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docnessuno
2011-06-13, 07:48 AM
Arcane tinker

Tinkers are gnomes and gnomes are tinkers. It is their gift and their curse to be the masters or pawns of Technology (depending on who you ask) in a world where magic is the ruling force.
While gnomish devices are almost exclusively driven by basic mechanical, steam or clockwork energy, Arcane tinkers learn to blend magic and technology, using each to fuel and empower the other.


http://images1.wikia.nocookie.net/__cb20090324181940/forgottenrealms/images/3/36/Techsmith.jpg

Requirements
To qualify to become an Arcane tinker, a character must fulfill all the following criteria:
Race: gnome
Skills: Craft (any subskill) 8 ranks, Knowledge (Arcane) 6 ranks, Disable Device 3 ranks
Spells: Able to cast 2nd-level wizard spells
Feats: Any two item creation feats
Special: Must posses the ability to summon a familiar and forego it.

Hit Die: d4

{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per day
1st|+0|+0|+0|+2|Clockwork companion, Tinker Magic
2nd|+1|+0|+0|+3||+1 level of existing class
3rd|+1|+1|+1|+1||+1 level of existing class
4th|+2|+1|+1|+4|Craft Gizmo, Praticed spellcaster
5th|+2|+1|+1|+4||+1 level of existing class
6th|+3|+2|+2|+5||+1 level of existing class
7th|+3|+2|+2|+5|Bonus feat, Craft mastery
8th|+4|+2|+2|+6||+1 level of existing class
9th|+4|+3|+3|+6||+1 level of existing class
10th|+5|+3|+3|+7|Item mastery, Share spells[/table]

Class skills (4 + Int modifier per level): Concentration, Craft, Decipher Script, Disable Device, Knowledge (all skills, taken individually), Open Lock, Spellcraft, Use Magic Device.

Weapon and Armor Proficiency: None

Clockwork companion: Upon becoming an Arcane tinker, the character may construct a clockwork companion, a loyal mechanical warrior, assistent and bodyguard. The companion costs nothing, for it's assumed the tinker has been working on the parts in his spare time. See the appropriate section for a detailed list of its features.

Tinker magic: An Arcane tinker adds the following spells to his spellbook, at the appropriate levels. Those spells are in addition to the ones normally gained when acquiring a new level of wizard spellcasting.

1st: Repair light damage
2nd: Repair moderate damage
3rd: Repair serious damage
4th: Repair critical damage
6th: Total repair
Craft Gizmo: Knowledge of mundane and magical designs, allows arcane tinkers to create incredible gadgets, able to replicate a vast array of spells. For details about Gizmos creation and use see the appropriate section.

Praticed spellcaster: An Arcane tinker gains Praticed spellcaster (Wizard) as a bonus feat.

Bonus feat: The Arcane tinker may select a bonus item creation feat, provided he meets the prerequisites.

Craft mastery: Infinite experimentation with both magical and mundane items, teached the Arcane tinkers how to cut on supply costs and time. They enjoy a 20% reduction on the material cost, XP cost (if any) and time needed when creating magical or mundane items (Including gizmos).

Item mastery: Knowledge about how to create things leads to knowledge on how to master them. The pinnacle of an Arcane tinker gives him the ability to add his intelligence modifire as a bonus to the caster level of any item he uses. Furthermore any save DC caused by one is increased by 2.

Share spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his clockwork companion. The companion must be within 5 feet at the time of casting to receive the benefit.

Clockwork companions
The clockwork companion is a loyal mechanical warrior, assistent and bodyguard.
Constructing or improving the companion costs nothing, for it's assumed the tinker has been working on the parts in his spare time.
The clockwork companion is a construct, made of metal and wood (and is therefore vulnerable to attacks such as warp wood and rusting grasp). The companion is initially a small construct, with HDs equal to its master's ones. When it's master gains a level the companion also gains an additional hit dice. If the master level was in the Arcane tinker prestige class the companion also gains new special abilities.

When the master reaches 4th and 10th level in the Arcane tinker prestige class he can increase the companion's size by 1 category (to medium and large). Each of those increments grants the companon +2 Str, -2 Dex, +1 NA and an appropriate increase in the slam damage. A large companion gains and additional slam attack.
When the master reaches 7th level in the Arcane tinker prestige class he can grant his comanion a rudimentary intellect. This grants an intelligence score of 6 to the construct. Being an intelligent creature the construct has to select feat and distribute skill points (an amount of each appropriate for its Hit dices).

The clockwork companions have all the normal construct traits with the following exception: they are not destroyed when they reach 0 HP, instead they are disabled. They cannot perform any action, and restoring them to operative status requires 4 hours of uninterrupted work by their master.
If a clockwork companion is lost (for example for being disabled in a dangerous zone with no chance of recovering it) or destroyed (for example by a disintegration spell), an Arcane tinker can build a new one, but doing so requires one day of work, 250gp of materials and 10 XP for each Hit Dice of the companion.

A clockwork companion is only partially affected by antimagic field and smilirar effects. The construct can operate normally inside one, but the effects of its improvements are suppressed.

