TINKER homebrew, looking for constructive suggestions : )


Homebrew and House Rules


I started out wanting to play a Tome of Secrets Artificer, but the myriad of problems made it so that I would need to throw together so many house rules that I would be making my own class anyway.

Looking at the Eberron artificer, it was closer to what I liked, but it still needed a lot of work since it was made for a world of technology and where magic item creation required experience still.

Having sifted through a bunch of websites and never finding anything I really liked, then having started two full conversions of the ToS and Eberron artificers, I decided to try my hand at a class that was a mixture of technology and magic.

Yes, it is a radical departure lol.

I have shamelessly stolen ideas from so many sources that I don't even know who to thank, so I'll pretend like it came to me in a dream or something.

I am looking for feedback to hopefully spot some weaknesses in the class, so I can mend them before I present it as a final copy to my DM.

Thoughts?


Tinker (Page 1)
http://i594.photobucket.com/albums/tt27/Fluffy_bunny_licker/Tinkerpage1.jpg

Tinker (Page 2)
http://i594.photobucket.com/albums/tt27/Fluffy_bunny_licker/Tinkerpage2.jpg

Tinker (Page 3)
http://i594.photobucket.com/albums/tt27/Fluffy_bunny_licker/Tinkerpage3.jpg


1 person marked this as a favorite.

TINKER

Poring over their notebooks, filled with scribbles and scratches, schematics and fantastic devices, the tinker rubs the sleep from their eyes with fingertips stained black from grease and dirt. Unable to cast spells in the conventional sense, these practitioners of magic have learned how to combine magic with technology in order to produce spectacular effects.

Alignment: Any non-lawful, tinkers tend to be free thinkers
Hit Die: D8
Starting Wealth: 2d6 × 10 gp

Class Skills: Appraise (Int), Craft (Int), Knowledge: Engineering (Int), Linguistics (Int), Profession (Wis), and Use Magic Device (Cha)
Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: A tinker is proficient with all simple weapons, with heavy armour, but has no training utilizing shields. Tinkers use a wide range of tools and learn to adapt them for combat.

Class Features
All of the following are class features of the tinker.

Artisan:
The tinker gains a bonus to all Craft checks equal to half their level (round up). A failed attempt to make a technomancy device results in only the loss of time; no materials are lost in the process.

Cogitation:
At level 2, tinkers have trained their bodies to rest at an accelerated rate, which refreshes the body and mind, so that its wearer needs only sleep 4 hours per day to gain the benefit of 8 hours of sleep.

Perpetual Motion:
At level 2, a tinker’s speed is no longer modified by armor or encumbrance.

Shortcuts:
At levels 4, 10 and 20, tinkers become more efficient at their crafting are able to reduce their build times by 25%.

Gearwork:
At level 4, the tinker can create a tiny gearwork companion that functions as a quirky servant to assist him with his works. The assistant, which functions as the unseen servant spell, costs 100gp, a DC 15 craft roll: blacksmith and 8 hours to create. It is destroyed if it takes 6 damage.

Genius Craftsman:
Treat any craft skill with 5 ranks in it as if you had the master craftsman feat for the creation of technomancy devices.

Frugal Crafting:
At levels 15, tinkers become more efficient at their crafting are able to reduce their build costs by 10%.

Bonus Feats:
A tinker gets Eschew Materials as a bonus feat 1st level, Craft Wondrous at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.

Technomancy:
The tinker can craft any magic item, from the arcane and divine spell lists, for which he has the necessary item creation feat and level requirement. Count his levels in the tinker class as his caster level to determine if he can produce a magical item using the appropriate crafting skill. If the crafting check succeeds, the tinker produces a fully functioning technomancy device after 4 hours per spell level used.

Tinkers do not use spellcraft to craft technomancy devices, they use the following craft skills instead:
- craft wondrous item (craft: tinkering)
- craft magical arms (craft: weaponsmithing and bowmaking)
- craft magical armour (craft: armoursmithing)
- craft wand (craft: tinkering)
- forge ring (craft: tinkering)
- craft rod (craft: tinkering)
- craft staff (craft: tinkering)

Only a tinker can use a technomancy device, since they are ridiculously complex (e.g. spin cog counterclockwise while pumping the bellows and pressing lever thrice in order to prep for the actual trigger sequence) and are in a constant state of breaking down, which forces the tinker to continually jury rig the device back into working order.

