Tinker
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5
Weapons: All Simple Weapons
Tools: Tinker's Tools + 2 of your choosing
Saving Throws: DEX, INT
Skills: Choose two from Arcana, Investigation, Perception, Sleight of Hand, Stealth, Survival
Imbue an ally’s weapon with a powerful augment made of pure mana. For the next turn, that ally’s weapon rolls maximum on to-hit, deals double damage, and its damage roll is guaranteed to roll maximum.
Gain the ability to collect scrap, a special currency obtained through dismantling items. Whenever an enemy is defeated by you or your party, you may loot their inventory to gain a random assortment of scrap. You can also gain scrap by scavenging, or purchasing junk from vendors. Scrap has different tiers of rarity, which is used for a variety of purposes. When used in later abilities, the R, with each tier in rarity (Basic, Uncommon, Rare, Legendary, Exotic, Mythic, Sanctified) adding increasing the value of R by 1. If an ability uses multiple scrap at once, R is the average of their rarities. You may use up to 3 scrap per round, increasing by 1 each consecutive round of battle you are in, to a maximum of 10.
Gain advantage on your first investigation roll of an unfamiliar item, mechanism, or spell.
Attempt to understand the way an item works, through use of an Investigation roll. If successful, you obtain a blueprint of that item. This process can take varying amounts of time depending on the size and complexity of the item in question. Blueprint recipes typically consist of scrap of various rarities, but also a variety of random items that can be found in the world-- some of which can be very hard to come by.
Attempt to create an item out of random scrap and materials on hand. Success is determined by the DM, but using better materials and more scrap can increase your chances.
Spend 1 action to temporarily mend a party member's armor or weapon, consuming some scrap in the process. The broken items will return to their broken state at the conclusion of the fight, and must be given the time to be properly mended outside of combat in order to be fixed.
Spend 1 action and some scrap to temporarily augment a party member's PC by R against the next attack targeting them (non-stackable). The augment is spent if the incoming attack misses or doesn't clear the PC. The augment expires at the start of your first turn next round, or if the attack manages to get through the PC.
Spend 1 action and some scrap to grant a party member +15*R THP for 1 round (non-stackable). The augment is spent if all of the THP is removed by incoming damage by the start of your first turn next round. The augment expires at the start of your first turn next round, if there is still THP remaining, or if it is overridden by another THP-granting effect.
Spend 1 action and some scrap to augment an ally's weapon, granting them +R to-hit for their next attack (non-stackable). The augment is spent if the ally's attack lands. The augment expires at the start of your first turn next round, or if the ally's attack misses.
Spend 1 action and some scrap to augment an ally's weapon, granting them -2R bonus critical roll range for their next attack (on-stackable). The augment is spent if the ally lands a critical hit. The augment expires at the start of your first turn next round, or if the ally's attack fails to land a critical hit.
Instead of choosing to dismantle items for scrap, you may instead make a Sleight of Hand roll to attempt to extract whole components from the item at a DC determined by the DM. If successful, you obtain the components-- if unsuccessful, you obtain less scrap and of a lower rarity than if you had not attempted to extract components. Attempting this on traps will also cause them to be disarmed.
Spend 1 action and some scrap to create a device for assisting an ally's abilities, granting them +2R in an ability stat for their next roll or save (non-stackable). The augment expires at the start of your first turn next round, or if the ally fails the roll / save.
Whenever one of your Kit-Bashed augments is used up properly instead of expiring, gain a number of Battleforged Fragments (BF) equivalent to the type and number of scrap spent. Battleforged Fragments expire at the end of each encounter, and are used in a variety of powerful abilities.
You now know enough about how the natural world works to begin pioneering and designing your own inventions. Proper research, testing, and use of components and scrap can potentially yield you unique items not found anywhere else in the world.
[Cost: 1 BF] Create a makeshift explosive and hurl it at an enemy. deals 2Rd10+20 fire damage in a 30 foot radius at a DC 25 DEX save.
[Cost: 2 BF] Create a barrier 15ft wide by 10ft high lasting 2 rounds, with PC equivalent to 15+3R. Allies who stand behind the barrier gain bonus DEF equal to (5*R+20)%.
