[dice=◆ Overdrive (manipulate) vs. DC 31]1d20+25[/dice]
[dice=◆◆ Explode (electricity, manipulate, unstable), Basic Reflex DC 31]13d6[/dice]
[dice=Unstable DC 17]1d20[/dice]
[dice=◆ Soac Astrology, Heir of the Soac (concentrate)]1d4[/dice]
[dice=◆ Battle Medicine (manipulate) vs. DC 20, Assurance]27[/dice]
[dice=Healing]2d8+10[/dice]
[dice=◆ Battle Medicine (manipulate) vs. DC 20]1d20+19[/dice]
[dice=Healing]2d8+10[/dice]
[dice=Critical Healing]4d8+10[/dice]
[dice=◆◆ Electric Arc (Basic Reflex DC 31), electricity, evocation, arcane]7d4+4[/dice]
[dice=◆◆ Gale Blast (Special Fortitude DC 31), bludgeoning, air, evocation, arcane]4[/dice]
____________________
◆ Overdrive: Attempt a Crafting check that has a standard DC for your level.
Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.
Expert Overdrive: You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.
Innovation: While you're always creating inventions, there's one that represents your preeminent work, the one that you hope— with refinement—might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it.
◆◆ Explode: You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you're wearing or holding the innovation) or around your innovation (if your innovation is a minion).
At 3rd level, and every level thereafter, increase your explosion's damage by 1d6.
If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.
Peerless Inventor: You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.
Steeped in History You gain a +2 circumstance bonus to Recall Knowledge about the Magaambya, the tenets, history, or members of the Cascade Bearers and +1 about the tenets, history, or members of the Uzunjati.
Complete Reconfiguration (Downtime): You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change any and all modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary).
If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.
4th Feat - Gadget Specialist: You craft a few specific temporary consumable gadgets each day. You gain the formulas for three common or uncommon gadgets. Each day during your daily preparations, you can create two temporary gadgets from your formula book. Gadgets prepared in this way don't cost you any resources to Craft and don't have any sale value. They are temporary items and fall apart the next time you make your daily preparations if you haven't already used them.
If you're a master in Crafting, you can create three gadgets per day, and you gain three additional common or uncommon gadget formulas. If you're legendary in Crafting, you can create four gadgets per day, and you gain another additional three common or uncommon gadget formulas, for a total of nine.
5th Ancestry Feat -Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Cascade Bearers Branch Influence: You gain greater influence, making it easier to collaborate, hoodwink, or browbeat members of that branch. You gain a +2 circumstance bonus on Deception, Diplomacy, Intimidation, and Performance checks to interact with members of the branch.
Skill Increase (Cascade Bearers): Your studies lead you to a deeper understanding of your branch’s associated skills, causing you to gain an additional skill increase that you can use to raise one of the branch’s associated skills, up to a maximum of expert.
Breakthrough Innovation: Heavy Construction (Power Suit Only): You've expanded your innovation into a heavy bulwark, and your groundbreaking design ensures you don't take any of the drawbacks for such heavy defenses. Your innovation becomes heavy armor, and your proficiency in your innovation armor (but no other heavy armor) advances to be equal to your proficiency in medium armor. If your Strength score is at least 16, you remove the Speed penalty entirely instead of reducing it to –5 feet. The armor's adjusted statistics are: AC Bonus +5; Dex Cap +1; Check Penalty –2; Speed Penalty –10 feet; Strength 16; Bulk 3; Group composite; Armor Traits bulwark.
Offensive Boost: Your improvements make any Strikes that rely on your innovation deal an additional 1d6 Fire damage. If your innovation is armor, the boost applies to your melee unarmed Strikes and to your melee Strikes with one weapon you choose during daily preparations.
—Familiar—
Familiar: Poppet (“spellskein”)
N Minion 13
HP 65/65
AC 35 | F +22 R +19 W +22
Perception +17 (low-light vision) | Acrobatics +17 | Stealth +17
Speed: 25 ft
Abilities (4):
Constructed (repaired with Crafting, immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious)
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Flier (fly speed 25 ft)
Independent (1 action per round without Command)
Share Senses