GearSmith / Tinkerer / Steampunk Class


Advice


So I am really interested in having/developing a class that is based on this concept.

Some key points -
1) No magic - I imagine this clas as being totally opposed to magic in favor of tech/clockwork.

2) I think of this class as a support type role - basically having a clockwork golem (like a summoner) and/or enhancing party members/himself with tech based gear.

I have done some searches on the forums but found struggled to sort the various posts into something cohesive. Is there already something like this out there or is someone working on it?

I started retooling the summoner to fit this, but before I invent the wheel I thought I would check with the masses.

As I see it this guy would go one of two "paths" either focusing on building/enhancing his automoton or "buffing" the party with clockwork prostetics. Imagine a clockwork/steam arm frame that temporarily boosts strength or a spring wound gauntlet that boosts dex.

Thoughts? Help?


Nice, I can certainly see a role for this type of character.
Remember tho, Xin was a clockwork nutjob, as were the masters of old Thassilon, so just because he's clockwork doesn't mean he's a no magic kind of guy. In fact, unless he's from Alkenstar, it's almost guaranteed that he'll have at least dabbled in magic to augment his clockworks. Even the high tech Technic league Techno Magi don't dissuade from using magic. In fact, in many cases they rely on it because their understanding of magic is greater than that of technology.

Summoner is definitely a good start as a base class, but he could also be a construct builder in general, making clockworks (or summoning pure lawful creatures from Axis, who are usually clockwork in origin I say because they're so math/order/logic/law focused) as mounts for other characters, familiars, etc.
Even clockwork familiars have a template that's worth looking at if you would.


You should check out this post! you might be able to find something that works for you.


I'm tinkering with a couple homebrew ones like this, non magic, clock/steam based ones. one is a clockwork summoner type, the other is a clockwork wizard type, hundreds of gadgets known, some prepped daily, and can specialize in a "school" like holography (illusions), etc. currently still a work in progress, but for the summoner one, basically changed eidolon to automaton, and gave all his summoned creatures the clockwork template, being little wind-up toys that spring up to mimic whatever monster summoned


Alchemist Alchemist Alchemist!


Yeah alchemist is probably half way there. Back in 3.0 Forgotten Realms had a Gnome Tinkerer prestige class. Basically made tech gear instead of spells. It list of devices which mimic spells, a number of spells from the realms source book are key to its spell list. I played one it was a blast.


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.


The 3rd Party Tinker and Machinesmith might at least give you a good place to start.

@Musketeer, it looks neat, but could you spoiler that please?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / GearSmith / Tinkerer / Steampunk Class All Messageboards

Want to post a reply? Sign in.