Tinkerer: Difference between revisions

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|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 fail, they take 3d6 corrosive damage as acid and paint spray over them.
|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
|If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs.
|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
|Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes Hazardous Terrain (1d2 sharp).
|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 AP needed to fire the crossbow that this is affixed to by 1 (min 2).
|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 with the thrown tag into your crossbow, giving them double their thrown range. Using any item in this way costs 3 AP
|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'''
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|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 immune from any dangerous effects of breathing for 1 minute.
|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 do so and affix a rope to the surface.
|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'''
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|40
|40
|3
|3
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this
|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
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d4 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to ½ your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down.
|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
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute.
|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, you take no falling damage and descend at a rate of 100 ft per round until you land.
|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'''
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|50
|50
|3
|3
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit.
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks.
|-
|-
|'''Quickstep Boots'''
|'''Quickstep Boots'''
|120
|120
|5
|5
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next turn.
|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
| -
| -
|The ranged weapon with this modification gains +30 ft range.
|Apply this mod to a ranged weapon. Increase its range by +30 ft.
|-
|-
|'''Rope Bridge Kit'''
|'''Rope Bridge Kit'''
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|80
|80
| -
| -
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked.
|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
|When you spend 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.
|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 another 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.
|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
| -
| -
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away.
|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'''
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|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 vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp.
|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'''
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|40
|40
|3
|3
|When you would be disarmed, lose 1 charge of this item instead.
|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 a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.
|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"
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|20
|20
| -
| -
|Attack vs FORT. '''Hit:''' 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).
|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
|Attack vs FORT. '''Hit:''' 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest.
|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
|Attack vs FORT. '''Hit:''' The target is Blinded until the end of its next turn.
|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
|Attack vs the REF of each creature in a 10 ft radius. '''Hit:''' 1d6 fire.
|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
|Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands.
|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
|Attack vs AR. '''Hit:''' All creatures gain TA against the target, and it cannot become Invisible for 1 minute.
|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"
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|30
|30
|1
|1
|2 AP to throw 20 ft +INT vs REF. '''Hit:''' 1d6 corrosive.
|'''''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 to throw 20 ft +INT vs REF. '''Hit:''' Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).
|'''''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 to throw 20 ft, creating a slippery and flammable surface in a 5 ft radius. A creature that attempts to move across the area, if not ignited, must make a DC 14 DEX/Balancing check, falling Prone if they fail. If ignited, a creature that starts its turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).
|'''''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"
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|150
|150
|1
|1
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.
|'''''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:''' Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself.
|'''''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
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. '''Hit:''' 1d6 sonic damage.
|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, targeting all creatures in a 10 ft radius. '''Hit:''' Creature is Blinded until the end of its next turn.
|'''''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, making a 10 ft radius smoke cloud that causes the Concealed condition.
|'''''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, targeting all creatures in a 15 ft radius. '''Hit:''' Creature is Deafened until the start of your next turn
|'''''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, targeting all creatures in a 10 ft radius. '''Hit:''' Creature is Slowed until the end of its next turn.
|'''''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, targeting all creatures in a 5 ft radius. '''Hit:''' Creature is Deafened and Stunned until the end of their next turn.
|'''''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.
|}
|}


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|'''Arcane Artificer'''
|'''Arcane Artificer'''
|Tinkerer Entry
|Tinkerer Entry
|You gain the Student of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power.
|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.
Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells 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 spell that triggered backlash until you Take a Rest, as the contraption needs to be repaired.
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
|You gain the [[Create Lesser Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the [[Mend]] and [[Minor Conjuration]] cantrips.
|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, 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 condition being triggered, and after the duration they dissipate harmlessly.
|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 additional Arcane Power for every additional 30 minutes you spend casting.
|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 your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices.
|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
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|The spell costs 15 fewer SP (min 1).
|The spell costs 15 fewer SP (min 1).
|}
|}
The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal.
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 spell device that fires cantrips. Choose [[Beam of Fire]], [[Frostbite]], or [[Grave Whisper]]. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power.
|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 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.
|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 can create a second Spell Storing object.
|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 talent 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.
|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 created by the Magitechnician talent can no longer trigger backlash.
|Your Spell Devices can no longer trigger backlash.
|''Tinkerer, Magitechnician''
|''Tinkerer, Magitechnician''
|-
|-
|'''Magitechnician II'''
|'''Magitechnician II'''
|Safer Devices
|Safer Devices
|Your Spell Devices created by the Magitechnician talent are no longer considered magical.
|Your Spell Devices are no longer considered magical.
|''Tinkerer, Magitechnician''
|''Tinkerer, Magitechnician''
|-
|-
|'''Cantrip Cannon II'''
|'''Cantrip Cannon II'''
|Magitechnician II
|Magitechnician II
|When you deal damage with your Cantrip Cannon, add your INT to the damage.
|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 ½ your INT to all of your mental defenses until the beginning of your next turn.
|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 with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you.


* '''Level 30:''' Gain another special permanent Spell Device with a spell that costs 16 SP or fewer. That spell permanently has SPC 0 for you.
* '''''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 (except track images)''


== Additional Subclass Tracks ==
== Additional Subclass Tracks ==

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