Gizmo Feats
Table of Contents
- (Gizmo) Feats
- Adjust Parameters (Gizmo) [SUE]
- Biofuel Gizmos (gizmo) [DRS]
- Biomechanical Upgrade (Champion, Gizmo) [SUE]
- Biomimicry (gizmo) [DRS]
- Compounding Arsenal (gizmo) [DRS]
- Compounding Arsenal, Greater (gizmo) [DRS]
- Dedicated Upgrades (Gizmo) [SUE]
- Durable Gizmos (Gizmo) [SUE]
- Extra Gizmo Limit (Gizmo) [SUE]
- Explosive Gizmo Expert (gizmo) [DRS]
- Extendo Combatant (Combat, Gizmo) [SUE]
- Moldable Tinker Talent (Combat, Gizmo) [SUE]
- Gizmo Attack (gizmo, combat) [DRS]
- Teched-Out Minions (champion, gizmo) [DRS]
- Technological Weapons Expert (combat, gizmo) [DRS]
- Transmitted Spell (champion, gizmo, metamagic) [DRS]
Gizmo Feats: Feats with the (gizmo) tag increase the character’s gizmo limit by +1 (as though they possessed 1 additional gizmo talent). Gizmo feats grant additional abilities corresponding to your Tinker sphere packages or new gizmos.
Gizmo feats may be selected in place of certain class features, so long as they meet all of that feat’s normal prerequisites. Examples of such class features include alchemist discovery, investigator talent, rogue talent, slayer talent, vigilante talent, and witch hex as well as armorist arsenal trick, armiger prowess, blacksmith smithing insight, mageknight mystic combat, technician technical insight, and so on (in other words, a “class talent” feature). GMs may determine other class features are appropriate to select gizmo feats with.
(dual sphere) options [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
A dual sphere feat is an ability or set of abilities that meshes two different spheres. Using a dual sphere feat is exclusive to other dual sphere feats, specifically, multiple dual sphere feats cannot be used simultaneously. The purpose is to prevent too many different spheres from being “daisy chained” together, but it should not preclude basic enabling options.
Instead of a dual sphere feat’s options being fully exclusive to other dual sphere options, certain options or abilities in this book may have the (dual sphere) tag. An option or ability with the (dual sphere) tag cannot be used with other feats, options, or abilities with the (dual sphere) tag.
In the case of the Tinker sphere (and certain other spheres that craft or prepare objects), a (dual sphere) option is usually part of crafting the gizmo or a new way to spend or active gizmo abilities.
A feat that grants (dual sphere) options is otherwise treated as a feat with the (dual sphere) tag.
(Gizmo) Feats
Adjust Parameters (Gizmo) [SUE]
You’ve become adept at quickly adjusting a gizmo for its other possible configurations.
Prerequisite: Tinker sphere.
Benefit: You may spend 1 minute to change any "parameters'' of a gizmo you crafted (i.e. its gizmo level, effective practitioner modifier, which ability score a physical augmentation gizmo is assigned to, which energy type a weapon is assigned to, etc.). In addition, as a battery use ability, you may deplete 1 battery as a full-round action to change a gizmo as though using this feat.
A gizmo changed this way must be the same kind of gizmo (i.e. a physical augmentation altered into a new physical augmentation, a field projector into a different type of field projector, or a prosthetic into another kind of prosthetic or a different secondary function) but cannot change a gizmo into a completely different gizmo.
Projects, including AI and mechanoids, cannot be adjusted with this feat.
Biofuel Gizmos (gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Your implanted gizmos take on a quality similar to organs, forming a biomechanical network that fuels itself.
Prerequisites: Tinker sphere.
Benefits: You gain a +5 bonus on all checks made to implant a gizmo. Other creatures gain a +5 bonus on all checks made to implant a gizmo into you.
Biofuel Gizmos: Whenever you craft a gizmo, you may craft it as an advanced gizmo to grant it the Implant Requisite Tinker drawback (referred to here as a “biofuel gizmo”).
A creature gains 1 maximum biofuel charge per implanted biofuel gizmo, +1 additional biofuel charge per 2 total implanted biofuel gizmos (essentially 1.5 biofuel charges per implanted biofuel gizmo).
Biofuel charges may be expended as though it were a battery (with a gizmo level equal to each implanted biofuel gizmo), and may be expended to power any implanted biofuel gizmo’s abilities or to use an ability not represented by a crafted gizmo (such as certain class features). A creature replenishes all biofuel charges whenever their biofuel gizmos receive maintenance (except those biofuel charges being depleted for an ongoing effect).
Minor gizmos and projects modified to be biofuel gizmos do not grant a creature biofuel charges.
Burn Away: Whenever you would use a biofuel charge, you may take 2 points of Constitution burn instead. In addition to recovering ability burn after 8 hours of rest, ability burn accrued using this ability can be recovered at a rate of 1 per maintenance session.
