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<blockquote data-quote="Clight101" data-source="post: 4156253" data-attributes="member: 21377"><p>Hey VB, here's the 3rd draft of the tinker and the Bot. I think this version is pretty playable and am looking forward to trying it out. I'd love to see it up in your fabulous formating. Thanks man. Note this is all just for a level one tinker.</p><p></p><p></p><p>Tinker</p><p></p><p>"Just give me a second to get my ratchet out. A little twist here and a crank there. Alright, now lets see if this ray gun works on you."</p><p></p><p></p><p></p><p>CLASS TRAITS</p><p></p><p>Role: Controller. You use your gift as an inventor and your knowledge as a tinkerer to create and use devices to blow up, destroy, hold down, slow, and generally cause mayhem to your enemies.</p><p></p><p>Power Source: Tech. Your talents depend on your extensive tinkering with gadgets, studying tech blueprints, and inventing devices.</p><p></p><p>Key abilities: Intelligence, Dexterity</p><p></p><p>Armor training: Leather</p><p>Weapon Proficiencies: Wrench, Ray gun, Bomb, Light Hammer</p><p></p><p>Bonus to defense: +2 Will</p><p></p><p>Hit Points at 1st Level: 10 + Constitution score</p><p>Hit Points per Level Gained: 4</p><p>Healing Surges: 6 + Constitution modifier</p><p></p><p>Trained Skills: Tinkering (Intelligence) plus any three from the class list below.</p><p>Class Skills: History (Intelligence), Dungeoneering (Wisdom), Insight (Wisdom), Perception (Wisdom), Diplomacy (Charisma), Streetwise (Charisma)</p><p></p><p>Build Options: Bot Builder, gadget user</p><p>Class Features: Tinker Focus, Repair Machine, Tinker weapon talent, Build gadget.</p><p></p><p></p><p>Tinkers are creative individuals who have a love of machines and gadgets. They build things to help society as well as building things for use in war. They use whatever power source they can get their hands on for their devices from magic to steam to souls for some of the more morally challenged Tinkers out there.</p><p></p><p>When in battle you use the devices you've created to combat whatever problems may arise. You may throw a bomb to blow up your enemies, blast them with a ray to slow them down or squirt the floor with an oil slick to cause your enemies to fall to the ground.</p><p></p><p>As a Tinker others think of you as being strange as you build devices that seem to fly in the face of all that is reasonable. People are more understanding of magic than they are of your inventions. Still you could be an eccentric living on the outskirts of a society that doesn't understand you, maybe you are part of a think tank of Tinkers coming up with inventions and have left with knowledge of devices that has you marked for death. You could be a genious that powerful people want to work for them, someone who wants the world to know there name for the inventions they build.</p><p></p><p></p><p></p><p>TINKER OVERVIEW</p><p></p><p>Characteristics: Your gadgets give you the ability to control the battle field. Using them you can damage, slow down, push around, and position your enemies where you want them. You can also build devices that you or your friends can use.</p><p></p><p>Religion: Tinkers prefer deities of luck and ingenuity.</p><p></p><p>The Bot builder and Gadget user are the two Tinker builds,</p><p>one relying on the Bot he builds by customizing it, the other on building more gadgets and being able to use them with more precision and efficiency. Intelligence, Dexterity, and Wisdom are the Tinker's most important ability scores.</p><p></p><p>Bot Builder</p><p>You like powers that enhance your Bot to do more than a normal Tinkers bot could. Your bot is more durable and deadly acting in a defender role while you direct it in combat. You support it by controlling the battle field with the other devices you have at your disposal.</p><p></p><p>Gadget User</p><p>You enjoy having as many devices as possible on you. They can do anything from blasting a group of enemies into cinders to cloaking yourself in a field of warmth that doesn't allow any cold to get through. Not only that but your have a better understanding of how to use certain devices than other Tinker Gnomes.