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==== | ==== Alchemist Formula List ==== | ||
Each time you use your Alchemist Formula, select a magical ability from this list. | Each time you use your Alchemist Formula, select a magical ability from this list. | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
==== | ==== Augmentor Track ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
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!Tags | !Tags | ||
|- | |- | ||
|Inventor | |'''Inventor''' | ||
|Tinkerer Entry | |Tinkerer Entry | ||
|You can make a variety of unique nonmagical items assuming you have the time and materials. You learn [[how to]] make five items from the Tinkering Item List, and can carry up to five items of this nature at a time. Special Arrows & Bolts do not count toward this total. Only you may use items that you create from the Tinkering Item list. | |You can make a variety of unique nonmagical items assuming you have the time and materials. You learn [[how to]] make five items from the Tinkering Item List, and can carry up to five items of this nature at a time. Special Arrows & Bolts do not count toward this total. Only you may use items that you create from the Tinkering Item list. | ||
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 Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the Tinkering Item List for a list of items, and note that your MC may allow additional items! | If you have access to a workshop, the Tinkering Check total required is halved. Your first 2 hours of tinkering a day can be a part of Taking a Rest. See the Tinkering Item List for a list of items, and note that your MC may allow additional items! | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Salvage | |'''Salvage''' | ||
|Inventor | |Inventor | ||
|You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC. | |You can break down nonmagical items for materials and use them for other items or their currency cost whenever you spend time tinkering. Most items can be broken down as a part of the time you spend tinkering on other inventions. A particularly complex or large item may have a tinkering cost, determined by your MC. | ||
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If you salvage items to use for Tinkering parts, take the sc value of the item you’re salvaging, and reduce your | If you salvage items to use for Tinkering parts, take the sc value of the item you’re salvaging, and reduce your | ||
Tinkering check requirement for whatever you’re crafting by that amount. | Tinkering check requirement for whatever you’re crafting by that amount. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Crafter | |'''Crafter''' | ||
|Inventor | |Inventor | ||
|Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken. | |Every time you take a level in the Inventor track, gain +2 in a Crafting skill of your choice. This works retroactively, granting you +2 for all Inventor track talents you have already taken. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|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 to create after you’ve created them once. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Quick Craft | |'''Quick Craft''' | ||
|Inventor | |Inventor | ||
|Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item. | |Whenever you craft a single-use item, you can create a second item of the same type by adding +10 to the Tinkering requirement of the first item. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Additional BLueprints | |'''Additional BLueprints''' | ||
|Inventor | |Inventor | ||
|You learn two new blueprints from the Tinkering Item List. | |You learn two new blueprints from the Tinkering Item List. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Space Efficiency | |'''Space Efficiency''' | ||
|Inventor | |Inventor | ||
|You can carry five additional tinkering items. | |You can carry five additional tinkering items. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|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 required in order to craft Tinkering items that others can use. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Breakthrough | |'''Breakthrough''' | ||
|Inventor 5 | |Inventor 5 | ||
Incompatible: Augmentor | Incompatible: Augmentor | ||
