Akennedy
2007-10-16, 08:23 PM
Okay, Okay... I've finally come close to finishing this class, not deathly close, but close nonetheless. I posted it a couple of months ago and it's a reading intensive thread, and there may or may not be a couple of errors in the posting. I can't provide a table yet because I'm too tired, but here's the class.
Thank you to those who read it.
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BAB progression: As cleric
Good Will Save
Game Rule Information
Abilities: Intelligence for infusions, con and strength for combat abilities.
Alignment: Any non-chaotic.
Hit Die: d6.
Class Skills
The tinkerer’s class skills are: Appraise, Concentration, Craft (any, including alchemy), Disable Device, Forgery, Intimidate, Knowledge (all; taken separately), Listen, Profession, Search, Spot, Use Rope.
Skill Points at First Level: (4 + Int mod) *4
Skill Points At Each Additional Level: 4 + int mod
Class Features
All of the following are class features of the tinkerer.
Weapon and Armor Proficiency: A tinkerer is proficient with all simple weapons, light and medium armor and all his own creations. Because his infusions aren’t actually spells or even considered magical, he incurs no chance of arcane spell failure under any circumstances. However, because he has to have one arm free to use a gadget or potion, it limits his weapon selection and his ability to use subtlety outside of combat.
Infusions: A tinkerer does not channel arcane energy, nor does he pray to the gods for divine power, not even does he psionically channel his brain to produce a desired effect; he creates infusions. He uses mundane, material products and extracts the useful properties from them and makes various tools and potions.
All of where he obtains his materials are from nature itself; from earth, stone, and plant material, thus, it doesn’t cost the tinkerer much money to practice his craft. However, in order to obtain and extract the useful ingredients, he needs an artisan’s kit, for the specified craft (Alchemy for potions, Blacksmithing for anything involving metal and Leatherworking for anything involving cloth or hide material).
Also, the tinkerer stores all his knowledge in a bound book (usually). Each infusion takes up as many pages as per infusion level. 0-level infusions are practiced so often that they are engraved into the tinkerer’s mind. The tinkerer begins play with 6 + intelligence modifier worth of 0-level infusions and alchemical items, divided as the tinkerer wishes. At the beginning of each new level, a tinkerer learns 3 new infusions, and may learn more by researching previous tinkerer’s notebooks, or by independent research. Each page, though non-magical, is worth 25g, due to its intensive instructions and work involved.
The maximum level of infusion the tinkerer can prepare is equal to ½ of the amount of ranks in his Craft skill (round down).
Each morning, after eight hours of rest, a tinkerer spends one hour preparing his daily infusions. He receives bonus infusion points by rolling a Craft (Alchemy) check DC 10; by every 1 he passes the DC, he gains an additional infusion point for the day. Should he roll a one on this check, he halves the amount of infusion points he gains that day. He may choose to not use all of his infusions points at the beginning of the day and may use the remainder later in the day; however, it takes at least 15 minutes to make the rest of his infusions should he decide to use make them in later in the day.
Each infusion level uses so many infusion points according to the following table:
Infusion Point Costs
Infusion Level 0 1 2 3 4 5 6
Point Cost .5 1 3 5 7 9 11
There are a few different types of infusions:
- Potion
- item Imbued
- Multi-Use (A sub-category)
Potion – A potion-infusion falls under one or more of these categories:
- Thrown: as a thrown weapon. All potion-infusions can be contained into a vial or flask. Throwing a vial or flask requires a standard action.
- If a thrown potion-infusion misses, it has a 75% chance of detonating on the square it lands (see missing with a thrown weapon, page 158 of the PhB).
- - Vial: can be thrown 10ft.
- - Flask: can be thrown 20ft.
- - These may not be loaded in a sling and then launched.
- Imbibed
- - The potion, upon being imbibed (standard action), will take 1d3-1 rounds to take effect. A roll of a one means it happens instantaneously.
- Salve
- - The salve requires a full-round action to apply, but its effects occur immediately.
- Contact: Delayed
- - A potion requiring contact (usually on an individual) to take effect. After the chemical has contact with the individual (the vial/flask breaks on contact) its effects occur 1d4 rounds later.
- - A contact: delayed potion may be made into a contact: instantaneous by spending 2 infusion points more than the original infusion.
- Contact: Instantaneous
- - A potion requiring the contents on the vial/flask to be outside of the vial/flask to take effect. After the contents are splashed outside the container, its effects occur immediately.
