Tinker Class: A Mundane and Low Technology Class (looking for help)


Homebrew and House Rules


So, I'm wanting to create a tinker class for a game I'm going to run and I need some ideas. I have a rough start (see the link below) but I'm having trouble fleshing it out. I want something that feels like the archetypal engineer. Someone who is better with machines that people, they have a high capacity for complexity and don't understand why no one else gets it, and they always have the right tool on hand or know how to make it. They solve problems by building things and spend their spare time at their workbench. I have the following requirements:

- It is an entirely mundane class (it's not an artificer).
- Tinker inventions should be complex and high maintenance enough that they cannot be deployed at scale; that way it works in a low technology world.
- Tinker inventions should have a fantasy feel; driven by springs, clockworks, perpetual motion devices, and alike. No electricity or magical batteries. However, fantasy technology can be pretty powerful. A helicopter powered by a tightly wound spring is great.

I have divided the devices into 4 categories, consumable gizmos, augmentations, devices, and clockworks. I built a subclass, called a guild, off of the last three categories. Each has its own aesthetic:

- Augmentors' Guild: augmentors attempt to improve what already exists to improve their lives, combat capabilities, and tools. They should feel like a fantasy iron man. However, they won't have powered battle armor.
- Gadgeteers' Guild: gadgeteers work to invent entirely new ways to solve problems. They create new tools and devices that can be deployed in day-to-day life and combat. They should feel like batman who always has some gadget in his utility belt.
- Clockmakers' Guild: Clockmakers work with complex devices to create clockwork automations. They create these devices that automate repetitive tasks. Some are even able to create clockwork mechanisms complex enough to mimic basic intelligence. These tinkers create clockwork companions that fight for them. They should feel like big hero 6.

Anyway, what I have so far is the basic progression, a couple of feats, and a few devices. Any help would be appreciated. The one weird thing is that the guild you choose can change your hit points and weapon proficiencies. That's because I wanted the augmentors and gadgeteers to be martial classes while the clockmakers fight through a proxy.

Here's the class so far: https://www.gmbinder.com/share/-M5oXKKbigb3BcX19KLw

Here's a list of devices I'm considering; each are based on spells or magic items: https://1drv.ms/u/s!AovkySnoCJtrgt9acYxKXwyv7wOCYA?e=z48lmm

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