Updated: 8 June 2006

Description:

The adventuring Tinker builds and invents everything from crazy multipurpose knives, to siege engines and other types of tech. Gnomes, Dwarves and Goblins are the primary members of this class. They look for inspiration as itinerant craftsmen rather than simply being cooped up in a laboratory. They believe that their skills are only useful if they can solve real world problems. It was a Gnomish Tinker, Basil Baerest, from the Downelands who "invented" the Clockworks. Tinkers are organized into Societies that jealousy protect their secrets from one another, but even more jealously protect their members from state interference. Tinkers and their Societies believe that they should be the final arbiters of what Tech should and shouldn't be shared with non-Techies.

When Downelands Tinkers originally came to the Mazari they found that the Dwarves of Axis Bithtat were also great innovators and they learned much from one another. It is not known when the first Goblin Tinkers started surfacing, but it was well before any Goblins were formally trained in any Gnomish or Dwarven Tinker Societies. They learn their skills through their own racial societies, though NUTTS has recently let in several Goblin freshmen.

 
  
Hit Dice: 
 1d6 / level
 
  
Skill Points: 
(8 + Int) x 4 + (8+Int/Level)
 
  
Class Skills: 
Appraise (Int), Concentration (Con), Craft (Int), Craft Tech (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Gather Information (Cha), Knowledge (All but arcana & religion)(Int), Open Lock (Dex), Profession (Wis), Search (Int), Use Magic Device (Cha), & Use Technological Device (Int)
 
  
Weapon & Armour:
A Tinker is proficient with all simple weapons, and has the feat Exotic Weapon (Tool of Choice)
 
Skill Use: 
The Tinker may use Disable Device to deactivate a magical trap as though she were a Rogue. She may also use any ability she may have in Spellcraft to determine the type of magical trap a Search check may have already revealed.
 
  
Other: 

Tinkers may select Tech Feats; Tinkers must invest at least 1 skill rank per level on a Craft Skill from the following list (alchemy, armorsmithing, blacksmithing, carpentry, gemcutting, jewelery, leatherworking, pottery, stonemasonry, weaponsmithing, weaving, etc.). This reflects the Tinker's ongoing capacity to work with a variety of materials. When assembling machines using Craft our of any material with which the Tinker is familiar as a craftsman, the Tinker gets a +1 synergy bonus that increases every 5 levels.

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Level
Special
Attack
Fort
Reflex
Will
1st
TECH FEAT: Adapt Device, Scavenge +1, Bonus Tech Feat
+0
+0
+2
+2
2nd
Scientist, Evasion
+1
+0
+3
+3
3rd
Coolness Under Fire 1/day, Inspiration
+2
+1
+3
+3
4th
Fire Resistance 5, Scavenge +2
+3
+1
+4
+4
5th
Bonus Tech Feat
+4
+1
+4
+4
6th
Coolness Under Fire 2/day, Dismantle
+5
+2
+5
+5
7th
Craft Tailored Tools
+6/+1
+2
+5
+5
8th
Quick Work, Scavenge +4
+6/+1
+2
+6
+6
9th
Coolness Under Fire 3/day, Fire Resistance 10
+7/+2
+3
+6
+6
10th
Bonus Tech Feat
+8/+3
+3
+7
+7
11th
Improved Evasion
+9/+4
+3
+7
+7
12th
Coolness Under Fire 4/day, Deconstruct, Scavenge +6
+9/+4
+4
+8
+8
13th
Synergy Focus
+10/+5
+4
+8
+8
14th
Fire Resistance 15, Trace Craftsmanship
+10/+5
+4
+9
+9
15th
Coolness Under Fire 5/day, Bonus Technology Feat
+11/+6/+1
+5
+9
+9
16th
Scavenge +8
+12/+7/+2
+5
+10
+10
17th
Craft Familiar Tools
+12/+7/+2
+5
+10
+10
18th
Coolness Under Fire 6/day, Destroy
+13/+8/+3
+6
+11
+11
19th
Fire Resistance 20
+14/+9/+4
+6
+11
+11
20th
Bonus Tech Feat, Scavenge +10
+15/+10/+5
+6
+12
+12
Base on the Tinker core class in Warcraft, The Role Playing Game pp. 63-5
BOLD = Steam & Steel, E.N. Publishing 2004
BOLD ITALICS = The fevered imagination of the DM

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Coolness Under Fire

At 3rd level, the Tinker can take 10 on any roll that involves operating or building a mechanical device when circumstances would otherwise prevent it, such as during combat. This ability does not apply to attack rolls.

