Tinkering

Did you mean Tinkering (Feat)

 The character must keep the scrolls for the staff to reference when using this skill.

The Tinkering skill allows a character to create clockwork golems, locks and jewelry.

Description
A Tinkerer can gather and implement schematics that use minerals for the creation of Clockwork creatures, locks, and jewelry. There is one schematic for each of the various jewelry, lock, and creature types that can be generated. A tinkerer of the appropriate level can learn these schematics from magical scrolls. Once a scroll is used the scroll disintegrates but the character has the schematic memorized forever.

Each of the schematics will have a list of the mineral components that must be used to create the item. Each creature type or piece of jewelry has a different schematic and each type of ore also has a different schematic.

A maximum of two guardians can be used to protect a building and in the event that the building is attacked, plot will pull monsters to play the creatures according to the instructions left in your cabin notes. You are responsible for providing the appropriate colored tabard and weaponry for each guardian you have. Also, if your character wishes to have the guardian accompany him/her anywhere for any reason, you are responsible for finding someone to play the creature.

Locks may be placed on buildings or containers. A lock will protect the entirety of a building or storage device until the lock is broken or unlocked. No box or building may have more than one lock on it at a time.

Locks cannot be shattered by a Shatter effect but can be picked. To attempt to pick a lock, the character must have the same level of Tinkering that is used to create the given type of lock and a set of lockpicks that match the lock's material. Each attempt takes five minutes and the character must roll fifteen or higher on a twenty sided dice.

Necklaces
This schematic allows a tinkerer to craft Necklaces which can be made of Silver, Gold, Mithril or Adamite and serve as vessels.
 * Silver necklaces may hold a single magical enhancement.
 * Gold necklaces may hold up to two magical enhancements.
 * Mithril necklaces may hold up to three magical enhancements.
 * Adamite necklaces cannot be Shattered. They may also hold up to four magical enhancements.

Magical enhancements in this vessel will have the following properties:
 * Defensive enchantments are activated at will and may only target the wearer.
 * Offensive enchantments are activated at will and are delivered through a packet.
 * Defensive empowerments are activated during recuperations and may only target the wearer.
 * Offensive empowerments are activated during recuperations and are used to enhance Spell Aptitude damage or adjust Spell Aptitude taglines.

Clockwork Soldier
This schematic allows a tinkerer to craft Clockwork Soldiers. The tinkerer must be able to craft with Silver ore to create this powerful clockwork. Clockwork Soldiers are level five creatures that count as cabin guardian but do not expire. They can be destroyed if they are reduced to zero health points. However, using this schematic, a tinkerer may make repairs to fix any damage that has not yet destroyed the construct.

Silver Ore
This schematic allows a tinkerer to craft jewelry, locks, and clockwork constructs out of Silver ore. Any vessel made of Silver can hold up to one Enchantment or Empowerment. If the vessel becomes Shattered, the Enchantment or Empowerment will not be able to be used until the item is mended.

Locks
This schematic allows a tinkerer to craft Locks which can be made of Silver, Gold, Mithril or Adamite and protect a building or a container. Magical deadbolts protect a building or room from being entered through any opening. Magical padlocks prevent a container from being opened by any means.

When a magical lock is constructed, the maker will choose between a deadbolt and a padlock. Only one padlock may be used on a single container. Deadbolts may only be used on doors. A building may contain an unlimited number of padlocked containers but only one deadbolt per average sized building, level of a multistory structure or wing of a multifaceted edifice.

When a magical lock is constructed, two matching keys are also created. The creator may make additional keys at this time or later by using one piece of additional ore per key. A magical lock may be opened using one of these keys or it can be picked. Summoned creatures and clockworks cannot use keys to open locks. To pick a magical lock, a character must have the same level Tinkering that was used to construct the lock and must have lockpicks of the same material as the lock. Picking a magical lock takes 5 minutes and the character must roll a 20 sided dice to determine success. The difficulty is based on the skill level of the character compared to the lock as listed under Lockpicks. Open or unattached magical locks may be stolen.

Magical locks cannot be broken with Strength or Shattered.

Clockwork Warrior
This schematic allows a tinkerer to craft Clockwork Warriors. The tinkerer must be able to craft with Gold ore to create this powerful clockwork. Clockwork Warriors are level ten creatures that count as cabin guardian but do not expire. They can be destroyed if they are reduced to zero health points. However, using this schematic, a tinkerer may make repairs to fix any damage that has not yet destroyed the construct.

Gold Ore
This schematic allows a tinkerer to craft jewelry, locks and clockwork constructs out of Gold ore. Any vessel made of Gold can hold up to two magical enhancements in the form of Enchantments or Empowerments. If the vessel becomes Shattered, the Enchantments or Empowerments will not be able to be used until the item is mended. Rings of Gold also add three damage to every unarmed attack made against fiends.

