Tinkerer: Difference between revisions

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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?
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 Stacks===
===Tinkerer Tracks===
'''Inventor:''' A skilled and creative inventor, you can make all manner of gadgetry and manage a tremendous inventory of
'''Inventor:''' A skilled and creative inventor, you can make all manner of gadgetry and manage a tremendous inventory of
useful items.
useful items.
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== Tinkerer Talents ==
== Tinkerer Talents ==


===Tinkerer Entry===
===Tinkerer Entry Talent===
After gaining the Tinkerer Entry talent, you can take talents from any of the tinkerer tracks.
{| class="wikitable"
{| class="wikitable"
!Feature
!Talent
!PreReq
!PreReq
!Description
!Description
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|'''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 abilities.
abilities.
* <u>Tools of the Trade</u>: You gain a set of Tinker’s Tools
 
* <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>Tools of the Trade</u> You gain a set of Tinker’s Tools
* <u>Rig</u>: (1/Rest) 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>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</u> (1/Rest) 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
!Talent
!PreReq
!PreReq
!Description
!Description
|Tags
|'''Tags'''
|-
|-
|'''Alchemy'''
|'''Alchemy'''
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|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''
|-
|-
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|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''
|-
|-
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|'''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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|'''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. Additionally, you can make up to 40 mundane arrows or bolts without any chance of failure and minimal components
|Whenever you use your Tinkering to [[Create Ammunition|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.
(including broken bolts or arrows) by spending at least 1 hour tinkering.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''