A Tinker class.


Homebrew and House Rules

RPG Superstar 2009 Top 8

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Yes, it's another one!

This is my take on that very popular subject: the artificer/engineer style class.
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TINKER
Note: The Tinker is an alternate class for the Alchemist base class.

Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 x 10gp (average 105gp). In addition, each character begins play with an outfit worth 10gp or less.

CLASS SKILLS
The tinker’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Skill ranks per level: 4 + Int modifier.

BAB: As Alchemist
Good Saves: Fort, Ref

Special abilities by level
1.Bomb 1d6, catch off-guard, master craftsman, tinkering, trapfinding
2.Innovation, jury-rigging
3.Bomb 2d6, trap sense +1, swift crafting
4.Innovation
5.Bomb 3d6
6.Innovation, trap sense +2
7.Bomb 4d6
8.Innovation, swift disabling
9.Bomb 5d6, trap sense +3
10.Innovation, trap mastery
11.Bomb 6d6
12.Innovation, trap sense +4
13.Bomb 7d6
14.Innovation, rapid construction
15.Bomb 8d6, trap sense +5
16.Innovation, rapid disabling
17.Bomb 9d6
18.Innovation, trap sense +6, rapid crafting
19.Bomb 10d6
20.Great Innovation

Contraptions by level
1. 1
4. 2
7. 3
10. 4
13. 5
16. 6
19. 7

CLASS FEATURES

Weapon and Armour Proficiency: The Tinker is proficient with all simple weapons and bombs. They are proficient with light armour but not with shields.

Bombs (Su)
As the alchemist class feature.

Catch Off-Guard (Ex)
All Tinkers gain the Catch Off-Guard feat as a bonus feat at 1st level.

Contraptions (Su)
Tinkers have the ability to create special items that blur the line between magic and technology. These contraptions are magical devices that emulate spells and though a tinker is limited in the number he can create, their wide selection and ability to be switched-out easily means the tinker is a master of versatility.

A contraption is a magic item that effectively lets a tinker ‘cast’ a certain spell. All contraptions are use-activated magic items that require one hand to use. The caster level of a contraption is equal to the level of the tinker and the save DC is equal to 10 + ½ the tinker’s level + the tinker’s Int. modifier.

At 1st level, the tinker chooses 3 schools of magic to provide him with the blueprints for his contraptions. The tinker can make an item that produces the effect of any spell from that school provided his caster level is at least equal to the caster level required to cast that spell.

A contraption takes time to build. Creating one requires 1 hour per level of the spell being produced (minimum 1 hour). This time need not be continuous but a contraption will not function until it is completed. A contraption lasts until it is destroyed or the tinker dismantles it (which takes 1 hour). A 1st level a Tinker can have 1 contraption. At 4th level and every 3 levels thereafter (7th, 10th, 13th, 16th, and 19th), the Tinker may build another contraption.

A contraption can be used without consequence a number of times per day equal to 1 plus 1 more for every 4 tinker levels. It can be used beyond this limit but doing so requires a Use Magic Device check each additional time it is activated (DC equal to 15 +1 per previous check). On a failed check, the contraption does not function and is destroyed.

Only a tinker may use the contraptions he creates. If another creature attempts to use a tinker’s contraption, it does not function and is destroyed instead.

Master Craftsman (Ex)
A tinkers gains the Master Craftsman feat at 1st level as a bonus feat even if he does not meet the prerequisites. Instead of choosing a Craft of Profession skill, the tinker gains the +2 bonus granted by the feat to his Use Magic Device skill and uses it to determine his effective caster level.

Tinkering (Ex)
At 1st level, a Tinker gains a pool of Tinker Points equal to 4 + his Intelligence modifier. At each level after 1st, he gains an additional 2 Tinker Points. These points can be spent to modify gear and equipment, making them perform better in a number of ways.

It takes 10 minutes per Tinker Point spent to modify an item. These points remain spent until the item is destroyed or the tinker dismantles it (which takes 1 minute).

