Tinkerer

"Yeah, never go throwin' crap away when it might serve a purpose. Hoarding is good for the soul, you see. You know what they say about one person's trash. 'Give it to the tinkerer,' they say. Now, hand it over and I'll make you a can opener. Or a flamerthrower, mayhap." - Ingrid Divrgubben, collector
You have never been able to keep from fidgeting, always reaching for clockwork, screws, wires, and the like as you seek to create new inventions or improve upon existing ones. You 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 improved upon.
What is your medium of choice? Tinkerers often favor metal and wood due to their versatility, but other substances can make for interesting inventions as well. When you invent something, what motivates you? Are you most concerned with improving your quality of life by making existing technology more effective, or are you looking to break the confines of science as your contemporaries understand it? Do you have some grand idea for a new invention that will revolutionize the world?
Tinkerer Tracks
Alchemist. By developing potions and alchemical reagents, you bolster your allies or damage your foes.
Augmentor. You specialize in creating powerful armor that implements weapons, gadgets, and enhanced defenses, turning you into a tremendous front-line fighter.
Inventor. A skilled and creative inventor, you make all manner of gadgetry and manage a tremendous inventory of useful items.
Magitechnician. Through unstable experiments you have accessed the arcane source of magic and can fuel spells with your inventions.
Plague Doctor. Harker's Guide for Vampire Hunting. These grim physicians wield both potion and pathogen the way an artisan might wield a chisel or paintbrush.
Core Subclass Tracks
Tinkerer Entry Talent
After gaining the Tinkerer Entry talent, you can take talents from any of the Tinkerer tracks.
Talent | PreReq | Description | Tags |
---|---|---|---|
Tinkerer Entry | Character Level 2 | When you take this entry talent, you gain the following abilities.
|
Class Entry, Tinkerer |
Alchemist Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Alchemy | Tinkerer Entry | Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.
These creations become impotent after 24 hours. |
Tinkerer, Alchemist |
Create Potion | Alchemy | Add Healing Vials to your possible creations. When creating Healing Vials in this way, you do not need to spend the material components, but they expire after 24 hours. | Tinkerer, Alchemist |
Create Bomb | Alchemy | Add Alchemy Bombs to your possible creations.
|
Tinkerer, Alchemist |
Quaff | Alchemy | Once on each of your turns, you may drink a potion without spending AP. | Tinkerer, Alchemist |
Fire in the Hole! | Alchemy, Create Bomb | When you throw a bomb, you can now specify a number of targets equal to or less than your INT. Those creatures take no damage from your bombs. | Tinkerer, Alchemist |
Alchemy II | Alchemist 4 | You can now make four Alchemy Creations when you Take a Rest. | Tinkerer, Alchemist |
Potion Upgrade | Alchemy II, Create Potion | Your Healing Vials become Healing Potions. | Tinkerer, Alchemist |
Alchemy Flask Upgrade | Alchemy II | Your flask is designed for quick combat consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive actions. | Tinkerer, Alchemist |
Bomb Upgrade | Alchemy II, Create Bomb | Your bombs deal additional damage equal to your INT | Tinkerer, Alchemist |
Injector | Alchemy II | You can administer Potions or Flasks for 1 AP. | Tinkerer, Alchemist |
Elemental Bombs | Alchemy II, Create Bomb | You can create bombs that deal cold or corrosive damage instead of fire, choosing the type of damage when you create the bomb. | Tinkerer, Alchemist |
Up my Sleeve | Alchemy II, Create Bomb | If none of your creations for the day are bombs, you gain one Alchemy Bomb. | Tinkerer, Alchemist |
Vitality Solution | Alchemy II | You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption. | Tinkerer, Alchemist |
Alchemy III | Alchemist 9 | You can now create six Alchemy Creations when you Take a Rest. | Tinkerer, Alchemist |
Explosion Upgrade | Alchemy III, Create Bomb | Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact. | Tinkerer, Alchemist |
Flask Efficiency | Alchemy III | When one of your flasks is used, the creature that uses it rolls a 1d6. On a 6, the flask is not consumed. Once this feature is used successfully, you lose this ability until after you Take a Rest. | Tinkerer, Alchemist |
Tolerance | Alchemy III | You gain Resist Corrosive 3 and Resist Fire 3. | Tinkerer, Alchemist |
Injector Upgrade | Alchemy III, Injector | You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP. | Tinkerer, Alchemist |
Master Alchemist | Alchemist 14 | Brewers, poisoners, and potion-makers all respect you as a master of the craft. Many would gladly pay you handsomely to teach them the secrets of your skills.
