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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.

Mike_the_Mystic
2012-01-08, 11:46 AM
Devices

Alchemy
School Specialization Bonus - Potioncraft: The Tinker gains a +2 competency bonus to Craft (Alchemy) checks, and all healing potions the tinker makes with craft (Alchemy) heal an additional 1d6 health/4 levels.

Level 1

Growth Serum Injector
Alch 1
Item Slot: Weapon
Uses/Day: 1/Level + Int Modifier
Duration: 1 minute/level
You place the serum canister in place and the item begins to hum with power. Injecting the serum into yourself or an ally causes the subject to increase in size.
Effect: You create an item that allows you to inject a small alchemical potion into the blood stream of either you or one of your allies. You may use this device as a standard action. When you do, the subject increases by one size category. Any items on the subject’s person also grow by one size category. This effect does not stack with other effects that cause the subject to grow (Such as Enlarge Person), but does counteract the effects of spells such as shrink person.

Health Ray, Light
Alch 1
Item Slot: Weapon
Uses/Day: 1/level + Int Modifier
Range: 30 Feet
Duration: Instantaneous
Inserting several half-used potions of cure light wounds into the proper slots, the tubing that connects to the ray’s antenna begins to glow with a faint red light. You are now able to heal allies or damage undead.
Effect: You create a Health Ray, an item that allows you to heal allies at a short range. As a standard action, you may heal a target a number of hit points equal to 1d8 + Your Intelligence Modifier. You may also use this healing power to deal positive energy damage to undead.

Minor Combat Stimulant Injector
Alch 1
Item Slot: Arms
Uses/Day: 1/level + Int Modifier
Range: Personal
Duration: 1 Round/Level
You create a personal stimulant injector that, when used, increases your combat senses. When you are under its effects, your eyes become crimson orbs of anger.
Effect: You create a personal combat stimulant injector. As a swift action, you may activate this ability and cause the stimulant to enter your bloodstream. This stimulant gives you a +1 to all attack rolls, damage rolls, fortitude saves and reflex saves, as well as a +2 dodge bonus to your AC. After this effect, however, you take 1d4 damage. This damage cannot be mitigated in any way.

Pacifying Pheromone Humidifier
Item Slot: Body
Uses/Day: 1/level + Int Modifier
Range: 30 Foot Radius
Duration: 1 round/level
Saving Throw: Fortitude Negates
Using several exotic plant pollens, you are able to brew a chemical pheromone that hinders enemies. You put the canister of the pheromones in a special backpack. With your own gas mask on, you can turn on the machine and have the pheromones waft through the air, making enemies worse at combat.
Effect: You construct a machine that, as a stand action, sends a pheromone out in a 30 foot radius. Anyone within the radius who doesn’t have their own breathing apparatus must make a fortitude save or have their combat capabilities hindered. They take a -2 penalty to all attack roll, reflex saves and AC.

Weak Venom Launcher
Item Slot: Weapon
Uses/Day: 1/level + Int Modifier
Range: 30 Feet + 10 Feet/2 Levels
Duration: Instantaneous
Saving Throw: Fortitude Partial (See Text)

You construct a dart launcher that fires a very peculiar ammunition: Syringes filled with Viper Venom. You can use this machine as a weapon to not only deals damage from needles impacting the target, but also the venom coursing through their veins.

Effect: You create a Weak Venom Launcher. This is a projectile weapon that you have proficiency with. As a standard action, you can attack with this weapon.

This attack is a ranged touch attack that deals 1d6 damage with a critical threat of 20, x2, and provides no saves. If you are able to make multiple attacks, such as due to your Base Attack Bonus, you may use this attack multiple times per use of the device's ability.

If the target takes damage, they must make a fortitude save or take 1 constitution damage. Each time a projectile hits, the target must make this save. The constitution damage does not double if the projectiles critically hit.



Arcane
School Specialization Bonus – KABOOM!: The Tinker gains a +2 competency bonus to Spellcraft and Knowledge(Arcana) checks. In addition, every attack the Tinker makes that deals force or fire damage deals an additional 1d6 of the same type of damage/2 Levels (Minimum of 1d6 bonus damage).

