Trying to make a Tinker character


Advice

Shadow Lodge

Hi i'm trying to make a tinkerer character what to help progress Science in the name of everyone perhaps building strange new devices that can be used in times of war or peace.

I was thinking at first perhaps an alchemist but without the Mutigun abtiltity to focus more on alchemist and bomb making.

Perhaps there a class i'm missing, i threw gunsmith into the hat to but only they can use the guns so that doesn't really work.

Could someone help me with this Tinker character


There is a third party class tinkerer or a pathfinder class seige master only other ones I can think of


There's a gnome gunslinger archetype that makes weird gun stuff.

There's a PrC (something of nex, I think. Sorry, I don't remember) that is really good for wizards that craft.

As for a starting class, I suggest wizard, though cleric has some useful domains too.

EDIT: I found the PrC. It's called arclord of nex, but this site calls it mage of the third eye.

http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/arclord-of -nex


here the tinker mention earlier Tinker and also the spark class which is free right here Spark. both are really balance. you should take a look at both of them.

Shadow Lodge

Any in base pathfinder? i'm trying to aviod 3rd party

main reason why i left 3.5 it was so hard to figure out what was source and what was 3rd party stuff. and it got so out of control (That and Psions buggers


There is no PF base class focused around crafting/tinkering.

Shadow Lodge

Master of the Dark Triad wrote:
There is no PF base class focused around crafting/tinkering.

Well it's not that big a deal since he's just an NPC

He's just a helpful friend i'm basing the character off of Grumio from Dragon Commander


An Alchemist could fit the bill, if you can work with a tinkerer of people rather than of devices.


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Gnome with the Master Tinker* alternate racial trait and levels in alchemist (at least 4 to pick up Explosive Missile) and gunslinger (experimental gunsmith) has a lot of potential. Take a few ranks in Craft (Weapons), you can actually use a falcata (that you craft yourself) in melee without penalty. If you want to blend magic and tech, then Craft Magic Arms and Armor (with 5 levels in alchemist; see the FAQ on alchemists qualifying for item creation feats) can provide more "tinkering" options; as can Craft Wondrous Item and Craft Construct for building and modifying constructs.

*- "Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred."


Alchemist. It's got flavor and crunch to match. (Hello, there, +ClassLevel bonus to Craft: Alchemy.)

Remind your GM that, per the FAQ, Alchemists _technically_ can't take Item Creation feats, but that, per the FAQ, even the Pathfinder Devs realize this is ridiculous.

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Have you considered the Arcanist class from the Advanced Class Guide that's playtesting now? It's a full spellcaster that tinkers with magic and can manipulate magical items, like refresh uses or drain their magic.

It would be great if they made an artificer-type alternate class for the alchemist.

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