You can make a number of Alchemy Creations equal to your INT, and your creations remain potent for 48 hours. You no longer lose your Flask Efficiency ability after it is successful.
|
Tinkerer, Alchemist, Capstone |
Alchemist Formula Table
Each time you use your Alchemist Formula, select a magical ability from this list.
Source Magic | Spell |
---|---|
Arcane | Air bubble, Arcane Shield, Death Ward, Fire Shield, Mage Armor, Sense Magic, Shield |
Divine | Heroism |
Occult | Cloven Step, Hex of the Unseen, Silhouette, Warp Step |
Primal | Catclaw, Fleetfoot (Tier 2), Intuition (1 min duration), Bullish Strength (1 min duration), Piscism |
Psionic | Conceal, Create Weapon (1 min duration), Giant, Hasten (30 sec duration), Invisibility, Iron Body (20 sec duration), Jump, Levitate, Mirror Images, Sense Danger |
Augmentor Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Augmentor | Tinkerer Entry
Incompatible: Breakthrough |
You gain the Armor Augmentation ability. This replaces your Masterwork ability.
|
Tinkerer, Augmentor |
Install Weapon | Augmentor | You may install a weapon into your armor, losing the ability to be disarmed of that weapon. | Tinkerer, Augmentor |
Install Shield | Augmentor | 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 |
Quick Compartment | Augmentor | 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 |
Launcher | Augmentor | You can gain double the range of your thrown items. | Tinkerer, Augmentor |
Grappler | 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. | Tinkerer, Augmentor |
Arcane Booster | Augmentor | You can spend 1 AP to gain +10 ft to your speed until the end of your turn. | Tinkerer, Augmentor |
Elemental Absorption | 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. | Tinkerer, Augmentor |
Adaptive Armor | Augmentor | 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 |
Sentry Armor | Augmentor | Gain the Engage ability.
|
Tinkerer, Augmentor |
Augmentor II | Augmentor 5 | Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp. | Tinkerer, Augmentor |
Audio Dampeners | Augmentor II | You may spend 2 AP to become immune to sonic damage and effects that require you to hear until the beginning of your next turn. | Tinkerer, Augmentor |
Grappler II | Augmentor II, Grappler | Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled. | Tinkerer, Augmentor |
Sentry Armor II | Augmentor II, Sentry Armor | You can now enhance your Engage ability, engaging one additional target within 5 ft of you for each additional 1 AP you spend on the ability. | Tinkerer, Augmentor |
Enhanced Quick Compartment | Augmentor 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). | Tinkerer, Augmentor |
Install Mini Turret | Augmentor 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. When you specify, it fires at a target you can see with Line of Effect at the end of each of your turns while you have ammunition. | Tinkerer, Augmentor |
Install Weapon II | Augmentor II, Install Weapon | You can install a second weapon into your armor. Gain the ability to freely switch between weapons. | Tinkerer, Augmentor |
Power Slam | Augmentor II | Gain the Power Slam ability.
|
Tinkerer, Augmentor |
HoverJet | Augmentor II | (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 |
Augmentor III | Augmentor II, Augmentor 10 | Your Augmented Armor gains +1 to all defenses and your choice of Resist 2 against blunt, cold, fire, lightning, or sharp. | Tinkerer, Augmentor |
Energy Transfer | Augmentor III | You may spend 3 AP to transfer all conditions from a creature you are grappling to yourself, except for Grappled and Restrained. | Tinkerer, Augmentor |
Arcane Booster II | Augmentor III, Arcane Booster | (3/Rest) You gain a fly Speed equal to your speed for 1 minute. | Tinkerer, Augmentor |
Heroic Landing | 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 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 |
Cradle | Augmentor 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. | Tinkerer, Augmentor |
Cradle II | Augmentor 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. | Tinkerer, Augmentor |
Augmentor Extraordinaire | 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.
Gain +1 to all of your defenses. Crits no longer automatically hit you, and if they do hit, they only deal normal damage.
|
Tinkerer, Augmentor, Capstone |
Inventor Track

Talent | PreReq | Description | Tags |
---|---|---|---|
Inventor | 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.
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 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 |
Salvage | 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.
