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|[[Primal]]
|[[Primal]]
|[[Catclaw]], [[Fleetfoot]] (Tier 2), [[Intuition]] (1 min duration), [[Bullish Strength]] (1 min duration), [[Piscism]].
|[[Catclaw]], [[Fleetfoot]] (Tier 2), [[Intuition]] (1 min duration), [[Bullish Strength]] (1 min duration), [[Piscism]]  
|-
|-
|[[Psionic]]
|[[Psionic]]
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|You gain the Armor Augmentation ability. This replaces your Masterwork ability.
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.


* <u>Armor Augmentation</u>: 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.
* '''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''
|-
|-
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|'''Quick Compartment'''
|'''Quick Compartment'''
|Augmentor
|Augmentor
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 cubic ft 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 ft<sup>3</sup> 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''
|-
|-
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|'''Grappler'''
|'''Grappler'''
|Augmentor
|Augmentor
|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. If it hits and the target is your size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.
|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. If it hits and the target is your Size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
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|'''Elemental Absorption'''
|'''Elemental Absorption'''
|Augmentor
|Augmentor
|You can spend 1 Reactive AP to reduce [[elemental]] damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.
|You can spend 1 Reactive AP to reduce 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'''
|Augmentor
|Augmentor
|If you suffer a crit, you take damage as usual, then you gain Resist against the type of damage you took until the start of your next turn.
|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''
|-
|-
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|Gain the Engage ability.
|Gain the Engage ability.


* <u>Engage</u>: By spending 2 AP, you can impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn.
* '''Engage.''' By spending 2 AP, you can 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''
|-
|-
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|'''Enhanced Quick Compartment'''
|'''Enhanced Quick Compartment'''
|Augmentor II, Quick Compartment
|Augmentor II, Quick Compartment
|Your quick compartment may now store liquid, and can be climate controlled between 50° and 120° Fahrenheit (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''
|-
|-
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|Gain the Power Slam ability.
|Gain the Power Slam ability.


* <u>Power Slam</u>: You may spend 4 AP to slam a weapon into the ground, attacking all creatures within 5 ft of you. Make a weapon attack vs the FORT of each creature in range. On a hit, creatures take damage from the weapon as usual and are also pushed 5 ft directly away from you.
* '''Power Slam.''' You may spend 4 AP to slam a weapon into the ground, attacking all creatures within 5 ft of you. Make a weapon attack vs the FORT of each creature in range. On a hit, creatures take damage from the weapon as usual and are also pushed 5 ft directly away from you.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''HoverJet'''
|'''HoverJet'''
|Augmentor II
|Augmentor II
|Spend 1 AP or 1 Reactive AP to gain the ability to Hover for 1 minute. You can choose to slowly descend during the duration. (3/Rest)
|(3/Rest) Spend 1 AP or 1 Reactive AP to gain the ability to Hover for 1 minute. You can choose to slowly descend during the duration.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
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|'''Energy Transfer'''
|'''Energy Transfer'''
|Augmentor III
|Augmentor III
|You may spend 3 AP to transfer all [[conditions]] from a creature you are grappling to yourself, except for Grappled and Restrained.
|You may 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'''
|Augmentor III, Arcane Booster
|Augmentor III, Arcane Booster
|You gain a Fly Speed equal to your speed for 1 minute. (3/ Rest)
|(3/Rest) You gain a fly Speed equal to your speed for 1 minute.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Heroic Landing'''
|'''Heroic Landing'''
|Augmentor III
|Augmentor 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 10 ft 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''
|-
|-
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|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. Crits no longer automatically hit you, and if they do hit, they only deal normal damage.
Gain +1 to all of your defenses.  


* <u>Level 30</u>: (3/Recoup) Gain the Intuitive Defenses ability. You regain all expended uses when you Recoup.
Crits no longer automatically hit you, and if they do hit, they only deal normal damage.
** <u>Intuitive Defenses</u>: 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.   
 
* '''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'''''
|}
|}
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|'''Inventor'''
|'''Inventor'''
|Tinkerer Entry
|Tinkerer Entry
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn [[how to]] make five items from the ''Tinkering Item'' table, and can carry up to five items of this nature at a time. Special Arrows & Bolts do not count toward this total. Only you may use items that you create from the ''Tinkering Item'' table.  
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn how to make five items from the ''Tinkering Item'' table, and can carry up to five items of this nature at a time. Special Arrows & Bolts do not count toward this total. Only you may use items that you create from the ''Tinkering Item'' table.  
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.
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.


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'' table for a list of items, and note that your MC may allow additional items!
If you have access to a workshop, the Tinkering Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the ''Tinkering Item'' table for a list of items, and note that your MC may allow additional items!
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Salvage'''
|'''Salvage'''
|Inventor
|Inventor
|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’re 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 where 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.  
 
