Tinkerer: Difference between revisions

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234 bytes added ,  19 October 2025
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!Tags
!Tags
|-
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|'''Augmentor'''
|'''Armor Augmentation'''
|Tinkerer Entry
|Tinkerer Entry
<u>Incompatible</u>: Breakthrough
<u>Incompatible</u>: Breakthrough
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|-
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|'''Install Weapon'''
|'''Install Weapon'''
|Augmentor
|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'''
|Augmentor
|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'''
|Augmentor
|Armor Augmentation
|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.
|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'''
|Augmentor
|Armor Augmentation
|Double the range of your thrown items.
|Double the range of your thrown items.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Grappler'''
|'''Grappler'''
|Augmentor
|Armor Augmentation
|Gain the Tether ability.
|Gain the Tether ability.


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|'''Arcane Booster'''
|'''Arcane Booster'''
|Augmentor
|Armor Augmentation
|Gain the Arcane Booster ability.
|Gain the Arcane Booster ability.


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|-
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|'''Elemental Absorption'''
|'''Elemental Absorption'''
|Augmentor
|Armor Augmentation
|Gain the Elemental Absorption ability.
|Gain the Elemental Absorption ability.


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|-
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|'''Adaptive Armor'''
|'''Adaptive Armor'''
|Augmentor
|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'''
|Augmentor
|Armor Augmentation
|Gain the Engage ability.
|Gain the Engage ability.


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|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Augmentor II'''
|'''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.
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|-
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|'''Audio Dampeners'''
|'''Audio Dampeners'''
|Augmentor II
|Armor Augmentation II
|Gain the Audio Dampeners ability.
|Gain the Audio Dampeners ability.


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|'''Grappler II'''
|'''Grappler II'''
|Augmentor II, Grappler
|Armor Augmentation II, Grappler
|Your Grappler ability gains +10 ft range, and on a hit, the target is immediately Grappled.
|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'''
|Augmentor II, Sentry Armor
|Armor Augmentation II, Sentry Armor
|You can now enhance your Engage ability, Engaging one additional target per +1 AP you spend on the 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'''
|Augmentor II, Quick Compartment
|Armor Augmentation II, Quick Compartment
|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).
|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'''
|Augmentor II
|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. Gain the Mini Turret ability.
|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.


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|-
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|'''Install Weapon II'''
|'''Install Weapon II'''
|Augmentor II, Install Weapon
|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'''
|Augmentor II
|Armor Augmentation II
|Gain a special attack.
|Gain a special attack.


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|'''HoverJet'''
|'''HoverJet'''
|Augmentor II
|Armor Augmentation II
|Gain the Hoverjet ability.
|Gain the Hoverjet ability.


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|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Augmentor III'''
|'''Armor Augmentation III'''
|Augmentor II, Augmentor 10
|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'''
|Augmentor III
|Armor Augmentation III
|Gain the Energy Transfer ability.
|Gain the Energy Transfer ability.


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|-
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|'''Arcane Booster II'''
|'''Arcane Booster II'''
|Augmentor III, Arcane Booster
|Armor Augmentation III, Arcane Booster
|Gain the Rocket Boots ability.
|Gain the Rocket Boots ability.


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|-
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|'''Heroic Landing'''
|'''Heroic Landing'''
|Augmentor III
|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'''
|Augmentor III
|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'''
|Augmentor III, Cradle, Grappler
|Armor Augmentation III, 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''

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