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 are salvaging, and reduce your Tinkering check requirement for whatever you’re crafting by that amount. |
Tinkerer, Inventor |
Crafter | Inventor | Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken. | Tinkerer, Inventor |
Repairs | Inventor | Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once. | Tinkerer, Inventor |
Quick Craft | 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. | Tinkerer, Inventor |
Additional Blueprints | Inventor | You learn two new blueprints from the Tinkering Item table. | Tinkerer, Inventor |
Space Efficiency | Inventor | You can carry five additional Tinkering items. | Tinkerer, Inventor |
Safety Precautions | Inventor | You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use. | Tinkerer, Inventor |
Breakthrough | Inventor 5
Incompatible: 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 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 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. If you change your Masterwork, it loses this improvement until you add it to your Masterwork again. |
Tinkerer, Inventor |
Inventor II | Breakthrough | You can now make a Tinker’s Tools check every hour, instead of every 2 hours. | Tinkerer, Inventor |
Munitions Focus | Breakthrough | 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 |
Armor Focus | Breakthrough | If your Masterwork is armor, it gains an additional +1 to all physical defenses. | Tinkerer, Inventor |
Armor Alchemist | Breakthrough | Your armor sprays cost half the Tinkering (minimum 10). | Tinkerer, Inventor |
Weapon Focus | Breakthrough | If your Masterwork is a weapon, it gains an additional +1 to hit and +1 to damage. | Tinkerer, Inventor |
Soul of the Masterwork | Breakthrough | The Essence point cap for Masterwork Enchantment increases to 33. | Tinkerer, Inventor |
Soul of the Masterwork II | Soul of the Masterwork | The Essence point cap for Masterwork Enchantment increases to 50. | Tinkerer, Inventor |
Breakthrough II | 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 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 |
Enchantment Blueprints | Breakthrough II | You can learn an additional Masterwork Enchantment. | Tinkerer, Inventor |
Quick Config | Breakthrough II | You can change your Masterwork Enchantment configuration as a part of a Recoup. | Tinkerer, Inventor |
Armor Focus II | Breakthrough II | If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses. | Tinkerer, Inventor |
Consumable Mastery | Breakthrough II | Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check. | Tinkerer, Inventor |
Weapon Focus II | Breakthrough II | If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items. | Tinkerer, Inventor |
Master Inventor | 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.
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.
|
Tinkerer, Inventor, Capstone |
Tinkering Item Tables
Item | Tinkering Cost | Uses | Description |
---|---|---|---|
Anti-Burglary 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 ft3 on the inside. |
Dimensional Case (Greater) | 500 | - | This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 ft3 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 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 | 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 6 ft by 6 ft by 3 ft 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 1,000 lbs in weight and is 6 ft 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. |
Item | Tinkering Cost | Uses | Description |
---|---|---|---|
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. |
Item | Tinkering Cost | Uses | Description |
---|---|---|---|
Acid Flask | 30 | 1 | 2 AP to throw 20 ft +INT vs REF. Hit: 1d6 corrosive. |
Alchemist’s Fire | 20 | 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). |
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). |
Item | Tinkering Cost | Uses | Description |
---|---|---|---|
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

Talent | PreReq | Description | Tags | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Arcane Artificer | 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. INT is your magic attribute. |
Tinkerer, Magitechnician | ||||||||||||
Golemancer | 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. | Tinkerer, Magitechnician | ||||||||||||
Spell Storing | 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. | Tinkerer, Magitechnician | ||||||||||||
Empowered Mend | 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. | Tinkerer, Magitechnician | ||||||||||||
Magitechnician | 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.
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. |
Tinkerer, Magitechnician | ||||||||||||
Cantrip Cannon | 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. | Tinkerer, Magitechnician | ||||||||||||
Golemancer II | 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. | Tinkerer, Magitechnician | ||||||||||||
Spell Storing II | Golemancer II | You can create a second Spell Storing object. | Tinkerer, Magitechnician | ||||||||||||
Magical Tinkering | 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. | Tinkerer, Magitechnician | ||||||||||||
Safer Devices | Magical Tinkering | Your Spell Devices created by the Magitechnician talent can no longer trigger backlash. | Tinkerer, Magitechnician | ||||||||||||
Magitechnician II | Safer Devices | Your Spell Devices created by the Magitechnician talent are no longer considered magical. | Tinkerer, Magitechnician | ||||||||||||
Cantrip Cannon II | Magitechnician II | When you deal damage with your Cantrip Cannon, add your INT to the damage. | Tinkerer, Magitechnician | ||||||||||||
Flash of Genius | 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. | Tinkerer, Magitechnician | ||||||||||||
Master Magitechnician | 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.
