Kane0
2012-06-15, 04:49 AM
Hello Playgrounders, I have my next base class ready for submission!
This time its a wand-wielding, Item crafting powerhouse with an inbuilt weapon to boot
The Tinkerer
Your average Gnome Tinkerer on a good day.
http://fc03.deviantart.net/fs26/i/2008/036/f/2/I_Caught_a_Gnome____er__myself_by_kalessaradan.jpg
Deviantart - kalessaradan
Starting Age: As Alchemist
Starting Gold: As Alchemist
Alignment: Any
HD: d8
Skills per level: 2 + INT
Class Skills: Appraise, Craft, Disable Device, Escape Artist, Fly, Know (Engineering, Arcana), Linguistics, Profession, Sleight of Hand, Spellcraft, Use Magic Device
Proficiencies: All Simple Weapons, all light armor, no shields
{table=head] The Tinkerer | Spellcasting
{table=head]Level|BAB|Fort|Ref|Will|Special
1th | +0 |+0 | +1 | +2 | Arm Weapon, Workman’s Leather, Trapworking, Spellcasting
2th | +1 |+0 | +1 | +3 | Combat Style Feat, Tinkering
3th | +2 |+1 | +2 | +3 | Arm Weapon Enhancement
4th | +3 |+1 | +2 | +4 | Item Creation Feat
5th | +3 | +1 | +3 | +4 | Identification, Self Tinkering I
6th | +4 |+2 | +3 | +5 | Combat Style Feat
7th | +5 | +2 | +3 | +5| Arm Weapon Enhancement
8th | +6/+1 | +2 | +4 | +6| Item Creation Feat
9th | +6/+1 | +3 | +4 | +6 | Item Metamagic
10th | +7/+2 | +3 | +5 | +7 | Combat Style Feat, Self Tinkering II
11th | +8/+3 | +3 | +5 | +7 | Arm Weapon Enhancement
12th | +9/+4 | +4 | +6 | +8 | Item Creation Feat
13th | +9/+4 | +4 | +6 | +8 | Skill Mastery, Imbue Item
14th | +10/+5 | +4 | +6 | +9 | Combat Style Feat
15th | +11/+6/+1 | +5 | +7 | +9 | Arm Weapon Enhancement, Self Tinkering III
16th | +12/+7/+2 | +5 | +7 | +10 | Item Creation Feat
17th | +12/+7/+2 | +5 | +8 | +10 | Item Use
18th | +13/+8/+3 | +6 | +8 | +11 | Combat Style Feat
19th | +14/+9/+4 | +6 | +9 | +11 | Arm Weapon Enhancement
20th | +15/+10/+5 | +6 | +9 | +12 | Master Craftsman, Signature Work
[/table] | {table=head]1st|2nd|3rd|4th|5th|6th
1 | - | - | - | - | -
2 | - | - | - | - | -
3 | - | - | - | - | -
3 | 1 | - | - | - | -
4 | 2 | - | - | - | -
4 | 3 | - | - | - | -
4 | 3 | 1 | - | - | -
4 | 4 | 2 | - | - | -
5 | 4 | 3 | - | - | -
5 | 4 | 3 | 1 | - | -
5 | 4 | 4 | 2 | - | -
5 | 5 | 4 | 3 | - | -
5 | 5 | 4 | 3 | 1 | -
5 | 5 | 4 | 4 | 2 | -
5 | 5 | 5 | 4 | 3 | -
5 | 5 | 5 | 4 | 3 | 1
5 | 5 | 5 | 4 | 4 | 2
5 | 5 | 5 | 5 | 4 | 3
5 | 5 | 5 | 5 | 5 | 4
5 | 5 | 5 | 5 | 5 | 5
[/table]
[/table]
Special Abilities:
Spellcasting:
-The Tinkerer’s spellcasting is INT based, granting extra spells per day for a high casting stat as normal.
- The Tinkerer’s spells are prepared in the same manner as a Wizard or Alchemist.
- The Tinkerer uses a workbook that is functionally identical to a Wizards’ spellbook and an Alchemists recipe book. Spells can be transferred to and from these books.
- The Tinkerer’s spells require no verbal or somatic components, thus having no chance of arcane spell failure. However he must still have at least one free hand
- Much like an Alchemist, A Tinkerer can leave spell slots empty when spells are replentished and fill them during the day in 15 mins per spell, much like the Alchemist
- At level one a Tinkerer starts off with cantrips known and available as a Magus does.
Arm Weapon:
The Tinkerer creates his own weapon for use in the field. This takes the form of a choice between a Tinkerers Blade, a Tinkerer's Gauntlet, a Tinkerer’s Launcher or a Tinkerer's Pistol. (Details for more Arm Weapons in the spoiler below)
- All these weapons are exotic weapons that the Tinkerer is proficient in.
