TEXT: The Assassin
  The Fabrication Cold
  Technique Tree
  0
  Gadgets and Gizmos for a True Professional
  Bradley Crouch
  Expanding a commission
  by Brandon Funderburgh
  II .. G
  G ..
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  The Fabrication Assassin Cold Technique
  Tree
  Killer Engineering
  Most assassins understand that any length of string, cord,
  or rope can be a garrote if you really, really want it to be
  so, but their understanding of improvised and customized
  equipment tends not to go any further than that, or, if it
  does, they know a black market gnome who is more than
  happy to turn mad ramblings into a reality. When out in
  the field for an extended period or tracking down an
  eccentric mark, these assassins experience a slight­to­
  severe dip in their threat level simply because their tools
  aren't quite keeping up with the absurdity around them.
  Like those assassins who brew their own poisons, you
  understand the value in self­sufficiency and creativity; as
  a result, you specialize in the production of custom
  gadgets and thingamabobs for professional use.
  Each morning, whenever you meditate to refresh your
  technique pool, you may also spend that time building a
  selection of custom gadgets. When building gadgets, you
  produce one gadget, plus an additional gadget if you know
  3, 7, 11, and 15 fabrication techniques, for a total of 5
  possible. For each gadget you build, select a base tool,
  then add your choice of up to two addons to it, paying the
  fabrication point cost of those addons to use them.
  When you first gain this ability, you gain your choice of
  one of the three tools listed below, as well as all of its
  associated
  addons.
  When
  you
  gain
  your
  second
  fabrication technique, choose another of the three tools
  and associated addons to learn, and when you gain your
  third fabrication technique, you know all tools and
  addons associated with the killer engineering ability.
  Other tools and addons are made available through the
  expenditure of fabrication techniques that expand your
  library (as opposed to fabrication techniques that grant
  global benefits to your fabricated tools).
  When
  building
  gadgets
  with
  this
  ability,
  you
  have
  fabrication points equal to your assassin level; you do not
  have to use all of your fabrication points, but they do not
  carry over from day to day, so you may as well use them
  all.
  Whenever
  you
  produce
  gadgets,
  any
  remaining
  gadgets
  from
  previous
  fabrication
  sessions
  are
  cannibalized for parts or otherwise break. Given this hasty
  construction is evident, sale of your gadgets to merchants
  is outright impossible.
  Hidden Blade (Tool)
  One of the quintessential assassin tools, hidden blades­
  and their less sophisticated cousin, the shiv­ have laid low
  kings,
  landlords,
  and
  town
  drunks
  since
  time
  immemorial. A hidden blade must first be installed in a
  glove,
  gauntlet,
  boot,
  shoe,
  or
  other
  foot­or­hand
  covering,
  a
  process
  that
  requires
  1
  minute
  of
  uninterrupted effort to complete. No more than one
  hidden blade may be installed in a single foot­or­hand
  covering at any one time, though multiple hidden blades
  may be tucked away on a single creature's person. Treat a
  hidden blade as a weapon for the purpose of spells and
  abilities that target weapons.
  Hidden blades have two states: retracted and deployed.
  While deployed, the hidden blade's business end is
  exposed and may be used as a melee weapon with the
  following profile: 1d4 piercing 19­20/x2. Hidden blades
  are compatible with the Weapon Finesse feat. Given a
  hidden blade is wrist­or­toe mounted, it is considered
  wielded at all times when deployed. If installed on a wrist,
  other objects may be held in the hand corresponding to
  that wrist, but attacks made with a wrist­mounted hidden
  blade whose hand is occupied take a ­4 penalty. Similarly,
  no more than one attack per round may be made with a
  toe­mounted hidden blade. Both of these limitations­ the
  aforementioned attack penalty and the single attack per
  round limitation if toe­mounted­ are waived if the wearer
  has either the Improved Unarmed Strike feat or the
  Multiattack feat.
  While retracted, a hidden blade cannot be used to attack,
  but it is concealed. A DC 13 + the installing assassin's
  class level + the installing assassin's Intelligence modifier
  Perception skill check is required to spot a retracted
  hidden blade.
