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Class_Specialist_Art_Rigging

valzi edited this page Feb 6, 2019 · 1 revision

Class: Rigger

Grit Additional items
1 leather armor, specialist kit, dagger, garrote
2 leather armor, specialist kit, dagger
3-4 specialist kit, dagger
5 specialist kit
6 1 extra trinket

Screwdriver.

Saving throws against devices succeed on a 1-2 on 1D6.

Trained in (able to use the tags of) the first 2 weapon types you use. (You can veto a weapon type, if needed.)

Trained in light armor.

HD: 1d6.

Abilities

  • Use your specialist kit to:
    • make a trap or other mechanism trigger when a specific condition is met.
    • secure doors so they can't be opened without breaking them down (as a Lock spell.)
    • hide features of constructed environments (like a door or arrow slot in a wall, or grease or a rune on a floor.)
    • break down 10' of mundane walls or excavate a 5' square feet.

Level 2

  • You can always access every item in your inventory, and may draw/use a second item per turn.

Level 3

  • You may spend half of an item's value to repair it. This might require an INT check. Some items might be too alien, difficult, or destroyed to repair.

Level 4

  • You can analyze a room to deduce what has happened in it. (You may ask a question about the area. Do this only once per room.)

Level 5

  • With a day's work, you can build a device that replicates the effect of a device you have access to. It works once, then falls to pieces.
  • You can also alter an item that hasn't been created this way, doubling its function for d6 rounds, after which it falls to pieces.

Level 6

  • Improve any item by one point (only once per item) by paying 200% of the market value of the item. (For example, a weapon that would sell for 400SP can increase its ATK by paying a cost of 400SP.)

Level 7+

  • Increase one Attribute score by 1.
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