Level 1

Fire Bombs, Lesser
Item Slot: Weapon
Uses/Day: 1/level + Int Modifier
Range: Short (30 Feet + 10 Feet/2 Levels)
Duration: Instantaneous
Saving Throw: Reflex Half

Using a few arcane runes, oil, iron spheres and string, you are able to create fire bombs. Their uses are less than utilitarian, but they get the job done, and they’re loud.

Effect: You create a batch of lesser fire bombs. As a standard action, you may throw them as if making a splash attack. Their area of effect is 10 feet by 10 feet, and each one does 1d6 fire/force damage, plus an additional 1d6/2 levels (Maximum 5d6). Any enemy in the area must make a reflex save or take half damage. If they make the save, they are moved to the nearest square that isn’t in the area of effect.

Force Gauntlet
Item Slot: Hands
Uses/Day: 1/level + Int Modifier
Range: Medium (60 Feet + 10 Feet/2 Levels)
Duration: Instantaneous
Saving Throw: Reflex Half

The Tinker creates a gauntlet. Attached to the gauntlet are the broken remains of an old Wand of Magic Missile. Using the residual energies of the spell, along with arcane etchings that tap into the wand’s last vestiges of power, you are able to launch bolts of force at a foe, albeit without the unerring accuracy of the original spell.

Effect: You create a Force Gauntlet. As a standard action, you may activate the powers of the gauntlet. You launch a bolt of Force at an enemy that deals 1d4 force damage, plus an additional 1d4/2 levels (Maximum 5d4). The Enemy may make a Reflex save to take half damage.

Mephitflame Thrower
Item Slot: Weapon
Uses/Day: 1/level + Int Modifier
Range: Fifteen foot cone or Fifteen foot line.
Duration: Instantaneous

After trapping a Mephit in the box you’ve strapped to your back, you now have your own little fire-starter. With an activation of a ward on the weapon’s stock, you are able to change the range from a cone to a line. Pulling the trigger sucks out part of the mephit’s elemental energy and allows you to use its breath attack through your weapon.

Effect: You create a Mephitflame Thrower. It is, in essence, a box warded to keep the mephit safe and connecting magically to a modified crossbow. Said crossbow, when its trigger is pulled, does not shoot a bolt, but instead causes the sigils on the box to tap into the Mephit’s energy and allow you throw fire in the direction you’re facing.

A pair of glyphs on the side of the crossbow allows you to change the range of this attack from a cone to a line. When you use this ability, you shoot flames out, dealing 1d8 fire damage, +1d8/2 levels (Maximum 5d8 Damage). After using this ability, you must wait 1d4 rounds before using it again. If for any reason the box is damaged, or voluntarily opened, the Mephit instantaneously disappears back to its elemental or paraelemental plane.

Special: You may choose any Mephit from the Monster Manual and substitute the type of damage you’re doing as one of the other Mephit’s Elements instead of fire.

Magi-Light Helm
Item Slot: Head
Uses/Day: At-Will
Range: 60 Feet
Duration: Indefinite (See Text)
Saving Throw: None
You create a Magi-Light Helm. This helmet has a small lantern in the front, with various glyphs and sigils. With a word, you gain a light that lasts until you say it does.

Effect: You create a Magi-Light helm. As a standard action, you can say a command word and cause a heatless flame to light up in the helm’s lantern. The flame starts out illuminating an area of 60 feet in a line in front of you, but you may adjust this distance between 60 and 5 feet.

Saying the command word again automatically snuffs out the flame, but otherwise the helm will continually provide light indefinitely. The flame will not extinguish in water, or in an area without oxygen. However, if dispel magic is cast on the Tinker, or if the Tinker is in an anti-magic zone, then the flame immediately extinguishes.

