Scarecrow

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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.