Technomancy devices are revealed by detect magic, can be temporarily be dispelled and will not work in a null magic zone. Such devices are not affected by arcane spell failure, and do not require concentration checks. Metamagic feats cannot be applied to technomancy devices. Only one spell can be activated in a slot at a time, and the tinker can never have multiple spells go off at a time. Additional effects can be built into each slot, but only one can be in effect at a time. It is the height of fashion for tinker gnomes to create elaborate clockwork armour with as many slots as they can fill with magical effects.

The tinker is considered the caster for purposes of class level, and the technomancy spell save DC are 10 + the level of the spell + the appropriate ability modifier for that spell. Spell statistics, such as casting time, remain unchanged, including all components required for the spell to be cast. Technomancy devices must include all the traditional spellcasting components in order to activate: They make as much noise as someone speaking in a strong voice (verbal). Require a number of precise movements to activate (somatic), have a connection to the energy or deity (focus), and must provide all necessary reagents (material) in order to be used (e.g. a stoneskin projector, that requires 250gp worth of granite and diamond dust to discharge).

Finished technomancy devices weigh 1.0 lbs., and take up no more room than the tinker’s fist. A completed technomancy can be pulled apart and put back together to emulate another spell effect with another 4 hours put into it per spell level.

A tinker can create a technomancy device at any point when he has the necessary materials and time. During the course of adventuring the tinker gains two technomancy devices per level , which can have effects from any level the tinker can access. Prior to the tinker gaining his first crafting feat, he is assumed to have received devices from his master before setting out on his own.

To use a technomancy device, it must be activated via being imbued with raw spell energy, requiring a standard action that does not provoke attacks of opportunity. Spells with a longer casting time take as long to imbue as is listed in the spell description regardless of the type of magic item.The tinker has their INT attribute in spell energy per level and it costs the level amount of spell energy to trigger an effect out of a technomancy device (e.g. costs 2 spell energy to cast a level 2 spell, leaving a INT 16, second level tinker, with 4 more spell energy left for the day).

RPG Superstar 2012 Top 32

This looks like a good start, but what role would this class have while adventuring?

The d8 HD suggests it gets +3/4 BAB, so it might make a decent secondary tank, especially with heavy armor proficiency. The lack of shield proficiency suggests it might use longspears, or some other 2-handed weapon, possible one-handed weapon and wand. What good Saves does it get? Will? Fort and Will? Reflex and Will?

Its list of class skills is VERY limited. UMD is useful as a back-up spellcaster-in-a-can, but it might need a little more oomph. Linguistics is great for the party interpreter, but the lack of social skills makes this sub-optimal.

Contributor

I like a lot of the flavor, but the flavor becomes very easy to break by someone making something like a wand of summon monster or cure light wounds. I can't think of any explanation for the technomancy which doesn't include "apply phlebotinum" as some part of it.

I'd look at the old 3.0 Magic of Faerun and specifically at the Gnomish Artificer and the various artificer devices. That seems a far better model for technomancy than having it work just like magic except for some steampunk styling.

Lantern Lodge

I am little lost on what spells he can access at what level for making items. Other problem is your example says at level 2 he can cast a activate a second level item(spell) for 2 points. That imples he can cast a level 6 spell because he has 6 points available.(which is completely unacceptable).

If you say he can only cast acoording to the level that he is. Ie can't cast level 6 till level 6 then that is also unacceptable.


Great comments, and you have me pondering party roles now. Thanks for dropping by : )

SmiloDan wrote:
This looks like a good start, but what role would this class have while adventuring?

I had started with things I was setting out to avoid, more so than a specific role. My thought was that I would get a firm base, then power it up a bit more to bring it in line with the other classes, and in so doing find a niche for them to fill.

My big focus was to create a class that can make magical items cheaper and faster than anyone else, but not suddenly flood the group with magical items and upset whatever tenuous balance the DM was trying to establish with their soft trickle of magical loot.

SmiloDan wrote:
The d8 HD suggests it gets +3/4 BAB, so it might make a decent secondary tank, especially with heavy armor proficiency. The lack of shield proficiency suggests it might use longspears, or some other 2-handed weapon, possible one-handed weapon and wand. What good Saves does it get? Will? Fort and Will? Reflex and Will?

It uses the wizard's save list and the druid's BAB list. So it's a medium fighter, and its saves are focused around Will. I considered a one time INT modifier bonus to the saves (akin to the paladin's bonus), but the jury is still out on that.

I do see the tinker wielding a technomancy item, with a screwdriver in the other hand to fix it as it breaks down. He has another technomancy item in his armpit and a wrench in his teeth.

SmiloDan wrote:
Its list of class skills is VERY limited. UMD is useful as a back-up spellcaster-in-a-can, but it might need a little more oomph. Linguistics is great for the party interpreter, but the lack of social skills makes this sub-optimal.

