll on both! The creature struck gains
  the listed condition for 1 round with a DC 10 + ½ the
  gadgeteer's class level + the gadgeteer's Intelligence
  modifier Fortitude save to negate. If an ability, effect, or
  random
  circumstance
  causes
  a
  single
  attack
  to
  hit
  multiple
  creatures,
  only
  roll
  once
  on
  the
  table.
  At 15th level, Mr. Thingy has been further optimized.
  When using a charge to roll on Table: Mr. Thingy's Major
  Conditions, the wielder can also roll on Table: Mr.
  Thingy's
  Minor
  Conditions
  in
  the
  same
  roll.
  When inflicting the shaken or frightened conditions, Mr.
  Thingy counts as a mind­affecting ability.
  Charges are replenished when accessories are prepared
  for the day.
  Table: Mr. Thingy's Major Conditions
  13
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Nonsense Terminator (Defensive)
  3 Structure Points
  Requires: Gadgeteer 6, Knowledge (arcana) 10 ranks
  At the beginning of the wielder's turn, if she is affected by
  a mind­affecting ability, she may make an additional
  saving throw at +2 DC. If successful, the ability ends
  immediately. This gadget becomes inactive once it has
  ended
  one
  mind­affecting
  ability
  in
  this
  manner.
  When accessories are prepared for the day, this gadget
  becomes active it is was inactive.
  Optimized Enhancement (Offensive)
  2 Structure Points
  Requires: Gadgeteer 5
  By tapping into the enchantments present in a weapon, it
  is possible to further optimize them. This weapon has an
  insight bonus to damage equal to its enhancement bonus.
  Optimized Shielding (Defensive)
  1 Gadget Point
  By tapping into the enchantments present in a weapon, it
  is possible to further optimize them. This weapon grants a
  shield bonus to AC equal to its enhancement bonus.
  Physical Poison Delivery Unit (Offensive)
  3 Structure Points
  Requires: Knowledge (nature) 3 ranks
  Though gadgeteers are known for their steady hands,
  primarily as a result of years of experience with clockwork
  and the like, there is something about poison that makes
  even the steadiest hand quake in fear at what's on the
  other side of a thin glass wall. As the profession, on the
  whole, dislikes handling poisons, many of the greatest
  gadgeteers of the previous generation came together to
  devise a simple way around it. An array of funnels and
  filters pulls toxic materials right out of the air, sorts them
  by property, and deposits them into three vials. Each of
  these vials contains a poison that affects a different
  physical ability score, one for Strength, one for Dexterity,
  and one for Constitution.
  As a standard action that provokes attacks of opportunity,
  the wielder of a weapon with this gadget can cause a vial
  to empty itself over the business end of the weapon.
  Ranged weapons are instead primed and tip the next shot
  fired. The next creature struck by the weapon is affected
  by the poison and must make a DC 10 + ½ the gadgeteer's
  level + the gadgeteer's Intelligence modifier Fortitude
  save or take 1 point of ability score damage of the chosen
  type + 1 point of additional ability score damage of that
  type for every 3 levels beyond 1st.
  Vials are replenished when accessories are prepared for
  the day.
  Potential Energy Reduction Apparatus (Offensive)
  2 Structure Points
  A precision­made attachment grants a +1 enhancement
  bonus to CMB when making a trip combat maneuver. This
  bonus is increased by one half the enhancement bonus of
  the weapon, to a maximum of a +3 enhancement bonus to
  CMB when making a trip combat maneuver on a +4
  weapon.
  Protean Mimicry (Addon)
  3 Structure Points
  Requires: Gadgeteer 11, Knowledge (planes) 7 ranks
  Few creatures enjoy as much attention as the chaotic
  proteans. A weapon with this addon mimics their entropic
  properties and deals 1 point of damage to a random ability
  score each time it hits and deals damage. A DC 10 + ½ the
  gadgeteer's level + the gadgeteer's Intelligence modifier
  Fortitude save negates. This is a poison effect.
  Protective Fins (Addon)
  2 Structure Points
  Requires: Craft (armor) 3 ranks
  Retracted by a gyroscope, this addon grants a +2 shield
  bonus to AC whenever the wielder is flatfooted, dazed,
  stunned, helpless, sleeping, unconscious, or otherwise
  incapable of movement.
  Reaction Shield (Addon)
  2 Structure Points
  Requires: Craft (alchemy) 4 ranks
  The wielder of a weapon with this gadget is immune to
  splash damage from mundane thrown splash weapons.
  Reverse Polarization Array (Offensive)
  2 Structure Points
  Requires: Heal 3 ranks
  Amazingly, studies show that violence is not always the
  answer. A number of field polarizers adorn a weapon with
  this gadget, granting it a charge pool of 1 charge plus an
  additional charge for every 4 gadgeteer levels. As a swift
  action, the wielder can activate the field polarizers. All
  physical damage dealt by the next attack made with this
  weapon is positive energy rather than its normal damage
  type. Living creatures are healed by this application of
  positive energy, while undead are harmed by it. Creatures
  are entitled to a DC 10 + ½ the gadgeteer's class level +
  the gadgeteer's Intelligence modifier Will save to halve
  this effect.
  Though this gadget functions on a ranged weapon, it is
  less efficient. Physical damage is instead converted to half
  that amount in positive energy.
  Charges are replenished when accessories are prepared
  for the day.
  14
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Sparkling Powder (Addon)
  2 Structure Points
  Requires: Gadgeteer 7
  Whenever the wielder takes physical damage in melee,
  her weapon sparks, dazzling the attacker for 1 round with
  no saving throw allowed. Creatures without a sense of
  sight are immune.
  Stabilizers (Addon)
  2 Structure Points
  Strategically­placed
  weights
  grant
  the
  wielder
  a
  +2
  enhancement bonus to CMD against the trip combat
  maneuver.
  Sundering Teeth (Addon)
  2 Structure Points
  Barbed hooks grant this weapon a +1 enhancement bonus
  to CMB when making a sunder combat maneuver.
  Syringe (Defensive)
  2 Structure Points
  Requires: Gadgeteer 4, Heal 8 ranks
  The hilt or stock of the weapon contains an integrated
  syringe. Once per day as a standard action that provokes
  attacks of opportunity, the gadgeteer can stab herself with
  this syringe, dealing 1d4 points of bleed damage and
  allowing an immediate saving throw to end one poison or
  disease effect of her choice.This saving throw is made
  against the original DC of the poison or disease +2.
  The syringe is refreshed and can be used again when
  accessories are prepared for the day.
  Telescoping Haft (Addon)
  1 Gadget Point
  Requires: Craft (weapon) 4 ranks
  The business end of this weapon is attached to a cylinder
  which is itself inside a larger, hollow cylinder. This hollow
  cylinder is the haft of the weapon. By pushing a button
  and swinging the weapon, a standard action that provokes
  attacks of opportunity, the weapon is converted into a
  reach weapon. Weapons tend not to be designed for
  longer range than that which they natively support. For
  this reason, a weapon that is currently converted into a
  reach weapon by this addon imposes a ­2 penalty to CMD
  against disarm attempts, as well as a ­2 penalty to attack
  rolls.
  This addon can only be applied to melee weapons without
  reach.
  Tough Construction (Addon)
  1 Gadget Point
  Tougher materials grant a +2 enhancement bonus to
  CMD against the sunder combat maneuver if a weapon
  with this addon is the target.
  Tripping Hook (Addon)
  2 Structure Points
  Designed to be as out of the way as possible, a hook grants
  this weapon a +1 enhancement bonus to CMB when
  making a trip combat maneuver.
  Undefined Bane (Offensive)
  2 Structure Points
  Requires: Knowledge (dungeoneering) 5 ranks
  As field testing of various gadgets must lead to an
  exceptionally wide variety of environments in order for it
  to be valid, the wise gadgeteer devises devices that are
  themselves quite fluid. The first time a weapon with this
  addon strikes a creature, it is treated as though its
  enhancement bonus were +1 higher than its actual bonus
  and deals an additional 1d6 points of damage. Consult the
  ranger favored enemy table and select one entry that
  matches the creature struck. The weapon now treats its
  enhancement bonus as though it were +1 higher and deals
  an additional 1d6 points of damage to all creatures that
  match the selected favored enemy entry. If the first
  creature struck matches no favored enemy entry, then the
  weapon is only more effective against that one creature.
  When accessories are prepared for the day, the weapon
  returns to a virgin state.
  At 13th level, the weapon treats its enhancement bonus as
  though it were +2 higher than its actual bonus and deals
  an additional 2d6 points of damage instead.
  Unncessary Thorns (Addon)
  1 Gadget Point
  A
  weapon
  with
  this
  addon
  bristles
  with
  totally
  unnecessary sharp bits. When struck in melee by an
  unarmed attack or by a natural weapon, the attacker takes
  1 point of piercing damage as the wielder puts those sharp
  bits precisely where the attacker does not want them.
  Very Excessive Thorns (Defensive)
  2 Structure Points
  Requires: Gadgeteer 5
  This weapon bristles with totally unnecessary sharp bits.
  When struck in melee by an unarmed attack or by a
  natural weapon, the attacker takes 1d3 points of piercing
  damage plus an additional 1d3 piercing damage for every
  4 gadgeteer levels as the wielder puts those sharp bits
  precisely
  where
  the
  attacker
  does
  not
  want
  them.
  Wedge Construction (Addon)
  1 Structure Point
  The weapon has been built with designs of woodsplitters
  and other such tools in mind. This weapon gets a +1
  bonus to damage rolls made against creatures made of
  wood or inorganic materials, such as metal and stone;
  however, this weapon takes a ­1 penalty to damage rolls
  against creatures made of organic materials, such as flesh,
  which has a propensity to fall back upon itself rather than
  split cleanly.
  15
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Wicked Hooks (Offensive)
  2 Structure Points
  Some nasty hooks grant this weapon a +1 enhancement
  bonus to CMB when making a disarm combat maneuver.
  This bonus is increased by one half the enhancement
  bonus of the weapon, to a maximum of a +3 enhancement
  bonus to CMB when making a disarm combat maneuver
  on a +4 weapon.
  Wrecking Alloy (Offensive)
  2 Structure Points
  A
  slightly
  harder
  alloy
  grants
  this
  weapon
  a
  +1
  enhancement bonus to CMB when making a sunder
  combat maneuver. This bonus is increased by one half the
  enhancement bonus of the weapon, to a maximum of a +3
  enhancement bonus to CMB when making a sunder
  combat maneuver on a +4 weapon.
  16
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  GADGETEER ACCESSORIES SUMMARY
  Adhesive Strips ­ Repair objects and inconvenience foes with a sticky substance on strips of cloth.
  Chemical Dispenser ­ A special delivery device allows for the use of specialized chemicals with a short shelf life.
  Cigar ­ Take pictures, blow cones of flame, and chomp down for dear life with an integrated parachute with this spy cigar.
  Doppler Device ­ Grant yourself, and eventually allies, a concealment bonus by enhancing the Doppler effect.
  Energy Bar Compressor ­ Bring out the raw healing power of everyday food with this accessory.
  Extreme Vision Goggles ­ Low­light vision, darkvision, and flaming vision of death are all available with these goggles.