</p><p></p><p></p><p>Tinker Class Features</p><p></p><p>Tinker Focus</p><p>Tinkers generally specialize in certain types tinkering. At this time they either pick Bot building which allows them to build a bot companion or Gadget guy which makes the tinkers gadgets work better.</p><p></p><p>Choose one of the following options:</p><p></p><p>Bot Builder: You build a bot to assist you.</p><p>Gadget Guy: You can use a gadget that you can only use once per combat a second time in the same combat.</p><p></p><p>Repair Machine</p><p>You can fix machines that have broken with the Tinker skill.</p><p></p><p>Tinker weapon talent</p><p>When you use any weapon with the tech descriptor you get +1 to hit with it.</p><p></p><p>Build gadget</p><p>You can build gadgets to use or let your friends use.</p><p></p><p></p><p></p><p>POWERS</p><p></p><p>The tinker gets to pick two at-will ray guy powers but can only calibrate his gun to use one at a time. A tinker can recalibrate his ray gun during a short rest.</p><p></p><p>The tinker chooses one encounter power, one daily power, and one utility power.</p><p></p><p></p><p>At - Will</p><p></p><p>Freeze Ray</p><p>Tinker attack 1</p><p>You blast an enemy with a cold ray which slows them down.</p><p>At-Will - Cold, Tech, Implement</p><p>Standard Action</p><p>Ray Gun</p><p>Requirement: Your ray gun must be calibrated that day to discharge freeze rays.</p><p>Target: One Creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 1[W] + Intelligence modifier damage + the creature is slowed until the end of your next turn.</p><p></p><p></p><p>Fire ray</p><p>Tinker attack 1</p><p>You blast an enemy with a fiery ray which deals a little extra fire damage.</p><p>At-Will - Fire, Tech, Implement</p><p>Standard Action</p><p>Ray Gun</p><p>Requirement: Your ray gun must be calibrated that day to discharge fire rays.</p><p>Target: One Creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 1[W] + Intelligence modifier damage +3 fire damage</p><p></p><p></p><p>Shock Ray</p><p>Tinker attack 1</p><p>You blast an enemy with a ray of electricity which stuns your opponent.</p><p>At-Will - electricity, Tech, Implement</p><p>Standard Action</p><p>Ray Gun</p><p>Requirement: Your ray gun must be calibrated that day to discharge shock rays.</p><p>Target: One Creature</p><p>Attack: Dexterity vs. Fort</p><p>Hit: 1[W] + Intelligence modifier damage + Target is dazed until the end of your next turn.</p><p></p><p></p><p>Encounter</p><p></p><p>Blinding Flash</p><p>Tinker attack 1</p><p>You pull out a metal rod with a clear crystal on the end of it. When you press the button on the side a bright flash blinds everyone around you.</p><p>Encounter - Tech</p><p>Standard action, Burst - 2 squares</p><p>Target: Each creature in the burst</p><p>Attack: Intelligence vs. Fort</p><p>Hit: Target is stunned for one round and blinded until a save is made.</p><p>Miss: Target is blinded for one round.</p><p></p><p></p><p>Force Grenade</p><p>Tinker attack 1</p><p>You throw a blue pulsing metal ball which discharges a pulse of force when it hits a surface.</p><p>Encounter - Tech, Force</p><p>Standard action, range 5 + strength modifier , Burst 1 square</p><p>Target: Each creature in the burst</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 2d6 + int damage and target is knocked prone</p><p>Miss: half damage</p><p>Gadget Guy: Add 'and target is pushed 1 square from center of burst' to hit</p><p></p><p>Taser</p><p>Tinker attack 1</p><p>You pull out a thin box that fits in the palm of your hand. When you press a red button on top of it two wire fire from it and sink into your target. You then shock your target as electricity conducts from your box to the target.</p><p>Encounter - Tech, electricity</p><p>Standard action, close 5</p><p>Target: One Creature</p><p>Attack: Dexterity vs. Reflex</p><p>Effect: 2d8 electrical + Int damage and the target is stunned until a save is made.