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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'' | ||
|- | |- | ||
|Inventor II | |'''Inventor II''' | ||
|Breakthrough | |Breakthrough | ||
|You can now make a Tinker’s Tools check every hour, instead of every 2 hours. | |You can now make a Tinker’s Tools check every hour, instead of every 2 hours. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|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, 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'' | ||
|- | |- | ||
|Armor FOcus | |'''Armor FOcus''' | ||
|Breakthrough | |Breakthrough | ||
|If your Masterwork is Armor, it gains an additional +1 to all physical defenses. | |If your Masterwork is Armor, it gains an additional +1 to all physical defenses. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Armor Alchemist | |'''Armor Alchemist''' | ||
|Breakthrough | |Breakthrough | ||
|Your armor sprays cost half the tinkering (minimum 10). | |Your armor sprays cost half the tinkering (minimum 10). | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Weapon Focus | |'''Weapon Focus''' | ||
|Breakthrough | |Breakthrough | ||
|If your Masterwork is a Weapon, it gains an additional +1 to hit and +1 to damage. | |If your Masterwork is a Weapon, it gains an additional +1 to hit and +1 to damage. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Soul of the Masterwork | |'''Soul of the Masterwork''' | ||
|Breakthrough | |Breakthrough | ||
|The Essence point cap for Masterwork Enchantment increases to 33. | |The Essence point cap for Masterwork Enchantment increases to 33. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Soul of the Masterwork II | |'''Soul of the Masterwork II''' | ||
|Soul of the Masterwork | |Soul of the Masterwork | ||
|The Essence point cap for Masterwork Enchantment raises to 50. | |The Essence point cap for Masterwork Enchantment raises to 50. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|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 2 enchantments active on it. | |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 2 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'' | ||
|- | |- | ||
|Enchantment BLueprints | |'''Enchantment BLueprints''' | ||
|Breakthrough II | |Breakthrough II | ||
|You can learn an additional Masterwork Enchantment. | |You can learn an additional Masterwork Enchantment. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Quick Config | |'''Quick Config''' | ||
|Breakthrough II | |Breakthrough II | ||
|You can change your Masterwork Enchantment configuration as a part of a Recoup. | |You can change your Masterwork Enchantment configuration as a part of a Recoup. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Armor Focus II | |'''Armor Focus II''' | ||
|Breakthrough II | |Breakthrough II | ||
|If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses. | |If your Masterwork is armor, it gains an additional +1 to all physical and mental defenses. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Consumable Mastery | |'''Consumable Mastery''' | ||
|Breakthrough II | |Breakthrough II | ||
|Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check. | |Choose an exhaustible Tinkering item with more than one use. You now recharge that item on Taking a Rest without a required Tinkering check. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|Weapon Focus | |'''Weapon Focus''' | ||
|Breakthrough II | |Breakthrough II | ||
|If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items. | |If your Masterwork is a weapon, mods installed on your Masterwork no longer count towards your limit of carried Tinkering items. | ||
|Tinkerer, Inventor | |''Tinkerer, Inventor'' | ||
|- | |- | ||
|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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!Discreption | !Discreption | ||
|- | |- | ||
|Anti-Durglary Trigger | |'''Anti-Durglary Trigger''' | ||
|100 | |100 | ||
| - | | - | ||
|Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a fail, they take 3d6 corrosive damage as acid and paint spray over them | |Apply this mod to a weapon. Anyone that attempts to wield that weapon and is unaware of the trigger must make a DC 20 AWR check. On a fail, they take 3d6 corrosive damage as acid and paint spray over them | ||
|- | |- | ||
|Anti-Magic Cuffs | |'''Anti-Magic Cuffs''' | ||
|120 | |120 | ||
| 1 | | 1 | ||
