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Tools of the Pale King

A small pouch containing a set of tinkerer’s tools. The pouch is made from high-quality leather and decorated with a richly embroiled image of a gear piece. It has a simple locking mechanic which can be used to keep the pouch closed. The tools include a fig, pair of scissors, small hammer, and a set of pliers among other things. Each of the tools is surrounded is a strong magical aura belonging to the school of transmutation and has a small gemstone embedded into them. They are made from a curious material that looks like some kind of white-silver metal, but upon closer inspection seems to be an unknown synthetic material.   By attuning to the tools you are able to use them to enhance contraptions. Doing so requires a material to serve as a basis, which is used to augment specific parts of the contraption. Possible materials to use are metals such as gold, iron, or copper. You will need at least 1 pound of the material for a contraption of size tiny. This amount doubles for each size above tiny. Each material will grant the contraptions a specific benefit. You may spend 10 minutes investigating the possible effect of a material when applying it to a contraption using these tools. To make this discovery, you must succeed on a DC 14 Intelligence (investigation) check. You may spend a number of hours equal to 1 + the contraptions' size above tiny to attempt to enhance it with a material of your choosing. While working with the tools like this you must maintain concentration on the task and you cannot pay much attention to your surroundings. You can apply a single material without risk to the contraption. Adding an additional material will require you to succeed on DC 15 artesian check (performance) or risk damaging the contraption. This check increases by 3 for each additional enhancement you apply. If you fail this check by more than 3 below the DC, you must roll on the Contraption Malfunction table below. When a defect is rolled that is already applied to the contraption or is otherwise irrelevant, roll again. To fix the defect, you must strip off each enhancement (including the one which damaged the contraption ). This costs the same amount of time as you spend applying it. Only one enhancement can be applied or stripped at a time.   These tools count as Tinker’s Tools.
Contraption Malfunction table
  1. DC is reduced by 2.
  2. Disadvantage on ability checks and saving throws.
  3. Speed is reduced by 15 ft.
  4. When executing a reaction there is a 25% it fails.
  5. Lose any bonus on attack rolls.
  6. When entering combat, make a DC 14 Constitution saving throw or become paralyzed. This save may be repeated at the start of the contraption's turn.
  7. Any senses are only a quarter of their original range, passive perception is halved, and disadvantage on perception rolls.
  8. Roll again.

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