Only a tinker can use equipment he has modified with Tinker Points. If another creature attempts to use such an item, it automatically malfunctions (see below).

A tinker can:
- Spend 1 Tinker Point to have an item grant a +1 circumstance bonus to one skill (chosen by the tinker at the time of creation). A single item can grant a maximum bonus to one skill equal to 5 + the tinker’s level.
- Spend 1 Tinker Point to reduce the armour check penalty of a suit of armour or shield by 1 (cannot reduce the penalty below 0).
- Spend 2 Tinker Points to grant an item a +1 enhancement bonus to attack rolls made with it (maximum bonus +5).
- Spend 2 Tinker Points to make an item grant a +1 enhancement bonus to AC (maximum bonus +5)
- Spend 3 Tinker Points to make an item grant a +1 resistance bonus to one save, chosen by the tinker at the time of creation (maximum bonus +5)
- Spend 3 Tinker Points to grant an item a +1 enhancement bonus to damage rolls made with it (maximum bonus +5).
A single item can be modified in multiple ways. As long as the tinker has the Tinker Points to spend, he can give an item any combination of benefits.

Malfunctions
Every item modified by a tinker has a complexity rating equal to the number of Tinker Points spent in its creation divided by 5.

- If the natural result of your skill or attack roll falls within the complexity value of the item or weapon, it malfunctions. A weapon that has an existing misfire value adds that to the complexity rating.
- In the case of armour, if the natural result of a roll to confirm a critical hit against the wearer is equal to 21 - the complexity, the armour malfunctions.
- In the case of saves, if the natural result of the saving throw falls within the complexity value, it malfunctions.

When a device malfunctions, the item immediately gains the broken condition and you fail the skill check or miss with the attack (even if you would normally succeed or hit).

All benefits a malfunctioning item grants are also reduced by half (rounded down, minimum 0) in addition to the regular penalties for being broken. If a malfunctioning device malfunctions a second time, it is destroyed.

Trapfinding (Ex)
As the Rogue class feature.

Innovations (Su)
At 2nd level, and every even level thereafter (up to 18th level) a tinker devises a brilliant mechanical innovation. Unless otherwise noted, a tinker cannot select an individual innovation more than once. Some innovations can only be selected if the tinker has met certain prerequisites, such as other innovations.
The DC for any saving throw called for by an innovation is equal to 10 +1/2 the tinker’s level + the tinker’s intelligence modifier.
Bomb innovations marked with an asterisk do not stack. Only one such innovation can be applied to an individual bomb.

Jury-rigging (Ex)
At 2nd level a tinker can, as a full-round action, remove the broken condition from one item he is holding for 1d4 rounds. The item does not regain any hit points but otherwise functions normally. At the end of the duration, the item regains the broken condition. If an item under the effects of a jury-rigging has the broken condition when the duration ends, it is destroyed. A tinker cannot use this ability on an item already under the effect of a jury-rigging.

Swift Crafting (Ex)
Starting at 3rd level, a tinker can craft items much more efficiently than a typical artisan. It takes a tinker half the normal amount of time to create a non-magical item when using the Craft skill.

Trap Sense (Ex)
As the rogue class feature.

Swift Disabling (Ex)
It takes a tinker half the normal amount of time to use the Disable Device skill. An action that normally takes 1 round (such as opening a lock) can now be done as a standard action.

Trap Mastery (Ex)
A tinker never accidentally sets off a trap he is trying to disable, no matter by how much he fails his Disable Device check. In addition, whenever he comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap.

Swift Construction (Ex)
At 14th level, a tinker reduces the amount of time it takes to build his devices. Items modified by Tinker Points now take 1 minute per point spent to complete and it is a full-round action to dismantle one. Contraptions now only require 10 minutes per spell level to build and be dismantled in 10 minutes.

Rapid Disabling (Ex)
A tinker can now use the Disable Device skill with blinding speed. Any action that normally takes 1 round can now be done as a move action. Any other action can be completed as a full-round action.