  A
  hidden
  blade
  may
  be
  toggled
  from
  deployed
  to
  retracted, or vice versa, as a swift action. When toggling
  from retracted to deployed, the wearer may perform a
  Sleight of Hand check­ opposed by the Perception checks
  of observers­ to deploy the hidden blade unseen.
  Hidden Blade Addons
  Enhanced Blade (Su; Hidden Blade)
  Cost: X Fabrication Points
  When adding this addon to a hidden blade, choose a
  number of fabrication points to spend corresponding to
  one of the rows of the table below. The number chosen
  cannot exceed one­third your assassin class level. The
  hidden blade gains the benefit listed in the chosen row.
  Stealth Blade (Ex; Hidden Blade)
  Cost: 0 Fabrication Points
  The wearer of a hidden blade with this addon gains a +8
  circumstance bonus to Sleight of Hand checks made to
  deploy the hidden blade unseen.
  1
  Table: Enhanced Blade Addon
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Smoke Bomb (Tool)
  A smoke bomb is a consumable construct, usually round,
  that sprays fumes into the air when activated. Though the
  classic smoke bomb sprays smoke, the mechanism can be
  modified to vent inhaled poisons, combustible gases, and
  other such substances.
  Whenever you produce a smoke bomb gadget, choose a
  variant from the list below. Each variant produces a
  certain quantity of smoke bombs per gadget slot, and all
  addons applied to the gadget apply to each smoke bomb
  produced in that slot.
  A smoke bomb is a thrown splash weapon that can be
  hurled as an attack action or as an attack in a full­attack
  action; however, given the need to follow through when
  throwing
  smoke
  bombs,
  you
  cannot
  make
  off­hand
  attacks during a full­attack action if it includes hurling
  one or more smoke bombs. When throwing a smoke
  bomb, roll to hit a grid intersection (AC 5) and scatter as
  normal for a thrown splash weapon on a miss. Wherever
  the smoke bomb lands, it activates and produces its effect.
  Smoke bombs are treated as ammunition for the purpose
  of drawing them and have a range increment of 20 feet.
  Further, despite the fact that they are treated as thrown
  splash weapons, smoke bombs generally do not deal
  splash damage.
  Classic Smoke (Ex)
  Quantity: 3
  Duration: 3 rounds + 1 round/level
  A classic smoke bomb creates a cloud of cloying mist in a
  10­foot radius centered on itself, as the obscuring mist
  spell. If any effect that would end the obscuring mist
  spell, such as a strong gust, affects the cloud produced by
  a classic smoke bomb, then the cloud dissipates, only to
  return after 2 rounds have passed.
  Incendiary (Ex)
  Quantity: 2
  Duration: 1 round/level, or until triggered; see text
  An incendiary smoke bomb creates a cloud of combustible
  gas in a 5­foot radius centered on itself. Whenever a
  creature
  enters
  or
  attempts
  to
  leave
  the
  cloud,
  it
  detonates, dealing 1d6 points of fire damage with a
  Dexterity saving throw for half to all creatures in the
  cloud. After detonating, an incendiary smoke bomb ceases
  to exude combustible gas and becomes useless.
  The fire damage dealt by an incendiary smoke bomb
  increases by +1d6 at 5th, 11th, and 17th levels, to a
  maximum of 4d6.
  Inhaled Poison (Ex)
  Quantity: 1
  Duration: instantaneous
  You must expend a dose of an inhaled poison as an
  additional cost to creating an inhaled poison smoke
  bomb. An inhaled poison smoke bomb creates a 10­foot
  burst of toxic fumes centered on itself. Creatures caught
  in the first become subject to the poison expended
  to create the smoke bomb.
  Smoke Bomb Addons
  Acid Soak (Addon; Smoke Bomb)
  Cost: 1 Fabrication Point
  A smoke bomb with this addon deals 1d3 points of acid
  damage as splash damage.
  Aerodynamic Design (Addon; Smoke Bomb)
  Cost: 0 Fabrication Points
  The range increment of a smoke bomb with this addon
  increases by +10 feet.
  Extenders (Addon; Smoke Bomb)
  Cost: 0 Fabrication Points
  When you finish building custom gadgets with the killer
  engineering ability, if you have created three or more
  smoke bombs with the same formulation (variant and
  addons), and if that formulation includes this addon, then
  you
  produce
  an
  additional
  smoke
  bomb
  of
  that
  formulation.
