Tinker Gnomes


Homebrew and House Rules


With the alternate racial traits, it is now possible to build a real tinker gnome!

Required Racial Traits
Master Tinker
Obsessive

Suggested Traits
Collector
Dangerously Curious
Improvisational Equipment
Mathematical Prodigy

Suggested Classes
Expert
Rogue

Suggested Feats
Master Alchemist
Master Craftsman
Skill Focus

Example Tinker Gnome:
Pai the Mad Scientist

Race Gnome
Class Expert
Class Level 15

Ability Scores
STR 08 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 08 (-1)
CHA 12 (+1)

Skills
Appraise +15 (+18); Craft - Alchemy +15 (+26); Craft - Clockwork +15 (+24); Craft - Siege Engine +15 (+20); Craft - Weapons +15 (+20); Disable Device +15 (+18); Knowledge - Engineering +15 (+19); Perception +15 (+16); Profession - Engineer +15 (+14); Profession - Siege Engineer +15 (+20)

Feats
Skill Focus - Alchemy; Skill Focus - Siege Engineer; Master Craftsman - Clockwork; Craft Construct; Master Alchemist; Master Craftsman - Siege Engine; Craft Magic Arms & Armor; Master Craftsman - Weapons

Racial Traits
Master Tinker (replaces defensive training and hatred racial traits)

Traits
Improvisational Equipment
Mathematical Prodigy

Shadow Lodge

My go at it:

Spoiler:

Gnome Rogue (Trapsmith) 20
NG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +25
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 143 (20d8+40)
Fort +8, Ref +14, Will +6
Defensive Abilities Evasion, Improved Evasion, Trap Sense +6
--------------------
OFFENSE
--------------------
Spd 20 ft.
Special Attacks Master Strike (DC 26), Sneak Attack +10d6
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Major Magic (Feather Fall) (2/day), Minor Magic (Mending) (3/day), Prestidigitation (1/day), Speak with Animals (1/day)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 22, Wis 10, Cha 12
Base Atk +15; CMB +14; CMD 26
Feats Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Master Craftsman: Armor, Master Craftsman: Craft: Clockwork & Steam Devices, Master Craftsman: Weapons, Rogue Weapon Proficiencies, Skill Focus: Craft: Armor, Skill Focus: Craft: Clockwork & Steam Devices, Skill Focus: Craft: Traps, Skill Focus: Craft: Weapons, Stealthy
Traits Collector: Craft: Clockwork & Steam Devices, Improvisational Equipment
Skills Appraise +29, Bluff +24, Craft: Alchemy +29, Craft: Armor +35, Craft: Clockwork & Steam Devices +41, Craft: Traps +35, Craft: Weapons +35, Disable Device +36, Escape Artist +29, Fly +24, Knowledge: Engineering +27, Perception +25, Profession: Engineer +23, Stealth +33, Use Magic Device +24 Modifiers Careful Disarm, Fast Picks, Quick Trapsmith (max CR 10), Trap Master
Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Orc, Sylvan
SQ Fast Stealth (Ex), Frugal Trapsmith (Ex), Gnome Magic, Hero Points (1), Illusion Resistance, Master Tinker, Quick Disable (Ex), Slippery Mind (Ex), Trapfinding +10

--------------------
SPECIAL ABILITIES
--------------------
Careful Disarm (Ex) Failed disarms only set off traps if they fail by -10 or more. Double Trap Sense bonus vs. traps set off while trying to disarm.
Collector: Craft: Clockwork & Steam Devices If have collection within 5 ft gain +2 trait bon to selected skill.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Picks (Ex) A rogue with this talent can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Frugal Trapsmith (Ex) Mechanical traps cost 75% of normal price
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Illusion Resistance +2 racial bonus to saves against illusions.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic: Feather Fall (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Master Craftsman: Craft: Clockwork & Steam Devices +2 to the selected craft skill, its ranks count as caster level for Craft Magic Arms and Armor and Craft Wondrous.
Master Strike (DC 26) (Ex) Kill, paralyze, or KO the target of a sneak attack.
Master Tinker +1 Disable Device and Knowledge (Engineering), proficient with any weapon you have personally crafted.
Minor Magic: Mending (3/day) (Sp) A Cantrip becomes a Spell Like ability
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Quick Disable (Ex) You can use the disable device ability to disable traps in half the normal time (minimum 1 round).
Quick Trapsmith (max CR 10) (Ex) Setting a pre-constructed trap is a full-round action.
Slippery Mind (Ex) Two saves vs Enchantment spells.
Sneak Attack +10d6 +10d6 damage if you flank your target or your target is flat-footed.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Trap Master (Ex) You can bypass traps with a sucessful Disable Device check, not success + 10, and can redirect magic traps.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Trapfinding +10 +10 to find or disable traps.


All his spell-like abilities would be explained as coming from various devices. For example, his rogue major magic: feather fall would be a specially designed cloak.


