[color=bdbdbd][center][color=DBA901]T I N K E R E R[/color][/center][hr]Tinkerers are the natural forgers of the Earth. Using their skills learned from ancient tomes of the Dwarves, those who practice this discipline are well versed in the creation and use of all manner of magical and mythical weapons. [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] At this level, tinkerer's can mend small objects or weapons with tools and without the need for a forge. The object or tear in question must not be larger than 1 foot in any dimension. In addition, crystals with a level 1 spell stored inside can be fused to any weapon with a successful roll. Constructs created at this level are comparable to "tiny" creatures and beasts. [color=DBA901][sub]L E V E L 2[/sub][/color] Tinkerers can mend breaks in weapons or objects that are missing entire sections and are no bigger than themselves. As long as the basic design and function of the item in question is understood by the tinkerer, it can be repaired. In addition, crystals with a level 2 spell stored in them can be fused into any weapon with a successful roll. Crystals with a level 1 spell can be fused into a weapon of the same level without fail. Constructs at this level are comparable to "medium" creatures and beasts. [color=DBA901][sub]L E V E L 3[/sub][/color] Tinkerers can replace from scratch any item or object no bigger than themselves as long as they have seen the item before and understand it's basic design and function. In addition, Tinkerer's can fuse crystals with a level 3 spell into any weapon with a successful roll. Any level 2 crystals fused into a weapon of level 2 or below automatically succeeds. Constructs comparable to "large" creatures and beasts can be constructed and maintained. [color=DBA901]M A S T E R Y[/color] Tinkerers can fuse crystals with Master level spells into any weapon with a successful roll. Additionally, spells of level 3 or below automatically succeed when being fused into a weapon of the same level or below. [/indent][/indent][/indent] [color=DBA901]F U S I N G C R Y S T A L S T O A W E A P O N[/color] When fusing a crystal with a spell to that of a weapon of the same level or above, a roll must be made to determine if the fusing is successful. Here is a quick breakdown of [color=ffffff]weapon levels[/color] and the required rolls needed to fuse [i]any[/i] crystal to them: [indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent] [table] [row][/row] [row] [cell][right][color=DBA901][sub]L E V E L[/sub][/color] 1 2 3[/right][/cell][cell][color=DBA901][sub]R O L L[/sub][/color] 13 16 19[/cell][/row][row][cell][/cell][cell][/cell][/row][/table][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent]The roll you make is dependent on two things: Your level as a Tinkerer and the level of the weapon. Like any discipline, Tinkering is governed by the point system. [color=ffffff]If you have three points in Tinkering, you are Level 1. 4-6 points and you are level 2 and finally 7-9 make up level 3.[/color] You can only fuse crystals with spells of a level that is either equal to or below your Tinker level, however you can fuse those crystals into any level of weapon. When you make a the roll, you add the amount of points of your level to the roll to determine whether it succeeds or fails. Here is a visual example. [indent][hr]Crystal: [color=ed1c24]💠[/color][sup][color=ffffff]Fire[/color][sup][color=DBA901]1[/color][/sup] [color=ed1c24]•[/color][/sup] Catalyst: [color=ffffff]Sword[/color][sup][color=DBA901]2[/color][/sup] Tinker Level: ••• or [color=ffffff]Level 1[/color] [center][color=ed1c24]💠[/color][sup][color=ffffff]Fire[/color][sup][color=DBA901]1[/color][/sup] [color=ed1c24]•[/color][/sup] [sup]fuse to[/sup]➡ [color=ffffff]Sword[/color][sup][color=DBA901]2[/color][/sup] [sup]roll[/sup]➡ [url=https://www.roleplayerguild.com/rolls/5090][color=ed1c24]11[/color][/url] ([color=ffffff]1d20+3[/color]) [sup]result[/sup]= [color=ffffff]Sword[/color][sup][color=DBA901]2[/color][/sup] 💠[sup]broken[/sup] [color=ed1c24]💠[/color][sup][color=ffffff]Fire[/color][sup][color=DBA901]1[/color][/sup] [color=ed1c24]•[/color][/sup] [sup]fuse to[/sup]➡ [color=ffffff]Sword[/color][sup][color=DBA901]2[/color][/sup] [sup]roll[/sup]➡ [url=https://www.roleplayerguild.com/rolls/5097][color=39b54a]17[/color][/url] ([color=ffffff]1d20+3[/color]) [sup]result[/sup]= [color=ffffff]Sword[/color][sup][color=DBA901]2[/color][/sup] [color=ed1c24]💠[/color][sup][color=ffffff]Fire[/color][sup][color=DBA901]1[/color][/sup] [color=ed1c24]•[/color][/sup][/center][hr][/indent] In the example above, the roll needed to successfully fuse the crystal to the sword is a [color=ffffff]16[/color] as it is a level 2 weapon. When we rolled, we used a [color=ffffff]d20[/color] and added [color=ffffff]3[/color], one for each point in our tinker class. If there were only two points, we would only add two to the roll thereby