</p><p>Miss: nothing</p><p>Gadget guy: Saving against stunned is -2</p><p></p><p></p><p>Daily</p><p></p><p>Walking Bomb</p><p>Tinker attack 1</p><p>You place a small bomb the size of your fist with mechanical legs on the ground. It takes off into the middle of your enemies until you tell it to blow up.</p><p>Daily - Tech, Fire/shrapnel</p><p>Standard action, Burst - 1 square</p><p>Target: Each creature in the burst</p><p>Attack: Intelligence vs Reflex</p><p>Effect: Your walking bomb has a speed of 3 squares, AC of 14 plus your Intelligence modifier and blows up if it takes one point of damage. You can command it by verbal remote using a minor action. when commanding your walking bomb, you have two options. You can direct it's movement or you can blow it up.</p><p>Hit: 3d8 + Int fire/weapon damage and dazed until target makes a save.</p><p>Miss: Target takes half damage and is not stunned</p><p>Gadget guy: Bomb has a a speed of 4</p><p></p><p></p><p>Oil Slick</p><p>Tinker attack 1</p><p>You press a button on your belt and fire out Oil in a strait line in front of you.</p><p>Daily - Tech, Implement</p><p>Standard action, Blast - 4 squares</p><p>Target: Each creature and square in blast</p><p>Event: All creatures covered in oil, who begin their turn in an oil square, or who enter the squares must make a save or fall prone.</p><p>Condition: The oil can be ignited with one point of fire damage and deals 1d10 fire damage per round. Anyone on fire can spend one round to put it out but doing so gives combat advantage to anyone who attacks you. Anyone standing next to a square that is on fire at the beginning of their turn sufferers 1d4 fire damage. Standing in a fire square at the beginning of your turn or passing through one deals 1d10 fire damage.</p><p>Gadget guy: The blast is 5 squares instead of 4</p><p></p><p></p><p>Utility</p><p></p><p>Bursting Boots</p><p>Tinker Utility 1</p><p>Your boots have explosive power which allow you to get an extra boost when jumping.</p><p>Encounter - Tech</p><p>Free action</p><p>Personal</p><p>Effect: You gain +5 to any check involving you jumping or where a boost from the bottom of your feet would be appropriate.</p><p>Gadget Guy: +7 to check instead of the normal +5</p><p></p><p>Grappling Claw</p><p>Tinker utility 1/attack 0</p><p>You pull out a hand crossbow with a spool of thin steel wire and a crank attacked to the spool. To top it off it's loaded with a grappling hook.</p><p>Encounter - Tech</p><p>Standard action</p><p>personal</p><p>Effect: You can fire your grappling claw 10 squares where it's hooks will then close and grip if possible. You can then use the crank to pull yourself up easily as the pulley system that was built into the spool does all the work for you.</p><p></p><p>Encounter - Tech, Implement</p><p>Standard Action</p><p>Target: One Creature</p><p>Attack: Dexterity vs. Reflex</p><p>Hit: 1d4 damage</p><p>Effect: Target is grappled by the claw.</p><p></p><p></p><p></p><p>Weapons and Equipment</p><p>Ray guns - always Dexterity vs Reflex</p><p></p><p>Type / + to hit / damage / Range</p><p>light raygun / +2 / 1d6 / 10/20</p><p>medium raygun / +1 / 1d8 / 15/30</p><p>Heavy raygun / +0 / 1d10 / 15/30</p><p></p><p>Wrench - Same as club</p><p>Gadget Pack - This back pack carries your tools and spare parts to fix and maintain your gadgets.</p><p></p><p> </p><p></p><p>The Bot</p><p></p><p>Building your Bot - The mechanics</p><p></p><p>You get three sets of points to build your bot with. With these points you can add armor on, a weapon, or build in a special ability. The bot functions mechanically like a monster so its powers with have the recharge mechanic associated with them. </p><p>As you level you gain access to more abilities and get more points to spend on building your bot. You can take off old pieces and devices which gave your Bot special abilities to reclaim them to add on new parts and powers.