- All these weapons are of masterwork quality.
- All these weapons are equipped on the arm but do not interfere with other arm equipped items like bracers. This also means that the Tinkerer counts as having a free hand when the weapon is retracted.
- Extending or retracting these weapons takes a swift action.
- While equipped, an Arm Weapon grants a +2 to CMD against being disarmed of it.
- Smaller and larger arm weapons follow the decreases and increases in damage as normal for weapons
- Arm weapons can be enchanted as normal weapons of their type (melee or ranged)
- Choosing the Pistol also grants the Tinkerer the Pathfinder Gunsmithing (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#_gunsmithing) feat.
Weapon Details
Tinkerer’s Blade:
1d6 slashing or piercing damage
Crit 19-20/x2
Weight: 4 lbs
Value: 100 gp (Masterwork quality not factored)
Appearance: Much like an extendable blade, this weapon contains the blade in the arm worn bracket until triggered, upon which it springs out forwards and locks into place, ready to stab and slice.
Tinkerer’s Gauntlet:
1d6 bludgeoning damage
Crit 20/x3
Weight: 6 lbs
Value: 100 gp (Masterwork quality not factored)
This heavy bracer is worn over the arm and when activated spreads a thin but durable metal sheath in a roughly dome shape around the users hand, transforming the wearer's arm into an effective cudgel.
Tinkerer’s Launcher:
1d6 damage
Crit 19-20/x2
Ammo: Bolts, Throwing Knives, Darts, Shuriken.
Weight: 4 lbs
Value: 125 gp (Masterwork quality not factored)
This sleek looking contraption sits on the wearers arm and folds outwards upon activation, usually similar in appearance to a folding crossbow. However, unlike a crossbow this arm mounted weapon has various means to launch more than just bolts with equal force and accuracy, most commonly along the same barrel and using the same string.
Tinkerer's Pistol:
1d6 damage
Crit 20/x3
Ammo: Bullets (Both Sling and Gun variety)
Weight: 5 lbs
Value: 1100 gp (Masterwork Quality not factored)
This compact firearm rests in a covered sheath on the wielder's arm until ready to be used, extending and folding outwards to occupy the hand. It has a specially designed barrel and firing mechanism to accommodate regular sling bullets (including the rare stone or two if the need arises) as well as regular metal shells with its unique explosive powder.
NOTE: Alternatively you can choose to create your own Arm Weapon. Take any single one handed simple or martial weapon as the base weapon and make these changes:
- If damage dice is 1d8 or better, it is lowered one step
- If damage dice is 1d4 or lower, it is increased one step
- The crit stats become either 19-20/x2 or 20/x3 at the creators option. Once this decision is made it cannot be changed.
- Weight is 2 lb heavier than the base weapon
- Value is 100 gp higher than the base weapon
- Add all the qualities detailed in the Arm Weapon ability
Workman’s Leather:
The Tinkerer makes his own set of masterwork studded leather, with these additions:
- The armor contains various pouches and pockets capable of holding up to a dozen small, light items (potions, wands, etc) that each can be retrieved as a swift action. The armor must be worn for this benefit to be in effect.
- The armor contains various tools, trinkets and devices that grant a +1 bonus to all Disable Device, craft, and Profession checks. The armor must be worn for this benefit to be in effect.
- At level 10 the armor bonus of the armor becomes +6 instead of +3. No other statistics are altered.
Trapfinding:
As the Rogue ability.
Combat Style Feat:
The Tinkerer gains bonus feats in a similar fashion to a ranger, except the feat list is different. The feat list can be seen in the following post.
Tinkering:
The Tinkerer becomes accomplished at fiddling with items both magical and mundane. This ability grants a few benefits:
- Reduces the time and cost of item creation by 10% per four Tinkerer levels (starting at 10%, max 50%)
- No materials are lost on a failed crafting attempt
- Can use the Disable Device skill on constructs in the same way heal is used for the living.
- The Tinkerer always knows where his Item creation equipment (if he has any), Arm Weapon and Workman’s Leather are.
Arm Weapon Enhancement:
Every four levels starting at level 3, the Tinkerer finds some way to improve his arm weapon. He can choose from the modifications listed below:
Item Creation Feat:
The Tinkerer gains a bonus Item Creation Feat. If he already has all the item creation feats he qualifies for he can choose a different feat in its place.
Identification:
The Tinkerer gains a bonus equal to half his Tinkerer level to identify items, and can retry once per item if given an hour of study (each). He can always attempt to identify an item.
