Tinkerer: Difference between revisions

235 bytes added ,  19 October 2025
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!Tags
!Tags
|-
|-
|'''Augmentor'''
|'''Armor Augmentation'''
|Tinkerer Entry
|Tinkerer Entry
<u>Incompatible</u>: Breakthrough
<u>Incompatible</u>: Breakthrough
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|-
|-
|'''Install Weapon'''
|'''Install Weapon'''
|Augmentor
|Armor Augmentation
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon.
|You may install a weapon into your armor, losing the ability to be disarmed of that weapon.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Install Shield'''
|'''Install Shield'''
|Augmentor
|Armor Augmentation
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm.
|You may install a shield onto one of your arms. You can spend 1 AP to activate the shield and 1 AP to lower the shield. When it is lowered, you can wield a weapon with that hand. When it is activated, you can manipulate and carry objects, but cannot make attacks with that arm.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Quick Compartment'''
|'''Quick Compartment'''
|Augmentor
|Armor Augmentation
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 ft3 of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to open it.
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 ft3 of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to open it.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Launcher'''
|'''Launcher'''
|Augmentor
|Armor Augmentation
|Double the range of your thrown items.
|Double the range of your thrown items.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Grappler'''
|'''Grappler'''
|Augmentor
|Armor Augmentation
|Gain the Tether ability.
|Gain the Tether ability.


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


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


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|-
|-
|'''Adaptive Armor'''
|'''Adaptive Armor'''
|Augmentor
|Armor Augmentation
|If you suffer a crit, you take damage as usual, then you gain Resist +X against the type of damage you took until the start of your next turn, where X = your INT.
|If you suffer a crit, you take damage as usual, then you gain Resist +X against the type of damage you took until the start of your next turn, where X = your INT.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Sentry Armor'''
|'''Sentry Armor'''
|Augmentor
|Armor Augmentation
|Gain the Engage ability.
|Gain the Engage ability.


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|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Augmentor II'''
|'''Armor Augmentation II'''
|Augmentor 5
|Augmentor 5
|Your Augmented Armor gains +1 to all defenses and your choice of Resist +2 against blunt, cold, fire, lightning, or sharp.
|Your Augmented Armor gains +1 to all defenses and your choice of Resist +2 against blunt, cold, fire, lightning, or sharp.
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|-
|-
|'''Audio Dampeners'''
|'''Audio Dampeners'''
|Augmentor II
|Armor Augmentation II
|Gain the Audio Dampeners ability.
|Gain the Audio Dampeners ability.


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|-
|-
|'''Grappler II'''
|'''Grappler II'''
|Augmentor II, Grappler
|Armor Augmentation II, Grappler
|Your Grappler ability gains +10 ft range, and on a hit, the target is immediately Grappled.
|Your Grappler ability gains +10 ft range, and on a hit, the target is immediately Grappled.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Sentry Armor II'''
|'''Sentry Armor II'''
|Augmentor II, Sentry Armor
|Armor Augmentation II, Sentry Armor
|You can now enhance your Engage ability, Engaging one additional target per +1 AP you spend on the ability.
|You can now enhance your Engage ability, Engaging one additional target per +1 AP you spend on the ability.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Enhanced Quick Compartment'''
|'''Enhanced Quick Compartment'''
|Augmentor II, Quick Compartment
|Armor Augmentation II, Quick Compartment
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120°F (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120°F (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Install Mini Turret'''
|'''Install Mini Turret'''
|Augmentor II
|Armor Augmentation II
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. Gain the Mini Turret ability.
|By spending 1 hour working on your armor, you can install an automated crossbow turret on your shoulder. This crossbow has a 60 ft range and deals 1d4 sharp damage on a hit. Gain the Mini Turret ability.


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|-
|-
|'''Install Weapon II'''
|'''Install Weapon II'''
|Augmentor II, Install Weapon
|Armor Augmentation II, Install Weapon
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons.
|You can install a second weapon into your armor. Gain the ability to freely switch between weapons.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Power Slam'''
|'''Power Slam'''
|Augmentor II
|Armor Augmentation II
|Gain a special attack.
|Gain a special attack.


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


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|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Augmentor III'''
|'''Armor Augmentation III'''
|Augmentor II, Augmentor 10
|Armor Augmentation II, Augmentor 10
|Your Augmented Armor gains +1 to all defenses and your choice of Resist +2 against blunt, cold, fire, lightning, or sharp.
|Your Augmented Armor gains +1 to all defenses and your choice of Resist +2 against blunt, cold, fire, lightning, or sharp.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Energy Transfer'''
|'''Energy Transfer'''
|Augmentor III
|Armor Augmentation III
|Gain the Energy Transfer ability.
|Gain the Energy Transfer ability.


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


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|-
|-
|'''Heroic Landing'''
|'''Heroic Landing'''
|Augmentor III
|Armor Augmentation III
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures within a 10 ft radius of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked Prone.
|You no longer take falling damage when falling less than 30 ft. If you fall at least 20 ft, you can attack all creatures within a 10 ft radius of where you land with your STR or DEX vs their REF. If you hit, they take 1d8 blunt damage and are knocked Prone.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Cradle'''
|'''Cradle'''
|Augmentor III
|Armor Augmentation III
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you.
|You may cover an ally in your Augmented Armor once per round. Choose an ally within 5 ft of you who is being attacked by an attacker you can see. You can take the damage in their place by spending 1 Reactive AP. Regain the ability to do this at the beginning of your next turn. The triggering attack automatically hits you.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Cradle II'''
|'''Cradle II'''
|Augmentor III, Cradle, Grappler
|Cradle, Grappler
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them.
|You may now use your Grappler to pull an ally to you. When an ally within reach of your Grappler ability would take damage, you may spend 1 Reactive AP to pull them to an unoccupied space within 5 ft of you and take the damage for them.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
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|'''Breakthrough'''
|'''Breakthrough'''
|Inventor 5
|Inventor 5
<u>Incompatible</u>: Augmentor
<u>Incompatible</u>: Armor Augmenation
|You may Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 25 or less. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities.
|You may Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 25 or less. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the Tinkering track, to your Masterwork. A single magical item, weapon, or armor piece counts as one Enchantment, even if it has multiple abilities.


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|-
|-
|'''Master Inventor'''
|'''Master Inventor'''
|Inventor 14
|Breakthrough II, 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.