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General Tabletop Discussion
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Proficiencies don't make the class. Do they?
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<blockquote data-quote="Minigiant" data-source="post: 6623644" data-attributes="member: 63508"><p>That looks like my Tinker class. But instead of dice, you get Genius points. You spend points to create, recharge, or maintain a gadget. Some gadgets use more than one point. </p><p>And no spellcasting outside of subclass.</p><p></p><p>"But Minigiant, why won't parties leave the tinker home where it is safe?"</p><p></p><p>Because the tinker uses their gadgets better than anyone else. While a tinker can make a flameslinger that casts <em> burning hands</em> for 2 Genius points, only the tinker can understand the fuel gauges to cast it as a 2nd level or higher spell. Or his repeating crossbow crits on a 18-20 in his hands.</p><p></p><p></p><p>Gadgets:</p><p></p><p>FiLAMESLINGER (Magic) </p><p>Base cost: 2 Genius Points. 100gp of materials. </p><p>Base charges: 2 plus 2 for every addition Genius Point</p><p>This is a two handed gadget. The weilder can use an action to spend a charge to cast <em>burning hands</em> as a 1st level spell.</p><p>Tinker only- A tinker can use more than one charge to cast <em>burning hands</em> as a 2nd level or higher spell.</p><p></p><p>REPEATING CROSSBOW (Gnomish)</p><p>Base cost: 1 Genius Points. a heavy crossbow, 10gp of materials. </p><p>Base charges: None</p><p>This crossbow loses the loading property and gains reload 5.</p><p>Tinker only- A tinker scores a critical hit with this crossbow on a roll of 18, 19, or 20.</p><p></p><p>PISTOL (Renaissance)</p><p>Base cost: 5 Genius Points, 250gp of materials. </p><p>Base charges: None</p><p>This gadget is a pistol (MM)</p><p>Tinker only- A tinker scores a critical hit with this pistol on a roll of 19, or 20.</p><p></p><p>SPRING BOOTS (Gnomish)</p><p>Base cost: 1 Genius Points. 10gp of materials. </p><p>Base charges: 5 points</p><p>These pair of shoes. Their wearer can use a bonus action to spend a charge and increase the wearers long jump distance by 10 ft and their high jump distance by 5 ft until the end of their next turn.</p><p>Tinker only- You can spend 2 charges and increase the wearers long jump distance by 30 ft and your high jump distance by 15 ft until the end of your next turn.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6623644, member: 63508"] That looks like my Tinker class. But instead of dice, you get Genius points. You spend points to create, recharge, or maintain a gadget. Some gadgets use more than one point. And no spellcasting outside of subclass. "But Minigiant, why won't parties leave the tinker home where it is safe?" Because the tinker uses their gadgets better than anyone else. While a tinker can make a flameslinger that casts [I] burning hands[/I] for 2 Genius points, only the tinker can understand the fuel gauges to cast it as a 2nd level or higher spell. Or his repeating crossbow crits on a 18-20 in his hands. Gadgets: FiLAMESLINGER (Magic) Base cost: 2 Genius Points. 100gp of materials. Base charges: 2 plus 2 for every addition Genius Point This is a two handed gadget. The weilder can use an action to spend a charge to cast [I]burning hands[/I] as a 1st level spell. Tinker only- A tinker can use more than one charge to cast [I]burning hands[/I] as a 2nd level or higher spell. REPEATING CROSSBOW (Gnomish) Base cost: 1 Genius Points. a heavy crossbow, 10gp of materials. Base charges: None This crossbow loses the loading property and gains reload 5. Tinker only- A tinker scores a critical hit with this crossbow on a roll of 18, 19, or 20. PISTOL (Renaissance) Base cost: 5 Genius Points, 250gp of materials. Base charges: None This gadget is a pistol (MM) Tinker only- A tinker scores a critical hit with this pistol on a roll of 19, or 20. SPRING BOOTS (Gnomish) Base cost: 1 Genius Points. 10gp of materials. Base charges: 5 points These pair of shoes. Their wearer can use a bonus action to spend a charge and increase the wearers long jump distance by 10 ft and their high jump distance by 5 ft until the end of their next turn. Tinker only- You can spend 2 charges and increase the wearers long jump distance by 30 ft and your high jump distance by 15 ft until the end of your next turn. [/QUOTE]
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Proficiencies don't make the class. Do they?
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