Tinkerer: Difference between revisions

251 bytes added ,  24 April 2025
no edit summary
No edit summary
No edit summary
Line 196: Line 196:
|Tinkerer Entry
|Tinkerer Entry
<u>Incompatible</u>: Breakthrough
<u>Incompatible</u>: Breakthrough
|You gain the Armor Augmentation ability. This replaces your Masterwork ability.
|This replaces your Masterwork benefit from Tinkerer Entry.


* '''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.
* '''Armor Augmentation.''' Choose a set of armor that will become your Augmented Armor. It encases your entire body and grants you +1 to all defenses in addition to its base stats. You are treated as one Size category larger than you would normally be for the purposes of lifting, carrying, dragging, and Grappling.
 
You can change your Augmented Armor after Taking a Rest and spending 2 additional hours disassembling your old Augmented Armor.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
Line 213: Line 215:
|'''Quick Compartment'''
|'''Quick Compartment'''
|Augmentor
|Augmentor
|You gain a compartment on one of your Augmented Armor’s forearms or thighs that fits 1 ft<sup>3</sup> of materials. You can spend 1 AP to stow items in it. Someone breaking into the compartment must make a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/ Lockpicking check to open it.
|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
|Augmentor
|You can gain double the range of your thrown items.
|Double the range of your thrown items.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Grappler'''
|'''Grappler'''
|Augmentor
|Augmentor
|If you have Line of Effect, you can spend 3 AP to fire a free hand at a creature within 15 ft of you, attacking their REF with your STR or DEX. If it hits and the target is your Size or lower, you can pull the target to you as part of the same attack. If it is larger, you can pull yourself to it as part of the same attack.
|Gain the Tether ability.
 
* '''Tether.''' 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. On a hit, if the target is your Size or lower, you pull the target to you. If it is larger, you pull yourself to the target.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Arcane Booster'''
|'''Arcane Booster'''
|Augmentor
|Augmentor
|You can spend 1 AP to gain +10 ft to your speed until the end of your turn.
|Gain the Arcane Booster ability.
 
* '''Arcane Booster'''. Spend 1 AP to gain +10 ft speed until the end of your turn.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Elemental Absorption'''
|'''Elemental Absorption'''
|Augmentor
|Augmentor
|You can spend 1 Reactive AP to reduce elemental damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.
|Gain the Elemental Absorption ability.
 
* '''Elemental Absorption.''' When an enemy hits you with an attack that deals elemental damage, you can spend 1 Reactive AP to reduce the elemental damage by 1d6. You can unleash this on your next attack, dealing additional damage equal to the amount of damage this feature absorbed.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Adaptive Armor'''
|'''Adaptive Armor'''
|Augmentor
|Augmentor
|If you suffer a crit, you take damage as usual, then you gain Resist 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''
|-
|-
Line 245: Line 253:
|Gain the Engage ability.
|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
* '''Engage.''' Spend 2 AP to impose the Engaged condition on a creature within 5 ft of you. This lasts until the start of your next turn.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Augmentor II'''
|'''Augmentor 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.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Audio Dampeners'''
|'''Audio Dampeners'''
|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.
|Gain the Audio Dampeners ability.
 
* '''Audio Dampeners.''' Spend 2 AP to become Immune to effects that require you to hear and gain Immune Sonic until the beginning of your next turn.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Grappler II'''
|'''Grappler II'''
|Augmentor II, Grappler
|Augmentor II, Grappler
|Your Grappler attack gains +10 ft range, and if you 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
|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 per +1 AP you spend on the ability.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Enhanced Quick Compartment'''
|'''Enhanced Quick Compartment'''
|Augmentor II, Quick Compartment
|Augmentor II, Quick Compartment
|Your quick compartment may now store liquid, and can be climate controlled between 50 and 120 °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
|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. Gain the Mini Turret ability.
 
* '''Mini Turret (1/Turn).''' For 0 AP, specify a target you can see with Line of Effect. At the end of your turn, your Mini Turret fires an attack at that target using your DEX. You must have ammunition for your turret to fire.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
Line 285: Line 297:
|'''Power Slam'''
|'''Power Slam'''
|Augmentor II
|Augmentor II
|Gain the Power Slam ability.
|Gain a special attack.


* '''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.
* '''''Power Slam:''''' (4 AP) ''5 ft Radius Weapon Attack.'' Slam a weapon into the ground and make a weapon attack vs the FORT of each creature in the radius. '''Hit:''' Normal damage and the creature is pushed 5 ft directly away from you.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''HoverJet'''
|'''HoverJet'''
|Augmentor II
|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.
|Gain the Hoverjet ability.
 
