Tinker
Basic
Activation: 2 actions (Concentration, Somatic, Tool)
Target: 1 creature or object within Reach
Rolls: Skill roll vs. DC of task
You attempt to perform a delicate action such as picking a lock, disabling or setting a trap, drinking a potion, operating a complex device, retrieving a stowed item, etc.
- Critical Success: As a success plus additional benefits based on the specific action. If the action provides bonuses or creates penalties, the modifier increases in absolute value by 1 per 5 points the DC is exceeded. If it provides other effects, double the numerical value of the effects.
Success: Accomplish the the task normally.
Critical Failure: Cause a random mishap and suffer a random critical effect.
Note: Some tinkering activities such as crafting list time instead of actions such as "2 rounds" or "10 minutes". This assumes you're taking a tinker action every round within this duration to accomplish the task.