Skeletal Technician

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DriveThru RPG has a metric tonne of books for ShadowRun 5th Edition (LINK). I was looking to purchase a .pdf or three to help explore the game.

Just wondering if all of these books are "live" for use in this game, and if anyone would have a recommendation for books they would suggest to be acquired (including books from previous versions)?

Core Rulebook Errata Reference
Street Grimoire Errata Reference
Run and Gun Errata Reference


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Playtesting...

TINKER

Poring over their notebooks, filled with scribbles and scratches, schematics and fantastic devices, the tinker rubs the sleep from their eyes with fingertips stained black from grease and dirt. Unable to cast spells in the conventional sense, these practitioners of magic have learned how to combine magic with technology in order to produce spectacular effects.

Alignment: Any non-lawful, tinkers tend to be free thinkers
Hit Die: D8
Starting Wealth: 2d6 × 10 gp

Class Skills: Appraise (Int), Craft (Int) including Craft: Tinkering a secret skill known only to Tinkers, Disable Device (Dex), Fly (Dex), Knowledge: Engineering (Int), Linguistics (Int), Profession (Wis), Sleight of Hand, and Use Magic Device (Cha)
Skill Ranks per Level: 2 + Int modifier.

Weapon and Armour Proficiency:
A tinker is proficient with all simple weapons, with heavy armour, but has no training utilizing shields (hands are ever full with screwdrivers, wrenches and the like). Tinkers use a wide range of tools and learn to adapt them for combat, leaving them proficient with improvised weaponry..

BAB: 3/4 (as bard)

Saves: Reflex and Will (as bard)

Class Features[/b:]
All of the following are class features of the tinker.

[b]Artisan:
The tinker gains a bonus to all Craft checks equal to half their level (round up). A failed attempt to make a technomancy device results in only the loss of time; no materials are lost in the process.

Obsession:
Tinkers are constantly fiddling with technology, with a screwdriver in their other hand to fix it when it breaks down, another technology item in his armpit and a wrench in his teeth. As such they rarely pay attention to their surroundings and suffer a -4 to perception.

Cogitation:
At level 2, tinkers have trained their bodies to rest at an accelerated rate, which refreshes the body and mind, so that its wearer needs only sleep 4 hours per day to gain the benefit of 8 hours of sleep.

Perpetual Motion:
At level 2, a tinker’s speed is no longer modified by armor or encumbrance.

Shortcuts:
At levels 4, 10 and 20, tinkers become more efficient at their crafting are able to reduce their build times by 25%.

Gearwork:
At level 4, the tinker can create a tiny gearwork companion that functions as a quirky servant to assist him with his works. The assistant, which functions as the unseen servant spell, costs 100gp, a DC 15 craft roll: blacksmith and 8 hours to create. It is destroyed if it takes 6 damage.

Genius Craftsman:
Treat any craft skill with 5 ranks in it as if you had the master craftsman feat for the creation of technomancy devices.

Frugal Crafting:
At levels 15, tinkers become more efficient at their crafting are able to reduce their build costs by 10%.

Bonus Feats:
A tinker gets Eschew Materials as a bonus feat 1st level, Craft Wondrous at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.

Technomancy:
The tinker can craft any magic item, from the arcane and divine spell lists, for which he has the necessary item creation feat and level requirement. Count his levels in the tinker class as his caster level to determine if he can produce a magical item using the appropriate crafting skill. If the crafting check succeeds, the tinker produces a fully functioning technomancy device after 4 hours per spell level used.

Tinkers do not use spellcraft to craft technomancy devices, they use the following craft skills instead:

  • craft wondrous item (craft: tinkering)
  • craft magical arms (craft: weaponsmithing and bowmaking)
  • craft magical armour (craft: armoursmithing)
  • craft wand (craft: tinkering)
  • forge ring (craft: tinkering)
  • craft rod (craft: tinkering)
  • craft staff (craft: tinkering)

    Only a tinker can use a technomancy device, since they are ridiculously complex (e.g. spin cog counterclockwise while pumping the phlebotinum bellows and pressing lever thrice in order to prep for the actual trigger sequence) and are in a constant state of breaking down, which forces the tinker to continually jury rig the device back into working order.

    Technomancy devices are revealed by detect magic, can be temporarily be dispelled and will not work in a null magic zone. Such devices are not affected by arcane spell failure, and do not require concentration checks. Metamagic feats cannot be applied to technomancy devices. Only one spell can be activated in a slot at a time, and the tinker can never have multiple spells go off at a time. Additional effects can be built into each slot, but only one can be in effect at a time. It is the height of fashion for tinker gnomes to create elaborate clockwork armour with as many slots as they can fill with magical effects.

    The tinker is considered the caster (as an equivalent level wizard with the same progression speed: a level 3 tinker can access up to level 2 spells and must wait for level 5 to access level 3 spells) for purposes of class level, and the technomancy spell save DC are 10 + the level of the spell + the appropriate ability modifier for that spell. Spell statistics, such as casting time, remain unchanged, including all components required for the spell to be cast. Technomancy devices must include all the traditional spellcasting components in order to activate: They make as much noise as someone speaking in a strong voice (verbal). Require a number of precise movements to activate (somatic), have a connection to the energy or deity (focus), and must provide all necessary reagents (material) in order to be used (e.g. a stoneskin projector, that requires 250 gp worth of granite and diamond dust to discharge).

    Finished technomancy devices weigh 1.0 lbs., and take up no more room than the tinker’s fist. A completed technomancy can be pulled apart and put back together to emulate another spell effect with another 4 hours put into it per spell level.

    A tinker can create a technomancy device at any point when he has the necessary materials and time. During the course of adventuring the tinker gains two technomancy devices per level , which can have effects from any level the tinker can access. Prior to the tinker gaining his first crafting feat, he is assumed to have received devices from his master before setting out on his own.

    To use a technomancy device, it must be activated via being imbued with raw spell energy, requiring a standard action that does not provoke attacks of opportunity. Spells with a longer casting time take as long to imbue as is listed in the spell description regardless of the type of magic item.The tinker has their INT attribute in spell energy per level and it costs the level amount of spell energy to trigger an effect out of a technomancy device (e.g. costs 2 spell energy to cast a level 2 spell, leaving a INT 16, second level tinker, with 4 more spell energy left for the day).


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    Argon Alma wrote:

    I forgot - are we eschewing Armor Check penalties? For some reason I though maybe we were, probably because Loki sometimes does that.

    I forgot to add before yesterday if I made a stealth roll (can't recall offhand if I did that, though)..

    House Rule: Magical and masterwork armour only has Armour Check Penalties based on weight, DEX limits and arcane penalties remain as normal

    So regular mundane armour still causes ACP


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    Starting a new game with private recruitment.