  For example, if you spent two gadget slots to create four
  incendiary smoke bombs with the acid soak and extenders
  addons, the extenders addon triggers and grants you a
  fifth incendiary smoke bomb with that exact formulation.
  2
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Springknife (Tool)
  A springknife is a collection of articulated joints and
  tensed springs that can be used to "launch" a dagger at a
  nearby creature in melee combat. A springknife must first
  be installed upon a willing creature, a process that
  requires both 1 minute of uninterrupted effort and a
  dagger to be rigged into the installation. No more than
  one springknife may be installed on a single creature at
  any one time. Treat a springknife as a weapon for the
  purpose of spells and abilities that target weapons.
  Whenever a creature wearing a springknife makes a melee
  attack against an enemy it is flanking or is itself subject to
  a melee attack by a creature flanking it, the springknife
  activates, making a single melee attack at the creature
  flanked by or flanking the wearer. A springknife has a
  reach of 5 feet and only activates if the triggering attack is
  made against or by a creature within range. This attack
  has an attack bonus equal to the creating assassin's class
  level + his Intelligence modifier + the enhancement bonus
  of the installed dagger. On a successful hit, the dagger
  deals damage as normal, adding the creating assassin's
  Intelligence modifier to the damage rolled. Do not add
  any of the wearing creature's ability modifiers to the
  damage roll. Whether or not this attack is successful, a
  springknife buckles and falls apart after making a single
  attack and cannot be used again. The remnants of a
  springknife droop along the body of the creature upon
  which it was installed for easy retrieval of the installed
  dagger. When the dagger is retrieved, the remnants fall
  off. Despite the fact that a springknife hangs after
  triggering, it is no longer considered worn after use for
  the purpose of addons that care about such things.
  The dagger installed in a springknife may be retrieved as a
  standard action that provokes attacks of opportunity.
  Doing so causes a springknife to buckle and fall apart if it
  hasn't already; it cannot be used again.
  Springknife Addons
  Double Tap (Addon; Springknife)
  Cost: 2 Fabrication Points
  A springknife with this addon may be triggered twice
  before it falls apart. Springknives that deliver flasks and
  tanglefoot bags must be reset with a replacement flask or
  bag as though freshly installed, while a springknife that
  attacks
  with
  a
  dagger
  automatically
  resets
  at
  the
  beginning of the wearer's next turn. Springknives that
  deploy blinding powder may be reset with a dagger­ or if
  extra addons were spent to add compatibilities, flask or
  tanglefoot bag­ as though freshly installed. There is not a
  second dose of blinding powder.
  Do not apply the effects of any addons not specifically for
  springknives to the second triggering of a springknife with
  this addon.
  Hair Trigger (Addon; Springknife)
  Cost: 0 Fabrication Points
  Assuming it is in range, a springknife with this addon
  triggers upon any attack made by the wearer that would
  qualify as a sneak attack, even if the wearer does not
  normally deal sneak attack damage.
  Long Spring (Addon; Springknife)
  Cost: 1 Fabrication Point
  The reach of a springknife with this addon increases by
  +10 feet. If the springknife's target is near enough that it
  would be in range were the springknife's reach halved,
  then the springknife gets a +2 bonus to its attack roll.
  Special: The killer engineering ability is not a technique.
  Rather, whenever a character gains any technique from
  the fabrication category, he gains killer engineering as a
  bonus ability. Like a cross­specialization technique, if an
  assassin gains this ability, but did not select fabrication as
  one of his specializations, then his level is halved for the
  purpose of determining the power of this ability, as
  normal.
  3
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Fabrication Techniques
  Bespoke Construction (Ex)
  Category: Fabrication
  Requires: Assassin 6, any three fabrication techniques
  Your gadgets may include an additional addon, for a
  maximum of three. If a gadget has three addons, at least
  one of those addons must have a fabrication point cost of
  0, or the fabrication point cost of all of that gadget's
  addons must sum up to 3 or less.
