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=== Alchemist Track === | === Alchemist Track === | ||
[[File: | [[File:AlchemistTrack.png|center|frameless|523x523px|Alchemist Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 80: | Line 80: | ||
|- | |- | ||
|'''Fire in the Hole!''' | |'''Fire in the Hole!''' | ||
| | |Create Bomb | ||
|When you throw an alchemy bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs. | |When you throw an alchemy bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
| Line 170: | Line 170: | ||
|- | |- | ||
|[[Arcane]] | |[[Arcane]] | ||
|[[Air Bubble | |[[Air Bubble]], [[Arcane Shield]], [[Death Ward]], [[Fire Shield]], [[Mage Armor]], [[Sense Magic]], [[Shield]] | ||
|- | |- | ||
|[[Divine]] | |[[Divine]] | ||
| Line 186: | Line 186: | ||
=== Augmentor Track === | === Augmentor Track === | ||
[[File: | [[File:AugmentorTrack.png|center|frameless|578x578px|Augmentor Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 193: | Line 193: | ||
!Tags | !Tags | ||
|- | |- | ||
|''' | |'''Armor Augmentation''' | ||
|Tinkerer Entry | |Tinkerer Entry | ||
<u>Incompatible</u>: Breakthrough | <u>Incompatible</u>: Breakthrough | ||
| | |This replaces your Masterwork benefit from Tinkerer Entry. | ||
* '''Armor Augmentation.''' Choose a set of armor that will become your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and | * '''Armor Augmentation.''' Choose a set of armor that will become your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and Grappling. | ||
You can change your Augmented Armor after Taking a Rest and spending 2 additional hours disassembling your old Augmented Armor. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Install Weapon''' | |'''Install Weapon''' | ||
| | |Armor Augmentation | ||
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon. | |You may install a weapon into your armor, losing the ability to be disarmed of that weapon. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Install Shield''' | |'''Install Shield''' | ||
| | |Armor Augmentation | ||
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm. | |You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Quick Compartment''' | |'''Quick Compartment''' | ||
| | |Armor Augmentation | ||
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 | |You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 ft3 of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to open it. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Launcher''' | |'''Launcher''' | ||
| | |Armor Augmentation | ||
| | |Double the range of your thrown items. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Grappler''' | |'''Grappler''' | ||
| | |Armor Augmentation | ||
|If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. | |Gain the Tether ability. | ||
* '''Tether.''' If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. On a hit, if the target is your Size or lower, you pull the target to you. If it is larger, you pull yourself to the target. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Arcane Booster''' | |'''Arcane Booster''' | ||
| | |Armor Augmentation | ||
| | |Gain the Arcane Booster ability. | ||
* '''Arcane Booster'''. Spend 1 AP to gain +10 ft speed until the end of your turn. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Elemental Absorption''' | |'''Elemental Absorption''' | ||
| | |Armor Augmentation | ||
| | |Gain the Elemental Absorption ability. | ||
* '''Elemental Absorption.''' When an enemy hits you with an attack that deals elemental damage, you can spend 1 Reactive AP to reduce the elemental damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Adaptive Armor''' | |'''Adaptive Armor''' | ||
| | |Armor Augmentation | ||
|If you suffer a crit, you take damage as usual, then you gain Resist X against the type of damage you took until the start of your next turn, where X = your INT. | |If you suffer a crit, you take damage as usual, then you gain Resist +X against the type of damage you took until the start of your next turn, where X = your INT. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Sentry Armor''' | |'''Sentry Armor''' | ||
| | |Armor Augmentation | ||
|Gain the Engage ability. | |Gain the Engage ability. | ||
* '''Engage.''' | * '''Engage.''' Spend 2 AP to impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|''' | |'''Armor Augmentation II''' | ||
|Augmentor 5 | |Augmentor 5 | ||
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp. | |Your Augmented Armor gains +1 to all defenses and your choice of Resist +2 against blunt, cold, fire, lightning, or sharp. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Audio Dampeners''' | |'''Audio Dampeners''' | ||
| | |Armor Augmentation II | ||