Spell-Finder Goggles
Item Slot: Head
Uses/Day: 1/level + Int Modifier, At-Will (See Text)
Range: Medium (60 Feet)
Duration: Indefinite (See Text)
Saving Throw: None

After etching the symbols for detect and read magic into the goggle’s glass lenses, you are able to see things that are arcane of origin.

Effect: As you put on your Spell-Finder goggles, you see things in a way that not many people can see them. The world through the lenses is a faint purple hue. You gain the benefits of Detect Magic indefinitely for as long as you wear these goggles.

In addition, a number of times per day equal to your level plus your intelligence modifier, you gain the benefits of Read Magic. Your caster level for this effect is your Tinker level.



Clockwork
School Specialization Bonus – Construct Master: You gain a +2 competency bonus to Craft (Blacksmithing). In addition, you gain a pool of repairing energy equal to your Level + Intelligence Modifier. Each point represents 1d8 healing for any construct, but nothing else. As a standard action, you may spend repair points, up to ½ your level (Minimum 1), to repair one construct. The target must be touched in order for the healing to take place.

Level 1

Brass Beetle
Slot: Special (See Text)
Uses/Day: 1/level + Int Modifier
Construct HD: 1/Tinker Level (Maximum 5)
Range: 5 Feet
Saving Throw: None
Duration: See Text

Pulling parts out of your sack, you bring together an insectoid construct. After winding the creature up, it comes to life and can attack nearby foes for a short while, before needing to be wound again.

Effect: You create a clockwork beetle, a small construct (Statistics are Below). In the same action it takes to build the device, you wind it once and lay it five feet away from you. Instantly, it springs to life. The creature follows all of your commands, but it cannot speak any language. The construct remains active a number of rounds equal to your level + 1. Afterwards, the construct falls inert. As a standard action, you can wind it. You may continue doing this every round, up to a maximum of ½ your level (Minimum 1). Afterwards, the construct will spring to life again, this time a number of rounds equal to your level + the number of rounds you wound it up.

Iron Guardian I
Slot: Special (See Text)
Uses/Day: 1/Level + Int Modifier
Construct HD: 1/level (Maximum 5)
Range: 5 Feet
Saving Throw: None
Duration: 1 round/level

Pulling iron pieces together, you create a small clockwork soldier. With a sword and shield (or crossbow) in hand, the Iron Guardian fights for its creator.

Effect: You create an Iron Guardian (See Below). The Iron Guardian comes with your choice of either a short sword and shield, or a crossbow and 20 bolts. The Iron Guardian does not speak, but understands any order you give it.

Marble Launcher
Item Slot: Weapon
Uses/Day: 1/Level + Int Modifier
Range: 50 Feet + 10 Feet/2 Levels (Maximum 50 Feet)
Save: Reflex negates
Duration: 1 round/Level

Similar to the blunderbuss, you create a gun-like device. However, it only takes a specific bit of ammo: A canister containing marbles. When you fire it, the area of impact has hundreds of marbles spill onto the ground. Anything that walks in the area must try to balance themselves or not move, or even trip!

Effect: You create a marble launcher. As a standard action, you may fire the launcher, causing a 10x10 area to be covered in marbles. Anyone who enters the area must make a reflex save or fall prone. Any creature in the area must make this save every round or fall over. Creatures moving through the area must make a balance check (DC Equal to 10 + Tinker Level + Int Modifier) or not move this turn. Failure by 5 or more means that the creature falls over.

Mechanical Arm
Item Slot: Body
Uses/Day: At-Will (See Text)
Range: 5 feet
Saving Throw: None
Duration: Indefinite

You build a third arm that allows you to hold items, and reduces the time on crafting items.

Effect: You create a mechanical arm. The arm allows you to hold an additional item, such as a potion, while wielding weapons or using another item, or wield a weapon while holding items, however you may not give devices with the Weapon Item slot to the arm. If you equip a weapon to your mechanical arm, you may make a single extra attack a turn at your highest base attack bonus. In addition, while you have a third arm equipped, the crafting time for item creation is reduced by 25%.

