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
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)
Weapon and Armour Proficiency:
BAB: 3/4 (as bard) Saves: Reflex and Will (as bard) Class Features[/b:]
[b]Artisan:
Obsession:
Cogitation:
Perpetual Motion:
Shortcuts:
Gearwork:
Genius Craftsman:
Frugal Crafting:
Bonus Feats:
Technomancy:
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 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).
Argon Alma wrote:
House Rule: Magical and masterwork armour only has Armour Check Penalties based on weight, DEX limits and arcane penalties remain as normal So regular mundane armour still causes ACP |