| | |Gain the Audio Dampeners ability. | ||
* '''Audio Dampeners.''' Spend 2 AP to become Immune to effects that require you to hear and gain Immune Sonic until the beginning of your next turn. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Grappler II''' | |'''Grappler II''' | ||
| | |Armor Augmentation II, Grappler | ||
|Your Grappler | |Your Grappler ability gains +10 ft range, and on a hit, the target is immediately Grappled. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Sentry Armor II''' | |'''Sentry Armor II''' | ||
| | |Armor Augmentation II, Sentry Armor | ||
|You can now enhance your Engage ability, | |You can now enhance your Engage ability, Engaging one additional target per +1 AP you spend on the ability. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Enhanced Quick Compartment''' | |'''Enhanced Quick Compartment''' | ||
| | |Armor Augmentation II, Quick Compartment | ||
|Your quick compartment may now store liquid, and can be climate controlled between 50 and | |Your quick compartment may now store liquid, and can be climate controlled between 50 and 120°F (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention). | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Install Mini Turret''' | |'''Install Mini Turret''' | ||
| | |Armor Augmentation II | ||
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. | |By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. Gain the Mini Turret ability. | ||
* '''Mini Turret (1/Turn).''' For 0 AP, specify a target you can see with Line of Effect. At the end of your turn, your Mini Turret fires an attack at that target using your DEX. You must have ammunition for your turret to fire. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Install Weapon II''' | |'''Install Weapon II''' | ||
| | |Armor Augmentation II, Install Weapon | ||
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons. | |You can install a second weapon into your armor. Gain the ability to freely switch between weapons. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Power Slam''' | |'''Power Slam''' | ||
| | |Armor Augmentation II | ||
|Gain | |Gain a special attack. | ||
* '''Power Slam | * '''''Power Slam:''''' (4 AP) ''5 ft Radius Weapon Attack.'' Slam a weapon into the ground and make a weapon attack vs the FORT of each creature in the radius. '''Hit:''' Normal damage and the creature is pushed 5 ft directly away from you. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''HoverJet''' | |'''HoverJet''' | ||
| | |Armor Augmentation II | ||
|(3/Rest) Spend 1 AP or 1 Reactive AP to gain | |Gain the Hoverjet ability. | ||
* '''Hoverjet (3/Rest).''' Spend 1 AP or 1 Reactive AP to gain a hover speed equal to your walking speed. You can hover up to 5 ft over the ground for 1 minute. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|''' | |'''Armor Augmentation III''' | ||
| | |Armor Augmentation II, Augmentor 10 | ||
|Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp. | |Your Augmented Armor gains +1 to all defenses and your choice of Resist +2 against blunt, cold, fire, lightning, or sharp. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Energy Transfer''' | |'''Energy Transfer''' | ||
| | |Armor Augmentation III | ||
| | |Gain the Energy Transfer ability. | ||
* '''Energy Transfer.''' Spend 3 AP to transfer all conditions from a creature you are Grappling to yourself, except for Grappled and Restrained. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Arcane Booster II''' | |'''Arcane Booster II''' | ||
| | |Armor Augmentation III, Arcane Booster | ||
|(3/Rest) | |Gain the Rocket Boots ability. | ||
* '''Rocket Boots (3/Rest).''' Gain a fly speed equal to your walking speed for 1 minute. | |||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Heroic Landing''' | |'''Heroic Landing''' | ||
| | |Armor Augmentation III | ||
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures within a 10 ft radius of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked Prone. | |You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures within a 10 ft radius of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked Prone. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Cradle''' | |'''Cradle''' | ||
| | |Armor Augmentation III | ||
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you. | |You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
|- | |- | ||
|'''Cradle II''' | |'''Cradle II''' | ||
| | |Cradle, Grappler | ||
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them. | |You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them. | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
| Line 327: | Line 345: | ||
|'''Augmentor Extraordinaire''' | |'''Augmentor Extraordinaire''' | ||
