Tinkerer: Difference between revisions

19 bytes removed ,  4 December 2023
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==== Inventor Track ====
=== Inventor Track ===
{| class="wikitable"
{| class="wikitable"
!Feature
!Feature
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|'''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'' table, 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'' table.  
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'' table for a list of items, and note that your MC may allow additional items!
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|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.
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
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.
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
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''
|-
|-
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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 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'' table.
|''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 required in [[order]] to craft tinkering items that others can use.
|''Tinkerer, Inventor''
|''Tinkerer, Inventor''
|-
|-
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|Inventor 5
|Inventor 5
Incompatible: Augmentor
Incompatible: 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 Tinkering 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.
|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 Tinkering stack, 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.
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|}
|}


===== Tinkering Item List General Modifications =====
==== Tinkering Item Table ====
{| class="wikitable"
{| class="wikitable"
|+General Modifications
!Item
!Item
!Tinkering Cost
!Tinkering Cost
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|-
|-
|'''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'''
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|-
|-
|'''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
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next
|The wearer may spend 1 AP to increase their speed by 10 ft whenever they use AP to move until the end of their next
turn.
turn.
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|'''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
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft
|It takes 10 minutes to set this trap. Once set, this trap can be spotted with a DC 18 AWR check and it covers a 10 ft by 10 ft
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
|During a Recoup, you can use this on a weapon of your choice. That weapon gains a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.
|During a Recoup, you can use this on a weapon of your choice. That weapon gains a +1 bonus to attack and damage rolls for 1 hour after you end your Recoup.
|}
|}