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The Tinker
Expert based Core Class For the D20 System
Class Description:
The tinker is society’s inventor. The tinker create solutions to problems via the construction of
gadgets and constructs. The genius of the tinker can lead to devices that may help or hinder
society, depending on the nature of the things he creates. Sometimes the best intentions can lead
to terrifying results.
Hit Die: d6
Class Skills: Alchemy, Appraise, Concentration, Craft, Decipher Script, Disable Device, Gather
Information, Knowledge, Profession, Use Magic Device
Skill Points at 1st level: ( 7 + int modifier x 4 )
Skill Points at Each Additional Level 7 + int modifier
Class features:
Weapon and Armor Proficiency. The tinker is proficient with all simple weapons and light armor,
but not shields.
Level Base Attack
Bonus Fort Save Ref Save Wil Save Special
1 +0 +0 +0 +2 Create
Gadget,
Repair item
2 +1 +0 +0 +3
3 +2 +1 +1 +3 Create
Device
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6 Create Major
Device
10 +7/+2 +3 +3 +7 Brew
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 Create
Wondrous
Device
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9 Skill Mastery
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Create
Construct
Create Gadget: The tinker may create a simple tool and or item, with up to one moving part for
every three levels of experience attained. This gadget can be used to assist with a task, but is not a
solution to a task. For example, the tinker could create a gadget that will aid in the opening of a
stuck door. The gadget will provide a +2 aid bonus and an additional +1 bonus for every 3 levels
of the tinker. Tools and material will be required to create the gadget.
Repair: The tinker has the ability to fix all sorts of mechanical devices. The tinker rolls a repair
roll D20 + Wis modifier and Dex modifier against the following Dcs. A set of Tinker Tools will
add an additional +2 modifier to the roll.
Simple ( Broken wagon wheel ) DC 10
Moderate ( Winch system for a portcullis ) DC 15
Difficult ( Elevator/lift system with counterweights and gears ) DC 20
Complex ( Dwarven siege machine ) DC 30
Impossible ( Magical/Mechanical construct ) DC 40
Create Device, Create Major Device, Create Wondrous Device: The tinker, with a suitable
lab/workshop may begin to build mechanical devices that are more stable than temporary gadgets.
The exact nature of the device depends on it’s intended use, but it cannot produce magical effects.
The Tinker may create a mechanical device size category small/medium/large. the contraption
may have 2/4/6 simple functions and 1/2/3 complex functions. the device will consume no less
than 4,000/8,000/16,000 gol. to build and research. If it is a weapon, the item may only inflict up
to 1d6 damage per simple function, and d10 per complex function.
Example Devices include printing presses, cotton gins, and even steam engines.
Brew: The tinker can brew non magical concoctions. Lubricants, adhesives, and even special
corrosive substances. When brewing such said concoctions, the tinker may take 20 for the
attempt. The tinker must perform this in a well stocked lab/workshop and may make one attempt
a week using this ability. Failure means that the particular batch of whatever was being brewed
was ruined, and the whole process has to be retried.
Skill Mastery: the tinker may choose one class skill, with the exception of alchemy, that he can
choose to take 20 on, even if it is usually not permissible to take 20 on that skill.
Create Construct: The tinker may create a construct at ½ the cost and ½ the time required,
provided that he has a lab/workshop, the materials, and assistants ( apprentices, and the
appropriate spell casters for the project ).
Expert based Core Class For the D20 System
Class Description:
The tinker is society’s inventor. The tinker create solutions to problems via the construction of
gadgets and constructs. The genius of the tinker can lead to devices that may help or hinder
society, depending on the nature of the things he creates. Sometimes the best intentions can lead
to terrifying results.
Hit Die: d6
Class Skills: Alchemy, Appraise, Concentration, Craft, Decipher Script, Disable Device, Gather
Information, Knowledge, Profession, Use Magic Device
Skill Points at 1st level: ( 7 + int modifier x 4 )
Skill Points at Each Additional Level 7 + int modifier
Class features:
Weapon and Armor Proficiency. The tinker is proficient with all simple weapons and light armor,
but not shields.
Level Base Attack
Bonus Fort Save Ref Save Wil Save Special
1 +0 +0 +0 +2 Create
Gadget,
Repair item
2 +1 +0 +0 +3
3 +2 +1 +1 +3 Create
Device
4 +3 +1 +1 +4
5 +3 +1 +1 +4
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6/+1 +2 +2 +6
9 +6/+1 +3 +3 +6 Create Major
Device
10 +7/+2 +3 +3 +7 Brew
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8 Create
Wondrous
Device
13 +9/+4 +4 +4 +8
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9 Skill Mastery
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 Create
Construct
Create Gadget: The tinker may create a simple tool and or item, with up to one moving part for
every three levels of experience attained. This gadget can be used to assist with a task, but is not a
solution to a task. For example, the tinker could create a gadget that will aid in the opening of a
stuck door. The gadget will provide a +2 aid bonus and an additional +1 bonus for every 3 levels
of the tinker. Tools and material will be required to create the gadget.
Repair: The tinker has the ability to fix all sorts of mechanical devices. The tinker rolls a repair
roll D20 + Wis modifier and Dex modifier against the following Dcs. A set of Tinker Tools will
add an additional +2 modifier to the roll.
Simple ( Broken wagon wheel ) DC 10
Moderate ( Winch system for a portcullis ) DC 15
Difficult ( Elevator/lift system with counterweights and gears ) DC 20
Complex ( Dwarven siege machine ) DC 30
Impossible ( Magical/Mechanical construct ) DC 40
Create Device, Create Major Device, Create Wondrous Device: The tinker, with a suitable
lab/workshop may begin to build mechanical devices that are more stable than temporary gadgets.
The exact nature of the device depends on it’s intended use, but it cannot produce magical effects.
The Tinker may create a mechanical device size category small/medium/large. the contraption
may have 2/4/6 simple functions and 1/2/3 complex functions. the device will consume no less
than 4,000/8,000/16,000 gol. to build and research. If it is a weapon, the item may only inflict up
to 1d6 damage per simple function, and d10 per complex function.
Example Devices include printing presses, cotton gins, and even steam engines.
Brew: The tinker can brew non magical concoctions. Lubricants, adhesives, and even special
corrosive substances. When brewing such said concoctions, the tinker may take 20 for the
attempt. The tinker must perform this in a well stocked lab/workshop and may make one attempt
a week using this ability. Failure means that the particular batch of whatever was being brewed
was ruined, and the whole process has to be retried.
Skill Mastery: the tinker may choose one class skill, with the exception of alchemy, that he can
choose to take 20 on, even if it is usually not permissible to take 20 on that skill.
Create Construct: The tinker may create a construct at ½ the cost and ½ the time required,
provided that he has a lab/workshop, the materials, and assistants ( apprentices, and the
appropriate spell casters for the project ).