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TINKER

Force Break

OVERLOAD - On your turn, gain +2 Action Points. For 1 round, you may use any ability with CDCs already on it (this will just add even more CDCs on each ability used, equal to their normal CDC cost.) You can’t do this if the ability will have over 10 CDCs on it.

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Starting Items 

Hacking Kit x 2, Mechanical Fireflies x 10

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Class Features

N/A

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Abilities

Summon Spell / Mechanical Skill

1. Clockwork Golem (5)

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Mechanical Skills

2. Oil Discharger (AA)

3. Static Net Launcher (AA)

4. Twin Acid Blasters (AA)

5. Heal Bots (CA)

6. Shield Bot (CA)

7. Jolting Dart (6)

8. Static Stream (6)

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Mechanical Ranged Skills: 2H Weapons

9. Flamethrower (AA)

10. Flashbang Grenade Launcher (AA)

11. Tesla Cannon (AA)

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Offensive Spell / Mechanical Skill

12. Magitek Bolt (3)

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     Tinkers use mechanical devices to aid them in combat, stabilizing most of their tools onto the weapons they’re holding. They have mechanical equipment skills, some terrain effects, and a couple ways to support as well. Some relish the idea of mixing magic and technology, while others despise it. Tinkers focus mostly on crowd control and can offer either a simple or a technical play style.

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