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|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 abilities. | ||
* | * '''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. | ||
* | * '''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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|Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks. | |Each time you Take a Rest, you make two Alchemy Creations. Your first option for Alchemy Creations is Alchemy Flasks. | ||
* | * '''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.” | ||
These creations become impotent after 24 hours. | |||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
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|Add Alchemy Bombs to your possible creations. | |Add Alchemy Bombs to your possible creations. | ||
* | * '''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. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
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|'''Alchemy Flast Upgrade''' | |'''Alchemy Flast Upgrade''' | ||
|Alchemy II | |Alchemy II | ||
|Your flask is designed for quick | |Your flask is designed for quick combat consumption. Using an Alchemist 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 | |Your bombs deal additional damage equal to your INT | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
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|'''Vitality Solution''' | |'''Vitality Solution''' | ||
|Alchemy II | |Alchemy II | ||
|You can create Vitality Solutions, which grant 3d4+INT | |You can create Vitality Solutions, which grant 3d4+INT Shield HP upon consumption. | ||
|''Tinkerer, Alchemist'' | |''Tinkerer, Alchemist'' | ||
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|'''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 | |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. | ||
* '''Level 30:''' Your Flask Efficiency ability is successful on a roll of 4-6. | |||
|''Tinkerer, Alchemist, '''Capstone''''' | |''Tinkerer, Alchemist, '''Capstone''''' | ||
|} | |} | ||