  Facetome ­ Steal the face of a helpless victim and use it later.
  Fist Cannon ­ Punch creatures in the gut and make them wish you hadn't.
  Flare Gun ­ Fire signal flares and light enemies on fire. Smokescreens and toxic smokescrens are also available.
  Joy Buzzer ­ Daze, stun, and knock enemies prone with the power of electricity.
  Multifunctional Pocketknife ­ Reflect spells and grant bonuses to various skills with this wonder of versatility.
  Sound Emitter ­ Throw your voice around and rupture eardrums with this primitive microphone and speaker set.
  Stealth Lipstick ­ Your kiss is now deadlier than a succubus'.
  Workhorse, Automated ­ Don't want to do your chores? Make a robot do it for you!
  17
  ACCESSORIES: A PRIMER
  Unlike
  custom
  weapons,
  accessories
  are
  self­
  contained units. Each accessory has a number of
  addons
  that
  modify
  it
  by
  enhancing
  existing
  functions or by adding brand new functions to that
  accessory. A gadgeteer knows all accessories and
  addons
  whose
  requirements,
  listed
  in
  the
  row
  labeled Requires:, if present, she meets.
  Addons listed under one accessory cannot be added
  to a totally different accessory!
  Many accessories and their addons have a row
  labeled Materials:. This is only for use with the
  Juryrigging feat and describes what the gadgeteer
  needs to find to MacGyver that accessory or addon
  together. A few accessories and addons instead state
  cannot be juryrigged where the Materials: row
  should be. This functions exactly as it says on the tin.
  Accessories with the cannot be juryrigged label
  must be prepared in the standard, sit down and
  work for 1 hour fashion and cannot be quickly
  fabricated through the use of the Juryrigging feat.
  Accessories must be actively worn, wielded, used, or
  told what to do, as is appropriate for each individual
  accessory, in order for it to be used.
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  GADGETEER ACCESSORIES LIST
  Adhesive Strips
  1 Structure Point
  cannot be juryrigged
  Even a small supply of these miraculous strips of
  adhesive material can keep objects from breaking for an
  entire adventuring party.
  A
  gadgeteer
  with
  this
  accessory
  produces
  three
  applications of adhesive strips whenever he prepares
  accessories for the day. Whenever an adhesive strip is
  used, it can perform one of the following functions.
  1. Repair a Weapon
  As a standard action that provokes attacks of opportunity,
  an adhesive strip can be applied to a weapon that has
  gained the broken condition. Doing this removes the
  broken condition from the weapon for the duration of the
  strip's effect, but does not restore its hit points. A weapon
  reduced to 0 hit points cannot be held together in this
  fashion and falls apart as normal. An adhesive strip used
  in this fashion lasts for 10 minutes per gadgeteer level.
  2. Repair an Object
  As a standard action that provokes attacks of opportunity,
  an adhesive strip can be applied to a simple mundane
  object, such as a bucket, ladder, wagon axle, spoked
  wheel,
  block
  and
  tackle,
  boat
  oar,
  rowboat,
  dam,
  wheelbarrow,
  key,
  or
  length
  of
  rope.
  Doing
  this
  permanently patches a small hole or affixes two broken
  pieces of an object to each other, thus making one whole
  object once again. Parts, excepting patched holes, are not
  created in this process, thus necessitating that the whole
  object be present, albeit not in one piece. A boat oar that
  has been broken in half is good as new again. A rowboat
  or dam that has sprung a small leak is patched up. A
  wagon wheel that has been broken by hitting a rock is
  made serviceable. A leaky pail is now watertight. (and so
  on) Intricate objects, such as locks, puzzle boxes, tinker
  automatons, and mechanical traps are too complex to
  gain any benefit from adhesive strips in this manner.
  3. Make a Weapon
  As a standard action that provokes attacks of opportunity,
  an adhesive strip can be applied to scrap materials, such
  as
  glass,
  wood,
  metal,
  and
  stone,
  to
  produce
  an
  improvised weapon of some description. If the weapon is
  one­handed, it deals 1d6 points of damage for a medium
  creature with a x2 critical hit multiplier. If the weapon is
  two­handed, it deals 1d12 points of damage for a medium
  creature with a x2 critical hit multiplier. Its damage type,
  piercing, slashing, or bludgeoning, is up to the creator.
  Certain damage types may be impossible if materials do
  not allow for it, such as the impossibility of making a
  slashing weapon out of a stick and a smooth rock. If the
  wielder of the weapon ever confirms a critical fumble, the
  weapon falls apart in addition to any other effects of
  making that critical miss. At 4th level, the gadgeteer is
  considered proficient with any improvised weapon he
  makes in this fashion. At 8th level, all such
  weapons are somehow considered masterwork.
  Addons
  Additional Adhesive
  1 Structure Point
  cannot be juryrigged
  There really isn't any point in coming up with a
  thousand uses for a tool if there isn't enough of that tool
  to go around.
  The adhesive strips accessory can be used an additional
  two times per day.
  Special: This addon may be taken up to three times. Its
  effects stack.
  Gaghesive
  1 Structure Point
  Requires: Gadgeteer 5
  cannot be juryrigged
  Sometimes, somebody just has to shut up.
  The
  adhesive
  strips
  accessory
  gains
  the
  following
  function.
  Tape Over Mouth
  As a standard action that provokes attacks of opportunity,
  the gadgeteer can make a combat maneuver check against
  a creature. If successful, that creature's mouth is covered
  with an adhesive strip and cannot speak. If not successful,
  the adhesive strip has been crumpled in the attempt and
  is wasted. A creature with a piece of adhesive strip over its
  mouth can remove it as a standard action that provokes
  attacks of opportunity. If the creature has facial hair,
  removing the adhesive strip deals 1 point of bleed damage.
  If
  not
  removed,
  the
  adhesive
  strip
  is
  otherwise
  permanent.
  Fix­it­All
  1 Structure Point
  Requires: Journeyman Gadgeteer class feature
  cannot be juryrigged
  Do not ask how it works. Odds are, she doesn't know,
  either.
  The repair an object application of the adhesive strips
  accessory can now repair intricate objects, such as
  clockwork mechanisms and traps. Constructs are instead
  healed for an amount equal to the gadgeteer's class level.
  18
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  High Tack Adhesive
  2 Structure Points
  Requires: Gadgeteer 15
  cannot be juryrigged
  A new adhesive formula allows for keeping things stuck
  under rather extreme conditions.
  The
  adhesive
  strips
  accessory
  gains
  the
  following
  function.
  Affix to Surface
  As a standard action that provokes attacks of opportunity,
  an adhesive strip can be applied to an object, and that
  object stuck to the floor, the wall, the ceiling, or any other
  surface that is largely flat. The surface to which the object
  is affixed must be in a square threatened by the gadgeteer.
  An object affixed in such a way that gravity could
  conceivably pull the object off of the surface cannot weigh
  more than 25 pounds per gadgeteer level.
  If this is done to a creature, make a combat maneuver
  check. If successful, the creature is stuck and cannot move
  from that spot, taking a ­4 penalty to Reflex saves against
  area of effect abilities, as well as a ­4 penalty to AC. If not
  successful, the adhesive strip has been crumpled in the
  attempt and is wasted. Creatures stuck in this fashion
  may deal 20 points of damage to the strip or make a DC
  20 Strength check in order to break free. The adhesive is
  otherwise permanent.
  Higher Tack Adhesive
  1 Structure Point
  Requires: High Tack Adhesive addon
  cannot be juryrigged
  An improved formula allows for the gadgeeteer to stick
  some
  particularly
  heavy
  things
  against
  the
  wall.
  The affix to surface function of the adhesive strips
  accessory can now support objects of up to 100 pounds
  per gadgeteer level.
  Masterwork Improvisation
  1 Structure Point
  Requires: Gadgeteer 8, Vicious Improvisation addon
  cannot be juryrigged
  An adhesive made to be brittle, yet stronger than
  normal,
  allows
  for
  the
  manufacture
  of
  improvised
  weapons that are particularly deadly when used in
  combat.
  Weapons made with the make a weapon function of the
  adhesives strip accessory have a +1 enhancement bonus.
  At 13th level, they have a +2 enhancement bonus instead.
  Missile Improvisation
  1 Structure Point
  cannot be juryrigged
  Perforations down the side of an adhesive strip allows
  for the manufacture of several small things from a single
  piece of adhesive.
  The make a weapon function of the adhesive strips
  accessory can now produce 10 bolts or arrows instead.
  The critical multiplier of bolts or arrows made in this
  fashion is 1x lower than is normal for that weapon type
  (2x
  for
  bows,
  1x
  for
  crossbows).
  With
  the
  wicked
  improvisation addon, the critical multiplier of bolts and
  arrows made in this fashion is as they normally are.
  Oozing Adhesive
  1 Structure
  Requires: Knowledge (engineering) 9 ranks
  cannot be juryrigged
  A runny adhesive layer makes for an annoying few
  moments even once the strip proper has been torn away.
  Creatures affected by the affix to surface or tape over
  mouth functions of the adhesive strips accessory are
  entangled for 1d4 rounds after breaking free
  from or
  peeling away the strip, respectively. There is no saving
  throw against this effect ­ it is merely the residual effect of
  the adhesive strip that has already been applied to that
  creature.
  Vicious Improvisation
  1 Structure Point
  cannot be juryrigged
  A lower strength strip allows sharp bits to be poked
  through
  the
  adhesive
  at
  strategic
  locations.
  Weapons made with the make a weapon function of the
  adhesive strips accessory now deal 1 point of bleed
  damage on hit.
  Wicked Improvisation
  1 Structure Point
  Requires: Gadgeteer 4
  cannot be juryrigged
  Additional
  rigidity
  in
  the
  adhesive
  strips
  cause
  improvised weapons to be far more brutal, but also more
  brittle.
  Weapons made with the make a weapon function of the
  adhesive strips accessory now have a critical multiplier of
  x3,
  but
  fall
  apart
  upon
  a
  successful
  critical
  hit.
  19
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Chemical Dispenser
  2 Structure Points
  Requires: Craft (alchemy) 3 ranks
  Materials: Wood or metal, dirt and minerals,
  any one of ­ alchemy lab or raw ingredients for
  alchemical goods
  Gadgeteers with interest and expertise in the realm of
  alchemy
  learn
  of
  the
  existence
  of
  a
  number
  of
  particularly useful compounds with incredibly short
  shelf lives once mixed to their final state. As a few ounces
  of the right chemical can mean the difference between
  life and death, simple cylinders lined with silica, gypsum,
  and other stabilizing materials allow for the use of these
  short­lived chemicals, so long as the user is capable of
  frequently refreshing his supply.
  A gadgeteer with this accessory produces one unit of each
  chemical her chemical dispenser is designed to hold when
  she prepares accessories for the day. Each chemical can
  be applied as a melee touch attack. If the target of the
  melee touch attack is willing to be touched, the target's AC
  is 10. If the target is an object, then the target's AC is 5. If
  a melee touch attack with the chemical dispenser results
  in a miss, it provokes attacks of opportunity.