Example and Explanation: In effect, for each implanted biofuel gizmo in a creature, that creature gains a battery charge that can be depleted for any of their biofuel gizmos (as though they each had these fake batteries attached and available to them). For example, a character with 4 biofuel gizmos would have 4 biofuel charges, which could be freely expended between each of their biofuel gizmos.
Biomechanical Upgrade (Champion, Gizmo) [SUE]
Machinery often imitates biology.
Prerequisites: Alteration sphere, Tinker sphere ((transportation) package).
Benefit: When crafting a mechanoid, you may choose to grant the mechanoid 1 Alteration sphere trait you know in place of 1 upgrade. The mechanoid uses their gizmo level as the caster level of the granted trait; if the trait would have a saving throw associated with it, the mechanoid uses its gizmo DC in place of that trait’s normal saving throw (as though the trait were an innate gizmo).
You may not grant Alteration traits that normally require a spell point as an upgrade nor can you grant an Alteration trait that would grant an Intelligence score (such as the Anthropomorphic Transformation (transformation) talent’s Gift of Mind trait).
Note: An Alteration trait granted as an upgrade does not count against how many Alteration traits the mechanoid could have, if subject to an Alteration shapeshift sphere effect. However, this trait is part of the mechanoid’s “natural body”, and would be suppressed by polymorph effects that alter the target’s physiology.
Biomimicry (gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker associated skill 5 ranks, Tinker sphere (Disguised Gizmo).
Benefits: You gain a +2 bonus on Disguise checks (doubled when disguising an object or gizmo).
Whenever you craft a gizmo, you may craft it as an advanced gizmo to grant it the Living Gizmo Tinker drawback and the Adapted Biology boon, choosing a creature type of your choice for each gizmo crafted this way. If you would use the Disguised Gizmo talent with a gizmo crafted this way, the disguise must be appropriate for the creature type chosen.
A project crafted using this feat instead has its project material costs increased by 50%.
Certain creature types and subtypes may not be available subject to GM discretion.
Example: A mechanoid granted the animal type with this feat would need to have features that make it animal like (such as loosely matching a horse), whereas a prosthetic granted the human subtype type would need to look like a human’s arm.
Special: If your Tinker tradition already possesses the Living Gizmo drawback, this feat allows you to craft your gizmos as though it had a different creature type. Your gizmos do not require an “appropriate” disguise unless modified with this feat to have a different creature type.
Compounding Arsenal (gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker sphere ((augmentation) package, Arsenal Set)
Benefits: Your prosthetic arsenal secondary function may be used as a personal gizmo, allowing you to share the magical properties of weapons stored in the prosthetic arsenal.
As a standard action, you may allocate the magical properties of one attached weapon to another attached weapon (or to the prosthetic if used as an unarmed strike or natural attack), designating that weapon as the "compounded weapon”. The compounded weapon gains the enhancement bonus, weapon special abilities, and is treated as being made of the first weapon’s special materials (if any), replacing the compounded weapon’s original properties. Special abilities and materials prohibited by the compounded weapon’s shape are not granted this way (such as a keen longsword being unable to grant the keen special ability to an unarmed strike or an attached greatclub). This does not grant unique special abilities or properties of the first weapon to the compounded weapon (such as flametongue’s ability to cast scorching ray or a lifedrinker axe’s inflicted negative levels).
Only a single weapon can be designated as the compounded weapon at a time, per prosthetic arsenal. If the prosthetic would have multiple instances of the prosthetic arsenal secondary function, the prosthetic cannot be granted properties from multiple weapons (such as when using it as an unarmed strike or natural attack).
In addition, the prosthetic arsenal secondary function can be targeted as though it were a weapon by spells and effects that enhance or modify a weapon (as though it were a singular weapon). Doing so grants any such effect to the current compounded weapon.
Your prosthetic arsenal gains the following personal battery use:
- Personal Battery Use [Accelerated Compounding Arsenal] (1 battery): You may assign the properties of an attached weapon to designate a compounded arsenal as a swift action.
Compounding Arsenal, Greater (gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker associated skill 15 ranks, Tinker sphere ((augmentation) package, Arsenal Set).
Benefits: When designating a compounded weapon, the compounded weapon can gain any combination of enhancement bonuses, special weapon abilities, and materials from any number of attached weapons in that prosthetic arsenal. The resulting compounded weapon’s total enhancement bonus cannot be higher than the highest enhanced attached weapon, and the discrete enhancement bonus (the “+X” value) cannot be greater than the highest attached weapon enhancement bonus. When granting an attached weapon’s materials, that attached weapon’s special properties are also granted to the compounded weapon (such as flametongue’s ability to cast scorching ray or a lifedrinker axe’s inflicted negative levels); any magical item charges or uses per day are shared with the original attached weapon, and are depleted accordingly.
