Gadgeteer
Creature 6 — human, humanoid
FlankerSnareLANDhumanhumanoid
Few are as prepared to be unprepared as a gadgeteer, who are masters at building seemingly impossible creations out of almost anything. They're always useful to have when a plan inevitably goes wrong because they can quickly craft the perfect tool needed to get out of even the stickiest predicament. Every now and again, someone tries to hire a gadgeteer to perfect a single design to replicate it and make more permanent versions of their thrown-together gadgets. This effort is often in vain, as e
Source: pathfinder-npc-core
Perception +14
Languages common
Skills crafting +16 (+20 when Crafting gadgets), Engineering Lore +18, society +12, thievery +14
Str
+1
Dex
+4
Con
+1
Int
+4
Wis
+2
Cha
+0
Items Heavy Wrench, Crossbow, Leather Armor
AC 23
Fort +11
Ref +16
Will +14
HP 95
Speed 25 feet
Offense
Melee Fist (agile, finesse, nonlethal, unarmed) +16, Damage 1d4+7 bludgeoning
Melee Heavy Wrench (shove) +16, Damage 1d6+7 bludgeoning
Ranged Crossbow (reload-1) +16, range increment 120 feet, Damage 1d8+6 piercing
Abilities
Gadget Specialist — For encounters involving crafting gadgets, the gadgeteer is a 9th-level challenge.
Create Gadget (concentrate, manipulate) — The gadgeteer uses their bag of junk and nearby scraps to create one of the following gadgets. Gadgets created this way fall apart after a single use or after 1 hour, whichever happens first.
Flash Bang 1 (manipulate) The gadgeteer throws a flash bang up to 20 feet away that explodes in a 5-foot burst. Creatures in the burst must succeed a DC 24 Fortitude save or become Blinded for 1 round.
Glider 1 (move) The gadgeteer leaps off a precipice with the glider in their hands. They fall only 60 feet per round, and for every 10 feet they fall, they can travel 5 feet forward.
Makeshift Key 1 (manipulate) The gadgeteer attempts to Pick a Lock with a +4 item bonus to the check.
Recorder 1 (manipulate) The gadgeteer records up to 25 spoken words on this device. Activating this gadget causes it to either repeat the recorded words once before falling apart or play the message on a loop for up to 10 minutes before falling apart.
Shocking Rod 1 (manipulate) An adjacent creature takes 3d12 electricity damage with a DC 24 Reflex save.
Flash Bang 1 (manipulate) The gadgeteer throws a flash bang up to 20 feet away that explodes in a 5-foot burst. Creatures in the burst must succeed a DC 24 Fortitude save or become Blinded for 1 round.
Glider 1 (move) The gadgeteer leaps off a precipice with the glider in their hands. They fall only 60 feet per round, and for every 10 feet they fall, they can travel 5 feet forward.
Makeshift Key 1 (manipulate) The gadgeteer attempts to Pick a Lock with a +4 item bonus to the check.
Recorder 1 (manipulate) The gadgeteer records up to 25 spoken words on this device. Activating this gadget causes it to either repeat the recorded words once before falling apart or play the message on a loop for up to 10 minutes before falling apart.
Shocking Rod 1 (manipulate) An adjacent creature takes 3d12 electricity damage with a DC 24 Reflex save.
WORKS WELL WITH
AnvilLANDA front-line body that pins enemy attention lets this device-wielding skirmisher circle in for a shove and reposition without eating a Reactive Strike.
SniperLANDThis device-wielding skirmisher's disruptive gadgets can leave a target Off-Guard, turning a precision shot into a reliably harder hit.
WeaverLANDA caster's battlefield-shaping spells buy the time this device-wielding skirmisher needs to dig another gadget out of the bag of junk.
PUNISHES
✖ clumping✖ static positioning✖ melee blockers
Works well with · Punishes · Pairing advice
Unlock with Tactics
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