Wheel-Lock Blunderbuss
Item Slot: Weapon
Uses/Day: 1/level + Int Modifier per reload
Range: 15 Foot cone
Saving Throw: None
Duration: Instantaneous

You create a simple, yet powerful, weapon from tubing and clockwork: A Blunderbuss. With resounding thunder and the acrid smell of gunpowder, you blow away your enemies.

Effect: Using your skills, you create a blunderbuss, a simple, shotgun-like weapon. This weapon fires in a fifteen foot cone as a ranged attack. The grapeshot from the blunderbuss deals 2d4 piercing, bludgeoning and slashing damage, plus an additional 1d4/level (Max 10d4). After using this once, you must reload the weapon. Reloading is a standard action that provokes attacks of opportunity.


Many thanks to Samm and Cadian 9th for the Clockwork Devices, you guys rock!!!

Mike_the_Mystic
2012-01-08, 11:47 AM
Reserved for Feats, and Monsters

Brass Beetle

Small Construct
HD:1d10+10
Initiative: +1
Speed: 20ft Climb 20ft
AC: 15 (+1 Size, +1 Dex, +3 Natural)
BA/Gpple: +1/-1
Atk: Pincer +4 melee d4+2 19-20x2
Full: 2 Pincers +4 melee d4+2 x2
Space/Reach: 5ft/5ft
Special atks: Cripple
Special Qualities: Construct Traits, Hibernate
Saves: Fort +1, Ref +2, Will +1
Abils: Str 14, Dex 12, Con -, Int -. Wis 10, Cha 1
Skills: Spot +0, Listen +0
Feats: -
Advancement: 1-2(small), 3-5(Medium)

Cripple: On a critical attack, the target is staggered for d3 rounds. Fort DC 11 negates.


Iron Guardian

Small Construct
HD: 1d10+10
Initiative:2
Speed: 20
AC: 17 (+2 Dex, +2 Natural, +1 Size, +2 Shield)
BA/Grapple: +1/-1
Attacks: Short sword +2 (1d4+1, 19-20/x2) OR Light Crossbow +3 (1d6, 19-20/x2)
Full Attacks: Short sword +2 (1d4+1) OR Light Crossbow +3 (1d6, 19-20/x2)
Space/Reach: 5 feet/5 feet
Special Attacks: Shield Bash
Special Qualities: Construct Traits
Saves: Fortitude +1, Reflex +2, Will -1
Abilities: Str 12, Dex 14, Con -, Int -, Wis 8, Cha 1
Skills: -
Feats: -
Advancement: 1-5 (Small), 6-11 (Medium), 12-15 (Large), 16-20 (Huge)

Shield Bash: If the Iron Guardian has a shield equipped, it may shield bash. The Iron Guardian does not lose its Shield AC after preforming a bash, as if the Iron Guardian has the Improved Shield Bash feat.

Mike_the_Mystic
2012-01-08, 11:48 AM
Reserved for Prestige Classes

Madara
2012-01-08, 04:01 PM
It looks good, no empty levels, and I could see myself taking all of the class. Personally, I would like to be able to ride around in a mech. Maybe it would be a prestige class? Either way, I like how this is going. :smallbiggrin:

silphael
2012-01-08, 05:11 PM
Maybe adding in the capstone that all "repair" spells are healing her?

However, I like it ^^

Mike_the_Mystic
2012-01-08, 05:21 PM
It looks good, no empty levels, and I could see myself taking all of the class. Personally, I would like to be able to ride around in a mech. Maybe it would be a prestige class? Either way, I like how this is going. :smallbiggrin:
I think I might be able to whip something like that, or perhaps powered armor, up after I'm done with spells and feats. :smallwink:


Maybe adding in the capstone that all "repair" spells are healing her?

However, I like it ^^

I knew I forgot something from Homo Ex Machina, thanks for pointing that out. :smallsmile:

And thank you both for your positive support. :smallbiggrin:

silphael
2012-01-08, 06:02 PM
Beware, it might be a problem if he can heal himself at will with Make Whole...

