Mike_the_Mystic
2012-01-08, 11:44 AM
The Tinker
"I solve practical problems. For instance, how am I gonna stop some big, mean Mother Hubbard from tearing me a structurally superfluous new behind? The answer, use a gun. And if that don't work? Use more gun."
The forefront of scientific innovation in any society comes from the people who invent things. Perhaps it's the farmboy who doesn't want to keep picking up chicken eggs and assembled a contraption to do so for him, or the crazy alchemist who creates a serum-injector for all his self-testing needs. Or the innovative Renaissance man who creates flight using only a little bit of know-how and the supplies he has on hand. All of these people can be Tinkers. Tinkers are a diverse group of inventors who create various devices in order to better their lives, or end the lives of enemies. They are quick-thinking problem-solvers who get the job done right, even if it takes a convoluted machine in order to do it.
Hitdice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Device Level|Schematics Known
1st|
+0|
+0|
+2|
+2|Bonus Feat, I can make that!, Prepared for Anything, Trapfinding|1st|
2
2nd|
+1|
+0|
+3|
+3|Wrench Mastery, One with the Machine|1st|
4
3rd|
+2|
+1|
+3|
+3|Construct Familiar, I can fix that!|2nd|
5
4th|
+3|
+1|
+4|
+4|Bonus Feat|2nd|
6
5th|
+3|
+1|
+4|
+4|Rapid Construction, Upgrade Familiar, Salvage Item|3rd|
7
6th|
+4|
+2|
+5|
+5|One with the Machine|3rd|
8
7th|
+5|
+2|
+5|
+5|Greater Wrench Mastery|4th|
10
8th|
+6/+1|
+2|
+6|
+6|Bonus Feat, Hack Construct|4th|
11
9th|
+6/+1|
+3|
+6|
+6|Upgrade Familiar|4th|
12
10th|
+7/+2|
+3|
+7|
+7|Swift Construction, One with the Machine|5th|
13
11th|
+8/+3|
+3|
+7|
+7|Improved Construct Familiar |5th|
14
12th|
+9/+4|
+4|
+8|
+8|Bonus Feat|6th|
15
13th|
+9/+4|
+4|
+8|
+8|Upgrade Familiar|6th|
16
14th|
+10/+5|
+4|
+9|
+9|One with the Machine|7th|
17
15th|
+11/+6/+1|
+5|
+9|
+9||7th|
18
16th|
+12/+7/+2|
+5|
+10|
+10|Bonus Feat|8th|
20
17th|
+12/+7/+2|
+5|
+10|
+10|Upgrade Familiar|8th|
21
18th|
+13/+8/+3|
+6|
+11|
+11|One with the Machine|8th|
22
19th|
+14/+9/+4|
+6|
+11|
+11||9th|
23
20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Feat, Homo Ex Machina|9th|
24[/table]
Skill Points at Level 1: ( 4 + Int Modifier x 4); Skill Points per Level: 4 + Int Modifier
Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Forgery, Knowledge (Arcana), Knowledge (Engineering), Listen, Open Lock, Profession, Search, Spellcraft, Use Magic Device
Class Features
Weapon and Armor Proficiencies: Tinkers are proficient in simple weapons and light armor, but not shields. However, wearing heavier armor does not hinder a Tinker's ability to create devices in any way.
Devices: Tinkers can create a wide variety of semi-magical creations known collectively as devices. To create a device, a Tinker needs to concentrate a full round, taking various parts he has on his person or in the surrounding area to cobble together the machine. This process, if used in melee combat, provokes attacks of opportunity, unless the Tinker makes a concentration check equal to 10 + the Device Level. Using a device, unless stated in the device’s description, is a standard action.
Devices are grouped together into various schools, representing the primary way each one is built and how it gets its job done. At the first level, a Tinker may specialize in one specific school of tinkering thought. Specializing grants him a +2 increase to all DC's of devices from his specialized school, as well as the School Specialization Bonus listed.
The Tinker begins play knowing 3 device schematics. Every level, the Tinker learns a new schematic. At level 3, and every 2 levels afterwards, a Tinker may replace a schematic he knows for another schematic of his highest device level known or lower. The saving throws against any of your devices is 10 + Character Level + Your Intelligence Modifier.
A Tinker's devices usually fit specific spots on the body. You may never use two devices who share the same item slot. Most devices have a set amounts of uses a day. After this the device is nothing more that a hinderance and can be broken down as a full-round action in order to create another device. You may only create any one device once per day, as you need time to collect the various parts necessary for creating the schematic.