  Creator's Confidence (Su)
  Category: Fabrication
  At the beginning of your turn, you gain 1 temporary hit
  point for each of your gadgets that is installed on your
  body. These temporary hit points last for 1 round.
  Defensive Construction (Su)
  Category: Fabrication
  Requires: Assassin 2
  You learn the following addons:
  Buffering Construction (Addon)
  Cost: 2 Fabrication Points
  Whenever
  a
  consumable
  gadget
  with
  this
  addon
  (springknives,
  smoke
  bombs,
  most
  utility
  belt
  components) is used, its user gains 5 temporary hit points
  that last for 1 round.
  Starting at 10th level, this addon's cost reduces to 1
  fabrication point.
  Bulky Construction (Addon)
  Cost: 1 Fabrication Point
  If a gadget with this addon is worn by a creature, then the
  gadget grants a +1 armor bonus to AC, increasing by +1
  for every three assassin levels you possess (max +5 at 12th
  level).
  Starting at 9th level, the gadget also grants DR 1/­,
  increasing to DR 2/­ at 15th level.
  Starting at 12th level, the fabrication point cost of bulky
  construction increases by +1; however, the gadget also
  grants a +1 luck bonus to AC. This bonus does not stack
  with other instances of bulky construction.
  Parabolic Construction (Addon)
  Cost: 2 Fabrication Points
  If a gadget with this addon is worn by a creature, then the
  gadget grants a +1 deflection bonus to AC, increasing by
  +1 for every nine assassin levels you possess.
  If a gadget with this addon deals damage to a creature,
  that creature's deflection bonus to AC, if any, is reduced
  by ­1 until the beginning of its next turn. For every nine
  assassin levels you possess, reduce an affected creature's
  deflection bonus to AC by an additional ­1, to a minimum
  of a +0 bonus. This penalty does not stack.
  Elemental Construction (Su)
  Category: Fabrication
  Requires: Assassin 4
  You learn the following addons:
  Anti Theft Construction (Addon)
  Cost: 1 Fabrication Point
  When adding this addon to a gadget, choose cold,
  electricity, or fire.
  If a gadget with this addon is worn by a creature, then the
  gadget deals 1 point of damage
  of the chosen type to
  creatures that attack the wearer in melee, plus an
  additional point of damage of the chosen type for every six
  assassin levels you possess. Other addons that trigger
  when a gadget deals damage do not trigger from damage
  dealt by anti theft construction.
  Elemental Construction (Addon)
  Cost: 2 Fabrication Points
  When adding this addon to a gadget, choose cold,
  electricity, or fire.
  If a gadget with this addon is worn by a creature, then the
  gadget grants resistance equal to half the creator's
  assassin level (rounded up, minimum 1) against the
  chosen energy type.
  If a gadget with this addon deals damage, then the gadget
  deals an additional 1d3 points of damage of the chosen
  energy type to any creature dealt damage by it, increasing
  by an additional 1d3 for every four assassin levels you
  possess.
  Elemental Pinprick (Addon)
  Cost: 1 Fabrication Point
  If a gadget with this addon deals damage, then the gadget
  deals an additional point each of cold, electricity, and fire
  damage to any creature dealt damage by it.
  Starting at 10th level, this addon's cost reduces to 0
  fabrication points.
  4
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Exotic Blades (Ex)
  Category: Fabrication
  Requires: Assassin 6
  You learn the following addons, which may only be added
  to the hidden blade tool:
  Autopoisoning Blade (Addon; Hidden Blade)
  Cost: 2 Fabrication Points
  A hidden blade with this addon includes a complex
  mechanism whereby a single vial of poison may be
  snapped into a concealed compartment alongside the
  hidden blade's housing, but only when the hidden blade is
  retracted. Snapping a vial into this socket is a standard
  action that provokes attacks of opportunity. As the hidden
  blade is deployed, the contents of the snapped­in vial
  apply themselves to the blade and the emptied poison vial
  is ejected by a spring mechanism.
  Bestial Design (Addon; Hidden Blade)
  Cost: 3 Fabrication Points
  If a creature wearing a hidden blade with this addon has
  one or more natural attacks from another source, then it
  treats the hidden blade as a secondary natural attack. A
  creature may only wear up to two hidden blades with this
  addon at any one time.