* '''Hoverjet (3/Rest).''' Spend 1 AP or 1 Reactive AP to gain a hover speed equal to your walking speed. You can hover up to 5 ft over the ground for 1 minute.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Augmentor III'''
|'''Augmentor III'''
|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''
|''Tinkerer, Augmentor''
|-
|-
|'''Energy Transfer'''
|'''Energy Transfer'''
|Augmentor III
|Augmentor III
|You may spend 3 AP to transfer all conditions from a creature you are grappling to yourself, except for Grappled and Restrained.
|Gain the Energy Transfer ability.
 
* '''Energy Transfer.''' Spend 3 AP to transfer all conditions from a creature you are Grappling to yourself, except for Grappled and Restrained.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
|'''Arcane Booster II'''
|'''Arcane Booster II'''
|Augmentor III, Arcane Booster
|Augmentor III, Arcane Booster
|(3/Rest) You gain a fly Speed equal to your speed for 1 minute.
|Gain the Rocket Boots ability.
 
* '''Rocket Boots (3/Rest).''' Gain a fly speed equal to your walking speed for 1 minute.
|''Tinkerer, Augmentor''
|''Tinkerer, Augmentor''
|-
|-
Line 327: Line 345:
|'''Augmentor Extraordinaire'''
|'''Augmentor Extraordinaire'''
|Augmentor 14
|Augmentor 14
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack.  
|Your augmented armor has become an extension of your person. You have perfected it and know every nook and cranny, every quirk and crack. Gain +1 to all of your defenses.
Gain +1 to all of your defenses.  


Crits no longer automatically hit you, and if they do hit, they only deal normal damage.
Crits no longer automatically hit you, and if they do hit, they only deal normal damage.


* '''Level 30:''' Gain the Intuitive Defenses ability.  
* '''''Level 30:''''' Gain the Intuitive Defenses ability. '''Intuitive Defenses (3/Recoup).''' When a creature attacks you, you may spend 2 Reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn.
** '''Intuitive Defenses.''' (3/Recoup) When a creature attacks you, you may spend 2 Reactive AP to lower one of your defenses by X, increasing another one of your defenses by X. Your defenses remain altered in this way until the start of your next turn.
|''Tinkerer, Augmentor, '''Capstone'''''
|''Tinkerer, Augmentor, '''Capstone'''''
|}
|}
Line 345: Line 361:
!Tags
!Tags
|-
|-
|'''Inventor'''
|'''Inventive'''
|Tinkerer Entry
|Tinkerer Entry
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn how to make five items from the ''Tinkering Item'' table, and can carry up to five items of this nature at a time. Special Arrows & Bolts do not count toward this total. Only you may use items that you create from the ''Tinkering Item'' table.
|You can make a variety of unique nonmagical items assuming you have the time and materials. Gain the blueprints to five items from the Tinkering Item List.
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.
You can carry up to five items of this nature at a time. Special Arrows and Bolts do not count toward this total.  


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!
Only you may use items that you create from the Tinkering Item List.
 
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. Once you reach the total Tinkering Cost of an item, you can make it.
 
If you have access to a workshop, the Tinkering Cost required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the Tinkering Item List for the list of items, and note that your MC may allow additional items!
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Salvage'''
|'''Salvage'''
|Inventor
|Inventive
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC.  
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC.
If you 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 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.
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.
 
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 Cost for whatever you are crafting by that amount.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Crafter'''
|'''Crafter'''
|Inventor
|Inventive
|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.
|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''
|''Tinkerer, Inventor''
|-
|-
|'''Repairs'''
|'''Repairs'''
|Inventor
|Inventive
|Exhaustible items with more than 1 use take half the Tinkering to create after you’ve created them once.
|Exhaustible items with more than one use take half the Tinkering Cost to create after you have created them once.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Quick Craft'''
|'''Quick Craft'''
|Inventor
|Inventive
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item.
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering Cost of the first item.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Additional Blueprints'''
|'''Additional Blueprints'''
|Inventor
|Inventive
|You learn two new blueprints from the ''Tinkering Item'' table.
|Gain two new blueprints from the Tinkering Item List.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Space Efficiency'''
|'''Space Efficiency'''
|Inventor
|Inventive
|You can carry five additional Tinkering items.
|You can carry five additional Tinkering items.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Safety Precautions'''
|'''Safety Precautions'''
|Inventor
|Inventive
|You can now add +20 to the Tinkering required in order to craft Tinkering items that others can use.
|You can now add +20 to the Tinkering Cost in order to craft Tinkering items that others can use.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
Line 394: Line 417:
|Inventor 5
|Inventor 5
<u>Incompatible</u>: Augmentor
<u>Incompatible</u>: Augmentor
|Choose a magical item, weapon, or piece of armor that you possess and that requires 25 or fewer Essence Points and Salvage it. You learn how to add that item’s abilities, or “Enchantments” for the purpose of the abilities in the 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 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 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.  
You can add or change enchantments to your Masterwork by spending 2 hours Tinkering with it. You can have 1 Enchantment active on your Masterwork at a time.
If you change your Masterwork, it loses this improvement until you add it to your Masterwork again.
 
