Tinkers Arms Extra

Description: "Enough is never enough," goes the mantra of one tinker; and when he discovered the invention of the tinker's arms, he realized that there was no way two arms was enough when you could have more.

Operation: Two extra arms are attached to a strong shoulder harness and extend from the shoulders. They have many joints and can bend at any level. The gnome who invented it rigged it so the claws on the end of the arms open and close based on voice activation, but the arms can have a greater range of movement through a remote. The arms give the user a +4 circumstance bonus on Craft (technological device) checks and have a Strength of 14.

In battle each arm deals 1d6 points of bludgeoning damage.

The arms are made out of heat-resistant metal, making them excellent tools for a workshop. They have resistance to fire 5.

Activating the phlogiston boiler that powers the arms takes 3 rounds and a DC 20 Use Technological Device check.

Fuel: The extra tinker's arms uses 1 vial of liquid phlogiston every hour.

HR 3; 5 hp; Size Tiny; Weight 50 lb.; MR 3; TS 14; Craft DC 64; Price 5,133 gp.

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