Tinkerer: Difference between revisions

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==== '''Alchemist Track''' ====
==== Alchemist Track ====
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|Tags
|Tags
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|ALCHEMY
|Alchemy
|Tinkerer Entry
|Tinkerer Entry
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.
'''Alchemy Flask''' Create an Alchemy Flask. Choose a spell from the Formula list, and that spell is synthesized. When a creature drinks the potion (1 AP to drink, 2 AP to feed to someone else), that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.” These creations become impotent after 24 hours.
 
* <u>Alchemy Flask</u> Create an Alchemy Flask. Choose a spell from the Formula list, and that spell is synthesized. When a creature drinks the potion (1 AP to drink, 2 AP to feed to someone else), that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.” These creations become impotent after 24 hours.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|CREATE POTION
|Create Potion
|Alchemy
|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.
|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
|Tinkerer, Alchemist
|-
|-
|CREATE BOMB
|Create Bomb
|Alchemy
|Alchemy
|Add Alchemy Bombs to your possible creations.
|Add Alchemy Bombs to your possible creations.
'''Alchemy Bomb''' 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and 1⁄2 damage on a miss.
 
* <u>Alchemy Bomb</u> 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and 1⁄2 damage on a miss.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|QUAFF
|Quaff
|Alchemy
|Alchemy
|Once on each of your turns, you may drink a potion without spending AP.
|Once on each of your turns, you may drink a potion without spending AP.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|FIRE IN THE HOLE!
|Fire in the Hole!
|Alchemy, Create Bomb
|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.
|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
|Tinkerer, Alchemist
|-
|-
|ALCHEMY II
|Alchemy II
|Alchemist 4
|Alchemist 4
|You can now make four Alchemy Creations when you Take a Rest.
|You can now make four Alchemy Creations when you Take a Rest.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|POTION UPGRADE
|Potion Upgrade
|Alchemy II
|Alchemy II
|Your Healing Vials become Healing Potions.
|Your Healing Vials become Healing Potions.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|ALCHEMY FLASK UPGRADE
|Alchemy Flast Upgrade
|Alchemy II
|Alchemy II
|Your flask is designed for quick [[combat]] consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive [[actions]].
|Your flask is designed for quick [[combat]] consumption. Using an Alchemist Flask no longer triggers the Exploit maneuver or other reactive [[actions]].
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|BOMB UPGRADE
|Bomb Upgrade
|Alchemy II, Create Bomb
|Alchemy II, Create Bomb
|Your Bombs deal additional damage equal to your INT.
|Your Bombs deal additional damage equal to your INT.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|INJECTOR
|Injector
|Alchemy II
|Alchemy II
|You can administer Potions or Flasks for 1 AP.
|You can administer Potions or Flasks for 1 AP.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|ELEMENTAL BOMBS
|Elemental Bombs
|Alchemy II, Create Bomb
|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.
|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
|Tinkerer, Alchemist
|-
|-
|UP MY SLEEVE
|Up my Sleeve
|Alchemy II, Create Bomb
|Alchemy II, Create Bomb
|If none of your creations for the day are bombs, you gain one Alchemy Bomb.
|If none of your creations for the day are bombs, you gain one Alchemy Bomb.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|VITALITY SOLUTION
|Vitality Solution
|Alchemy II
|Alchemy II
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|ALCHEMY III
|Alchemy III
|Alchemist 9
|Alchemist 9
|You can now create six Alchemy Creations when you Take a Rest.
|You can now create six Alchemy Creations when you Take a Rest.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|EXPLOSION UPGRADE
|Explosion Upgrade
|Alchemy III, Create Bomb
|Alchemy III, Create Bomb
|Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact.
|Your bombs now target creatures in a 10 ft radius from the bomb’s point of contact.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|FLASK EFFICIENCY
|Flask Efficiency
|Alchemy III
|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.
|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
|Tinkerer, Alchemist
|-
|-
|TOLERANCE
|Tolerance
|Alchemy III
|Alchemy III
|You gain Resist Corrosive 3 and Resist Fire 3.
|You gain Resist Corrosive 3 and Resist Fire 3.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|INJECTOR UPGRADE
|Injector Upgrade
|Alchemy III
|Alchemy III
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP.
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP.
|Tinkerer, Alchemist
|Tinkerer, Alchemist
|-
|-
|MASTER ALCHEMIST
|Master Alchemist
|Alchemist 14
|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.
|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.
Level 30: Your Flask Efficiency ability is successful on a roll of 4-6.
 
* <u>Level 30</u> Your Flask Efficiency ability is successful on a roll of 4-6.
|Tinkerer, Alchemist, Capstone
|Tinkerer, Alchemist, Capstone
|}
|}
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