Self Tinkering:
The Tinkerer does not just work on items. He also manages to make careful and gradual additions and changes to his own form, either by trial and error or as a response to some factor in their lives (such as experiments constantly blowing up in their faces).
- At level 5 the Tinkerer receives half healing when subjected to a repair spell, and repairs a bonus 1 point of damage per die rolled on repair spells he casts.
- At level 10 the Tinkerer becomes immune to poison and requires only half food, water and sleep to function properly.
- At level 15 the Tinkerer becomes immune to Fatigue, Exhaustion, Blindness, Deafness and Choking/Suffocation. However he is still able to be drowned and strangled.
Item Metamagic:
The Tinkerer becomes able to successfully apply any metamagic Feat he knows when using items that expend charges. Using a metamagic feat in this fashion expends a number of extra charges equal to the number of spell slots above normal that the metamagic feat would use.
Skill Mastery:
The Tinkerer becomes able to take 10 on UMD checks at any time.
Imbue Item:
As the Warlock ability of the same name.
Item Use:
There is a small chance (6 on a d6) that one charge is not used when activating an item that expends charges to function. This is rolled once per use of the item, not once per charge expended.
Master Craftsman:
The Tinkerer has become a leader of his field, and is recognized accordingly. He also gains these benefits:
- He now receives full benefit when subjected to a repair spell
- All items he uses that expend charges have their caster level and spell DC increased by 2 when used by the Tinkerer.
Signature Work:
The Tinkerer has perfected his signature work, and is now ready for testing. Given 1d3 + 1 weeks to work, the Tinkerer creates (and knows how to create) any one unique, non-artifact, non-expendable item for free. The function and power of this item can vary, but is always subject to DM approval.
Note: Instead of a free custom magic item, a Tinkerer can receive one free Philosophers Stone as well as the knowledge and ability necessary to create them.
Alternatively the Tinkerer can forego this magic item to make himself a living construct, granting himself these traits:
- Immune to sleep, paralysis, disease, nausea and does not need to breathe (thus cannot suffocate/choke). He does not need to sleep but must remain inactive for 4 hours to gain the benefits of rest.
- Immunity to critical hits and precision damage such as sneak attacks
- Gains the Construct subtype. This allows him to be targeted by spells that only affect constructs but does not stop him from being resurrected or the like.
This time its a wand-wielding, Item crafting powerhouse with an inbuilt weapon to boot
The Tinkerer
Your average Gnome Tinkerer on a good day.
http://fc03.deviantart.net/fs26/i/2008/036/f/2/I_Caught_a_Gnome____er__myself_by_kalessaradan.jpg
Deviantart - kalessaradan
Starting Age: As Alchemist
Starting Gold: As Alchemist
Alignment: Any
HD: d8
Skills per level: 2 + INT
Class Skills: Appraise, Craft, Disable Device, Escape Artist, Fly, Know (Engineering, Arcana), Linguistics, Profession, Sleight of Hand, Spellcraft, Use Magic Device
Proficiencies: All Simple Weapons, all light armor, no shields
{table=head] The Tinkerer | Spellcasting
{table=head]Level|BAB|Fort|Ref|Will|Special
1th | +0 |+0 | +1 | +2 | Arm Weapon, Workman’s Leather, Trapworking, Spellcasting
2th | +1 |+0 | +1 | +3 | Combat Style Feat, Tinkering
3th | +2 |+1 | +2 | +3 | Arm Weapon Enhancement
4th | +3 |+1 | +2 | +4 | Item Creation Feat
5th | +3 | +1 | +3 | +4 | Identification, Self Tinkering I
6th | +4 |+2 | +3 | +5 | Combat Style Feat
7th | +5 | +2 | +3 | +5| Arm Weapon Enhancement
8th | +6/+1 | +2 | +4 | +6| Item Creation Feat
9th | +6/+1 | +3 | +4 | +6 | Item Metamagic
10th | +7/+2 | +3 | +5 | +7 | Combat Style Feat, Self Tinkering II
11th | +8/+3 | +3 | +5 | +7 | Arm Weapon Enhancement
12th | +9/+4 | +4 | +6 | +8 | Item Creation Feat
13th | +9/+4 | +4 | +6 | +8 | Skill Mastery, Imbue Item
14th | +10/+5 | +4 | +6 | +9 | Combat Style Feat
15th | +11/+6/+1 | +5 | +7 | +9 | Arm Weapon Enhancement, Self Tinkering III
16th | +12/+7/+2 | +5 | +7 | +10 | Item Creation Feat