| If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs. | | If you successfully restrain a creature with these cuffs, they cannot use magic. It requires a DC 20 INT/Lockpicking or STR/Applied Force check to break these cuffs. You also make a key that can unlock these cuffs. | ||
|- | |- | ||
|Caltrops | |'''Caltrops''' | ||
|10 | |10 | ||
|1 | |1 | ||
|Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes hazardous terrain (1d2 sharp). | |Gain Caltrops, which can be thrown 10 ft by spending 1 AP. They cover a 10 ft by 10 ft area, which becomes hazardous terrain (1d2 sharp). | ||
|- | |- | ||
|Crossbow Mod: Repeating | |'''Crossbow Mod: Repeating''' | ||
|120 | |120 | ||
| - | | - | ||
|Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2). | |Reduce the AP needed to fire the crossbow that this is affixed to by 1 (min 2). | ||
|- | |- | ||
|Crossbow Mod: Thrower | |'''Crossbow Mod: Thrower''' | ||
|100 | |100 | ||
| - | | - | ||
|You may load tinkering items with the Thrown tag into your crossbow, giving them double their Thrown range. Using any item in this way costs 3 AP. | |You may load tinkering items with the Thrown tag into your crossbow, giving them double their Thrown range. Using any item in this way costs 3 AP. | ||
|- | |- | ||
|Dimensional Case | |'''Dimensional Case''' | ||
|250 | |250 | ||
| - | | - | ||
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 cubic ft on the inside. | |This case contains an extradimensional storage space that appears to be a normal briefcase, but is 10 cubic ft on the inside. | ||
|- | |- | ||
|Dimensional Case (Greater) | |'''Dimensional Case (Greater)''' | ||
|500 | |500 | ||
| - | | - | ||
|This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 cubic ft on the inside. | |This case contains an extradimensional storage space that appears to be a normal briefcase, but is 40 cubic ft on the inside. | ||
|- | |- | ||
|Enhanced Goggles | |'''Enhanced Goggles''' | ||
|80 | |80 | ||
|3 | |3 | ||
|By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute. | |By spending 1 AP, a creature wearing these goggles gains 60 ft of Darkvision for 1 minute. | ||
|- | |- | ||
|Flame-Retardant Spray | |'''Flame-Retardant Spray''' | ||
|80 | |80 | ||
|2 | |2 | ||
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute. | |By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Fire 5 for 1 minute. | ||
|- | |- | ||
|Fog Machine | |'''Fog Machine''' | ||
|150 | |150 | ||
| - | | - | ||
|By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition. | |By spending 4 AP, you may activate the machine. At the start of each of your turns, the machine produces fog. It begins as a 10 ft radius cloud of fog and extends by 10 ft on each of your turns until it is a 30 ft radius. Fog causes the Concealed condition. | ||
|- | |- | ||
|Gas Mask | |'''Gas Mask''' | ||
|40 | |40 | ||
|3 | |3 | ||
|By spending 2 AP to activate the gas mask, a creature becomes immune from any dangerous effects of breathing for 1 minute. | |By spending 2 AP to activate the gas mask, a creature becomes immune from any dangerous effects of breathing for 1 minute. | ||
|- | |- | ||
|Grappling Hook Launcher | |'''Grappling Hook Launcher''' | ||
|50 | |50 | ||
|1 | |1 | ||
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you do so and affix a rope to the surface. | |Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt, then you do so and affix a rope to the surface. | ||
|- | |- | ||
|Grappling Hook: Magnetic | |'''Grappling Hook: Magnetic''' | ||
|80 | |80 | ||
|1 | |1 | ||
|Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt or is metallic, then you securely affix a rope to that surface. | |Using DEX, you may attack the AR of an inanimate object within 50 ft. On a hit, if the object can be pierced by an iron bolt or is metallic, then you securely affix a rope to that surface. | ||
|- | |- | ||
|Insulating Spray | |'''Insulating Spray''' | ||
|80 | |80 | ||
|2 | |2 | ||
|By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute. | |By spending 3 AP, you may apply this spray to a set of armor, giving it Resist Cold 5 for 1 minute. | ||
|- | |- | ||
|Mechanical Lockpick | |'''Mechanical Lockpick''' | ||
|40 | |40 | ||
|3 | |3 | ||
|Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this. | |Gain +5 to Lockpicking, which can exceed the normal cap of +20 in a given skill. You do not need additional lockpicking tools if you have this. | ||