Bonus Feats: At the first level, the fourth level, and every four levels thereafter (Levels 8, 12, 16 and 20), the Tinker gains a bonus feat. These feats must be Item Creation Feats.
I can make that!: Beginning at the first level, a Tinker gains the ability to use his Use Magic Device skill to emulate spells. When a spell is necessary for magic item creation, the Tinker can make a Use Magic Device check to emulate the spells required. The DC of the check is equal to 10 + The Spell’s Spell Level. If you fail your first check, you may make the check every hour per hour of creation time the item requires. If you fail each check, you gain one more check, a last-ditch effort to emulate the spell. If you fail this check, the item is not created and all materials, gold and experience used to make the item are wasted. In addition to the above, a Tinker determines his caster level by his Tinker Level. If he has any other Arcane or Divine caster levels, these levels stacks with his Tinker levels in order to determine your caster level.
Prepared for Anything: A Tinker collects a lot of knick-knacks, baubles, and various small pieces of scrap over the course of his adventures. As such, he is prepared for just about every situation. As a move action a Tinker of the first level or higher can pull an item valuing less than or equal to ten gold from his back pack, pocket or some other place he stashes his items. This item must be tiny or smaller. The item is mundane and cannot be sold to shopkeepers, as it has a sentimental value to the Tinker.
Trapfinding: The Tinker can use the Search Skill to locate traps when the task has a DC of higher than 25. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magical trap generally has a DC of 25 + the level of the spell used to create it. The Tinker can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Tinker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works and bypass it (with his party) without disarming it.
Wrench Mastery: Starting at the second level, the Tinker knows how to use wrenches as effective weapons. He treats wrenches as a simple melee weapons with a damage dice of 1d8 and a critical of 19-20, x2. Furthermore, he gains Weapon Focus: Wrench as a bonus feat.
One with the Machine: Starting at the second level and every four levels thereafter, the Tinker slowly becomes part machine.
At level 2, he gains natural armor equal to ½ his Constitution modifier (Minimum 1).
At level 6, he gains a +2 bonus versus mind-effecting abilities, poisons and diseases.
At level 10, he gains DR of 3/Adamantine, which increases by 1 every even level thereafter (Up to 8 at the 20th level).
At level 14, he gains immunity to mind-effecting abilities, poisons and diseases, and stops aging altogether.
At level 18, his natural armor increases to his full Constitution Modifier, and his unarmed attacks are now slam attacks that deal 1d10 bludgeoning damage(With a Critical Range of 20, x2) and are treated as adamantine for bypassing damage reduction.
Construct Familiar: At the third level, the Tinker gains the ability to build a familiar similarly to a Sorcerer or a Wizard, save for the following differences:
It is a Construct in addition to its other types.
It gains a natural armor equal to ½ its HD (Minimum 1)
The Tinker may upgrade the familiar’s HD. Every 100 Gold spent upgrading it increases the Familiar’s HD by 1. The process requires an hour per 100 gold spent. Your familiar may not exceed a number of hitdice equal to ½ your own hitdice, rounded down.
I can fix that!: At the third level, the Tinker can fix just about anything. He gains the spell-like ability to use Make Whole at-will. The CL of this ability is equal to your Tinker Level.
Rapid Construction: At the fifth level, the Tinker can construct his devices at a faster pace. Instead of taking a full round, he can construct them as a move action.
Upgrade Familiar: At the fifth level and every 4 levels thereafter, the Tinker can upgrade his familiar. You can give it one of the following abilities: Fast Healing 1, Fly Speed of 10 Feet (Good Maneuverability), Climb Speed equal to their movement speed, burrow speed equal to ½ their movement speed, sting attack, tentacle attack, the ability to speak one language of your choice, or the ability to cast 1 level 0 sorcerer/wizard spell as a spell-like ability 3/day. In addition, you may consult the DM to create an upgrade not listed here.
Salvage Item: At the fifth level, the Tinker gains the ability to absorb some of the experience put into magic items and store it for later. After studying a magic item for one hour, you destroy a magic item, absorbing half of the experience used to create the item and add it to an experience pool. This pool can never be used to increase levels, but can be used to create new magic items in the place of your own experience points. The experience pool can never exceed 100 x your Tinker level.
