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Class_Specialist_Art_Rigging
valzi edited this page Feb 6, 2019
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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.
- 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.