|Augmentor 14 | |Augmentor 14 | ||
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. | |Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. Gain +1 to all of your defenses. | ||
Gain +1 to all of your defenses. | |||
Crits no longer automatically hit you, and if they do hit, they only deal normal damage. | Crits no longer automatically hit you, and if they do hit, they only deal normal damage. | ||
* '''Level 30:''' Gain the Intuitive Defenses ability. | * '''''Level 30:''''' Gain the Intuitive Defenses ability. '''Intuitive Defenses (3/Recoup).''' When a creature attacks you, you may spend 2 Reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn. | ||
|''Tinkerer, Augmentor, '''Capstone''''' | |''Tinkerer, Augmentor, '''Capstone''''' | ||
|} | |} | ||
=== Inventor Track === | === Inventor Track === | ||
[[File: | [[File:InventorTrack.png|center|frameless|714x714px|Inventor Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 345: | Line 361: | ||
!Tags | !Tags | ||
|- | |- | ||
|''' | |'''Inventive''' | ||
|Tinkerer Entry | |Tinkerer Entry | ||
|You can make a variety of unique nonmagical items assuming you have the time and materials. | |You can make a variety of unique nonmagical items assuming you have the time and materials. Gain the blueprints to five items from the Tinkering Item List. | ||
You can carry up to five items of this nature at a time. Special Arrows and Bolts do not count toward this total. | |||
If you have access to a workshop, the Tinkering | Only you may use items that you create from the Tinkering Item List. | ||
For every 2 hours you spend tinkering, make an INT check using a Crafting skill with your Tinker’s Tools, and note the results. Tinkering checks are cumulative. For example, if you roll a 11 on day 1, and a 19 on day two, that is considered 30. Once you reach the total Tinkering Cost of an item, you can make it. | |||
If you have access to a workshop, the Tinkering Cost required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the Tinkering Item List for the list of items, and note that your MC may allow additional items! | |||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Salvage''' | |'''Salvage''' | ||
| | |Inventive | ||
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC. | |You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC. | ||
If you are breaking down items for currency, you can find someone to purchase the materials for 80% of the item’s value, regardless of the item’s state of repair, anywhere there is trade of raw materials. | |||
Salvaged items are unrecognizable, which means you can sell them even if the item itself may have baggage that would make it undesirable, such as being believed to be haunted or stolen. | If you are breaking down items for currency, you can find someone to purchase the materials for 80% of the item’s value, regardless of the item’s state of repair, anywhere there is trade of raw materials. | ||
If you salvage items to use for Tinkering parts, take the sc value of the item you are salvaging, and reduce your Tinkering | |||
Salvaged items are unrecognizable, which means you can sell them even if the item itself may have baggage that would make it undesirable, such as being believed to be haunted or stolen. | |||
If you salvage items to use for Tinkering parts, take the sc value of the item you are salvaging, and reduce your Tinkering Cost for whatever you are crafting by that amount. | |||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Crafter''' | |'''Crafter''' | ||
| | |Inventive | ||
|Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken. | |Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Repairs''' | |'''Repairs''' | ||
| | |Inventive | ||
|Exhaustible items with more than | |Exhaustible items with more than one use take half the Tinkering Cost to create after you have created them once. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Quick Craft''' | |'''Quick Craft''' | ||
| | |Inventive | ||
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering | |Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering Cost of the first item. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Additional Blueprints''' | |'''Additional Blueprints''' | ||
| | |Inventive | ||
| | |Gain two new blueprints from the Tinkering Item List. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Space Efficiency''' | |'''Space Efficiency''' | ||
| | |Inventive | ||
|You can carry five additional Tinkering items. | |You can carry five additional Tinkering items. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Safety Precautions''' | |'''Safety Precautions''' | ||
| | |Inventive | ||
