Born with a sharp mind and a Creative personality, The tinkerer is a master of engineering inventive solutions to ordinary problems. Throughout their life the tinkerer has made a variety of unique patterns crafted out of the four main paths of pattern casting. These new patterns can be infused with tools, armour and weapons to produce both wondrous and disastrous effects.
Hit dice: 1d8 per Tinkerer level
Hit points at first level: 8 + Vitality modifier
Hit points at levels after first: 1d8 (or 5) + Vitality modifier
Complexity: COMPLEX
Multiclassing Requirement: Intelligence, Agility
Extra Expansion Points (Choose One):
One Handed Weapons
Simple Weapons
Ranged Weapons
Skills (Choose Two):
Haki
History
Tinkering
Perception
Intuition
Basic Weapon from your Weapon Proficiency (x1)
Padded Armour or Leather Armour (x1)
Lesser Health Potion (x2)
Tinkerer’s Toolkit (x1)
Either Alchemist Toolkit or Chefs Toolkit (x1)
Leos Catalyst
Level: Abilities Unlocked:
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1st -
2nd -
3rd -
4th - Ability Score Improvement
5th -
6th -
7th -
8th - Ability Score Improvement
9th -
10th -
11th -
12th -
13th -
14th -
15th -
16th - Ability Score Improvement
17th -
18th -
19th -
20th -
Note: The Fusion Caster is by far the most complex class in CTG, before using this class consult your DM as this class requires a lot of work from the DM.
Kastrian Academy Lore goes here
Before gaining your first level you must first decide which paths you want to specialise in. Each path offers unique patterns tailored towards different situations. As a Fusion Caster, You get to choose two paths to specialise in. Below is the list of Paths Kastrian Academy offers:
Path of Assimilation - This path of pattern casting revolves around using Leos to influence the mind. It can be used to form illusions, read thoughts, and deceive minds. However, using patterns that can effect the mind requires a strong mind of your own.
Path of Conjuration - This path of pattern casting specialises in using Leos in its rawest form, Condensing it into a physical manifestation. Whilst it has limited versatility. The patterns are more powerful for a pattern caster seeking offensive capabilities.
Path of Evocation - This path of pattern casting focuses on using Leos to harness elemental powers. Due to its complexities, Evocation patterns are broken down into smaller paths called Aversions. When choosing this path Fusion Casters may choose Two aversions to study and cast. The Aversions are: Air, Earth, Fire, and Water
Path of Transfiguration - This path of pattern casting uses Leos to alter the world around them. Transfiguration patterns can be used to change the properties of materials, manipulate limbs, and heal wounds. The Path of Transfiguration is one of the most versatile paths for pattern casters.
At 1st level, you may utilize your knowledge to cast Basic Patterns from your Chosen Paths pattern list. As you progress you will receive Ascensions that unlock new patterns in each of these paths. When attempting to cast a pattern from one of your Chosen Paths you are required to make a Pattern Casting Check, the way to calculate this check is displayed below. Additionally, when attempting to ensnare, mentally probe or ensue some other effect that will cause grief to another creature (If stated on the pattern.) they will be required to overcome your Pattern Save DC, the way to calculate this DC is also displayed below.
Pattern Casting Check = Your Roll + your Intelligence modifier.
Pattern Save DC = 8 + your Proficiency bonus + your Intelligence modifier.
How to cast a pattern -
Each pattern has a Pure DC and an Impure DC. If the total of your Pattern Casting Check (Calculation method stated above.) is the Pure DC or higher the pattern functions as listed but if the total is between the Impure DC and Pure DC, The Impure function of the pattern is cast instead. In the event of a Natural 1 being rolled while attempting to cast a pattern it is a complete and utter failure and the corrupted function of the pattern is cast instead. If the roll is between 2 and the Impure DC the pattern will fizzle out and nothing will happen, example of Pattern below.
Self Mental Anguish - ← Pattern Name
Pure DC: 18 ← Pattern Casting Check must be this number or higher for most optimal result
Impure DC: 12 ← Pattern Casting Check MUST be this number or higher to be cast
You may pray for a blessing to understand pattern casting in CTG and aid you in your battle to mentally understand the game for the bettering of you and your close friends. When this is cast you may study CTG and learn how the pattern casting works and gain the ability to use caster and half caster classes until your next long rest.
↑
Flavor text of the pattern and Description of how the pattern functions.
On a Pure cast - You fully understand how the Pattern casting works and take your first steps into the magic of CTG. ← The given result after achieving the Pure DC.
On an Impure cast - You semi understand the concept but will require some further research and possible some in game tests with the mechanic. ← The given result after achieving the minimum for casting this pattern.
On a Corrupted cast - You put a rain check on Understanding this unintelligible gobbledygook out and go to playing the Jotunn. ← The given result when rolling a natural 1 when attempting the Pattern casting check.
Casting time: Action
↑
How much time a pattern takes to cast.
At 2nd level, You start to develop a comprehensive understanding of how the patterns are used and can break down each part into their individual components. As a result you have learnt to combine patterns together. At this level you can choose up to two different patterns and combine them. When fusing the pattern. have a desired effect in mind to check with your DM to ensure the feasibility of your pattern before casting it
When take the Fusion cast action. Roll a pattern casting check for each of the patterns you are attempting to fuse with the DC being equal to their respective patterns.