I kept the class skill limited because they are obsessed with crafting, and they will need 4 crafting skills to be optimal.

At the beginning I had them getting a -4 penalty to their perception, since they were so obsessed (another attempt to not have them hone in on the rogue's roll as resident lockpicker), but tossed it since I kept hearing that the character was underpowered.


Danke for your ideas : )

Kevin Andrew Murphy wrote:
I like a lot of the flavor, but the flavor becomes very easy to break by someone making something like a wand of summon monster or cure light wounds. I can't think of any explanation for the technomancy which doesn't include "apply phlebotinum" as some part of it.

This is my fault for not including it in my build. I started off with a much less beefy build, but let's say that the tinker can access spells as quickly as a wizard can (level 2 spells at level 3, level 3 spells at level 5 and so on).

It would be level 6 by the time the tinker could make the wand of summon monster, and would only have access to level 3 spells by that point (a wizard could make the same wand by buying a single feat). The versatility would come from making the summon monster wand and cure light wounds wand, which gives them some flex like a bard.

I'll accept a phlebotinum label, as long as it does not becomes a MacGuffin.

Kevin Andrew Murphy wrote:
I'd look at the old 3.0 Magic of Faerun and specifically at the Gnomish Artificer and the various artificer devices. That seems a far better model for technomancy than having it work just like magic except for some steampunk styling.

I ran an AEG - Magic tinker that had the gnomish artificer prestige class in the past. Tracking formulas, spells, costs, time to create, charges, slots and weights drove me to distraction and I found myself spending more time preparing to have fun than actually having fun.

Great suggestion though, the prestige class is part of the theme of the build.


Thanks for your input : )

laurence lagnese wrote:
I am little lost on what spells he can access at what level for making items.

*sheepish*

Missed putting that in, as I was still fighting over how powerful it would be to choose one progression speed versus another.

Imagine that they gain new spells as fast as a wizard (level 3 tinker can now access level 2 spells, level 5 tinker can now access level 3 spells and so on).

laurence lagnese wrote:
Other problem is your example says at level 2 he can cast a activate a second level item(spell) for 2 points. That imples he can cast a level 6 spell because he has 6 points available.(which is completely unacceptable).

My example meant, though my wording might have been confusing, to show how much the spell costs, not speaking of what level the tinker is:

"(e.g. costs 2 spell energy to cast a level 2 spell, leaving a INT 16, second level tinker, with 4 more spell energy left for the day)."

A level 2 character would only have access to level 1 spells and cantrips/orizons.

I agree that being able to cast a level 6 spell at level 2 would be unacceptable, even in the most wonderful powergamer's dreams. : )

laurence lagnese wrote:
If you say he can only cast acoording to the level that he is. Ie can't cast level 6 till level 6 then that is also unacceptable.

I agree.

Lantern Lodge

yep as soon as I saw the post about using the wizards spell progression all my fears were answered.

Next is the question of how powerful using points instead of slots will be comparing him to other caster groups.

going with attribute score of 16 for int

-at lvl 5 he could launch 5 fireballs/lightning bolts/hastes, of course he would have nothing left after that, but in a damage dealing sense that blows away the wizard and sorceror at lvl 5. It would make some big party fights become quick kill incidents.
-if you changed his progression to sorceror, he would still be able to outshoot/buff a sorceror of equivalent stats substantially, and be able to tank

I apologize for only finding potential issues, I love the idea of this class

I think other than the casting part it seems pretty great.


laurence lagnese wrote:
Next is the question of how powerful using points instead of slots will be comparing him to other caster groups.

I have been using a "mana" point system for a few years now, for all of the spellcasters in my v3.5, which converted to Pathfinder game.

It does offer a great deal of versatility for a wizard, but I don't think it would change much for a tinker.

laurence lagnese wrote:

going with attribute score of 16 for int

-at lvl 5 he could launch 5 fireballs/lightning bolts/hastes, of course he would have nothing left after that, but in a damage dealing sense that blows away the wizard and sorceror at lvl 5. It would make some big party fights become quick kill incidents.
-if you changed his progression to sorceror, he would still be able to outshoot/buff a sorceror of equivalent stats substantially, and be able to tank

It is definitely something to consider, but my counter would be that in some scenarios he would be superior, but in others he would be completely outmatched.

Take the fireball scenario, but against something that's fire resistant.

The wizard and sorcerer's bag of tricks is just so much more varied than the tinker, which is power in itself.

I heed your worry though and will consider the sorcerer's progression for spells.

laurence lagnese wrote:

I apologize for only finding potential issues, I love the idea of this class

I think other than the casting part it seems pretty great.

