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Tinker Revised
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<blockquote data-quote="shivamuffin" data-source="post: 827942" data-attributes="member: 936"><p>Not as detailed or as in depth as your ideas, but workable. </p><p></p><p></p><p></p><p></p><p></p><p>The Tinker</p><p>Expert based Core Class For the D20 System</p><p></p><p></p><p>Class Description:</p><p></p><p>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.</p><p></p><p>Hit Die: d6</p><p></p><p>Class Skills: Alchemy, Appraise, Concentration, Craft, Decipher Script, Disable Device, Gather Information, Knowledge, Profession, Use Magic Device</p><p></p><p>Skill Points at 1st level: ( 7 + int modifier x 4 )</p><p>Skill Points at Each Additional Level 7 + int modifier</p><p></p><p>Class features: </p><p>Weapon and Armor Proficiency. The tinker is proficient with all simple weapons and light armor, but not shields. </p><p></p><p>Level Base Attack Bonus Fort Save Ref Save Wil Save Special </p><p>1 +0 +0 +0 +2 Create Gadget, Repair item </p><p>2 +1 +0 +0 +3 </p><p>3 +2 +1 +1 +3 Create Device </p><p>4 +3 +1 +1 +4 </p><p>5 +3 +1 +1 +4 </p><p>6 +4 +2 +2 +5 </p><p>7 +5 +2 +2 +5 </p><p>8 +6/+1 +2 +2 +6 </p><p>9 +6/+1 +3 +3 +6 Create Major Device </p><p>10 +7/+2 +3 +3 +7 Brew </p><p>11 +8/+3 +3 +3 +7 </p><p>12 +9/+4 +4 +4 +8 Create Wondrous Device </p><p>13 +9/+4 +4 +4 +8 </p><p>14 +10/+5 +4 +4 +9 </p><p>15 +11/+6/+1 +5 +5 +9 Skill Mastery </p><p>16 +12/+7/+2 +5 +5 +10 </p><p>17 +12/+7/+2 +5 +5 +10 </p><p>18 +13/+8/+3 +6 +6 +11 </p><p>19 +14/+9/+4 +6 +6 +11 </p><p>20 +15/+10/+5 +6 +6 +12 Create Construct </p><p></p><p></p><p>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.</p><p>To build the gadget, the tinker uses his craft skill </p><p>DC 10 + 2 per moving part</p><p>The DM rolls the craft skill check. For every point below the target DC rolled, there is a 5% chance of item failure every time it is used, or once per day if it is in continuous operation.</p><p></p><p>Repair:</p><p>New Skill</p><p>Repair ( Int; Trained only )</p><p> The tinker has the ability to fix all sorts of mechanical devices. The tinker rolls a repair roll D20 + Int modifier + ranks in his repair skill against the DC s below. A set of Tinker Tools will add an additional +2 modifier to the roll.</p><p></p><p>Simple ( Broken wagon wheel ) DC 10</p><p>Moderate ( Winch system for a portcullis ) DC 15</p><p>Difficult ( Elevator/lift system with counterweights and gears ) DC 20</p><p>Complex ( Dwarven siege machine ) DC 30 </p><p>Impossible ( Magical/Mechanical construct ) DC 40</p><p></p><p></p><p></p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>To build the device, the tinker uses his craft skill </p><p>DC 10 + 2 per simple function, +5 per complex function</p><p>The DM rolls the craft skill check. For every point below the target DC rolled, there is a 5% chance of item failure every time it is used, or once per day if it is in continuous operation.</p><p></p><p>Examples of Device Functions:</p><p>Minor functions: non mobility, storage, functions that assist with a minor task such as operating a lift ( elevator ), opening a door, printing, small hand operated water pumps, and even dispensing liquid for example. </p><p></p><p>Major functions: Weaponry, automation, heavy industrial work ( Drilling, crushing, cutting, and melting ).</p><p></p><p>Example Devices include printing presses, cotton gins, and even steam engines.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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 ).</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="shivamuffin, post: 827942, member: 936"] Not as detailed or as in depth as your ideas, but workable. 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. To build the gadget, the tinker uses his craft skill DC 10 + 2 per moving part The DM rolls the craft skill check. For every point below the target DC rolled, there is a 5% chance of item failure every time it is used, or once per day if it is in continuous operation. Repair: New Skill Repair ( Int; Trained only ) The tinker has the ability to fix all sorts of mechanical devices. The tinker rolls a repair roll D20 + Int modifier + ranks in his repair skill against the DC s below. 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. To build the device, the tinker uses his craft skill DC 10 + 2 per simple function, +5 per complex function The DM rolls the craft skill check. For every point below the target DC rolled, there is a 5% chance of item failure every time it is used, or once per day if it is in continuous operation. Examples of Device Functions: Minor functions: non mobility, storage, functions that assist with a minor task such as operating a lift ( elevator ), opening a door, printing, small hand operated water pumps, and even dispensing liquid for example. Major functions: Weaponry, automation, heavy industrial work ( Drilling, crushing, cutting, and melting ). 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 ). :D [/QUOTE]
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