TINKER
TINKER
D20
D20
CLASSES
CLASSES
Class Description
The Ancients created many wonders of technology, such as robots and flying machines, but the art seems to have been lost for the most part. However, some still carry on the spirit of invention even in the modern day. A tinker can invent anything from multipurpose tools to siege engines, and he can usually gain an understanding of the workings of technological devices - even ones as complex as the Ancients'.

Hit Die: d6
Alignment: Any
Abilities: Intelligence is most important for a tinker. Without a good intelligence a tinker's work will be subpar, and
his understanding of technology will be limited. Dexterity is also important for a tinker, since his survivability in a
battle will be limited by his inability to wear armor.
Level
Base Attack Bonus
1st
2nd
3rd
4th
5th
6th
Fort Save
Ref Save
Will Save
Special
Skill Points: (8 + INT mod)  (x4 at first level)
Class Skills: Appraise (INT), Concentration (CON), Craft (INT), Decipher Script (INT), Disable Device (INT),
Forgery (INT), Gather Information (CHA), Knowledge (all but arcana and religion) (INT), Open Lock (DEX),
Profession (WIS), Search (INT), Use Magic Device (CHA), and Use Technological Device (INT).
7th
8th
9th
10th
11th
12th
+5
+6/1
+6/1
+7/2
+8/3
+9/4
+2
+5
+6
+2
+6
+3
+3
+7
+3
+7
+4
+8
Scavenge +4
Bonus Technology Feat
Coolness Under Fire 4/day, Scavenge +6
1st
2nd
3rd
4th
5th
6th
+0
+1
+2
+3
+3
+4
+0
+2
+3
+0
+3
+1
+1
+4
+1
+4
+2
+5
Bonus Technology Feat, Scavenge
Bomb-bouncing, Evasion
Fire Resistance 5, Scavenge +2
Coolness Under Fire 2/day
13th
14th
15th
16th
17th
18th
+6
+11
+12
+6
Bonus Technology Feat, Scavenge +10
+9/4
+10/5
+11/6
+4
+8
+9
+4
+9
+5
+5
+10
+5
+10
+6
+11
Fire Resistance 15
Scavenge +8
Coolness Under Fire 6/day
Ability Descriptions
Weapon and Armor Proficiency: A tinker is proficient with all simple weapons
Bonus Feats: A tinker receives a bonus feat in addition to those gained by virtue of level or race as indicated
on the table. The feats must be chosen from the following:
Avoid Technological Mishap
Build Firearms
Build Siege Weapons
Build Small Devices
Build Teamwork
Build Vehicles
Consummate Machinist
Delay Malfunction
Emergency Repair
Technological Weaponry
Vehicle Proficiency
Scavenge (Ex): Tinkers can often find whatever they need out of random piles of spare parts and carry an
astonishing variety of gadgets wherever they go. If a tinker needs to build something on the fly he can
make a roll to build whatever he needs at +10 DC. The tinker makes a search check to locate the parts
and a Craft (Technological Device) check to build items.
A Tinker adds the listed bonus to scavenge checks. A successful check means the tinker has the
necessary items to build the gadget and can jury-rig it in a tenth the time. Due to the slipshod nature and
wild improvisation in construction this way the gadget will only last for a number of uses equal to the
tinker's level or for a number of hours of continued use equal to the tinker's level.
Bomb Bouncing (Ex): A tinker perfects an improved bomb throwing technique. When throwing a grenade-like
weapon he imparts a spin to the throw that doubles the thrown object's range increment
Evasion (Ex): A tinker can avoid even magical and unusual attacks with great agility. If the ranger is subjected
to any effect allowing a reflex saving throw he takes no damage on a passed save and normal damage on
a failed save. This benefit is lost if the tinker  wears armor heavier than light or is otherwise rendered
helpless.
Coolness Under Fire (Ex): The tinker can take 10 on any roll that involves operating or building a mechanical
device when circumstances would otherwise prevent it. This ability does not apply to attack rolls, however.
This ability can be used a number of times per day as listed on the table.
Fire Resistance (Ex): The tinker has become so used to working with intense heat, steam, and explosions
due to mishaps and the like that he gains fire resistance as listed. Each time the tinker is subjected to such
damage (whether natural or magical) that damage is reduced by 5 poitns before being applied to the
tinker's hit points. This resistance only absorbs damage.
Improved Evasion (Ex): The tinker's evasion ability improves. He still takes no damage on a successful
saving throw against attacks such as a fireball or exploding invention, but henceforth he takes only half
damage on a failed save. A helpless tinker does not gain the benefit of improved evasion.


Tinker Bonus Feats
The following feats may be chosen by a tinker as one of his bonus feats, though they are open to all characters as well

Avoid Technological Mishap [Technology]
Prerequisite: Skill Focus (Use Technological Device)
Benefit: When using a technological device you treat its Malfunction Rating as 1 less than it actuall is
(to a minimum of 1).

