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Tinkerer

Master inventors, builders and engineers, tinkerers are experts with all manner of mechanical contraptions and devices. While some tinkerers are content to spend their days happily puttering away in shops or guildhalls, others seek lives of adventure and exploration. Driven by the thrill of creation, a thirst to learn new things, and an innate talent with anything involving clockwork, mechanical traps, gears, or explosives, such tinkerers roam the land in search of new inspiration and knowledge.   Role: While sometimes seen as mad scientists, tinkerers are still welcomed in most adventuring groups. They are competent combatants, whether firing a well-placed crossbow bolt or hurling their volatile grenades. With their clockwork companions always close by, tinkerers are well suited, and well equipped, for almost every contingency.   Alignment: Any.   Hit Die: d8.   Starting Wealth: 4d6 × 10 gp (average 140 gp).   Starting Age: Self-Taught.  

Class Skills

The tinkerer’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Survival (Wis), and Use Magic Device (Cha).   Skill Ranks per Level: 6 + Int modifier.  
Table: Tinkerer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+2+2+0Clockwork companion, grenades 1d6
2nd+1+3+3+0Remarkable repairs
3rd+2+3+3+1Grenades 2d6
4th+3+4+4+1Expertise
5th+3+4+4+1Grenades 3d6, trapfinding
6th+4+5+5+2Accomplished grenadier
7th+5+5+5+2Grenades 4d6
8th+6/+1+6+6+2Expertise, Master Craftsman
9th+6/+1+6+6+3Grenades 5d6
10th+7/+2+7+7+3Mechanical genius
11th+8/+3+7+7+3Grenades 6d6
12th+9/+4+8+8+4Expertise, trap builder
13th+9/+4+8+8+4Grenades 7d6
14th+10/+5+9+9+4Inspired expertise
15th+11/+6/+1+9+9+5Grenades 8d6
16th+12/+7/+2+10+10+5Expertise
17th+12/+7/+2+10+10+5Grenades 9d6
18th+13/+8/+3+11+11+6Exceptional expertise
19th+14/+9/+4+11+11+6Grenades 10d6
20th+15/+10/+5+12+12+6Master tinkerer
 

