Tinkerer: Difference between revisions

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=== Inventor Track ===
=== Inventor Track ===
{| class="wikitable"
{| class="wikitable"
!Feature
!Talent
!PreReq
!PreReq
!Discreption
!Description
!Tags
!Tags
|-
|-
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|'''Breakthrough'''
|'''Breakthrough'''
|Inventor 5
|Inventor 5
Incompatible: Augmentor
<u>Incompatible</u>: Augmentor
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering stack, to your Masterwork. You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities.
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering stack, to your Masterwork. You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities.
You can know a number of Enchantments equal to your INT, and can have a number of Enchantments active on your Masterwork at onetime equal to 1⁄2 your INT. 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
You can know a number of Enchantments equal to your INT, and can have a number of Enchantments active on your Masterwork at onetime equal to 1⁄2 your INT. 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
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* <u>Level 30</u> The final cap on your INT increases from 12 to 14.
* <u>Level 30</u> The final cap on your INT increases from 12 to 14.
|''Tinkerer, Inventor, Capstone''
|''Tinkerer, Inventor, '''Capstone'''''
|}
|}


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|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 a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.
|}
|}
===== Special Ammo =====
You can make any of these modifications to arrows or to crossbow bolts
{| class="wikitable"
{| class="wikitable"
|+Special Ammo : '''You can make any of these modifications to arrows or crossbow bolts'''
!Item
!Item
!Tinkering Cost
!Tinkering Cost
!Uses
!Uses
!Discreption
!Description
|-
|-
|'''Barbed'''
|'''Barbed'''
|20
|20
| -  
| -
|Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).
|Attack vs FORT. Hit: 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.
|Attack vs FORT. Hit: 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.
|Attack vs FORT. 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.
|Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6 fire.
|-
|-
|'''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.
|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.
|Attack vs AR. Hit: All creatures gain TA against the target, and it cannot become Invisible for 1 minute.
|}
|}
===== Alchemic Items =====
{| class="wikitable"
{| class="wikitable"
|+Alchemic Items
!Item
!Item
!Tinkering Cost
!Tinkering Cost
!Uses
!Uses
!Discreption
!Description
|-
|-
|'''Acid Flask'''
|'''Acid Flask'''
|30  
|30
|1  
|1
|2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive.
|2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive.
|-
|-
|'''Alchemist’s Fire'''
|'''Alchemist’s Fire'''
|20  
|20
|1  
|1
|2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).
|2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).
|-
|-
|'''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
|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).
turn in the area automatically gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner).
|}
|}
===== Thrown Items =====
All thrown Items target Ref with you Dex and 2 ap throw.
{| class="wikitable"
{| class="wikitable"
|+Thrown Items: All thrown items target REF with your DEX and 2 AP to throw
!Item
!Item
!Tinkering Cost
!Tinkering Cost
!Uses
!Uses
!Discreption
!Description
|-
|-
|'''Arcane Disruptor'''
|'''Arcane Disruptor'''
|150  
|150
|1  
|1
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed 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.
|Thrown 20 ft. Hit: Creature falls Prone and its speed becomes 0. 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.
|Thrown 50 ft, creating a spectacular light show. Target creatures within 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.
|Thrown 20 ft, targeting 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.
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition.
|-
|-
|'''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.  
|Thrown 30 ft, targeting 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.
|Thrown 20 ft, targeting 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.
|Thrown 20 ft, targeting all creatures in a 5 ft radius. Hit: Creature is Deafened and Stunned until the end of their next turn.
|}
|}

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