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Tinker

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shivamuffin

First Post
This Prestige Class has had some problems...I'm trying to develop it for my own campaign , and for use in a campaign I'm playing in...It's FR, and I'm trying to convince my Dm to let a Priest of Gond the Wondermaker eventually take this prestige class.

If somebody wants to playtest it, please do so! and tell us the results!

The table turned out poorly, sorry....it's all clumped together and messy.

Another variation of this class would be a specialized " Clockwork Tinker " A truely terrifying concept for any campaign....



TINKER



No, not the Gnome. This Tinker in general, is an inventor, primarily human or dwarven. Tinkers are usually from the wizard & sorceror class, but rogues and clerics have entered the world of invention as well. Having embraced science as well as magic, Tinkers combine the two to create many fantastic and, at times, terrifying constructs.


REQUIREMENTS:


Knowledge engineering: 8

Knowledge arcane: 8

Alchemy: 4

Use Magic Device: 4

Int 16+ ( I know this will cause some disagreement )

Feat: Craft Wonderous Item

Hitdice: d6

Skills: 8 + int

Class Skills: Alchemy, Concentration, Craft, Decipher Script, Disable Device, Knowledge ( arcana, engineering ), Use Magic Device.

Alignment: any


CLASS LEVEL BAB FORT SAVE REF SAVE WILL SAVE SPECIAL
1ST + 0 + 1 +1 +1 CREATE SMALL MECHANICAL ITEM
2ND +0 +1 +1 +1 REPAIR /MODIFY ITEM
3RD + 1 +2 +2 +2 IDENTIFY AS SPELL CURRENT LEVEL
4RTH +1 +2 +2 +2
5TH +2 +3 +3 +3 CREATE MEDIUM MECHANICAL ITEM
6TH +2 +3 +3 +3 CREATE CONSTRUCT
7TH +3 +4 +4 +4 COMMAND CONSTRUCT
8TH +3 +4 +4 +4
9TH +3 +4 +5 +5 DISABLE DEVICE +10
10TH +4 +5 +5 +5 CREATE LARGE MECHANICAL ITEM

CREATE SMALL/MEDIUM/LARGE MECHANICAL ITEM: The Tinker may create a complex mechanical device size category small/medium/large. the contraption may have 2/4/6 simple functions and 1/2/4 complex functions. the device will consume no less than 4,000/8,000/16,000 gol. to build and research. the item may only inflict up to 1d6 damage per simple function, and d10 per complex function if the item is designed to inflict damage.


REPAIR/MODIFY ITEM: The Tinker can attempt to repair/modify a mechanical device.

the repair/modify roll is based on the intelligence modifier. engineering ranks above 8 will add a +2 circumstance modifier per rank above 8, max + 10.


simple d4 rounds time dc 10 repair a wagon wheel

moderate d4 minutes dc 15 repair a repeating crossbow

difficult d4 hours time dc 20 repair a siege engine

oh golly d4 days time dc 30 unknown, or severley complex device


CREATE CONSTRUCT: the tinker can create a golem or clockwork creature at 1/2 the cost.


COMMAND CONSTRUCT: The Tinker can attempt to command an opposing construct once per day. dc 20 using charisma modifier for the roll.
 

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Use another PrC for a base, please, no more CAPS!!(Oops!)

And make it:
REQUIREMENTS:
Knowledge: engineering 11, 8 of those must be earnt ranks
Knowledge: arcane 8 ranks

Alchemy 4 ranks

Use Magic Device 4 ranks

Int 16+ ( I know this will cause some disagreement )

Feat: Craft Wonderous Item
 

Just a couple of mechanical notes (no pun intended):

First off, stat requirements should always be odd, so you might require Int 15+ or 17+. This is discussed in the DMG iirc; the basic reasoning is that it gives characters a reason to shoot for odd stats, instead of just the even stats (where the bonuses increase).

Second, generally saves should either follow the good or the poor pattern described in the PH unless there's a very good reason to vary from it. I have one prc that I've designed that violates this general rule of thumb, the jack of all trades.

Why'd you give them all good saves (though with a weird progression)? I'd think good will, poor fort and ref is more fitting.

I also think you should drop the skill points a little; 8/level is equal to the rogue, who should be the master of skills unequalled in the game.

I'd give these guys increased spellcasting every other level, too. Otherwise they'll never be able to make constructs.
 

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