Tinkerer's Inventions - Items

Tinkerer's InventionsEpic Tier

A legendary adventuring artificer known only as the Tinkerer originally crafted this set of magical and mechanical items. These Tinkerer's Inventions were a triumph of magic and craft, though the pieces have an unpredictable quality consistent with their creator's work.

Tinkerer's Inventions Items

LvlNamePrice (gp)Item Slot
21Artificer's Belt225000Waist
22Gauntlets of Magical Interchange325000Hands
23+Tinkersuit425000Armor
24Propellant Boots525000Feet

Tinkerer's Inventions Benefits

PiecesBenefit
2When you use your Healing Infusion class feature to allow an ally to regain hit points, that ally regains additional hit points equal to the number of items you have from this set.
4You gain the tinkerer's disjunction power, described below.

Tinkerer's Disjunction

With but a thought, you disable an effect that threatens the area where you stand.

At-Will
Standard Action      Personal

Effect: One zone you're within or one conjuration you're adjacent to ends. In addition, all its effects end, including those that normally last until a target saves.

Artificer's BeltLevel 21 Uncommon

This multipocketed belt charges your healing infusions with potent power.

Waist Slot        225,000 gp

Property

You can use your Healing Infusion class feature twice in the same round.

Power ✦ Daily (Free Action)

Trigger: You use your Healing Infusion class feature on an ally.

Effect: The ally gains one additional use of a magic item daily power.



Gauntlets of Magical InterchangeLevel 22 Uncommon

These gauntlets magically extrude a variety of useful tools and allow you to restore the magic of other items in the thick of combat.

Hands Slot        325,000 gp

Power ✦ At-Will (Free Action)

The gauntlets transform to incorporate the form and function of any mundane handheld tool, as found in the equipment list of the Player's Handbook and other supplements. The tool must be one normally usable by a creature of your size.

Power ✦ Daily (Minor Action)

You use your Arcane Empowerment class feature on an item held by you or an adjacent ally.



TinkersuitLevel 23+ Uncommon

This armor's magic lets you store an abundance of gear, even as it generates a defensive field in response to attack.

Lvl 23+5425,000 gp Lvl 28+62,125,000 gp

Armor: Leather

Enhancement Bonus: AC

Property

The many pockets of this armor can hold up to 2,000 pounds in weight or 200 cubic feet in volume, but items stored in the armor add only 1 pound to its weight. Each item stored within one of the armor's pockets can weigh no more than 20 pounds. Drawing an item from a tinkersuit is a minor action.

Power ✦ Encounter (Immediate Interrupt)

Trigger: An enemy hits you with a melee or a ranged attack.

Effect: You gain a +2 power bonus to all defenses until the end of your next turn.



Propellant BootsLevel 24 Uncommon

These boots contain a self-replenishing alchemical fuel that launches you through the air.

Feet Slot        525,000 gp

Power ✦ Daily (Minor Action)

You gain a fly speed equal to your speed + 2 until the end of the encounter.


Published in Adventurer's Vault 2, page(s) 128.