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A lot of good points being made, here's my 2cp.

Optimization, regardless of your exact definition, is generally used to describe the process by which characters are made mechanically 'better' often but not always at the expense of more diverse or creative options. The thing is there really isn't anything inherently wrong with that, the problem comes when (as others have noted) there are vastly different levels at the same table (and in PFS, but I'll get to that).

A hyper-optimized character exceedingly good at dealing damage, for example (this is where most of the over-optimized complaints I see come from) can easily make the rest of the average or under-optimized group feel useless. Even if it isn't so bad that they still get to do their part, if 75% of the damage goes to 25% on the damage dealing characters the other three are going to feel incompetent. In such a case it's generally best to get the player in question to either tone back the character optimization or just tone back the play style to a less-than-ideal set of behaviors. The reverse can happen too, when one character doesn't pull their weight, though the options for that are somewhat more varied depending on the group dynamic (I've seen a case where one character was grossly incompetent and near useless... but that was the point, everyone had a good laugh at his expense several times throughout each session).

Even when everyone is on he same optimization level there can be problems with the GM, either throwing up encounters that are too hard or too easy. Personally I feel like a basic GM responsibility is to adjust the difficulty level of encounters to fit the group, be it homebrew or an adventure path (like the siege weapon example earlier), to get a nice spread of fights going from 'lets clear the trash, just be careful' up to 'oh crap we might wipe here'.

The real situation when it becomes a problem, in my opinion, is in PFS. The scenarios are designed very specifically and the GMs have only the slightest amount of wiggle room to adjust the encounters. Because of that, there IS somewhat of a responsibility to at least bring decent characters (if not uber ones) that won't drag the group down. Even then, you can run into situations where someone's character dies due to a fault of another player. Though this can happen in any game, in a dedicated group campaign the players generally know each other and know what to expect from the group, so it doesn't become a complete surprise. Personally, this factor is one of the things I don't like about PFS, I would constantly be paranoid that my character choices would kill someone else. This, among other factors, led me to decide that PFS wasn't for me and that I could just play Pathfinder in other ways (but that doesn't at all mean PFS is 'bad' it just has it's own set of difficulties that don't match up with my play style).


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Well I'm sure there are a lot of small things and rules interpretations that aren't coming to mind right now, but here are some of the bigger ones I have.

Counterspells: To counter a spell, you must ready an action to do so. Assuming the readied action is triggered, you must successfully identify the spell being cast with a spellcraft roll, then use up a spell of the same level or higher. (I found the actual counterpsell rules so difficult as to be near-useless, this fixes that.)

Languages: Intelligence modifiers do not grant bonus languages, instead you must take linguistics. Upon putting the first rank in linguistics you gain a bonus language, after that you gain another bonus language at each increment of an effective +10. Thus if you would normally (only permanent bonuses taken into account) roll linguistics at +20, you would receive three bonus languages, one for having a single rank in the skill, one for +10, and one for +20. (I found it way too easy to pick up mass amounts of bonus languages, plus this makes the skill matter a little more.)

Mundane Ammunition: I don't make anyone keep track of non-masterwork, non-magical, non-special material arrows, bolts, or bullets. The cost of obtain them quickly becomes trivial and then it's really just a pain. The exception is if a player is firing off a very high amount of ammo in a short period with no way of recovering it (say they were trying to shoot down every seagull on the coast) then at a certain point I tell them they are low on ammo and the next natural 1 on an attack roll means they are out.


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Something I don't see mentioned here is that players may not want to optimize. Though I don't think its the case here, as a general rule, the idea of natural selection weeding out the weaker characters can kill the fun. Maybe the players didn't WANT to play hyper-optimized characters, maybe they wanted to play THEIR characters. In such a case, it is better for the system master (and GM) to play down to their level. It really depends on what players (or the majority of players) want though, as has been said, many players want more optimized characters but don't know how, but that doesn't automatically mean that pushing up the power level, by whatever means, is always a good idea.


I run perception as an always-on thing. I have them roll at given intervals when traveling, entering new areas, etc, even when there is nothing there. For poison and disease, if a player is exposed, I mark it down and have them make the save when the symptoms would actually appear, on a pass, nothing happens, on a fail, they do appear.