The Tinker can use Coolness Under Fire once per day at 3rd level. At 6th level and every 3 levels thereafter, she can use it one additional time per day.

Craft Tailored Tools:

At 7th level the Tinker is already able to use her Craft (Mechanical Device) skill to craft masterwork tools for making technological devices. She may now tailor masterwork tools to perform even more exceptionally. These are tools of unparalleled quality, custom designed for use by a specific person, but they are not magical. Parting with these tools does not have an ill effect.

Tailored Thieves' Tools: The person for whom these tools are designed receives a +3 circumstance bonus to Disable Device and Open Locks checks. All others treat them as masterwork tools +2. The market value of such tools begins at 140 gp; materials costs 70 GP, XP 6; Craft DC 40.

Tailored Tinker's Tools: The person for whom these tools are designed receives a +3 circumstance bonus to Craft Tech checks. All others treat them as masterwork tools +2. The market value of such tools begins at 80 GP; materials costs 40 GP, XP 3; Craft DC 40.

Craft Familiar Tools:

 

 

 

 

 

 

 

At 17th level, the Tinker may forge a powerful bond with a particular set of tools. She may have designed these tools herself, or inherited them from generations of master-apprentice relationships. These are tools of unparalleled quality that may be used only be the Tinker. A Tinker may not bond with more than one set of Familiar Tools in her lifetime.

Familiar Thieves' Tools: These tools give a +5 circumstance bonus to Disable Device and Open Locks checks. All others treat them as masterwork tools +2. The market value of such tools begins at 300 GP; materials costs 150 GP, XP 12; Craft DC 50.

Familiar Tinker's Tools: These tools give a +5 circumstance bonus to Craft Tech checks. All others treat them as masterwork tools +2. The market value of such tools begins at 240 GP; materials costs 120 GP, XP 10; Craft DC 50.

Losing Familiar Tools has the effect of a gease spell on the Tinker who must find them or replace them immediately or whither away to a shell of her former self. In addition to the effects of the gease, he becomes despondent and loses a point of Constitution and a point of Charisma until he is able to find them or craft a new set of personally Tailored Tools.

Their loss and fading away does not occur if the Tinker voluntary gives up the tools as a gift or inheritance. If she does so, however, she may never again bond with another set of tools in the same way. The recipient of such a set of tools treats them as masterwork tools +2, though she is able to tinker with them to craft them into Familiar Tools.

After such tools have deliberately and legitimately passed hands for 5 generations, from one Tinker to another, they gain an additional +1 bonus for every 5 generations they have been passed on, once they have been imbued with their new master's experience. For example, 15th Generation Familiar Tools, give the Tinker a +8 bonus (+5 Familiar Tools bonus, +3 Generational bonus). Stolen tools gain no cumulative generation bonus.

Should tools 5 or more generations old be lost, the loss of one point of Charisma and Constitution is permanent until such a time as the original tools are restored. The effect is doubled if the tools are more than 10 generations old. (DM)

Deconstruct
At 12th level the Tinker's attacks against constructs become more deadly. In combat with a construct, the Tinker may flank even if the construct is immune to flanking. The Tinker also gains a +2d6 Sneak Attack bonus that functions the same as that of a Rogue.
Destroy
At 18th level the Tinker's attacks against Constructs become even more deadly. The critical hit range on any weapon the Tinker uses to attack a construct is doubled.
Dismantle
At 6th level, the Tinker is becoming so well-versed in the construction of devices, and so familiar with the concepts and theories used in putting together structures, that she can apply these principles to dismantling them as well. Constructs do not benefit to immunity from critical hits inflicted by a Tinker and she gains a bonus to damage versus constructs equal to half her rank in Disable Device. (DM, Steam & Steel)
Evasion
At 2nd level, a Tinker can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a fireball or an exploding siege engine), she instead takes now damage. Evasion can be used only if the Tinker is wearing light armour or no armour. A helpless Tinker does not gain the benefit of evasion. (Warcraft)
Fire Resistance

At 4th Level, the Tinker has become so used to working with intense heat, steam, and explosive forces that she gains fire resistance 5. Each time the Tinker is subjected to such damage (whether by natural or magical forces), that damage is reduced by 5 points before being applied to the Tinker's hit points. This resistance increases by 5 for every 5 Tinker Levels thereafter.

