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Tinkers Tools Revision and Skill Mastery (masterwork)
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<blockquote data-quote="JSexton" data-source="post: 7260611" data-attributes="member: 6915651"><p>Sure! So this is still a bit of a work in progress, as we see what is or isn't broken. Our setting is higher in magic than standard 5e, so there's some buffing to keep up with wizards in power level. The idea here is that his character has zero magical talent, so he's turned to inventing to compensate. Base is still fighter, though, and a lot of his inventions are combat-oriented. Still plenty of general utility, though. </p><p></p><p>Gadgets: I generated a list of possible gadgets to build (some from various home brews, some original), and he's certainly free to innovate his own. Each has a complexity rating (Trivial, Simple, Advanced, Intricate, Masterwork). Each successive iteration requires a minimum level, additional time to build, and costs more gold. The DC to make it is also higher. Much like spell slots, he has a limit on total gadgets that can be active at one time, and limits on how many can be Advanced or higher. He can also collect scrap metal on adventures, and use that to offset gold, up to 1/2 the cost of the gadget.</p><p></p><p>Grenades: Separate from gadgets, he can build grenades of varying damage types, up to a limit based on level. Ranged attack to throw them where he wants to place them. On a miss, they land 1d20 feet away in a random direction. Very possible to catch yourself in the grenade's radius if you aren't careful.</p><p></p><p>Fighter - Tinkerer</p><p>HD 1d8</p><p>Level Gadgets Gains</p><p>1 5 Second Wind</p><p>2 6 Fighting Style </p><p>3 7 Improved Crit - 19 or 20</p><p>4 7 Ability Score + 2 or Feat</p><p>5 8 Extra Attack 1, gain Advanced gadgets</p><p>6 8 Accurate aim - Adv on grenade miss rolls</p><p>7 9 Expertise with Tinker Tools</p><p>8 9 Ability Score + 2 or Feat</p><p>9 10 </p><p>10 10 Gain Intricate gadgets</p><p>11 10 Academic - add prof bonus to any INT or DEX check</p><p>12 11 Ability Score + 2 or Feat</p><p>13 11 Overload - double damage dice on a grenade 1/SR</p><p>14 11 Efficient Capacity - Double gadgets use between rests</p><p>15 12 Mastercraft - ½ cost to create, market value x2, gain Masterwork gadgets</p><p>16 12 Ability Score + 2 or Feat</p><p>17 13 Extra Attack 2</p><p>18 13 Advantage on all INT and DEX checks</p><p>19 14 Ability Score + 2 or Feat</p><p>20 15 Instant Invention - Trivial or Simple gadgets take an action instead of listed time</p><p></p><p>Gadget Complexity</p><p>Upgrading a gadget (at DM discretion) requires the cost and time to move up one level of complexity.</p><p>Scrap can substitute for up to 1/2 the total cost in GP</p><p>Complexity Cost (GP) Time DC Tinker Level Limit</p><p>Trivial 10 30 minutes 5 3 -</p><p>Simple 50 1 hour 8 3 -</p><p>Advanced 250 4 hours 12 5 1/2 Tinker level, rnd up</p><p>Intricate 1200 20 hours 16 10 1/3 Tinker level, rnd up</p><p>Masterwork 3000 60 hours 20 15 1</p><p></p><p>Grenades</p><p>Can carry # equal to INT mod plus 1/2 Tinker level, rounded up.</p><p>Range 20'/60', splash damage in squares adjacent to target square.</p><p>Level Damage Splash Types known</p><p>3-4 2d4 1d4 Gas, Incendiary, Sticky</p><p>5-7 2d6 1d6 Frag, Frost</p><p>8-10 2d8 1d8 Concussion, Thermal, Electrical</p><p>11-13 3d6 2d6 Corrosive</p><p>14-16 3d8 2d8 Disintegration</p><p>17-19 3d10 2d10 </p><p>20 4d10 3d10 </p><p></p><p>Grenade Miss</p><p>1d20 feet away from target</p><p>1d8 Direction</p><p> 1 N</p><p> 2 NE</p><p> 3 E</p><p> 4 SE</p><p> 5 S</p><p> 6 SW</p><p> 7 W</p><p> 8 NW</p></blockquote><p></p>
[QUOTE="JSexton, post: 7260611, member: 6915651"] Sure! So this is still a bit of a work in progress, as we see what is or isn't broken. Our setting is higher in magic than standard 5e, so there's some buffing to keep up with wizards in power level. The idea here is that his character has zero magical talent, so he's turned to inventing to compensate. Base is still fighter, though, and a lot of his inventions are combat-oriented. Still plenty of general utility, though. Gadgets: I generated a list of possible gadgets to build (some from various home brews, some original), and he's certainly free to innovate his own. Each has a complexity rating (Trivial, Simple, Advanced, Intricate, Masterwork). Each successive iteration requires a minimum level, additional time to build, and costs more gold. The DC to make it is also higher. Much like spell slots, he has a limit on total gadgets that can be active at one time, and limits on how many can be Advanced or higher. He can also collect scrap metal on adventures, and use that to offset gold, up to 1/2 the cost of the gadget. Grenades: Separate from gadgets, he can build grenades of varying damage types, up to a limit based on level. Ranged attack to throw them where he wants to place them. On a miss, they land 1d20 feet away in a random direction. Very possible to catch yourself in the grenade's radius if you aren't careful. Fighter - Tinkerer HD 1d8 Level Gadgets Gains 1 5 Second Wind 2 6 Fighting Style 3 7 Improved Crit - 19 or 20 4 7 Ability Score + 2 or Feat 5 8 Extra Attack 1, gain Advanced gadgets 6 8 Accurate aim - Adv on grenade miss rolls 7 9 Expertise with Tinker Tools 8 9 Ability Score + 2 or Feat 9 10 10 10 Gain Intricate gadgets 11 10 Academic - add prof bonus to any INT or DEX check 12 11 Ability Score + 2 or Feat 13 11 Overload - double damage dice on a grenade 1/SR 14 11 Efficient Capacity - Double gadgets use between rests 15 12 Mastercraft - ½ cost to create, market value x2, gain Masterwork gadgets 16 12 Ability Score + 2 or Feat 17 13 Extra Attack 2 18 13 Advantage on all INT and DEX checks 19 14 Ability Score + 2 or Feat 20 15 Instant Invention - Trivial or Simple gadgets take an action instead of listed time Gadget Complexity Upgrading a gadget (at DM discretion) requires the cost and time to move up one level of complexity. Scrap can substitute for up to 1/2 the total cost in GP Complexity Cost (GP) Time DC Tinker Level Limit Trivial 10 30 minutes 5 3 - Simple 50 1 hour 8 3 - Advanced 250 4 hours 12 5 1/2 Tinker level, rnd up Intricate 1200 20 hours 16 10 1/3 Tinker level, rnd up Masterwork 3000 60 hours 20 15 1 Grenades Can carry # equal to INT mod plus 1/2 Tinker level, rounded up. Range 20'/60', splash damage in squares adjacent to target square. Level Damage Splash Types known 3-4 2d4 1d4 Gas, Incendiary, Sticky 5-7 2d6 1d6 Frag, Frost 8-10 2d8 1d8 Concussion, Thermal, Electrical 11-13 3d6 2d6 Corrosive 14-16 3d8 2d8 Disintegration 17-19 3d10 2d10 20 4d10 3d10 Grenade Miss 1d20 feet away from target 1d8 Direction 1 N 2 NE 3 E 4 SE 5 S 6 SW 7 W 8 NW [/QUOTE]
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