Seems to me the simplest option is to take an Eidolon (as if it were generated by whatever level summoner you deem appropriate) and add Mythic tiers to it.


I'm in the camp that 1-4 works, but not 5. The skills of a class are not, afaik, a class ability, much like its hit die.


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We don't like to talk about what happened to the 4th though 8th Musketeers...


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Ok Driver, lets say a Monk carries his unarmed strikes. Lead blades still does not work, as the Monk's size has not changed, and his unarmed damage is based directly off his size. RAI? Maybe, or maybe not. RAW? Certainly.

As for the agenda, it seems to me that YOU have an agenda. It looks like you didn't post on these forums to get the community's opinion on the matter, you posted because you believed you were right and wanted others to agree with you.

I'm not saying this is true, I'm saying that's what it looks like right now. If you start making posts that are more respectful and have detailed, logical arguments in them, than maybe you will get a better response.

Furthermore, as has been established more than once here, strong jaw not only works RAW but also provides a significantly larger bonus.


Um, alright...

"Unarmed strikes ARE still treated as natural weapons for most effects (particularly for the spell magic fang and for amulets of magic fang), but the Improved Natural Attack feat is an exception to that rule."

It says explicitly that unarmed strikes are natural weapons.

Furthermore, the feat specifically calls out unarmed strike as not applicable. If unarmed strike was not a natural attack, it wouldn't have to. The reason this feat does not apply isn't because unarmed strike is not a natural attack, but because you can apply weapon focus to it, and they didn't want the two feats to stack.


Wow this is brilliant. I liked the original system a lot, but didn't like how much damage it mitigated, but your system for a system fixes it right up, good work!


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Well I did a bit more research...

Strong Jaw Says: "Each natural attack that creature makes deals damage as if the creature were two sizes larger than it actually is."

Lead Blades Says: "All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are."

Looking at this, I will have to go back on what I said. It seems that lead blades does not work, because as you said the damage is based directly on the size of the monk.

However, because the wording on strong jaw specifically calls out the creature as counting as larger, I think it does work, as it would make the entire monk count as larger than normal.


When you put it that way, I could see how RAW it could be ruled as such. I feel like RAI the sentence about monk unarmed strikes counting as manufactured is specifically in there to make it so spells like lead blades do work.

Regardless, as strong jaw specifically targets natural weapons I'm pretty sure it would work, and its a stronger buff to boot.


Did you read the quote? Or are you making the argument that a monk's unarmed strikes are natural weapons but not natural attacks?

I'm not even sure how the example you gave is relevant.

Actually, now that I'm examining this I really think you're trolling me... that's what I get for assuming I suppose.


"A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons."

Unarmed attack IS a natural attack.

"A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage.."

"All melee weapons you are carrying when the spell is cast deal damage as if one size category larger than they actually are."

This seems pretty clear to me. The monk's size does not increase, but he is treated as if it did.

[edit] Let me take my reasoning a little further. Does the monk's size increase? No. Does the monk take his unarmed damage from his size? Yes. But here's the important part "...unarmed strike is treated as both a manufactured weapon and a natural weapon..." the strike is, in fact, a weapon, thus being effected by lead blades.

Though you really should use strong jaw...


It looks like a good start. When designing a world for a campaign, keep in mind that the closer you are to the players the more background you need. The kingdom they start in needs to have a great deal of detail, the kingdom in a far-off land... you can work on if they head there.

Also, everything Lincoln Hills said.


The most straightforward option, imo, is to have a long-forgotten record referencing the village, be it a book, trade documents, etc, to be uncovered somewhere else. This record contains information that hints/indicates/states that there was something in the village that people would want (such as a powerful magic item) before the wilds overtook it. The party, one way or another, has access to this record (perhaps they were the ones who found it), and elects to set off to find this something that the record refers to.


Given what you described them as in the setting, I feel like their current BaB and Hit Dice fit better... Instead of that, I think are more flavorful option would be to give every monk a free Ki power off the Qinggong archetype list at the indicated levels. This makes them more powerful and, imo, fits your fluff better, as they are not described as super-fighty individuals that would justify full BaB and a d10. Furthermore this adds options to the class, offsetting the limitations you are putting on it by making every monk a sensei.