Designating a compounded weapon may now be done at-will as a swift action, and the battery use ability granted by the Compounded Arsenal feat may now designate a new compounded weapon as a free action.
Example: If you had a +4 frost warhammer (+5 total) and a +1 keen holy flaming longsword (+5 total) as component weapons, you could combine them to create a +3 keen flaming weapon, a +2 keen flaming frost weapon, or any other suitable combination with a total equivalent bonus of at most +5, and an enhancement bonus no greater than +4. You could not create a +5 weapon or apply the keen ability to the warhammer - invalid properties have no effect.
Dedicated Upgrades (Gizmo) [SUE]
You craft your mechanoids with additional upgrades.
Prerequisites: Tinker sphere ((transportation) package).
Benefit: Choose 1 mechanoid you have crafted (or are crafting). The maximum number of upgrades the chosen mechanoid can be crafted with increases by +1, + 1 per 5 ranks in the associated skill. Once chosen, you must abandon the previously chosen mechanoid to choose a new mechanoid for this feat.
Special: You can gain this feat multiple times; each time you take this feat, you may choose 1 additional mechanoid to increase its maximum upgrade count.
Durable Gizmos (Gizmo) [SUE]
You create more durable inventions - whether by reinforcing the materials, using better materials, or designing them with fewer exploitable vulnerabilities.
Prerequisite: Tinker sphere.
Benefit: Your gizmos (including AI and mechanoids) gain +1 additional hit point per gizmo level, increase their hardness by +2 (even if it does not possess hardness), and a +1 circumstance bonus to their saving throws.
Special: This feat may be taken multiple times; its effects stack. This feat may be taken no more than once every 5 Hit Dice.
Note - Creatures with Hardness: A creature with hardness is not the same as an object with hardness. Creatures with hardness do not further reduce damage from energy attacks, ranged attacks, or other types of attacks as objects typically do (see Bestiary 5).
Extra Gizmo Limit (Gizmo) [SUE]
Prerequisite: Tinker sphere.
Benefit: Increase your gizmo limit by your practitioner modifier (minimum 1). This increase is in addition to the bonus to your gizmo limit for gaining a (gizmo) feat.
Normal: Your gizmo limit is your ranks in the associated skill + the number of Tinker sphere talents you possess.
Explosive Gizmo Expert (gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker sphere.
Benefit: Whenever you craft a gizmo, you may craft it with the Explosive Instability Tinker drawback and may choose to select the drawback’s energy type (even if your Tinker tradition would already have this drawback).
In addition, your gizmos with the Explosive Instability TInker drawback may be primed as part of throwing the gizmo (allowing you to throw and attack with it normally, exploding after being thrown instead of at the end of your turn; treat this as throwing a normal splash weapon).
You gain the benefits of improved evasion against your gizmos that explode, taking half damage on a failed save and no damage on a successful save, and your gizmo explosions never damage your carried or worn items, even on a roll of a natural 1. If a gizmo with the Explosive Instability Tinker drawback that is part of a combined gizmo is destroyed, all gizmos combined with it are still destroyed as normal.
You gain the following (dual sphere) options:
- Alchemized Explosive Gizmo (dual sphere) (requires Alchemy sphere, (formulae) package): When crafting a gizmo with the Explosive Instability Tinker drawback, the gizmo’s explosion deals additional damage equal to your practitioner modifier. If you craft the gizmo as an advanced gizmo, choose a single splash weapon (formulae) talent you know and apply its non-damaging effects to the gizmo’s explosion (such as Improved Alchemist’s Fire setting a target on fire, Improved Liquid Ice staggering a target, Improved Sneezing Powder’s saving throw effect, and so on). The explosion’s damage type matches the chosen (formulae) talent’s (if it would deal damage). You cannot increase the Craft DC on a gizmo crafted this way for the purposes of Alchemy sphere effects. If the gizmo is a weapon, the wielder may choose to have the weapon intentionally detonate when used to make an attack.
- Artisan Explosive GIzmo (dual sphere) (requires Artifice sphere (Chemical Armaments)): When crafting a gizmo with the Explosive Instability Tinker drawback, you may craft it as an advanced gizmo to grant it the Splash Weapon function as though crafting a trinket replicating an alchemical weapon. This modifies the gizmo’s normal explosion.
Special - Energized Feedback: This feat allows you to change the energy type your gizmos have with the Energized Feedback Tinker drawback each time they are crafted.
Extendo Combatant (Combat, Gizmo) [SUE]
Go go gizmo extending super limbs.
Prerequisites: Tinker sphere (Grappling Hook).
Benefit: You gain the following benefits when using a prosthetic with the extendo secondary function:
- Ambidextrous Extension: When extending a prosthetic built as a pair (i.e. a pair of arms), you may extend each prosthetic into different squares, provided they are within range of you. If extending prosthetic legs, you may instead take a 5-foot step as part of extending the prosthetic.