  Feinting Blade (Addon; Hidden Blade)
  Cost: 2 Fabrication Points
  Whenever a hidden blade with this addon is deployed, the
  wearer may perform the feint action against a creature
  that did not detect the retracted blade as a free action. If
  this feint is successful, it only applies to the next attack
  made with the hidden blade, and not any other weapon.
  Obviously, if a creature is wounded by a hidden blade, it is
  most definitely aware of the weapon's existence and this
  addon cannot be used again by retracting and deploying
  the hidden blade in quick succession.
  Fabricator's Presence (Ex)
  Category: Fabrication
  Requires: any two fabrication techniques
  Whenever a springknife installed on your person triggers
  targeting a creature whose presence pool contains 0
  presence, you gain 1 presence against that creature.
  Field Manufacture (Ex)
  Category: Fabrication
  Requires: Assassin 6
  At any time, you may expend 3 technique points to
  produce one unit of any gadget that you know. Creation of
  a
  gadget
  in
  this
  manner
  requires
  1
  minute
  of
  uninterrupted effort, reduced to a full­round action that
  provokes attacks of opportunity by the springknife savant
  technique. If you have fabrication points retained with the
  spare parts technique, you may expend them to give this
  gadget addons; treat addons with a fabrication point cost
  of 0 as though they had a fabrication point cost of 1 when
  using this technique to create gadgets.
  Liquid Smoke (Ex)
  Category: Fabrication
  Requires: Assassin 4
  You learn the following smoke bomb variants:
  Grease Bomb
  Quantity: 3
  Duration: 5 rounds + 1 round/level
  A grease bomb does not emit fumes, but rather sprays a
  slick, slimy sludge all over the ground in a 10­foot radius
  centered on itself. While nonmagical, a grease bomb's
  sludge behaves identically to the grease spell, save for its
  duration. The sludge contained in a grease bomb is
  optimized for slickness and expansion of the material so
  that it may fit in a tiny smoke bomb. When the bomb's
  duration
  expires,
  any
  remaining
  sludge
  cracks
  and
  becomes nothing more than a dry, crackly, and decidedly
  non­slippery mess.
  Tar Bomb
  Quantity: 2
  Duration: instantaneous
  A tar bomb does not emit fumes, but rather explodes in a
  10­foot burst of tar centered on itself. Creatures caught in
  the burst are entangled for 2d4 rounds and must make a
  Reflex save or be glued to the ground as the rules for a
  tanglefoot bag. Unlike a tanglefoot bag, the amount of
  damage that a creature must deal to the tar to free itself is
  equal to 10 + twice your assassin class level.
  Mass Production (Ex)
  Category: Fabrication
  Requires: Assassin 10, any four fabrication techniques
  Whenever you create a single­use gadget with the killer
  engineering ability, you may produce any number of
  copies of that gadget­ including addons­ for 2 fabrication
  points each. Copies treat your assassin level as though it
  were
  ­10
  lower
  (minimum
  1)
  for
  the
  purpose
  of
  determining their magnitude of effect, but not for the
  purpose of determining save DCs, if any.
  Spare Parts (Ex)
  Category: Fabrication
  Whenever you produce gadgets with the killer engineering
  ability, if you have fabrication points remaining when you
  are done, you may retain up to 3 of them and add them to
  the number of fabrication points you have the next time
  you prepare gadgets.
  5
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Springknife Savant (Ex)
  Category: Fabrication
  You may perform gadget installations as a full­round
  action that provokes attacks of opportunity. In addition,
  you personally may have up to two springknives installed
  on your body at any one time. When an attack would
  trigger one or more springknives on your person, you may
  choose which springknife, if any, triggers. Only one
  springknife installed on your body may trigger each
  round.
  Normal:
  Gadget
  installations
  require
  1
  minute
  of
  uninterrupted effort.
  Specialized Springknives (Ex)
  Category: Fabrication
  Requires: Assassin 4
  You learn the following addons, which may only be added
  to the springknife tool:
  Alchemical Springknife (Addon; Springknife)
  Cost: 1 Fabrication Point
  A springknife with this addon can no longer have a dagger
  installed in it. Instead, you may install a flask of acid or
  alchemist's fire, the springknife's reach increases to 30
  feet, and the attack made upon triggering is a melee touch
  attack. You still apply your Intelligence modifier to all
  initial damage dealt by the installed flask, including
  splash damage. The installed flask is not consumed if
  triggering results in a failed attack.