Personally I would give more experience for an encounter with particularly well-equipped enemies. But I would also give less for a fight against under-equipped enemies. Put simply, the former is harder, and the latter easier, to overcome and the experience should adjust accordingly.


"I wish no one but X can use this staff."

"I wish no wish granted by this staff can be undone with another wish."


Probably not quite what you are looking for, but this is a tinker prestige class I'm working on for a homebrew campaign.

Spoiler:

Basics:
Alignment: Any
Hit Die: d8
Proficiencies: None
Class Skills: Appraise, Craft, Disable Device, Knowledge (Engineering)
Skill Ranks: 2+int modifier per level

Level BAB Fort Ref Will Special
1st +0 +1 +0 +1 Inspired Tinkering, Innovation
2nd +1 +1 +1 +1 Clockwork Kit
3rd +2 +2 +1 +2 Innovation
4th +3 +2 +1 +2 Breaking Point
5th +3 +3 +2 +3 Innovation
6th +4 +3 +2 +3 Swift Engineering
7th +5 +4 +2 +4 Innovation
8th +6 +4 +3 +4 Stroke of Genius
9th +6 +5 +3 +5 Innovation
10th +7 +5 +3 +5 Great Work

Inspired Tinkering: A tinker adds his class level to Craft (Clockwork) and Knowledge (Engineering) checks.

Innovation: As a tinker inevitably fiddles with various tools, parts, and contraptions, he creates new ideas and ways of utilizing clockwork technology in the form of Innovations. A tinker receives one innovation at first level and every two levels after. Unless stated otherwise the same innovation cannot be taken more than once.

Advanced Clockwork: The tinker focuses on practical theory and the manipulation of increasingly complex devices. He adds his intelligence modifier an additional time to determine the level of his craft (clockwork) skill.

Clockwork Armor: The tinker modifies his armor (or clothing) with various spring-loaded plates, supportive pulleys, and other clockwork enhancements. The tinker requires eight hours of work, 1000 gold in various materials, and a successful DC 20 craft (clockwork) check to improve the base armor value of a set of armor or clothing by 1. Armor or clothing modified in such a way can only be worn by the tinker who did so. The tinker may apply upgrades to the same set of armor or clothing a number of times equal to his intelligence modifier, the bonuses stack.

Clockwork Gun: Tinkers are often fascinated by guns, though they can’t help pondering how to improve one. Upon selecting this Innovation, the Tinker gains the Gunsmithing feat, if he already has this feat he may instead chose from Amateur Gunslinger, Exotic Weapon Proficiency (Firearms), or Weapon Focus (Firearms), but must meet the prerequisites as normal. A tinker may make advanced firearms and metal cartridges using the Gunsmithing feat. In addition, the Tinker selects one of the improvements listed below, and may add it to any masterwork firearm using 2500 gold, eight hours of work, and a successful DC 25 craft (clockwork) check. Only one of these upgrades may be applied to a single firearm.
-Repeating Barrel Rotator and Reloading Contraption: The firearm’s capacity doubles and it may be reloaded as a move action (early firearms) or as a swift action (advanced firearms).
-Recoil Reduction and Calibration Mechanism: The firearm’s range increment increases by 50% and the wielder may add his intelligence modifier on rolls to hit.
-Reinforced Misfire Contingency Device: The firearm’s misfire value is reduced by 1.
This innovation may be taken more than once, up to three times total, allowing an additional feat and an additional device from the list below to be selected. A Tinker with the Advanced Clockwork Innovation may apply two of the upgrades above to a firearm, but applying the second requires 7500 gold, 24 hours of
work, and a successful DC 35 craft (clockwork) check.

Clockwork Magery: The Tinker understands the use of technology to fuel magic, and is able to augment past studies through new methods and channeling devices. The Tinker gains half his class level as a bonus to the effective level in one spellcasting class, chosen at the time of selecting this innovation. This innovation may be selected twice, upon gaining it a second time the Tinker instead adds his full class level as a bonus to the effective level in the spellcasting class he chose.

