
CECShocktrooper |
Long story short, spinning up a new campaign, saw this class and myself and friends are in love with it and one wants to play it. Problem is we are in a dark ages time period. To incorporate it, I was thinking of adding something like the Dwemer Ruins in Skyrim. He'll have to go to ruins in order to find out about automatons, and begins to replicate and create his own constructs. Several visits (dungeon crawls) can be made with the party to get new materials, among other things and will be the only being alive that can use them. We don't mind adjusting a few things to balance it out. Thoughts? Thanks!

Human Puppet |

adding tech/constructs into a game that has none to begin with can be challenging as well as awkward since its add a new dimension that wasnt there to begin with. However it sounds like you're completely on board with the idea(i assume), and you have an idea about how you want it to "look" as well as how to get it. For the past year i've been playing in a campaign as a construct crafter, and have taken a look into the 3p Tinker class.
Theres multiple ways to incorporate it, but thats not really worth addressing yet. Keep in mind balance. I dont know how familiar you are with construct crafting rules, and since this guy seems to be wanting to go that direction, theres some decision to be made as a GM. Theres several levels when it comes to making them that can really impact the balance of using something like that.
That being said, if when you run into the "automatons" in the ruins, and he starts replicating them, then you can get real personal with what your allowing him to have access to(good thing as a GM).

CECShocktrooper |
For the past year i've been playing in a campaign as a construct crafter, and have taken a look into the 3p Tinker class.
Theres multiple ways to incorporate it, but thats not really worth addressing yet. Keep in mind balance. I dont know how familiar you are with construct crafting rules, and since this guy seems to be wanting to go that direction, theres some decision to be made as a GM. Theres several levels when it comes to making them that can really impact the balance of using something like that.
As much as I've read over Pathfinder, I haven't really hosted a campaign that was too long, so I'll be relearning a lot on the way. I've read over the material, and I'm curious. Does the class need balance as in it's over powered or underwhelming? I can't seem to find information in the class info determining the constrtucts appearance, is there anything along the lines of eidolons creation?
I am pretty un-learned on the subject so anything you know and more would be of great assistance!

Human Puppet |

In our game we dont use 3p material. That being said, i have looked at most 3p crafting options that they give, and a lot of it is just ironed out/re-worded for QOL reasons that crafting imposes on people who try to utilize how good crafting really is. So if you allow these classes, more power to you. I havnt looked in-depth, as in number crunching, character builds, and weird class bonuses they give you in too much detail. But note when it comes down to it crafting is very strict and has great guidelines that are laid out to make everything disectable and easier to digest.
Now you said he wanted to use constructs. Is it because of this specific class(Tinker?), or is it because he wants to use constructs and found this class to serve his purpose. Either way, from what ive seen about Tinker, as well as other construct oriented class options out there, they look to good to be true on several levels. Theres certain aspects the creaters, i feel, put into the game to limit the way crafting is supposed to work in an adventuring scenario. Whether it be something simple like money, more janky like crafting time while traveling, and more complicated like CR distribution and severe crafting requirements. These are all put in to balance the fact that if all goes smoothly and according to plan, you have an end product that will be able to go 12 rounds in the ring with a martial PC.
If he wants to use constructs, theres ways to simplify all this crap that i had to learn. First off, just go off the basic bestiary construct list and construction requirements. Dont even touch custom constructs unless you want to achieve something specific, unless you want to do quite a bit of homework(which i wouldnt). These guidelines will give you solid on paper numbers to live by. Dont worry about modifications either. For the most part they're just basic ability, stat, or armor/wep modifications, but can get more complex. Templates are also an un-necessary, yet extremely fun, option. I could go on but i wont for fear of dragging on too long.
If this guy wants to use constructs, and as a GM you're cool with the idea then have fun with it. As a GM, you can do anything you want, so do that. Im sorry i couldnt be more helpful on the class itself, but constructs is something im (needlessly) versed in. Any questions feel free

CECShocktrooper |
Are you referring to interjection games tinker? Anyways, my suggestion is going with a clockwork theme, let whoever this is be the beginning of a new breed, taking his art above and beyond what others do.
One of the things I'm trying to find is size and starting stats. We are probably going to use clockwerk style machines, but we cant find out any details about the starting limits of automatons here: http://www.d20pfsrd.com/classes/3rd-party-classes/interjection-games/tinker
It's a fun class from the read but it feels like it's missing a lot of information on starting out.

CECShocktrooper |
Are you referring to interjection games tinker? Anyways, my suggestion is going with a clockwork theme, let whoever this is be the beginning of a new breed, taking his art above and beyond what others do.
Actually, and I hate to trouble you for this, could you post some details of your character or one you would make at either level 1 or 5? I know its a hassle but we could really use that as a template.

CECShocktrooper |
Small Ibelieve. What kind of details?
Like do automatons cost resources/gold to produce each day after his prep? Do you get to choose to select it's features like if it walks or rolls around (I can see this could cause issues)? Are there any Tinker specific Feats or are the feats all from other PF sources? Lastly, I'm assuming that crafting is a MAJOR part of being a Tinker, unless I'm missing something? I feel like it's almost a cross of Summoner/Alchemist/Wizard, would that be an accurate determination?
Sorry for the wall of text.