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Justin's 3rd/4th character

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Justin's 3rd/4th character Empty Justin's 3rd/4th character

Post by Admin Mon Jan 18, 2016 10:56 am

*Anti-theft Device
Trivial complexity gadget schematic
Equipment Type: Tool belt
Activation Type: Continuous
When this gadget is equipped, other creatures have disadvantage on any Dexterity (Sleight of Hand) checks that they make in an attempt to steal objects that are in your possession. Additionally, you automatically know when a failed attempt to pick your pockets has been made.

*Boomerang Weapon
Trivial complexity gadget schematic
Equipment Type: Weapon (any thrown)
Activation Type: Continuous
Whenever you make a thrown attack with the weapon that this gadget is integrated with, that weapon automatically returns to your hand at the end of your turn.

*Chain whip
Trivial complexity gadget schematic
Equipment Type: Tool belt
Activation Type: 1 object interaction
When you take an object interaction to activate this gadget, a whip made out of a chain of interlocked metal teeth unfurls from
your tool belt. The whip counts as a simple melee weapon which deals 1d8 slashing damage and has the reach and finesse traits.
If you hit a creature of size large or smaller with this weapon, you can choose to pull the creature up to 10 feet closer to you.
You can take a second object interaction to retract this gadget back into your tool belt.

*Crossbow Autoloader
Trivial complexity gadget schematic
Equipment Type: Weapon (a crossbow with the loading trait)
Activation Type: Continuous
While this gadget is equipped the weapon it is integrated into
gains the Reload (6) trait instead of the loading trait.

*Retractable Bayonet
Trivial complexity gadget schematic
Equipment Type: Weapon (a bow, crossbow or firearm)
Activation Type: 1 object interaction (+ 1 attack action, special)
A weapon equipped with this gadget contains a hidden, retractable metal spike bayonet, allowing the weapon to be used as an effective close-quarters melee weapon in addition to its normal ranged attack capability. The bayonet can be deployed or hidden inside the weapon by using an object interaction. As long as the bayonet is deployed, you can use the weapon to make a melee attack, adding both your proficiency bonus and your choice of either your Strength or Dexterity modifier to the attack roll. If the attack hits, the bayonet deals 1d6 plus either your Strength or Dexterity modifier in piercing damage. If you hit a creature of size large or smaller with the bayonet, you can choose to push the creature up to 5 feet away to you.

*Lie-Detecting Compass
Simple complexity gadget schematic
Equipment Type: Headgear
Activation Type: Continuous (1 object interaction, special)
When this gadget is equipped, you always know which direction is north and what your approximate altitude or depth below ground is.
Lodestone of Truth. You may take an object interaction to activate this effect. For the next minute as long as you are looking at the gadget, you can perceive whether any creature who is speaking is intentionally lying or is telling the truth. Once this effect has been used, it must be recharged and it cannot be used again until you finish a short or long rest.

*Pop-Up Shield
Simple complexity gadget schematic
Equipment Type: Tool belt
Activation Type: 1 reaction
When this gadget is equipped, you can use your reaction when you are targeted with a melee or ranged attack to unfold a popout shield made of a strong but fl exible synthetic material. You are considered to have proficiency with this shield whether or not you are proficient with shields and the shield does not occupy your hands. The shield provides you with half-cover (+2 to AC and Dexterity saving throws) until the end of your next turn. At 11th level this benefit increases to three-quarters cover (+5 to AC and Dexterity saving throws). Once used, the gadget must be reset and cannot be used again until you complete a short or long rest.

*Retractable Flippers
Simple complexity gadget schematic
Equipment Type: Footwear
Activation Type: Continuous.
When this gadget is equipped, you can take an object interaction
to deploy mechanical flippers from the bottom of your boots.While the flippers are deployed swimming does not count as difficult terrain, but walking does. You can take a second object interaction to retract the flippers.

*Rebreather
Simple complexity gadget schematic
Equipment Type: Headgear
Activation Type: Continuous (1 action, special)
You can breathe underwater while you have this gadget equipped.
Air Filter. While this gadget is equipped, you can take an action to activate an emergency air filter that is built into the gadget. For one minute after activation, you have advantage on saving throws made against harmful gases and vapors. Once
used, this effect must be recharged and cannot be used again until you complete a short or long rest.


Grappling Gun
Trivial complexity gadget schematic
Equipment Type: Tool belt
Activation Type: 1 action + 1 object interaction
This gadget consists of a folding grappling hook connected
to a 50 foot long cable hidden in a compartment on your tool
belt. You may take an action to activate this gadget, causing the
grappling hook to shoot upward, unspooling the cable behind it
as it goes. You can take an object interaction to activate a winch
which winds the cable back into your belt. If the grappling hook
has been set, the winch will pull you and up to 200 pounds of
equipment you are carrying upwards toward the grappling hook
at a rate of 25 feet per round.

Healing Infusion
Simple complexity gadget schematic
Equipment Type: Armor
Activation Type: 1 action (1 reaction, special)
When you use an action to activate this gadget you regain a
number of hit points equal to 1d8 + your Intelligence modifi er.
The amount healed increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8). Once used,
the gadget must be reset and cannot be used again until you
complete a short or long rest.
Self Defense. When you are damaged by a single attack or
eff ect that deals more than one-quarter of your hit point total,
you can use your reaction to activate your healing infusion. You
regain a number of hit points equal to 1d4 + your Intelligence
modifi er. The amount healed increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4). Once used,
the gadget must be reset and cannot be used again until you
complete a short or long rest.

Weapon Reach Extender
Simple complexity gadget schematic
Equipment Type: Weapon (a melee weapon that does not have
the heavy, or two-handed trait)
Activation Type: Continuous
This gadget adds a telescoping handle to the weapon it is
attached to. Treat the weapon that this gadget is attached to as
though it has the reach trait. If it already has the reach trait, the
weapon’s reach extends for an additional +5 feet.

Wrist Rockets
Simple complexity gadget schematic
Equipment Type: Gloves
Activation Type: 1 action
When this gadget is equipped you can use an action to activate
it. If you do, you fi re two explosive rockets out of your gloves.
Each of the two rockets hits a creature of your choice that you
can see within 80 feet of you. Each rocket deals 1d4+1 force
damage to its target. The rockets all strike simultaneously, and
you can direct them both to hit the same, or diff erent targets. At
5th level you can fi re an additional rocket (3 rockets total). This
increases by an additional rocket at 11th (4 rockets) and 17th
levels (5 rockets). Once used, this gadget must be reloaded and
cannot be used again until you complete a short or a long rest.

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Join date : 2015-08-17

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