You must also observe the typical rules for Essence Points. However, your Masterwork uses only half the Essence Points you have imbued onto it through Masterwork Enchantments. For example, if you have three Enchantments with 80 total Essence Points, your Masterwork uses 40 of your Essence Points.
 
Weapons can be improved with Item or Weapon Enchantments. Armor can be improved with Item or Armor Enchantments. Items can be improved only with Item Enchantments.
 
If you change your Masterwork, it loses any Enchantments until you add it to your Masterwork again.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Inventor II'''
|'''Inventive II'''
|Breakthrough
|Breakthrough
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours.
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours.
Line 407: Line 435:
|'''Munitions Focus'''
|'''Munitions Focus'''
|Breakthrough
|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.  
|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 Special Arrows or Bolts in the time it would take you to make one. Special Arrows or Bolts beyond 20 take the normal Tinkering Cost.
 
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.
Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components (including broken bolts or arrows) by spending at least 1 hour tinkering.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
Line 413: Line 442:
|'''Armor Focus'''
|'''Armor Focus'''
|Breakthrough
|Breakthrough
|If your Masterwork is armor, it gains an additional +1 to all physical defenses.
|If your Masterwork is armor, it gains +1 to all physical defenses and AR.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Armor Alchemist'''
|'''Armor Alchemist'''
|Breakthrough
|Breakthrough
|Your armor sprays cost half the Tinkering (minimum 10).
|Your armor sprays cost half the Tinkering Cost (min 10).
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Weapon Focus'''
|'''Weapon Focus'''
|Breakthrough
|Breakthrough
|If your Masterwork is a weapon, it gains an additional +1 to hit and +1 to damage.
|If your Masterwork is a weapon, it gains +1 to hit and +1 to damage.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Soul of the Masterwork'''
|'''Soul of the Masterwork'''
|Breakthrough
|Breakthrough
|The Essence point cap for Masterwork Enchantment increases to 33.
|You may now Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 35 or less.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Soul of the Masterwork II'''
|'''Soul of the Masterwork II'''
|Soul of the Masterwork
|Soul of the Masterwork
|The Essence point cap for Masterwork Enchantment increases to 50.
|You may now Salvage magical items, weapons, or pieces of armor that you possess with an Essence Point Costs of 50 or less.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Breakthrough II'''
|'''Breakthrough II'''
|Breakthrough, Inventor 10
|Breakthrough, Inventor 10
|You can now learn three Enchantments from salvaging magical items. If you would learn beyond your limit, you can choose which one to forget, but your Masterwork would lose that enchantment.
|Your Masterwork can now have 2 enchantments active at one time and changing enchantments on your Masterwork only takes 1 hour of Tinkering.
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.
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 fire damage.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Enchantment Blueprints'''
|'''Enchantment Blueprints'''
|Breakthrough II
|Breakthrough II
|You can learn an additional Masterwork Enchantment.
|You can apply an Enhancement to an ally’s weapon, armor, or item. You may only have one Enhancement applied in this way at a time.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
Line 455: Line 484:
|'''Armor Focus II'''
|'''Armor Focus II'''
|Breakthrough II
|Breakthrough II
|If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses.
|If your Masterwork is armor, it gains +1 to all physical and mental defenses and AR.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
|'''Consumable Mastery'''
|'''Consumable Mastery'''
|Breakthrough II
|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.
|Choose one exhaustible Tinkering item with more than one use. Whenever that item has at least one remaining use when you Take a Rest, its uses are refilled.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
Line 470: Line 499:
|'''Master Inventor'''
|'''Master Inventor'''
|Inventor 14
|Inventor 14
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard.  
|You are a renowned inventor and tinkerer whose creations are the subject of song and gossip. Many young minds seek to enter apprenticeship with you and the leading minds in engineering and education hold you in utmost regard.
Your Masterwork is now a creation of some renown. It can now hold three Masterwork Enchantments. If it is a weapon, it gains a bonus to damage rolls equal to ½ your INT.
 
Your Masterwork is now a creation of some renown. It can now have 3 Masterwork Enchantments. Also, if it is a weapon it deals +1⁄2 INT damage.  


* '''Level 30:''' The final cap on your INT increases from 12 to 14.
* '''''Level 30:''''' The final cap on your INT increases from 12 to 14.
|''Tinkerer, Inventor, '''Capstone'''''
|''Tinkerer, Inventor, '''Capstone'''''
|}
|}