Flying Machine: Constructing a flying machine is an expensive, time consuming, and difficult task that most Tinkers are not prepared for. Those who are find themselves able to take to the skies in compact vehicles. Constructing a flying machine requires 50,000 gold, one week of work, and a DC 40 craft (clockwork) check. Once complete, the flying machine can be used for hours equal to 2 plus the Tinker’s intelligence modifier per day. Use the statistics for a large animated construct with the Metal (Common) and Additional Movement (Fly) upgrades, but remove its ground movement speed and senses. Unlike an animated construct the flying machine has no ability to do anything on its own and must be piloted by a tinker for it to work. To do this, a tinker uses his craft (clockwork) skill instead of fly. It may still make a slam attack, representing the tinker ramming the machine into foes. When not flying, the machine has small wheels that allow it to be pulled like a cart. To take this innovation the tinker must have the advanced clockwork innovation.

Instinctive Invention: The Tinker approaches clockwork engineering from a new angle, utilizing random inspiration and experimentation rather than careful planning and design. Upon selecting this innovation, the Tinker choses to replace intelligence with either wisdom or charisma for the purposes of abilities granted by the class.

Mage Emulator: Using a handheld clockwork device, the Tinker is able to activate magic items with great skill. He may activate magic devices with a Craft (clockwork) check instead of Use Magic Device.

Salvaging: By breaking down various items for scrap the Tinker is able to create usable raw materials for his works. The tinker may substitute non-magical items made mostly of metal instead of paying the cost for a craft (clockwork) item or project. He must have such items with a total value equal to double that of the monetary value he is replacing. Additionally, the Tinker is skilled in using clockwork technology to refine natural materials into useable form, and may use craft (clockwork) in place of normal skills needed to do this (thus, he may use craft (clockwork) to mine and smelt ore, for example).

Spell Contraption: Through use of magicanical theories, channeling crystals, and energy condensers, the Tinker creates a device capable of casting a spell. Upon selecting this innovation the tinker selects a 1st level spell, which is permanently designated as the spell he has designed a contraption to cast. Creating this device requires 2500 in materials, eight hours of work, and a successful DC 20 craft (clockwork) check. Once complete, the contraption is used as a wand containing the spell, but may only be activated by the Tinker who made it, who does not need to make a check to do so. The contraption begins with 10 charges and accumulates them at a rate of 1 per day, up to a max of 50. Unlike a normal wand, the spell cast using the contraption uses the Tinker’s current class level and intelligence modifier to determine the spell’s effects and DC. This innovation may be selected multiple times, each time the Tinker must select a different spell, which then requires a different contraption be made to cast it.

Tinker’s Bomb: The tinker gains the ability to replicate alchemist bombs through refining explosives and flammables from mundane materials. The tinker gains the Bomb ability as defined in the alchemist base class, using his tinker level as his effective alchemist level to determine the effects of the bomb. Additionally, when throwing a bomb, the tinker may make an optional DC 15 craft (clockwork) check (representing previous work when preparing the parts). If failed, the bomb is a dud and does nothing. If successful, the bomb deals an additional 1d6 points of electricity damage from static generated by extra devices, plus an additional 1d6 for every 5 points the tinker succeeds by. SPECIAL: If the tinker has levels in alchemist, this innovation instead allows him to add his tinker level to his alchemist level to determine the effects of his bombs. He still gains the ability to make a craft check for extra damage, as described above.

Clockwork Kit: At 2nd level, the tinker has accumulated so many extra tools and parts that he is always considered to have a masterwork artisan’s kit for craft (clockwork).

Breaking Point: At 4th level, recognizing the fundamental structures behind all solids, the Tinker gains the ability to destroy otherwise resilient objects with a relatively small application of force. Once per day the Tinker may spend two minutes studying the properties of an object before applying force at an extremely precise location, choosing either to give the object the broken condition or destroy it completely. Magical objects receive a fortitude save (DC=10+1/2 Tinker level+Int modifier) to negate the effect. At level 8 the tinker may use this ability twice per day.

Swift Engineering: At 6th level, so fast are the tinker’s hands (and ideas) that he may craft items using craft (clockwork) in half the normal amount of time. This does not apply to a Great Work.

Stroke of Genius: At 8th level, the tinker’s mind is flooded with a constant tide of innovative designs and inventions, leading to a great many solutions for the same problem. Once per day, upon failing a craft (clockwork) check, the tinker may re-roll the check.