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’re salvaging, and reduce your Tinkering cost requirement for whatever you’re crafting by that amount.
If you salvage items to use for Tinkering parts, take the sc value of the item you are salvaging, and reduce your Tinkering check requirement for whatever you’re crafting by that amount.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|'''Repairs'''
|'''Repairs'''
|Inventor
|Inventor
|Exhaustible items with more than 1 use take half the tinkering cost to create after you’ve created them once.
|Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Quick Craft'''
|'''Quick Craft'''
|Inventor
|Inventor
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the tinkering requirement of the first item.
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|'''Space Efficiency'''
|'''Space Efficiency'''
|Inventor
|Inventor
|You can carry five additional tinkering items.
|You can carry five additional Tinkering items.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Safety Precautions'''
|'''Safety Precautions'''
|Inventor
|Inventor
|You can now add +20 to the tinkering cost required in [[order]] to craft tinkering items that others can use.
|You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|Inventor 5
|Inventor 5
<u>Incompatible</u>: 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 Inventor Track, 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 track, 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 with 80 total Essence Points, your Masterwork uses 40 of your Essence Points.
You can know a number of Enchantments equal to your INT, and can have 2 Enchantments active on your Masterwork at one time. You must also observe the typical rules for Essence Points ([[Magic Items]]). 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 or improvements. Items can be improved only with Item enchantments or improvements.  
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor enchantments or improvements. Items can be improved only with Item enchantments or improvements. If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.
If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|'''Munitions Focus'''
|'''Munitions Focus'''
|Breakthrough
|Breakthrough
|Whenever you use your Tinkering to [[Create Ammunition|create ammunition]], if you have fewer than 20 special arrows or bolts, you can now create your first 20 arrows or bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal 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.
|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 arrows or bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal 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''
|-
|-
|'''Armor FOcus'''
|'''Armor Focus'''
|Breakthrough
|Breakthrough
|If your Masterwork is Armor, it gains an additional +1 to all physical defenses.
|If your Masterwork is armor, it gains an additional +1 to all physical defenses.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Armor Alchemist'''
|'''Armor Alchemist'''
|Breakthrough
|Breakthrough
|Your armor sprays cost half the tinkering cost(minimum 10).
|Your armor sprays cost half the Tinkering (minimum 10).
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Weapon Focus'''
|'''Weapon Focus'''
|Breakthrough
|Breakthrough
|If your Masterwork is a Weapon, it gains an additional +1 to hit and +1 to damage.
|If your Masterwork is a weapon, it gains an additional +1 to hit and +1 to damage.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|'''Soul of the Masterwork II'''
|'''Soul of the Masterwork II'''
|Soul of the Masterwork
|Soul of the Masterwork
|The Essence point cap for Masterwork Enchantment raises to 50.
|The Essence point cap for Masterwork Enchantment increases to 50.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Breakthrough II'''
|'''Breakthrough II'''
|Breakthrough, Inventor 10
|Breakthrough, Inventor 10
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment. Your Masterwork can now have two enchantments active on it.
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment.  
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. 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 extra Fire damage.
Your Masterwork can now have a number of enchantments active at one time equal to ½  your INT.  
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. 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 extra fire damage.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|Inventor 14
|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 hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to 1⁄2 your INT.
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 ½ your INT.


* <u>Level 30</u>: 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'''''
|}
|}
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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 fail, they take 3d6 corrosive damage as acid and paint spray over them.
|-
|-
|'''Anti-Magic Cuffs'''
|'''Anti-Magic Cuffs'''
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|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 with the thrown tag into your crossbow, giving them double their thrown range. Using any item in this way costs 3 AP
|-
|-
|'''Dimensional Case'''
|'''Dimensional Case'''
|250
|250
| -
| -
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 cubic ft on the inside.
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 ft<sup>3</sup> on the inside.
|-
|-
|'''Dimensional Case (Greater)'''
|'''Dimensional Case (Greater)'''
|500
|500
| -
| -
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 cubic ft on the inside.
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 ft<sup>3</sup> on the inside.
|-
|-
|'''Enhanced Goggles'''
|'''Enhanced Goggles'''
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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 cap of +20 in a given skill. You do not need additional lockpicking tools if you have 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 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.
|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.
|-
|-
|'''Oxygen Balloon'''
|'''Oxygen Balloon'''
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|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. 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.
|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 6 ft by 6 ft by 3 ft space.
|-
|-
|'''Portable Battering Ram'''
|'''Portable Battering Ram'''
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|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
|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.
turn.
|-
|-
|'''Ranged Mod: Telescopic Sight'''
|'''Ranged Mod: Telescopic Sight'''
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|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 1000 lbs in weight and is 6ft by 10 ft in length.
|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.
|-
|-
|'''Signal Flare'''
|'''Signal Flare'''
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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
|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.
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'''
|'''Trap: Razor Wire'''
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|15
|15
|1
|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.
|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'''
|'''Weapon Mod: Chain'''
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|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'''
Line 673: Line 680:
|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.
|}
|}
{| class="wikitable sortable mw-collapsible"
{| class="wikitable sortable mw-collapsible"
Line 685: Line 692:
|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'''
Line 712: Line 719:
|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'''
Line 732: Line 739:
|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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