Fire Resistance absorbs only damage. The Tinker could still suffer unfortunate side effects such as suffocating when fire consumes all of the oxygen in the area. Fire resistance is not a supernatural or spell-like ability, so it stacks with protection from energy and resist energy. (Warcraft)

Improved Evasion
At 11th level, a Tinker's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as fireball or exploding invention, but henceforth she takes only half damage on a failed save. A helpless Tinker does not gain the benefit of improved evasion. (Warcraft)
Inspiration
Beginning at 3rd level, once per day (an additional time every 3 Tinker class levels), the character may benefit from a flash of inspiration and ingenuity, gaining a +4 bonus to any skill check. This can also be used when taking 20 with a skill. (Steam & Steel)
Quick Work: 

At 8th level, the Tinker can work very quickly. For the Tinker Working on a mechanical device, such as a lock or a maintenance check, during combat is a standard action. She can make it a full-round action and suffer no attacks of opportunity. If a single device requires more than one check, she may make two checks in a single round, though doing so is a full round action that would draw an attack of opportunity.

A Tinker can also craft mechanical devices more quickly than usual. The time required to do so is now halved.

Scavenge

Tinkers can often find whatever they need out of random piles of spare parts and carry an astonishing variety of gadgets and gewgaws wherever they go. They may scavenge and collect materials - such as springs, knobs, copper ribbon, etc - that may come in handy later and keep them on his or her person. Rather than keep track of every knob and spring, the Tinker fills up "pockets" with these items.

Scavenge checks are based on the Tinker's Search skill. It represents the Tinker's ability to find and extract a "pocket's worth" of valuable pre-forged material from piles of junk. For every "5 pockets" of Scavenged material used, a Tinker gains a +1 bonus to Craft Tech (Clockwork, Machinist, Steamworks) roles.

The DM determines the Scavenging potential according to the descriptions in the following table, and Scavenging DC describes the difficulty finding a "pocket" of useful materials under such circumstances. For every 5 points by which the Tinker exceeds the DC, she finds one extra pocket's worth of stuff.

Description
Time
Scavenging DC
Rubbish
1 hr
35
Slim Pickin's
45 min.
30
Not so bad
30 min
25
Quality Scavenging
15 min
20
Cream
1 min.
15

Tinkers often have "pocket vests," "pocket armour" or "lab coats" that can be filled with scavenged materials.

Scientist:

At 2nd level, the Tinker has effectively become conversant in the scientific issues of the day, giving her a wide array of academic contacts throughout different communities, with whom she corresponds and with whose work she is familiar with (and vice versa). The character can re-roll one failed Knowledge skill check per day.

Synergy Focus: 
At 13 level, the Tinker gets a +1 Bonus to Craft Tech (Machinist) checks for every 5 ranks in each of the following skills: Concentration, Disable Device, Listen, Pick Pockets, Spot. (e.g. Disable Device, 13 ranks = +2 synergy bonus)
Trace Craftsmanship:

At 14th level, the Tinker may use her Appraise skill to determine the cultural origins and age of a particular mechanical device. Knowing this gives the Tinker a +2 bonus to Appraise the value of the work (separate roll). With a base DC of 10, the difficulty of the DC depends on the age of the piece and the alien nature of its origins. With a DC base of 20, the Tinker may determine the exact Mechanic (if doing so is reasonable), or may at least know something about the person as though she had made a Gather Information role.

    Age
    
Contemporary +0
    Old (more than 100 years) +5
    Venerable (more than 500 years) +10
    Ancient (more than 1000 years) +20

    Species
    Same species as Tinker +0
    Other Humanoid +5
    Monstrous +10
    Outsider +20

The Tinker gains a +1 bonus to such Appraise rolls for every Knowledge type in which she is skilled.

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