Great Work: At 10th level, the tinker has reached an exceptional level of mastery and may begin on a great work of his choosing. Below are listed two examples of great works, but feel free to discuss alternative options with the GM.

Automaton: The tinker creates a free thinking mechanical being capable of acting on its own (well, somewhat…). To create the Automaton the tinker uses various spare parts and materials he has built up in his collection in anticipation of creating a great work and thus costs no gold. However, the construction process is extensive and difficult, only achievable by the most skilled and dedicated of tinkers. The clockwork core for the automaton is the most difficult, requiring a month of work and a successful DC 50 craft (clockwork) check. The various devices and mechanisms to move the automaton requires two weeks of work and a successful DC 30 craft (clockwork) check, while the framework requires two weeks of work and a successful DC 25 craft (clockwork) check. These parts may be made individually but are non-functional until combined, a process that requires 8 hours of work but no check. Once these parts are properly connected, the automaton awakens, fully functional. A tinker may only have one automaton at a time. An automaton is similar to a character controlled by the Tinker, it follows the parameters listed below.
-It is a medium construct and follows the normal rules for constructs unless otherwise stated.
-It is strength 24, dex 14, int 12, wis 4, cha 2.
-It receives a bonus to all attributes equal to the Tinker’s intelligence modifier.
-It has the same number of hit die as the Tinker.
-It may wear and use equipment as a normal character, and is proficient in all weapons and armor that the tinker himself is.
-It may be healed by a craft (clockwork) check and one hour of work. The result of the check is the amount of hit points healed.
-If destroyed, it may be repaired and reactivated with eight hours of work and a DC 40 craft (clockwork) check. This restores it to half its maximum hit points.
-It is completely loyal to its creator and will follow simple commands only from him. However, it will never do anything unless explicitly told to, and may only sustain a number of active commands (such as “follow me” or “guard this item”) equal to its intelligence modifier.
-If somehow separated from its creator with no commands, or if it completes all commands, or if it is unable to continue performing any commands, an automaton enters a dormant state and stands motionless.

Clockwork Body: Freeing himself from mortal bonds, the tinker creates a new body of clockwork into which he places his mind and soul, though for the process to work the tinker must create a form very similar to his own. Creating a clockwork body the tinker uses various spare parts and materials he has built up over his career, and thus costs no gold. It does, however, take two months of work and a successful DC 50 craft (clockwork) check. If the check is successful the tinker infuses himself into the new body, with various effects as detailed below.
-The tinker is now a construct and follows all the construct rules unless stated otherwise.
-The tinker retains his class levels (this includes hit die), base attack bonus, saves, skills (all class skills remain so), and feats.
-The tinker may heal himself with one hour of work and a craft (clockwork) check, the result of the check is the amount healed.
-If the tinker is reduced to 0 or less hit points, he is not destroyed as long as his body remains relatively intact, but instead activates an emergency self-repair that returns him to 1 hit point after one hour. Should his body be completely destroyed, he is slain, though may still be revived through use of true resurrection, which returns him to life in his original body rather than in construct form.
-The tinker may still utilize equipment as if he were a normal character.
-The tinker gains dr/adamantine equal to the amount of con he had in excess of 10 before becoming a construct.


I always thought what made it good was the swift action part at level 6. You get the benefit of an alchemical item plus a weapon attack as part of the same standard action. Rather than two rounds, you can spend one to do the same thing, and potentially at longer range.


Personally I house rule it as so:

In order to counterspell, ready an action to do so. If the readied action is triggered, use spellcraft to identify the spell being cast by the opponent. If the spell is successfully identified, burn a spell of a level slot equal to or greater than the spell being cast to counter it.


Personally, I would find a way to reward all the characters similarly, surely there are non-optimized options the other players want? Reduce the loot overall to compensate and you're good.


Combine the spirit to a human soul, kill the golem, then cast true resurrection, bringing him back in a human body? Might have multiple personality disorder due to soul-spirit conflict.


All I can say is that n my experience, healing has been useful and has saved the group. All that math doesn't mean much to me when I have seen a significant difference made in-person.