Clockwork companions may use any equipment of the appropriate size. They are proficient with simple and martial weapons, with light and medium armor and with shields (but not tower shields)

{table=head]Stat|Level 1|Level 4|Level 7|Level 10
STR|14|16|16|18
DEX|16|14|14|12
CON|-|-|-|-
INT|-|-|6|6
WIS|12|12|12|12
CHA|6|6|6|6
NA|2|3|3|4
ATK|1 slam (1d6)|1 slam (1d8)|1 slam (1d8)|2 slams (2d6)
SPD|20ft|30ft|30ft|40ft
Rea|5ft|5ft|5ft|10ft[/table]

{table=head]Arcane tinker level|Special|Damage reduction
1|Lesser improvement|1/Starmetal
2|Lesser improvement|2/Starmetal
3|Lesser improvement|3/Starmetal
4|Medium size|4/Starmetal
5|Moderate improvement|5/Starmetal
6|Moderate improvement|6/Starmetal
7|Rudimentary intellect|7/Starmetal
8|Major improvement|8/Starmetal
9|Major improvement|9/Starmetal
10|Large size|10/Starmetal[/table]

Improvements:
Whenever the master reaches 1st, 2nd, 3rd, 5th, 6th, 8th and 9th level, he can modify his clockwork companion, granting a number of different abilities.
At each of the noted levels he can select one improvement from the appropriate list.
Also, whenever the companions gains an additional hit dice, the master may select an improvement already and replace it with another of the same magnitude.
Improvements with the same name do not stack (only the highest bonus is applyed), and all improvements are temporary suppressed inside an antimagic field.

{table=head]Lesser improvements|Moderate improvements|Major improvements
Lesser might|Moderate might|Major might
Lesser fluidity|Moderate fluidity|Major fluidity
Lesser warding|Moderate warding|Major warding
Lesser solidity|Moderate solidity|Major solidity
Gyroscopic stabilizers|Iron wings|Telescopic arms
Sensor array|Kinetic energy recovery systems|Emergency shutdown procedure
Ablative armor|Self-repair mechanism|Temporal acceleration unit[/table]

Might: Confers a +2 / +4 / +6 enhancement bonus to Str

Fluidity: Confers a +2 / +4 / +6 enhancement bonus to Dex

Warding: Confers a +3 / +6 / +9 resistance bonus to saves

Solidity: Confers +1 / +2 / +3 Hit points per HD

Gyroscopic stabilizers: Grants a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground, not slowed by wearing medium or heavy armor or when carrying a medium or heavy load.

Sensor array: Doubles the range of darkvision (120 ft) and grants bindsight out of 10 ft

Ablative armor: Grants Fire, Cold, Acid and Electricity resitence 5

Iron wings: Grants a flight speed equal to the base land speed (Poor maneuverability).

Kinetic energy recovery systems: Once every 10 rounds doubles the max distance of a charge and grants the Pounce ability for the duration of the charge.

Self-repair mechanism: Grants fast healing 2

Telescopic arms: Increases base reach by 5ft

Emergency shutdown procedure: The first time each day the clockwork unit would be disabled an emergency shutdown is performed instead and the construct powers down at 1 hit point. Restoring it to operative status requires only one minute of uninterrupted work by the Arcane tinker (this operation doesn't heal any damage).

Temporal Acceleration unit: Grants the clockwork companion a constant haste effect.

Gizmos
Gnomes spend their time constructing bigger and better devices for any possible purpose one could imagine, from knitting and washing socks to flying high above the clouds in order to chart out the path of celestial bodies.
While most gnomes disdain magic, Arcane tinkers are able to craft items warping the magical and physical laws.
These devices are known as Gizmos.

Each Gizmo can replicate a single arcane spell up to 6th level, hand its base price is [Spell level] x [Caster level] x 75 gp

Creation:

Crafting a gizmo takes one day for each 1,000 gp in its base price. To craft one you must spend 1/50 of this base price in XP and use up raw materials costing one-half of this base price (note: this is an exception to the standard crafting rules setting an XP cost equal to 1/25 of the base price). A newly created gizmo has 5 charges.

Any gizmo that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend 5 copies of the material component or pay 5 times the XP cost.

Activation:

Activating a gizmo is a standard action (unless the stored spell has a shorter or longer casting time) that provokes attacks of opportunity. Anyone can activate a gizmo, even if he is not able to cast the stored spell.

As with most gnomish devices, activating one carries a certain dose of risk.
When you do roll a d20, on a result of 6 or more everything works as intended, on a roll of 5 or less the device malfunctions (treat it as a scroll mishap).
Arcane tinkers can add 1 for every 2 levels in the prestige class to this roll, but a natural 1 is always a failure.

Gizmos can work inside an antimagic field, but with a reduced effect and higher risk of malfunctioning.
Any numeric effect determined by the spell is halved (round up), any saving throw caused by the effect have the DC reduced by 2 and the malfunction roll suffers a -5 penalty.

docnessuno
2011-06-14, 05:44 PM
Bumpity bump!