|You can now add +20 to the Tinkering | |You can now add +20 to the Tinkering Cost in order to craft Tinkering items that others can use. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Breakthrough''' | |'''Breakthrough''' | ||
|Inventor 5 | |Inventor 5 | ||
<u>Incompatible</u>: | <u>Incompatible</u>: Armor Augmenation | ||
| | |You may Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 25 or less. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities. | ||
You can | |||
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor | You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. You can have 1 Enchantment active on your Masterwork at a time. | ||
If you change your Masterwork, it loses | |||
You must also observe the typical rules for Essence Points. However, your Masterwork uses only half the Essence Points you have imbued onto it through Masterwork Enchantments. For example, if you have three Enchantments with 80 total Essence Points, your Masterwork uses 40 of your Essence Points. | |||
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor Enchantments. Items can be improved only with Item Enchantments. | |||
If you change your Masterwork, it loses any Enchantments until you add it to your Masterwork again. | |||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|''' | |'''Inventive II''' | ||
|Breakthrough | |Breakthrough | ||
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours. | |You can now make a Tinker’s Tools check every hour, instead of every 2 hours. | ||
| Line 407: | Line 435: | ||
|'''Munitions Focus''' | |'''Munitions Focus''' | ||
|Breakthrough | |Breakthrough | ||
|Whenever you use your Tinkering to create ammunition, if you have fewer than 20 | |Whenever you use your Tinkering to create ammunition, if you have fewer than 20 Special Arrows or Bolts, you can now create your first 20 Special Arrows or Bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal Tinkering Cost. | ||
Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components (including broken bolts or arrows) by spending at least 1 hour tinkering. | Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components (including broken bolts or arrows) by spending at least 1 hour tinkering. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
| Line 413: | Line 442: | ||
|'''Armor Focus''' | |'''Armor Focus''' | ||
|Breakthrough | |Breakthrough | ||
|If your Masterwork is armor, it gains | |If your Masterwork is armor, it gains +1 to all physical defenses and AR. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Armor Alchemist''' | |'''Armor Alchemist''' | ||
|Breakthrough | |Breakthrough | ||
|Your armor sprays cost half the Tinkering ( | |Your armor sprays cost half the Tinkering Cost (min 10). | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Weapon Focus''' | |'''Weapon Focus''' | ||
|Breakthrough | |Breakthrough | ||
|If your Masterwork is a weapon, it gains | |If your Masterwork is a weapon, it gains +1 to hit and +1 to damage. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Soul of the Masterwork''' | |'''Soul of the Masterwork''' | ||
|Breakthrough | |Breakthrough | ||
| | |You may now Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 35 or less. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Soul of the Masterwork II''' | |'''Soul of the Masterwork II''' | ||
|Soul of the Masterwork | |Soul of the Masterwork | ||
| | |You may now Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 50 or less. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Breakthrough II''' | |'''Breakthrough II''' | ||
|Breakthrough, Inventor 10 | |Breakthrough, Inventor 10 | ||
| | |Your Masterwork can now have 2 enchantments active at one time and changing enchantments on your Masterwork only takes 1 hour of Tinkering. | ||
Your Masterwork can now have | |||
These Enchantments cannot stack if they are exactly the same. For example if you salvage two items that give +1 to hit, you can only enchant your Masterwork with +1 to hit once. But if you then salvage an item that gives +1 to hit and +1d6 fire damage, you can enchant your Masterwork with +2 to hit and +1d6 fire damage. | |||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Enchantment Blueprints''' | |'''Enchantment Blueprints''' | ||
|Breakthrough II | |Breakthrough II | ||
|You can | |You can apply an Enhancement to an ally’s weapon, armor, or item. You may only have one Enhancement applied in this way at a time. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
| Line 455: | Line 484: | ||
|'''Armor Focus II''' | |'''Armor Focus II''' | ||
|Breakthrough II | |Breakthrough II | ||
|If your Masterwork is armor, it gains | |If your Masterwork is armor, it gains +1 to all physical and mental defenses and AR. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|'''Consumable Mastery''' | |'''Consumable Mastery''' | ||