Rapid Crafting (Su)
At 18th level, a tinker can produce items both mundane and magical at an incredible pace. When making Craft checks to create non-magical items, the tinker compares his check result x the DC to the price of the item in gp instead of sp. When crafting magical items, a tinker takes 1 day for each 2,000 gp in its price.

Grand Innovation (Su)
At 20th level, a tinker develops a grand innovations. He immediately learns to normal innovations, but also learns a third innovation chosen from the list of grand innovations. These represent the pinnacle of ingenuity, the spark of pure genius that most tinkers spend their whole lives striving to achieve.
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-All the innovations are in the post below.

There it is!
Feel free to comment and make suggestions. It is not quite done yet.. I'm not thrilled with how the tinker points class feature interacts with armour and shields and I could always use more innovations so I am totally looking for feedback.

RPG Superstar 2009 Top 8

TINKER INNOVATIONS

*Bomb Innovations
- Any alchemist discovery that has to do with bombs can also be chosen as an innovation. All the same rules apply.

*Item Creation Feats
- All the item creations feats can be chosen individually as an innovation. Follow the special rules under Master Craftsman to determine caster level.

*Rogue Talents
- The following Rogue talents can also be taken as an innovation.
Canny Observer
Cunning Trigger
Firearm Training
Quick Trapsmith

Ingenuity (Ex)
- You gain 2 more Tinker Points. This innovation can be taken multiple times, its effects stack.

Clockwork Familiar (Ex)
- You can create a Diminutive or Tiny construct that resembles an animal suitable for a familiar. The construct uses the same stats as the animal, and has hardness 3 and familiar abilities based on your caster level. You can also spend Tinker Points to upgrade the clockwork familiar as if it were an item except any bonuses apply to its own skills, attacks, armour class, or saves. Any roll that results in a malfunction gives your familiar the broken condition. A broken familiar who receives the broken condition a second time is destroyed. You can restore your familiar to full hp and remove the broken condition by spending 10 minutes to repair it. A clockwork familiar that is lost or destroyed can be replaced 1 week later by crafting a new one with a specialized procedure that costs 200 gp per tinker level and takes 8 hours to complete.

Clockwork Arm (Ex)
- This works just like the alchemist discovery Vestigial Arm except the arms granted are mechanical devices.

Hardened Materials (Ex)
Prerequisites: tinker 4th
- You can spend 2 Tinker Points to increase the hardness of an item by 1.

Saboteur (Ex)
- Whenever you attempt to hide the evidence of your tampering, you do not increase the Disable Device DC.

Reliable (Ex)
Prerequisites: tinker 8th
- Items you have modified with Tinker Points now have a complexity equal to the number of Tinker Points spent divided by 10.

Lightweight Materials (Ex)
- You can spend 2 Tinker Points to reduce the weight of an item by 10%. An item’s weight cannot be reduced by more than half and has a minimum weight of 1 lb.

Stress Points (Ex)
- When damaging objects, you ignore hardness of up to ½ your tinker level.

Extra Blueprints (Su)
- Choose a school of magic you do not already have access to. You can now make contraptions using spells from that school. You can take this innovation multiple times, each time it applies to a new school of magic.

Refined Blueprints (Su)
Prerequisites: tinker 6th
- Choose a school of magic you to which you already have access. Contraptions you make that cast spells of this school gain a +1 to your effective caster level and a +1 to DCs. You can take this innovation multiple times, each time it applies to a new school of magic.

Slotted Contraption (Su)
Prerequisite: tinker 8th
- When you build a contraption you may choose to have it take up an body slot. Contraptions worn in a body slot can be activated without having to hold it in your hand.

Extra Contraption (Ex)
- You can build one additional contraption.

Simple Designs (Ex)
- Items modified by your Tinker Points can be used by others. Each day, you must perform 1 minute of maintenance on every item you chose to modify this way. An item that is not maintained immediately loses all benefits of modification and you regain all the Tinker Points invested in that item.

Improved Jury-rigging (Ex)
Prerequisites: tinker 4th, jury-rigging class feature
- Items you have jury-rigged lose the broken condition for 2d4 rounds.