17th | +12/+7/+2 | +5 | +8 | +10 | Item Use
18th | +13/+8/+3 | +6 | +8 | +11 | Combat Style Feat
19th | +14/+9/+4 | +6 | +9 | +11 | Arm Weapon Enhancement
20th | +15/+10/+5 | +6 | +9 | +12 | Master Craftsman, Signature Work
[/table] | {table=head]1st|2nd|3rd|4th|5th|6th
1 | - | - | - | - | -
2 | - | - | - | - | -
3 | - | - | - | - | -
3 | 1 | - | - | - | -
4 | 2 | - | - | - | -
4 | 3 | - | - | - | -
4 | 3 | 1 | - | - | -
4 | 4 | 2 | - | - | -
5 | 4 | 3 | - | - | -
5 | 4 | 3 | 1 | - | -
5 | 4 | 4 | 2 | - | -
5 | 5 | 4 | 3 | - | -
5 | 5 | 4 | 3 | 1 | -
5 | 5 | 4 | 4 | 2 | -
5 | 5 | 5 | 4 | 3 | -
5 | 5 | 5 | 4 | 3 | 1
5 | 5 | 5 | 4 | 4 | 2
5 | 5 | 5 | 5 | 4 | 3
5 | 5 | 5 | 5 | 5 | 4
5 | 5 | 5 | 5 | 5 | 5
[/table]
[/table]
Special Abilities:
Spellcasting:
-The Tinkerer’s spellcasting is INT based, granting extra spells per day for a high casting stat as normal.
- The Tinkerer’s spells are prepared in the same manner as a Wizard or Alchemist.
- The Tinkerer uses a workbook that is functionally identical to a Wizards’ spellbook and an Alchemists recipe book. Spells can be transferred to and from these books.
- The Tinkerer’s spells require no verbal or somatic components, thus having no chance of arcane spell failure. However he must still have at least one free hand
- Much like an Alchemist, A Tinkerer can leave spell slots empty when spells are replentished and fill them during the day in 15 mins per spell, much like the Alchemist
- At level one a Tinkerer starts off with cantrips known and available as a Magus does.
Arm Weapon:
The Tinkerer creates his own weapon for use in the field. This takes the form of a choice between a Tinkerers Blade, a Tinkerer's Gauntlet, a Tinkerer’s Launcher or a Tinkerer's Pistol. (Details for more Arm Weapons in the spoiler below)
- All these weapons are exotic weapons that the Tinkerer is proficient in.
- All these weapons are of masterwork quality.
- All these weapons are equipped on the arm but do not interfere with other arm equipped items like bracers. This also means that the Tinkerer counts as having a free hand when the weapon is retracted.
- Extending or retracting these weapons takes a swift action.
- While equipped, an Arm Weapon grants a +2 to CMD against being disarmed of it.
- Smaller and larger arm weapons follow the decreases and increases in damage as normal for weapons
- Arm weapons can be enchanted as normal weapons of their type (melee or ranged)
- Choosing the Pistol also grants the Tinkerer the Pathfinder Gunsmithing (http://paizo.com/pathfinderRPG/prd/ultimateCombat/ultimateCombatFeats.html#_gunsmithing) feat.
Weapon Details
Tinkerer’s Blade:
1d6 slashing or piercing damage
Crit 19-20/x2
Weight: 4 lbs
Value: 100 gp (Masterwork quality not factored)
Appearance: Much like an extendable blade, this weapon contains the blade in the arm worn bracket until triggered, upon which it springs out forwards and locks into place, ready to stab and slice.
Tinkerer’s Gauntlet:
1d6 bludgeoning damage
Crit 20/x3
Weight: 6 lbs
Value: 100 gp (Masterwork quality not factored)
This heavy bracer is worn over the arm and when activated spreads a thin but durable metal sheath in a roughly dome shape around the users hand, transforming the wearer's arm into an effective cudgel.
Tinkerer’s Launcher:
1d6 damage
Crit 19-20/x2
Ammo: Bolts, Throwing Knives, Darts, Shuriken.
Weight: 4 lbs
Value: 125 gp (Masterwork quality not factored)
This sleek looking contraption sits on the wearers arm and folds outwards upon activation, usually similar in appearance to a folding crossbow. However, unlike a crossbow this arm mounted weapon has various means to launch more than just bolts with equal force and accuracy, most commonly along the same barrel and using the same string.
Tinkerer's Pistol:
1d6 damage
Crit 20/x3
Ammo: Bullets (Both Sling and Gun variety)
Weight: 5 lbs
Value: 1100 gp (Masterwork Quality not factored)
This compact firearm rests in a covered sheath on the wielder's arm until ready to be used, extending and folding outwards to occupy the hand. It has a specially designed barrel and firing mechanism to accommodate regular sling bullets (including the rare stone or two if the need arises) as well as regular metal shells with its unique explosive powder.
