Tinkerer: Difference between revisions

109 bytes added ,  24 April 2025
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|'''Tinkerer Entry'''
|'''Tinkerer Entry'''
|Character Level 2
|Character Level 2
|When you take this entry talent, you gain the following abilities.
|When you take this entry talent, you gain the following benefits.
* '''Tools of the Trade.''' You gain a set of Tinker’s Tools.
 
* '''Masterwork.''' 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.
'''Tools of the Trade.''' Gain a set of Tinker’s Tools.  
* '''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.  
 
'''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
|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks.
|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 spell from the Formula list, and that spell is synthesized. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”
* '''''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.”
These creations become impotent after 24 hours.
|''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
|Add Alchemy Bombs to your possible creations.
|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 vs REF attack roll, dealing, 2d6 fire damage to all creatures within a 5 ft radius of the bomb’s point of contact, and ½ damage on a miss.
* '''''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
|Once on each of your turns, you may drink a potion without spending AP.
|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 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 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 Vials become Healing Potions.
|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 Alchemist Flask no longer triggers the Exploit maneuver or other reactive actions.
|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 bombs, you gain one Alchemy Bomb.
|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
|You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption.
|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 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 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 Alchemy Creations equal to your INT, and your creations remain potent for 48 hours.  
 
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.
You no longer lose your Flask Efficiency benefit after it is successful.


* '''Level 30:''' Your Flask Efficiency ability is successful on a roll of 4-6.
* '''''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
!Spell
!Magical Ability
|-
|-
|[[Arcane]]
|[[Arcane]]