Build Firearms [Technology]
Benefit: You get a +2 bonus on Craft (Technological Device) checks when crafting a firearm. Your
technological limit when crafting a firearm is increased by 2.
Special: Once per week instead of making the usual attack roll you may declare an automatic critical
threat using a firearm that you have built. You must still roll to confirm the critical as normal.

Build Siege Weapons [Technology]
Benefit: You get a +2 bonus on Craft (Technological Device) checks when building catapults,
cannons, mortars, and other siege weapons. Your technological limit for building these
weapons is increased by 2.
Special: You may make a Craft (Technological Device) check to sabotage any technological device or
weapon larger than medium. The DC for the check is equal to the DC to creat the item. If you
succeed the item becomes useless until repaired. If you succeed by 5 or more you can rig the
item to suffer a catastrophic malfunction the next time it is used, destroying the item and
endangering whoever is using it (at the DM's discretion).

Build Small Devices [Technology]
Prerequisite: Dex 13
Benefit: You get a +2 bonus on Craft (Technological Device) checks when building a device of Tiny,
Diminuitive, or Fine size. Your technological limit for building such devices is increased by 2.
Special: You can build devices taht are easily concealed or disguised as other objects. If you choose
to coneal or disguise a device, then any character trying to find it must make a spot check. Any
character trying to discover what the device does must make a Use Technological Device check.
The DC of these checks is equal to 10 + your Craft (Technological Device) skill modifier.

Build Teamwork [Technology]
Benefit: When you are assisted in a Craft check by at least 3 other people who each have at least 1
rank in a craft skill the result of a successful Craft check is doubled. This feat has no effect on
an unsuccessful Craft check.

Build Vehicles [Technology]
Benefit: You get a +2 bonus on Craft (Technological Device) and Use Technological Device checks
when building or using a vehicle. Your technological limit for building vehicles is increased by 2.
Special: Once per day for 1d6 minutes you may double the speed of a vehicle you are driving. When
this period is over you may extend it for 1 additional minute by making a DC 20 Use
Technological device check. You may continue to expend teh period each minute by making
another Use Technological Device check. Each subsequent check increases the DC by 1, and
the first failure returns the vehicle's speed to normally

Consummate Machinist [Technology]
Prerequisite: Build Firearms, Build Siege Weapons, Build Small Devices, Build Vehicles
Benefit: Your technological limit for building technological devices is increased by  2. This increase
stacks with the bonuses provided by the prerequisite feats.

Delay Malfunction [Technology]
Benefit: When a device malfunctions you may make a DC 15 Craft (Technological Device) check. If
you succeed the device operates normally for 1d3 rounds, giving you a chance to finish the job
you are doing, make an emergency repair, or get clear before it blows up. If you roll a natural 20
on the check the malfunction is completely averted. You cannot try again for any specific
malfunction even after a successful use of this feat.

Emergency Repair [Technology]
Prerequisite: WIS 13, Delay Malfunction
Benefit: As a full-round action you may make a DC 20 Craft (Mechanical Object) check to repair a
malfunctioning or broken technological device. If you succeed at the check the device does not
destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1
hour and then ceases functioning until it can undergo normal repaires.
If you roll a natural 20 on the check the item is completely and permanently repaired.

Technological Weaponry [Technology]
Prerequisite: Use Technological Device 6 ranks
Benefit: You can use any technological device with which you are familiar as a weapon, even those
that were not designed as such. You rake gears across opponents' faces, crack their knees with
extending iron spikes, vent boiling steam at them, and otherwise use the device to your fiendish
advantage. You are considered proficient with all devices used as weapons in this way. The
damage type is piercing, slashing, or fire depending on the device. Specific damage amounts
are up to the DM, but they are generally based on the device's size as shown here
Fine - 1d2
Diminuitive - 1d3
Tiny - 1d4
Small - 1d6
Medium - 1d8
Large - 2d6
Huge - 2d8
Gargantuan - 3d6
Colossal - 3d8
You can only use a device in this way if it is one size category larger or smaller than you.
However, you can use a piece of a larger device (such as venting steam from a pipe on a steam
engine) as a weapon. You can use any give device as a weapon of the same size category it
actually is or any size category smaller.
Using a device as a weapon requires a Use Technological Device check against a DC +2
higher than normal. The malfunctioning rating applies to your attack roll.

Vehicle Proficiency [Technology]
Benefit: Choose a specialty: land vehicles, water vehicles, or air vehicles. You may operate a vehicle
of the appropriate type by making a Use Technological Device check.
Normal: Character who operate a vehicle without the appropriate proficiency suffer a -4 penalty to the
Use Technological Device check.
Special: You can gain this feat multiple times. Each time you take this feat it applies to a different
specialty.
Coolness Under Fire 1/day
Bonus Technology Feat

Coolness Under Fire 3/day, Fire Resistance 10
Improved Evasion

Coolness Under Fire 5/day, bonus technology feat

Fire Restistance 20
+12
+11
+11
+10
+10
+9
+9
+8
+8
+7
+7
+6
+6
+5
+5
+4
+4
+3
+3
+2
+12/7
+12/7/2
+13/8/3
+14/9/4
+15/10/5
19th
20th