Keep in mind you need not keep up with damage, only more than 25% (as the other three members of the party are still swinging). Then it favors the group.


I can say that having a healer in the games I've played has been a lifesaver.

If that channel can negate even half the damage of a baddie's breath weapon then it is a net benefit for the PC side as the baddie has lost half its potency for the round while the party lost a quarter.

Its not about keeping up with damage dealt, its about keeping up with enough of it that the action economy favors the PCs.


Personally I feel like the entire alignment system is a bit rigid as written and requires some hand-waving to bring into line. RAW there may be evil auras but other than that any given evil being is just as evil (same intensity) as the next, IMO it would be more like a scale from slightly evil (the dragon in this case) to much worse (Bob), and I would have spells that detect alignment pick up on this.

I feel like the fact that only opponents with a reasonable degree of power (5hd or lower doesn't ping) show up limits the ability of alignment detectors enough to balance it out.


Claxon wrote:
GM Arkwright wrote:

Complete agreement with Crosswind, thanks for summarizing the issue so clearly.

@Claxon- hmm;

"Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away."

So... antimagic field goes up, Eidolon vanishes. The summoner runs away to cast Summon Eidolon... and the caster can either run after him and have the Eidolon pop back up or stay where he us as the Summoner gets his best buddy up.

Obviously the caster can prevent the Summoner from moving away, or attack and/or stop him from casting at range, but still something to be considered.

True, but the regular method of summoning an eidolon requires 1 minute of time. The Summon Eidolon spell can get him back on the field quickly, but hes much more susceptible. Dispel magic can be used against it as Protection from X prevents it from touching a creature. Not to mention that while the wizard is casting antimagic field on the eidolon, the barbarian is charge pouncing the summoner.

Summoners can be very powerful, but you can easily counter them too.

Honestly, the discussion isn't about how summoners are op/uncounterable, why is this even coming up? Besides, now you are using two characters to counter one...

In regards to the unarmed strike, perhaps you and the GM could house-rule in an "additional attack" evolution that simply adds an unarmed strike attack. Seems like a simple and fair solution to the problem, just find a point cost you agree on.


Perhaps rather than just saying 'that sucks' you should offer some helpful advice on what he wants to do?

Anyways, the way I read it, constrict is additional damage to the normal, meaning you could do constrict AND unarmed strike damage.


This is a class I've been working up for a homebrew campaign, right now I'm interested in balancing it and adding new innovations. Any advice/constructive criticism would be appreciated!

Basics:
Alignment: Any
Hit Die: d8
Proficiencies: None
Class Skills: Appraise, Craft, Disable Device, Knowledge (Engineering)
Skill Ranks: 2+int modifier per level
Requirements: Must obtain continuous access to a copy of “The Grand Fundamentals of Clockwork Engineering” and have a method of reading it.
BAB: 3/4
Saves: Good Fort and Will, bad Ref

Inspired Tinkering: A tinker adds his class level to Craft (Clockwork) and Knowledge (Engineering) checks.

Innovation: As a tinker inevitably fiddles with various tools, parts, and contraptions, he creates new ideas and ways of utilizing clockwork technology in the form of Innovations. A tinker receives one innovation at first level and every two levels after. Unless stated otherwise the same innovation cannot be taken more than once.

Advanced Clockwork: The tinker focuses on practical theory and the manipulation of increasingly complex devices. He adds his intelligence modifier an additional time to determine the level of his craft (clockwork) skill.

Clockwork Armor: The tinker modifies his armor (or clothing) with various spring-loaded plates, supportive pulleys, and other clockwork enhancements. The tinker requires eight hours of work, 1000 gold in various materials, and a successful DC 20 craft (clockwork) check to improve the base armor value of a set of armor or clothing by 1. Armor or clothing modified in such a way can only be worn by the tinker who did so. The tinker may apply upgrades to the same set of armor or clothing a number of times equal to his intelligence modifier, the bonuses stack.