Rings
This schematic allows a tinkerer to craft Rings which can be made of Silver, Gold, Mithril or Adamite and serve as vessels. A ring only offers the benefits of the material type and magical enhancements for the hand it is worn on. For example, a gold ring worn on the right hand would only allow a character to call additional damage against fiends with his/her right claw or fist.
 * Silver rings may hold a single magical enhancement.
 * Gold rings allow unarmed attacks to deal three additional damage to fiends. They may also hold up to two magical enhancements.
 * Mithril rings allow unarmed attacks to deal two additional damage. They may also hold up to three magical enhancements.
 * Adamite rings cannot be Shattered. They may also hold up to four magical enhancements.

Magical enhancements in this vessel will have the following properties:
 * Defensive enchantments are activated at will and may only target the wearer.
 * Offensive enchantments are activated at will and are delivered through an unarmed attack. (A character must have the skill or ability to use unarmed attacks.)


 * Defensive empowerments are activated during recuperations and may only target the wearer.
 * Offensive empowerments are activated during recuperations and are used to enhance all unarmed strikes with the given fist/claw.

Clockwork Champion
This schematic allows a tinkerer to craft Clockwork Champions. The tinkerer must be able to craft with Mithril ore to create this powerful clockwork. Clockwork Champions are level fifteen creatures that count as cabin guardian but do not expire. They can be destroyed if they are reduced to zero health points. However, using this schematic, a tinkerer may make repairs to fix any damage that has not yet destroyed the construct.

Mithril Ore
This schematic allows a tinkerer to craft jewelry, locks and clockwork constructs out of Mithril ore. Any vessel made of Mithril can hold up to three magical enhancements in the form of Enchantments or Empowerments. If the vessel becomes Shattered, the Enchantments or Empowerments will not be able to be used until the item is mended. Rings of Mithril also add two damage to every unarmed attack while other forms of jewelry add two damage to spell aptitude attacks.

Lock Picks
This schematic allows a tinkerer to craft Lockpicks, which can be made of Silver, Gold, Mithril or Adamite. Lockpicks of the same metal must be used to open a lock. Picking a magical lock takes 5 minutes and the character must roll a 20 sided dice to determine success. The difficulty is based on the skill level of the character compared to the lock as listed below.

Level 1 Tinkerer

 * Silver Lock: 16-20
 * Gold Lock: 20
 * Mithril Lock: 20
 * Adamite Lock: 20

Level 2 Tinkerer

 * Silver Lock: 11-20
 * Gold Lock: 16-20
 * Mithril Lock: 20
 * Adamite Lock: 20

Level 3 Tinkerer

 * Silver Lock: 6-20
 * Gold Lock: 11-20
 * Mithril Lock: 16-20
 * Adamite Lock: 20

Level 4 Tinkerer

 * Silver Lock: 2-20
 * Gold Lock: 6-20
 * Mithril Lock: 11-20
 * Adamite Lock: 16-20

Clockwork Golem
This schematic allows a tinkerer to craft Clockwork Golems. The tinkerer must be able to craft with Adamite ore to create this powerful clockwork. Clockwork Golems are level twenty creatures that count as cabin guardian but do not expire. They can be destroyed if they are reduced to zero health points. However, using this schematic, a tinkerer may make repairs to fix any damage that has not yet destroyed the construct.

Adamite Ore
This schematic allows a tinkerer to craft jewelry, locks and clockwork constructs out of Adamite ore. Any vessel made of Adamite can hold up to four magical enhancements in the form of Enchantments or Empowerments. Jewelry of Adamite cannot be shattered.

Tinkering Scroll Making
A Grand Master of Tinkering has thoroughly learned the craft to the point where he/she can scribe the magic scrolls that are imbued with schematics other tinkerers need to create jewelry, locks and clockwork constructs. Scribing scrolls requires a great deal of concentration from the tinkerer, the willpower to imbue the scroll with magic and a certain combination of components capable of holding the magic. A Grand Master can create a scroll for any schematic he/she knows from levels one to four but may not create scrolls for unique schematics he/she may have developed. For information on component requirements, see the Scroll Scribing page.

Tinkering Research
A Grand Master has moved beyond what he/she can learn from others but can now begin to create rare or even potentially unique schematics. Generating these proprietary schematics take a period of research and experimentation. If the result a character is attempting is fairly common and easy to generate, it may not take very long to perfect the schematic. However if he/she is trying to generate a high level effect or something beyond the range of typical magical practices, it may take a lot of time to create something stable and effective. It should also be noted that some things simply cannot be created do to lack of a component that generates the necessary magic or because it is simply beyond the boundaries of magical law. You can learn more about the specifics of the process on the Research page.