Greater Wrench Mastery: At the seventh level, the Tinker gains the ability to use wrenches that were meant for larger creatures with ease. He man wield a wrench that is one size category larger than normal (E.G. a large wrench for a medium sized creature) in one hand without any penalties. In addition, the Tinker gains Weapon Specialization: Wrench as a bonus feat, even if he doesn’t meet the prerequisites.
Hack Construct: At the eighth level, the Tinker is able to tweak with the magical controls of a construct to give him the power over them. In order to do this, he must first use a Disable Device check equal to 10 + the Construct’s HD to break the protective wards around it. Then, the Tinker must make a Use Magic Device check equal to 10 + Construct’s HD + the Controller’s Int Modifier in order to hack into the construct’s system. If successful, the construct comes under the control of the Tinker indefinitely. Constructs with spell immunity are immune to this as well. You may only control a number of constructs whose total HD is equal to or less than yours. Any amount more causes an automatic failure on the check to control the construct.
Swift Construction: At the tenth level, a Tinker can construct devices even faster. Instead of a move action, a Tinker can construct a device as a Swift Action instead.
Improved Construct Familiar: At the 11th level, the Tinker can create an improved familiar. He gains the Improved Familiar bonus feat, choosing a new creature from the Improved Familiar list. His old familiar is disassembled, any gold spent increasing its HD is refunded. The new familiar gains the following benefits:
It is a Construct in addition to its other types.
It gains a natural armor equal to ½ its HD (Minimum 1)
The Tinker may upgrade the familiar’s HD. Every 300 Gold spent upgrading it increases the Familiar’s HD by 1. The process requires an hour per 300 gold spent. Your familiar may not exceed a number of hitdice equal to ¾ your own hitdice, rounded down.
The Familiar automatically gains two upgrades as per the upgrade familiar class feature.
Homo Ex Machina: At the 20th level, the Tinker becomes more machine than man. All hit dice he gained from the Tinker Class increases from d8’s to d10’s, he does not have to eat, breath or sleep, he gains darkvision 60 feet, as well as blindsight of 20 feet. In addition, the Tinker is not susceptible to critical hits or rogue’s sneak attacks, and all conjuration (healing) spells are only half as effective on him, but repair spells now heal him.
"I solve practical problems. For instance, how am I gonna stop some big, mean Mother Hubbard from tearing me a structurally superfluous new behind? The answer, use a gun. And if that don't work? Use more gun."
The forefront of scientific innovation in any society comes from the people who invent things. Perhaps it's the farmboy who doesn't want to keep picking up chicken eggs and assembled a contraption to do so for him, or the crazy alchemist who creates a serum-injector for all his self-testing needs. Or the innovative Renaissance man who creates flight using only a little bit of know-how and the supplies he has on hand. All of these people can be Tinkers. Tinkers are a diverse group of inventors who create various devices in order to better their lives, or end the lives of enemies. They are quick-thinking problem-solvers who get the job done right, even if it takes a convoluted machine in order to do it.
Hitdice: d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Device Level|Schematics Known
1st|
+0|
+0|
+2|
+2|Bonus Feat, I can make that!, Prepared for Anything, Trapfinding|1st|
2
2nd|
+1|
+0|
+3|
+3|Wrench Mastery, One with the Machine|1st|
4
3rd|
+2|
+1|
+3|
+3|Construct Familiar, I can fix that!|2nd|
5
4th|
+3|
+1|
+4|
+4|Bonus Feat|2nd|
6
5th|
+3|
+1|
+4|
+4|Rapid Construction, Upgrade Familiar, Salvage Item|3rd|
7
6th|
+4|
+2|
+5|
+5|One with the Machine|3rd|
8
7th|
+5|
+2|
+5|
+5|Greater Wrench Mastery|4th|
10
8th|
+6/+1|
+2|
+6|
+6|Bonus Feat, Hack Construct|4th|
11
9th|
+6/+1|
+3|
+6|
+6|Upgrade Familiar|4th|
12
10th|
+7/+2|
+3|
+7|
+7|Swift Construction, One with the Machine|5th|
13
11th|
+8/+3|
+3|
+7|
+7|Improved Construct Familiar |5th|
14
12th|
+9/+4|
+4|
+8|
+8|Bonus Feat|6th|
15
13th|
+9/+4|
+4|
+8|
+8|Upgrade Familiar|6th|
16
14th|
+10/+5|
+4|
+9|
+9|One with the Machine|7th|
17
15th|
+11/+6/+1|
+5|
+9|
+9||7th|
18
16th|
+12/+7/+2|
+5|
+10|
+10|Bonus Feat|8th|
20
17th|
+12/+7/+2|
+5|
+10|
+10|Upgrade Familiar|8th|
21
18th|
+13/+8/+3|
+6|
+11|
+11|One with the Machine|8th|
22
19th|
+14/+9/+4|
+6|
+11|
+11||9th|
23
20th|
+15/+10/+5|
+6|
+12|
+12|Bonus Feat, Homo Ex Machina|9th|
24[/table]
Skill Points at Level 1: ( 4 + Int Modifier x 4); Skill Points per Level: 4 + Int Modifier
Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Forgery, Knowledge (Arcana), Knowledge (Engineering), Listen, Open Lock, Profession, Search, Spellcraft, Use Magic Device
Class Features
Weapon and Armor Proficiencies: Tinkers are proficient in simple weapons and light armor, but not shields. However, wearing heavier armor does not hinder a Tinker's ability to create devices in any way.