Think nothing of it. I appreciate feedback, since it gives me the opportunity to tilt my head to the side, and look at things from a different angle.

I would much rather have a seal test here, than need to fix things mid-game.

Lantern Lodge

well yes if all casters are using points for casting I think my fears would be non existent.

So in your mana point system, how many points does the wizard get per level? etc... basically I guess what is your point spell casting system?

Asking purely out of curiosity in trying it in my game, and to compare it to the character build


laurence lagnese wrote:

So in your mana point system, how many points does the wizard get per level? etc... basically I guess what is your point spell casting system?

Asking purely out of curiosity in trying it in my game, and to compare it to the character build

I play all of my games as PBP/PBeM now, and there's two things that make my life so much nicer: group initiative and mana for keeping track of spells.

The system of magical spell castings per day has been replaced by a point system, which we will call "mana" for simplicity sake.
- Spell cost is based on the spell level (e.g. 3 mana for a 3rd level spell).
- Mana per level is determined by working out what the character would be able to cast and then converting it into a total number to form your mana pool.
- Bonus spells (e.g. cleric domain, wizard specialization) are added to the mana pool as normal, but the spells can only be cast once each.
- The caster is able to cast spells in any combination of their memorized spells without restriction (20 level 1 spells, 4 level 5 spells, et cetera).
- Cantrips are prepared as per the core rules and cast without a mana cost.
- All mana used returns in the same manner as the core rules.
- The use of metamagic feats increase the mana cost without the requirement of being able to cast spells of a much higher spell slot (e.g. a quickened Magic Missile will cost 5 mana, rather than the normal 1 mana, and will take up its normal spell slot rather than being required to use a spell slot 4 higher than it normally is).
- Multiclass characters have two distinct mana pools.

RPG Superstar 2012 Top 32

Maybe instead of being a spellcaster, he is an item crafter. Let him use Spellcraft or Use Magic Device or Knowledge Engineering, etc. etc., as his "caster level" for making items.

Then, also introduce a mechanic where he can make "temporary" one use items. Kind of like a magic MacGuyver. Maybe give him 1/2 level + Int bonus "inspiration" points, and making an item costs so many points based on its normal usage:

Usable at will: 1 point.
Charges per day: 2 points.
Non-rechargable charges (wands): 3 points.
Usable only once: 4 points.

The caster level of the item made cannot exceed the tinker's level.

* * *

Also, I think it IS a good idea to step on the rogue's toes and have trapfinding. More than 1 class should be able to fill the role of magical trap disarmer.

* * *

I can see this class getting bonus Item Creation feats, maybe like a ranger (2, 6, 10, 14, 18)--or even like a fighter (2, 4, 6, etc....)

Also, I can see this class getting talents or discoveries every even level like a rogue or alchemist, with an emphasis on using and creating magic items: Taking 10 on UMD, using Int bonus to item Save DC, using tinker level as item caster level, adding metamagic effects to wands, etc. etc.


SmiloDan wrote:
Maybe instead of being a spellcaster, he is an item crafter. Let him use Spellcraft or Use Magic Device or Knowledge Engineering, etc. etc., as his "caster level" for making items.

He is currently a crafter that uses the craft skills (needs multiple craft skills) to make his magical items that only he can use.

The base tinker concept is actually moving backwards a bit, since the average character can grab a magical item creation feat and the spellcraft skill to produce magical weaponry that anyone can use.

To compensate his failures aren't nearly as bad though (loss of time only), he has more bonuses (half level rounded down), gains the master craftsman feat for all magical items, and can do it quicker (25% faster starting at level 4) and a bit cheaper later on (level 15).

SmiloDan wrote:

Then, also introduce a mechanic where he can make "temporary" one use items. Kind of like a magic MacGuyver. Maybe give him 1/2 level + Int bonus "inspiration" points, and making an item costs so many points based on its normal usage:

Usable at will: 1 point.
Charges per day: 2 points.
Non-rechargable charges (wands): 3 points.
Usable only once: 4 points.

The caster level of the item made cannot exceed the tinker's level.

Some really good ideas there.

SmiloDan wrote:
Also, I think it IS a good idea to step on the rogue's toes and have trapfinding. More than 1 class should be able to fill the role of magical trap disarmer.

Every party has a trap finder/disarmer, it's the one that's dumb enough to be first in the marching order : )

SmiloDan wrote:
I can see this class getting bonus Item Creation feats, maybe like a ranger (2, 6, 10, 14, 18)--or even like a fighter (2, 4, 6, etc....)