making a successful fusion of the crystal and catalyst slightly harder to obtain. [color=DBA901]C O N S T R U C T S[/color] While a Tinker is known to mend and blend magic and materials, they are also well known for their many inventions, not least of which are their AI constructs. These mechanical beings mimic with near perfection the actions and nuances of beasts and creatures that they are modeled after. As a Tinker improves his craft, the constructs they create grow in size as well, taking on any new forms as their master sees fit. Here is a basic breakdown of how constructs work in the game, how to create and maintain them and what to do if one is lost. To give birth to a construct, a Tinker needs four things: [color=ffffff]available Tinker points, a template, oil, and a core.[/color] [color=DBA901][sub]T E M P L A T E[/sub][/color] As explained in the Tinkerer level breakdown, the size of the construct depends on your level as a Tinker:[indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent] [table] [row][/row] [row] [cell][right][color=DBA901][sub]L E V E L[/sub][/color] 1 2 3[/right][/cell][cell][color=DBA901][sub]S I Z E[/sub][/color] tiny medium large[/cell][/row][row][cell][/cell][cell][/cell][/row][/table][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent]When creating your construct, please reference the bestiary and each beast or creature's size to determine which you would like to model. If you don't see a creature in the bestiary and you would like to model it anyways, please consult your GM. The construct you create takes on all the of the skill and abilities of the creature it is imitating but with a few limitation [i]and[/i] exclusive additions as follows. Also note that [color=ffffff]you may only have ONE construct active at any given time.[/color] [color=DBA901][sub]P O I N T S [i]and[/i] O I L[/sub][/color] Each construct created [color=ffffff]TAKES[/color] from the tinkerer his points. For example, a tinkerer of level 1 with three points will give [color=ffffff]ALL[/color] three points to his creation. These points are used to represent the constructs current abilities as in what it is capable of and how competent it is. For our newly crafted construct, these points are represented like so: [center]Oil [color=000000]•••[/color][/center] This construct is now effectively a level 1 entity. When ordering the construct around, keep in mind that extreme actions will drain oil. Sprinting, lifting objects greater than or equal to twice it's weight, or even taking damage. When a construct has run out of oil, it will freeze up and expose it's [color=ffffff]core[/color]. What is a core? We'll cover that next. What you should know is that oil can be replaced so as long as you [i]have[/i] oil. You might also like to know that constructs can be improved upon. If you regain some of your tinkering points, such as after a rest, you can add them to the construct, improving and upgrading it. Here is a breakdown of construct levels as a Tinker improves upon it: [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] Constructs can complete simple tasks such as moving an object up to twice their weight, patrolling an area no more than 100ft away from it's master, or even simple attacks. [color=DBA901][sub]L E V E L 2[/sub][/color] Constructs can now be fused with a crystal not unlike a weapon. The same rules apply with the level of the construct representing the roll you must beat. [color=DBA901][sub]L E V E L 3[/sub][/color] Constructs can self repair, and move of its own accord without putting itself into any kind of danger. While adventuring, it may alert it's master of dangers, alert them of something out of place or something they may have missed and may even pick up items for collection later on. [/indent][/indent][/indent] [color=DBA901][sub]C O R E[/sub][/color] The heart of a construct is hidden deep within itself buried under shifting metal and magic. When exposed, it is vulnerable to being destroyed and lost, permanently. Any upgrades or crystals attached to the construct are destroyed along with it. What makes a core and how do you get one? [color=ffffff]A core is essentially a crystal harboring a master level spell.[/color] Here is the visual representation: [center][color=ffffff]💠[/color][sup][color=ffffff]Life[/color][sup][color=DBA901]M[/color][/sup] [color=ffffff]•••••••••[/color][/sup][/center] Although the spell itself can be employed by most priests at any temple, the spell inside a core is rare and hard to come by. Purchasing a replacement is expensive and making one yourself would require mastering the mage discipline of Light, too long a task for most. Luckily, each Tinkerer starts with one! Because a core is so hard to come by, they can be recycled. If a Tinker intends to build a new construct of a different design, they can salvage their old one, reassemble it into the new model, and replace the old core.[/color]