Machinist (Background Trait)

''Men don’t take castles, machines do. You understand the mechanisms needed to construct weapons of war, traps, gadgets and wonders.''

Skills
Choose Mechanics or Survival, you gain specialization in that skill.

Abilities
Choose any general or armor ability.

Common Trinkets
Choose one of the following trinkets:
 * Adhesive: You possess a sticky glue, coated onto strips of parchment or in a bottle and can use it to repair or adhere things together. This mends 10 health per use to an object, and can bind things so tightly that even the strongest men struggle to separate them. (Athletics check DC 20 to separate objects.) You posses 5 uses of such an adhesive.


 * Good Rope: You carry 75 feet of strong steelsilk woven rope. This rope is as hard as tier 2 heavy armor and can be manipulated by using the mechanics or athletics skill. You also know enough knots to tie the rope easily, though it will be hard to cut if needed.


 * Explosive: You possess a sealed tin container of dwarven black powder capable of making 1 large explosive. You may spend 5 minutes preparing this explosive. This explosive deals 25 fire and 25 kinetic damage to any object or creature within 20 feet of it. This explosive may be used for blowing open a locked door, or perhaps as a deadly trap.


 * Fault in Everything: Basically everything to you is poorly constructed or could be improved through proper application of knowledge you possess. You gain a permanent +2 to mechanics skill checks, and gain 1d8+1 morale anytime you get to actually improve upon something.

Profession Examples
Architect, Siegecrafter, Tactician, Toymaker