Kthulhu wrote:

My go at it:

** spoiler omitted **...

Or maybe a wind-up, spring powered helicopter hat to slow falls! (Sorry, couldn't help it lol)


kyrt-ryder wrote:
Or maybe a wind-up, spring powered helicopter hat to slow falls! (Sorry, couldn't help it lol)

Has to be a fedora.

"Go go Tinker Gnome copter!"

Also works for Levitation.

Mage Hand would be an extendable hand.


I like this, but I think making it an Alchemist class with the Master Craftsman feat might be the better way to go.

Shadow Lodge

LilithsThrall wrote:
I like this, but I think making it an Alchemist class with the Master Craftsman feat might be the better way to go.

I considered that, but two factors made me go rogue:

1) I wanted it to be more based on clockwork and steam power, not alchemy.

2) I needs skill points! You'll notice my guy has a rather hefty selection of skills that conform to the concept: Appraise, Craft: Alchemy, Craft: Armor, Craft: Clockwork & Steam Devices, Craft: Traps, Craft: Weapons, Disable Device, Escape Artist, Fly, Knowledge: Engineering, Profession: Engineer, Use Magic Device. Twelve skills needs lots of skill points.


Kthulhu wrote:
LilithsThrall wrote:
I like this, but I think making it an Alchemist class with the Master Craftsman feat might be the better way to go.

I considered that, but two factors made me go rogue:

1) I wanted it to be more based on clockwork and steam power, not alchemy.

2) I needs skill points! You'll notice my guy has a rather hefty selection of skills that conform to the concept: Appraise, Craft: Alchemy, Craft: Armor, Craft: Clockwork & Steam Devices, Craft: Traps, Craft: Weapons, Disable Device, Escape Artist, Fly, Knowledge: Engineering, Profession: Engineer, Use Magic Device. Twelve skills needs lots of skill points.

Master Craftsman gets you clockwork and steam power. The Alchemist can, also, take the Master Craftsman feat for that. It's just that the Alchemist -also- (not -instead of-) has alchemy.

The Alchemist has Int as his prime req. So, skill points aren't much of an issue. Also, having Int as his prime req synergizes well with Craft.

Shadow Lodge

LilithsThrall wrote:

Master Craftsman gets you clockwork and steam power. The Alchemist can, also, take the Master Craftsman feat for that. It's just that the Alchemist -also- (not -instead of-) has alchemy.

The Alchemist has Int as his prime req. So, skill points aren't much of an issue. Also, having Int as his prime req synergizes well with Craft.

You'll notice that, despite my guy's roguish-ness, his Int is far FAR above his Dex. Plus, being a rogue with a massively high Int gave me a few extra skill points to throw around in addition to the twelve skills I considered key. And, my guy can do the alchemy thing as well (Craft: Alchemy at +29 isn't too bad at all).

I also wanted to largely avoid having him be largely magic-based. And despite calling it Alchemist, I find the class still too arcane-ish for my tastes in creating a steampunk mad scientist character.


I found the Artificer class in the Tome of Secrets. Haven't looked it over as yet though.

It might work.


An obsessive need to take apart devices that can kill the entire party is not permitted. I call this my No Kender rule. You can have the PCs be mutants or wave the compulsion in obvious suicide situations, but I will not read or play in dragonlance. Any behavior that sounds like it's prompted by a curse item and cannot be cured,is just bad design.
Otherwise, sure. Go for it.
They shouldn't make gunpowder till they can do it safely.


Goth Guru wrote:

An obsessive need to take apart devices that can kill the entire party is not permitted. I call this my No Kender rule. You can have the PCs be mutants or wave the compulsion in obvious suicide situations, but I will not read or play in dragonlance. Any behavior that sounds like it's prompted by a curse item and cannot be cured,is just bad design.

Otherwise, sure. Go for it.
They shouldn't make gunpowder till they can do it safely.

But Kender are the whole reason Krynn is my favorite setting! :D


This one adventure, the Tinker Gnomes opened up a power source for a lighthouse that contained an undead beholder that killed the entire party.
Another time, this stupid Kender kept trying to steal the sword of an epic NPC.
Your mileage probably varies.

Shadow Lodge

To tell the truth, I wasn't really thinking of Tinker Gnomes when I created my character. I just wanted to see if you could create a viable steampunk-ish inventor type character under the current rules. My conclusions: yes, but it's not a viable PC selection, as you need to get at least to the mid levels before it's not mostly worthless.

He could make a great NPC though.


I've played a gnome artificer.
I'm more comfortable with the artificer class.
Tinker Gnomes, not so much.


QOShea wrote:


Required Racial Traits
Master Tinker
Obsessive

Suggested Traits
Collector
Dangerously Curious
Improvisational Equipment
Mathematical Prodigy

Racial Traits
Master Tinker (replaces defensive training and hatred racial traits)

Traits
Improvisational Equipment
Mathematical Prodigy

What Books are these traits in? I am interested in making a non magic tech invention rules for Dragon Lance Tinker Gnomes and would like to look at these traits. Also in what book is the Tinker Class people keep mentioning?

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