Adventurous Outfitter
A tinkerer's daily maintenance keeps a whole party's gear in fighting shape, and crafting can now happen on the march instead of only at camp.
You tinker, create, and repair gear as you adventure. You can spend part of your daily preparations adjusting your group's equipment. This allows you to attempt to Repair up to five items during that time.
You gain access to a new exploration activity: Tinker on the Go. So long as you have two free hands and have access to the necessary tools, you can make Crafting progress while out traveling. At the GM's discretion, you might not be able to Tinker on the Go for projects that require extensive infrastructure, such as a smithing forge. Otherwise, time spent exploring can count toward a day of crafting progress, as long as 8 hours of time get used in this way.
If you lead a troop, you maintain their equipment in addition to your companions' gear. Once per day when you Command the troop in a skirmish encounter, you can increase the DC of their offensive actions by 1 until the beginning of your next turn.
Level 7 · Type Skill
Prerequisites Master in Crafting; Quick Repair
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