|
Tinkerer, Magitechnician, Capstone |
Additional Subclass Tracks
Plague Doctor Track
Source: Harker's Guide for Vampire Hunting
Universally recognized by thick, hooded robes and crow- shaped masks, plague doctors are a feared necessity in most societies. Unhampered by pesky ethical obligations, plague doctors wallow in disease and offer experimental medical procedures or a painless death as the situation warrants. These grim physicians wield both potion and pathogen the way an artisan might wield a chisel or paintbrush.
Talent | PreReq | Description | Tags |
---|---|---|---|
Grim Tools, Grim Purpose | Tinkerer Entry | Choose one talent: Alchemy Set, Medical Set, Plague Mask, Scalpel, Syringe, or Thurible.
Gain that talent. You may choose to make the associated item your Masterwork. If you do, your previous Masterwork loses its bonuses. |
Tinkerer, Plague Doctor |
Alchemy Set | Grim Tools, Grim Purpose | Gain alchemist tools. As long as you have alchemist tools, you may use one of the following abilities each time you Take a Rest.
Masterwork: If this is your Masterwork, you may use both features when you Take a Rest, and you can produce the 10 doses of basic medicine each day with your alchemist tools (no longer requiring a medical kit). |
Tinkerer, Plague Doctor |
Medical Set | Grim Tools, Grim Purpose | Gain a medical kit. You are especially effective with medical kits. When you use at least 1 bandage and 1 dose of basic medicine when you make an INT/Medicine check, you may reroll the d20 if the unmodified number is lower than your INT, but you must take the second result.
Masterwork: If this is your Masterwork, you may reroll the d20 if the unmodified number is lower than double your INT (still taking the second result). |
Tinkerer, Plague Doctor |
Plague Mask | Grim Tools, Grim Purpose | You have a mask that resembles a crow with an uncannily long beak. This beak, stuffed with herbs and incense, protects you from the worst effects of disease.
The creature wearing the plague mask gains Resist Common Diseases +6 and Resist Uncommon Diseases +2. Masterwork: If this is your Masterwork, whenever a Plague Doctor talent gives you Resist Disease, increase that resistance by +4. |
Tinkerer, Plague Doctor |
Scalpel | Grim Tools, Grim Purpose | You possess a surgical scalpel. It has the stats of both a dagger and a knife, allowing you to use DEX and INT interchangeably.
Gain the Plague Surgeon ability.
Masterwork:If this is your Masterwork, you have a +1 to attacks, damage, and INT/Medicine checks made with the scalpel. |
Tinkerer, Plague Doctor |
Syringe | Grim Tools, Grim Purpose | Gain a medical syringe.
Each time you Take a Rest, you may create a Herbal Potion. Whenever you create a potion, you may store it in a vial. Potions stored in vials may be loaded into your syringe and applied to other creatures for 1 AP, instead of 2. Masterwork: If this is your Masterwork, whenever a Plague Doctor talent allows you to make a potion (including this talent), increase the number of potions that the talent allows you to make by +1. |
Tinkerer, Plague Doctor |
Thurible | Grim Tools, Grim Purpose | You have acquired a thurible that you can fill with burning incense and herbal concoctions.
When you finish Taking a Rest, you may produce a number of aromas equal to 1⁄2 your INT. Filling the thurible with an aroma and lighting it costs 3 AP; the thurible then burns for 2 minutes, providing the benefit for the duration. You have one kind of aroma: Disinfectant.
