image of the tinker (or whatever the tinker had put on the lens) shoots into the room. The image needs something to reflect from, either a wall or a column of dust.

The image doesn't move, but fools an attacker who fails a DC 20 Spot check.

The downside to the image projector is the fact that it requires considerable set-up time: 8 rounds. This is not a tool that can be used during a surprise melee battle. Most tinkers have such devices permanently set in their workshops and other areas where they think danger could interfere with their everyday lives.

The device requires a DC 25 Use Technological Device check to set up and a DC 10 Use Technological Device check to turn on.

Fuel: The image projector uses 1 vial of phlogiston for every 2 hours it is in operation.

HR 5; 10 hp; Size Small; Weight 50 lb.; MR 3; TS 2; Craft DC 22; Price 53 gp.

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