- A potion infusion requires a craft (alchemy) skill rank of at least double the spell level in order to learn a potion infusion.
- Creating potion-infusions require the normal amount of infusion points to create
Item-Imbued – A item-imbued infusion requires a tool or piece of equipment in order to be used – example, boots of fly.
- Every item-imbued item requires a magical item slot (see page 214 of the DMG)
- Every item-imbued item will include a list of what magical item slot it can fill. It is up to the play of what it looks like and how they in particular want it to function.
- Altering an item does make physical changes to the item, but can be disguise via Craft check (the check rolled when item is made) opposed by a spot check.
- A tinkerer can alter magical items in this fashion without destroying the magical properties of the item
- An item imbued infusion requires a craft (alchemy and weaponsmith, armorsmith or bowyer [depending on which infusion is in question]) skill rank of at least double the spell level in order to learn a item imbued infusion.
- Infusing items in this fashion costs the usual amount of infusion points
Multi-use – a sub category of infusions
- Creating a potion or an imbued item with three uses before it’s expended.
- When creating a multi-use potion, the potion can be help in two different fashions
- - Single Charge – If all 3 charges are expended at once, the numerical effects are multiplied by 1.5. The DC of the save to resist a single charge multi-use is increased by 2.
- - Normal Usage – If the tinkerer decides to use the three charges separately, he must have the appropriate amount of vials/flasks/ containers to hold them in.
- - During a tinkerer’s hour of preparation after his 8 hours rest is when he decides how he wants to make his infusions (either single charge or normal usage. He cannot change his mind in the middle of the day).
- When creating a multi-use item, it requires twice the normal amount of infusion points to create.
There is a different set of rules for using infusions:
- All tools or potions a tinkerer makes have a shelf life of 24 hours.
- Each and every infusion does not fall under a spell school.
- There are no components, except for material (often a vial or flask), for infusions
- “Casting Time” – often a standard action unless otherwise noted
- Range: dependant, usually 10-20ft.
- Duration: as per infusion
- Saving throw: per infusion (DC = 10 + ½ tinkerer level + intelligence modifier)
- Spell resistance: Never.
A problem many tinkerers face is not having enough vials or flasks to hold all of their potions. As a result, a tinkerer often improvises be hollowing out a chunk of stone, old wine bottles, or using water skins or even clay jugs to hold a lot of the same potion. If the DM desires, you may make your own improvised containers that may require a different craft check, and should only have a 95% chance (maximum) of detonating on a successful hit.
Crafty:
- A tinkerer has mastered the basics of alchemy and has dabbled enough with basic creations that how to make them have been seared into his mind. By using 1 infusion point, and a successful craft (alchemy) check, a tinkerer may make any alchemical item free of cost (except Holy Water). These items have a shelf life of only 24 hours, just like any other infusion, and are visually different from the real alchemical item. If the alchemical item deals damage, a tinkerer may spend an additional infusion point to have it deal +1 point of damage per die; if a alchemical item has a save DC, a tinkerer may spend an additional 1 infusion point to increase the save DC’s of that item. If an alchemical item adds to a skill check, spending an additional infusion point may add one more to the skill check it’s contributing to. You must spend an infusion known to learn an alchemical item.
Equipment modifications:
- Similar to infusions, however, these usually require certain pieces of gear to modify to function at a greater level.
- Equipment modifications cost the same amount in infusion points as their infusion counterparts.
- Equipment modifications only last 24 hours until they need to be serviced again or repaired (infusion points must be spend again if the modification should be used again the next day).
- Modifying equipment requires a craft (clockwork) skill rank of at least double the infusion level in order to learn it.
- Some modifications require different craft or knowledge skills, thus, the indicated skill replaces the craft (clockwork) skill rank, the amount of skill ranks is still equal to double the spell level.
- Each equipment modification requires the item in question and may require other materials and is specified in the modification.
- Every Artisan kit may make 10 equipment modifications before it becomes expended. However, equipment modifications may be disassembled and reused over and over again.
Chemical Savvy:
- A tinkerer is used to creating harmful and dangerous potions, thus, has become more familiar with poisons and toxins to living creatures. The tinkerer may use infusion points to create poisons. He may only make potions with DC’s equal to double his class level. He may choose to increase the DC of a poison by spending one infusion point per every 1 increase to the DC. The altered DC may not surpass 3/2ths the tinkerer’s class level. These poisons, like infusions, only have a shelf life of 24 hours and are significantly visually different from the real version of the poison. She rolls a craft (alchemy) in place of a craft (poisonmaking) check You must spend an infusion known to learn a specific poison.