Masterwork: If this is your Masterwork, gain +2 to all Resist features granted by your thurible. |
Tinkerer, Plague Doctor |
Antigen | Alchemy Set | Gain two Alchemical Antigen abilities from the following list. Each time you Take a Rest and have access to your alchemist tools, you may create a number of Alchemical Antigens equal to your INT. Each Antigen is contained in a vial that can be consumed for 1 AP or fed to another creature for 2 AP. These medications are considered potions that lose their potency 24 hours after you create them. | Tinkerer, Plague Doctor |
Medication | Effect |
Antibiotics | Ignore the symptoms of a disease (besides death) for 2d4 hours. |
Antihistamine | Ignore the Shaken and Chilled conditions for 1 hour. |
Antipyretics | Ignore the Sickened condition for 1 hour. |
Cocaine | Gain +1 AP at the start of each of your turns for the next hour, then gain Fatigue. |
Cathartics | The next time a creature consumes poisoned food or drink within 24 hours of taking this medication, they ignore the normal symptoms and are instead Sickened for 1d4 x 5 minutes. |
Chloroform | A creature that consumes this medication falls Unconscious for 2d4 x 10 minutes. INT/Medicine checks made to treat this creature gain a bonus equal to the sum of the 2d4 rolled. |
Lavender | Gain Resist Charmed +2 and Resist Frightened +2 for 1 hour. |
Morphine | Ignore any checks made against the effects of extreme cold, heat, or forced marching for 2d4 hours, then gain Fatigue. |
Opium | For 1d4 x 5 minutes, gain Resist Fear +2, Immune Charmed and Immune Frightened, then gain Fatigue. |
Penicillin | If Bloodied or Sickened, regain 1 HP at the start of each of your turns for 1d4 rounds. |
Talent | PreReq | Description | Tags |
---|---|---|---|
Alchemical Treatment | Antigen | Gain +2 Alchemy. If you have any Skill Points in Medicine, you may lose them to gain that many additional points in Alchemy.
You may use your Alchemy skill whenever you would make an INT/Medicine check. |
Tinkerer, Plague Doctor |
Experimental Antigen | Alchemical Treatment | When you create Alchemical Antigens each day, you may choose one of them to be Experimental. Roll 1d10 to randomly determine which Antigen you create. This may be an Antigen that you already know, or one that you do not know. | Tinkerer, Plague Doctor |
Additional Antigen | Experimental Antigen | Gain +2 Alchemy.
Learn one new Alchemical Antigen. Masterwork. If your alchemist tools are your Masterwork, this is a Repeatable talent. Furthermore, you may make +2 Antigens per day. |
Tinkerer, Plague Doctor |
Synthesize Potion | Syringe | Each time you create a Herbal Potion, you may attempt to make a Healing Vial or Healing Potion instead. Make the appropriate Alchemy check, ignoring the material costs associated with these potions. If you succeed on the check, you make the potion, but it expires after 24 hours when made with this ability.
You may now learn the Pathogen and Antigen talents, ignoring their prerequisites. |
Tinkerer, Plague Doctor |
Purifying Concoction | Synthesize Potion; Antigen or Pathogen | You may sprinkle purifying chemicals over one ration’s worth of food or one drink. To do so, expend one Herbal Potion or one dose of Basic Medicine. Any nonmagical disease or poison in the food or drink is automatically neutralized. Any magical disease or poison is not removed, but glows visibly, alerting you to its presence. | Tinkerer, Plague Doctor |
Rapid Treatment | Purifying Concoction | It costs you 0 AP to inject yourself with potions.
Gain the Rapid Treatment ability.
Masterwork: If your medical syringe is your Masterwork, Rapid Treatment has a 40 ft range when injecting allies. |
Tinkerer, Plague Doctor |
Versatile Surgeon | Scalpel | Gain +2 Medicine.
Your surgical scalpel does +1 damage. You may use your Plague Surgeon ability on creatures that are suffering from a poison or Burning. |
Tinkerer, Plague Doctor |
Balm | Versatile Surgeon | Gain the Balm ability.
|
Tinkerer, Plague Doctor |
Precise Surgeon | Balm | When you use your Plague Surgeon ability, you may increase your Medicine check by a number less than or equal to double 1d4+INT. Your subject takes damage equal to 1⁄2 the amount by which you increased your Medicine check.
Masterwork: If your surgical scalpel is your Masterwork, when performing a Medicine check that takes minutes, halve the amount of time it takes. When performing a Medicine check that takes AP, reduce the APC by 1 (min 1). |
Tinkerer, Plague Doctor |
Antigenic Balm | Precise Surgeon | Gain the Antigenic Balm ability.
|
Tinkerer, Plague Doctor |
Pathogen | Medical Set | Gain two Pathogens from the following list. Each time you Take a Rest and have access to your medical kit, you may create 2 Pathogens. Each Pathogen is contained in a vial that can be emptied onto food or into a drink for 3 AP. These Pathogens are considered potions that lose their potency 24 hours after you create them.