Devices: Tinkers can create a wide variety of semi-magical creations known collectively as devices. To create a device, a Tinker needs to concentrate a full round, taking various parts he has on his person or in the surrounding area to cobble together the machine. This process, if used in melee combat, provokes attacks of opportunity, unless the Tinker makes a concentration check equal to 10 + the Device Level. Using a device, unless stated in the device’s description, is a standard action.
Devices are grouped together into various schools, representing the primary way each one is built and how it gets its job done. At the first level, a Tinker may specialize in one specific school of tinkering thought. Specializing grants him a +2 increase to all DC's of devices from his specialized school, as well as the School Specialization Bonus listed.
The Tinker begins play knowing 3 device schematics. Every level, the Tinker learns a new schematic. At level 3, and every 2 levels afterwards, a Tinker may replace a schematic he knows for another schematic of his highest device level known or lower. The saving throws against any of your devices is 10 + Character Level + Your Intelligence Modifier.
A Tinker's devices usually fit specific spots on the body. You may never use two devices who share the same item slot. Most devices have a set amounts of uses a day. After this the device is nothing more that a hinderance and can be broken down as a full-round action in order to create another device. You may only create any one device once per day, as you need time to collect the various parts necessary for creating the schematic.
Bonus Feats: At the first level, the fourth level, and every four levels thereafter (Levels 8, 12, 16 and 20), the Tinker gains a bonus feat. These feats must be Item Creation Feats.
I can make that!: Beginning at the first level, a Tinker gains the ability to use his Use Magic Device skill to emulate spells. When a spell is necessary for magic item creation, the Tinker can make a Use Magic Device check to emulate the spells required. The DC of the check is equal to 10 + The Spell’s Spell Level. If you fail your first check, you may make the check every hour per hour of creation time the item requires. If you fail each check, you gain one more check, a last-ditch effort to emulate the spell. If you fail this check, the item is not created and all materials, gold and experience used to make the item are wasted. In addition to the above, a Tinker determines his caster level by his Tinker Level. If he has any other Arcane or Divine caster levels, these levels stacks with his Tinker levels in order to determine your caster level.
Prepared for Anything: A Tinker collects a lot of knick-knacks, baubles, and various small pieces of scrap over the course of his adventures. As such, he is prepared for just about every situation. As a move action a Tinker of the first level or higher can pull an item valuing less than or equal to ten gold from his back pack, pocket or some other place he stashes his items. This item must be tiny or smaller. The item is mundane and cannot be sold to shopkeepers, as it has a sentimental value to the Tinker.
Trapfinding: The Tinker can use the Search Skill to locate traps when the task has a DC of higher than 25. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magical trap generally has a DC of 25 + the level of the spell used to create it. The Tinker can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Tinker who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works and bypass it (with his party) without disarming it.
Wrench Mastery: Starting at the second level, the Tinker knows how to use wrenches as effective weapons. He treats wrenches as a simple melee weapons with a damage dice of 1d8 and a critical of 19-20, x2. Furthermore, he gains Weapon Focus: Wrench as a bonus feat.
One with the Machine: Starting at the second level and every four levels thereafter, the Tinker slowly becomes part machine.
At level 2, he gains natural armor equal to ½ his Constitution modifier (Minimum 1).
At level 6, he gains a +2 bonus versus mind-effecting abilities, poisons and diseases.