</p><p></p><p>Base attack progression and defense progression - same as PC's</p><p></p><p>Hp at first level is 15 + constitution modifier</p><p>Healing surges 0 + constitution modifier.</p><p></p><p>Your Bot can be Small or Medium</p><p>Small bots get +1 to AC and reflex defense for size and -2 to Constitution for having a smaller frame.</p><p></p><p><strong>Basic Stats</strong> - Str, Dex, Con</p><p>All three abilities start out at 10. You get 12 points to assign with no one score exceeding 16 as you don't have the knowledge to make your Bot any stronger, quicker, or tougher with your current knowledge.</p><p></p><p></p><p><strong>Skills</strong> - Trained in any two of these</p><p>Acrobatics (Dex), Athletics (Str), Endurance (Con), Perception (Wis), Stealth (Dex).</p><p></p><p></p><p><strong>Add ons</strong> - These are devices that you can build onto your Bot to give him static bonuses that are always active. You get 10 points for add on's</p><p></p><p>Name - Cost - Description</p><p></p><p>Armor Plating - 1 - Armor plating is attached to your Bot at a cost of 1 point of AC for one add on point. The maximum amount of armor you can put on your Bot where it can still function is 4 points plus 1/2 your tinker level.</p><p></p><p>Shield - 2 - Your Bot is designed to be able to wield a shield. You need to purchase the shield to equip him with it.</p><p></p><p>Weapon - 1 - You design your Bot in the use of a weapon. You can design your bot to use more than one weapon but each addition weapon design costs another add on point.</p><p></p><p>Optic Lenses - 1 - You build lenses into the Bots optic receptors enhancing it's ability to hit with ranged attacks by +1 and its perception check by +2.</p><p></p><p>Hydraulic leg Pistons - 2 - The leg pistons give your bot a +1 to Athletics, +1 to Endurance and make him faster increasing his base speed by 1 square.</p><p></p><p>Ball Joint Servos - 2 - The servos make your Bot more agile, quieter, and better able to maneuver its body. Your Bot gains +1 to acrobatics, +1 to stealth, and +2 to its reflex defense.</p><p></p><p>Reinforced Plating - 2 - You've re-enforced your Bots internal structure granting it +4 hp, + 2 to Fortitude saves and +1 to endurance.</p><p></p><p>Hydraulic arm pistons - 2 - The pistons in your Bots arms give it some additional pop when attacking and some added strength in other situations. Your Bot gains +2 to melee weapon damage, +1 to acrobatics, and +1 to athletics.</p><p></p><p></p><p><strong>Special Designs</strong> - These are designs and devices you've built into the bot which are similar to powers. You get 4 points for designs</p><p></p><p>Name - Cost - Description</p><p></p><p>Whirlwind - 3 - Recharge 6 or short rest * Standard * Str vs AC * Melee - Your Bot spins around like a whirlwind attacking all enemies around him. This grants your Bot one standard attack against each adjacent creature.</p><p></p><p>Flame Blast - 2 - Recharge 5,6 or short rest * Standard * Dex vs Reflex * Blast 3. - A plate on your Bot drops open revealing a nozzle which sparks and unleashes a blast of Flame.</p><p>Hit : The blast deals 1d6 fire damage + 1 ongoing damage (Save ends)</p><p>Miss : Nothing</p><p></p><p>Shield Push - 1 - Recharge 4,5,6 or short rest * Standard * Str vs Reflex * One Target * shield required - Your Bot shield bashes its target and uses the momentum of the strike to push its target back.</p><p>Hit : 1d4 + str and push target 1 square</p><p></p><p>Charging Swing - 1 - Recharge 6 or short rest * Charge * Str vs AC * One Target * Melee - Your Bot uses its momentum to deliver more powerful blows when charging.</p><p>Hit : 2[w] + str</p><p></p><p>Powerful Strike - 2 - Recharge 5,6 or short rest * Standard * Str vs AC * One Target * Melee - Your Bot is built with a mechanism that allows it to deliver more power.</p><p>Hit : 1[w] + str + 4 damage</p><p></p><p>Dazing Strike - 1 - Recharge 4,5,6 or short rest * Standard * Str vs AC * One Target * Blunt Melee - You've designed your Bot to hit vulnerable spots with blunt weapons to daze his opponents.