  The shelf life of the chemicals in a chemical dispenser is
  particularly short. To that end, if a gadgeteer skips
  preparing accessories for even one day, all chemicals held
  in a chemical dispenser become useless. All stabilizing
  cylinders have a capacity of one unit.
  All chemical dispensers contain stabilizing cylinders for
  the following chemicals.
  Disabler
  Most alchemical items work on the idea of a reaction.
  Energetic reagents, once sparked, react with another
  entity, usually the air, to produce spectacular effects.
  Disabler sates this need to react long before the product
  is used.
  When one unit of disabler is used on any alchemical good,
  it is rendered useless. For example, tanglefoot bags
  become four­pound paperweights and alchemist's fire
  changes from fire in a jar to a tasty additive for
  adventurous dwarves seeking something new in their
  drinking.
  Enabler
  Just as disabler is made to ruin alchemical goods that
  may be used upon the gadgeteer in the future, enabler is
  a melange of substances that make the end result even
  more stable. Amusingly, the more stable the end result,
  the
  more
  spectacular
  the
  explosion
  to
  get
  there.
  When one unit of enabler is used on any alchemical good,
  all damage dealt by that good is treated as though it were
  the highest possible result and the duration of effect for
  that compound is doubled. Alchemist bombs and extracts
  instead treat their creator's alchemist level as +2 higher.
  Alchemical goods primed in this way must be used in the
  next round or activate/detonate automatically.
  Addons
  Eagle Cylinder
  2 Structure Points
  Requires: Heal 8 ranks
  Materials: any one of ­ alchemy lab or raw ingredients
  for alchemical goods
  A dose of Eagle can easily help maintain good eyesight
  even in the face of the most vile of irritants.
  When one unit of Eagle is applied to the eyes of a
  creature, all blindness effects brought about by mundane
  and magical irritants, such as blinding powders and the
  glitterdust spell, are immediately ended. Persistent fog
  effects, such as the obscuring mist and solid fog spells, as
  well as smokesticks, are not thwarted by Eagle. Further,
  blindness caused by physical damage to the eye or magical
  effects that affect the optic nerve directly, such as the
  blindness/deafness spell are not thwarted by Eagle.
  Extra Doses
  1 Structure Point
  Materials: as cylinder copied
  Some chemicals are less situational than others.
  The gadgeteer selects a chemical cylinder she already has
  installed onto her chemical dispenser accessory. That
  cylinder now stores an additional daily use of that
  chemical, for two units in total.
  This addon can be selected multiple times. Each time,
  select a new chemical cylinder with a capacity of one unit.
  Mineral Acid Cylinder
  1 Structure Point
  Materials: any one of ­ alchemy lab or raw ingredients
  for alchemical goods
  Mineral acid quickly dissolves any inorganic substance.
  When one unit of mineral acid is poured onto an
  inorganic object of up to hardness 10, up to one pound of
  that object is dissolved by the acid. The dissolution
  process takes one full round. An inorganic object is not of
  living origin. Metal, stone, clay, and other such materials
  will dissolve, while leather, rope, paper, bone, wood, and
  other such materials will not.
  Titan Cylinder
  1 Structure Point
  Requires: Gadgeteer 5, Heal 5 ranks
  Materials: any one of ­ alchemy lab or raw ingredients
  for alchemical goods
  The pain suppressant known as Titan can make any
  creature as tough as a barbarian, for a few moments.
  When one unit of Titan is applied topically to a living
  creature,
  that
  creature
  receives
  DR
  (1
  +
  1/4
  the
  gadgeteer's level) / ­ for 1 minute. At the end of this
  minute,
  the
  creature
  immediately
  takes
  all
  damage
  prevented by the compound over the course of its effect.
  The beneficiary's hit points cannot be reduced below
  0 in this manner.
  20
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Cigar
  1 Structure Point
  Materials: Cigar, scrap metal
  A cigar is a cylinder that is perfectly acceptable to have
  hanging out of one's face in public. It produces a noxious
  smoke that keeps most individuals from looking too
  closely at it. A gadgeteer turned secret agent gadgeteer
  finds this to be absolutely perfect.
  A gadgeteer's cigar sports a camera somewhere within its
  bulk. Designed to instantly develop a single exposure, the
  little black box takes its image from the point of view of
  looking down the length of the cigar. Image capture is
  triggered by the gadgeteer chomping down on the tip of
  the cigar in an ostentatious fashion, a standard action that
  results in eye rolls in all but aristocratic company.
  All functions of a cigar accessory provoke attacks of
  opportunity if and only if a creature has noticed that there
  is something wrong with the gadgeteer's cigar.
  The little black box has hardness 10 and 5 hit points. If
  smashed, the image is ruined. The gadgeteer can open the
  little black box to extract the image with a small key
  produced
  alongside
  the
  cigar
  when
  accessories
  are
  prepared for the day. Other creatures, or an unlucky
  gadgeteer who lost her key, must make a DC 10 + 1/2 the
  gadgeteer's level + the gadgeteer's Intelligence modifier
  Disable Device check to open the little black box. A
  suspicious creature finds that something is amiss with the
  cigar should he make a DC 10 + 1/2 the gadgeteer's level +
  the gadgeteer's Intelligence modifier Perception check.
  Creatures who witness any cigar accessory function other
  than the camera immediately know something is amiss.
  Addons
  Itching Powder
  1 Structure Point
  Requires: Craft (alchemy) 6 ranks
  Materials: Dust
  What began as a prank has evolved to a tool that grants
  a fleeing spy­gadgeteer the time necessary to make a
  clean getaway.
  A cigar with this addon contains a small pocket of non­
  flammable itching dust. Once per day as a standard
  action, the gadgeteer can blow the itching powder down
  the length of the cigar, creating a 15­foot cone of the stuff.
  Creatures caught in the cone are coated in itching powder
  for 1d4 rounds. Each round, affected creatures must make
  a DC 10 + 1/2 the gadgeteer's class level + the gadgeteer's
  Intelligence modifier Fortitude save or be forced to
  expend a move action itching and scratching. Being
  doused or partially submerged in water grants a +4 bonus
  to this Fortitude save. Creatures without a developed
  sense of touch, such as the undead, constructs, plants,
  oozes, and elementals, are immune. Creatures that are
  normally considered mindless, but have a developed
  sense of touch, such as vermin or even swarms of vermin,
  are still hilariously susceptible to this addon.
  Knockout Dart
  2 Structure Points
  Requires: Craft (alchemy) 9 ranks
  Materials: Any one of ­ dart or pointed scrap of metal
  Whenever one's cover can be blown by a single creature,
  it makes more sense to do remove it quietly.
  A cigar with this addon contains a small poisoned dart.
  Once per day as a standard action, the gadgeteer can
  shoot the dart out of the cigar, a ranged touch attack. A
  creature struck by the dart is knocked unconscious for 1d6
  minutes unless it makes a DC 10 + 1/2 the gadgeteer's
  class
  level
  +
  the
  gadgeteer's
  Intelligence
  modifier
  Fortitude save. This is a poison effect.
  Little Black Lockbox
  1 Structure Point
  Requires: Disable Device 10 ranks
  When an enemy thinks he knows the location of the
  lockbox, there is always one last opportunity to thwart
  his efforts.
  A cigar with this addon contains a reinforced little black
  box for the standard camera attachment. The hardness of
  the little black box is increased by +5. Further, the Disable
  Device DC required to open the box is increased by +5.
  Parachute
  1 Structure Point
  Materials: Any one of ­ a cloth square, a paper square
  Sometimes, it looks like a gadgeteer is going to have to
  jump.
  A cigar with this addon can launch a parachute from its
  tip as an immediate action while the gadgeteer's jaws
  clamp down and she holds on for dear life. The gadgeteer
  falls slowly while gripped onto the cigar, negating a
  number of feet worth of falling damage equal to 5 x a
  Strength check. If the gadgeeteer does not touch the
  ground within the rolled distance, her jaws simply can't
  hold on and he falls the remainder of the distance. When
  the gadgeteer touches ground with the cigar in her mouth
  or a cigar with tooth furrows at the tip touches ground
  without a gadgeteer, the parachute detaches.
  Self­Destruct Protocol
  1 Structure Point
  Materials: Oil
  Some gadgeteers simply can't get past the amusing idea
  of blowing flame in a creature's face with a cigar.
  A cigar with this addon has been impregnated with
  combustible oils. As a standard action, the gadgeteer can
  cause the entire cigar to be reduced to ashes, dealing 1d4
  points of fire damage per class level in a 10­foot cone with
  a DC 10 + 1/2 the gadgeteer's class level + the gadgeteer's
  Intelligence modifier Reflex save for half. The little black
  box is not destroyed in the process and any images taken
  by it can be retrieved; however, the cigar is ruined and no
  other functions may be used.
  21
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Spare
  X Structure Points
  Materials: Cigar, scrap metal
  Two cigars is better!
  A cigar with this addon is actually two cigars! The cost of
  this addon is equal to the cumulative cost of the base
  accessory and all other addons present in the accessory
  design.
  Stealth Construction
  1 Structure Point
  Requires: Craft (any) 10 ranks
  It may behoove the creator of a cigar to produce a cigar
  that is harder to detect than normal.
  A
  cigar
  with
  this
  addon
  is
  harder
  to
  detect.
  The
  Perception DC to notice that something is amiss is
  increased by +5.
  four cigars
  photo by Dan Smith
  Stinkscreen
  1 Structure Point
  Requires: Gadgeteer 10, Knowledge (nature) 8 ranks
  A cigar's smoke is already noxious. With a simple chomp,
  a prepared gadgeteer can make the smell truly horrible.
  A cigar with this addon contains a number of vessels full
  of a liquid that produces an absolutely horrid stench when
  heated. At will as a standard action, the gadgeteer can
  produce a puff of smoke in a square she threatens,
  sickening any creature occupying that square for 1d4
  rounds. A DC 10 + 1/2 the gadgeteer's class level + the
  gadgeteer's Intelligence modifier Fortitude save negates
  the sickened effect. Once per day as a standard action, the
  gadgeteer can chomp down on all of the vessels of liquid,
  producing a high­intensity burst of the horrid stench.
  While this consumes all of the stench­producing liquid
  and makes it so the stinkscreen addon cannot be used for
  the rest of the day, the resulting puff of smoke nauseates
  for 1 round in addition to the standard 1d4 rounds of
  sickening. A successful Fortitude saving throw negates
  both effects.
  Doppler Device
  2 Structure Points
  Requires: Gadgeteer 5, Knowledge (planes) 3 ranks
  Materials: Mirrors, Any one of ­ wood or metal
  The Doppler Device enhances the Doppler effect to
  confound those who would wish harm upon a gadgeteer.
  Twice per day as a standard action that provokes attacks
  of opportunity, the gadgeteer can shift to the red end of
  the spectrum, granting concealment (20% miss chance).
  Each round, a creature that attacks the gadgeteer
  must
  make a DC 10 + 1/2 the gadgeeteer's class level + the
  gadgeteer's Intelligence modifier Perception check. If it
  does, the concealment effect is negated for that round.
  Since this is not magical, the true seeing spell does not
  pierce it. When activated, the Doppler Device remains
  active for 1 minute.