At level 10, he gains DR of 3/Adamantine, which increases by 1 every even level thereafter (Up to 8 at the 20th level).
At level 14, he gains immunity to mind-effecting abilities, poisons and diseases, and stops aging altogether.
At level 18, his natural armor increases to his full Constitution Modifier, and his unarmed attacks are now slam attacks that deal 1d10 bludgeoning damage(With a Critical Range of 20, x2) and are treated as adamantine for bypassing damage reduction.
Construct Familiar: At the third level, the Tinker gains the ability to build a familiar similarly to a Sorcerer or a Wizard, save for the following differences:
It is a Construct in addition to its other types.
It gains a natural armor equal to ½ its HD (Minimum 1)
The Tinker may upgrade the familiar’s HD. Every 100 Gold spent upgrading it increases the Familiar’s HD by 1. The process requires an hour per 100 gold spent. Your familiar may not exceed a number of hitdice equal to ½ your own hitdice, rounded down.
I can fix that!: At the third level, the Tinker can fix just about anything. He gains the spell-like ability to use Make Whole at-will. The CL of this ability is equal to your Tinker Level.
Rapid Construction: At the fifth level, the Tinker can construct his devices at a faster pace. Instead of taking a full round, he can construct them as a move action.
Upgrade Familiar: At the fifth level and every 4 levels thereafter, the Tinker can upgrade his familiar. You can give it one of the following abilities: Fast Healing 1, Fly Speed of 10 Feet (Good Maneuverability), Climb Speed equal to their movement speed, burrow speed equal to ½ their movement speed, sting attack, tentacle attack, the ability to speak one language of your choice, or the ability to cast 1 level 0 sorcerer/wizard spell as a spell-like ability 3/day. In addition, you may consult the DM to create an upgrade not listed here.
Salvage Item: At the fifth level, the Tinker gains the ability to absorb some of the experience put into magic items and store it for later. After studying a magic item for one hour, you destroy a magic item, absorbing half of the experience used to create the item and add it to an experience pool. This pool can never be used to increase levels, but can be used to create new magic items in the place of your own experience points. The experience pool can never exceed 100 x your Tinker level.
Greater Wrench Mastery: At the seventh level, the Tinker gains the ability to use wrenches that were meant for larger creatures with ease. He man wield a wrench that is one size category larger than normal (E.G. a large wrench for a medium sized creature) in one hand without any penalties. In addition, the Tinker gains Weapon Specialization: Wrench as a bonus feat, even if he doesn’t meet the prerequisites.
Hack Construct: At the eighth level, the Tinker is able to tweak with the magical controls of a construct to give him the power over them. In order to do this, he must first use a Disable Device check equal to 10 + the Construct’s HD to break the protective wards around it. Then, the Tinker must make a Use Magic Device check equal to 10 + Construct’s HD + the Controller’s Int Modifier in order to hack into the construct’s system. If successful, the construct comes under the control of the Tinker indefinitely. Constructs with spell immunity are immune to this as well. You may only control a number of constructs whose total HD is equal to or less than yours. Any amount more causes an automatic failure on the check to control the construct.
Swift Construction: At the tenth level, a Tinker can construct devices even faster. Instead of a move action, a Tinker can construct a device as a Swift Action instead.
Improved Construct Familiar: At the 11th level, the Tinker can create an improved familiar. He gains the Improved Familiar bonus feat, choosing a new creature from the Improved Familiar list. His old familiar is disassembled, any gold spent increasing its HD is refunded. The new familiar gains the following benefits:
It is a Construct in addition to its other types.
It gains a natural armor equal to ½ its HD (Minimum 1)
The Tinker may upgrade the familiar’s HD. Every 300 Gold spent upgrading it increases the Familiar’s HD by 1. The process requires an hour per 300 gold spent. Your familiar may not exceed a number of hitdice equal to ¾ your own hitdice, rounded down.
The Familiar automatically gains two upgrades as per the upgrade familiar class feature.
Homo Ex Machina: At the 20th level, the Tinker becomes more machine than man. All hit dice he gained from the Tinker Class increases from d8’s to d10’s, he does not have to eat, breath or sleep, he gains darkvision 60 feet, as well as blindsight of 20 feet. In addition, the Tinker is not susceptible to critical hits or rogue’s sneak attacks, and all conjuration (healing) spells are only half as effective on him, but repair spells now heal him.