Mike_the_Mystic
2012-01-08, 06:05 PM
I added the Level 1 Device Schematics for the Alchemy School of Tinkering. After a while I'll add the level 1's for Arcane.

Aaaand added a "No Make Whole on yourself" clause on Homo ex Machina.

silphael
2012-01-08, 07:31 PM
"It might be": at level 20, being able to heal itself at will isn't such a big issue, I think. Maybe ton it down a little ("as you can't reach you everywhere, make whole heals you only for half"?)

Mike_the_Mystic
2012-01-08, 07:45 PM
Make whole is at-will though, so healing for half damage means that it's only going to take twice the time. I can fix that! Is only supposed to fix items anyway, not people.

Tacitus
2012-01-09, 12:03 AM
Uh, from Make Whole

nor does it affect creatures (including constructs).

It doesn't heal you anyway. No clause needed.

Mangles
2012-01-09, 02:17 AM
The improved familiar ability reads as if you don't get an improved familiar at all, just a change in familiar type and a steep increase in HD price. May want to clarify that you get to choose from the improved familiar list. Hope you make some more devices.

Cadian 9th
2012-01-09, 03:40 AM
I'm liking it so far, but please add the clause " That could fit in your pocket " to the Prepared for Anything ability, 2 months from now. I'm having too much fun imagining pulling out meter wide sling stones and 8 meter long clubs from my top hat for my groups next campaign.

Samm
2012-01-09, 04:43 AM
Also, what about consumables with regard to the "Prepared for Anything". Trail rations cost 0.5gp IIRC, could I pull them out as a move action?

Edit: Now while pulling trail rations out for free is probably not broken, I'm sure there is something out there that for under 10gp that could conceivably break the game.

Edit 2: Upon consulting the rulebook I find Oil under 10gp. Now if I can pull this out infinitely... I could have a one hell of a fire...

Edit 3: Hit Dice? I can't seem to find where it's listed.

Veklim
2012-01-09, 06:15 AM
It's a small niggle, but under proficiencies you state that 'heavier armor does not hinder a Tinker in any way.' You may wish to reword this slightly, because as it reads, this means they suffer no check penalty. I'm guessing this wasn't the idea?! :smallwink:

Otherwise, interesting class, it's a bit like Artificer with FAR more flavour (a good thing in my books) but I'll reserve final judgement until I've read through fully.

Mike_the_Mystic
2012-01-09, 11:11 AM
Modified Prepared for anything to make the item tiny or smaller, and only a number of times per day equal to your intelligence modifier. Also modified the Improved Construct Familiar to clarify.

Thank you for your support! :smallbiggrin:

Samm
2012-01-09, 06:06 PM
Modified Prepared for anything to make the item tiny or smaller, and only a number of times per day equal to your intelligence modifier.

Yeah that would be good fluffwise because he has to remember he has it to pull it out. The smarter you are, the more things you can remember that you have in your pockets.


Thank you for your support! :smallbiggrin:

It's a really rad class and I can't wait for the Devices, me and Cadian may be getting together to brew some soon, so depending on this we may try to contribute. If that's okay with you of course.

How many schools (and if you could name them that would be cool) do you reckon there are and how many devices per device level is appropriate?

For me I could see the Tinker cobbling together bits and pieces to make shotguns, automatic weapons, sniper rifles etc. So perhaps I could create a weapon creation based school. Towards the end I reckon it should be infused with magic so you know, your shotguns now shoot flaming bullets, and your machine gun well, that shoots lightning as well as bullets.

If you weren't thinking of doing this already, or if you were and you'd be happy for me to contribute, I would be more than happy to contribute hopefully a number of devices to this school. I think it might be called mechanics, and it would have well... building cars and guns and traps all kinds of mechanical devices...

