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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 benefits. | ||
'''Tools of the Trade.''' Gain a set of Tinker’s Tools. | |||
'''Masterwork.''' Specify a weapon or set of armor as your Masterwork focus. Your Masterwork focus gains +1 to hit and damage if a weapon, and +1 to AR if armor. You can change your Masterwork focus by spending at least a day tinkering with your new focus. If you change your Masterwork focus, your old focus loses the improvements from this talent. | |||
'''Rig.''' Gain the Rig ability. | |||
* '''Rig (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'' | ||
|} | |} | ||
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|'''Alchemy''' | |'''Alchemy''' | ||
|Tinkerer Entry | |Tinkerer Entry | ||
| | |When you Take a Rest, you make two alchemy creations. These creations become impotent after 24 hours. | ||
Gain the Alchemy Flask alchemy creation. | |||
* '''Alchemy Flask.''' Create an Alchemy Flask. Choose a | * '''''Alchemy Flask.''''' Create an Alchemy Flask. Choose a magical ability from the Formula list, and that magical ability is synthesized. When a creature drinks the potion, that creature gains the effects of the magical ability for the duration, considering the magical ability’s range to be “Self.” | ||
|''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 alchemy 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 | ||
| | |Gain the Alchemy Bomb alchemy creation. | ||
* '''Alchemy Bomb.''' Spend 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX | * '''''Alchemy Bomb.''''' Spend 2 AP to throw an alchemy bomb, which has a thrown range of 20 ft. Make a DEX attack against the REF of all creatures within a 5 ft radius of the bomb’s point of contact. On a hit, deal 2d6 fire damage, and on a miss deal 1⁄2 damage. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
|- | |- | ||
|'''Quaff''' | |'''Quaff''' | ||
|Alchemy | |Alchemy | ||
| | |Gain the Quaff ability. | ||
* '''Quaff (1/Turn).''' Drink a potion for 0 AP. | |||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
|- | |- | ||
|'''Fire in the Hole!''' | |'''Fire in the Hole!''' | ||
|Alchemy, Create Bomb | |Alchemy, Create Bomb | ||
|When you throw | |When you throw an alchemy 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'' | ||
|- | |- | ||
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|'''Potion Upgrade''' | |'''Potion Upgrade''' | ||
|Alchemy II, Create Potion | |Alchemy II, Create Potion | ||
|Your Healing | |Your Healing Vial alchemist creations become Healing Potions. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
|- | |- | ||
|'''Alchemy Flask Upgrade''' | |'''Alchemy Flask Upgrade''' | ||
|Alchemy II | |Alchemy II | ||
|Your flask is designed for quick combat consumption. Using an | |Your flask is designed for quick combat consumption. Using an Alchemy 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 that deal damage 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 Alchemy Flasks for 1 AP. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
|- | |- | ||
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|'''Up my Sleeve''' | |'''Up my Sleeve''' | ||
|Alchemy II, Create Bomb | |Alchemy II, Create Bomb | ||
|If none of your creations for the day are | |If none of your creations for the day are Alchemy Bombs, you gain one Alchemy Bomb. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
|- | |- | ||
|'''Vitality Solution''' | |'''Vitality Solution''' | ||
|Alchemy II | |Alchemy II | ||
| | |Gain the Vitality Solutions alchemy creation. | ||
* '''''Vitality Solutions.''''' These potions grant 3d4+INT Shield HP upon consumption. | |||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
|- | |- | ||
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|'''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 alchemy 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 | |When one of your Alchemy Flasks is used, the creature that uses it rolls a 1d6. On a 6, the flask is not consumed. Once this benefit 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, Injector | |Alchemy III, Injector | ||
|You can now administer Potions or Flasks at a range of 20 ft by spending 3 AP. | |You can now administer Potions or Alchemy 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. | |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 | |||
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 | You no longer lose your Flask Efficiency benefit after it is successful. | ||
* '''Level 30:''' Your Flask Efficiency | * '''''Level 30:''''' Your Flask Efficiency is successful on a roll of 4-6. | ||
|''Tinkerer, Alchemist, '''Capstone''''' | |''Tinkerer, Alchemist, '''Capstone''''' | ||
|} | |} | ||
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{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
!Source Magic | !Source Magic | ||
! | !Magical Ability | ||
|- | |- | ||
|[[Arcane]] | |[[Arcane]] | ||