Flying Machine: Constructing a flying machine is an expensive, time consuming, and difficult task that most Tinkers are not prepared for. Those who are find themselves able to take to the skies in compact vehicles. Constructing a flying machine requires 50,000 gold, one week of work, and a DC 40 craft (clockwork) check. Once complete, the flying machine can be used for hours equal to 2 plus the Tinker’s intelligence modifier per day. Use the statistics for a large animated construct with the Metal (Common) and Additional Movement (Fly) upgrades, but remove its ground movement speed and senses. Unlike an animated construct the flying machine has no ability to do anything on its own and must be piloted by a tinker for it to work to do this, a tinker uses his craft (clockwork) skill instead of fly. It may still make a slam attack, representing the tinker ramming the machine into foes. When not flying, the machine has small wheels that allow it to be pulled like a cart. To take this innovation the tinker must have the advanced clockwork innovation.

Clockwork Gun: Tinkers are often fascinated by guns, though they can’t help pondering how to improve one. Upon selecting this Innovation, the Tinker gains the Gunsmithing feat, if he already has this feat he may instead chose from Amateur Gunslinger, Exotic Weapon Proficiency (Firearms), or Weapon Focus (Firearms), but must meet the prerequisites as normal. The tinker may make advanced firearms and metal cartridges using the Gunsmithing feat. In addition, the Tinker selects one of the improvements listed below, and may add it to any masterwork firearm using 2500 gold, eight hours of work, and a successful DC 25 craft (clockwork) check. Only one of these upgrades may be applied to a single firearm.
-Repeating Barrel Rotator and Reloading Contraption: The firearm’s capacity doubles and it may be reloaded as a move action (early firearms) or as a swift action (advanced firearms).
-Recoil Reduction and Calibration Mechanism: The firearm’s range increment increases by 50% and the wielder may add his intelligence modifier on rolls to hit.
-Reinforced Misfire Contingency Device: The firearm’s misfire value is reduced by 1.
This innovation may be taken more than once, up to three times total, allowing an additional feat and an additional device from the list below to be selected. A Tinker with the Advanced Clockwork Innovation may apply two of the upgrades above to a firearm, but applying the second requires 7500 gold, 24 hours of work, and a successful DC 35 craft (clockwork) check.

Mage Emulator: Using a handheld clockwork device, the Tinker is able to activate magic items with great skill. He may activate magic devices with a Craft (clockwork) check instead of Use Magic Device.

Salvaging: By breaking down various items for scrap the Tinker is able to create usable raw materials for his works. The tinker may substitute non-magical items made mostly of metal instead of paying the cost for a craft (clockwork) item or project. He must have such items with a total value equal to double that of the monetary value he is replacing. Additionally, the Tinker is skilled in using clockwork technology to refine natural materials into useable form, and may use craft (clockwork) in place of normal skills needed to do this (thus, he may use craft (clockwork) to mine and smelt ore, for example).

Spell Contraption: Through use of magicanical theories, channeling crystals, and energy condensers, the Tinker creates a device capable of casting a spell. Upon selecting this innovation the tinker selects a 1st level spell, which is permanently designated as the spell he has designed a contraption to cast. Creating this device requires 2500 in materials, eight hours of work, and a successful DC 20 craft (clockwork) check. Once complete, the contraption is used as a wand containing the spell, but may only be activated by the Tinker who made it, who does not need to make a check to do so. The contraption begins with no charges but accumulates them at a rate of 1 per day, up to a max of 50. Unlike a normal wand, the spell cast using the contraption uses the Tinker’s current class level and intelligence modifier to determine the spell’s effects and DC. This innovation may be selected multiple times, each time the Tinker must select a different spell, which then requires a different contraption be made to cast it.

Tinker’s Bomb: The tinker gains the ability to replicate alchemist bombs through refining explosives and flammables from mundane materials. The tinker gains the Bomb ability as defined in the alchemist base class, using his tinker level as his effective alchemist level to determine the effects of the bomb. Additionally, when throwing a bomb, the tinker may make an optional DC 15 craft (clockwork) check (representing previous work when preparing the parts). If failed, the bomb is a dud and does nothing. If successful, the bomb deals an additional 1d6 points of electricity damage from static generated by extra devices, plus an additional 1d6 for every 5 points the tinker succeeds by. SPECIAL: If the tinker has levels in alchemist, this innovation instead allows him to add his tinker level to his alchemist level to determine the effects of his bombs. He still gains the ability to make a craft check for extra damage, as described above.