Mike_the_Mystic
2012-01-09, 06:44 PM
Oh most definitely I would be happy with you guys creating new schools of Devices. I've got a few swirling around in my head that I'm trying to perfect. Alchemical, Arcane, Clockwork and Steam and Necrolightning are the four I'd like to have as core Schools, but I hope to have that expand, and with your help I think it would be possible. :smallbiggrin:

Samm
2012-01-09, 07:01 PM
Oh most definitely I would be happy with you guys creating new schools of Devices. I've got a few swirling around in my head that I'm trying to perfect. Alchemical, Arcane, Clockwork and Steam are the four I'd like to have as core Schools, but I hope to have that expand, and with your help I think it would be possible. :smallbiggrin:

Well, Mechanics would probably overlap both Clockwork and Steam, so I'm going to have to come up something else. Perhaps Trickery? I'm thinking he builds machines that project illusions of ghosts, spray colours, produce decoy versions of one's self. Or perhaps that would overlap with Arcane too much.

You wouldn't mind if I suggested devices for them though?

Mike_the_Mystic
2012-01-09, 07:26 PM
Well, Mechanics would probably overlap both Clockwork and Steam, so I'm going to have to come up something else. Perhaps Trickery? I'm thinking he builds machines that project illusions of ghosts, spray colours, produce decoy versions of one's self. Or perhaps that would overlap with Arcane too much.

You wouldn't mind if I suggested devices for them though?

Arcane is more Thermodynamics (Its specialization gives a bonus to Fire and Force damage), however steam will probably have some sort of projectile weapons. If you'd like you could make the Steam school. Also a school based off of holograms would be cool. A Lumination school?

Also, in order to learn a device schematic above the first level, you need to know at least two schematics of the previous level of the same school, which will be part of the device description for higher level schematics. For instance, a second level Alchemy schematic would require you to know two first level Alchemy Schematics before you can learn it.

Mike_the_Mystic
2012-01-09, 11:18 PM
Added first level Arcane Devices.

Cadian 9th
2012-01-10, 04:12 AM
Modified Prepared for anything to make the item tiny or smaller, and only a number of times per day equal to your intelligence modifier. Also modified the Improved Construct Familiar to clarify.

Thank you for your support! :smallbiggrin:

Oh, man, that's so racist to non-humanoid, non-medium sized characters. WHY YOU MAKE GAME BALANCED? :smallsmile:

Honestly, though, I'd actually prefer it to be infinite. I mean, Int mod is like 2 or 3 early levels (when it matters) which hardly says " Prepared for Anything " Without the 8 meter clubs or infinite oil, it's pretty tame

Mike_the_Mystic
2012-01-10, 06:27 AM
Oh, man, that's so racist to non-humanoid, non-medium sized characters. WHY YOU MAKE GAME BALANCED? :smallsmile:

Honestly, though, I'd actually prefer it to be infinite. I mean, Int mod is like 2 or 3 early levels (when it matters) which hardly says " Prepared for Anything " Without the 8 meter clubs or infinite oil, it's pretty tame

True enough hehe.

Mike_the_Mystic
2012-01-13, 06:40 PM
As I have a three day weekend, I will be able to add more Devices.

Mike_the_Mystic
2012-01-15, 09:56 PM
Added some fantastic clockwork devices created by Samm and Cadian 9th!

Samm
2012-01-16, 01:20 AM
No worries mate. If all goes to plan I may have some more coming along.

Mike_the_Mystic
2012-01-22, 07:36 PM
Added the Iron Guardian device to the Clockwork Devices, as well as moved the monster stats to the Feats post, which is feats and monsters now.

Samm
2012-01-23, 01:36 AM
For the purposes of qualifying for item creation feats, do Tinker levels count as Caster Levels?

Mike_the_Mystic
2012-01-23, 11:59 AM
Yes they do, I should put that in the crunch.

Mike_the_Mystic
2012-01-23, 12:05 PM
Yes they do, I should put that in the crunch. And it's now the last lines in "I can Make that!"

Samm
2012-01-23, 07:22 PM
I think that's much clearer. I'm currently playtesting it, although it's unfinished, and it's pretty good. I just got to remember all my options and abilities, I have trouble doing often as a player.

I can't wait for the feats though, that will make the class a whole lot more interesting.