  Addons
  Enhanced Power Supply
  1 Structure Point
  Requires: Gadgeteer 5
  A
  more
  robust
  power
  source
  means
  more
  daily
  activations of the device.
  A Doppler Device with this addon can be activated an
  additional time per day.
  Special: This addon can be selected multiple times. Its
  effects stack. Each time, the required minimum level
  increases by +2, to a maximum of +19.
  Image Stretching
  1 Structure Point
  Requires: Knowledge (planes) 7 ranks
  More precise use of the mirrors of the Doppler Device
  results in a harder­to­discern pattern.
  A Doppler Device with this addon produces images that
  are stretched to a greater extent. The Perception DC to
  negate the concealment is increased by +5.
  Transmitted Shift
  1 Structure Point
  Requires: Any one teamwork feat
  A few extra mirrors placed at strategic points on the
  Doppler Device allows it to grant its utility to individuals
  other than the gadgeteer herself.
  When a Doppler Device with this addon is activated, the
  gadgeteer can grant a creature other than herself the
  concealment effect generated by the Doppler Device. The
  creature must be within 30 feet of the gadgeteer in order
  to receive this benefit. Should the creature ever be more
  than 30 feet away from the gadgeteer, the concealment
  effect reverts to the gadgeteer for the remainder of the
  duration of the activation.
  22
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Energy Bar Compressor
  1 Structure Point
  Materials: Wood or metal, wheels, food
  This amazing device allows the gadgeteer to transform
  typical fare, like trail rations or a tavern meal, into
  nutrient­dense bars, perfect for the adventurer on the go!
  When one trail ration or its equivalent in wholesome
  foodstuffs is placed in the hopper of this accessory and its
  crank turned, a full­round action that provokes attacks of
  opportunity, a dense bar of solid food is produced. When
  consumed, a standard action that follows all of the rules
  for potions, the energy bar floods the chewer's mouth with
  positive energy, restoring 1d8 + the gadgeteer's ranks in
  the Profession (cook) skill hit points.
  Since undead are powered by negative energy, energy
  bars deal damage to them instead of curing their wounds.
  A DC 10 + 1/2 the gadgeteer's level + the gadgeteer's
  Intelligence modifier Will save halves this damage.
  Creatures that try to consume a second energy bar in a
  24­hour period are immediately struck with indigestion.
  Rather than receive healing, the unlucky creature is
  sickened for 1 minute with no saving throws allowed.
  Creatures that are immune to the sickened condition still
  receive no benefit from consuming additional energy
  bars.
  In the rare case that there are two gadgeteers with their
  own energy bar compressor accessory, then creatures
  may
  consume
  their
  daily
  limit
  from
  each
  without
  becoming sick. The gadgeteers' devices are still different
  enough to give an individual's stomach a fighting chance.
  Addons
  Expanded Additive Containment
  1 Structure Point
  Requires: Nauseating Food Additives addon
  More mushrooms means more misery!
  The nauseating food additives addon can now produce
  two energy bars per day rather than just one.
  Food­grade Polymers
  2 Structure Points
  Requires: Gadgeteer 10
  cannot be juryrigged
  A layer of food­grade shellac coats each energy bar
  produced, thus making them less able to react with the
  gastrointestinal
  tract
  of
  those
  who
  consume
  them.
  A creature may consume two energy bars daily without
  becoming sickened. The third daily energy bar sickens as
  normal.
  Meat Additives
  1 Structure Point
  Materials: Meat or bone
  Pets love energy bars!
  Feeding an animal an energy bar produced by this device
  grants a +5 alchemical bonus to all Handle Animal skill
  checks targeting this animal for 1 hour.
  Microfarm
  1 Structure Point
  Materials: Edible plants
  A small farm, much like a rock garden in its calming
  effect when worked on, is attached to the side of the
  device. Automated systems pick the crops whenever they
  have fruit or stalk to bear.
  This accessory can be activated twice per day without
  consuming one trail ration or its equivalent in wholesome
  foodstuffs.
  Nauseating Food Additives
  1 Structure Point
  Requires: Gadgeteer 5
  Materials: Filthy surroundings and/or allies
  A switch on the side of the device toggles the addition of
  the spores of a particularly noxious fungus that grows in
  a small, attached canister. Though being able to build
  such an addon from scratch when in prison may seem
  odd, looking behind the ears of the least clean cellmate
  typically yields surprising results.
  Once
  per
  day,
  the
  stored
  spores
  of
  the
  noxious
  mushrooms held in the attached canister can be mixed
  into an energy bar. Such an energy bar does not restore
  health. Instead, it nauseates the consumer for 1 minute.
  Upon consumption and each round on its turn, the
  subject may attempt a DC 10 + 1/2 the gadgeteer's level +
  the gadgeteer's Intelligence modifier Fortitude save to end
  the effect. This counts as a poison effect.
  Any creature who is suspicious of the strange foodstuff
  being offered can attempt a Perception check opposed by
  the gadgeteer's Profession (cook) check to detect that
  something is amiss. By dawn of the next day, the spores
  will have sprouted, making the bar impossible to pass off
  as an innocent bar of food. Some creatures, such as oozes,
  can be tricked into consuming an expired energy bar.
  After three days, the mushrooms will have consumed the
  entire energy bar, rendering it useless.
  Scientific Design
  1 Structure Point
  Materials: None
  Treating food as a science rather than as an art
  optimizes this accessory's function for gadgeteers of a
  different mindset.
  The gadgeteer uses her ranks in the Craft (metalworking)
  skill rather than her ranks in the Profession (cook) skill
  .
  for
  the
  determination
  of
  hit
  points
  restored
  by an energy bar.
  23
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Spice Shakers
  1 Structure Point
  Requires: Profession (cook) 3 ranks
  Materials: Spices or edible plants
  Several spice shakers apply their contents to every
  energy bar produced, thus kicking it up a notch!
  Energy bars restore an additional 1d8 hit points when
  eaten.
  Special: This addon may be taken multiple times. Its
  effects stack. Each time, the required ranks in the
  Profession (cook) skill increases by +3.
  Superior Scientific Design
  1 Structure Point
  Requires: Gadgeteer 7, Nauseating Food Additives
  addon, Scientific Design addon
  When a chef says his craft is an art, not a science, he
  quite simply hasn't met a gadgeteer with an energy bar
  compressor.
  The gadgeteer uses Craft (metalworking) instead of
  Profession (cook) when making an opposed check to hide
  the true nature of an energy bar containing spores added
  by the nauseating food additives addon.
  Zombie Chow
  2 Structure Points
  Requires: Gadgeteer 5
  Materials: Cooperative evil­aligned or neutral­aligned
  divine spellcaster
  By cooperating with a divine spellcaster of questionable
  morality, the gadgeteer opens up the wonders of energy
  bars to a entirely untapped market: the undead!
  Energy bars heal undead rather than harm them when
  consumed.
  Extreme Vision Goggles
  1 Structure Point
  Materials: Glass, any one of ­ wood, stone, or metal
  Night is the most common natural phenomenon that can
  hinder the performance of an adventurer, moreso than
  even rain. To that end, it is particularly important to
  have
  a
  means
  to
  negate
  its
  detrimental
  effects.
  In order to function, this accessory, which occupies the
  eyes slot, must be worn. A pair of extreme vision goggles
  comes
  standard
  with
  the
  "low­light"
  function.
  A pair of goggles set to the "low­light" function provides
  low­light vision to a distance of 60 feet. If the wearer is
  exposed to normal illumination, such as daylight or a
  torch within the radius of effect of the goggles, she is
  dazzled with no saving throw allowed. This dazzling lasts
  for the duration of the exposure to the offending source of
  light and for 1d4 rounds thereafter.
  Should the gadgeteer upgrade her goggles such that they
  are capable of multiple functions, she gains the ability to
  select one function as a swift action. While one function is
  in use, all other functions are suspended. Sadly, there is
  no off button to the extreme vision goggles, forcing a
  function to be selected at all times. If the goggles are not
  actively
  being
  worn,
  however,
  they
  go
  dormant.
  Addons
  Burning Lenses
  1 Structure Point
  Requires: Gadgeteer 5
  Materials: Mirrors
  Wealthy
  children
  know
  the
  joys
  of
  terrorizing
  populations of small arthropods with a lens, mirror, or
  other optical focusing device. Gadgeteers keen on the
  weaponization of anything and everything quickly learn
  how to do this to their eyes.
  While worn, goggles set to the "burn" function provide a
  gaze attack.
  1d6
  fire
  damage,
  10
  feet,
  Fortitude
  DC
  10
  +
  1/2
  gadgeteer's
  level
  +
  gadgeteer's
  Intelligence
  modifier
  negates.
  Darkvision
  1 Structure Point
  Requires: Heal 5 ranks, Limited Darkvision addon
  Materials: Eyeball of a creature with darkvision
  The use of multiple eyeballs to produce the lenses allows
  the gadgeteer to be selective regarding the quality of
  materials
  used.
  The
  end
  result
  is
  correspondingly
  enhanced.
  While worn, goggles set to the "darkvision" function
  granted by the limited darkvision addon have permanent
  darkvision to a distance of 60 feet rather than 30 feet. The
  consequences for exposure to light remain unchanged.
  24
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Hot Eyes
  2 Structure Points
  Requires: Gadgeteer 15, Heal 10 ranks,
  Burning Lenses addon
  Materials: none
  A superior focusing array makes for a particularly
  dangerous pair of goggles.
  When set to the "burn" function, the resulting gaze attack
  deals additional fire damage equal to half the gadgeteer's
  Intelligence modifier, rounded down.
  Larger Lenses
  1 Structure Point
  Requires: Burning Lenses addon or
  Reflective Lenses addon
  Materials: none
  If a pair of goggles are capable of burning or dazzling
  nearby creatures, a pair of goggles with bigger lenses
  can affect creatures that are slightly further away.
  The area of effect of the gaze attacks granted by the
  burning lenses addon and the reflective lenses addon are
  increased by +10 feet, to a total of a 20­foot radius.
  Limited Darkvision
  1 Structure Point
  Requires: Heal 3 ranks
  Materials: Eyeball of a creature with darkvision
  Many subterranean races, such as drow, have developed
  darkvision, while others have developed blindsense or
  even tremorsense. As the latter two logically cannot be
  made part of a pair of extreme vision goggles, the jealous
  gadgeteer has one clear goal.
  While worn, goggles set to the "darkvision" function
  provide permanent darkvision to a distance of 30 feet. If
  the wearer is exposed to normal illumination, such as
  daylight or a torch within the radius of effect of the
  goggles, he is blinded with no saving throw allowed. This
  blinding lasts for the duration of the exposure to the
  offending source of light and for 1d4 rounds thereafter.
  Protective Coating
  2 Structure Points
  Requires: Heal 7 ranks
  Materials: Any one of ­ stain, wax, shellac, ichor, or oil
  While worn, the goggles grant the wearer a +2 alchemical
  bonus to saving throws against dazzle and blind effects
  that involve overloading the eyes with light. In addition,
  the wearer has resistance 5 against spells with a light
  theme, such as searing light or sunburst.