So far they're getting 7 free feats and the equivalent of multiple master craftsman feats on their craft skills.

SmiloDan wrote:
Also, I can see this class getting talents or discoveries every even level like a rogue or alchemist, with an emphasis on using and creating magic items: Taking 10 on UMD, using Int bonus to item Save DC, using tinker level as item caster level, adding metamagic effects to wands, etc. etc.

This idea is something that I absolutely love.

I need to get more feedback on whether it is more, or less powerful than the average class then if it falls short look to buoy it up with something like this.

Shadow Lodge

I didn't notice this thread, but I created a similar thread here. My concept still needs a lot of work, but just thought I'd link it in case you wanted to look it over.

RPG Superstar 2012 Top 32

TINKER

BAB: +¾
Good Saves: Will
Hit Dice: 1d8

Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge arcana, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Sleight of Hand, Spellcraft, Use Magic Device.

Skill Ranks Per Level: 4 + Intelligence modifier.

Tinkers are proficient in all simple weapons, the hand axe, hand crossbow, light hammer repeating heavy crossbow, repeating light crossbow, throwing axe, throwing hammer, and warhammer. Tinkers are proficient in all armor, and shields.

LEVEL ABILITY
1. Master Craftsman, Tinker Item, Tinkering Pool, Tinkering Talent
2. Tinkering Talent
3. Bonus Feat
4. Tinkering Talent
5. Bonus Feat
6. Tinkering Talent
7. Bonus Feat
8. Tinkering Talent
9. Bonus Feat
10. Tinkering Talent
11. Bonus Feat
12. Tinkering Talent
13. Bonus Feat
14. Tinkering Talent
15. Bonus Feat
16. Tinkering Talent
17. Bonus Feat
18. Tinkering Talent
19. Bonus Feat
20. Tinkering Talent , Capstone

Master Craftsman: At 1st level, the tinkers receive Master Craftsman as a bonus feat, even if they do not meet the requirements. Treat the tinker’s class level as his caster level. The tinker can use this feat to qualify for any item creation feat they are high enough level to select.

Tinker Item (Su): Tinkers know how to make a temporary, one use, magical item on the fly. As a full round action, a tinker can spend one or more points from his Tinkering Pool, and create a temporary magical item. The tinker must use the magic item within one round per class level or it loses its magic and becomes inert. The tinker can make a magic item with a caster level up to his class level. The tinker must have an Intelligence score of 10 + the level of the highest level spell used in the construction of the magic item. The number of points the tinker spends from his Tinkering Pool is dependent on how often the magic item can be used, as indicated on the following chart:

Usable at will: 1 point
Usable a limited number of times per day: 2 points
Usable by spending a charge from a limited number of un-rechargeable charges: 3 points
Useable once: 4 points

Tinkering Pool (Su): A tinker has a Tinkering Pool with a number of points equal to ½ his class level + his Intelligence modifier. These points are spent to power his Tinker Item ability, as well as some of his Tinkering Talents. These points are restored each day after resting for 8 hours.

Tinkering Talents (Ex, Sp, or Su): At 1st level, 2nd level, and every 2 levels thereafter, the tinker learns one of the following tinkering talents.

Clockwork Companion (Su): The tinker learns how to build autonomous constructs that serve him. Treat these as animated objects that are under the control of the tinker. The tinker can create clockwork companions with a number of hit dice equal to ½ his level. Building a clockwork companion costs 100 gp per hit die. The tinker can create any number of clockwork companions, but after the first, the tinker reduces his daily Tinkering Pool by 1 for each clockwork companion beyond the first. The tinker must be at least 2nd level to select this talent.

Devious Devices (Ex): The tinker adds his Intelligence modifier to Disable Device and Use Magic Device skill checks.

Devious Item Activation (Su): The tinker adds his Intelligence modifier in place of the default ability score modifier when determining the DC of any Saving Throw of any magic item he activates.

Disable Construct (Su): As a standard action, the tinker can disable a construct by making a successful melee touch attack against a construct, spending 1 point from his Tinkering Pool, and making a Disable Device with a DC equal to 10 + the HD of the construct. If successful, the construct is entangled for 1d6 rounds and its damage reduction, if any, is reduced by 5. If the tinker beats the Disable Device DC by 10, the construct is also staggered for 1d6 rounds, and its damage reduction, if any, is reduced by 10. If the tinker beats the Disable Device DC by 20, the construct is instead paralyzed for 1d6 rounds and its damage reduction, if any, is reduced by 15.