  Starting at 9th level, you may either install up to two
  flasks
  of
  qualifying
  substances
  in
  an
  alchemical
  springknife or reduce the fabrication point cost of the
  addon to 0.
  Starting at 17th level, you may install up to three flasks of
  qualifying substances in an alchemical springknife, or
  install up to two flasks and reduce the fabrication point
  cost of the addon to 0.
  Special: If your setting includes cold damage and
  electricity damage variants of alchemist's fire or acid,
  alchemical springknife also allows for their installation.
  Blinding Springknife (Addon; Springknife)
  Cost: 1 Fabrication Point
  A springknife with this addon has a measure of blinding
  powder integrated in its construction. When installing the
  springknife, if no other object­ such as a dagger, flask of
  alchemical goods, or tanglefoot bag­ is installed with the
  gadget,
  then
  the
  springknife
  becomes
  a
  blinding
  springknife. A blinding springknife's reach increases to 30
  feet, and the attack made upon triggering is a melee touch
  attack. On a successful hit, a blinding springknife deals no
  damage, but the target is dazzled for 1 minute and must
  succeed on a Fortitude saving throw or be blinded for 1
  round.
  Despite the fact that a blinding springknife deals no
  damage, creatures that fail their Fortitude saving throw
  against a blinding springknife are treated as though they
  were damaged by the gadget for the purpose of other
  addons, such as elemental construction.
  Tangling Springknife (Addon; Springknife)
  Cost: 2 Fabrication Points
  A springknife with this addon can no longer have a dagger
  installed in it. Instead, you may install a tanglefoot bag,
  the springknife's reach increases to 10 feet, and the attack
  made upon triggering is a melee touch attack. On a
  successful hit, a tangling springknife deals no damage, but
  the target is treated as hit by the installed tanglefoot bag.
  The installed tanglefoot bag is not consumed if triggering
  results in a failed attack.
  The amount of damage that must be dealt to the goo left
  behind by a tanglefoot bag delivered by a tangling
  springknife in order to remove it increases by +2 for each
  assassin level the creator possesses. Starting at 10th level,
  the goo has hardness 2.
  Under the Table (Ex)
  Category: Fabrication
  Requires: Assassin 6
  Whenever you produce gadgets, you may create a number
  of additional gadgets not to exceed half the gadgets the
  killer engineering ability allows you to make. These
  additional gadgets may not have addons and cost 1
  fabrication point each to produce.
  Universal Parts (Ex)
  Category: Fabrication
  Requires: spare parts technique
  Fabrication points retained by the spare parts technique
  may be spent as though they were technique points. The
  spare parts technique may now retain +1 technique point.
  6
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Utility Belt (Ex)
  Category: Fabrication
  You learn the following tool, as well as a number of
  addons that are compatible with it alone:
  Utility Belt (Tool)
  In a society without adventurers, assassins who embrace
  the utility belt would stick out like a sore thumb, but since
  such a world obviously doesn't exist, assorted pouches
  and tools merely help the trained killer blend in. When
  creating a utility belt, choose two components from the
  list below, then install the belt upon a willing creature, a
  process that requires 1 minute of uninterrupted effort.
  The wearer gains the abilities granted by the components
  you chose when constructing the utility belt.
  Starting at 7th level, choose a third component when you
  create a utility belt, but treat your assassin level as though
  it were 1st for the purpose of determining its magnitude of
  effect and the number of uses it has.
  Starting at 15th level, choose a fourth component when
  you create a utility belt, but treat your assassin level as
  though it were 3rd for the purpose of determining its
  magnitude of effect and the number of uses it has.
