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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. | 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. | ||
If you have access to a workshop, the Tinkering | 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'' table for a list of items, and note that your MC may allow additional items! | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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If you’re 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 where 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’re 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 where 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 salvage items to use for tinkering parts, take the sc value of the item you’re salvaging, and reduce your Tinkering | If you salvage items to use for tinkering parts, take the sc value of the item you’re salvaging, and reduce your Tinkering cost requirement for whatever you’re crafting by that amount. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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|'''Repairs''' | |'''Repairs''' | ||
|Inventor | |Inventor | ||
|Exhaustible items with more than 1 use take half the tinkering to create after you’ve created them once. | |Exhaustible items with more than 1 use take half the tinkering cost to create after you’ve created them once. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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|'''Safety Precautions''' | |'''Safety Precautions''' | ||
|Inventor | |Inventor | ||
|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 required in [[order]] to craft tinkering items that others can use. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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|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 | |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 Inventor 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 can know a number of Enchantments equal to your INT, and can have a number of Enchantments active on your Masterwork at onetime equal to 1⁄2 your INT. 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 | You can know a number of Enchantments equal to your INT, and can have a number of Enchantments active on your Masterwork at onetime equal to 1⁄2 your INT. 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. | ||
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. If you change your Masterwork, it loses this improvement until you add it to your Masterwork again. | 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. If you change your Masterwork, it loses this improvement until you add it to your Masterwork again. | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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|'''Munitions Focus''' | |'''Munitions Focus''' | ||
|Breakthrough | |Breakthrough | ||
|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 | |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'' | ||
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|'''Armor Alchemist''' | |'''Armor Alchemist''' | ||
|Breakthrough | |Breakthrough | ||
|Your armor sprays cost half the tinkering (minimum 10). | |Your armor sprays cost half the tinkering cost(minimum 10). | ||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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|'''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 | |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 two enchantments active on it. | ||
Changing enchantments on your Masterwork only takes 1 hour of Tinkering. These enchantments cannot stack if they are exactly the | 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. | ||
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. | |||
|''Tinkerer, Inventor'' | |''Tinkerer, Inventor'' | ||
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|'''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. 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 1⁄2 your INT. | |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 1⁄2 your INT. | |||
* <u>Level 30</u> The final cap on your INT increases from 12 to 14. | * <u>Level 30</u>: The final cap on your INT increases from 12 to 14. | ||
|''Tinkerer, Inventor, '''Capstone''''' | |''Tinkerer, Inventor, '''Capstone''''' | ||
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