| xXxTheBeastxXx |
Hey all. I'm currently designing an Engineer-style class. The concept is that it's a technologist who utilizes a special, quasi-magical tool known as the Omni-Tool (I thought of the idea before Mass Effect, Dammit!) that gains multiple functions such as emulating weapons and tools, miniature extra-dimensional spaces, and a death ray (all selectable), along with other abilities like a nifty inventing power that allows him to create items on the fly. I'm looking for ideas on abilities to flesh this class out. Note that one of my goals is to NOT make this class a new artificer. It's meant to be a super-cool technologist, not a one-man-magic-shop.
A few notes:
medium BAB
d8 health
medium skills (4-6 skill points)
no spells. This is something I want to keep consistent with the class. I want it to be a non-spellcaster (although one of the functions, Weird Science, allows for a cantrip or 0 level spell-like ability)
So yeah, overall I'm looking for ideas. If you want to propose a mechanic, that's cool, but I'm looking more for just cool ideas to make the class interesting.
Thanks all, in advance!
-The Beast
| SmiloDan RPG Superstar 2012 Top 32 |
TINKER
BAB: +¾
Good Saves: Will
Hit Dice: 1d8
Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge arcana, Knowledge engineering, Knowledge nature, Perception, Profession, Ride, Sleight of Hand, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 6 + Intelligence modifier.
Tinkers are proficient in all simple weapons, the hand axe, hand crossbow, light hammer, repeating heavy crossbow, repeating light crossbow, throwing axe, throwing hammer, and warhammer. Tinkers are proficient in all armor, and shields.
LEVEL ABILITY
1. Master Craftsman, Tinker Item, Tinkering Pool, Tinkering Talent
2. Tinkering Talent
3. Bonus Feat
4. Tinkering Talent
5. Bonus Feat
6. Tinkering Talent
7. Bonus Feat
8. Tinkering Talent
9. Bonus Feat
10. Tinkering Talent
11. Bonus Feat
12. Tinkering Talent
13. Bonus Feat
14. Tinkering Talent
15. Bonus Feat
16. Tinkering Talent
17. Bonus Feat
18. Tinkering Talent
19. Bonus Feat
20. Master Tinker, Tinkering Talent
Master Craftsman: At 1st level, the tinkers receive Master Craftsman as a bonus feat, even if they do not meet the requirements. Treat the tinker’s class level as his caster level. The tinker can use this feat to qualify for any item creation feat they are high enough level to select.
Tinker Item (Su): Tinkers know how to make a temporary, one use, magical item on the fly. As a full round action, a tinker can spend one or more points from his Tinkering Pool, and create a temporary magical item. The tinker must use the magic item within one round per class level or it loses its magic and becomes inert. The tinker can make a magic item with a caster level up to his class level. The tinker must have an Intelligence score of 10 + the level of the highest level spell used in the construction of the magic item. The number of points the tinker spends from his Tinkering Pool is dependent on how often the magic item can be used, as indicated on the following chart:
Usable at will: 1 point
Usable a limited number of times per day: 2 points
Usable by spending a charge from a limited number of un-rechargeable charges: 3 points
Useable once: 4 points
Tinkering Pool (Su): A tinker has a Tinkering Pool with a number of points equal to ½ his class level + his Intelligence modifier. These points are spent to power his Tinker Item ability, as well as some of his Tinkering Talents. These points are restored each day after resting for 8 hours.
Tinkering Talents (Ex, Sp, or Su): At 1st level, 2nd level, and every 2 levels thereafter, the tinker learns one of the following tinkering talents.
Clever Quartermaster (Ex): If given an hour to prepare his gear and load his backpack, belt pouch, and other carrying containers, the tinker may add his Intelligence bonus to his Strength score for the purposes of determining his encumbrance. The tinker can also retrieve an item as a swift action (instead of as a move action) a number of times per day equal to his Intelligence bonus.
Clockwork Companion (Su): The tinker learns how to build autonomous constructs that serve him. Treat these as animated objects that are under the control of the tinker. The tinker can create clockwork companions with a number of hit dice equal to ½ his level. Building a clockwork companion costs 100 gp per hit die. The tinker can create any number of clockwork companions, but after the first, the tinker reduces his daily Tinkering Pool by 1 for each clockwork companion beyond the first. The tinker must be at least 2nd level to select this talent.
Devious Devices (Ex): The tinker adds his Intelligence modifier to Disable Device and Use Magic Device skill checks.