  Reflective Lenses
  1 Structure Point
  Materials: Mirrors
  Eager gadgeteers quickly find that their eyes are not
  amused with their latest choice in invention. Being
  exposed to sudden spikes of light is no picnic, after all. As
  most toys created by adventuring gadgeteers eventually
  become weaponized due to the nature of the job itself, a
  design capable of overwhelming the eyes of the enemy
  rather than one that can accidentally do so to the
  gadgeteer becomes the norm.
  While worn, goggles set to the "dazzle" function provide a
  gaze attack. This gaze attack is only active if there is a
  torch, everburning torch, ongoing light spell, or other
  source of light within the goggles' radius of effect.
  Dazzles for 1d4 rounds, 10 feet, Fortitude DC 10 + 1/2
  gadgeteer's
  level
  +
  gadgeteer's
  Intelligence
  modifier
  negates.
  Sleuthing Attachment
  1 Structure Point
  Materials: Mirrors
  Some gadgeteers fancy themselves to be inquisitives and
  are drawn by the premise that a murder mystery is little
  more than a puzzle the world at large is all too eager to
  provide. In order to give themselves an edge, these
  gadgeteers add additional magnification capabilities to
  their goggles.
  While worn, goggles set to the "magnify" function are
  granted a +2 circumstance bonus to Perception checks
  made to notice small clues, including blood stains or
  errant follicles of hair. They also provide this bonus when
  searching for traps and secret doors hidden by mundane
  means.
  Superior Light Transfer
  1 Structure Point
  Materials: none
  Precision calibration of mirrors and lenses enhances the
  throughput of light through their structure. This can
  bode both well and ill for a gadgeteer, as many as
  overexposed eye can confirm in great detail and with
  great passion.
  The duration of the dazzled condition caused by the
  "dazzle" function is maximized. The duration of the
  dazzled
  condition
  suffered
  by
  the
  gadgeteer
  when
  overexposed while using the "low­light" function is also
  maximized.
  25
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Facetome
  1 Structure Point
  Materials: Soft material (such as a pillow),
  material that holds a shape (such as clay)
  The state­of­the­art face "memory" of the Facetome
  allows for the rapid creation of seamless disguises that
  are certified to fool everyone from passersby to the very
  family
  of
  the
  owner
  of
  the
  copied
  face.
  This accessory can be placed over the face of a helpless
  creature of small or medium size as a full­round action
  that provokes attacks of opportunity. The state­of­the­art
  clay mesh quickly conforms to the shape of the helpless
  creature's face and retains that shape in its memory until
  the next time accessories are prepared. A standard
  Facetome can only remember a single face at a time.
  Should the gadgeteer record a second face, the first face is
  overwritten and lost.
  When the gadgeteer places her own face in the Facetome,
  a standard action that provokes attacks of opportunity,
  her face is covered in an exact replica of the currently
  stored face, granting a +5 competence bonus to Disguise
  checks
  made
  to
  masquerade
  as
  that
  individual,
  an
  individual of the stored creature's race, or an individual of
  the stored creature's gender.
  A face produced by a Facetome is non­magical and
  effectively permanent if not destroyed. Rather flimsy, a
  face is ruined if the gadgeteer takes damage from any
  source or if the face is exposed to rain, snow, or other
  inclement weather for 1 minute or longer. Using an
  umbrella, wearing a cloth mask over the false face, and
  other precautions can prevent damage to a Facetome face
  from inclement weather. Additionally, the gadgeteer can
  simply rip the false face off as a standard action.
  Addons
  High Resolution Clay Mesh
  1 Structure Point
  Requires: Gadgeteer 6
  Materials: material that holds a shape (such as clay)
  Certain additives increase the resolution of all faces
  produced by a Facetome.
  Faces produced by a facetome now provide a +10
  competence bonus to Disguise skill checks rather than a
  +5 bonus.
  Improved Memory
  1 Structure Point
  Requires: Knowledge (engineering) 2 ranks
  Even though it is a wonder of technology, being confined
  to a single face gets tiresome quickly. Some gadgeteers
  invest in the materials necessary to save multiple faces.
  A facetome with this addon can store an additional face.
  Special: This addon can be taken multiple times. Its
  effects stack. Each time, the required ranks in Knowledge
  (engineering) increases by +4.
  Paralytic Injections
  1 Structure Point
  Materials: Any one of ­ alchemy lab or filthy
  surroundings
  By adding paralytic microorganisms to the clay mesh
  mixture, it is possible to cause the gadgeeteer's face to be
  more stable and unmoving while wearing a fake face.
  A gadgeteer currently wearing a fake face has a +2
  alchemical bonus to Bluff checks.
  Persistent Memory
  1 Structure Point
  Requires: Improved Memory addon
  Materials: none
  Having to record a face anew every day gets very
  tiresome when it is necessary to masquerade as an
  individual for a long period of time. As such, some
  facetomes include a means to override the standard
  memory wipe that occurs whenever accessories are
  prepared.
  The gadgeteer can elect to retain a single face in the
  facetome's memory whenever she prepares accessories
  for the day.
  Stoneface
  2 Structure Points
  Requires: Gadgeteer 8, Heal 8 ranks
  Materials: Any one of ­ gravel, pebbles, sawdust,
  small bits of metal
  When a facetome user's cover is blown, pain tends to
  ensue. Some gadgeteers find a way to negate some of the
  initial onset of pain in order to buy the time necessary to
  get away or overcome the attackers, whatever the case
  may be.
  A gadgeteer currently wearing a fake face has DR 5/­.
  Even if the gadgeteer herself takes no damage, if the face
  absorbs any damage, it is ruined.
  Twisted Visage
  1 Structure Point
  Requirements: Intimidate 5 ranks
  Materials: any volatile chemical or explosive
  It is an inevitability that an individual masquerading as
  another person will be caught in the act. Sometimes,
  being caught puts the masquerader at deadly risk. With
  one's cover blown, one final element of surprise can often
  be the difference between life and death.
  As a standard action, a gadgeteer currently wearing a fake
  face can cause the face to bloat in a grotesque fashion and
  burst, effectively ruining the face. As this happens, the
  gadgeteer makes an Intimidate check to demoralize each
  enemy within 10 feet of her. A creature can only be
  affected by such a display once every 24 hours. This is a
  language­dependent mind­affecting ability.
  26
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Fist Cannon
  3 Structure Points
  Requires: Craft (weapon) 4 ranks
  Materials: A hollow cylinder of wood or some other
  non­flammable material, Any one of ­ metal or wood
  For the gadgeteer who likes to get up close and personal,
  the fist cannon makes for an excellent departure from
  swords and shields.
  A fist cannon is strapped to the back of the gadgeteer's
  hand, snugly over any gloves or gauntlets she may be
  wearing. As a standard action, the gadgeteer can make a
  single unarmed attack (which may or may not provoke
  attacks of opportunity depending on the gadgeteer's feat
  selection),
  dealing
  unarmed
  damage
  as
  normal.
  Additionally, the plunger of the fist cannon is depressed,
  triggering the device itself. This deals 1d6 piercing
  damage plus an additional 1d6 piercing damage for every
  2 levels beyond 1st. A fist cannon is usable three times per
  day.
  Addons
  Additional Subroutines
  2 Structure Points
  Requires: Gadgeteer 6
  When a gadgeteer tires of punching things with fists full
  of fire or ice, she tends to dig a little deeper for
  something
  more
  interesting
  to
  act
  as
  a
  point
  of
  differentiation.
  A fist cannon with this addon causes additional effects
  based on the damage types dealt by the accessory.
  Cold ­ The victim's movement speed is reduced by 10 feet
  or 1 round.
  Electricity ­ The victim takes a ­2 penalty to attack rolls
  for 1 round.
  Fire ­ The victim bursts into flame, taking 1d6 points of
  damage at the beginning of the gadgeteer's next turn. This
  fire can be put out in the same fashion as being lit on fire
  by a flask of alchemist's fire
  Piercing ­ The victim takes 1d3 points of bleed damage.
  Electric Fist
  1 Structure Point
  Materials: Any one of ­ wire and a lodestone or
  a cooperative arcane spellcaster
  There's nothing like an electric shock to stop a gloating
  enemy mid­wisecrack.
  A fist cannon with this addon deals half piercing damage
  and half electricity damage.
  This addon cannot be selected if either the flaming fist
  addon or the frozen fist addon has already been selected.
  Extra Charges
  1 Structure Point
  Requires: Knowledge (arcana) 4 ranks
  More is better.
  A fist cannon with this addon can be used an additional
  time per day.
  Special: This addon can be taken multiple times. Its
  effects stack. Each time, the required ranks in the
  Knowledge (arcana) skill increases by +4.
  Flaming Fist
  1 Structure Point
  Materials: A cooperative arcane spellcaster
  There's nothing like hitting somebody in the gob with a
  flaming fist of fury.
  A fist cannon with this addon deals half piercing damage
  and half fire damage.
  This addon cannot be selected if either the electric fist
  addon or the frozen fist addon has already been selected.
  If a gadgeteer does not have access to a cooperative arcane
  spellcaster, she can prepare this addon by consuming a
  flask of alchemist's fire.
  Frozen Fist
  1 Structure Point
  Materials: Any one of ­ a cooperative arcane spellcaster
  or ice
  That being said, there's nothing like cracking somebody's
  jaw with an oversized ice cube, either.
  A fist cannon with this addon deals half piercing damage
  and half cold damage.
  This addon cannot be selected if either the electric fist
  addon or the flaming fist addon has already been selected.
  Supercharge
  2 Structure Points
  Requires: Gadgeteer 15
  Materials: none
  Again, when it comes to getting rid of a threat, more
  really is better.
  As a swift action, the gadgeteer can consume two daily
  uses of a fist cannon with this addon in order to
  supercharge it for 1 round. If a supercharged fist cannon
  is fired while supercharged, it deals maximum damage.
  27
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Flare Gun
  1 Structure Point
  Materials: A hollow cylinder of wood or some other
  non­flammable material, Any one of ­ metal or wood
  The first flare gun was devised to grant those without the
  spark of magic the ability to communicate as would a
  caster
  with
  dancing
  lights.
  Almost
  immediately,
  it
  dawned upon the original inventor that he had designed
  something that fired flaming balls of alchemical material
  into the air. Most flare guns have been weaponized ever
  since.
  A flare gun is an exotic ranged weapon that can only be
  fired by those who are proficient with them. Whenever a
  gadgeteer prepares a flare gun, she becomes proficient
  with the flare gun she created, but not the flare guns of
  others (They're all slightly different.). It is a standard
  action to reload a flare gun. With the Rapid Reload feat,
  reloading a flare gun is a move action. Flare guns can be
  granted an enhancement bonus to hit by spells such as
  magic weapon, but cannot be granted an enhancement
  bonus
  to
  damage.
  Further,
  unlike
  standard
  ranged
  weapons, a flare gun does not impart flaming, frost, or
  other
  weapon
  special
  abilities
  to
  its
  ammunition.