I apologize for tables being screwed up from MS word to this.
Thank you to those who read it.
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BAB progression: As cleric
Good Will Save
Game Rule Information
Abilities: Intelligence for infusions, con and strength for combat abilities.
Alignment: Any non-chaotic.
Hit Die: d6.
Class Skills
The tinkerer’s class skills are: Appraise, Concentration, Craft (any, including alchemy), Disable Device, Forgery, Intimidate, Knowledge (all; taken separately), Listen, Profession, Search, Spot, Use Rope.
Skill Points at First Level: (4 + Int mod) *4
Skill Points At Each Additional Level: 4 + int mod
Class Features
All of the following are class features of the tinkerer.
Weapon and Armor Proficiency: A tinkerer is proficient with all simple weapons, light and medium armor and all his own creations. Because his infusions aren’t actually spells or even considered magical, he incurs no chance of arcane spell failure under any circumstances. However, because he has to have one arm free to use a gadget or potion, it limits his weapon selection and his ability to use subtlety outside of combat.
Infusions: A tinkerer does not channel arcane energy, nor does he pray to the gods for divine power, not even does he psionically channel his brain to produce a desired effect; he creates infusions. He uses mundane, material products and extracts the useful properties from them and makes various tools and potions.
All of where he obtains his materials are from nature itself; from earth, stone, and plant material, thus, it doesn’t cost the tinkerer much money to practice his craft. However, in order to obtain and extract the useful ingredients, he needs an artisan’s kit, for the specified craft (Alchemy for potions, Blacksmithing for anything involving metal and Leatherworking for anything involving cloth or hide material).
Also, the tinkerer stores all his knowledge in a bound book (usually). Each infusion takes up as many pages as per infusion level. 0-level infusions are practiced so often that they are engraved into the tinkerer’s mind. The tinkerer begins play with 6 + intelligence modifier worth of 0-level infusions and alchemical items, divided as the tinkerer wishes. At the beginning of each new level, a tinkerer learns 3 new infusions, and may learn more by researching previous tinkerer’s notebooks, or by independent research. Each page, though non-magical, is worth 25g, due to its intensive instructions and work involved.
The maximum level of infusion the tinkerer can prepare is equal to ½ of the amount of ranks in his Craft skill (round down).
Each morning, after eight hours of rest, a tinkerer spends one hour preparing his daily infusions. He receives bonus infusion points by rolling a Craft (Alchemy) check DC 10; by every 1 he passes the DC, he gains an additional infusion point for the day. Should he roll a one on this check, he halves the amount of infusion points he gains that day. He may choose to not use all of his infusions points at the beginning of the day and may use the remainder later in the day; however, it takes at least 15 minutes to make the rest of his infusions should he decide to use make them in later in the day.
Each infusion level uses so many infusion points according to the following table:
Infusion Point Costs
Infusion Level 0 1 2 3 4 5 6
Point Cost .5 1 3 5 7 9 11
There are a few different types of infusions:
- Potion
- item Imbued
- Multi-Use (A sub-category)
Potion – A potion-infusion falls under one or more of these categories:
- Thrown: as a thrown weapon. All potion-infusions can be contained into a vial or flask. Throwing a vial or flask requires a standard action.
- If a thrown potion-infusion misses, it has a 75% chance of detonating on the square it lands (see missing with a thrown weapon, page 158 of the PhB).
- - Vial: can be thrown 10ft.
- - Flask: can be thrown 20ft.
- - These may not be loaded in a sling and then launched.
- Imbibed
- - The potion, upon being imbibed (standard action), will take 1d3-1 rounds to take effect. A roll of a one means it happens instantaneously.
- Salve
- - The salve requires a full-round action to apply, but its effects occur immediately.
- Contact: Delayed
- - A potion requiring contact (usually on an individual) to take effect. After the chemical has contact with the individual (the vial/flask breaks on contact) its effects occur 1d4 rounds later.
- - A contact: delayed potion may be made into a contact: instantaneous by spending 2 infusion points more than the original infusion.
- Contact: Instantaneous
- - A potion requiring the contents on the vial/flask to be outside of the vial/flask to take effect. After the contents are splashed outside the container, its effects occur immediately.
- A potion infusion requires a craft (alchemy) skill rank of at least double the spell level in order to learn a potion infusion.
