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.
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).
Coolness Under Fire 4/day, Scavenge +6
Bonus Technology Feat, Scavenge
Fire Resistance 5, Scavenge +2
Coolness Under Fire 2/day
Bonus Technology Feat, Scavenge +10
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 MishapScavenge (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 incrementEvasion (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
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 ] 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 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
Coolness Under Fire 1/day
Coolness Under Fire 3/day, Fire Resistance 10
Coolness Under Fire 5/day, bonus technology feat