  A gadgeteer with this accessory has an unlimited supply
  of standard flares. A flare can be fired up to 100 feet away
  by an unmodified flare gun. Make a ranged touch attack
  against a square in range (AC 10). If this attack is
  unsuccessful, it scatters as though it were a thrown splash
  weapon. Wherever the flare comes to rest, it illuminates
  the surrounding area as though it were a torch. Flares stay
  lit for 1 minute before burning out.
  A gadgeteer can choose the color of her flares when
  preparing accessories for the day. All flares are the same
  solid color.
  Addons
  Alchemist's Fire Formulation
  1 Structure Point
  Requires: Craft (alchemy) 4 ranks
  Materials: Alchemy lab
  Eventually, a gadgeteer got to thinking what would
  happen if a flare were fired AT something. The rest is
  history.
  Creatures standing in the square struck by a standard
  flare light on fire, taking 1d6 points of fire damage at the
  beginning of the gadgeteer's next turn. This fire can be
  put out in the same way as the fires started by a flask of
  alchemist's fire.
  If a gadgeteer does not have access to an alchemy lab, she
  can
  prepare
  this
  addon
  by
  consuming
  a
  flask
  of
  alchemist's fire.
  Everburn
  1 Structure Point
  Requires: Gadgeteer 7, Craft (alchemy) 6 ranks,
  Alchemist's Fire Formulation addon
  The use of a more efficient formulation causes creatures
  lit on fire by a flare to stay lit on fire for a longer period
  of time.
  Creatures lit on fire by a standard flare with the
  alchemist's fire formulation addon are lit on fire for 1d4+1
  rounds instead of 1 round.
  Prismatic Flares
  1 Structure Point
  Signal flares are much more useful if they come in a
  variety
  of
  colors.
  It's
  very
  easy
  to
  tell
  between
  "impending doom" and "safe" if they are red and green,
  respectively.
  Whenever a gadgeteer with this addon loads her flare gun
  with a standard flare, she selects the color of that flare.
  Smoking Flare
  1 Structure Point
  Requires: Craft (alchemy) 3 ranks
  Materials: Alchemy lab
  One of the most common alternate types of ammunition
  for a flare gun is a formulation of flare that does not
  burn cleanly.
  Whenever
  a
  gadgeteer
  with
  this
  addon
  prepares
  accessories for the day, she also prepares three smoking
  flares. A smoking flare is fired in the same way as a
  standard flare. Wherever a smoking flare comes to rest, it
  produces a 10­foot cube of smoke that provides 20%
  concealment to creatures firing into or out of it. This
  smoke can be blown away in the same manner as smoke
  from a smokestick A smoking flare produces smoke for
  1d4 rounds before burning out.
  If a gadgeteer does not have access to an alchemy lab, she
  can prepare this addon by consuming a smokestick.
  Toxic Smoking Flare
  2 Structure Points
  Requires: Gadgeteer 15, Smoking Flare addon
  cannot be juryrigged
  Whenever a gadgeteer can get any invention to spit
  poison, it's a very good day indeed.
  Whenever
  a
  gadgeteer
  with
  this
  addon
  prepares
  accessories for the day, she may add a vial of inhaled
  poison to one of her smoking flares. This vial is consumed
  in the process. Whenever the smoking flare containing
  inhaled poison is fired, the resulting cloud of smoke also
  exposes creatures inside the smoke to the inhaled poison.
  The effects and saving throw are as the listing for that
  poison.
  28
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Joy Buzzer
  2 Structure Points
  Materials: Leather, metal, wire
  Inspired
  by
  slapstick
  comedy,
  a
  gadgeteer's
  supercharged joy buzzer can release enough electricity to
  cause temporary paralysis.
  A joy buzzer is attached to the inside of the gadgeteer's
  hand by comfortable leather straps and fits snugly over
  whatever gloves or guantlets she may be wearing. In order
  for a joy buzzer to be used, there must be nothing held in
  that particular hand. All functions of a joy buzzer are
  melee touch attacks that provoke attacks of opportunity if
  the attack misses. Whether or not their saving throw is
  successful, or whether a particular function allows a
  saving throw at all, creatures affected by a joy buzzer are
  immune to all functions of that particular joy buzzer for
  4 hours.
  All joy buzzers come standard with the "daze" function. A
  single touched creature is dazed for 1 round with a DC 10
  + 1/2 the gadgeteer's class level + the gadgeteer's
  Intelligence
  modifier
  Fortitude
  save
  to
  negate.
  Addons
  Collapsing Voltage
  1 Structure Point
  Materials: Lodestone or magnet, wire
  A blast of electricity can cause a creature to crumple.
  A joy buzzer with this addon gains the "collapse"
  function. A single touched creature takes electricity
  damage equal to the gadgeteer's class level and falls
  prone. A DC 10 + 1/2 the gadgeteer's class level + the
  gadgeteer's Intelligence modifier Fortitude save negates
  all effects.
  Electric Backlash
  1 Structure Point
  Requires: Any three other addons
  Sometimes, a little pain makes the gag funnier.
  A joy buzzer with this addon deals additional electricity
  damage equal to the gadgeteer's Intelligence modifier to
  the victims of any function of the joy buzzer. If the
  function's saving throw is made, the damage is negated.
  Kinetic Transform
  1 Structure Point
  Requires: Knowledge (engineering) 10 ranks
  Electrocuting a creature without completing the circuit
  can result in that creature being blasted backward.
  A joy buzzer with this addon gains the "kinetic" function.
  A single touched creature is subjected to a bull rush
  combat maneuver with a CMB equal to the gadgeteer's
  class level plus his Intelligence modifier. The gadgeteer
  cannot move with the creature touched as it is thrown
  backward,
  but
  the
  creature
  will
  continue
  to
  move
  backward as if the gadgeteer were moving with it.
  Locking Shocker
  1 Structure Point
  Materials: Lodestone or magnet, wire
  A particular voltage and amperage combination results
  in physical sluggishness for a short period of time.
  A joy buzzer with this addon gains the "shocker" function.
  A single touched creature is shaken and takes a ­10 foot
  penalty to movement speed for 1d4 rounds with a DC 10 +
  1/2
  the
  gadgeteer's
  class
  level
  +
  the
  gadgeteer's
  Intelligence
  modifier
  Fortitude
  save
  to
  negate.
  Paralytic Blast
  1 Structure Point
  Requires: Gadgeteer 7
  Materials: Lodestone or magnet, wire
  A strong enough current can lock up muscle and sinew,
  rendering a creature momentarily motionless.
  A joy buzzer with this addon gains the "blast" function. A
  single touched creature is stunned for 1 round with a DC
  10 + 1/2 the gadgeteer's class level + the gadgeteer's
  Intelligence
  modifier
  Fortitude
  save
  to
  negate.
  Persistent Electricity
  1 Structure Point
  Requires: Knowledge (engineering) 8 ranks
  The use of a specific frequency allows for the repeated
  use of lower­yield shocks.
  A joy buzzer with this addon can use the "daze" function
  on a creature that has already been affected by the joy
  buzzer in the past 24 hours without that creature being
  immune to it.
  Seizing Shock
  2 Structure Points
  Requires: Gadgeteer 15, Locking Shocker addon,
  Paralytic Blast addon
  Combining the current of the blast function with the
  long­lasting nature of the shocker function results in
  "fun".
  A joy buzzer with this addon gains the "seize" function. A
  single touched creature has its movement speed set to 5
  feet for 1d4 rounds with a DC 10 + 1/2 the gadgeteer's
  class
  level
  +
  the
  gadgeteer's
  Intelligence
  modifier
  Fortitude save to negate.
  29
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Multifunctional Pocketknife
  1 Structure Point
  Materials: Metal, wood
  Those who live or die by the devices held on their person
  come to appreciate feature creep. Simply put, a compact
  and efficient tool is nice to have, but a compact and
  efficient tool that has a dozen functions is the stuff of
  daydreams.
  A gadgeteer with this accessory is never without the right
  tool for the job. She gains a +2 circumstance bonus to all
  Craft
  and
  Profession
  skill
  checks.
  Additionally,
  the
  multifunctional
  pocketknife
  functions
  as
  a
  perfectly
  serviceable dagger.
  Addons
  Alchemical Addons
  1 Structure Point
  Requires: Craft (alchemy) 3 ranks
  Materials: Alchemy lab
  The
  utility
  of
  alchemy
  meets
  the
  utility
  of
  a
  multifunctional pocketknife. Somewhere, angels sing.
  A multifunctional pocketknife with the alchemical addons
  addon contains an inexhaustible supply of tindertwigs, as
  well as one daily vial of antitoxin. These are built into the
  knife and cannot be sold.
  Burglar's Helper
  1 Structure Point
  Requires: Disable Device 1 rank
  Materials: Lockpicks
  Integrated lockpicks make a multifunctional pocketknife
  a useful tool for breaking and entering.
  A multifunctional pocketknife with this addon grants a +2
  circumstance bonus to Open Lock checks. This bonus is
  increased to +3 if the disarmer's ally addon is also
  selected.
  The required ranks in the Disable Device skill is increased
  by +4 if the disarmer's ally addon has already been
  selected.
  Disarmer's Ally
  1 Structure Point
  Requires: Disable Device 1 rank
  Materials: Trap tools
  Integrated trap disarming tools make a multifunctional
  pocketknife a necessary tool for everything from the
  robbing of tombs to the infiltration of a particularly
  paranoid nobleman's household.
  A multifunctional pocketknife with this addon grants a +2
  circumstance bonus to Disable Device for the purpose of
  disarming traps. This bonus is increased to +3 if the
  burglar's helper addon is also selected. The required
  ranks in the Disable Device skill is increased by +4 if the
  burglar's
  helper
  addon
  has
  already
  been
  selected.
  Glass Cutter
  1 Structure Point
  Materials: Tempered metal
  This
  handy
  attachment
  makes
  any
  gadgeteer
  a
  prospective cat burglar or jewel thief. Or the ruler of a
  dungeon
  cell.
  It
  all
  depends
  on
  luck
  in
  the
  end.
  The dagger attachment of a multifunctional pocketknife
  ignores the hardness of glass. In addition, it also ignores
  the
  damage
  reduction
  of
  creatures
  made
  of
  glass.
  Improved Reflective Formulation
  1 Structure Point
  Requires: Parabolic Mirror addon
  Many gadgeteers find a parabolic mirror attachment to
  be incredibly useful. As a result, they find ways to make
  the
  reflective
  coating
  last
  longer
  in
  the
  field.
  The parabolic mirror attachment of a multifunctional
  pocketknife can now reflect two rays per day instead of a
  single ray per day.
  Parabolic Mirror
  2 Structure Points
  Requires: Knowledge (arcana) 10 ranks
  Materials: Mirror
  All light that is reflected by a parabolic mirror passes
  through a focal point. By manipulating the curvature of
  a parabolic mirror in real time, this focal point can be
  adjusted, thus making a protective attachment offensive,
  as well.
  A
  multifunctional
  pocketknife
  with
  this
  addon
  now
  includes
  the
  parabolic
  mirror
  attachment.