</p><p>Hit : 1[w] + str + dazed for 1 round</p><p></p><p>Surprising Strike - 2 Recharge 5,6 or short rest * Standard * Str vs AC * One target - you must have combat advantage to use this ability on the target * weapon - Your Bot is built to take advantage of an opponent who is not able to readily defend itself and strike vulnerable spots.</p><p>Hit : 1[w] + str + 2d6 damage</p><p></p><p>Leveling your Bot</p><p></p><p>It Levels with the Tinker</p><p>The tinker gets Points to build his bot with every level. (I'm working on that part still) </p><p>HP per level gained is 5</p><p></p><p>Using You Bot</p><p></p><p>- You can control your bot each round with a minor action which gives your bot a Standard and move action.</p><p>- Healing Surges are used between fights to repair your bot.</p><p>- It is immune to all mind effecting effects, it's just an object, considered a gadget.</p><p>- Your Bot is disabled and can only move as if slowed when dropped to 0 hp. When your Bot reaches his max damage threshold he needs to be repaired and can no longer move.</p></blockquote><p></p>
[QUOTE="Clight101, post: 4156253, member: 21377"] Hey VB, here's the 3rd draft of the tinker and the Bot. I think this version is pretty playable and am looking forward to trying it out. I'd love to see it up in your fabulous formating. Thanks man. Note this is all just for a level one tinker. Tinker "Just give me a second to get my ratchet out. A little twist here and a crank there. Alright, now lets see if this ray gun works on you." CLASS TRAITS Role: Controller. You use your gift as an inventor and your knowledge as a tinkerer to create and use devices to blow up, destroy, hold down, slow, and generally cause mayhem to your enemies. Power Source: Tech. Your talents depend on your extensive tinkering with gadgets, studying tech blueprints, and inventing devices. Key abilities: Intelligence, Dexterity Armor training: Leather Weapon Proficiencies: Wrench, Ray gun, Bomb, Light Hammer Bonus to defense: +2 Will Hit Points at 1st Level: 10 + Constitution score Hit Points per Level Gained: 4 Healing Surges: 6 + Constitution modifier Trained Skills: Tinkering (Intelligence) plus any three from the class list below. Class Skills: History (Intelligence), Dungeoneering (Wisdom), Insight (Wisdom), Perception (Wisdom), Diplomacy (Charisma), Streetwise (Charisma) Build Options: Bot Builder, gadget user Class Features: Tinker Focus, Repair Machine, Tinker weapon talent, Build gadget. Tinkers are creative individuals who have a love of machines and gadgets. They build things to help society as well as building things for use in war. They use whatever power source they can get their hands on for their devices from magic to steam to souls for some of the more morally challenged Tinkers out there. When in battle you use the devices you've created to combat whatever problems may arise. You may throw a bomb to blow up your enemies, blast them with a ray to slow them down or squirt the floor with an oil slick to cause your enemies to fall to the ground. As a Tinker others think of you as being strange as you build devices that seem to fly in the face of all that is reasonable. People are more understanding of magic than they are of your inventions. Still you could be an eccentric living on the outskirts of a society that doesn't understand you, maybe you are part of a think tank of Tinkers coming up with inventions and have left with knowledge of devices that has you marked for death. You could be a genious that powerful people want to work for them, someone who wants the world to know there name for the inventions they build. TINKER OVERVIEW Characteristics: Your gadgets give you the ability to control the battle field. Using them you can damage, slow down, push around, and position your enemies where you want them. You can also build devices that you or your friends can use. Religion: Tinkers prefer deities of luck and ingenuity. The Bot builder and Gadget user are the two Tinker builds, one relying on the Bot he builds by customizing it, the other on building more gadgets and