Tinkerer (Alchemist Archetype)


Homebrew and House Rules


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The alchemist is probably my favorite class in Pathfinder. There's so much to it, and its archetypes all dramatically change the flavor and personality of the class, even though builds tend to gravitate towards bomb or Hyde builds. That's okay, and there's plenty of exploration to be done within those general frameworks, but I always had the sense that somewhere within the alchemist was a more utility-based build.

Recently, I was inspired by another thread in which JiCi and UnArcaneElection mentioned wanting an artificer and suggesting perhaps it could be made as an Alchemist archetype. When I first looked at the alchemist way back when, I immediately thought of the artificer, but I'd shelved that thought.

At work today, my mind went into overdrive, and the pieces just started falling into place.

So, here's my first draft at a Tinkerer archetype for alchemist. Our group immediately latched on to it, and I'm modestly hopeful that perhaps someone else out there will love it, too.

Tinkerer (Alchemist Archetype)

Unlike a traditional alchemist, a tinkerer is fascinated with mechanical and wondrous objects rather than focusing his attention on alchemical reactions. Tinkerers tirelessly work on creating small trinkets and knickknacks into which they imbue their extracts.

Class Skills: A tinkerer gains Knowledge (Engineering) as a class skill. This replaces Knowledge (Nature).

Tinker (Su): Rather than the typical potion-like extracts most alchemists create, a tinkerer instead imbues his extracts into objects, which he can then later trigger as a spell trigger item. Tinkerers tend to choose or create objects that are thematically appropriate for the extract stored in them. For instance, a tinkerer might choose a pocket watch as the object in which to store his haste extract, or attach wheels to his boots to later trigger an expeditious retreat. The tinkerer chooses the trigger that will activate his extract at the time he imbues it into an object. A tinkerer’s extracts function otherwise as an alchemist's extracts. A tinkerer can select the infusion discovery to allow others to trigger his imbued objects, even if they would not normally be able to do so.

Note that since a tinkerer’s extracts are imbued into objects, they may not be able to interact with certain feats or other items that traditionally work with extracts (such as poisoner’s gloves, medlances, or the mythic two-fisted drinker feat.)

Additionally, when using Spellcraft to create a magical item, a tinkerer gains a competence bonus equal to his alchemist level on the Spellcraft check. In addition, a tinkerer can use Spellcraft to identify wondrous items as if using detect magic. He must hold the item for 1 round to make the check.

This ability alters Alchemy.

Crafting Savant (Ex): A tinkerer’s alchemist levels count as spellcaster levels for the purpose of qualifying for crafting feats. A tinkerer can use extracts in the creation of magical items as though they were spells.

This ability replaces Poison Use and Swift Poisoning.

Craft Wondrous Item (Ex): At 1st level, a tinkerer gains Craft Wondrous Item as a bonus feat.

This ability replaces Brew Potion.

Clockwork Companion (Ex): A tinkerer has created a mechanical familiar to assist him with his work. It functions as a familiar with the valet archetype, except that it is a construct instead of a magical beast. Treat the tinkerer’s alchemist level as his effective wizard level.

This ability replaces Mutagen and Swift Alchemy. A tinkerer cannot select the mutagen discovery.

Expert Activator (Ex): A tinkerer adds half his alchemist level (rounded down) as a competence bonus on Use Magic Device checks.

When a tinkerer uses a spell trigger item that deals hit point damage, he adds his Intelligence modifier to the damage dealt, though no more than once to any given target.

This ability replaces Poison Resistance, Poison Immunity, and Throw Anything.

Destructive Blast (Su): A tinkerer can imbue objects with charges of raw, destructive energy, which he can later trigger to blast his foes. A tinkerer can imbue one or more objects with a total number of charges per day equal to his class level plus his Intelligence modifier. A tinkerer typically imbues this energy into a wand, rod, or staff, but like his extracts, he can imbue these charges into any object.

Using a charge of destructive blast is a standard action that provokes attacks of opportunity. The blast is a ray with a 20’ range increment.

The ray requires a ranged touch attack to hit and deals 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of a tinkerer’s destructive blast increases by 1d6 points at every odd-numbered alchemist level.

A tinkerer can modify his blasts with discoveries and extracts that modify bombs, but since a destructive blast does not splash, some discoveries or extracts may have no effect.

This ability replaces Bombs.


Quick question: How many dDestructive Blasts can you stack onto 1 object? This could end up making the equivalent of a super-powerful 1 target nova bomb.


Like this. It's a nice archetype idea which add some new flavor while maintaining the base base class mechanics.


I assume the destructive blast can only trigger one at a time, of course, regardless of stored amount.

Now this just needs replacement discoveries for Clockwork Companion and Destructive Blast abilities (though mimicing bomb should be simple enough for the blast).

I'd suggest a line of utility options instead of combat ones for the companion. Things like adding (or increasing) flight speed, or storing compartments (bag of holding/handy haversack style); maybe adding a slew of rogue skills (stealth, disable device, etc); share senses ability with a mind link (telepathic speaking). Size changes.

Have a Diminuative scout that you can see through, unlocking doors or removing traps, etc.


Kaisoku wrote:

I assume the destructive blast can only trigger one at a time, of course, regardless of stored amount.

Now this just needs replacement discoveries for Clockwork Companion and Destructive Blast abilities (though mimicing bomb should be simple enough for the blast).

I'd suggest a line of utility options instead of combat ones for the companion. Things like adding (or increasing) flight speed, or storing compartments (bag of holding/handy haversack style); maybe adding a slew of rogue skills (stealth, disable device, etc); share senses ability with a mind link (telepathic speaking). Size changes.

Have a Diminuative scout that you can see through, unlocking doors or removing traps, etc.

Absolutely. I thought I had the wording on that right, "using a charge of destructive blast is a standard action..." Under no circumstances should you be releasing multiple charges as a single action.

It's absolutely intended to be a slightly weaker bomb since using your extracts as a spell trigger has the side effect/bonus of meaning that they don't provoke.

I think it would be very easy to make a bunch of neat discoveries to enhance your familiar - it's not something I really wanted to do here, since that's more the purview of the Homunculist, but it's a Houserule archetype anyway :)

As for the blast augments, I threw in there that they can be alerted with most bomb-related discoveries and extracts.

For instance, instead of Fast Bombs, you could take Fast Blasts, Froster Blast instead of Frost Bomb, etc.


Realized I need to work on the wording of Expert Activator to remove an unintended interaction that would allow a Tinkerer to add his Int mod to his damaging extracts (not that there are many, but still, it's not intentional) and to clarify that the bonus to Spellcraft checks and identifying wondrous items replaces the bonus to craft (alchemy) and identification of potions most alchemists receive - I think it's heavily implied, but it doesn't actually state that it's a replacement.

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