NOTE: Alternatively you can choose to create your own Arm Weapon. Take any single one handed simple or martial weapon as the base weapon and make these changes:
- If damage dice is 1d8 or better, it is lowered one step
- If damage dice is 1d4 or lower, it is increased one step
- The crit stats become either 19-20/x2 or 20/x3 at the creators option. Once this decision is made it cannot be changed.
- Weight is 2 lb heavier than the base weapon
- Value is 100 gp higher than the base weapon
- Add all the qualities detailed in the Arm Weapon ability
Workman’s Leather:
The Tinkerer makes his own set of masterwork studded leather, with these additions:
- The armor contains various pouches and pockets capable of holding up to a dozen small, light items (potions, wands, etc) that each can be retrieved as a swift action. The armor must be worn for this benefit to be in effect.
- The armor contains various tools, trinkets and devices that grant a +1 bonus to all Disable Device, craft, and Profession checks. The armor must be worn for this benefit to be in effect.
- At level 10 the armor bonus of the armor becomes +6 instead of +3. No other statistics are altered.
Trapfinding:
As the Rogue ability.
Combat Style Feat:
The Tinkerer gains bonus feats in a similar fashion to a ranger, except the feat list is different. The feat list can be seen in the following post.
Tinkering:
The Tinkerer becomes accomplished at fiddling with items both magical and mundane. This ability grants a few benefits:
- Reduces the time and cost of item creation by 10% per four Tinkerer levels (starting at 10%, max 50%)
- No materials are lost on a failed crafting attempt
- Can use the Disable Device skill on constructs in the same way heal is used for the living.
- The Tinkerer always knows where his Item creation equipment (if he has any), Arm Weapon and Workman’s Leather are.
Arm Weapon Enhancement:
Every four levels starting at level 3, the Tinkerer finds some way to improve his arm weapon. He can choose from the modifications listed below:
Item Creation Feat:
The Tinkerer gains a bonus Item Creation Feat. If he already has all the item creation feats he qualifies for he can choose a different feat in its place.
Identification:
The Tinkerer gains a bonus equal to half his Tinkerer level to identify items, and can retry once per item if given an hour of study (each). He can always attempt to identify an item.
Self Tinkering:
The Tinkerer does not just work on items. He also manages to make careful and gradual additions and changes to his own form, either by trial and error or as a response to some factor in their lives (such as experiments constantly blowing up in their faces).
- At level 5 the Tinkerer receives half healing when subjected to a repair spell, and repairs a bonus 1 point of damage per die rolled on repair spells he casts.
- At level 10 the Tinkerer becomes immune to poison and requires only half food, water and sleep to function properly.
- At level 15 the Tinkerer becomes immune to Fatigue, Exhaustion, Blindness, Deafness and Choking/Suffocation. However he is still able to be drowned and strangled.
Item Metamagic:
The Tinkerer becomes able to successfully apply any metamagic Feat he knows when using items that expend charges. Using a metamagic feat in this fashion expends a number of extra charges equal to the number of spell slots above normal that the metamagic feat would use.
Skill Mastery:
The Tinkerer becomes able to take 10 on UMD checks at any time.
Imbue Item:
As the Warlock ability of the same name.
Item Use:
There is a small chance (6 on a d6) that one charge is not used when activating an item that expends charges to function. This is rolled once per use of the item, not once per charge expended.
Master Craftsman:
The Tinkerer has become a leader of his field, and is recognized accordingly. He also gains these benefits:
- He now receives full benefit when subjected to a repair spell
- All items he uses that expend charges have their caster level and spell DC increased by 2 when used by the Tinkerer.
Signature Work:
The Tinkerer has perfected his signature work, and is now ready for testing. Given 1d3 + 1 weeks to work, the Tinkerer creates (and knows how to create) any one unique, non-artifact, non-expendable item for free. The function and power of this item can vary, but is always subject to DM approval.
Note: Instead of a free custom magic item, a Tinkerer can receive one free Philosophers Stone as well as the knowledge and ability necessary to create them.
Alternatively the Tinkerer can forego this magic item to make himself a living construct, granting himself these traits:
- Immune to sleep, paralysis, disease, nausea and does not need to breathe (thus cannot suffocate/choke). He does not need to sleep but must remain inactive for 4 hours to gain the benefits of rest.
- Immunity to critical hits and precision damage such as sneak attacks
- Gains the Construct subtype. This allows him to be targeted by spells that only affect constructs but does not stop him from being resurrected or the like.