|Breakthrough II | |Breakthrough II | ||
|Choose | |Choose one exhaustible Tinkering item with more than one use. Whenever that item has at least one remaining use when you Take a Rest, its uses are refilled. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
|- | |- | ||
| Line 469: | Line 498: | ||
|- | |- | ||
|'''Master Inventor''' | |'''Master Inventor''' | ||
|Inventor 14 | |Breakthrough II, Inventor 14 | ||
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard. | |You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard. | ||
Your Masterwork is now a creation of some renown. It can now | |||
Your Masterwork is now a creation of some renown. It can now have 3 Masterwork Enchantments. Also, if it is a weapon it deals +1⁄2 INT damage. | |||
* '''Level 30:''' The final cap on your INT increases from 12 to 14. | * '''''Level 30:''''' The final cap on your INT increases from 12 to 14. | ||
|''Tinkerer, Inventor, '''Capstone''''' | |''Tinkerer, Inventor, '''Capstone''''' | ||
|} | |} | ||
| Line 488: | Line 518: | ||
|100 | |100 | ||
| - | | - | ||
|Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a | |Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a failure, they take 3d6 corrosive damage as acid and paint spray over them. | ||
|- | |- | ||
|'''Anti-Magic Cuffs''' | |'''Anti-Magic Cuffs''' | ||
|120 | |120 | ||
|1 | |1 | ||
| | |Creatures Restrained by Anti-Magic Cuffs cannot use magic. A creature must make a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. | ||
A key is included with this Tinkering item. | |||
|- | |- | ||
|'''Caltrops''' | |'''Caltrops''' | ||
|10 | |10 | ||
|1 | |1 | ||
| | |Spend 1 AP to throw Caltrops. Caltrops can be thrown 10 ft and cover a 10 ft by 10 ft area, which becomes Hazardous Terrain (1d2 sharp). | ||
|- | |- | ||
|'''Crossbow Mod: Repeating''' | |'''Crossbow Mod: Repeating''' | ||
|120 | |120 | ||
| - | | - | ||
|Reduce the | |Apply this mod to a crossbow. Reduce the APC by 1 (min 2). | ||
|- | |- | ||
|'''Crossbow Mod: Thrower''' | |'''Crossbow Mod: Thrower''' | ||
|100 | |100 | ||
| - | | - | ||
|You may load tinkering items | |You may load tinkering items that can be thrown into your crossbow, giving them double their thrown range. Using any item in this way costs 3 AP. | ||
|- | |- | ||
|'''Dimensional Case''' | |'''Dimensional Case''' | ||
| Line 533: | Line 565: | ||
|150 | |150 | ||
| - | | - | ||
|By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition. | |By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by +10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition. The fog lasts for 1 minute or until dispelled by strong wind. | ||
|- | |- | ||
|'''Gas Mask''' | |'''Gas Mask''' | ||
|40 | |40 | ||
|3 | |3 | ||
|By spending 2 AP to activate the gas mask, a creature becomes | |By spending 2 AP to activate the gas mask, a creature becomes Immune from any dangerous effects of breathing for 1 minute. | ||
|- | |- | ||
|'''Grappling Hook Launcher''' | |'''Grappling Hook Launcher''' | ||
|50 | |50 | ||
|1 | |1 | ||
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you | |Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you securely affix a rope to that surface. | ||
|- | |- | ||
|'''Grappling Hook: Magnetic''' | |'''Grappling Hook: Magnetic''' | ||
| Line 558: | Line 590: | ||
|40 | |40 | ||
|3 | |3 | ||
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 | |Gain +5 to Lockpicking, which can exceed the normal skill cap of +20. You do not need to use lockpicking tools if you use this. | ||
|- | |- | ||
|'''Mini-Turret''' | |'''Mini-Turret''' | ||
|160 | |160 | ||
|3 | |3 | ||
| | |Spend 3 AP to deploy an automated crossbow turret. At the end of each of your turns, it fires at a target you specify. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down. | ||
'''''Automated Crossbow Turret:''''' ''60 ft Ranged Weapon.'' +1⁄2 your INT vs AR. '''Hit:''' 1d4 sharp damage. | |||
|- | |- | ||
|'''Oxygen Balloon''' | |'''Oxygen Balloon''' | ||
|20 | |20 | ||
|3 | |3 | ||
| | |By spending 3 AP, a creature may activate this to gain the ability to breathe underwater for 1 minute. | ||
|- | |- | ||
|'''Parachute''' | |'''Parachute''' | ||
|30 | |30 | ||
|1 | |1 | ||
|By spending 1 AP or Reactive AP, | |By spending 1 AP or 1 Reactive AP, a creature may activate this to take no falling damage and descend at a rate of 100 ft per round until they land. | ||
|- | |- | ||
|'''Pop-Up Tent''' | |'''Pop-Up Tent''' | ||
| Line 588: | Line 622: | ||
|50 | |50 | ||
|3 | |3 | ||
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks | |You can consume and administer potions for 1 AP. This does not provoke reactive attacks. | ||
|- | |- | ||
|'''Quickstep Boots''' | |'''Quickstep Boots''' | ||
