Gizmo

Gizmo is the name of two fictional characters appearing in American comic books published by DC Comics.
Dov Tiefenbach appears as the character in live action in season 3 of the HBO Max series Titans.
Originally Posted by Kain Darkwind of the Dicefreaks forums.
Mikron O’Jeneus, Gizmo | |
Small humanoid (human) | |
Wounds | 11 WP, 58 VP (13d6) |
Initiative | +6 |
Speed | 20 ft., fly 100 ft. (perfect) |
Armor Class | 13 (+2 Dexterity, +1 size), touch 13, flat-footed 11 |
Base Attack / Grapple | +8/+2 |
Attack | Energy blaster +16 ranged touch (3d8+5 fire and radiation) |
Full Attack | Energy blaster +16/+11 ranged touch (3d8+5 fire and radiation) |
Face/Reach | 5 ft./5 ft. |
Special Qualities | Damage reduction 5/adamantine, Darkvision 60 ft., master weapon crafter, resistance to radiation 20 |
Saves | Fort +4, Ref +10, Will +5 |
Abilities | Strength 7, Dexterity 14, Constitution 11, Intelligence 22, Wisdom 12, Charisma 9 |
Skills | Bluff +4, Computer Use +24, Craft (chemical) +40, Craft (electric) +40, Craft (mechanical) +40, Demolitions +19, Disable Device +37, Drive +6, Hide +14, Knowledge (business) +12, Knowledge (physical sciences) +18, Knowledge (tactics) +14, Knowledge (technology) +37, Listen +7, Move Silently +12, Navigate +12, Pilot +14, Profession (inventor) +13, Repair +39, Research +16, Search +12, Sleight of Hand+7, Spot +12 |
Feats | Fly-by Attack, Gearhead, Improved Initiative, Skill Focus (Craft-chemical), Skill Focus (Craft-electronic), Skill Focus (Craft-mechanical) |
Climate/Terrain | Mobile |
Organization | Solitary (unique) or with the Fearsome Five |
Challenge Rating | 11 |
Treasure | Equipment |
Alignment | Neutral evil |
Master Weapon Crafter (Ex): Gizmo can turn the most simple devices in powerful weapons with impressive speed. He can make a Craft (chemical)(for explosives), Craft (mechanical)(for physical weapons) or Craft (Electrical check) (for energy weapons) at DC 10. If he succeeds, he manages to build up a device capable of doing any of the following.
Dealing up to 1d6 points of bludgeoning, slashing or piercing damage with a 10 ft range increment as an attack action.
Dealing up to 1d8 points of fire or electric damage with a 10 ft range as an attack action as a ranged touch attack.
An explosive capable of dealing up to 2d6 points of fire and bludgeoning damage with a 5 radius area and a Reflex save DC for half damage of 15.
By taking a -10 penalty, Gizmo may add an extra dice of damage to his weapons or two extra dice to his explosives.
By taking a -5 penalty, Gizmo may change the type of damage his weapons or explosives deal to bludgeoning, cold, piercing, radiation, slashing or sonic or add an extra type of damage to his weapon from those options. By taking a -10 penalty, he can change the type to disintegration or force.
By taking a -5 penalty, Gizmo is able to increase the range increment of his weapons by 10 ft or the area of his explosives by 5 ft.
By taking a -5 penalty to his check, Gizmo is able to create an item that grants him a +1 bonus to attack and damage rolls with it or increase the save DC to resist his explosives by 1.
By taking a -5 penalty, Gizmo is able to convert his energy weapon in area weapons, dealing damage in a cone of the same size of the range of the weapon. It no longer requires a ranged touch attack to hit, but creatures in the area may attempt a Dc 15 Reflex save for half damage. This save DC can be further boosted using this ability. Using a weapon who deals damage in this way is a standard action.
All this penalties can be selected multiple times, in order to build particular weapons.
Using this ability takes a minute for gizmo. If he takes a -10 penalty to his check, he can us it as a full round action. By taking a -20 penalty, he can use this ability as a standard action.
If he takes 10 minutes to use this skill, he gains a +5 bonus to his check. If he takes 1 hour to use it, he gains a +10 bonus. By taking a full day, he gains a +20 bonus.
Skills: Gizmo is a genius when something needs to be build. He gains a +15 bonus to Craft (Chemical), Craft (electric), Craft (mechanical), Disable Device, Knowledge (technology) and Repair checks.
Possessions
Gizmo uses a pack that allows him to fly at 100 ft. (average) as well as Hover. He wears a high-tech body armor that grants him damage reduction 5/adamantine and resistance to radiation 20. He also uses a pair of goggles that grant him a +5 competence bonus to Spot checks along with Low-Light Vision (x3) and Darkvision with a range of 60 ft.
He is typically armed with at least two self crafted weapons. The specific weapons vary but prepared weapons are considered to be made from a DC 70 check.
Sample weapons
Energy blaster: This weapon shoots a blast of fire and radiation that deals 3d8 points of damage with a successful ranged touch attack. It has a maximum range of 30 ft. It grants Gizmo a +5 bonus to attack and damage rolls when using it.
- -20m (+3 dice of damage)
- -10 (increase range increment by 20 ft.)
- -25 (+5 bonus to attack and damage rolls)
- -5 (add radiation damage)
Flamethrower: This weapoins shoots a 20 ft. cone of fire. Creatures in the area take 6d8 points of fire damage. A successful reflex save (DC 15) halves the damage
- -50 (+4 damage dice)
- -15 (changed to cone)
- -5 (increase range by 10 ft)
Sample explosive
Shrapnel bomb: This potent explosive deals 6d6 points of fire and piercing damage in a 15 ft. radius. Creatures affected may attempt a DC 20 Reflex save for half damage.
- -20 (increase damage dice by 6)
- -25 (Increase save DC by +5)
- -10 (increase radius by 10 ft)
- -5 (change bludgeoning damage to piercing)