| Wrathe Sepai |
TINKER GNOME
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.
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
__________
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.
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.
Artistic Acumen:
Tinkers' notebooks are filled with all manner of devices and drawings to assist them in their ventures. At level 5 this ability gains an insight bonus of +2 to Craft: Sketching.
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:
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 or cleric 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).
Level 0 spells are so malleable that they can be crafted with a night's rest and an hour's preparation.
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).
| JonGarrett |
| 1 person marked this as a favorite. |
New rule: Any one who rolls their HP, while linking to Chamillionares hit song Ridin' can add +1 to the total they get. One time re-rolls allowed. Text must include the phrase "they see me rollin'."
I'm sorry, I can't. I personally believe that Charmillionar evolved into Charidzilion and went to help Ash win the Indigo League Rap Battle.
Plus I already rolled in the other thread.
| Synxol |
| GM Smashomancer |
| GM Smashomancer |
Ah, I just realized that I left something out that could be useful. From the last thread:
As for skills, I think I'll make Craft: clockwork the skill to build things, and Know: Engineering the skill to operate, similar to Spellcraft and UMD. As for the Knowledge skill itself the Alchemist, Cavalier, Magus, Ranger and Rogue will have it added to their skill lists. I don't know why it isn't on the Alchemist list to begin with. It will be an adventuring skill as opposed to a background skill, due to the potential utility it would grant.
The Tinker, obviously, has specific rules that may override this in part.
| YoricksRequiem |
Alright, I think I'm rocking what you're rolling. Some detail on Rhys himself would be in order, maybe info on how the rest of his family/loved ones are handling things. If you like, I can PM you some details about Calwelds seedier elements. I'm also wondering where he is getting Cha to AC from. The archetype I assume?
Agreed. Work's been a bit crazy this week but I'll have a revision for this weekend. I'd love to hear about some of the seedier elements. And yup, Cha to AC is from the Paladin archetype - it comes at the cost of medium/heavy armour / shield proficiencies.
| Lanliss Seldlon |
LET THIS WORK
One of my players in a play-by-post campaign modified my GM's url to make it work, I did the same modification here. It has got to work!
| Lanliss Seldlon |
| 2 people marked this as a favorite. |
If you won't mind, I will now have a spoiler filled with celebrations so as to not flood the page
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| GM Smashomancer |
Looks a lot like the Tinker class I allowed, but way more complicated. Themtically, it looks like the Artificers younger (hopefully less powerful) cousin from out of town. It also feels like it fits like a glove, so that's nice.
I'm going through it now, the only part I really don't like is the Animal Companion+ it can get. Other wise I think it looks pretty good.
| JonGarrett |
The Machinesmith's Mechanus Pet is more like a very limited version of an Eidolon than an animal companion, but it's not especially broken (especially compared to an actual Eidolon). Personally, I prefer the Mobius Suit and the Cannon-style Mobius Weapon, but I like clanking around in a huge suit of power armour with a massive cannon.
...mwuahaha.
| TarkXT |
I think I'll allow the Machinesmith, but I'll obviously have some questions every once in a while.
That's fine. I'll give you the relevant stuff if asked as there are plenty of options that weren't put on the d20pfsrd.
The pet itself isn't particularly good. Mostly it's just very tough to kill.
| Synxol |
NOGGLEGROP FENDLEBAR the IV
Character Sheet: LINK
Description:
Plumes of halfling smoke work their way free of the lowered visor of the battered full plate armour that lovingly enwraps Nogglegrop Fendlebar the IV. A patina reveals the ages that have drifted past since the armour was birthed from the blacksmith’s hammer. As the armour is an heirloom, so is the tiny mace slung at his waist and the myriad of tools festooned ‘neath his backpack.
Raising his visor releases a torrent of grey-white beard dancing about an infectious smile that drift up to his grey eyes. He cuts an impressive figure, all 3’2” of him. Most of Nogglegrop's hair was gone, except for thick white clumps above his ears, but he takes care to normally keep those neatly trimmed, generally with a quick swath of flame, like his pointy beard and thin moustache, and to keep the rest of his large noggin cleanly shaved. Well, except for his eyebrows, those were welcome to run wild.
Personality:
Fascinated by the inner workings of everything to the point of complete distraction. Fascinated with gadgets, gears, mechanisms. Fixated with watching the movements.
A gnaughty hedonistic, gambler, that's overly trusting, and completely oblivious much of the time.
Azrael Lackless
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| 1 person marked this as a favorite. |
Sorry for the delay, ladies and gentlemans... I've been on a creative block until recently, but GM Smashohandsome have broken through it simply by reminding me that this was going to be awesome
So without further waiting, here is Azrael Lackless, Paladin of the Old Lord!
Hit Points: 2d10 ⇒ (8, 1) = 9
| GM Smashomancer |
Smashohandsome? I knew there was something else I could have done with my GM handle.
On that note, everyone remember that the deadline is tomorrow at midnight, EST. I'd like to see everyone's character idea complete in either alias, or Character sheet form by then. I'm gonna be choosing 4-5 players, probably 5, cause I like a lot of the submissions I've seen.
| Rhys Talloran |
I added a bit more to my background stuff. Still trying not to write too much on it.
Also, this song.
| GM Smashomancer |
Azrael's song
Link no worky. A paladin uploading torrented music? What would your mother say?
| Ammon Knight of Ragathiel |