I'm in the process of making a dragonlance style tinker gnome. I'm making him a controller in contrast to Eberron's artificer. I'm also using the ranger's beastmaster build as inspiration for having an apparatus (as in an apparatus of Kwalish) to serve as his mechanical minion. Finally, the summoner build wizard is used as an inspiration for various humonculi that he can call for specific tasks.
Here is an example of an at-will:
Netflinger
Tinker Attack 1
This device is used by gnomes to capture live creatures for experiments that are best not thought about.
At Will; Technology, Invention
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: The target is immobilized until the end of your next turn.
Special: If you rolled a 20 on the attack roll, the target is also knocked prone.
and a utility:
Inflatable Wall
Tinker Utility 2
The latest thing in instant fortifications, a wall made of rubber and leather springs up out of a folded bag that you throw onto the ground.
Encounter ✦ Technology
Standard Action Area wall 8 within 10
Effect: You create a wall that consists of contiguous squares. It can be up to 8 squares long and up to 4 squares high. The inflatable wall blocks line of sight and blocks objects and creatures attempting to
pass through it. The wall lasts until destroyed. Attacks against the inflatable wall automatically hit and it has 1 hp.
and a daily:
Experimental Drug
Tinker Attack 1
You aren't exactly sure what this chemical in your syringe does yet, but that's why you need test subjects.
Daily; Technology, Invention;
Standard Action Melee
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 3d10 +Intelligence modifier damage. Roll a d6 to determine the attack's damage type and effect.
- Black Lily Extract: Necrotic damage, and the target is weakened (save ends).
- Miracle Cure: Acid damage, and ongoing 5 acid damage (save ends).
- Compound X: Poison damage, and the target is blinded (save ends).
- Shimmerweed Solution: Radiant damage, and the target is dazed (save ends).
- White Dragon Blood: Cold damage, and the target is immobilized (save ends).
- Yaggol Brain Juice: Psychic damage, and the target takes a –2 penalty to AC (save ends).
Miss: 1d10 damage. Roll a d6 to determine the attack's damage type and effect, as above.
The point is to maintain the gnomish wackiness, but to make them an effective party member rather than an annoying liability. The chaos sorcerer I think was a pretty good reformation of the wild mage, so I figured the mechanic could be used to show the unreliability of gnomish technology, but still make it an effective PC.
So I guess my question would be to those who aren't fans of the tinker gnome, would this rehabilitate the gnome enough to make him fun or does the very idea of the tinker gnome turn you off?