  This
  attachment can be readied as a standard action. Make an
  opposed attack roll against the first ray spell cast upon the
  user of the readied mirror. If the user of the mirror wins
  the opposed roll, she catches the ray with the mirror and
  reflects it back upon the caster, resulting in an automatic
  hit. Given the high­energy nature of most magical rays,
  the polish of the mirror is ruined after reflecting a single
  ray and, as such, can only be successfully used a single
  time per day.
  Reliable Utility
  2 Structure Points
  Requires: Gadgeteer 12,
  15 ranks in any two Craft or Profession skills
  Logical design allows for the competent use of this tool in
  any situation.
  A multifunctional pocketknife with this addon allows the
  gadgeteer to take 10 on all Craft and Profession checks she
  makes outside of combat. Craft and Profession checks
  made
  in
  combat
  must
  still
  be
  rolled
  as
  normal.
  30
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Rudimentary Lathe
  1 Structure Point
  Requires: Gadgeteer
  Wood and metal, much like rocks, have no vulnerable
  spots.
  A multifunctional pocketknife with this addon can stretch
  in an almost­impossible fashion to form a rudimentary
  lathe. Deploying a multifunctional pocketknife in this
  fashion is a full­round action that provokes attacks of
  opportunity. When deployed, if supplied materials, the
  gadgeteer can produce a mundane wood or metal item
  with a value of 2 gp or less in 1 hour; the produced item
  cannot have a sharp edge and cannot weigh over 1 pound.
  Further, the object to be produced must be roughly
  cylindrical in shape, such as a ladder rung or a clarinet.
  The Craft DC of the item is increased by +5 to reflect the
  high speed at which the gadgeteer is forced to work.
  sink not included
  Telescoping Pole
  1 Structure Point
  Materials: A number of hollow cylinders
  The ten­foot pole is a mainstay of the adventuring
  profession, but it can be incredibly awkward to carry
  around such a bulky device. Imagine a tomb with a
  ceiling four feet high. It gets awkward quickly. A
  properly modified multifunctional pocketknife can do the
  job of such a tool without the geometric issues typically
  inherent with their use.
  A multifunctional pocketknife with this addon includes a
  telescoping 10­foot pole. It can be extended or retracted
  as a move action. The attachment has 2 hit points and
  hardness dependent upon the material from which it has
  been made. In the case of composite materials, the lowest
  hardness
  among
  materials
  in
  the
  attachment's
  construction is used. If this addon is not juryrigged, then
  the attachment is assumed to have a hardness of 10.
  Sound Emitter
  1 Structure Point
  Materials: Wire, any one of ­ wood or metal
  Sound,
  effectively
  waves
  of
  vibrations
  through
  a
  material, can pick its way through all phases of matter.
  Given this, creatures ranging from earth elementals and
  eels to humans and gnomes have some way of detecting
  and interpreting these vibrations. Many gadgeteers
  produce devices capable of producing such sound waves
  in
  a
  wide
  range
  of
  frequencies,
  thus
  offering
  a
  correspondingly wide range of applications. Given the
  behavior of most gadgeteers, however, most of these
  applications have destruction and mayhem in mind.
  A sound emitter is a small device connected to a control
  rod by a thin 30­foot­long wire. It is a standard action to
  safely deploy a sound emitter on a flat surface, such as the
  floor, and another standard action to activate a function of
  the device using the control panel. Both of these actions
  provoke attacks of opportunity. Should the gadgeteer wish
  it, she may activate the sound emitter without deploying it
  on the floor, thus causing any area of effect functions to be
  centered
  on
  herself.
  In
  this
  case,
  the
  gadgeteer
  automatically fails all saving throws called for by the
  accessory.
  A sound emitter comes standard with the "telesound"
  function. When this function is activated, the accessory
  acts as a speaker. Whatever the gadgeteer speaks into the
  control rod at a whisper or louder is repeated in a loud
  speaking voice from the sound emitter itself. It is a DC 0
  Perception check to hear what is said at a range of up to
  120 feet. Creatures within 10 feet of the sound emitter
  itself must make a DC 11 Fortitude save or be deafened for
  as long as they remain within 10 feet of the device. Once
  further than 10 feet away from the sound emitter,
  creatures deafened in this manner remain deafened for 1
  additional round.
  By shouting into the control rod, a gadgeteer can
  effectively drown out the sound of a creeping ally. All
  creatures within 60 feet of a sound emitter whose
  telesound function is being used for shouting take a ­4
  penalty to Perception checks to detect the sound made by
  a creature sneaking about with the Stealth skill. This
  specialized use of the "telesound" function can still deafen
  creatures as detailed above.
  Addons
  Amplifier
  1 Structure Point
  One of the most basic uses of a sound emitter is the
  emission of extremely loud sounds.
  A sound emitter with this addon gains the "burst"
  function. When this function is activated, the accessory
  lets out a hideous wail, dealing 1d4 points of sonic damage
  plus an additional 1d4 points of sonic damage for every 2
  gadgeteer levels beyond 1st in a 10­foot radius with a DC
  10 + 1/2 the gadgeteer's class level + the gadgeteer's
  Intelligence modifier Fortitude save for half. This function
  can be activated once per day.
  31
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  High Frequency
  1 Structure Point
  Requires: Gadgeteer 5, Knowledge (nature) 3 ranks
  By playing a high pitch, it is possible to make it so
  humanoids
  cannot
  hear
  what
  is
  being
  emitted.
  A sound emitter with this addon can strike incredibly
  high pitches. When the "burst" function is used, the
  gadgeteer can select to affect only animals and magical
  beasts or all creatures with that function. Humanoid races
  with anthropomorphic traits, such as catfolk, lizardfolk,
  and tengu, are treated as animals for the purpose of this
  addon.
  Long Cord
  1 Structure Point
  Requires: Gadgeteer 7
  Materials: Wire
  It would stand to reason that a longer wire would be a
  one of the very first things that a gadgeteer improves on
  a sound emitter. This is almost never the case, however,
  as more wire is boring and utilitarian. It's the emitter
  itself that grabs the gadgeteer's attention and doesn't let
  go. Eventually, very eventually, however, the chronic
  annoyance
  of
  a
  short
  cord
  will
  finally
  grab
  the
  gadgeteer's attention long enough to get something done
  about it.
  A sound emitter with this addon has a 60­foot cord
  connecting the control rod and the emitter proper rather
  than a 30­foot cord.
  Rupturing Amplifier
  2 Structure Points
  Requires: Gadgeteer 13, Amplifier addon
  While some individuals will be satisfied with going to 11,
  a true gadgeteer won't stop for anything less than 12.
  A sound emitter with this addon gains the "rupture"
  function. When this function is activated, the accessory
  ruptures the eardrums of all creatures in a 20­foot radius,
  stunning them for 1 round and deafening them for 1 week
  as their eardrums heal. A DC 10 + 1/2 the gadgeteer's
  class
  level
  +
  the
  gadgeteer's
  Intelligence
  modifier
  Fortitude save negates this effect.
  Once a creature has had its eardrums ruptured, it is
  immune to this function for the duration of the deafened
  effect.
  Similarly,
  creatures
  without
  eardrums
  are
  completely immune to this function. A DC 25 Heal check
  or the heal or regenerate spell ends the deafened effect
  immediately. Other spells that normally address the
  deafened condition are not capable of removing this
  particular instance of the deafened condition because the
  deafness is not caused by a spell or a sensory overload; it
  is caused by the actual destruction of part of the aural
  organs. To that end, the organ itself must be repaired.
  This function can be activated twice per day.
  Shattering Frequency
  1 Structure Point
  Requires: Knowledge (engineering) 6 ranks
  As a gadgeteer gets to be more precise in her use of a
  sound emitter, particular frequencies are selected for
  their specific properties.
  A sound emitter with this addon gains the "shatter"
  function. When this function is activated, the accessory
  strikes a pure high­pitched tone, dealing 2d6 + the
  gadgeteer's level sonic damage to objects and creatures
  made of glass and crystal in a 10­foot radius. A DC 10 +
  1/2
  the
  gadgeteer's
  class
  level
  +
  the
  gadgeteer's
  Intelligence modifier Fortitude save halves the damage.
  This
  function
  can
  be
  activated
  twice
  per
  day.
  Sound Projection
  1 Structure Point
  Thicker wiring and larger speakers allow for a larger
  radius of effect.
  A sound emitter with this addon adds 5 feet to the radius
  of all area of effect functions.
  Sturdy Amplifier
  1 Structure Point
  Requires: Craft (any) 3 ranks
  When a sound emitter has been built well, it can blare
  sound for longer before fizzling out.
  A sound emitter with this addon can use the "burst"
  function one additional time per day.
  Special: This addon can be taken multiple times. Its
  effects stack. Each time, the required ranks in the Craft
  (any) skill increases by +3.
  Superior Amplifier
  1 Structure Point
  Requires: Knowledge (engineering) 2 ranks
  A properly­built sound emitter can go up to 11.
  A sound emitter with this addon deals an additional 1d4
  points of damage with the "burst" function.
  Special: This addon can be taken multiple times. Its
  effects stack. Each time, the required ranks in the
  Knowledge (engineering) skill increases by 3.
  32
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Stealth Lipstick
  1 Structure Point
  Materials: Alchemy lab, wax, pigment (optional)
  When a gadgeteer becomes one with a life of espionage,
  the ability to remove a possible threat to one's cover
  quietly and discreetly becomes the subject of many of the
  tracks of such a gadgeteer's mind. As lipstick is a
  perfectly acceptable for the ladies and lip balm isn't
  completely out of the realm of possibility for men, a
  poison delivery system at the tip of the gadgeteer's
  tongue is a perfectly valid way to be discreet about what
  must be done.
  The application of the stealth lipstick accessory is a two­
  step process.
  First, a base coat of protective wax is applied as a
  standard action that provokes attacks of opportunity. This
  protects the gadgeteer from the poisonous cocktail that
  rests atop it. As it is capable of holding up to the
  gadgeteer's own cocktails, it also renders the gadgeteer
  totally immune to contact poisons that contact only the
  lips.
  Second, a poisonous cocktail, the business end of the
  accessory, is applied as a second standard action that
  provokes attacks of opportunity. Gadgeteers without the
  poison use class feature must roll a d20 when applying
  the cocktail. On a roll of 1, the gadgeteer is accidentally
  poisoned and the cocktail is consumed. If the cocktail has
  been juryrigged, the gadgeteer is accidentally poisoned on
  a roll of 1 or 2 instead.
  When the gadgeteer kisses a victim, that victim is exposed
  to the contact poison present in the poisonous cocktail.
  The victim is affected by the poison immediately and
  again one minute later, taking 1d3 points of Strength
  damage unless he makes a successful DC 10 + 1/2 the
  gadgeteer's level + the gadgeteer's Intelligence modifier
  Fortitude save.
  Only
  one
  application
  worth
  of
  protective
  wax
  and
  poisonous cocktail is produced when accessories are
  prepared for the day.
  Addons
  Cocktail Remix
  1 Structure Point
  Requires: Craft (alchemy) 1 rank
  At times, targeting the muscle power of a creature is not
  the proper selection for the job.
  When preparing accessories for the day, select an ability
  score. The poison cocktail of a stick of stealth lipstick with
  this addon targets that ability score rather than targeting
  Strength.
