Tinkerer: Difference between revisions

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(Created page with "You have never been able to keep from fidgeting, and you’re always reaching for clockwork, screws, wires, and the like as you seek to create new inventions or improve upon existing ones. You have always had a penchant for tinkering and exhibit relentless ingenuity. You quickly gained notoriety as someone who could always find a way to enhance anything with mechanical parts. Unquenchably curious, you always seek to understand how something works and how it might be imp...")
 
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|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 hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to 1⁄2 your INT.
|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 hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to 1⁄2 your INT.
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.
|}
==='''TINKERING ITEM LIST GENERAL MODIFICATIONS'''===
{| class="wikitable"
|+
!Item
!Tinkering Cost
!Uses
!Discreption
|-
|Anti-Durglary Trigger
|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
|-
|Anti-Magic Cuffs
|120
| 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.
|-
|Caltrops
|10
|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).
|-
|Crossbow Mod: Repeating
|120
| -
|Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2).
|-
|Crossbow Mod: Thrower
|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.
|-
|Dimensional Case
|250
| -
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 cubic ft on the inside.
|-
|Dimensional Case (Greater)
|500
| -
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 cubic ft on the inside.
|-
|Enhanced Goggles
|80
|3
|By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute.
|-
|Flame-Retardant Spray
|80
|2
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute.
|-
|Fog Machine
|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.
|-
|Gas Mask
|40
|3
|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
|50
|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.
|-
|Grappling Hook: Magnetic
|80
|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 or is metallic, then you securely affix a rope to that surface.
|-
|Insulating Spray
|80
|2
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute.
|-
|Mechanical Lockpick
|40
|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.
|-
|Mini-Turret
|160
|3
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d6 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 1⁄2 your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down.
|-
|Oxygen Balloon
|20
|3
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute.
|-
|Parachute
|30
|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. Pop Up Tent 30 - By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6ft by 6ft by 3ft space.
|-
|Portable Battering Ram
|60
|3
|Gain +10 on STR checks made to open or break doors.
|-
|Potion Injector
|50
|3
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit.
|-
|Quickstep Boots
|120
|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.
|-
|Ranged Mod: Telescopic Sight
|70
| -
|The ranged weapon with this modification gains +30 ft range.
|-
|Rope Bridge Kit
|100
|1
|Create a sturdy rope bridge 30 ft in length.
|-
|Reinforced Shield
|80
| -
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked.
|-
|Self-Inflating Raft
|120
|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 1000 lbs in weight and is 6ft by 10 ft in length.
|-
|Signal Flare
|10
|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.
|-
|Siren Whistle
|15
| -
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away.
|-
|Spring-Heeled Boots
|100
| -
|The wearer’s jumping height increases by 10 ft.
|-
|Trap: Alarm
|20
|1
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds.
|-
|Trap: Net
|30
|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.
|-
|Trap: Razor Wire
|35
|1
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage.
|-
|Trap: Tripwire
|15
|1
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls prone.
|-
|Weapon Mod: Chain
|40
|3
|When you would be disarmed, lose 1 charge of this item instead.
|-
|Whetstone
|15
|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.
|}
==='''SPECIAL AMMO'''===
You can make any of these modifications to arrows or to crossbow bolts
{| class="wikitable"
|+
!Item
!Tinkering Cost
!Uses
!Discreption
|-
|Barbed
|20
| -
|Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner).
|-
|Corrosive
|40
| 1
|Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest.
|-
|Dazzling
|30
| 1
|Attack vs FORT. Hit: The target is Blinded until the end of its next turn.
|-
|Explosive
|30
|1
|Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6 fire.
|-
|Light
|10
|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.
|-
|Tracking
|20
|1
|Attack vs AR. Hit: All creatures gain TA against the target, and it cannot become Invisible for 1 minute.
|}
ALCHEMIC ITEMS
{| class="wikitable"
|+
!Item
!Tinkering Cost
!Uses
!Discreption
|-
|Acid Flask
|30
|1
|2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive.
|-
|Alchemist’s Fire
|20
|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).
|-
|Oil Flask
|10
|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).
|}
Thrown Items
All thrown Items target Ref with you Dex and 2 ap throw.
{| class="wikitable"
|+
!Item
!Tinkering Cost
!Uses
!Discreption
|-
|Arcane Disruptor
|150
|1
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute.
|-
|Bolas
|20
| -
|Thrown 20 ft. Hit: Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself.
|-
|Fireworks
|20
|1
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. Hit: 1d6 sonic damage.
|-
|Flashbang
|25
|1
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Blinded until the end of its next turn.
|-
|Smoke Bomb
|20
|1
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition.
|-
|Sonic Bomb
|25
|1
|Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit: Creature is Deafened until the start of your next turn.
|-
|Sticky Bomb
|25
|1
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Slowed until the end of its next turn.
|-
|Thunderstone
|60
|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.
|}
==='''MAGITECHNICIAN TRACK'''===
{| class="wikitable"
|+
!Feature
!Tags
!PreReq
!Discreption
|-
|ARCANE ARTIFICER
|Tinkerer, Magitechnician
|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.
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.
|-
|GOLEMANCER
|Tinkerer, Magitechnician
|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.
|-
|SPELL STORING
|Tinkerer, Magitechnician
|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.
|-
|EMPOWERED MEND
|Tinkerer, Magitechnician
|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.
|-
|MAGITECHNICIAN
|Tinkerer, Magitechnician
|Empowered Mind
|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.
{| class="wikitable"
|+
!d20
!Effect
|-
|1-2
|The device fails. You do not lose the spell, but cannot replace that device today.
|-
|3-9
|No effect.
|-
|10-16
|The spell costs 5 fewer SP (min 1).
|-
|17-19
|The spell costs 10 fewer SP (min 1).
|-
|20
|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.
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.
|-
|CANTRIP CANNON
|Tinkerer, 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.
|-
|GOLEMANCER II
|Tinkerer, Magitechnician
|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.
|-
|SPELL STORING II
|Tinkerer, Magitechnician
|Golemancer II
|You can create a second Spell Storing object.
|-
|MAGICAL TINKERING
|Tinkerer, Magitechnician
|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.
|-
|SAFER DEVICES
|Tinkerer, Magitechnician
|Magical Tinkering
|Your Spell Devices created by the Magitechnician talent can no longer trigger Backlash.
|-
|MAGITECHNICIAN II
|Tinkerer, Magitechnician
|Safer Devices
|Your Spell Devices created by the Magitechnician talent are no longer considered magical.
|-
|CANTRIP CANNON II
|Tinkerer, Magitechnician
|Magitechnician II
|When you deal damage with your Cantrip Cannon, add your INT to the damage.
|-
|FLASH OF GENIUS
|Tinkerer, Magitechnician
|Cantrip Cannon II
|When one of your mental defenses is attacked, You can spend 5 SP to add 1⁄2 your INT to all of your mental defenses until the beginning of your next turn.
|-
|MASTER MAGITECHNICIAN
|Tinkerer, Magitechnician, Capstone
|Flash of Genius
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. 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.
|}
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