being able to use them with more precision and efficiency. Intelligence, Dexterity, and Wisdom are the Tinker's most important ability scores. Bot Builder You like powers that enhance your Bot to do more than a normal Tinkers bot could. Your bot is more durable and deadly acting in a defender role while you direct it in combat. You support it by controlling the battle field with the other devices you have at your disposal. Gadget User You enjoy having as many devices as possible on you. They can do anything from blasting a group of enemies into cinders to cloaking yourself in a field of warmth that doesn't allow any cold to get through. Not only that but your have a better understanding of how to use certain devices than other Tinker Gnomes. Tinker Class Features Tinker Focus Tinkers generally specialize in certain types tinkering. At this time they either pick Bot building which allows them to build a bot companion or Gadget guy which makes the tinkers gadgets work better. Choose one of the following options: Bot Builder: You build a bot to assist you. Gadget Guy: You can use a gadget that you can only use once per combat a second time in the same combat. Repair Machine You can fix machines that have broken with the Tinker skill. Tinker weapon talent When you use any weapon with the tech descriptor you get +1 to hit with it. Build gadget You can build gadgets to use or let your friends use. POWERS The tinker gets to pick two at-will ray guy powers but can only calibrate his gun to use one at a time. A tinker can recalibrate his ray gun during a short rest. The tinker chooses one encounter power, one daily power, and one utility power. At - Will Freeze Ray Tinker attack 1 You blast an enemy with a cold ray which slows them down. At-Will - Cold, Tech, Implement Standard Action Ray Gun Requirement: Your ray gun must be calibrated that day to discharge freeze rays. Target: One Creature Attack: Dexterity vs. Reflex Hit: 1[W] + Intelligence modifier damage + the creature is slowed until the end of your next turn. Fire ray Tinker attack 1 You blast an enemy with a fiery ray which deals a little extra fire damage. At-Will - Fire, Tech, Implement Standard Action Ray Gun Requirement: Your ray gun must be calibrated that day to discharge fire rays. Target: One Creature Attack: Dexterity vs. Reflex Hit: 1[W] + Intelligence modifier damage +3 fire damage Shock Ray Tinker attack 1 You blast an enemy with a ray of electricity which stuns your opponent. At-Will - electricity, Tech, Implement Standard Action Ray Gun Requirement: Your ray gun must be calibrated that day to discharge shock rays. Target: One Creature Attack: Dexterity vs. Fort Hit: 1[W] + Intelligence modifier damage + Target is dazed until the end of your next turn. Encounter Blinding Flash Tinker attack 1 You pull out a metal rod with a clear crystal on the end of it. When you press the button on the side a bright flash blinds everyone around you. Encounter - Tech Standard action, Burst - 2 squares Target: Each creature in the burst Attack: Intelligence vs. Fort Hit: Target is stunned for one round and blinded until a save is made. Miss: Target is blinded for one round. Force Grenade Tinker attack 1 You throw a blue pulsing metal ball which discharges a pulse of force when it hits a surface. Encounter - Tech, Force Standard action, range 5 + strength modifier , Burst 1 square Target: Each creature in the burst Attack: Dexterity vs. Reflex Hit: 2d6 + int damage and target is knocked prone Miss: half damage Gadget Guy: Add 'and target is pushed 1 square from center of burst' to hit Taser Tinker attack 1 You pull out a thin box that fits in the palm of your hand. When you press a red button on top of it two wire fire from it and sink into your target. You then shock your target as electricity conducts from your box to the target. Encounter - Tech, electricity Standard action, close 5 Target: One Creature Attack: Dexterity vs. Reflex Effect: 2d8 electrical + Int damage and the target is stunned until a save is made. Miss: nothing