|120 | |120 | ||
|5 | |5 | ||
| | |By spending 1 AP, the wearer increases their speed by +10 ft whenever they use AP to move until the end of their next turn. | ||
|- | |- | ||
|'''Ranged Mod: Telescopic Sight''' | |'''Ranged Mod: Telescopic Sight''' | ||
|70 | |70 | ||
| - | | - | ||
| | |Apply this mod to a ranged weapon. Increase its range by +30 ft. | ||
|- | |- | ||
|'''Rope Bridge Kit''' | |'''Rope Bridge Kit''' | ||
| Line 608: | Line 642: | ||
|80 | |80 | ||
| - | | - | ||
|Choose one shield to enhance. It | |Choose one shield to enhance. It gains +2 to AR for the next 10 times that its wielder is attacked. | ||
|- | |- | ||
|'''Self-Inflating Raft''' | |'''Self-Inflating Raft''' | ||
|120 | |120 | ||
|1 | |1 | ||
| | |By spending 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1,000 lbs in weight and is 6 ft by 10 ft in length. | ||
|- | |- | ||
|'''Signal Flare''' | |'''Signal Flare''' | ||
|10 | |10 | ||
|1 | |1 | ||
|You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for | |You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover. | ||
|- | |- | ||
|'''Siren Whistle''' | |'''Siren Whistle''' | ||
|15 | |15 | ||
| - | | - | ||
| | |By spending 1 AP to blow into this whistle you create a loud noise that can be heard up to a mile away. | ||
|- | |- | ||
|'''Spring-Heeled Boots''' | |'''Spring-Heeled Boots''' | ||
|100 | |100 | ||
| - | | - | ||
|The wearer’s jumping height increases by 10 ft. | |The wearer’s jumping height increases by +10 ft. | ||
|- | |- | ||
|'''Trap: Alarm''' | |'''Trap: Alarm''' | ||
| Line 638: | Line 672: | ||
|30 | |30 | ||
|1 | |1 | ||
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft area. When a creature steps on the area, make a +5 attack | |It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft area. When a creature steps on the area, make a +5 attack against REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp. | ||
|- | |- | ||
|'''Trap: Razor Wire''' | |'''Trap: Razor Wire''' | ||
| Line 653: | Line 687: | ||
|40 | |40 | ||
|3 | |3 | ||
|When you would be disarmed, lose 1 | |When you would be disarmed, lose 1 use of this item instead. | ||
|- | |- | ||
|'''Whetstone''' | |'''Whetstone''' | ||
|15 | |15 | ||
|3 | |3 | ||
|During a Recoup, you can use this on a weapon of your choice. That weapon gains | |During a Recoup, you can use this on a weapon of your choice. That weapon gains +1 to attack and damage rolls for 1 hour after you end your Recoup. | ||
|} | |} | ||
{| class="wikitable sortable mw-collapsible" | {| class="wikitable sortable mw-collapsible" | ||
| Line 670: | Line 704: | ||
|20 | |20 | ||
| - | | - | ||
| | |Your weapon attack targets FORT. On a hit, deal 1d4 sharp and Bleeding (1d4) for 1 minute or until treated (whichever is sooner). | ||
|- | |- | ||
|'''Corrosive''' | |'''Corrosive''' | ||
|40 | |40 | ||
|1 | |1 | ||
| | |Your weapon attack targets FORT. On a hit, deal 1d6 corrosive and the creature suffers -1 AR until the creature Takes a Rest. | ||
|- | |- | ||
|'''Dazzling''' | |'''Dazzling''' | ||
|30 | |30 | ||
|1 | |1 | ||
| | |Your weapon attack targets FORT. On a hit, the target is Blinded until the end of its next turn. | ||
|- | |- | ||
|'''Explosive''' | |'''Explosive''' | ||
|30 | |30 | ||
|1 | |1 | ||
| | |Your weapon attack targets the REF of each creature in a 10 ft radius. On a hit, deal 1d6 fire damage. | ||
|- | |- | ||
|'''Light''' | |'''Light''' | ||
|10 | |10 | ||
|1 | |1 | ||
| | |Your ammo does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands. | ||
|- | |- | ||
|'''Tracking''' | |'''Tracking''' | ||
|20 | |20 | ||
|1 | |1 | ||
| | |Your weapon attack targets AR. On a hit, all creatures gain +1 TA against the target and it cannot become Concealed for 1 minute. | ||
|} | |} | ||
{| class="wikitable sortable mw-collapsible" | {| class="wikitable sortable mw-collapsible" | ||
| Line 707: | Line 741: | ||
|30 | |30 | ||
|1 | |1 | ||
|2 AP | |'''''Acid Flask:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' +DEX vs REF. '''Hit:''' 1d6 corrosive damage. | ||
|- | |- | ||
|'''Alchemist’s Fire''' | |'''Alchemist’s Fire''' | ||
|20 | |20 | ||
|1 | |1 | ||
|2 AP | |'''''Alchemist’s Fire:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' +DEX vs REF. '''Hit:''' 1d4 fire damage and the target gains Burning (1d4) for 1 minute | ||
|- | |- | ||
|'''Oil Flask''' | |'''Oil Flask''' | ||
|10 | |10 | ||
|1 | |1 | ||
|2 AP | |'''''Oil Flask:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' Create a slippery and flammable surface in a 5 ft radius. A creature that attempts to move across the area, if the surface is not ignited, must make a DC 14 DEX/Balancing check, falling Prone on a failure. If the surface is ignited, a creature that starts its turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner). | ||
