Player Technological Devices

A list of all the personal devices the tinker Gnogglebolt has invented.

ELECTRO-PULSE STUNNER PROTOTYPE

 * Description: This is a small grenadelike device Gnogglebolt designed to release a pulse of electrical energy to temporarily incapacitate any living things in the blast. Despite having little plates and wires of metal, it is shaped somewhat aerodynamically and has a tiny boosting propeller on the end, allowing it to be thrown farther than normal.
 * Operation: The grenade is primed with a DC 13 Use technological Device check. After being primed, the elextro-pulse stunner can be thrown as any other thrown weapon with a range increment of 50 feet. When it strikes the ground or a creature, it detonates in a burst of electricity in a 15-foot radius. Anything within the radius must make a DC 15 Fortitude save or be knocked unconcious for 1d6 minutes. If something is immune to electricity, it is immune to this device.
 * Malfunction Effect: The device fails to go off on a normal malfuction. On a critical malfunction, the device detonates prematurely in the user's hands.
 * HR 1; 3 hp; Size Diminutive; Weight 3 lb.; MR 1; TS 6; Craft DC 18; Price 120 gp

Function: ZAP an enemy with electricity into unconciousness. Function Difficulty: 12 TS Features;
 * 6 for Blast Radius 15
 * 1 for 50 Range Increment
 * 5 for DC 15 save (at the time, TS * 3)

Complexity Score: 18 Malfunction Rating: 1 Time Factor: 10

BOMBCHUCKER

 * Description: This firearm-like device has an exceptionally large and wide barrel, with several tanks in the stock. It can be used to fire anything in a roughly spherical or ovoid shape (most alchemical items, grenades, and the like) with a blast of compressed air, giving them greater ranger than throwing by hand.
 * Operation: The Bombchucker can be used to propel anything of Tiny size or smaller, like an alchemical item or grenade. Tt takes a full-round action which provokes an attack of opportunity to load, during which any checks to prime the item being loaded are made, if necessary. The user then makes a ranged touch attack, with a range increment of 100 ft (no proficiency needed). If the attack hits, the chucked item detonates, discharges, or otherwise expends its effect. If the attack misses, roll for scatter as normal on the thrown weapon table to see where the item lands, if the item in question has any kind of blast radius. The bombchucker can also be used to blast small stones or boulders in the same way; if the stone is Fine, it deals 1d3 bludgeoning damage, if Diminutive, 1d4 damage, and if Tiny, 1d6.
 * Malfunction Effect: The bombchucker fails to launch the loaded item. If the item was a primed explosive of some kind, it detonates in the barrel, dealing its effect or damage to the operator and to the bombchucker itself (though energy-type damage, for instance, deals less damage to inanimate objects).
 * HR 5; 10 hp; Size Small; Weight 5 lb.; MR 1; TS 3; Craft DC 23; Price 300 gp

Function: LAUNCH anything smaller than it with a blast of compressed air. Function Difficulty: 20 TS Features;
 * 2 for Range Increment 100
 * 3 for Projectile Weapon

Complexity Score: 15 Malfunction Rating: 1 Time Factor: 2 rounds

TRUCKTRAIN

 * Description: This vehicle is inspired after the several trains that go around Mazio. It is basically a giant incindigas engine shaped similarly to that of a train engine, and is designed to be a 'trackless' train, pulling wagons and cargo overland.
 * Operation: Starting the engine requires 5 minutes and a DC 1 Use Technological Device check. Operating the trucktrain requires Vehicle Proficiency (land) and checks assigned by the DM based on Maneuverability and Vehicles (see WoW core page 211).
 * Fuel: 1 vial for 4 hours of operation, or 2 vials per day of travel
 * HR 5; 80 hp; Size Huge; Weight 6,000 lb.; Speed 40 mph (355 ft/round) (good); Cargo 2,000 lb.; Crew 1; MR 1; TS 10; Craft DC 30; Price 1,000 gp

Function: TRANSPORT people and cargo overland. Function Difficulty: 20 TS Features;
 * 2 for 40 mph speed
 * 8 for Maneuverability (good) rating
 * 10 for 2,000 lbs cargo capacity

Complexity Score: 40 Malfunction Rating: 1 Time Factor: 5 minutes

BANISHER GRENADE

 * Description: Gnogglebolt created this device when he was struck by inspiration for it after hearing the party would soon be facing a creature that summons other creatures from other planes of existence. It's a small egglike grenade-device that lets out an unrefined, uncontrolled burst of dimensional interference waves that have a chance at severing the connection, sending a summoned creature back where it came from.
 * Operation: After making a DC 20 Use Technological Device check to prime the grenade, it can be thrown as a thrown weapon with a range increment of 10 feet. When it goes off, it creates a burst of normally invisible waves that are so densely concentrated it causes some visual distortions not unlike a powerful heat wave. Any extraplanar creature under a Summoning effect must make a DC 15 Will save or be immiediately sent back to their home plane.
 * HR 1; 3 hp; Size Diminutive; Weight 4 lb.; MR 3; TS 10; Craft DC 30; Price 370 gp

Function: BANISH a summoned creature. (by throwing out with dimensional interference waves that sever the connection between the summoned creature and its home plane) Function Difficulty: 20 TS Features;
 * 4 for Blast Radius 10
 * 10 (for interference wave generator the first time)

Complexity Score: 24 Malfunction Rating: 3 Time Factor: 10

EXTRA-TANGLING NET

 * Description: This extra-tough mostly wiremetal net has bolas lined along it, in addition to little springs and coils in the weave of it. All these combine to make a next that is particularly vexing to anything entangled within it.
 * Operation: The net must be set before it is thrown or launched from a bombchucker, which requires a DC 17 Use Technological Device check. If thrown, it has a range increment of 10 feet. It must strike an enemy with a ranged touch attack whether it is thrown or launched. If it hits a target, they become entangled within the net. The target must then make a DC 20 Reflex Save as the net suddenly shrinks and wraps around them, forming an almost inescapable tangle. If the target fails the Reflex Save, the limbs they use to move around are immobilized, and the target cannot move from the space it is in. The net can be burst with a full-round action Strength check against DC 22, or by dealing 25 points of damage to the net. Either way, the net is not designed to come off without being destroyed one of these two ways.
 * HR 3; 25 hp; Size Tiny; Weight 5 lb.; MR 1; TS 10; Craft DC 20; Price 170 gp

Function: ENTANGLE and IMMOBILIZE a target by shrinking and tangling around a target's limbs. Function Difficulty: 10 TS Features;
 * 4 for Additional Hitpoints, 20
 * 10 for Reflex Save DC 20

Complexity Score: 19 Malfunction Rating: 1 Time Factor: 10