Devious Item Activation (Su): The tinker adds his Intelligence modifier in place of the default ability score modifier when determining the DC of any Saving Throw of any magic item he activates.
Disable Construct (Su): As a standard action, the tinker can disable a construct by making a successful melee touch attack against a construct, spending 1 point from his Tinkering Pool, and making a Disable Device with a DC equal to 10 + the HD of the construct. If successful, the construct is entangled for 1d6 rounds and its damage reduction, if any, is reduced by 5. If the tinker beats the Disable Device DC by 10, the construct is also staggered for 1d6 rounds, and its damage reduction, if any, is reduced by 10. If the tinker beats the Disable Device DC by 20, the construct is instead paralyzed for 1d6 rounds and its damage reduction, if any, is reduced by 15.
Disrupt Item (Su): As a standard action, the tinker can suppress the magic of a magic item within 120 feet for 1 round per level by spending one point from his Tinkering Tool and making a level check with a bonus equal to his Intelligence modifier against a DC of 10 + the caster level of the item.
Efficient Item Creation (Ex): The tinker reduces the amount of time it takes to construct magic items by half. The tinker can select this talent up to 3 times, and the effects stack (the second time this talent is selected, the tinker reduces the amount of time to ¼ normal; the third time this talent is selected, the tinker reduces the amount of time to 1/8 normal.
Enhance Armor or Shield (Su): The tinker can enhance the armor he wears and/or the shield he wields, giving it an enhancement bonus to armor class, and possibly one or more special abilities. The armor or shield remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the armor or shield he enhanced gains one plus of enhancement per point spent. An enhanced armor or shield must have at least a +1 enhancement before it can be enhanced with a special armor or shield ability.
Enhance Weapon (Su): The tinker can enhance a weapon he wields, giving it an enhancement bonus to attack and damage rolls, and possibly one or more special abilities. The weapon remains enhanced for a duration equal to the duration of his Tinker Item ability. The tinker can spend a number of points from his Tinkering Pool up to ½ his class level, and the weapon he enhanced gains one plus of enhancement per point spent. An enhanced weapon must have at least a +1 enhancement before it can be enhanced with a special weapon ability.
Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 minute per tinker level instead of 1 round per tinker level.
Extra Slot (Ex): The tinker selects one body slot. He may use one additional magical item in that body slot than normal. This talent may be selected more than once; each time the talent is selected, a new body slot must be selected.
Frugal Item Creation (Ex): The tinker reduces the construction costs of magic items by 10%. The tinker can select this talent up to 5 times, and the effects stack.
Greater Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 day per tinker level instead of 1 hour per tinker level. The tinker must be 14th level and have the Extend Tinker Item and Improved Extend Tinker Item talents before selecting this talent.
Greater Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must be 14th level and have the Inventive Combatant and Improved Inventive Combatant talents before selecting this talent.
Improved Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 hour per tinker level instead of 1 minute per tinker level. The tinker must be 8th level and have the Extend Tinker Item talent before selecting this talent.
Improved Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of two combat feats he qualifies for but does not possess for 1 round. The tinker must be 8th level and have the Inventive Combatant talent before selecting this talent.
Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of one combat feat he qualifies for but does not possess for 1 round.
Mad Scientist (Ex): The tinker is insane. This results in a +6 bonus to Charisma and a -6 penalty to Wisdom. The tinker may apply his Charisma modifier in place of his Wisdom modifier to his Will Saves. When subjected to a confusion or insanity effect, the tinker may roll twice and choose either of the results. The tinker gains a number of class skills equal to his Intelligence bonus from the following list: Bluff, Disguise, Escape Artist, Intimidate, Knowledge (dungeoneering, history, planes, or religion), Linguistics, Perform, or Stealth.
Major Magic (Sp): The tinker gains the rogue ability of the same name. The tinker must have the Minor Magic talent before selecting this talent. The tinker may spend one point from his Tinkering Pool to gain additional castings of the spell associated with this talent. The tinker may select this talent multiple times; the effects do not stack. Each time the tinker selects this talent, he must select a new spell; this new spell can be 1 spell level higher than the previous selection of this talent.
Metamagic Item Activation (Su): The tinker can add metamagic effects to wands and staves. This uses up 1 additional charge per additional spell level of the affected spell, and the tinker must know the metamagic feat being applied to the item.
Minor Magic (Sp): The tinker gains the rogue ability of the same name.
Potent Item Activation (Su): The tinker can spend 1 point from your Tinker Pool when activating a magic item and use your class level as the caster level of the magic item.