|- | |- | ||
|Mini-Turret | |'''Mini-Turret''' | ||
|160 | |160 | ||
|3 | |3 | ||
|You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d6 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to 1⁄2 your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down. | |You may spend 3 AP to deploy an automated crossbow turret with a 60 ft range, which deals 1d6 sharp damage on a hit. At the end of each of your turns, it fires at a target you specify and has an attack bonus equal to 1⁄2 your INT. It has 10 HP and all of its defenses are 10. It acts for 3 rounds before shutting down. | ||
|- | |- | ||
|Oxygen Balloon | |'''Oxygen Balloon''' | ||
|20 | |20 | ||
|3 | |3 | ||
|A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute. | |A creature can activate this by spending 3 AP, gaining the ability to breathe underwater for 1 minute. | ||
|- | |- | ||
|Parachute | |'''Parachute''' | ||
|30 | |30 | ||
|1 | |1 | ||
|By spending 1 AP or Reactive AP, you take no falling damage and descend at a rate of 100 ft per round until you land. Pop Up Tent 30 - By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6ft by 6ft by 3ft space. | |By spending 1 AP or Reactive AP, you take no falling damage and descend at a rate of 100 ft per round until you land. Pop Up Tent 30 - By spending 2 AP to activate this tent, it automatically sets itself up over the course of 1 minute. It sleeps two people comfortably and fits in a 6ft by 6ft by 3ft space. | ||
|- | |- | ||
|Portable Battering Ram | |'''Portable Battering Ram''' | ||
|60 | |60 | ||
|3 | |3 | ||
|Gain +10 on STR checks made to open or break doors. | |Gain +10 on STR checks made to open or break doors. | ||
|- | |- | ||
|Potion Injector | |'''Potion Injector''' | ||
|50 | |50 | ||
|3 | |3 | ||
|You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit. | |You can consume and administer potions for 1 AP. This does not provoke reactive attacks, such as from Exploit. | ||
|- | |- | ||
|Quickstep Boots | |'''Quickstep Boots''' | ||
|120 | |120 | ||
|5 | |5 | ||
| Line 562: | Line 562: | ||
turn. | turn. | ||
|- | |- | ||
|Ranged Mod: Telescopic Sight | |'''Ranged Mod: Telescopic Sight''' | ||
|70 | |70 | ||
| - | | - | ||
|The ranged weapon with this modification gains +30 ft range. | |The ranged weapon with this modification gains +30 ft range. | ||
|- | |- | ||
|Rope Bridge Kit | |'''Rope Bridge Kit''' | ||
|100 | |100 | ||
|1 | |1 | ||
|Create a sturdy rope bridge 30 ft in length. | |Create a sturdy rope bridge 30 ft in length. | ||
|- | |- | ||
|Reinforced Shield | |'''Reinforced Shield''' | ||
|80 | |80 | ||
| - | | - | ||
|Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked. | |Choose one shield to enhance. It adds +2 to AR for the next 10 times that its wielder is attacked. | ||
|- | |- | ||
|Self-Inflating Raft | |'''Self-Inflating Raft''' | ||
|120 | |120 | ||
|1 | |1 | ||
|When you spend 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1000 lbs in weight and is 6ft by 10 ft in length. | |When you spend 1 AP to activate this raft, it inflates into a fully functioning raft over 20 seconds. It can support up to 1000 lbs in weight and is 6ft by 10 ft in length. | ||
|- | |- | ||
|Signal Flare | |'''Signal Flare''' | ||
|10 | |10 | ||
|1 | |1 | ||
|You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for another 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover. | |You can throw the signal flare up to 40 ft. It creates bright light for 10 ft and dim light for another 10 ft beyond that, and the bright light is visible up to 40 miles away if Line of Sight permits. The signal flare ignores phenomena that would cause the Concealed condition, but is blocked by Cover. | ||
|- | |- | ||
|Siren Whistle | |'''Siren Whistle''' | ||
|15 | |15 | ||
| - | | - | ||
|Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away. | |Spending 1 AP blowing into this whistle creates a loud noise that can be heard up to a mile away. | ||
|- | |- | ||
|Spring-Heeled Boots | |'''Spring-Heeled Boots''' | ||
|100 | |100 | ||
| - | | - | ||
|The wearer’s jumping height increases by 10 ft. | |The wearer’s jumping height increases by 10 ft. | ||
|- | |- | ||
|Trap: Alarm | |'''Trap: Alarm''' | ||
|20 | |20 | ||
|1 | |1 | ||