  Custom Mix
  2 Structure Points
  Requires: Gadgeteer 7
  As the standard stealth lipstick options are somewhat
  restrictive, those who desire more options are obligated
  to supply the toxins themselves.
  The poisonous cocktail of stealth lipstick with this addon
  does not contain its standard poison. Instead, when
  preparing accessories for the day, the gadgeteer supplies a
  vial of contact poison on her own person and mixes it in
  with the poisonous cocktail half of the accessory. The vial
  of contact poison is consumed in the process. When the
  gadgeteer kisses a victim, that creature is affected by the
  poison the gadgeteer supplied herself with effects and
  save DC dictated by that supplied poison.
  Enhanced Lipstick I
  1 Structure Point
  A more potent cocktail makes this lipstick a more
  effective killer.
  Stealth lipstick with this addon deals 1d4 points of
  Strength damage instead of 1d3 points of Strength
  damage.
  Enhanced Lipstick II
  1 Structure Point
  Requires: Knowledge (nature) 6 ranks,
  Enhanced Lipstick I addon
  As the threat level of a job escalates, the need for more
  potent toxins becomes ever greater.
  Stealth lipstick with this addon deals 1d6 points of
  Strength damage instead of 1d4 points of Strength
  damage.
  Enhanced Lipstick III
  1 Structure Point
  Requires: Knowledge (nature) 10 ranks,
  Enhanced Lipstick II addon
  By this point, the gadgeteer's lips are coated with toxins
  potent enough to make a troll risk falling into a coma. A
  steady hand is advised.
  Stealth lipstick with this addon deals 1d8 points of
  Strength damage instead of 1d6 points of Strength
  damage.
  Enhanced Lipstick IV
  1 Structure Point
  Requires: Knowledge (nature) 15 ranks,
  Enhanced Lipstick III addon
  Don't twitch when applying.
  Stealth lipstick with this addon deals 1d10 points of
  Strength damage instead of 1d8 points of Strength
  damage.
  33
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Frontloaded Cocktail
  1 Structure Point
  Requires: Gadgeteer 4
  Sometimes, a poison needs to be delivered NOW.
  The poison cocktail deals an additional 1 point of Strength
  damage
  immediately,
  but
  does
  not
  deal
  secondary
  damage 1 minute later. If the enhanced lipstick III addon
  has been selected, it deals an additional 2 points of
  Strength damage instead.
  This addon cannot be selected if the custom mix addon
  has been selected.
  Herbal Melange
  1 Structure Point
  Requires: Knowledge (nature) 3 ranks
  When a lab isn't nearby, the bounty of the land will have
  to do.
  The stealth lipstick accessory's materials list now reads,
  "Materials: Wax, pigment (optional), any one of ­
  alchemy lab or plants."
  hemlock
  a longtime favorite of assassins
  Improved Base Coat
  1 Structure Point
  Requires: Gadgeteer 7
  A thicker base coat helps to ensure that accidental
  poisoning does not occur.
  Stealth lipstick with this addon is much safer to work
  with. When applying the poisonous cocktail over a base
  coat, there is no risk of accidental poisoning. If the
  accessory was juryrigged, accidental poisoning happens
  on
  a
  roll
  of
  1
  rather
  than
  on
  a
  roll
  of
  1
  or
  2.
  wolfsbane, or aconite
  favored for its paralytic properties
  baneberry
  the name says it all
  dryad's saddle
  technically edible
  causes cumulative joint damage
  excellent as a concentrate
  34
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  Workhorse, Automated
  1 Gadget Point
  Materials: Metal
  Some gadgeteers start to skip necessary things in an
  effort to have more time to create and invent, such as
  bathing. Some become self­conscious of these actions and
  spend their newfound time finding a way to perform
  these actions without taking any time on the part of the
  gadgeteer.
  A gadgeteer with the automated workhorse accessory
  nominates a single simple task that can be performed
  with a DC 10 skill check, such as cooking breakfast, giving
  the gadgeteer a sponge bath, or setting up camp for the
  night. The automated workhorse, a simple, gangling
  automaton, performs this one function to the best of its
  ability whenever it would be appropriate to do so.
  Whenever
  the
  gadgeteer
  receives
  benefit
  from
  the
  automated workhorse fulfilling its function, such as
  eating breakfast, being clean after a sponge bath, or
  getting into her tent for the night, she gets a +1 morale
  bonus to her choice of initiative rolls, Fortitude saving
  throws, Reflex saving throws, Will saving throws, or
  attack rolls. This morale bonus lasts for 8 hours. A
  gadgeteer can only receive this morale bonus once per
  day.
  Automated workhorses are limited by their inability to
  tell time. Without this ability, the automated workhorse's
  functions are triggered by the behavior of others in its
  vicinity or highly obvious phenomena, such as the rising
  of the sun. For example, if the gadgeteer's party begins to
  set up camp, this can be a trigger that tells an automated
  workhorse
  to
  get
  to
  work.
  Similarly,
  automated
  workhorses designed to cook breakfast can use the rising
  of the sun, the rousing of its master, or being directly told
  to start cooking as a trigger to start cooking. If the
  automated workhorse is separated from the master and
  her adventuring party, the triggers that the workhorse can
  use become incredibly few, making this an accessory that
  is difficult to use in a remote capacity.
  An automated workhorse has 20 hit points, a hardness of
  8, and an AC of 15. It does absolutely nothing in combat
  and is treated as an object by spells and abilities.
  Addons
  Additional Functions
  1 Gadget Point
  An automated workhorse is a slippery slope. Soon, it's
  doing everything the gadgeteer doesn't want to do.
  An automated workhorse with this addon can perform
  two additional functions.
  Special: This addon can be taken multiple times. Each
  time, create two more functions.
  Extra Comfort
  1 Gadget Point
  Requires: 9 ranks in any two skills
  Materials: A tool associated with the function to be
  optimized
  Gadgeteers quickly learn to optimize the behavior of
  their automated workhorses.
  An automated workhorse with this addon has one of its
  functions
  optimized.
  For
  example,
  an
  automated
  workhorse capable of cooking breakfast can become better
  at cooking breakfast. When the gadgeteer receives benefit
  from this optimized function, she gains a +2 morale bonus
  for 8 hours instead of a +1 morale bonus.
  Sharing is Caring
  1 Gadget Point
  Requires: Knowledge (engineering) 4 ranks
  A robot butler of sorts quickly makes the rest of an
  adventuring party quite jealous. Jealousy leads to anger.
  Anger leads to intraparty conflict. Intraparty conflict
  leads to less time to make new inventions than she had
  before she invented the automated workhorse. With this
  function,
  the
  gadgeteer
  programs
  her
  automated
  workhorse to serve all. And get them out of her hair.
  An automated workhorse with this addon is designed to
  perform functions for multiple people. When accessories
  are prepared for the day, the gadgeteer selects a single
  ally. That ally receives a morale bonus when he receives
  benefit from a function of the automated workhorse. The
  morale bonus is the same for all individuals who receive
  benefit from the automated workhose. For example, if the
  gadgeteer chooses to receive a morale bonus to Reflex
  saving throws from a plate of eggs, then everyone who
  benefits under this addon receives the morale bonus to
  Reflex saving throws that the gadgeteer chose.
  Special: This addon can be taken multiple times. Each
  time, the gadgeteer can select an additional ally when
  preparing accessories for the day. Each time this addon is
  taken, the required ranks in the Knowledge (engineering)
  skill increases by +2.
  Timepiece
  1 Gadget Point
  Requires: Gadgeteer 5
  Materials: Any one of ­ Sundial, water clock,
  or any other item that can tell time
  An automated workhorse behaves much like a primitive
  human. The idea of appointments or scheduled tasks isn't
  really part of its understanding, making time­sensitive
  functions,
  such
  as
  cooking
  breakfast,
  somewhat
  awkward. Breakfast can be served anywhere from 7 AM
  to 11 AM and an automated workhorse really isn't averse
  to waking up its gadgeteer in order to feed it. Eventually,
  a gadgeteer with such a mechanical butler gets annoyed
  and puts a clock in its skull.
  An automated workhorse with this addon can now
  accurately tell time. Functions can now use temporal
  triggers, such as, "Begin cooking dinner at 6 P.M."
  35
  
  The Gadgeteer: Mother of Invention
  Interjection Games
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
  Reserved.
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  such content does not embody the Product Identity and is an enhancement
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  trademark clearly identified as Product identity by the owner of the
  Product Identity, and which specifically excludes the Open Game Content;
  (f) "Trademark" means the logos, names, mark, sign, motto, designs that
  are used by a Contributor to identify itself or its products or the associated
  products contributed to the Open Game License by the Contributor (g)
  "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game
  Content. (h) "You" or "Your" means the licensee in terms of this
  agreement.
  2. The License: This License applies to any Open Game Content that
  contains a notice indicating that the Open Game Content may only be
  Used under and in terms of this License. You must affix such a notice to
  any Open Game Content that you Use. No terms may be added to or
  subtracted from this License except as described by the License itself. No
  other terms or conditions may be applied to any Open Game Content
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this
  License, the Contributors grant You a perpetual, worldwide, royalty­free,
  non­exclusive license with the exact terms of this License to Use, the Open
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing
  original material as Open Game Content, You represent that Your
  Contributions are Your original creation and/or You have sufficient rights
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
  portion of this License to include the exact text of the COPYRIGHT
  NOTICE of any Open Game Content You are copying, modifying or
  distributing, and You must add the title, the copyright date, and the
  copyright holder's name to the COPYRIGHT NOTICE of any original Open
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  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly licensed
  in another, independent Agreement with the owner of each element of that
  Product Identity. You agree not to indicate compatibility or co­adaptability
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  containing Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or Registered
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  8. Identification: If you distribute Open Game Content You must clearly
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  9. Updating the License: Wizards or its designated Agents may publish
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  10 Copy of this License: You MUST include a copy of this License with
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  12 Inability to Comply: If it is impossible for You to comply with any of the
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  13 Termination: This License will terminate automatically if You fail to
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  14 Reformation: If any provision of this License is held to be
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,
  and Bill Webb; Based on original content from TSR.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
  The Gadgeteer: Mother of Invention, Copyright 2013 Bradley Arthur
  Crouch.
  [End of License]
  Notice of Open Game Content: This product contains Open Game Content
  as defined in the Open Game License, above. Open Game Content may
  only be used under and in terms of the Open Game License.
  Cover art: Jeff Preston, "108 Terrible Portrait Ideas", 2011.
  Designation of Open Game Content: The statistical information and
  general descriptions of creatures, abilities, traps, and other related facets
  of those elements within this document are Open Game Content as
  described in the Open Game License and may be used as Open Game
  Content.
  Product Identity is not available for Use or reuse without the express
  written consent of Bradley Arthur Crouch of Interjection Games.
  Designation of Product Identity: Product Identity in this product includes
  the following terms; Interjection Games, the Interjection Games logo.
  This document is copyright Bradley Arthur Crouch of Interjection Games,
  2013. It is intended for personal use and may not be redistributed or
  reproduced without express written consent of Bradley Arthur Crouch of
  Interjection Games.
  36
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Interjection Games/The Gadgeteer.pdf