Tinkerer: Difference between revisions

480 bytes added ,  24 November 2023
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!Tags
!Tags
|-
|-
|Tinkerer Entry
|'''Tinkerer Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following
|When you take this entry talent, you gain the following
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* <u>Masterwork</u> You specify a weapon or set of armor as your focus. You can change your focus by spending at least a day tinkering with your new focus. Your currently focused item gains +1 to hit and damage if a weapon, and +1 to AR if armor. These bonuses are in addition to any enhancements, enchantments, or other bonuses to that weapon or armor’s statistics. If you change your Masterwork focus, your old focus loses the improvements from this talent.
* <u>Masterwork</u> You specify a weapon or set of armor as your focus. You can change your focus by spending at least a day tinkering with your new focus. Your currently focused item gains +1 to hit and damage if a weapon, and +1 to AR if armor. These bonuses are in addition to any enhancements, enchantments, or other bonuses to that weapon or armor’s statistics. If you change your Masterwork focus, your old focus loses the improvements from this talent.
* <u>Rig (1/Rest)</u> You can very quickly cobble together an improvised set of tools, a simple item (like a crowbar or pulley), which lasts for a single use. Alternatively, you can patch a simple broken item (such as a rowboat with a hole, or a busted door drawbar), which lasts for 1 hour.  
* <u>Rig (1/Rest)</u> You can very quickly cobble together an improvised set of tools, a simple item (like a crowbar or pulley), which lasts for a single use. Alternatively, you can patch a simple broken item (such as a rowboat with a hole, or a busted door drawbar), which lasts for 1 hour.  
|Class Entry, Tinkerer
|''Class Entry, Tinkerer''
|}
|}


==== Alchemist Track ====
==== Alchemist Track ====
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!PreReq
!PreReq
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|Tags
|Tags
|-
|-
|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.


* <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.
* <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.


* <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.
* <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 Flast 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.


* <u>Level 30</u> 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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Each time you use your Alchemist Formula, select a magical ability from this list.
Each time you use your Alchemist Formula, select a magical ability from this list.
{| class="wikitable"
{| class="wikitable"
|+
!Source Magic
!Source Magic
!Spell
!Spell
|-
|-
|Arcane
|[[Arcane]]
|[[Air Bubble|Air bubble]], Arcane Shield, Death Ward, Fire Shield, [[Mage]] Armor, Sense Magic, Shield
|[[Air Bubble|Air bubble]], Arcane Shield, Death Ward, Fire Shield, [[Mage]] Armor, Sense Magic, Shield
|-
|-
|Devine
|[[Divine]]
|Heroism
|Heroism
|-
|-
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==== '''AUGMENTOR TRACK''' ====
==== '''AUGMENTOR TRACK''' ====
{| class="wikitable"
{| class="wikitable"
|+
!Feature
!Feature
!Tags
!PreReq
!PreReq
!Discreption
!Discreption
!Tags
|-
|-
|AUGMENTOR
|'''Augmentor'''
|Tinkerer, Augmentor
|Tinkerer Entry
|Tinkerer Entry
Incompatible: Breakthrough
Incompatible: Breakthrough
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.
'''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.
 