|} | |} | ||
{| class="wikitable sortable mw-collapsible" | {| class="wikitable sortable mw-collapsible" | ||
| Line 729: | Line 763: | ||
|150 | |150 | ||
|1 | |1 | ||
|Thrown 30 ft. | |'''''Arcane Disruptor:''''' (2 AP) ''Thrown 30 ft One-Handed Weapon.'' All magical effects are suppressed in a 15 ft radius for 1 minute. | ||
|- | |- | ||
|'''Bolas''' | |'''Bolas''' | ||
|20 | |20 | ||
| - | | - | ||
|Thrown 20 ft. '''Hit:''' | |'''''Bolas:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' +DEX vs REF. '''Hit:''' The creature falls Prone and is Suppressed. It takes 1 AP for a creature to free itself. | ||
|- | |- | ||
|'''Fireworks''' | |'''Fireworks''' | ||
|20 | |20 | ||
|1 | |1 | ||
| | |You create a spectacular light show. | ||
'''''Fireworks:''''' (2 AP) ''Thrown 50 ft One-Handed Weapon.'' +DEX vs REF of all creatures in a 10 ft radius. '''Hit:''' 1d6 sonic damage. | |||
|- | |- | ||
|'''Flashbang''' | |'''Flashbang''' | ||
|25 | |25 | ||
|1 | |1 | ||
|Thrown 20 ft | |'''''Flashbang:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' +DEX vs REF of all creatures in a 10 ft radius. '''Hit:''' Creature is Blinded until the end of its next turn. | ||
|- | |- | ||
|'''Smoke Bomb''' | |'''Smoke Bomb''' | ||
|20 | |20 | ||
|1 | |1 | ||
|Thrown 20 ft | |'''''Smoke Bomb:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' Make a 10 ft radius smoke cloud that causes the Concealed condition for 1 minute or until dispelled by strong wind. | ||
|- | |- | ||
|'''Sonic Bomb''' | |'''Sonic Bomb''' | ||
|25 | |25 | ||
|1 | |1 | ||
|Thrown 30 ft | |'''''Sonic Bomb:''''' (2 AP) ''Thrown 30 ft One-Handed Weapon.'' +DEX vs REF of all creatures in a 15 ft radius. '''Hit:''' Creature is Deafened until the start of your next turn. | ||
|- | |- | ||
|'''Sticky Bomb''' | |'''Sticky Bomb''' | ||
|25 | |25 | ||
|1 | |1 | ||
|Thrown 20 ft | |'''''Sticky Bomb:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' +DEX vs REF of all creatures in a 10 ft radius. '''Hit:''' Creature is Slowed until the end of its next turn. | ||
|- | |- | ||
|'''Thunderstone''' | |'''Thunderstone''' | ||
|60 | |60 | ||
|1 | |1 | ||
|Thrown 20 ft | |'''''Thunderstone:''''' (2 AP) ''Thrown 20 ft One-Handed Weapon.'' +DEX vs REF of all creatures in a 5 ft radius. '''Hit:''' Creature is Deafened and Stunned until the end of their next turn. | ||
|} | |} | ||
=== Magitechnician Track === | === Magitechnician Track === | ||
[[File: | [[File:MagitechnicianTrack.png|center|frameless|494x494px|Magitechnician Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 777: | Line 813: | ||
|'''Arcane Artificer''' | |'''Arcane Artificer''' | ||
|Tinkerer Entry | |Tinkerer Entry | ||
| | |Gain the Student of the Arcane talent if you do not already have it. If you already have it, gain +5 SP and +1 Arcane Power. | ||
Each time you level up and spend your talent point on a talent in the Magitechnician track, you gain +5 SP and +1 Arcane Power. | |||
INT is your magic attribute. | INT is your magic attribute. | ||
Magitechnicians cast magical abilities as if they were devices, and the caster can choose how they describe the magical abilities being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise Skeleton could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone. | |||
This has no mechanical effect other than when you trigger backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the magical ability that triggered backlash until you Take a Rest, as the contraption needs to be repaired. | |||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Golemancer''' | |'''Golemancer''' | ||
|Arcane Artificer | |Arcane Artificer | ||
| | |Learn the [[Create Lesser Golem]] arcane spell if you do not already know it. | ||
Gain the Golemancer ability. | |||
* '''Golemancer.''' If you do not have a Lesser Golem active, casting Create Lesser Golem is free for you and the created golem is permanent. It can be made of Clay or Plant Matter as its Primary Material, and it gains +2 STR. It is created by the Arcane Source and can cast [[Mend]] and [[Minor Conjuration]] as its two arcane cantrips. | |||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Spell Storing''' | |'''Spell Storing''' | ||
|Golemancer | |Golemancer | ||
|You create an object - such as a bracelet, locket, or ring | |You create an object - such as a bracelet, locket, or ring -that stores spells for you. When creating a mote via [[Delay Spell]], you can put the spell into the Spell Storing object and its duration becomes 24 hours. | ||
Your motes cannot be released prematurely without the conditions being triggered, and after the duration they dissipate harmlessly. | |||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Empowered Mend''' | |'''Empowered Mend''' | ||
