Edgestrike Tinkerer

Edgestrike Tinkerers wield lightning-infused weapons, combining intellect with raw power to strike down foes with precision. Their mastery of engineering and combat allows them to craft electrifying weapons, delivering devastating blows that can turn the tide of battle.


Players who enjoy blending intelligence with martial prowess will find the Edgestrike Tinkerer compelling. Using their Intelligence modifier for attacks and tactical lightning-infused weaponry, they offer a dynamic and engaging playstyle, perfect for dominating the battlefield with both brains and brawn.

Edgestrike Tinkerer Features By Level

Lightning Gear

At 1st level, When you attack with the weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. This weapon can deal Lightning damage instead of physical damage.


You can also create or enhance a set of makeshift armor using scavenged materials. This armor provides an AC of 8 + PM + Intelligence modifier. You keep any non armor bonuses associated with the armor.


The feature’s Armor increases by 3 each tier.

Animated Weapon

At 3rd level, You touch a weapon, even great weapons, and infuse it with electricity. An animated weapon can be carried as normal, or it floats beside you. You can move the weapon up to 30 feet away from you and attack with it. Small creatures can mount and dismount the animated weapon as a free action.

You gain proficiency with all weapons.

Mechano-Aegis Shield

At 7th level, (Recharge 6) You can enhance your shield making it a Mechano-Aegis Shield, at the start of your turn you can choose one of the following options:


Offensive: Can be thrown like a boomerang, slicing through enemies on its way out. As an action, make an attack roll on each creature in a 60 by 5 foot line and returning to the Edgestrike Tinkerer, dealing Lightning damage equal to the Shield's AC bonus + SM. This damage procs both forward and backward.


Defensive: When a creature attacks you, they take Lightning damage equal to your Tinkerer level. In addition, at the end of their turn they must succeed on a Fortitude saving throw equal to your Spellcasting DC or become Paralyzed.


Utility: When activated, You gain an additional attack action when you hit with an attack.

Jolt

At 9th level, Add your Intelligence modifier to your saving throws. You also infuse your Animated Weapon with a jolt of energy dealing an extra (PM)d10 Lightning damage on hit.

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At 12th level, Placeholder

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