AvatarVecna
2022-03-05, 01:34 PM
Alignment: Any
Hit Die: d6
Starting Gold: 5d4x10 gp
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (-), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex)
Skill Points At First Level: (8 + Int modifier) x4
Skill Points At Each Additional Level: 8 + Int modifier
Level
BAB
Fort
Ref
Will
Special
1
+0
+0
+0
+2
Specialization, Item Creation, Trapfinding
2
+1
+0
+0
+3
Specialization
3
+2
+1
+1
+3
Specialization
4
+3
+1
+1
+4
Specialization
5
+3
+1
+1
+4
Specialization
6
+4
+2
+2
+5
Specialization
7
+5
+2
+2
+5
Specialization
8
+6/+1
+2
+2
+6
Specialization
9
+6/+1
+3
+3
+6
Specialization
10
+7/+2
+3
+3
+7
Specialization
11
+8/+3
+3
+3
+7
Specialization
12
+9/+4
+4
+4
+8
Specialization
13
+9/+4
+4
+4
+8
Specialization
14
+10/+5
+4
+4
+9
Specialization
15
+11/+6/+1
+5
+5
+9
Specialization
16
+12/+7/+2
+5
+5
+10
Specialization
17
+12/+7/+2
+5
+5
+10
Specialization
18
+13/+8/+3
+6
+6
+11
Specialization
19
+14/+9/+4
+6
+6
+11
Specialization
20
+15/+10/+5
+6
+6
+12
Specialization
Proficiencies: Tinker are proficient with simple weapons, as well as light armor and shields (but not tower shields). Additionally, a tinker is proficient with any weapon or armor they personally crafted.
Specialization: A tinker's ability to craft items is unparalleled. At every level, a tinker may select one of the following options for that level's specialization. This choice is made upon leveling up. When a tinker gains a new level, they may redo a single Specialization choice previously made. Unless otherwise specified, any Specialization can be taken multiple times, and stacks with itself. All cost multipliers stack multiplicatively.
Augmented Alchemy: You gain the Augmented Alchemy epic feat.
Broad Craft Specialization: You gain +1 to all Craft skill checks. Additionally, when using any Craft skills, multiply the upfront gp cost and the progress required to successfully craft the item by 0.8.
Narrow Craft Specialization: Select one Craft skill. You gain a +3 bonus to skill checks with that skill. Additionally, when crafting an item using that skill, multiply the upfront gp cost and the progress required to successfully craft the item by 0.5.
Craft Training: Select one Craft skill. You gain ranks in that skill equal to your tinker level +3, up to your skill rank maximum. This Specialization can be taken once per skill.
Craft Reserve: As artificer class feature.
Item Feat: You gain an feat of your choice that you qualify for. Your caster level for purposes of feat qualification is equal to your tinker level.
Metamagic Feat: You gain a [Metamagic feat] of your choice that you qualify for. This does not grant you the ability to use metamagic feats via items on the fly, although it does allow you to build items that replicate a metamagic-altered version of spells you could otherwise craft. The market price and the prerequisites for such an item are determined as if the metamagic feat actually altered the spell's level (even though it doesn't).
Metamagic Specialization: Select one [metamagic] feat you possess. Reduce the required spell level increase by one, to a minimum of +0. This Specialization option can only be taken once per metamagic feat.
Metamagic Spell Completion: This is identical to the artificer class feature. This Specialization can only be taken once.
Metamagic Spell Trigger: This is identical to the artificer class feature. This Specialization can only be taken once.
Broad Creation Specialization: When crafting magic items, multiply all crafting costs by 0.9.
Broad Item Specialization: Select one [Item Creation] feat you possess. This must be a feat that actually grants the ability to craft items - things like Extraordinary Artisan don't count. When crafting magic items using that feat, multiply all crafting costs by 0.75.
Narrow Creation Specialization: Select one crafting cost: gp, XP, or time. When crafting magic items, multiply that crafting cost by 0.75.
Narrow Item Specialization: Select one [Item Creation] feat you possess. This must be a feat that actually grants the ability to craft items - things like Extraordinary Artisan don't count. Select one crafting cost: gp, XP, or time. When crafting magic items using that feat, multiply that crafting cost by 0.5.
Retain Essence: This is identical to the artificer class feature. This Specialization can only be taken once.
Smith Of Legend: Select one Craft skill. You may craft magic items using that skill, as appropriate to the skill in question, using mundane crafting rates instead of magical ones, althoughnyou still need to pay the normal XP cost.
Trapfinding (Ex): A tinker can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. This is identical to the rogue class feature.
Item Creation (Ex): A tinker can create a magic item even if he does not have access to the spells that are prerequisites for the item. This is identical to the artificer class feature.
EDIT:
Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.' To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Magic items created by an artificer are considered neither arcane nor divine.
Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.
For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.
Metamagic Spell Trigger (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.
Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) 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 rogue 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 her party) without disarming it.
[I]Extra Specialization
You training is superior to tinkers of similar skill.
Prereq: Tinker Specialization class feature
Effect: You gain an extra Tinker Specialization.
Special: This feat can be taken multiple times.