Gadget guy: Saving against stunned is -2 Daily Walking Bomb Tinker attack 1 You place a small bomb the size of your fist with mechanical legs on the ground. It takes off into the middle of your enemies until you tell it to blow up. Daily - Tech, Fire/shrapnel Standard action, Burst - 1 square Target: Each creature in the burst Attack: Intelligence vs Reflex Effect: Your walking bomb has a speed of 3 squares, AC of 14 plus your Intelligence modifier and blows up if it takes one point of damage. You can command it by verbal remote using a minor action. when commanding your walking bomb, you have two options. You can direct it's movement or you can blow it up. Hit: 3d8 + Int fire/weapon damage and dazed until target makes a save. Miss: Target takes half damage and is not stunned Gadget guy: Bomb has a a speed of 4 Oil Slick Tinker attack 1 You press a button on your belt and fire out Oil in a strait line in front of you. Daily - Tech, Implement Standard action, Blast - 4 squares Target: Each creature and square in blast Event: All creatures covered in oil, who begin their turn in an oil square, or who enter the squares must make a save or fall prone. Condition: The oil can be ignited with one point of fire damage and deals 1d10 fire damage per round. Anyone on fire can spend one round to put it out but doing so gives combat advantage to anyone who attacks you. Anyone standing next to a square that is on fire at the beginning of their turn sufferers 1d4 fire damage. Standing in a fire square at the beginning of your turn or passing through one deals 1d10 fire damage. Gadget guy: The blast is 5 squares instead of 4 Utility Bursting Boots Tinker Utility 1 Your boots have explosive power which allow you to get an extra boost when jumping. Encounter - Tech Free action Personal Effect: You gain +5 to any check involving you jumping or where a boost from the bottom of your feet would be appropriate. Gadget Guy: +7 to check instead of the normal +5 Grappling Claw Tinker utility 1/attack 0 You pull out a hand crossbow with a spool of thin steel wire and a crank attacked to the spool. To top it off it's loaded with a grappling hook. Encounter - Tech Standard action personal Effect: You can fire your grappling claw 10 squares where it's hooks will then close and grip if possible. You can then use the crank to pull yourself up easily as the pulley system that was built into the spool does all the work for you. Encounter - Tech, Implement Standard Action Target: One Creature Attack: Dexterity vs. Reflex Hit: 1d4 damage Effect: Target is grappled by the claw. Weapons and Equipment Ray guns - always Dexterity vs Reflex Type / + to hit / damage / Range light raygun / +2 / 1d6 / 10/20 medium raygun / +1 / 1d8 / 15/30 Heavy raygun / +0 / 1d10 / 15/30 Wrench - Same as club Gadget Pack - This back pack carries your tools and spare parts to fix and maintain your gadgets. The Bot Building your Bot - The mechanics You get three sets of points to build your bot with. With these points you can add armor on, a weapon, or build in a special ability. The bot functions mechanically like a monster so its powers with have the recharge mechanic associated with them. As you level you gain access to more abilities and get more points to spend on building your bot. You can take off old pieces and devices which gave your Bot special abilities to reclaim them to add on new parts and powers. Base attack progression and defense progression - same as PC's Hp at first level is 15 + constitution modifier Healing surges 0 + constitution modifier. Your Bot can be Small or Medium Small bots get +1 to AC and reflex defense for size and -2 to Constitution for having a smaller frame. [B]Basic Stats[/B] - Str, Dex, Con All three abilities start out at 10. You get 12 points to assign with no one score exceeding 16 as you don't have the knowledge to make your Bot any stronger, quicker, or tougher with your current knowledge. [B]Skills[/B] - Trained in any two of these Acrobatics (Dex), Athletics (Str), Endurance (Con), Perception (Wis), Stealth (Dex). [B]Add ons[/B] - These are devices that you can build onto your Bot to give him static bonuses that are always active. You get 10 points for add on's Name - Cost - Description Armor Plating - 1 - Armor plating is attached to your Bot at a cost of 1 point of AC for one add on point. The maximum amount of armor you can put on your Bot where it can still function is 4 points plus 1/2 your tinker level. Shield - 2 - Your Bot is designed to be able to wield a shield. You need to purchase the shield to equip him with it. Weapon - 1 - You design your Bot in the use of a weapon. You can design your bot to use more than one weapon but each addition weapon design costs another add on point. Optic Lenses - 1 - You build lenses into the Bots optic receptors enhancing it's ability to hit with ranged attacks by +1 and its perception check by +2. Hydraulic leg Pistons - 2 - The leg pistons give your bot a +1 to Athletics, +1 to Endurance and make him faster increasing his base speed by 1 square. Ball Joint Servos - 2 - The servos make your Bot more agile, quieter, and better able to maneuver its body. Your Bot gains +1 to acrobatics, +1 to stealth, and +2 to its reflex defense. Reinforced Plating - 2 - You've re-enforced your Bots internal structure granting it +4 hp, + 2 to Fortitude saves and +1 to endurance. Hydraulic arm pistons - 2 - The pistons in your Bots arms give it some additional pop when attacking and some added strength in other situations. Your Bot gains +2 to melee weapon damage, +1 to acrobatics, and +1 to athletics. [B]Special Designs[/B] - These are designs and devices you've built into the bot which are similar to powers. You get 4 points for designs Name - Cost - Description Whirlwind - 3 - Recharge 6 or short rest * Standard * Str vs AC * Melee - Your Bot spins around like a whirlwind attacking all enemies around him. This grants your Bot one standard attack against each adjacent creature. Flame Blast - 2 - Recharge 5,6 or short rest * Standard * Dex vs Reflex * Blast 3. - A plate on your Bot drops open revealing a nozzle which sparks and unleashes a blast of Flame. Hit : The blast deals 1d6 fire damage + 1 ongoing damage (Save ends) Miss : Nothing Shield Push - 1 - Recharge 4,5,6 or short rest * Standard * Str vs Reflex * One Target * shield required - Your Bot shield bashes its target and uses the momentum of the strike to push its target back. Hit : 1d4 + str and push target 1 square Charging Swing - 1 - Recharge 6 or short rest * Charge * Str vs AC * One Target * Melee - Your Bot uses its momentum to deliver more powerful blows when charging. Hit : 2[w] + str Powerful Strike - 2 - Recharge 5,6 or short rest * Standard * Str vs AC * One Target * Melee - Your Bot is built with a mechanism that allows it to deliver more power. Hit : 1[w] + str + 4 damage Dazing Strike - 1 - Recharge 4,5,6 or short rest * Standard * Str vs AC * One Target * Blunt Melee - You've designed your Bot to hit vulnerable spots with blunt weapons to daze his opponents. Hit : 1[w] + str + dazed for 1 round Surprising Strike - 2 Recharge 5,6 or short rest * Standard * Str vs AC * One target - you must have combat advantage to use this ability on the target * weapon - Your Bot is built to take advantage of an opponent who is not able to readily defend itself and strike vulnerable spots. Hit : 1[w] + str + 2d6 damage Leveling your Bot It Levels with the Tinker The tinker gets Points to build his bot with every level. (I'm working on that part still) HP per level gained is 5 Using You Bot - You can control your bot each round with a minor action which gives your bot a Standard and move action. - Healing Surges are used between fights to repair your bot. - It is immune to all mind effecting effects, it's just an object, considered a gadget. - Your Bot is disabled and can only move as if slowed when dropped to 0 hp. When your Bot reaches his max damage threshold he needs to be repaired and can no longer move. [/QUOTE]
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