Rapid Jury-rigging (Ex)
Prerequisites: tinker 8th, jury-rigging class feature
- You can jury-rig as a move action.

Expert Jury-rigging (Ex)
Prerequisites: tinker 14th, jury-rigging class feature, Improved jury-rigging
- Items you jury-rig also regain a number of hit points equal to your Intelligence modifier.

Alter Damage (Ex)
- By spending 1 Tinker Point, you can change the type of damage dealt by a weapon to either bludgeoning, piercing, or slashing.

Improved Alter Damage (Ex)
Prerequisites: tinker 6th, alter damage
- By spending 3 Tinker Points you can add a second type of damage (bludgeoning, piercing, or slashing) to the damage dealt by a weapon.

Arcane Tinker (Ex)
- You can spend 1 Tinker Point to reduce the arcane spell failure chance of a shield or suit of armour by 5%

Ingenious Dismantler (Ex)
- You use your Intelligence modifier instead of your Dexterity modifier on Disable Device checks.

Ingenious Emulator (Ex)
- You use your Intelligence modifier instead of your Charisma modifier on Use Magic Device checks.

Salvage Artist (Ex)
- You may treat the remains of a destroyed non-magical item as raw materials equal to 1/3 the price of that item. You may only use the remains as materials to craft that particular item and items that have been utterly destroyed (by disintegrate effects, rust attacks, and the like), do not leave enough remains to use this ability.

Wings (Ex)
Prerequisites: tinker 6th
- As the alchemist discovery Wings except the wings are mechanical devices.

Careful Crafter (Ex)
- If you fail a Craft check by 5 or more, you do not ruin any of the materials used and can continue to make checks without paying ½ the original raw material cost.

GRAND INNOVATIONS

Awakened Intellect (Ex)
Prerequisite: Grand Innovation
- As the alchemist grand discovery of the same name.

Eternal Contraptions (Su)
Prerequisite: Grand Innovation
- From now on, whenever you attempt to activate one of your contraptions an additional time per day and fail the Use Magic Device check, your contraption still fails to function but is not destroyed.

Superior Crafting (Su)
Prerequisites: Grand Innovation, any three item creation feats
- You have devised a brilliant new method for crafting magic items that increases the speed tenfold. When crafting a magical item it takes you one day per 10,000 gp in its base price.

Construct Implants (Ex)
Prerequisites: Grand Innovation
- You have taken the ultimate step and incorporated your craft into your own body. You gain damage reduction 5/- and when a critical hit or sneak attack is scored against you, there is a 50% chance it is negated and damage is instead rolled normally. The exact nature and appearance of these physical changes varies between tinkers.

Master Bomber (Ex)
Prerequisites: Grand Innovation, any 3 bomb innovations
- You are an expert in explosives. When creating a bomb, you may apply up to 3 innovations that are marked with an asterisk that otherwise could not stack.

Extra Slot (Su)
Prerequisites: Grand Innovation
- Choose one body slot. You may now wear an additional magic item in that body slot.


First impressions:

Note that the throw anything class feature is where the "intelligence modifier added to damage with splash weapons." part of the alchemist class comes from.

Contraptions are an interesting take on artifice creation.

Being able to craft wondrous items from 1st level seems a bit too good. Being able to craft magical arms and armor at level 1 is weird, since you can't really afford to, and can just spend points from your tinker pool to do this more effectively anyway.

There needs to be caps on how many tinker points you can spend to do what per item per level. Otherwise nothing is really stopping you from making a +5 sword for free just by taking a level in this class.

In tinkering, did you mean the complexity level is equal to the number of tinker points spent "times 5" instead of "divided by 5?" I ask because it seems like this was meant to be the thing that prevents you from having +5 weapons at level 1. If it is meant to be times five, you could have the complexity level reduces by 1/2 the tinker's level to represent progress in making complex but serviceable gear.

Ideas:

I think there should be some sort of static skill bonus associated with this class, such as +1/2 class level bonus (minimum 1) on Disable Device and Craft (traps) skill checks.