Disrupt Item (Su): As a standard action, the tinker can suppress the magic of a magic item within 120 feet for 1 round per level by spending one point from his Tinkering Tool and making a level check with a bonus equal to his Intelligence modifier against a DC of 10 + the caster level of the item.

Efficient Item Creation (Ex): The tinker reduces the amount of time it takes to construct magic items by half. The tinker can select this talent up to 3 times, and the effects stack (the second time this talent is selected, the tinker reduces the amount of time to ¼ normal; the third time this talent is selected, the tinker reduces the amount of time to 1/8 normal.

Enhance Armor or Shield (Su): The tinker can enhance the armor he wears and/or the shield he wields, giving it an enhancement bonus to armor class, and possibly one or more special abilities. The armor or shield remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the armor or shield he enhanced gains one plus of enhancement per point spent. An enhanced armor or shield must have at least a +1 enhancement before it can be enhanced with a special armor or shield ability.

Enhance Weapon (Su): The tinker can enhance a weapon he wields, giving it an enhancement bonus to attack and damage rolls, and possibly one or more special abilities. The weapon remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the weapon he enhanced gains one plus of enhancement per point spent. An enhanced weapon must have at least a +1 enhancement before it can be enhanced with a special weapon ability.

Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 minute per tinker level instead of 1 round per tinker level.

Extra Slot (Ex): The tinker selects one body slot. He may use one additional magical item in that body slot than normal. This talent may be selected more than once; each time the talent is selected, a new body slot must be selected.

Frugal Item Creation (Ex): The tinker reduces the construction costs of magic items by 10%. The tinker can select this talent up to 5 times, and the effects stack.

Greater Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 day per tinker level instead of 1 hour per tinker level. The tinker must be 14th level and have the Extend Tinker Item and Improved Extend Tinker Item talents before selecting this talent.

Greater Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must be 14th level and have the Inventive Combatant and Improved Inventive Combatant talents before selecting this talent.

Improved Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 hour per tinker level instead of 1 minute per tinker level. The tinker must be 8th level and have the Extend Tinker Item talent before selecting this talent.

Improved Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of two combat feats he qualifies for but does not possess for 1 round. The tinker must be 8th level and have the Inventive Combatant talent before selecting this talent.

Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of one combat feat he qualifies for but does not possess for 1 round.

Major Magic (Sp): The tinker gains the rogue ability of the same name. The tinker must have the Minor Magic talent before selecting this talent. The tinker may spend one point from his Tinkering Pool to gain additional castings of the spell associated with this talent. The tinker may select this talent multiple times; the effects do not stack. Each time the tinker selects this talent, he must select a new spell; this new spell can be 1 spell level higher than the previous selection of this talent.

Metamagic Item Activation (Su): The tinker can add metamagic effects to wands and staves. This uses up 1 additional charge per additional spell level of the affected spell, and the tinker must know the metamagic feat being applied to the item.

Minor Magic (Sp): The tinker gains the rogue ability of the same name.

Potent Item Activation (Su): The tinker can spend 1 point from your Tinker Pool when activating a magic item and use your class level as the caster level of the magic item.

Rapid Repair (Sp): The tinker can use mending at will. The tinker can spend 1 point from his Tinkering Pool and gain the benefits of a make whole spell.

Surgery (Ex): When the tinker uses the Heal skill to Treat Deadly Wounds, he can spend 1 point from his Tinkering Pool and restore a number of hit points equal to the patient’s hit dice + tinker’s Intelligence bonus. A creature can benefit from a tinker’s Surgery ability a number of times per day equal to 1 + its Constitution bonus (if any). He can revivify a dead creature by making a DC 40 Heal check within a number of rounds equal to his Intelligence modifier of the creature’s death; this restores the creature to 1 hit point.

Trapfinding (Ex): The tinker gains the rogue ability of the same name.

Treat Lesser Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 25 Heal check and remove one of the following afflictions from a creature: dazed, exhausted, frightened, nauseated, negative level, or staggered. The tinker must be 6th level to select this talent and have the Surgery and Treat Minor Afflictions talent before selecting this talent.

Treat Major Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 30 Heal check and remove one of the following afflictions from a creature: blinded, deafened, panicked, paralyzed, petrified or stunned. The tinker must be 12th level to select this talent and have the Surgery, Treat Minor Afflictions, and Treat Lesser Afflictions talents before selecting this talent.

Treat Minor Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 20 Heal check and remove one of the following afflictions from a creature: dazzled, entangled, fatigued, shaken, or sickened. The tinker must have the Surgery talent before selecting this talent.

Ultimate Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 year per tinker level instead of 1 day per tinker level. The tinker must be 20th level and have the Extend Tinker Item, Improved Extend Tinker Item, and Greater Extend Tinker Item talent before selecting this talent.