Gain the Pathogen attack.
|
Tinkerer, Plague Doctor |
Pathogen | Effect |
Allergen | Creature is Shaken for 1d4 hours. |
Bacterial Infection | Creature is Demoralized for 2d4 hours. |
Emesis | For the next 1d4 hours, when the creature starts its turn, it has a 10% chance of being Stunned. If it is Stunned in this way 3 times before the end of the duration, the effect ends. |
Fever | Creature is Chilled for 1d4 x 5 minutes. |
Sedative | Creature is Slowed for 1d6 x 10 minutes. |
Viral Infection | Creature is Sickened for 1d4 x 5 minutes. |
Talent | PreReq | Description | Tags |
---|---|---|---|
Experimental Pathogen | Pathogen | When you create Pathogens each day, you may choose for one of them to be Experimental. Roll 1d6 to randomly determine which Pathogen you create. This may be a Pathogen that you already know, or one that you do not know. | Tinkerer, Plague Doctor |
Deadly Pathogen | Experimental Pathogen | When you use your Alchemical Pathogen ability, you may make a DC 30 INT/Alchemy check. On a success, in place of one of your Pathogens, you make one potent Pathogen. Choose a common disease. When a creature is affected by your Pathogen, they become infected with that disease. | Tinkerer, Plague Doctor |
Additional Pathogen | Deadly Pathogen | You may make +1 Pathogen each day.
Learn one new Pathogen of your choice. Masterwork: If your medical kit is your Masterwork, you may make +2 Pathogens each day instead. |
Tinkerer, Plague Doctor |
Clarity | Thurible | Your thurible affects creatures within 10 ft. In addition, you gain an additional aroma: Clarity.
|
Tinkerer, Plague Doctor |
Valor | Clarity | Gain +2 to all Resists granted by your thurible. Additionally, you gain an additional aroma: Valor.
|
Tinkerer, Plague Doctor |
Motivation | Valor | You may choose to exclude any creature in your thurible’s radius from its effects.
Additionally, you gain another aroma: Motivation. Motivation: When a creature starts its turn within the thurible’s effect, that creature’s first attack gains +1 TA. |
Tinkerer, Plague Doctor |
Vitality | Motivation | You gain one additional aroma: Vitality.
Masterwork: If your thurible is your Masterwork, you may now produce a number of aromas equal to your INT. |
Tinkerer, Plague Doctor |
Triage | Plague Mask | When you restore HP to a Bloodied creature, that creature regains additional HP equal to your INT. | Tinkerer, Plague Doctor |
Analyze | Triage | You may spend 1 AP to study a hostile creature and determine how healthy they are. Make an INT/Medicine check,with a DC of 10 + 1⁄2 that creature’s level. On a success, you learn their current HP.
If you beat the DC by 5 or more, you also learn whether the creature has Regen or DR, and if so, how much. |
Tinkerer, Plague Doctor |
Plague Mask II | Analyze | You have Immune Common Diseases. Your Resist Uncommon Diseases becomes +6, and you gain Resist Rare Diseases +2. | Tinkerer, Plague Doctor |
Triage II | Plague Mask II | When you restore HP to a creature with 0 HP, that creature regains additional HP equal to double your INT.
Masterwork: If your plague mask is your Masterwork, you restore HP to a Bloodied creature, that creature regains additional HP equal to their current Death Points. |
Tinkerer, Plague Doctor |
Treatment Arsenal | Plague Doctor 10 | You gain an additional Masterwork, choosing from one of the following talents you possess: Alchemy Set, Medical Set, Plague Mask, Scalpel, Syringe, or Thurible. | Tinkerer, Plague Doctor |
Treatment Arsenal II | Treatment Arsenal |
|
Tinkerer, Plague Doctor |
Experimental Treatment | Treatment Arsenal, Additional Antigen, Rapid Treatment | Choose Leeching, Cauterize, Blood Transfusion, or Amputate and gain that talent. Gain the Experimental Treatment ability.
If a creature has a disease, up to three modifications may apply to the DC from the same disease based on its rarity, lethality, and transmissibility. Experimental treatment is risky! If you fail, the creature becomes Fatigued and gains +4 Death Points. If you succeed, remove all the creature’s Death Points, Bleeding and Burning conditions, and cure the creature’s disease. The creature also regains 1 HP if it has none. |
Tinkerer, Plague Doctor |
Leeching | Experimental Treatment | By implementing leeches to suck out the impure blood, you can improve your likelihood of success when performing experimental treatments.
