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Draken
2007-11-04, 11:25 PM
Tinker

A mage of gunpowder, a wizard of engineering, a sorcerer of steel and smoke, the Tinker takes his technologic research and usage to a level that makes it look almost like magic.
And perhaps it is, perhaps such an advanced technology is indeed, a kind of magic, an art on itself.

Tinkers dabble in wires, complicated numbers, measures, metals and alchemical substances to power creations very similar to magic, however, there is no supernatural effect to their creations, they are all achievements of technical advances.

Adventuring: Scenario specifc, and I am lazy.
Characteristics: The tinker works much like a wizard, the main issue being the fact that all of his features are mundane, as opposed to magic. The Tinker doesn’t have as many different ‘spells’ as the wizard, but he’s got more tricks up his sleeve.
Alignment: Any
Religion: Tinkers are scientists, they rarely turn towards a more religious view of the word.
History: Uh… This is very much dependent of scenario agreed?
Races: Any, but the greatest Tinkers come from the halls of humanity, the inventive gnomes and the magic-distrusting dwarves.
Other Classes: Tinkers do well enough with fighters, rogues
Function: The Tinker’s function depends on what tinkerings he selects, but he is mainly, a damage dealer.
Abilities: the main ability for the Tinker is intelligence, it determines the power of his tinkerings and determines what is the highest level tinkering he can achieve. Constitution is also important to increase the Tinker’s resilience in battle, and a good dexterity helps him survive the explosions created by accidents. Strength is useful to increase the cargo limit, due to the high number of different apparatus the tinker usually carries along.

HD: d6
Skills: 4 + int mod.
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Dex), Heal (Wis), Knowledge (Int), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Tinkercraft (Int).

Tinker
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Master Crafter +1|4|2

2nd|
+1|
+0|
+0|
+3|Light Armor Proficiency|5|3

3rd|
+1|
+1|
+1|
+3|Master Crafter +2|5|4|2

4th|
+2|
+1|
+1|
+4|Bonus Feat|5|5|3

5th|
+2|
+1|
+1|
+4|Master Crafter +3|5|5|4|2

6th|
+3|
+2|
+2|
+5|Special Ability|5|5|5|3

7th|
+3|
+2|
+2|
+5|Master Crafter +4|5|5|5|4|2

8th|
+4|
+2|
+2|
+6|Bonus Feat|5|5|5|5|3

9th|
+4|
+3|
+3|
+6|Master Crafter +5|5|5|5|5|4|2

10th|
+5|
+3|
+3|
+7|Special Ability|5|5|5|5|5|3

11th|
+5|
+3|
+3|
+7|Master crafter +6|5|5|5|5|5|4|2

12th|
+6/+1|
+4|
+4|
+8|Bonus Feat|5|5|5|5|5|5|3

13th|
+6/+1|
+4|
+4|
+8|Master Crafter +7|5|5|5|5|5|5|4|2

14th|
+7/+2|
+4|
+4|
+9|Special Ability|5|5|5|5|5|5|5|3

15th|
+7/+2|
+5|
+5|
+9|Master Crafter +8|5|5|5|5|5|5|5|4|2

16th|
+8/+3|
+5|
+5|
+10|Bonus Feat|5|5|5|5|5|5|5|5|3

17th|
+8/+3|
+5|
+5|
+10|Master Crafter +9|5|5|5|5|5|5|5|5|4|2

18th|
+9/+4|
+6|
+6|
+11|Special Ability|5|5|5|5|5|5|5|5|5|3

19th|
+9/+4|
+6|
+6|
+11|Master Crafter +10|5|5|5|5|5|5|5|5|5|4

20th|
+10/+5|
+6|
+6|
+12|Bonus feat|5|5|5|5|5|5|5|5|5|5[/table]

Weapon and Armor Proficiency: Tinkers are proficient with all simple weapons and firearms, but no armors or shields