Ultimate Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must 20th level and have the Inventive Combatant, Improved Inventive Combatant, and Greater Inventive Combatant talents before selecting this talent.

Bonus Feat (Ex): At 3rd level, and every 2 levels thereafter, the tinker gains one of the following bonus feats: Breadth of Experience, Cooperative Casting, Deft Hands, Magical Aptitude, Master Alchemist, Skill Focus, Well-Prepared, or any item creation feat or metamagic feat.


Playtesting...

TINKER GNOME

Personality
Tinker Gnomes are an overly inquisitive and curious race, often getting themselves into danger or trouble. They're always trying to tinker with the way things work or function. They will tinker with magical or mechanical devices just to see if there's a way to make them better or just to see how they work. Tinker gnomes have been known to put so much of their time and energy into research & development of new mechanical devices or new magics, that they have lost track of all time.

Physical Description
Tinker Gnomes average 3 to 3 1/2 feet tall and weigh about 45-50 lbs. Their skin is a Pale white colour depending on where they are living, with either straight or curly white hair, china-blue to violet eyes. Males have soft white beards and moustaches, females are beardless. Both sexes develop facial wrinkles after the age of 50. Tinker Gnomes are very short and stocky, though their movement is quick and their hands are deft and sure. They have rounded ears and large noses.

Relations
Tinker Gnomes get along well with dwarves, who share their curiosity with mechanical devices, and their dislike for goblins and giants (some hatreds run deep.) They have lost their distrust/suspicion of the taller races -- Humans, Elves, Half-elves and Half-orcs, after years of living in large cities and populated areas.

Alignment
Good, and lean strongly towards Chaos due to their fickle and impulsive acts, which more than rightly has earned them a reputation for being impetuous and at least a little mad.

Lands
Sometimes more destructive inventions require living outside communal living and clutches of tight knit houses or labs can be formed under tree roots, caves, or even in the branches of towering oaks. These homes are littered with telltale scorch marks and often have spare bits of scrap lying here and there.

Religion
Tinker gnome follow any deity who is of good alignment, and represents Building, Knowledge or Craftsmanship. Favoured Domains: Magic, knowledge, creation.

Language
Tinker Gnome language has not changed from the root language of their gnome ancestors, but the years of city living and their move away from nature, have left them unable to speak with burrowing animals.

Racial Traits

  • Ability Score: +2 to CON, +2 to INT, -2 to WIS
  • Race: Humanoid (Gnome).
  • Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
  • Base Speed: 30'
  • Automatic Languages: Common, Gnome to start. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Halfling, and Orc.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Darkvision 60 Feet: Can see in the dark up to 60 feet.
  • Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell's level + the gnome's Intelligence modifier.
  • Craftsman: Gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
  • Master Tinker: Gains a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
  • Stonecutting: Receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.


  • 1 person marked this as a favorite.

    Playtesting...

    TINKER

    Poring over their notebooks, filled with scribbles and scratches, schematics and fantastic devices, the tinker rubs the sleep from their eyes with fingertips stained black from grease and dirt. Unable to cast spells in the conventional sense, these practitioners of magic have learned how to combine magic with technology in order to produce spectacular effects.

    Alignment: Any non-lawful, tinkers tend to be free thinkers
    Hit Die: D8
    Starting Wealth: 2d6 × 10 gp

    Class Skills: Appraise (Int), Craft (Int) including Craft: Tinkering a secret skill known only to Tinkers, Disable Device (Dex), Fly (Dex), Knowledge: Engineering (Int), Linguistics (Int), Profession (Wis), Sleight of Hand, and Use Magic Device (Cha)
    Skill Ranks per Level: 2 + Int modifier.

    Weapon and Armour Proficiency:
    A tinker is proficient with all simple weapons, with heavy armour, but has no training utilizing shields (hands are ever full with screwdrivers, wrenches and the like). Tinkers use a wide range of tools and learn to adapt them for combat, leaving them proficient with improvised weaponry..

    BAB: 3/4 (as bard)

    Saves: Reflex and Will (as bard)

    Class Features[/b:]
    All of the following are class features of the tinker.

    [b]Artisan:
    The tinker gains a bonus to all Craft checks equal to half their level (round up). A failed attempt to make a technomancy device results in only the loss of time; no materials are lost in the process.

    Obsession:
    Tinkers are constantly fiddling with technology, with a screwdriver in their other hand to fix it when it breaks down, another technology item in his armpit and a wrench in his teeth. As such they rarely pay attention to their surroundings and suffer a -4 to perception.