At 3rd level, When you go to cast both your patterns. As a free action you can increase the tier of one of your patterns by one to match the tier of the other pattern you may use this ability a number of times equal to your Intellegence Modifier + your Agility Modifier.
As an example if one of your patterns is a impure and the other is a failed cast. You can increase the tier of the failed cast to make it an impure cast.
When you reach 4th level, and again at 8th and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 5th Level, You may cast Twice, instead of once, whenever you take the Pattern Cast action on your turn. You can not recast the same spell.
At 6th Level, When you draw a card to determine damage of your pattern. you may choose to redraw the card. You must take the new number. You may use this ability a number of times equal to your proficency bonus
At 7 Level, You have learned to fuse and cast two pattern indefinitely. Merging them in a way that causes them to act as one pattern. Reducing the risk of an impure cast. You may fuse any two patterns and keep them merged casting it as if it was only one pattern Choosing the Higher DC for the cast of the pattern. The number of fused patterns you can hold starts at 1 and increase to 2 at Level 15, and 3 at Level 19. You may change which pattern is fused during a short or long rest.
Additionally at 7th level, and again at 15th, and 19th Level. Your knowledge and control of Leos has improved, Allowing you to cast stronger and more complex patterns. You gain an tier of Ascension on Both of your Chosen Paths. You can now cast First Ascension patterns from your Chosen Paths
When you reach 8th and again at 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 9th Level, You are able to fuse and cast 3 different patterns in one action. When fusing the pattern. have a desired effect in mind to check with your DM to ensure the feasibility of your pattern before casting it. When taking the triple cast action. Roll a pattern casting check for each of the patterns you are attempting to fuse with the DC being equal to their respective patterns. Corrupting one of these patterns will corrupt all 3 patterns regardless of their success. You may use this ability a number of times equal to your proficency bonus
At 10th Level. You are able to enter a state of concentration which allows you to pack a larger punch with your patterns. As a free action you may enter a state of pure concentration. When drawing a card to determine damage if the cards value is lower than your Intellegence modifier you may instead choose to use your intellegence modifier for the damage. This concentration ends when you either take damage, or incur an effect that would cause you to lose concentration such as being blinded or deafened Exhaust.
At 11th Level. As a bonus action You gain a new sense that allows you to detect Leos within 30ft of you. the effect lasts for the duration of the encounter
At 12th Level. As a free action you may remove the saving throw requirement on a pattern you are about to cast. you may use this ability a number of times equal to half your proficency bonus.
At 13th Level. As a free action you may choose to make a pattern that is targeting yourself indefinite for as long as you have concentration. This can be applied to fused patterns. you may use this ability a number of times equal to half your proficency bonus.
At 14th Level. As a free action you may draw a card. The Pure and Impure DC for the pattern decreases an amout equal to the value of the card. The score for corrupting a spell increases from 1 by an amount equal to the value of the card to a maximum of 10. The corrupted score overides the impure and pure DC score.
As an example. If the pattern your casting has a Pure DC of 22 and an impure DC of 18 and you draw a 10. The corrupted value for the pattern becomes 1-10 the impure dc becomes 10-12 and the pure DC becomes 12+
At 15th Level, You have learned to fuse and cast two pattern indefinitely. Merging them in a way that causes them to act as one pattern. Reducing the risk of an impure cast. You may fuse any two patterns and keep them merged casting it as if it was only one pattern Choosing the Higher DC for the cast of the pattern. The number of fused patterns you can hold is now 2 increases to 3 at Level 19. You may change which pattern is fused during a short or long rest.
Additionally at 15th level, and again at 19th Level. Your knowledge and control of Leos has improved, Allowing you to cast stronger and more complex patterns. You gain an tier of Ascension on Both of your Chosen Paths. You can now cast Second Ascension patterns from your Chosen Paths
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
At 17th Level, You have learnt to turn your failures into successes. When fusing a pattern that targets a creature. As a free action you may corrupt one of the patterns and impose the corrupted effect onto the target creature. You may use this ability a number of times equal to your proficiency bonus
At 18th Level, When you draw a card to determine damage of your pattern draw an additonal card. Add the total of both cards to the damage total of the pattern. You may use this ability a number of times equal to your proficency bonus.
At 19th Level, You have learned to fuse and cast two pattern indefinitely. Merging them in a way that causes them to act as one pattern. Reducing the risk of an impure cast. You may fuse any two patterns and keep them merged casting it as if it was only one pattern Choosing the Higher DC for the cast of the pattern. The number of fused patterns you can hold is now 3. You may change which pattern is fused during a short or long rest.
Additionally at 19th level. Your knowledge and control of Leos has improved, Allowing you to cast stronger and more complex patterns. You gain an tier of Ascension on Both of your Chosen Paths. You can now cast Third Ascension patterns from your Chosen Paths
At 20th Level,
Your Intellegence score increase by 4. Your maximum for that score is now 24.
You may cast Three times, instead of once, whenever you take the Pattern Cast action on your turn.
You may fuse any three patterns and keep them merged casting it as if it was only one pattern Choosing the Higher DC for the cast of the pattern.