[Cost: 3 BF] Create a healing device that emits a healing pulse every round for 3 rounds in a 30 meter radius, healing HP equivalent to 10*R+40.
You may now use Movement Actions to deploy Kit-Bashed Augments.
[Cost: 4 BF] Create a device that augments the reaction time of a number of allies of your choosing equivalent to R/2, granting them an additional ability action this round.
[Cost: 6 BF] Create a device that assists an ally whose life is in danger. The next ally to be KO'ed is instead instantly revived at (5*R)% HP (treated as an Auto-Revive).
Gain the blueprints for a deployable Automaton, which can be outfitted with a variety of attachments and utilities of your choosing. Once constructed, you gain the ability to deploy it for 7 BF.
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5
Proficiencies
Armor: Light ArmorWeapons: All Simple Weapons
Tools: Tinker's Tools + 2 of your choosing
Saving Throws: DEX, INT
Skills: Choose two from Arcana, Investigation, Perception, Sleight of Hand, Stealth, Survival
Abilities
Ultimate Ability: Giga Weapon
Rarity: Legendary | UP: 70 | ZP: 1 | ZL: 0 | Cost: 3 TPImbue an ally’s weapon with a powerful augment made of pure mana. For the next turn, that ally’s weapon rolls maximum on to-hit, deals double damage, and its damage roll is guaranteed to roll maximum.
Scrap
Level 1 | CC: Tinker | Rarity: Uncommon | Cost: 0 TPGain the ability to collect scrap, a special currency obtained through dismantling items. Whenever an enemy is defeated by you or your party, you may loot their inventory to gain a random assortment of scrap. You can also gain scrap by scavenging, or purchasing junk from vendors. Scrap has different tiers of rarity, which is used for a variety of purposes. When used in later abilities, the R, with each tier in rarity (Basic, Uncommon, Rare, Legendary, Exotic, Mythic, Sanctified) adding increasing the value of R by 1. If an ability uses multiple scrap at once, R is the average of their rarities. You may use up to 3 scrap per round, increasing by 1 each consecutive round of battle you are in, to a maximum of 10.
Inventor's Instincts
Level 1 | Rarity: Basic | Cost: 1 TPGain advantage on your first investigation roll of an unfamiliar item, mechanism, or spell.
Reverse-Engineer
Level 2 | REQ: Scrap | Rarity: Legendary | Cost: 10 TPAttempt to understand the way an item works, through use of an Investigation roll. If successful, you obtain a blueprint of that item. This process can take varying amounts of time depending on the size and complexity of the item in question. Blueprint recipes typically consist of scrap of various rarities, but also a variety of random items that can be found in the world-- some of which can be very hard to come by.
Kit-Bash
Level 2 | REQ: Scrap | Rarity: Basic | Cost: 2 TPAttempt to create an item out of random scrap and materials on hand. Success is determined by the DM, but using better materials and more scrap can increase your chances.
Field Mechanic
Level 3 | Rarity: Uncommon | Cost: 3 TPSpend 1 action to temporarily mend a party member's armor or weapon, consuming some scrap in the process. The broken items will return to their broken state at the conclusion of the fight, and must be given the time to be properly mended outside of combat in order to be fixed.
Class Feat Slot I
Level 4 | CC: TinkerKit-Bashed Plating
Level 5 | REQ: Scrap | Rarity: Uncommon | Cost: 2 TPSpend 1 action and some scrap to temporarily augment a party member's PC by R against the next attack targeting them (non-stackable). The augment is spent if the incoming attack misses or doesn't clear the PC. The augment expires at the start of your first turn next round, or if the attack manages to get through the PC.
Kit-Bashed Padding
Level 5 | REQ: Scrap | Rarity: Uncommon | Cost: 2 TPSpend 1 action and some scrap to grant a party member +15*R THP for 1 round (non-stackable). The augment is spent if all of the THP is removed by incoming damage by the start of your first turn next round. The augment expires at the start of your first turn next round, if there is still THP remaining, or if it is overridden by another THP-granting effect.
