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WOW d20 - Tinker Base Class
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<blockquote data-quote="Chronologist" data-source="post: 5384087" data-attributes="member: 81796"><p>Thanks for the feedback Doctor DM.</p><p></p><p>I've played the Inker from the Warcraft book, and it's a lot of fun to play as well. I was 5th level and I burned down a small fleet of pirate ships with 6d6 damage fire bombs that exploded in a 15 foot radius.</p><p></p><p>The WOW Tinker does 1d6 damage per 3 TL, or 1d8 per 2 TL for double the cost. That's about as effective as an Eldritch Blast (which is to say not very much).</p><p></p><p>I feel that the TInker should be able to do almost as much damage as a Sorcerer, since they lose tons of versatility in return. Tinkers can basically make 5 things; firearms, siege weapons, explosives, small equipment, and vehicles. These vehicles can sometimes come in the style of WTF HAXXOR MECHA variety, but if you use the Magic and Mayhem rules, they're nerfed pretty badly (think 10 times the price for 1/2 the benefits). Unless the DM is allowing such things as stealth cloaks and holograms, Tinkers are basically limited to some weak Abjuration, Evocation, and Transmutation effects.</p><p></p><p>Here is my proposed fix so far, comments would be nice.</p><p></p><p>1: Craft DC is now 1/2 the item's Function Difficulty (how complex the task it does is) + the sum of the TL of all the features of the item (this is the same as the Complexity Score). This makes devices that do cool things like copy handwriting possible, but limits how ridiculous a single item can be (no more +14 AC, DR 3/-, 150 foot fly speed, 600 foot land speed armors with Hardness 15 and 120 HP... at level 6, no less).</p><p></p><p>2. Items can be made with a Malfunction Rating of 0. Feats and class features that reduce malfunction rating can reduce it to 0. However, items with a malfuntion rating of 0 cost 25% more to create, but have no increase in market value. Some tinkers want cheap, others want reliable and are willing to pay for it. When your jet-boots blow your feet off, no one is happy.</p><p></p><p>3. The following changes are made to enhancements:</p><p>Damage: 1d6/2 TL</p><p>Armor Class Bonus: 2 + 1/2 TL</p><p>Movement Speeds cost Double</p><p></p><p>4. Special Materials give different bonus, to be posted later</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5384087, member: 81796"] Thanks for the feedback Doctor DM. I've played the Inker from the Warcraft book, and it's a lot of fun to play as well. I was 5th level and I burned down a small fleet of pirate ships with 6d6 damage fire bombs that exploded in a 15 foot radius. The WOW Tinker does 1d6 damage per 3 TL, or 1d8 per 2 TL for double the cost. That's about as effective as an Eldritch Blast (which is to say not very much). I feel that the TInker should be able to do almost as much damage as a Sorcerer, since they lose tons of versatility in return. Tinkers can basically make 5 things; firearms, siege weapons, explosives, small equipment, and vehicles. These vehicles can sometimes come in the style of WTF HAXXOR MECHA variety, but if you use the Magic and Mayhem rules, they're nerfed pretty badly (think 10 times the price for 1/2 the benefits). Unless the DM is allowing such things as stealth cloaks and holograms, Tinkers are basically limited to some weak Abjuration, Evocation, and Transmutation effects. Here is my proposed fix so far, comments would be nice. 1: Craft DC is now 1/2 the item's Function Difficulty (how complex the task it does is) + the sum of the TL of all the features of the item (this is the same as the Complexity Score). This makes devices that do cool things like copy handwriting possible, but limits how ridiculous a single item can be (no more +14 AC, DR 3/-, 150 foot fly speed, 600 foot land speed armors with Hardness 15 and 120 HP... at level 6, no less). 2. Items can be made with a Malfunction Rating of 0. Feats and class features that reduce malfunction rating can reduce it to 0. However, items with a malfuntion rating of 0 cost 25% more to create, but have no increase in market value. Some tinkers want cheap, others want reliable and are willing to pay for it. When your jet-boots blow your feet off, no one is happy. 3. The following changes are made to enhancements: Damage: 1d6/2 TL Armor Class Bonus: 2 + 1/2 TL Movement Speeds cost Double 4. Special Materials give different bonus, to be posted later [/QUOTE]
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