  Utility Belt Components
  Beast Repellent (Ex) ­ When most marks are men, the
  means to dissuade the hunger of beasts can make the
  mark nature's own target. As a standard action that
  provokes attacks of opportunity, the wearer hoses itself
  down
  with
  a
  bevy
  of
  chemicals
  that
  animals
  find
  repulsive, thus gaining the benefits of the sanctuary spell
  against animals and magical beasts with an Intelligence
  score of 3 or lower. Creatures that would be subject to the
  sanctuary effect of beast repellent cannot make attacks of
  opportunity in response to the stuff being sprayed; it's
  nasty! This effect persists for 1 minute, or until the wearer
  performs any action whatsoever.
  A utility belt with the beast repellent addon has one dose,
  plus an additional dose for every six assassin levels you
  possess.
  Buffered Padding (Ex) ­ When adding this component to
  a utility belt, choose acid, cold, electricity, fire, or sonic.
  The wearer gains resistance equal to 1/2 your assassin
  level (rounded up) against the chosen energy type.
  Starting at 10th level, add your Intelligence modifier to
  the amount of resistance granted.
  Extradimensional Storage (Su) ­ The wearer of a utility
  belt with this component may store a single object
  weighing
  two
  pounds
  or
  less
  in
  a
  pocket
  of
  extradimensional space. Storing an object is a standard
  action
  that
  provokes
  attacks
  of
  opportunity,
  while
  retrieving an object is a swift action that deposits the
  object into one of the wearer's hands. The wearer must
  have at least one free hand to retrieve an object using
  extradimensional storage. The wearer is aware of what is
  stored in any extradimensional space the utility
  belt possesses, and objects left in extradimensional
  storage when the gadget ceases to function are ejected
  onto the wearer's person.
  A
  utility
  belt
  with
  the
  extradimensional
  storage
  component
  has
  space
  for
  a
  single
  object,
  plus
  an
  additional object for every seven assassin levels you
  possess.
  An assassin must be at least 4th level to add this
  component to a utility belt.
  Internal Rigging (Ex) ­ Once per round, a utility belt with
  the internal rigging component may activate any other
  component that is activated as a swift action as a free
  action instead. This component may be activated once,
  plus an additional time for every three assassin levels you
  possess.
  Peashooter (Ex) ­ The peashooter is a small device that is
  readily integrated into an assassin's utility belt. When
  activated as a swift action, it fires a single dart at a
  creature within 30 feet; treat this as a ranged attack with
  an attack modifier equal to your assassin level + your
  Intelligence bonus that deals 1d4 points of piercing
  damage on a successful hit. Given how awkward aiming
  such a device is, a peashooter never deals precision
  damage (such as sneak attack damage).
  A utility belt with the peashooter component has one shot,
  plus an additional shot for every two assassin levels you
  possess.
  Rebreather (Ex) ­ An assassin's rebreather comprises a
  number of small gas "cells", a hose, and a mouthpiece.
  When one of the gas cells is broken, a swift action, the
  rebreather bubbles with breathable air under gentle
  pressure for 5 minutes. Any creature with the mouthpiece
  in its mouth may breathe the air, but cannot supply verbal
  components for abilities.
  A utility belt with the rebreather component has one gas
  cell, plus an additional gas cell for every six assassin levels
  you possess.
  Steady (Ex) ­ Steady is a bundle of small syringed
  containing chemicals meant to steady aim and improve
  accuracy. When steady is injected directly into the body
  from its resting position in the utility belt, a swift action,
  the wearer gains a +2 insight bonus to its next attack roll
  made before the beginning of its next turn.
  A utility belt with the steady component has one dose,
  plus an additional dose for every three assassin levels you
  possess.
  Stimpacks (Ex) ­ A stimpack is a bundle of small syringes­
  or stims­ containing adrenaline, clotting promoters, and
  other chemicals meant to make an all­too­fair fight break
  in the assassin's favor. When a stim is injected directly
  into the body from its resting position in the utility belt, a
  swift action, the wearer regains 1d4 hit points.
  A utility belt with the stimpacks component has one stim,
  plus an additional stim for every two assassin levels you
  possess.
  7
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
  Utility Belt Addons
  Deep Packing (Addon; Utility Belt)
  Requires: 2 Fabrication Points
  All limited­use components of a utility belt with this
  addon may be activated one additional time.
  Extra Component (Addon; Utility Belt)
  Requires: 2 Fabrication Points
  When adding this addon to a utility belt, choose a
  component that is not already on that utility belt. Add the
  chosen component to the utility belt, but treat your level
  as though it were halved (rounded up) for the purpose of
  determining its magnitude of effect and the number of
  uses it has.