You could have tinker points be spent on a chance to negate critical hits with armor.

Clockwork construct summons or creation?

I'm guessing you might want the gunsmith feat and or amateur gunslinger/grit feats to be selectable as innovations?

In the same vein you might want master craftsman, but with other options (wands, rings, rods stabes etc) as options for innovations.

RPG Superstar 2009 Top 8

Archomedes wrote:

First impressions:

Note that the throw anything class feature is where the "intelligence modifier added to damage with splash weapons." part of the alchemist class comes from.

Hmm.. thank-you for pointing that out. I'll have to consider what to do.

Archomedes wrote:


Contraptions are an interesting take on artifice creation.

Being able to craft wondrous items from 1st level seems a bit too good. Being able to craft magical arms and armor at level 1 is weird, since you can't really afford to, and can just spend points from your tinker pool to do this more effectively anyway.

You can't craft these at 1st level. At least your not supposed to.. is there a loophole?

At 1st level, a tinker would have one contraption. If he picked shocking grasp then he could use it to cast that once per day (more with UMD checks). If he wanted to switch spells he would have to dismantle the contraption and build a new one.

Where are you getting crafting at 1st level from..? I need to nip that in the bud!

Archomedes wrote:


There needs to be caps on how many tinker points you can spend to do what per item per level. Otherwise nothing is really stopping you from making a +5 sword for free just by taking a level in this class.

In tinkering, did you mean the complexity level is equal to the number of tinker points spent "times 5" instead of "divided by 5?" I ask because it seems like this was meant to be the thing that prevents you from having +5 weapons at level 1. If it is meant to be times five, you could have the complexity level reduces by 1/2 the tinker's level to represent progress in making complex but serviceable gear.

No, I meant divided by 5. It is supposed to work like this:

Tinker spends 5 points on a sword - giving it +1 to attack and damage. It now has a complexity rating of 1 [5 divided by 5 = 1]. If the tinker rolls a natural 1 on the attack roll - it malfunctions.

Tinker spends 30 points on a suit of armour - ups the AC, gives bonuses to saves, reduces the ACP, grants bonus to Climb, or some other combination of 'tricking' it out.
It now has a complexity rating of 6 [30 divided by 5 = 6]. If the tinker rolls a natural 1 to 6 on that Climb check, or save, or if the enemy confirms a crit by rolling 15 or better - it malfunctions.

The idea is, the more tinker points spent, the higher the chance of malfunction.. that is supposed to be the balancing factor.

Archomedes wrote:


Ideas:

I think there should be some sort of static skill bonus associated with this class, such as +1/2 class level bonus (minimum 1) on Disable Device and Craft (traps) skill checks.

You could have tinker points be spent on a chance to negate critical hits with armor.

Clockwork construct summons or creation?

I'm guessing you might want the gunsmith feat and or amateur gunslinger/grit feats to be selectable as innovations?

In the same vein you might want master craftsman, but with other options (wands, rings, rods stabes etc) as options for innovations.

These are all very cool. I especially like the expansion of Master Craftsman.

Thanks!


Its the master craftsman at 1st level that lets you craft items at that level. Master craftsman lets you craft either wondrous items or magical arms and armor, you choose which when you take it.


As for the bomb damage, why not have a shock gauntlet or something with catalytic charges equal to your tinker level + your intelligence modifier and state that it is an improvised weapon. Then you can have catch off guard let you deal your intelligence modifier in extra damage with electric damage. Or a shock wrench or something.

Oh and I misread tinkering. Now I am wondering if it isn't too powerful in the way that it interacts with armor. Especially full plate and tower shields. Flat AC bonuses seem too good, perhaps an increase to max dex bonus instead? Also I kind of want to see an option to add chainsaw bits to your weapon for extra damage dice.

Maybe a chainsaw with a limited amount of fuel to replace bombs? Resolves attacks as touch attacks to which power attack can be applied?


Added it to my list of artificer classes!

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