* <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.
|''Tinkerer, Augmentor''
|-
|-
|INSTALL WEAPON
|'''Install Weapon'''
|Tinkerer, Augmentor
|Augmentor
|Augmentor
|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''
|-
|-
|INSTALL SHIELD
|'''Install Shield'''
|Tinkerer, Augmentor
|Augmentor
|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.
|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
|'''Quick Compartment'''
|Tinkerer, Augmentor
|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 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.
|''Tinkerer, Augmentor''
|-
|-
|LAUNCHER
|'''Launcher'''
|Tinkerer, Augmentor
|Augmentor
|Augmentor
|You can gain double the range of your thrown items.
|You can gain double the range of your thrown items.
|''Tinkerer, Augmentor''
|-
|-
|GRAPPLER
|'''Grappler'''
|Tinkerer, Augmentor
|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''
|-
|-
|ARCANE BOOSTER
|'''Arcane Booster'''
|Tinkerer, Augmentor
|Augmentor
|Augmentor
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.
|''Tinkerer, Augmentor''
|-
|-
|ELEMENTAL ABSORPTION
|'''Elemental Absorption'''
|Tinkerer, Augmentor
|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''
|-
|-
|ADAPTIVE ARMOR
|'''Adaptive Armor'''
|Tinkerer, Augmentor
|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 against the type of damage you took until the start of your next turn.
|''Tinkerer, Augmentor''
|-
|-
|SENTRY ARMOR
|'''Sentry Armor'''
|Tinkerer, Augmentor
|Augmentor
|Augmentor
|You gain the Engage ability.
|You gain the Engage ability.
'''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.  
* <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.
|''Tinkerer, Augmentor''
|-
|-
|AUGMENTOR II
|'''Augmentor II'''
|Tinkerer, Augmentor
|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.
|''Tinkerer, Augmentor''
|-
|-
|AUDIO DAMPENERS
|'''Audio Dampeners'''
|Tinkerer, Augmentor
|Augmentor II
|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.
|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
|'''Grappler II'''
|Tinkerer, Augmentor
|Augmentor II, Grappler
|Augmentor II, Grappler
|Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled.
|Your Grappler attack gains +10 ft range, and if you hit, the target is immediately Grappled.
|''Tinkerer, Augmentor''
|-
|-
|SENTRY ARMOR II
|'''Sentry Armor II'''
|Tinkerer, Augmentor
|Augmentor II, Sentry Armor
|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.
|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
|'''Enhanced Quick COmpartment'''
|Tinkerer, Augmentor
|Augmentor II, Quick Compartment
|Augmentor II, Quick Compartment
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120 degrees 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 degrees fahrenheit (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention).
|''Tinkerer, Augmentor''
|-
|-
|INSTALL MINI TURRET
|'''Install Mini Turret'''
|Tinkerer, Augmentor
|Augmentor II
|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.
|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
|'''Install Weapon II'''
|Tinkerer, Augmentor
|Augmentor II, Install Weapon
|Augmentor 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''
|-
|-
|POWER SLAM
|'''Power Slam'''
|Tinkerer, Augmentor
|Augmentor II
|Augmentor II
|You gain the Power Slam ability.
|You gain the Power Slam ability.
'''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.
 
* <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.
|''Tinkerer, Augmentor''
|-
|-
|HOVERJET
|'''HoverJet'''
|Tinkerer, Augmentor
|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)
|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)
|''Tinkerer, Augmentor''
|-
|-
|AUGMENTOR III
|'''Augmentor III'''
|Tinkerer, Augmentor
|Augmentor II, Augmentor 10
|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.
|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
|'''Energy Transfer'''
|Tinkerer, Augmentor
|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''
|-
|-
|ARCANE BOOSTER II
|'''Arcane Booster II'''
|Tinkerer, Augmentor
|Augmentor III, Arcane Booster
|Augmentor III, Arcane Booster
|You gain a Fly Speed equal to your speed for 1 minute. (3/ Rest)
|You gain a Fly Speed equal to your speed for 1 minute. (3/ Rest)
|''Tinkerer, Augmentor''
|-
|-
|HEROIC LANDING
|'''Heroic Landing'''
|Tinkerer, Augmentor
|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
|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.
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
|'''Cradle'''
|Tinkerer, Augmentor
|Augmentor III
|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.
|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
|'''Cradle II'''
|Tinkerer, Augmentor
|Augmentor III, Cradle, Grappler
|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.
|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 Extraordinaire'''
|Tinkerer, Augmentor, Capstone
|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. Gain +1 to all of your defenses. Crits no longer automatically hit you, and if they do hit, they only deal normal damage.
|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.
Level 30: Gain the Intuitive Defenses ability. Intuitive Defenses. 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. (3/Recoup)
 
* <u>Level 30</u> (3/Recoup) Gain the Intuitive Defenses ability. Intuitive Defenses. 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''
|}
|}


==== '''INVENTOR TRACK''' ====
==== '''Inventor Track''' ====
{| class="wikitable"
{| class="wikitable"
|+
|+
1,232

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