Hit Die: d6
Starting Gold: 5d4x10 gp
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (-), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha), Use Rope (Dex)
Skill Points At First Level: (8 + Int modifier) x4
Skill Points At Each Additional Level: 8 + Int modifier
Level
BAB
Fort
Ref
Will
Special
1
+0
+0
+0
+2
Specialization, Item Creation, Trapfinding
2
+1
+0
+0
+3
Specialization
3
+2
+1
+1
+3
Specialization
4
+3
+1
+1
+4
Specialization
5
+3
+1
+1
+4
Specialization
6
+4
+2
+2
+5
Specialization
7
+5
+2
+2
+5
Specialization
8
+6/+1
+2
+2
+6
Specialization
9
+6/+1
+3
+3
+6
Specialization
10
+7/+2
+3
+3
+7
Specialization
11
+8/+3
+3
+3
+7
Specialization
12
+9/+4
+4
+4
+8
Specialization
13
+9/+4
+4
+4
+8
Specialization
14
+10/+5
+4
+4
+9
Specialization
15
+11/+6/+1
+5
+5
+9
Specialization
16
+12/+7/+2
+5
+5
+10
Specialization
17
+12/+7/+2
+5
+5
+10
Specialization
18
+13/+8/+3
+6
+6
+11
Specialization
19
+14/+9/+4
+6
+6
+11
Specialization
20
+15/+10/+5
+6
+6
+12
Specialization
Proficiencies: Tinker are proficient with simple weapons, as well as light armor and shields (but not tower shields). Additionally, a tinker is proficient with any weapon or armor they personally crafted.
Specialization: A tinker's ability to craft items is unparalleled. At every level, a tinker may select one of the following options for that level's specialization. This choice is made upon leveling up. When a tinker gains a new level, they may redo a single Specialization choice previously made. Unless otherwise specified, any Specialization can be taken multiple times, and stacks with itself. All cost multipliers stack multiplicatively.
Augmented Alchemy: You gain the Augmented Alchemy epic feat.
Broad Craft Specialization: You gain +1 to all Craft skill checks. Additionally, when using any Craft skills, multiply the upfront gp cost and the progress required to successfully craft the item by 0.8.
Narrow Craft Specialization: Select one Craft skill. You gain a +3 bonus to skill checks with that skill. Additionally, when crafting an item using that skill, multiply the upfront gp cost and the progress required to successfully craft the item by 0.5.
Craft Training: Select one Craft skill. You gain ranks in that skill equal to your tinker level +3, up to your skill rank maximum. This Specialization can be taken once per skill.
Craft Reserve: As artificer class feature.
Item Feat: You gain an feat of your choice that you qualify for. Your caster level for purposes of feat qualification is equal to your tinker level.
Metamagic Feat: You gain a [Metamagic feat] of your choice that you qualify for. This does not grant you the ability to use metamagic feats via items on the fly, although it does allow you to build items that replicate a metamagic-altered version of spells you could otherwise craft. The market price and the prerequisites for such an item are determined as if the metamagic feat actually altered the spell's level (even though it doesn't).
Metamagic Specialization: Select one [metamagic] feat you possess. Reduce the required spell level increase by one, to a minimum of +0. This Specialization option can only be taken once per metamagic feat.
Metamagic Spell Completion: This is identical to the artificer class feature. This Specialization can only be taken once.
Metamagic Spell Trigger: This is identical to the artificer class feature. This Specialization can only be taken once.
Broad Creation Specialization: When crafting magic items, multiply all crafting costs by 0.9.
Broad Item Specialization: Select one [Item Creation] feat you possess. This must be a feat that actually grants the ability to craft items - things like Extraordinary Artisan don't count. When crafting magic items using that feat, multiply all crafting costs by 0.75.
Narrow Creation Specialization: Select one crafting cost: gp, XP, or time. When crafting magic items, multiply that crafting cost by 0.75.
Narrow Item Specialization: Select one [Item Creation] feat you possess. This must be a feat that actually grants the ability to craft items - things like Extraordinary Artisan don't count. Select one crafting cost: gp, XP, or time. When crafting magic items using that feat, multiply that crafting cost by 0.5.
Retain Essence: This is identical to the artificer class feature. This Specialization can only be taken once.
Smith Of Legend: Select one Craft skill. You may craft magic items using that skill, as appropriate to the skill in question, using mundane crafting rates instead of magical ones, althoughnyou still need to pay the normal XP cost.
Trapfinding (Ex): A tinker can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. This is identical to the rogue class feature.
Item Creation (Ex): A tinker can create a magic item even if he does not have access to the spells that are prerequisites for the item. This is identical to the artificer class feature.
EDIT:
Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.' To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.
The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.
An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.
An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Magic items created by an artificer are considered neither arcane nor divine.
Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.
For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.
Metamagic Spell Trigger (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.
For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.
Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.
Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) 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 rogue 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 her party) without disarming it.
[I]Extra Specialization
You training is superior to tinkers of similar skill.
Prereq: Tinker Specialization class feature
Effect: You gain an extra Tinker Specialization.
Special: This feat can be taken multiple times.