Rapid Repair (Sp): The tinker can use mending at will. The tinker can spend 1 point from his Tinkering Pool and gain the benefits of a make whole spell.
Skill Mastery (Ex): The tinker gains the rogue ability of the same name.
Surgery (Ex): When the tinker uses the Heal skill to Treat Deadly Wounds, he can spend 1 point from his Tinkering Pool and restore a number of hit points equal to the patient’s hit dice + tinker’s Intelligence bonus. A creature can benefit from a tinker’s Surgery ability a number of times per day equal to 1 + its Constitution bonus (if any). He can revivify a dead creature by making a DC 40 Heal check within a number of rounds equal to his Intelligence modifier of the creature’s death; this restores the creature to 1 hit point.
Trapfinding (Ex): The tinker gains the rogue ability of the same name.
Treat Lesser Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 25 Heal check and remove one of the following afflictions from a creature: dazed, exhausted, frightened, nauseated, negative level, or staggered. The tinker must be 6th level to select this talent and have the Surgery and Treat Minor Afflictions talent before selecting this talent.
Treat Major Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 30 Heal check and remove one of the following afflictions from a creature: blinded, deafened, panicked, paralyzed, petrified or stunned. The tinker must be 12th level to select this talent and have the Surgery, Treat Minor Afflictions, and Treat Lesser Afflictions talents before selecting this talent.
Treat Minor Afflictions (Ex): The tinker can spend one point from his Tinkering Pool and make a DC 20 Heal check and remove one of the following afflictions from a creature: dazzled, entangled, fatigued, shaken, or sickened. The tinker must have the Surgery talent before selecting this talent.
Ultimate Extend Tinker Item (Su): When the tinker uses his Tinker Item ability, the temporary magic item he creates remains usable for 1 year per tinker level instead of 1 day per tinker level. The tinker must be 20th level and have the Extend Tinker Item, Improved Extend Tinker Item, and Greater Extend Tinker Item talent before selecting this talent.
Ultimate Inventive Combatant (Ex): The tinker can spend one point from his Tinkering Pool as a free action and gain the use of three combat feats he qualifies for but does not possess for 1 round. The tinker must 20th level and have the Inventive Combatant, Improved Inventive Combatant, and Greater Inventive Combatant talents before selecting this talent.
Unique Weapon (Ex): The tinker invents a unique exotic weapon that he is proficient in. The weapon can be a light melee weapon, one-handed melee weapon, a two-handed melee weapon, a light ranged weapon, a one-handed ranged weapon, or a two-handed ranged weapon, and cause either bludgeoning, piercing, or slashing damage.
Light weapons have a base damage die of 1d4, and a threat and critical range of 20/x2.
One-handed weapons have a base damage of 1d6, and a threat and critical range of 20/x2.
Two-handed weapons have a base damage of 1d8, and a threat and critical range of 20/x2.
Unique exotic weapons have 6 uniqueness points that can be spent to make the weapon exotic by adding features to it.
Increasing the base damage die by one costs 2 points.
Increasing the base damage die by two costs 4 points.
Reducing the base damage die by one adds 1 point.
Reducing the base damage die by two adds 3 points
Increasing the threat range to 19-20 costs 2 points.
Increasing the threat range to 18-20 costs 4 points.
Increasing the critical multiplier to x3 costs 2 points.
Increasing the critical multiplier to x4 costs 4 points.
Causing 2 types of damage (bludgeoning, piercing, and/or slashing) costs 1 point
Adding the brace ability costs 1 point
Adding the disarm ability costs 1 point
Adding the double weapon quality costs 3 points
Adding the monk quality costs 1 point
Adding the non-lethal quality costs 1 point
Adding the reach quality costs 2 points
Adding the throw-able quality costs 2 points
Adding the trip ability costs 1 point
Adding the Weapon Finesse quality costs 1 point
Visionary Genius (Ex): The tinker adds his Intelligence modifier to Heal and Perception skill checks.
Bonus Feat (Ex): At 3rd level, and every 2 levels thereafter, the tinker gains one of the following bonus feats: Breadth of Experience, Cooperative Casting, Deft Hands, Magical Aptitude, Master Alchemist, Skill Focus, Well-Prepared, or any item creation feat or metamagic feat.
Master Tinker (Ex): At 20th level, the tinker gains the ability to make artifacts and intelligent magic items.
Also, if you have access to d20 Past, there is an interesting Mad Scientist advanced class you can use for inspiration.