Clockwork Kit: At 2nd level, the tinker has accumulated so many extra tools and parts that he is always considered to have a masterwork artisan’s kit for craft (clockwork).

Breaking Point: At 4th level, recognizing the fundamental structures behind all solids, the Tinker gains the ability to destroy otherwise resilient objects with a relatively small application of force. Once per day the Tinker may two minutes studying the properties of an object before applying force at an extremely precise location, choosing either to give the object the broken condition to destroy it completely. Magical objects receive a fortitude save (DC=10+1/2 Tinker level+Int modifier) to negate the effect. At level 8 the tinker may use this ability twice per day.

Swift Engineering: At 6th level, so fast are the tinker’s hands (and ideas) that he may craft items using craft (clockwork) in half the normal amount of time.

Stroke of Genius: At 8th level, the tinker’s mind is flooded with ideas to the point where there will inevitably be one containing a potential work-around or solution to a mechanical problem. Once per day, upon failing a craft (clockwork) check, the tinker may re-roll the check.

Great Work: At 10th level, the tinker has reached an exceptional level of mastery and may begin on a great work of his choosing. Below are listed two examples of great works, but feel free to discuss alternative options with the GM.

Automaton: The tinker creates a free thinking mechanical being capable of acting on its own (well, somewhat…). To create the Automaton the tinker uses various spare parts and materials he has built up in his collection in anticipation of creating a great work and thus costs no gold. However, the construction process is extensive and difficult, only achievable by the most skilled and dedicated of tinkers. The clockwork core for the automaton is the most difficult, requiring a month of work and a successful DC 50 craft (clockwork) check. The various devices and mechanisms to move the automaton requires two weeks of work and a successful DC 30 craft (clockwork) check, while the framework requires two weeks of work and a successful DC 25 craft (clockwork) check. These parts may be made individually but are non-functional until combined, a process that requires 8 hours of work but no check. Once these parts are properly connected, the automaton awakens, fully functional. A tinker may only have one automaton at a time. An automaton is similar to a character controlled by the Tinker, it follows the parameters listed below.
-It is a medium construct and follows the normal rules for constructs unless otherwise stated.
-It is strength 24, dex 14, int 12, wis 4, cha 2.
-It receives a bonus to all attributes equal to the Tinker’s intelligence modifier.
-It has the same number of hit die as the Tinker.
-It may wear and use equipment as a normal character, and is proficient in all weapons and armor.
-It may be healed by a craft (clockwork) check and one hour of work. The result of the check is the amount of hit points healed.
-If destroyed, it may be repaired and reactivated with eight hours of work and a DC 40 craft (clockwork) check. This restores it to half its maximum hit points.
-It is completely loyal to its creator and will follow simple commands only from him. However, it will never do anything unless explicitly told to, and may only sustain a number of active commands (such as “follow me” or “guard this item”) equal to its intelligence modifier.
-If somehow separated from its creator with no commands, or if it completes all commands, or if it is unable to continue performing any commands, an automaton enters a dormant state and stands motionless.

Clockwork Body: Freeing himself from mortal bonds, the tinker creates a new body of clockwork into which he places his mind and soul, though for the process to work the tinker must create a form very similar to his own. Creating a clockwork body the tinker uses various spare parts and materials he has built up over his career, and thus costs no gold. It does, however, take two months of work and a successful DC 50 craft (clockwork) check. If the check is successful the tinker infuses himself into the new body, with various effects as detailed below.
-The tinker is now a construct and follows all the construct rules unless stated otherwise.
-The tinker retains his class levels (this includes hit die), base attack bonus, saves, skills (all class skills remain so), and feats.
-The tinker may heal himself with one hour of work and a craft (clockwork) check, the result of the check is the amount healed.
-If the tinker is reduced to 0 or less hit points, he is not destroyed as long as his body remains relatively intact, but instead activates an emergency self-repair that returns him to 1 hit point after one hour. Should his body be completely destroyed, he is slain, though may still be revived through use of true resurrection, which returns him to life in his original body rather than in construct form.
-The tinker may still utilize equipment as if he were a normal character.
-The tinker no longer gains any benefit from drinking potions.
-The tinker gains dr/adamantine equal to the amount of con he had in excess of 10 before becoming a construct.