- Creating potion-infusions require the normal amount of infusion points to create
Item-Imbued – A item-imbued infusion requires a tool or piece of equipment in order to be used – example, boots of fly.
- Every item-imbued item requires a magical item slot (see page 214 of the DMG)
- Every item-imbued item will include a list of what magical item slot it can fill. It is up to the play of what it looks like and how they in particular want it to function.
- Altering an item does make physical changes to the item, but can be disguise via Craft check (the check rolled when item is made) opposed by a spot check.
- A tinkerer can alter magical items in this fashion without destroying the magical properties of the item
- An item imbued infusion requires a craft (alchemy and weaponsmith, armorsmith or bowyer [depending on which infusion is in question]) skill rank of at least double the spell level in order to learn a item imbued infusion.
- Infusing items in this fashion costs the usual amount of infusion points
Multi-use – a sub category of infusions
- Creating a potion or an imbued item with three uses before it’s expended.
- When creating a multi-use potion, the potion can be help in two different fashions
- - Single Charge – If all 3 charges are expended at once, the numerical effects are multiplied by 1.5. The DC of the save to resist a single charge multi-use is increased by 2.
- - Normal Usage – If the tinkerer decides to use the three charges separately, he must have the appropriate amount of vials/flasks/ containers to hold them in.
- - During a tinkerer’s hour of preparation after his 8 hours rest is when he decides how he wants to make his infusions (either single charge or normal usage. He cannot change his mind in the middle of the day).
- When creating a multi-use item, it requires twice the normal amount of infusion points to create.
There is a different set of rules for using infusions:
- All tools or potions a tinkerer makes have a shelf life of 24 hours.
- Each and every infusion does not fall under a spell school.
- There are no components, except for material (often a vial or flask), for infusions
- “Casting Time” – often a standard action unless otherwise noted
- Range: dependant, usually 10-20ft.
- Duration: as per infusion
- Saving throw: per infusion (DC = 10 + ½ tinkerer level + intelligence modifier)
- Spell resistance: Never.
A problem many tinkerers face is not having enough vials or flasks to hold all of their potions. As a result, a tinkerer often improvises be hollowing out a chunk of stone, old wine bottles, or using water skins or even clay jugs to hold a lot of the same potion. If the DM desires, you may make your own improvised containers that may require a different craft check, and should only have a 95% chance (maximum) of detonating on a successful hit.
Crafty:
- A tinkerer has mastered the basics of alchemy and has dabbled enough with basic creations that how to make them have been seared into his mind. By using 1 infusion point, and a successful craft (alchemy) check, a tinkerer may make any alchemical item free of cost (except Holy Water). These items have a shelf life of only 24 hours, just like any other infusion, and are visually different from the real alchemical item. If the alchemical item deals damage, a tinkerer may spend an additional infusion point to have it deal +1 point of damage per die; if a alchemical item has a save DC, a tinkerer may spend an additional 1 infusion point to increase the save DC’s of that item. If an alchemical item adds to a skill check, spending an additional infusion point may add one more to the skill check it’s contributing to. You must spend an infusion known to learn an alchemical item.
Equipment modifications:
- Similar to infusions, however, these usually require certain pieces of gear to modify to function at a greater level.
- Equipment modifications cost the same amount in infusion points as their infusion counterparts.
- Equipment modifications only last 24 hours until they need to be serviced again or repaired (infusion points must be spend again if the modification should be used again the next day).
- Modifying equipment requires a craft (clockwork) skill rank of at least double the infusion level in order to learn it.
- Some modifications require different craft or knowledge skills, thus, the indicated skill replaces the craft (clockwork) skill rank, the amount of skill ranks is still equal to double the spell level.
- Each equipment modification requires the item in question and may require other materials and is specified in the modification.
- Every Artisan kit may make 10 equipment modifications before it becomes expended. However, equipment modifications may be disassembled and reused over and over again.
Chemical Savvy:
- A tinkerer is used to creating harmful and dangerous potions, thus, has become more familiar with poisons and toxins to living creatures. The tinkerer may use infusion points to create poisons. He may only make potions with DC’s equal to double his class level. He may choose to increase the DC of a poison by spending one infusion point per every 1 increase to the DC. The altered DC may not surpass 3/2ths the tinkerer’s class level. These poisons, like infusions, only have a shelf life of 24 hours and are significantly visually different from the real version of the poison. She rolls a craft (alchemy) in place of a craft (poisonmaking) check You must spend an infusion known to learn a specific poison.
I apologize for tables being screwed up from MS word to this.