List of Tinker Traits

Tinker Traits are gained at every even level of Armorer. They provide bonuses to either weapons, armor, constructs, or other magical equipment, denoted in each specific Trait. Traits can only be selected one time unless otherwise noted. Traits apply to all valid items in the Armory, unless otherwise noted, but bonuses still follow the normal rules for stacking bonuses.

Constructs may only have one Construct Specialization trait. You may take more than one, and choose a single one to apply to each constuct.

* Intelligent Armory: You add your Int mod to the number of items you may have in your armory.
* Powerful Constructs: All constructs in your Armory gain the advanced creature template. You may select this trait one time per 6 HD you have (once at 6th level, once at 12th, and once at 18th).
* Dedicated Constructs (Specialization): Constructs in your armory may possess one feat+ one feat per 4 HD they possess.
* Tough Constructs: Constructs you create gain another single maximized HD. This may be selected more than once.
* Fast Constructs (Specialization): Constructs you create gain a +30 foot move speed, a +2 dodge bonus to AC, and an additional attack in a full attack.
* Strong Construct (Specialization): Constructs you create gain a +4 bonus to attack and damage rolls.
* Untouchable Construct (Specialization): Constructs you create gain a +2 armor bonus to AC per 4 HD they have.
* Armory Summoning: A number of times per day equal to your Int mod, you may use a modified version of Retrieve Item. This does not automatically fail if the item is in possession of another creature, and any item in your armory may be summoned.
* Adaptable Construct (Specialization): Constructs you create benefit from 1 class level, +1 per 5 HD. You may select this multiple times, each time granting 1 additional class level.
* Siege Construct: Constructs you create may integrate a single siege weapon into themselves in place of regular weaponry.
* Incredible Salvage: You cut the price of all items you create in half. You must have the Salvage class feature to select this Trait.
* Incredible speedy crafting: You cut the time to craft items in half. You must have the Speedy Crafting class feature to select this Trait.
* Armor Mastery: You increase the armor bonus of armor in your armory by +1/ 4 levels.
* Weapon Mastery: You gain a bonus on attack rolls with weapons in your armory by +1/ 4 levels.
* Magic Item Mastery: You increase the maximum Enchantment bonus of magic items you craft by +1. This may be selected more than once, to a max of 5 times for +5 bonus.
* Saving Armory: You gain a bonus to all saving throws equal to the highest enchantment bonus of any item in your armory.
* Living Armor: You may apply the construct armor trait to yourself with your Walking Weapon class feature.
* Construct Cybertech: You may apply cybertech to your constructs.
* Cheap Cybertech: Your class features that apply to crafting costs and times also apply to cybertech.
* Quick Donning: You decrease the time to Don any armor (or construct armor) in your armory by one step (10 minutes> 1 minute> 1 round> full-round action> standard action> move action> swift action> free action). This may be selected more than once.
* Flying Construct: You grant your constructs a fly speed equal to their move speed with poor maneuverability. You may select this more than once, each time increasing the fly speed by 10 feet and the maneuverability by 1 step.
* Shatterstash Savior: Any shatterstashes inside your constructs are reset at the start of every day without requiring any money or effort on your part.
* Skilled Construct: The construct gains 4 skill points per HD it can spend on any skills it wishes. The Golem can aid another on you as a free action for these skills. If worn as armor, you may use the Construct's bonus in place of your own.