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds. | |It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 30 ft line. Once a creature moves through that line, an audible alarm sounds. | ||
|- | |- | ||
|Trap: Net | |'''Trap: Net''' | ||
|30 | |30 | ||
|1 | |1 | ||
| Line 608: | Line 608: | ||
area. When a creature steps on the area, make a +5 attack vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp. | area. When a creature steps on the area, make a +5 attack vs REF. On a hit, all targets within its area are Restrained. It has 10 AR and 20 HP. It has DR 40/Sharp. | ||
|- | |- | ||
|Trap: Razor Wire | |'''Trap: Razor Wire''' | ||
|35 | |35 | ||
|1 | |1 | ||
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage. | |It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 14 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, it takes 2d4 sharp damage. | ||
|- | |- | ||
|Trap: Tripwire | |'''Trap: Tripwire''' | ||
|15 | |15 | ||
|1 | |1 | ||
|It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls prone. | |It takes 5 minutes to set this trap. Once set, this trap can be spotted with a DC 15 AWR check and stretches across up to a 15 ft line. Once a creature moves through that line, that creature falls prone. | ||
|- | |- | ||
|Weapon Mod: Chain | |'''Weapon Mod: Chain''' | ||
|40 | |40 | ||
|3 | |3 | ||
|When you would be disarmed, lose 1 charge of this item instead. | |When you would be disarmed, lose 1 charge of this item instead. | ||
|- | |- | ||
|Whetstone | |'''Whetstone''' | ||
|15 | |15 | ||
|3 | |3 | ||
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|} | |} | ||
===== ''' | ===== '''Special Ammo''' ===== | ||
You can make any of these modifications to arrows or to crossbow bolts | You can make any of these modifications to arrows or to crossbow bolts | ||
| Line 639: | Line 639: | ||
!Discreption | !Discreption | ||
|- | |- | ||
|Barbed | |'''Barbed''' | ||
|20 | |20 | ||
| - | | - | ||
|Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner). | |Attack vs FORT. Hit: 1d4 sharp, and Bleeding (1d4) for 1 minute or until treated (whichever is sooner). | ||
|- | |- | ||
|Corrosive | |'''Corrosive''' | ||
|40 | |40 | ||
| 1 | | 1 | ||
|Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest. | |Attack vs FORT. Hit: 1d6 corrosive, and the creature suffers -1 AR until the creature Takes a Rest. | ||
|- | |- | ||
|Dazzling | |'''Dazzling''' | ||
|30 | |30 | ||
| 1 | | 1 | ||
|Attack vs FORT. Hit: The target is Blinded until the end of its next turn. | |Attack vs FORT. Hit: The target is Blinded until the end of its next turn. | ||
|- | |- | ||
|Explosive | |'''Explosive''' | ||
|30 | |30 | ||
|1 | |1 | ||
|Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6 fire. | |Attack vs the REF of each creature in a 10 ft radius. Hit: 1d6 fire. | ||
|- | |- | ||
|Light | |'''Light''' | ||
|10 | |10 | ||
|1 | |1 | ||
|Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands. | |Does not deal damage, but sheds bright light in a 20 ft radius and dim light for 20 ft beyond that where it lands. | ||
|- | |- | ||
|Tracking | |'''Tracking''' | ||
|20 | |20 | ||
|1 | |1 | ||
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!Discreption | !Discreption | ||
|- | |- | ||
|Acid Flask | |'''Acid Flask''' | ||
|30 | |30 | ||
|1 | |1 | ||
|2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive. | |2 AP to throw 20 ft vs REF. Hit: 1d6 corrosive. | ||
|- | |- | ||
|Alchemist’s Fire | |'''Alchemist’s Fire''' | ||
|20 | |20 | ||
|1 | |1 | ||
|2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner). | |2 AP to throw 20 ft vs REF. Hit: Target takes 1d4 fire and gains Burning (1d4) for 1 minute or until extinguished (whichever is sooner). | ||
|- | |- | ||
|Oil Flask | |'''Oil Flask''' | ||
|10 | |10 | ||
|1 | |1 | ||
| Line 704: | Line 704: | ||
!Discreption | !Discreption | ||
|- | |- | ||
|Arcane Disruptor | |'''Arcane Disruptor''' | ||
|150 | |150 | ||
|1 | |1 | ||
|Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute. | |Thrown 30 ft. In a 15 ft radius, magical effects are suppressed for 1 minute. | ||
|- | |- | ||
|Bolas | |'''Bolas''' | ||
|20 | |20 | ||
| - | | - | ||
|Thrown 20 ft. Hit: Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself. | |Thrown 20 ft. Hit: Creature falls Prone and its speed becomes 0. It takes 1 AP for a creature to free itself. | ||
|- | |- | ||
|Fireworks | |'''Fireworks''' | ||
