Written by Frankie
Updated: 5 October 2006

Description: 
A secretive guild of Tinkers and other mechanically inclined individuals based in Selunaport. Originally established by those who built the Devil's Horn Canal, structural engineers dominate, but they are no longer the exclusive membership.
  
Prerequisites: 
Skills: two Craft Tech(any) 8 ranks, Gather Information 8 ranks, character level 6 or higher
• Feats: Must have a minimum of three Tech Feats, one of which must be Engineer
• Special: Must have performed a engineering feat that draws attention to the prowess of the engineer. An offer will go out to the prospective engineer offering an "Apprenticeship". Preference is given to Tinkers.
  
Hit Dice: 
1d4/ level
  
Skill Points: 
6 + Int Adj / level
  
Class Skills: 
Bluff, Concentration, Craft Tech [any](Int), Craft(Int), Diplomacy, Disable Device(Int), Gather Information, Intimidation, Knowledge(Architecture & Engineering)(Int), Sense Motive, Use Technological Device(Int), Use Magic Device(Int), and Use Technological Device (Int)
  
Weapon &
Armour:
• Simple weapons
  
History: 

  

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Level
Special
Attack
Fort
Reflex
Will
1
Task of the Apprentice; Skill Focus (Gather Information); Skill Focus (Craft Tech-Any)
+0
+0
+0
+2
2
Task of the Journeyman, Information Network, Tinker's Dam, Tech Feat: Any
+1
+0
+0
+3
3
Task of the Engineer, Improved Planning, Leadership, Tech Feat: Any
+1
+1
+1
+3
4
Task of the Council Member, Project Acumen, Tech Feat: Any
+2
+1
+1
+4
5
Council Chairperson, Lead by Example, Tech Feat: Any Two
+2
+1
+1
+4

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Tasks
Before a member of the society can go to a new level in this class, they MUST perform a task to do so. For example, if an Apprentice wants to become a Journeyman, they must complete the Journeyman's task. The player will not stop obtaining experience; they just will not be allowed to advance in this prestige class until the next task is done.
  
Task of the Apprentice:
This is a new member to the society, and the council member who sponsored them will arrange for the prospective Journeyman to discover a engineering information that will be of benefit for the society (e.g. infiltrate a collective of goblin tinkers and run off with a new schema)
  
Task of the Journeyman:
A council member who sponsored them will ask the prospective society Engineer to perform a task. This might be as simple as saboutaging another engineering faction, to assisting a soceity Engineer with the completion of a Project
  
Task of the Engineer:
Structural Engineers make up the majority of the society's members, and are at the forefront of most projects. The task assigned by the society's Board will always be a Project; in some cases the Engineer will propose the project too (gets extra brownie points for showing innovation)
  
Task of the Council Member:
In order to reach Fourth level, the Engineer must accomplish a noteworthy engineering feat; whether it be spectacularly accomplishing a Project, achieving one of the current aims of the society, etc.
  
Council Chairperson:
Unlike the other tasks, the Council Member must have Ten or more character levels, and must have the support of the majority of the Council Members to ascend to this position. Please note that this position is transitory; for example, if a person manages to become a Chairperson and holds onto the position for a year then steps down (or another person receives more council support), the ability Lead by Example will only work once a day, as opposed to always being active (this reflects the respect the former Chairperson's status had)
* Inspired, in part, by the Bard class, though most of it is made up

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Improved Planning:
Engineering projects take half the time to setup and implement due to the resources of the society. The society has the right to veto any project from going ahead. Acts as Skill Focus: Profession (Foreman)
  
Information Network:
At second level, the Journeyman starts tapping into the extensive information network of the society. All Gather Information checks get a +5 bonus, take 1/4 of the normal time and cost half as much. All checks made to get information from other Tinkers gain a +10 bonus.
  
Lead by Example:
The Chairperson has a prominent position in the society, and gets a +5 bonus on all Diplomacy, Bluff, Intimidation, and Sense Motive checks. He also grants all other Tinkers working with him a +2 copmetency bonus on Tinker skills.
  
Project Acumen:
The Council Member can now utilize the society's financial resources to make engineering projects cost 3/4 as much. As always, the society can veto any project. This also gives the character access to the Society's accounts to finance a large project.
  
Tinker's Dam :
A Tinker can use a Gather Information check with fellow Tinkers to gain a bonus to Craft Tech skill checks. DC 15 / +1 Bonus, DC 20 / +2, DC 25 / +4, DC 30 +8, DC 35 / +16, DC 40 / +32

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