[Interjection Games] Tinker Class


Product Discussion


Pathfinder Maps, Starfinder Maps Subscriber

I started working on the Tinker class for Hero Lab. At this time I am not planning to have it create the Alpha, automatons, or design the blue prints. Out of those, the only one that might be doable is the Alpha.

But I was wondering how much the class has seen play, and more specifically how it compares to other classes in power level. Looking at it, I would say it is about as powerful as a lower spellcaster, like a Ranger but kind of on the weak side, like a Rogue.

I will be honest, I see the class and I want to play Megamind (a blue Tiefling with +4 INT), so it is missing the gadgets. I was thinking about adding the Gadgets from the Gadgeteer to it; I would multiclass but that will weaken the character overall, and there are several "dead levels" for the Tinker anyway. But I hesitate to do that and make it overpowered. I think that it would make the class more along the lines of a more definite moderate caster (Bard or Magus).

In my house rules I have a couple of tiers and a way to "fix" them. Most classes get a level every 3 XP (stolen from PFS even though I will unlikely play PFS). Rogues and Ninjas get a XP reprieve every even numbered level (so the odd level is 3, the even is 2 XP). The full casters get a XP surcharge every even numbered level (so the odd level is 3, the even is 4 XP). This makes it so when most classes are level 6, the full caster is level 5, and the rogue is level 7. The trend continues at level 12, 10, and 14, and again at 18, 16, and 20 (actually with a 20, and then taking a new class with level 1).

That is only part of the "fix". The second part is that the non-caster classes get a bonus feat every even-numbered level (and these classes stack for multi-classed characters). For Rogues and Ninjas, since I hate when classes get only 2 skill points per level (so I raised them all to 4 per level), instead of getting a feat every even level instead get one every level (so every odd level of the character they might get 2 for that level).

I am thinking that if I gave the Tinker the Gadgets from the Gadgeteer then I would just make them a 3 XP per level class, and not get the bonus feats.


Pathfinder LO Special Edition Subscriber

There are a -lot- of archetypes and stuff for the Tinker as is...you sure what you are after doesn't already exist? The SRD only has the very basic of the basic on it.


I've got a tinker running in my friday-night game, and to be frank the only way he goes into absurdity is through abuse of specific blueprint elements. I haven't gone back over the specifics, but I know that right now he has a blueprint for an automaton that walks out and explodes for roughly 20d6... and we're level 8 I believe? I need to re-check.

I know he also recently purchased several rifles and turned his alpha into a walking turret, it's getting kind of crazy.


Pathfinder Maps, Starfinder Maps Subscriber

I will read over the archetypes and finish plugging in the inventions and innovations. It sounds like the power level vibe was premature.

As for a kamikaze automaton, yeah 20d6 is quite a bit of damage. At level 8 there is only 8 times per day, and tgey still need to get to a target, but yeah that is still very tough. Plugging on a bunch of good weapons makes a serious difference, too.


Tinker depends massively on player-skill. You can craft brutally versatile monsters, damage-deal like ouch... I've been using them quite frequently in my home-game.

A piece of advice - imho they don't need a power-upgrade. Innovator gets the super-weapon-style done; Other than that...you can do some evil things with these fellows. I'd definitely be rather careful before upgrading the class further when handing it to players...


Pathfinder Maps, Starfinder Maps Subscriber

Thanks for helping me to not make a game-wrecking error. That is one of the greater benefits from these forums. People give good feedback.

I am thinking that the Megamind gadgetry could just be the actual use of <shock> <gasp> craft skills </gasp> </shock>. Also most likely that Craftsman feat that lets you make magical items. That line of thought really gets a lot of mileage from the Craftsman class feature as well. :)


The Innovator-PrC is all about making a weapon and upgrading it with weird bonus shots, so your mega-man-style idea might work with that one.

(Plus crafting doesn't hurt - my campaigns see a LOT of crafting and you could conceivably do the trick with it...)

Also: Always glad to be of assistance!


20d6, you say? Could I get a breakdown of that?


Just a question man. How is the base speed of an automaton? I cant find it everywhere.


30 :P

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