Tinker (Rogue Archetype) From World of Warcraft d20


Conversions


Hello, this is my attempt to convert the tinker class to pathfinder. I thought that would be a good idea to make it as an rogue archetype instead of a base class. I tried to build it in a way that could be used without using the technology rules presented in the WOWd20, but can be used with GM approval. Hope you like it.

Tinker

Tinkers are among the smartest of the adventurers setting out to explore and conquer the world. The creators of incredible inventions from steam saws to siege engines, their devices allow them to overcome nearly any situation – and if they don’t have the device they need, they just might be able to design and create a new one on the spot.

Weapon and Armor Proficiency: Tinkers are proficient with all simple weapons plus the hand crossbow, light hammer, repeating crossbow, sap, and short sword. They are proficient with light armor, but not with shields.

Skills: A tinker adds knowledge (engineering) to her class skills.

Bonus Feat: At 1st level and every 4 levels thereafter, the tinker gains a bonus feat. This feat must be from the following list: Cooperative Crafting, Craftsman, Gunsmithing, Exotic Weapon (Firearms), Expert Driver, Iron Will, Master Craftsman, Rapid Reload, Siege Commander, Siege Engineer, Siege Gunner, and Skilled Driver. A tinker must meet all prerequisites for her bonus feats. This ability replaces sneak attack gained at 1st, 5th, 9th, 13th, and 17th levels.

Rogue Talents: A tinker adds the following to her rogue talents list:

Packrat (Ex): Tinkers tend to carry about packs and pouches full of heavy tools, spare parts and inventions both finished and incomplete. In doing so, they quickly develop the ability to shoulder casually otherwise crushing burdens. A tinker calculates her carrying capacity as if she possessed 5 bonus points of Strength.

Scavenge (Ex): A tinker can put together devices out of random piles of spare parts or whatever wires and gears she happens to be carrying in her pockets at the time. A tinker who succeeds at a Perception check with a DC 15 + the craft DC can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp.

Scavenge Materials (Ex): You are adept at making do with whatever materials come to hand. You may build an item using raw materials equivalent to only 1/10 the item’s market value. The Craft check DC needed to build the item increases by +10. A tinker must have the scavenge talent before selecting this talent.

Coolness under Fire (Ex): At 3rd level, a tinker has employed her skills in dangerous situations often enough that she learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day, the tinker can take 10 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls when operating a weapon such a firearms or siege weapons. At 6th level, and at every three levels thereafter, the tinker may use coolness under fire one additional time per day, to a maximum of six times per day at 18th level. This ability replaces trap sense.

Sneak Attack: At 3rd level, a tinker gains sneak attack. The tinker's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the tinker flanks her target. This extra damage is 1d6 at 3rd level, and increases by 1d6 every four rogue levels thereafter, to a maximum of 5d6 at 19th level.

Energy Resistance (Ex): Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. Upon reaching 4th level, a tinker may select a single type of energy — acid, cold, electricity, fire or sonic — and gain 5 points of resistance to that type of energy. At 8th level, and at every four levels thereafter, the tinker gains an additional 5 points of energy resistance. This resistance may be of the same type, or spread across multiple energy types. As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy. This ability replaces uncanny dodge.

Improved Evasion (Ex): At 8th level, a tinker gains improved evasion. This works like evasion, except that while the tinker still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless tinker does not gain the benefit of improved evasion. This ability replaces improved uncanny dodge.

Advanced Rogue Talents: A tinker adds the following to her rogue talents list:

Golem Breaker (Ex): Tinkers knows how to find the frailest parts of a construction to make them collapse, but some of them can apply that knowledge against constructs. A tinker with this talent can make sneak attacks against constructs.

Master Tinker (Ex): At 20th level, a tinker becomes a real master on her art. She can use Coolness under fire at will. Also, once per day, a tinker may take 20 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it. This ability replaces master strike.


Did some changes based on the original class.

Tinker (Rogue)

Weapon and Armor Proficiency: Tinkers are proficient with all simple weapons plus the hand crossbow, light hammer, repeating crossbow, sap, short sword, and warhammer. They are proficient with light armor, but not with shields.

Skills: Fly, knowledge (engineering), and use technologic device are class skills for the tinker.

Bonus Feat: At 1st level and every 4 levels thereafter, the tinker gains a bonus feat. This feat must be a technology feat or the following: Cooperative Crafting, Craftsman, Gunsmithing, Expert Driver, Improved Iron Will, Iron Will, Master Craftsman, Packrat, Rapid Reload, Siege Commander, Siege Engineer, Siege Gunner, and Skilled Driver. A tinker must meet all prerequisites for her bonus feats. This ability replaces sneak attack gained at 1st, 5th, 9th, 13th, and 17th levels.

Rogue Talents: A tinker adds the following to her rogue talents list:

Bomb Bouncing (Ex): A tinker learns an esoteric technique developed by mad goblin tinkers and passed along to their brethren — the art of bomb throwing. When throwing a grenade-like weapon, a tinker with the bomb bouncing ability imparts a spin to the object that doubles the thrown object’s range increment.

Scavenge (Ex): A tinker can put together devices out of random piles of spare parts or whatever wires and gears she happens to be carrying in her pockets at the time. A tinker who succeeds at a Perception check with a DC 15 + the craft DC can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp.

Coolness under Fire (Ex): At 3rd level, a tinker has employed her skills in dangerous situations often enough that she learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day, the tinker can take 10 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls when operating a weapon such a firearms or siege weapons. At 6th level, and at every three levels thereafter, the tinker may use coolness under fire one additional time per day, to a maximum of six times per day at 18th level. This ability replaces trap sense.

Cobble (Ex): Tinkers prefer to spend days, weeks or even months constructing the devices they design. When adventuring, though, tinkers are often forced to throw together a device more quickly. A tinker of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week. However, after the device is complete, the device’s Malfunction Rating is increased by +5. Further, it will continue to increase by +1 each time the device is operated, and no repair or upgrade can decrease it. At 3rd level, the tinker may use the cobble ability once per week. The tinker may use this ability an additional time at 5th level and every four levels thereafter, to a maximum of five times at 19th level. This ability replaces sneak attack gained at 3rd, 7th, 11th, 15th, and 19th levels.

Energy Resistance (Ex): Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. Upon reaching 4th level, a tinker may select a single type of energy — acid, cold, electricity, fire or sonic — and gain 5 points of resistance to that type of energy. At 8th level, and at every four levels thereafter, the tinker gains an additional 5 points of energy resistance. This resistance may be of the same type, or spread across multiple energy types. As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy. This ability replaces uncanny dodge.

Improved Evasion (Ex): At 8th level, a tinker gains improved evasion. This works like evasion, except that while the tinker still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless tinker does not gain the benefit of improved evasion. This ability replaces improved uncanny dodge.

Master Tinker (Ex): At 20th level, a tinker becomes a real master on her art.
She can use Coolness under fire at will. Also, once per day, a tinker may take 20 on any roll that involves the operation of technological devices, vehicles, siege engine, and any craft checks, even when circumstances would otherwise prevent it.
Finally, while using cobble, the malfunction rating is increased by +2 instead of +5.
This ability replaces master strike.


Sent it on to someone who would be interested in this.


I'll have to borrow this for a game myself!


Why not just keep the base class? IF you use the Tinker you're going to have to port in the Tech system. Also, WoW: RPG did Archetypes before PAizo made it cool and Tinker had several archetypes

Also, the crafting system has to be adjusted for the tinker because the crafting times make many devices incredibly unpractical to build in a game environment.

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