Tinkerings: A tinker activates tinkerings which are drawn from the tinkerer’s list. A tinker must choose and prepare her tinkerings ahead of time (see below).
To learn, prepare, or activate a tinkering, the tinker must have an Intelligence score equal to at least 10 + the tinkering level, he also needs to have a quantity of ranks in one or more craft skills, depending on the “school” of the tinkering, equal to twice the level of the tinkering. The Difficulty Class for a saving throw against a tinker’s tinkering is 10 + the tinkering level + the tinker’s Intelligence modifier.
A tinker can ready only a certain number of tinkerings of each tinkering level per day. Her base daily tinkering allotment is given on Table: The Tinker In addition, she receives bonus spells per day if she has a high Intelligence score.
A tinker may know any number of tinkerings. She must choose and prepare her tinkerings ahead of time by getting a good night’s sleep and spending 1 hour studying and assembling components and chemicals (to prepare her tinkerings, a tinker needs both her Planbook and another item, depending on the “school” of the tinkering). While studying, the tinker decides which spells to prepare.
Tinkerings are always extraordinary effects, and are not subject to spell resistance or spell immunity. Tinkerings don’t have verbal components, but nearly all of them require some sort of focus (like a Tinker’s Mortar Launcher or a Tinker’s Bazooka).


Master Crafter: A Tinker gains the specified bonus in all his trained craft checks. He also receives a discount on the cost of materials for craft skills and item creation equal to twice this same bonus.

Light Armor Proficiency: At 2° level the Tinker becomes proficient with Light Armor.

Bonus Feats: At 4°, 8°, 12°, 16° and 20° levels, the tinker gains a bonus feat, this can be any Metatinkering Feat (Metamagic Feats), Item Creation Feat (except for Scribe scroll), or Tinkering Mastery (Spell Mastery).

Special Ability: At 10°, 14 and 18° levels, the Tinker can choose one special ability from the following list:

War Tinker: You have been trained to war. The War Tinker’s Base Attack bonus increases to ¾ of his class level (like the cleric) and a +2 bonus to Fort saves.

Evasion: Life as a Tinker is a blast, literally, after surviving many explosions, most due to failed experiments, you have learned how to avoid damage due to them. Selecting this special ability gives you the Evasion ability and a +2 bonus to Reflex saves.

Improved Evasion: You can only obtain this if you have the Evasion ability (be it due to the Evasion special ability or due to levels in other class that grants evasion). You receive the Improved Evasion ability, and a(nother) +2 bonus to Reflex saves.

Energy Resistance: The tinker gains resistance to fire, acid, cold and electricity equal to ½ of his class level, rounded down.

Improved Metatinkering: Chose one Metatinkering Feat you posses. The level adjustment of that tinkering is reduced by one, to a minimum of zero.

Bonus Feat: It is a bonus feat. Sure, you already get quite a number of these, but this one has fewer limitations!

List of Tinkerings (Spell list) will come up soon, it uses basically the Wiz/Sor list, but leaves out many, many spells and many others get the need to special focuses. Like Gate, that requires a 25,000 gp, 5 ton focus (yes, a stargate >>)

AstralFire
2007-11-05, 12:08 AM
I may snag one of these for my campaign; the party's stronghold has taken in a mad inventor Half-Orc who distrusts arcane magic (the game is set in Eberron; many orcs have such views in that campaign), and this seems perfect.

I will really have to hold off on balance comments until the spell list is completed, though.

Eredo
2008-07-07, 02:41 AM
Seeing as our campaign has a city of Gnomish Engineers, We will most difinately try this out! Great work!

imp_fireball
2008-08-08, 08:24 PM
Bump.

This needs updatingz (I secretly wants it for myself)!!!

Vadin
2008-08-10, 12:23 PM
Seconded. What class other than this one could arrive along with the Artificer when the 2 AP gets spent to make the classes? [/LoC]

AmberVael
2008-08-10, 02:05 PM
http://i62.photobucket.com/albums/h107/sjunderw/Other/Thread_Necromancy.jpg
Please don't feed the dead thread!

Draken
2008-08-10, 03:51 PM
I diverted from finishing this for quite osme time (short attention spam) but I have been working on it again, it's just that it is kind of complicated to organize the "spell list".

Vadin
2008-08-10, 03:53 PM
Feel free to let your attention spam know it can take as long as it needs. The gnomes won't show up for quite awhile.

imp_fireball
2008-08-11, 04:01 PM
Your attention, does it spam things? Sounds like some kinda psionic feat. :P