|Spell Storing | |Spell Storing | ||
|You are particularly skilled with the [[Mend]] cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 | |You are particularly skilled with the [[Mend]] cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have +1 Arcane Power per +30 minutes you spend casting. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Magitechnician''' | |'''Magitechnician''' | ||
|Empowered Mend | |Empowered Mend | ||
|When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine | |Gain the Magitechnician ability. | ||
* '''Magitechnician'''. When you finish Taking a Rest, you can prepare three spells you know as if they were devices. Roll 1d20 per spell to determine the Spell Device’s effect, and then spend the required SP to cast the spell to prepare the Spell Device. | |||
{| class="wikitable" | {| class="wikitable" | ||
!d20 | !d20 | ||
| Line 820: | Line 869: | ||
|The spell costs 15 fewer SP (min 1). | |The spell costs 15 fewer SP (min 1). | ||
|} | |} | ||
The first time you cast a spell | The first time you cast a spell from a Spell Device, it costs 0 SP, as you have already spent it preparing the device. For subsequent casts of that spell, roll 1d20 to determine the Spell Device’s effect (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal. These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell. | ||
These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell. | |||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Cantrip Cannon''' | |'''Cantrip Cannon''' | ||
|Magitechnician | |Magitechnician | ||
|You create a permanent | |You create a permanent Spell Device that fires cantrips. Choose [[Beam of Fire]], [[Frostbite]], or [[Grave Whisper]]. | ||
While using this Spell Device, your chosen cantrip cannot trigger backlash. Also, you may now use your total Character Level for this cantrip’s power instead of your Arcane Power. | |||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Golemancer II''' | |'''Golemancer II''' | ||
|Cantrip Cannon | |Cantrip Cannon | ||
|Your | |Your lesser golem gains a compartment that functions as a Dimensional Case (see the Tinkering Item table). This and items inside are shielded from divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the golem’s will. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Spell Storing II''' | |'''Spell Storing II''' | ||
|Golemancer II | |Golemancer II | ||
|You | |You create a second Spell Storing object. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Magical Tinkering''' | |'''Magical Tinkering''' | ||
|Spell Storing II | |Spell Storing II | ||
|When you use your Magitechnician | |When you use your Magitechnician ability after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Safer Devices''' | |'''Safer Devices''' | ||
|Magical Tinkering | |Magical Tinkering | ||
|Your Spell Devices | |Your Spell Devices can no longer trigger backlash. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Magitechnician II''' | |'''Magitechnician II''' | ||
|Safer Devices | |Safer Devices | ||
|Your Spell Devices | |Your Spell Devices are no longer considered magical. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Cantrip Cannon II''' | |'''Cantrip Cannon II''' | ||
|Magitechnician II | |Magitechnician II | ||
| | |Add +INT to damage dealt with your Cantrip Cannon. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Flash of Genius''' | |'''Flash of Genius''' | ||
|Cantrip Cannon II | |Cantrip Cannon II | ||
|When one of your mental defenses is attacked, you can spend 5 SP to add | |When one of your mental defenses is attacked, you can spend 5 SP to add 1⁄2 INT to all of your mental defenses until the beginning of your next turn. | ||
|''Tinkerer, Magitechnician'' | |''Tinkerer, Magitechnician'' | ||
|- | |- | ||
|'''Master Magitechnician''' | |'''Master Magitechnician''' | ||
|Flash of Genius | |Flash of Genius | ||
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. | |You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. You gain a special permanent Spell Device that casts a spell you know with an SPC of 10 SP or fewer. That spell permanently has SPC 0 for you. | ||
You gain a special permanent Spell Device | |||
* '''Level 30:''' Gain another special permanent Spell Device | * '''''Level 30:''''' Gain another special permanent Spell Device that casts a spell you know with an SPC of 16 SP or fewer. That spell permanently has SPC 0 for you. | ||
|''Tinkerer, Magitechnician, '''Capstone''''' | |''Tinkerer, Magitechnician, '''Capstone''''' | ||
|} | |} | ||
''*Updated to v1.2'' | |||
== Additional Subclass Tracks == | == Additional Subclass Tracks == | ||