|20 | |20 | ||
|1 | |1 | ||
|Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. Hit: 1d6 sonic damage. | |Thrown 50 ft, creating a spectacular light show. Target creatures within a 10 ft radius. Hit: 1d6 sonic damage. | ||
|- | |- | ||
|Flashbang | |'''Flashbang''' | ||
|25 | |25 | ||
|1 | |1 | ||
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Blinded until the end of its next turn. | |Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Blinded until the end of its next turn. | ||
|- | |- | ||
|Smoke Bomb | |'''Smoke Bomb''' | ||
|20 | |20 | ||
|1 | |1 | ||
|Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition. | |Thrown 20 ft, making a 10 ft radius smoke cloud that causes the Concealed condition. | ||
|- | |- | ||
|Sonic Bomb | |'''Sonic Bomb''' | ||
|25 | |25 | ||
|1 | |1 | ||
|Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit: Creature is Deafened until the start of your next turn. | |Thrown 30 ft, targeting all creatures in a 15 ft radius. Hit: Creature is Deafened until the start of your next turn. | ||
|- | |- | ||
|Sticky Bomb | |'''Sticky Bomb''' | ||
|25 | |25 | ||
|1 | |1 | ||
|Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Slowed until the end of its next turn. | |Thrown 20 ft, targeting all creatures in a 10 ft radius. Hit: Creature is Slowed until the end of its next turn. | ||
|- | |- | ||
|Thunderstone | |'''Thunderstone''' | ||
|60 | |60 | ||
|1 | |1 | ||
| Line 745: | Line 745: | ||
|} | |} | ||
==== ''' | ==== '''Magitechician Track''' ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Feature | !Feature | ||
!PreReq | !PreReq | ||
!Discreption | !Discreption | ||
!Tags | |||
|- | |- | ||
| | |'''Arcane Artificer''' | ||
|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. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Golemancer''' | ||
|Arcane Artificer | |Arcane Artificer | ||
|You gain the Create Lesser [[Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the Mend and Minor Conjuration cantrips. | |You gain the Create Lesser [[Golem]] spell if you do not already know it. If you do not have a Lesser Golem active, casting this spell is free for you and the created golem is permanent. It can be made of Metal or Stone as its Primary Material, and it gains +2 STR. It is created by the Arcane Source. It gains the Mend and Minor Conjuration cantrips. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Spell Storing''' | ||
|Golemancer | |Golemancer | ||
|You create an object - such as a bracelet, locket, or ring, that stores spells for you. When creating a mote via Delay Spell, you can put the spell into the Spell Storing object and its duration becomes 24 hours. Your motes cannot be released prematurely without the condition being triggered, and after the duration they dissipate harmlessly. | |You create an object - such as a bracelet, locket, or ring, that stores spells for you. When creating a mote via Delay Spell, you can put the spell into the Spell Storing object and its duration becomes 24 hours. Your motes cannot be released prematurely without the condition being triggered, and after the duration they dissipate harmlessly. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Empowered Mend''' | ||
|Spell Storing | |Spell Storing | ||
|You are particularly skilled with the Mend cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 additional Arcane Power for every additional 30 minutes you spend casting. | |You are particularly skilled with the Mend cantrip. You now need only 80% of the pieces or components present for Mend to work, and you can increase the casting time to gain the equivalent of more Arcane Power. When casting Mend, act as though you have 1 additional Arcane Power for every additional 30 minutes you spend casting. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Magitechnician''' | ||
|Empowered Mind | |Empowered Mind | ||
|When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices. | |When you finish Taking a Rest, you can prepare three spells as if they were devices. Roll 1d20 per spell to determine your spell’s bonus, and then spend the required SP to cast the spell to prepare the Spell Devices. | ||
| Line 801: | Line 799: | ||