    Cogitation:
    At level 2, tinkers have trained their bodies to rest at an accelerated rate, which refreshes the body and mind, so that its wearer needs only sleep 4 hours per day to gain the benefit of 8 hours of sleep.

    Perpetual Motion:
    At level 2, a tinker’s speed is no longer modified by armor or encumbrance.

    Shortcuts:
    At levels 4, 10 and 20, tinkers become more efficient at their crafting are able to reduce their build times by 25%.

    Gearwork:
    At level 4, the tinker can create a tiny gearwork companion that functions as a quirky servant to assist him with his works. The assistant, which functions as the unseen servant spell, costs 100gp, a DC 15 craft roll: blacksmith and 8 hours to create. It is destroyed if it takes 6 damage.

    Genius Craftsman:
    Treat any craft skill with 5 ranks in it as if you had the master craftsman feat for the creation of technomancy devices.

    Frugal Crafting:
    At levels 15, tinkers become more efficient at their crafting are able to reduce their build costs by 10%.

    Bonus Feats:
    A tinker gets Eschew Materials as a bonus feat 1st level, Craft Wondrous at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Forge Ring at 7th level, Craft Rod at 9th level, and Craft Staff at 11th level.

    Technomancy:
    The tinker can craft any magic item, from the arcane and divine spell lists, for which he has the necessary item creation feat and level requirement. Count his levels in the tinker class as his caster level to determine if he can produce a magical item using the appropriate crafting skill. If the crafting check succeeds, the tinker produces a fully functioning technomancy device after 4 hours per spell level used.

    Tinkers do not use spellcraft to craft technomancy devices, they use the following craft skills instead:

  • craft wondrous item (craft: tinkering)
  • craft magical arms (craft: weaponsmithing and bowmaking)
  • craft magical armour (craft: armoursmithing)
  • craft wand (craft: tinkering)
  • forge ring (craft: tinkering)
  • craft rod (craft: tinkering)
  • craft staff (craft: tinkering)

    Only a tinker can use a technomancy device, since they are ridiculously complex (e.g. spin cog counterclockwise while pumping the phlebotinum bellows and pressing lever thrice in order to prep for the actual trigger sequence) and are in a constant state of breaking down, which forces the tinker to continually jury rig the device back into working order.

    Technomancy devices are revealed by detect magic, can be temporarily be dispelled and will not work in a null magic zone. Such devices are not affected by arcane spell failure, and do not require concentration checks. Metamagic feats cannot be applied to technomancy devices. Only one spell can be activated in a slot at a time, and the tinker can never have multiple spells go off at a time. Additional effects can be built into each slot, but only one can be in effect at a time. It is the height of fashion for tinker gnomes to create elaborate clockwork armour with as many slots as they can fill with magical effects.

    The tinker is considered the caster (as an equivalent level wizard with the same progression speed: a level 3 tinker can access up to level 2 spells and must wait for level 5 to access level 3 spells) for purposes of class level, and the technomancy spell save DC are 10 + the level of the spell + the appropriate ability modifier for that spell. Spell statistics, such as casting time, remain unchanged, including all components required for the spell to be cast. Technomancy devices must include all the traditional spellcasting components in order to activate: They make as much noise as someone speaking in a strong voice (verbal). Require a number of precise movements to activate (somatic), have a connection to the energy or deity (focus), and must provide all necessary reagents (material) in order to be used (e.g. a stoneskin projector, that requires 250 gp worth of granite and diamond dust to discharge).

    Finished technomancy devices weigh 1.0 lbs., and take up no more room than the tinker’s fist. A completed technomancy can be pulled apart and put back together to emulate another spell effect with another 4 hours put into it per spell level.

    A tinker can create a technomancy device at any point when he has the necessary materials and time. During the course of adventuring the tinker gains two technomancy devices per level , which can have effects from any level the tinker can access. Prior to the tinker gaining his first crafting feat, he is assumed to have received devices from his master before setting out on his own.

    To use a technomancy device, it must be activated via being imbued with raw spell energy, requiring a standard action that does not provoke attacks of opportunity. Spells with a longer casting time take as long to imbue as is listed in the spell description regardless of the type of magic item.The tinker has their INT attribute in spell energy per level and it costs the level amount of spell energy to trigger an effect out of a technomancy device (e.g. costs 2 spell energy to cast a level 2 spell, leaving a INT 16, second level tinker, with 4 more spell energy left for the day).

  • Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / TINKER homebrew, looking for constructive suggestions : ) All Messageboards

    Want to post a reply? Sign in.
    Recent threads in Homebrew and House Rules