- Extended Coordination: You may treat your extended prosthetic as though this were another creature when determining flanking; this allows you to effectively flank with yourself, provided that you and your extended prosthetic properly flank a creature. This does not allow you to qualify for teamwork feats or similar abilities that require another creature (such as Outflank).
- Might Makes Length: You may expend martial focus instead of a battery to use the extendo secondary function’s battery use ability.
Moldable Tinker Talent (Combat, Gizmo) [SUE]
Prerequisites: Associated skill 10 ranks, Tinker sphere.
Benefit: You gain 1 moldable Tinker talent. This moldable Tinker talent functions as per the innovator technician’s moldable inventorship class feature.
Gizmo Attack (gizmo, combat) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker sphere.
Benefit: You gain the following abilities. These abilities are mutually exclusive and cannot be used with one another.
- Gizmo Strike: As a special attack action, you may make an attack. If the attack hits, you may immediately use a gizmo that could be used as a standard action (or faster) against the struck target, affecting that target immediately. If the gizmo would require an attack roll, it automatically hits the target. If the gizmo would perform a combat maneuver, that combat maneuver attempt is made normally. If the gizmo would affect an area, the area must include the struck target.
- Dual Technology (requires Dual Wielding): As a special attack action, you may use the dual attack sphere ability (or a similar ability, such as Combo Maneuvers) and forgo your off-hand attack to instead use a gizmo that could be used as a standard action (or faster). The gizmo’s use suffers a penalty to any attack roll, combat maneuver, or saving throw DC equal to your dual attack’s normal penalty. A gizmo is treated as a light weapon unless they have a different weight to them (as decided by the Tinker practitioner when crafting them).
Note: For either ability granted by this feat, “a gizmo that could be used as a standard action” is any gizmo that could be used as a normal standard action, not as part of an attack action or to accomplish a different action (such as piloting a mechanoid).
This feat is meant to mimic both Spell Attack and Dual Wielding Mystic Fusion, where the two often overlap for the function they offer - but allowing the user the choice between the two where there is a tactical benefit.
Teched-Out Minions (champion, gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker sphere, ability to summon a creature (see text).
Benefits: Whenever you summon one or more creatures under your control (including calling an eidolon, manifesting a phantom, reanimating an undead, or otherwise spontaneously creating an animated object or other creature under your control), you may spontaneously equip those summoned creatures with any number of gizmos in your possession (provided their total weight does not exceed the individual creature’s light load).
When the effect that summoned the creature ends (either its duration expiring, the creature dying, etc.), any gizmos granted to the creature fall into its square.
Special - (Transmission) Package: When the effect that summoned the creature ends, if the creature was within your normal signal range (and the signal would not be stopped from reaching you), any gizmos granted to it return to your possession.
Special - Extradimensional Storages: If you possess the ability to store and withdraw objects into a personal extradimensional storage (such as Warp sphere’s Extradimensional Storage or Dark sphere’s Shadow Stash), you may pull gizmos from that storage when granting it to a summoned creature using this feat.
Technological Weapons Expert (combat, gizmo) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker associated skill 3 ranks, Tinker sphere (Technological Weapons).
Benefits: When you use a blaster you crafted (including any blaster-like gizmo variation granted by the Technological Weapons talent), you may grant it the following benefits:
- The blaster deals damage as though its gizmo level were 1 higher, +1 per 3 ranks in your Tinker sphere associated skill.
- The blaster’s blaster shape is calculated as though its gizmo level were +5 higher.
Note - Other Damaging Gizmos: This feat’s primary purpose is to “fix” blaster’s damage progression when used by the primary crafter. At GM discretion, other damaging gizmos may benefit from this feat.
Transmitted Spell (champion, gizmo, metamagic) [DRS]
Source: Diamond Spheres: Expanded Tinker and Silverminds
Prerequisites: Tinker sphere ((transmission) package, Transmission Mastery)
Benefit: You alter the range of a targeted spell with a range of touch or greater to instead target a creature with an active gizmo you crafted either in their possession or in contact with them, (or one or more creatures, if it could target multiple such creatures). This may include gizmos willingly kept in the creature's possession, or gizmos attached to a creature through their normal use (such as a targeted lifter or tracking device). This range cannot exceed extra long (1000 + 100 per caster level), even if your transmitter signals would be longer.
You do not require line of sight or line of effect to cast a transmitted spell; instead, the spell’s effects are stopped by effects that would stop a Tinker sphere transmitter. You must designate a specific gizmo in a target creature’s possession to allow the spell to affect that target. If that gizmo is inactive or not in a creature’s possession, the spell fails (or otherwise does not affect that target).
Cost: +1 spell points.
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