When performing Experimental Treatment on a creature with a disease, you may apply leeches. If you do, ignore the creature’s disease for the purposes of determining the adjusted INT/Medicine DC. On a success, you cure the creature’s disease, but the creature gains none of the other standard benefits from the Experimental Treatment. |
Tinkerer, Plague Doctor |
Cauterize | Experimental Treatment | By cauterizing an open wound, you ensure that your patient will not bleed out during an Experimental Treatment.
Provided that you have the means to heat up a metal surface that you can apply to the patient’s body, you end the patient’s Bleeding condition before making your Experimental Treatment check. The patient suffers 1d4 fire damage. Gain a bonus to your INT/Medicine check equal to the fire damage that they suffered. |
Tinkerer, Plague Doctor |
Blood Transfusion | Experimental Treatment | You or a willing creature may siphon some of your own blood into the wounded creature while you perform your Experimental Treatment.
The creature contributing the blood suffers 1d8 necrotic damage and is Shaken for 1d4 x 5 minutes. (If the creature has Immune Necrotic, it cannot contribute blood.) Ignore the Bleeding and Bloodied conditions when calculating your Experimental Treatment DC. |
Tinkerer, Plague Doctor |
Amputate | Experimental Treatment | Sometimes, experimental treatments fail, and the best solution is to simply cut the disease off.
When you fail an Experimental Treatment check on a creature that has a disease, you may choose to succeed instead. If you do so, the target creature loses the limb that is most infected, losing that limb at the elbow or knee. If the area of infection was not previously specified, roll 1d4:
|
Tinkerer, Plague Doctor |
Miracle of Science | Experimental Treatment, Plague Doctor 14 |
|
Tinkerer, Plague Doctor, Capstone |
Tome of Disease | Treatment Arsenal, Antigenic Balm, Additional Pathogen | You gain a medical tome that helps you research and diagnose illness. When you take this talent, choose a disease lethality and a disease transmissibility (both Low, Medium, High, or Extreme).
You can automatically identify when a creature is suffering from a disease that fits your selection. When attempting to treat such a creature, you double your INT attribute bonus. Your surgical scalpel and medical kit now count as a single Masterwork, allowing you to take another Masterwork when applicable. |
Tinkerer, Plague Doctor |
Autopsy | Tome of Disease | Gain the Autopsy ability.
You gain the bonus from your Tome of Disease whenever treating a creature that suffers from any combination of lethality and transmissibility that you have researched. |
Tinkerer, Plague Doctor |
Confident Diagnosis | Autopsy | Gain the Confident Diagnosis ability.
|
Tinkerer, Plague Doctor |
Retraining | Confident Diagnosis | Once per week when in a well-resourced library, medical center, or alchemical laboratory, you may reselect the lethality and transmissibility choices that you made when you took the Tome of Disease talent. | Tinkerer, Plague Doctor |
Lasting Remedy | Retraining | When you cure a creature of a disease, it becomes Immune to that disease for triple the normal amount of time (as denoted in the description of the disease).
|
Tinkerer, Plague Doctor, Capstone |
Cleanse Virulence | Treatment Arsenal, Vitality, Triage II |
Your thurible and plague mask now count as a single Masterwork, allowing you to take another Masterwork when applicable. |
Tinkerer, Plague Doctor |
Plague Mask III | Cleanse Virulence | Plague Mask II becomes: Resist Uncommon Diseases +10, Resist Rare Diseases +6, and Resist Very Rare Diseases +2.
Whenever you take necrotic or poison damage, you reduce that damage by 1⁄2 your INT. |
Tinkerer, Plague Doctor |
Cleanse Virulence II | Plague Mask III | When you use your Cleanse Virulence ability, you may also use the benefits of Plague Mask III. | Tinkerer, Plague Doctor |
Comprehensive Treatment Plan | Cleanse Virulence II | All Plague Doctor items count as Masterworks for you. | Tinkerer, Plague Doctor |
Plague Master | Comprehensive Treatment Plan | Plague Mask III becomes: Immune Uncommon Diseases, Resist Rare Diseases +10, and Resist Very Rare Diseases +6.
Whenever you take necrotic or poison damage, reduce that damage by your INT.
|
Tinkerer, Plague Doctor, Capstone |