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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=== | ||
'''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. | ||
'''Magitechnician''' Through unstable experiments, you have accessed the arcane source of magic and can fuel spells with | '''Magitechnician''' Through unstable experiments, you have accessed the [[arcane]] source of magic and can fuel spells with | ||
your inventions. | your inventions. | ||
'''Augmentor''' You specialize in creating powerful armor that implements [[weapons]], gadgets, and enhanced defenses, turning you into a tremendous front-line fighter. | '''Augmentor''' You specialize in creating powerful [[armor]] that implements [[weapons]], gadgets, and enhanced defenses, turning you into a tremendous front-line fighter. | ||
'''Alchemist''' By developing potions and alchemical reagents, you can bolster your allies or [[damage]] your foes. | '''Alchemist''' By developing potions and alchemical reagents, you can bolster your allies or [[damage]] your foes. | ||
=== | ===Tinkerer Entry=== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
!Description | !Description | ||
!Tags | |||
|- | |- | ||
| | |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>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 | |||
focus, your old focus loses the improvements from this talent. | |||
|} | |} | ||
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|+ | |+ | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
!Description | !Description | ||
|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. | ||
'''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. | '''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. | ||
|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 | |||
|- | |- | ||
|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. | '''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. | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|POTION UPGRADE | |POTION UPGRADE | ||
|Alchemy II | |Alchemy II | ||
|Your Healing Vials become Healing Potions. | |Your Healing Vials become Healing Potions. | ||
|Tinkerer, Alchemist | |||
|- | |- | ||
|ALCHEMY FLASK UPGRADE | |ALCHEMY FLASK UPGRADE | ||
|Alchemy II | |||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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 | |||
|- | |- | ||
|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. | Level 30: Your Flask Efficiency ability is successful on a roll of 4-6. | ||
|Tinkerer, Alchemist, Capstone | |||
|} | |} | ||
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|- | |- | ||
|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 | |Devine | ||
|Heroism | |Heroism | ||
|- | |- | ||
|Occult | |[[Occult]] | ||
|Cloven Step, Hex of the Unseen, Silhouette, Warp Step | |Cloven Step, Hex of the Unseen, Silhouette, Warp Step | ||
|- | |- | ||
|Primal | |[[Primal]] | ||
|Catclaw, Fleetfoot (Tier 2), Intuition (1 Min Duration), Bullish Strength (1 min Duration), Piscism. | |Catclaw, Fleetfoot (Tier 2), Intuition (1 Min Duration), Bullish Strength (1 min Duration), Piscism. | ||
|- | |- | ||
|Psionic | |[[Psionic]] | ||
|Conceal, Create Weapon (! min duration), Giant, Hasten (30 Sec duration), Invisability, Iron Body (20 Sec Duration), Jump, Levitate, Mirror Images, Sense Danger | |Conceal, Create Weapon (! min duration), Giant, Hasten (30 Sec duration), Invisability, Iron Body (20 Sec Duration), Jump, Levitate, Mirror Images, Sense Danger | ||
|} | |} | ||
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|Tinkerer, Augmentor | |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. | ||
|- | |- | ||
|ARCANE BOOSTER II | |ARCANE BOOSTER II | ||
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|Tinkerer Entry | |Tinkerer Entry | ||
|You gain the [[Student]] of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power. | |You gain the [[Student]] of the Arcane talent if you do not already have it. Each time you level up and spend your talent point on a talent in the Magitechnician stack, you gain +5 SP and +1 Arcane Power. | ||
Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise Skeleton could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone. | Magitechnicians cast spells as if they were devices, and the caster can choose how they describe the spells being cast. Perhaps a Fireball is launched from a firearm-like device, Fly might be a jetpack, Raise [[Skeleton]] could be a mechanical backpack puppeteering bones, and Living Letter might be a tiny drone. | ||
This has no mechanical effect other than when you trigger Backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the spell that triggered Backlash until you Take a Rest, as the contraption needs to be repaired. | This has no mechanical effect other than when you trigger Backlash as a Magitechnician. In this case, you do not take damage or end your turn, but you lose access to the spell that triggered Backlash until you Take a Rest, as the contraption needs to be repaired. | ||
|- | |- | ||
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