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|[[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]]. | ||
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|[[Psionic]] | |[[Psionic]] | ||
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=== Augmentor Track === | |||
{| class="wikitable" | {| class="wikitable" | ||
! | !Talent | ||
!PreReq | !PreReq | ||
! | !Description | ||
!Tags | !Tags | ||
|- | |- | ||
|'''Augmentor''' | |'''Augmentor''' | ||
|Tinkerer Entry | |Tinkerer Entry | ||
Incompatible: Breakthrough | <u>Incompatible</u>: Breakthrough | ||
|You gain the Armor Augmentation ability. This replaces your Masterwork ability. | |You gain the Armor Augmentation ability. This replaces your Masterwork ability. | ||
* <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. | * <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'' | |''Tinkerer, Augmentor'' | ||
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|'''Quick Compartment''' | |'''Quick Compartment''' | ||
|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'' | |''Tinkerer, Augmentor'' | ||
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|You gain the Engage ability. | |You gain the Engage ability. | ||
* <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. | * <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'' | |''Tinkerer, Augmentor'' | ||
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|'''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 | |Your quick compartment may now store liquid, and can be climate controlled between 50° and 120° Fahrenheit (Named for Doctor Franklin Fahrenheit, who discovered the Coldstone and Fireflecks used in this invention). | ||
|''Tinkerer, Augmentor'' | |''Tinkerer, Augmentor'' | ||
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|You gain the Power Slam ability. | |You gain the Power Slam ability. | ||
* <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. | * <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'' | |''Tinkerer, Augmentor'' | ||
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|'''Heroic Landing''' | |'''Heroic Landing''' | ||
|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'' | |''Tinkerer, Augmentor'' | ||
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|'''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. 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. | |||
* <u>Level 30</u> (3/Recoup) Gain the Intuitive Defenses ability. Intuitive Defenses | * <u>Level 30</u>: (3/Recoup) Gain the Intuitive Defenses ability. You regain all expended uses when you Recoup. | ||
|''Tinkerer, Augmentor, Capstone'' | ** <u>Intuitive Defenses</u>: 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''''' | |||
|} | |} | ||