  Stuffed Component (Addon; Utility Belt)
  Requires: 1 Fabrication Point
  When adding this addon to a utility belt, choose a
  component on that utility belt with a limited number of
  uses
  per
  day.
  You
  add
  your
  Intelligence
  modifier
  (minimum +0) to your assassin level for the purpose of
  determining how many uses the chosen component has.
  Fabrication Feats
  Bauble Hoarder
  It may be a syndrome to some, but it's a lifesaver to those
  who suffer from it.
  Prerequisite: Assassin techniques class feature, liquid
  smoke
  technique,
  fabrication
  as
  a
  chosen
  assassin
  specialization
  Benefit: Once per day, you may pull a smoke bomb with
  a configuration matching a smoke bomb you created
  either
  today
  or
  yesterday
  out
  of
  some
  hidden
  compartment of your clothing or equipment as a swift
  action. This smoke bomb is a bonus smoke bomb and
  does not count against the quantities of those you created
  today.
  If you are separated from your equipment, you cannot use
  Bauble Hoarder.
  Killer Engineer
  Despite how seductive it may be, a true professional
  doesn't name their latest invention "The Exsanguinator".
  Except for gnomes.
  Prerequisite: Killer engineering ability, know at least 1
  fabrication technique
  Benefit: Whenever you create gadgets with the killer
  engineering ability, the number of fabrication points you
  have to spend increases by +2.
  Special: You can gain Killer Engineer multiple times.
  Each time, the required number of known fabrication
  techniques increases by +2. Its effects stack.
  Mundane Munitions Wrangler
  Upset with how few gadgets you are able to produce, you
  specialize in cobbling together some truly bottom­tier
  gadgets out of spare parts to bulk up your assets.
  Prerequisite: Know at least 3 fabrication techniques,
  fabrication as a chosen assassin specialization, assassin
  level 7th
  Benefit: Whenever you create gadgets, you produce a
  single classic smoke bomb, a hidden blade, and a
  springknife with a standard dagger already installed.
  These
  additional
  gadgets
  do
  not
  count
  toward
  the
  maximum number of gadgets you may create, but they
  also cannot possess addons.
  Optimized Processes
  There's always a way to squeeze more out of gadgets.
  Prerequisite: Fabrication as a chosen assassin specialization
  Benefit: You learn the following addons:
  Integrated Component
  (Addon; Hidden Blade, Springknife)
  Cost: 0 Fabrication Points
  When adding this addon to a gadget, choose peashooter,
  steady, or stimpacks.
  The
  chosen
  gadget
  gains
  the
  selected
  utility
  belt
  component and may activate it once as though it were a
  utility belt. The chosen gadget may be used an additional
  time for every nine assassin levels you possess.
  Special: Starting at 5th level, whenever you create
  gadgets, you may add this addon to a single gadget
  without it taking up one of that gadget's addon slots.
  Optimized Processes (Addon)
  Cost: 1 Fabrication Point
  If a gadget with this addon deals damage, it deals an
  additional point of damage of any one type it deals. If it
  grants temporary hit points, it grants an additional
  temporary hit point. If it restores hit points, it restores an
  additional hit point.
  Utility in Utility
  Utility belts you create have extra utility for you
  personally no matter who is wearing the blasted thing!
  Prerequisite: Utility belt technique, fabrication as a
  chosen assassin specialization, assassin level 11th
  Benefit: If a creature wearing a utility belt you created is
  adjacent to you, you may activate the internal rigging,
  peashooter, steady, or stimpacks component of that utility
  belt as though you were wearing it. If you activate steady
  or stimpacks, you may choose to make the target of that
  component
  either
  yourself
  or
  the
  wearer,
  while
  peashooter and internal rigging uses their usual
  targeting.
  8
  
  The Fabrication Assassin Cold Technique Tree
  Interjection Games
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  The
  Fabrication
  Assassin
  Cold
  Technique
  Tree,
  Copyright
  2018
  Interjection Games, LLC; Author: Bradley Crouch.
  [End of License]
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  9
  
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