The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal. | The first time you cast a spell prepared in this way, it costs 0 SP, as you’ve already spent it preparing the device. After the first time, when you cast a spell using this feature, roll 1d20 and gain the same effects from the table (potentially reducing the spell’s SPC). You always spend AP and follow conjuring rules as normal. | ||
These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell. | These prepared Spell Devices do not trigger backlash the first time you would trigger backlash. If they trigger backlash a second time, you lose access to the spell. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Cantrip Cannon''' | ||
|Magitechnician | |Magitechnician | ||
|You create a permanent spell device that fires Cantrips. Choose Beam of Fire, Frostbite, or Grave Whisper. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power. | |You create a permanent spell device that fires Cantrips. Choose Beam of Fire, Frostbite, or Grave Whisper. This device cannot trigger backlash. You may now use your total Character Level for this cantrip’s power instead of your Arcane Power. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Golemancer II''' | ||
|Cantrip Cannon | |Cantrip Cannon | ||
|Your Golem gains a compartment that functions as a Dimensional Case (see the Tinkering Item table). This and items inside are shielded from Divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the Golem’s will. | |Your Golem gains a compartment that functions as a Dimensional Case (see the Tinkering Item table). This and items inside are shielded from Divining magic. It takes a creature a DC 20 AWR check to find the compartment and a DC 20 STR/Applied Force or INT/Lockpicking check to enter against the Golem’s will. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Spell Storing II''' | ||
|Golemancer II | |Golemancer II | ||
|You can create a second Spell Storing object. | |You can create a second Spell Storing object. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Magical Tinkering''' | ||
|Spell Storing II | |Spell Storing II | ||
|When you use your Magitechnician talent after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result. | |When you use your Magitechnician talent after Taking a Rest, the first time you roll a 1 or 2 on your d20 rolls, you may reroll that d20 and use the second result. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Safer Devices''' | ||
|Magical Tinkering | |Magical Tinkering | ||
|Your Spell Devices created by the Magitechnician talent can no longer trigger Backlash. | |Your Spell Devices created by the Magitechnician talent can no longer trigger Backlash. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Magitechnician II''' | ||
|Safer Devices | |Safer Devices | ||
|Your Spell Devices created by the Magitechnician talent are no longer considered magical. | |Your Spell Devices created by the Magitechnician talent are no longer considered magical. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Cantrip Cannon II''' | ||
|Magitechnician II | |Magitechnician II | ||
|When you deal damage with your Cantrip Cannon, add your INT to the damage. | |When you deal damage with your Cantrip Cannon, add your INT to the damage. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Flash of Genius''' | ||
|Cantrip Cannon II | |Cantrip Cannon II | ||
|When one of your mental defenses is attacked, You can spend 5 SP to add 1⁄2 your INT to all of your mental defenses until the beginning of your next turn. | |When one of your mental defenses is attacked, You can spend 5 SP to add 1⁄2 your INT to all of your mental defenses until the beginning of your next turn. | ||
|''Tinkerer, Magitechnician'' | |||
|- | |- | ||
| | |'''Master Magitechnician''' | ||
|Flash of Genius | |Flash of Genius | ||
|You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. You gain a special permanent Spell Device with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you. | |You master the art of arcane tinkering, bending the rules of where magic ends and machinery begins. You gain a special permanent Spell Device with a spell that costs 10 SP or fewer. That spell permanently has SPC 0 for you. | ||
Level 30 | |||
* <u>Level 30</u> Gain another special permanent Spell Device with a spell that costs 16 SP or fewer. That spell permanently has SPC 0 for you. | |||
|''Tinkerer, Magitechnician, Capstone'' | |||
|} | |} | ||
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