Kit-Bashed Targeting Module
Level 6 | REQ: Scrap | Rarity: Uncommon | Cost: 2 TPSpend 1 action and some scrap to augment an ally's weapon, granting them +R to-hit for their next attack (non-stackable). The augment is spent if the ally's attack lands. The augment expires at the start of your first turn next round, or if the ally's attack misses.
Kit-Bashed Attack Augment
Level 6 | REQ: Scrap | Rarity: Uncommon | Cost: 2 TPSpend 1 action and some scrap to augment an ally's weapon, granting them -2R bonus critical roll range for their next attack (on-stackable). The augment is spent if the ally lands a critical hit. The augment expires at the start of your first turn next round, or if the ally's attack fails to land a critical hit.
Salvager's Touch
Level 7 | Rarity: Rare | Cost: 2 TPInstead of choosing to dismantle items for scrap, you may instead make a Sleight of Hand roll to attempt to extract whole components from the item at a DC determined by the DM. If successful, you obtain the components-- if unsuccessful, you obtain less scrap and of a lower rarity than if you had not attempted to extract components. Attempting this on traps will also cause them to be disarmed.
Class Feat Slot II
Level 8 | CC: TinkerKit-Bashed Ability Augment
Level 9 | REQ: Scrap | Rarity: Uncommon | Cost: 2 TPSpend 1 action and some scrap to create a device for assisting an ally's abilities, granting them +2R in an ability stat for their next roll or save (non-stackable). The augment expires at the start of your first turn next round, or if the ally fails the roll / save.
Battleforged
Level 10 | REQ: Scrap | Rarity: Legendary | Cost: 8 TPWhenever one of your Kit-Bashed augments is used up properly instead of expiring, gain a number of Battleforged Fragments (BF) equivalent to the type and number of scrap spent. Battleforged Fragments expire at the end of each encounter, and are used in a variety of powerful abilities.
Cutting Edge
Level 10 | Rarity: Legendary | Cost: 10 TPYou now know enough about how the natural world works to begin pioneering and designing your own inventions. Proper research, testing, and use of components and scrap can potentially yield you unique items not found anywhere else in the world.
Battleforged Bomb
Level 11 | REQ: Battleforged | Rarity: Rare | Cost: 2 TP[Cost: 1 BF] Create a makeshift explosive and hurl it at an enemy. deals 2Rd10+20 fire damage in a 30 foot radius at a DC 25 DEX save.
Class Feat Slot III
Level 12 | CC: TinkerBattleforged Barrier
Level 13 | REQ: Battleforged | Rarity: Rare | Cost: 2 TP[Cost: 2 BF] Create a barrier 15ft wide by 10ft high lasting 2 rounds, with PC equivalent to 15+3R. Allies who stand behind the barrier gain bonus DEF equal to (5*R+20)%.
Battleforged Regenerator
Level 14 | REQ: Battleforged | Rarity: Rare | Cost: 2 TP[Cost: 3 BF] Create a healing device that emits a healing pulse every round for 3 rounds in a 30 meter radius, healing HP equivalent to 10*R+40.
Elbow Grease
Level 15 | REQ: Scrap | Rarity: Rare | Cost: 4 TPYou may now use Movement Actions to deploy Kit-Bashed Augments.
Class Feat Slot IV
Level 16 | CC: TinkerBattleforged Accelerator
Level 17 | REQ: Battleforged | Rarity: Legendary | Cost: 4 TP[Cost: 4 BF] Create a device that augments the reaction time of a number of allies of your choosing equivalent to R/2, granting them an additional ability action this round.
Battleforged Life Support System
Level 18 | REQ: Battleforged | Rarity: Legendary | Cost: 4 TP[Cost: 6 BF] Create a device that assists an ally whose life is in danger. The next ally to be KO'ed is instead instantly revived at (5*R)% HP (treated as an Auto-Revive).
Class Feat Slot V
Level 19 | CC: TinkerBattleforged Automaton
Level 20 | REQ: Battleforged, Cutting Edge | Rarity: Exotic | Cost: 8 TPGain the blueprints for a deployable Automaton, which can be outfitted with a variety of attachments and utilities of your choosing. Once constructed, you gain the ability to deploy it for 7 BF.
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