Class Features

All of the following are class features of the tinkerer.  
Weapon and Armor Proficiency
A tinkerer is proficient with all simple weapons plus the hand crossbow, the repeating crossbow, and his grenades. He is also proficient with light and medium armor, but not with shields.  
Clockwork Companion (Ex)
A tinkerer begins play with a small, clockwork creature that he has personally built. This clockwork companion is composed of tiny gears, belts, pistons, and other mechanical parts, all operating seamlessly beneath a carefully articulated, metallic exoskeleton. Tinkerers typically create their companions to resemble an animal of some kind, though some companions bear little, if any, resemblance to anything from the natural world.   A clockwork companion’s Hit Dice, saving throws, skills, feats, and abilities are tied to the tinkerer’s class level and increase as the tinkerer gains levels. The tinkerer receives a number of resource points at each level that can be used to modify and upgrade the clockwork companion with new or enhanced abilities and functions. Resource points represent time and energy spent, as well as funds and supplies expended to make such modifications. Whenever the tinkerer gains a level, he must decide how these points are spent, and they are set until he gains another level of tinkerer. See Clockwork Companions, below, for more information.  
Grenades (Ex)
A tinkerer is skilled at building and arming small but powerful grenades that he can hurl at his enemies. He can use a number of grenades each day equal to his tinkerer level + his Intelligence modifier. Grenades are unstable—if one is not used in the round it is created, it explodes, dealing maximum damage. Their instability and intricate method of creation prevents large numbers of grenades from being created and stored. In order to create a grenade, a tinkerer must have the proper raw materials, including black powder, metal pellets, tiny gears, and other mechanical contraptions, which he assembles within a specially constructed hollow metal vessel fitted with a trigger, a fuse, and a detonator. A tinkerer can create the metal vessel from bits and pieces found in an alchemy lab or a typical metalsmith’s shop, and these supplies can be easily refilled in the same manner as a spellcaster’s component pouch. Most tinkerers create a number of these hollow metal vessels at the start of the day equal to the number of grenades they can create that day.   Drawing the materials of, assembling, and throwing a grenade is a standard action that provokes an attack of opportunity. Thrown grenades have a range of 20 feet and use the Throw Splash Weapon special attack (see Chapter 8 of the Pathfinder Roleplaying Game Core Rulebook). Grenades are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a tinkerer’s grenade inflicts 1d6 hp damage + additional damage equal to the tinkerer’s Intelligence modifier. Half of this damage is bludgeoning, and the other half is piercing. The damage from a tinkerer’s grenade increases by 1d6 points at every odd-numbered tinkerer level (this extra damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a tinkerer’s grenade is always equal to the grenade’s minimum damage (so if the grenade would deal 2d6+4 hp damage on a direct hit, its splash damage would be 6 hp, 3 of which are bludgeoning, and 3 of which are piercing). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the tinkerer’s level + the tinkerer’s Intelligence modifier.  
Remarkable Repairs (Sp)
At 2nd level, a tinkerer gains an almost preternatural ability to repair damaged objects. He can cast mending as a spell-like ability a number of times per day equal to 3 + his Int modifier. Doing this requires a full-round action, and the tinkerer must be in physical contact with the object to be repaired. Beginning at 6th level, this ability instead provides the effect of make whole. The tinkerer’s level is the caster level for these spelllike abilities, and he uses Intelligence to determine his bonus on concentration checks.  
Expertise (Ex)
At 4th level and higher, a tinkerer adds his Intelligence modifier to Disable Device and Use Magic Device skill checks. In addition, he may select a skill from the following list: Appraise, Craft (alchemy, armor, clockwork, locks, traps, or weapons), Disable Device, Knowledge (engineering), Profession (architect or engineer), or Use Magic Device. The tinkerer gains a +2 competence bonus to the skill, and a +2 insight bonus to Perception checks directly pertaining to that skill.   At 8th level and every four levels thereafter, the tinkerer can select a new skill from the above list. In addition, at each such interval, the skill bonus and Perception bonus in any one skill selected (including the one just selected, if so desired) increases by +2.  
Trapfinding
Beginning at 5th level, a tinkerer adds half his level to Perception skill checks made to locate traps and to Disable Device skill checks. A tinkerer can use Disable Device to disarm magic traps.  
Accomplished Grenadier (Ex)
Beginning at 6th level, a tinkerer learns to modify, add to, and otherwise enhance his grenades as he assembles them. The tinkerer may modify a number of grenades per day equal to 3 + his Intelligence modifier. These modifications do not stack—only one such modification can be made to an individual grenade.   Incendiary Grenade: When you assemble a grenade, you can increase its splash radius to 10 feet. In addition to the standard bludgeoning and piercing damage, a creature that takes a direct hit from an incendiary grenade also catches fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a successful Reflex save. Rolling on the ground provides the target with a +2 bonus to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.   Immolation Grenade: When you assemble an immolation grenade, it functions like an incendiary grenade. In addition, it creates a cloud of roiling smoke and white-hot embers that duplicates the effects of an incendiary cloud spell, filling a 20-foot radius for a number of rounds equal to your tinkerer level. You must be at least 16th level to make this modification.   Precision Grenade: Whenever you assemble and throw a precision grenade, you can select a number of squares equal to your Intelligence modifier to not be affected by the splash damage from the grenade. If the grenade misses, this modification has no effect.   Specialized Grenade: When you assemble one of your grenades, you can pack it with pellets of silver, cold iron, or adamantine, instead of the standard iron pellets. Damage from a specialized grenade bypasses damage reduction as appropriate to that material type   Shock Grenade: When you create a grenade, you can choose to have it deal electricity damage instead of the standard bludgeoning and piercing damage. Creatures that take a direct hit from a shock grenade are also dazzled for 1d4 rounds.   Smoke Grenade: When you create a grenade, you can choose to have it produce a cloud of thick smoke when it detonates, in addition to the standard bludgeoning and piercing damage. The cloud functions as a fog cloud spell, filling an area equal to twice the grenade’s splash radius for a number of rounds equal to your tinkerer level.   Thundering Grenade: When you assemble a grenade, you can modify it to explode with a deafening bang, causing sonic damage. A thundering grenade deals 1d4 hp sonic damage, plus an additional 1d4 hp sonic damage for every odd-numbered tinkerer level you have, instead of the standard bludgeoning and piercing damage. In addition, each creature within a 10-foot-radius spread must make a Fortitude save (DC 10 + 1/2 your level + your Int modifier) or be deafened for a number of minutes equal to your tinkerer level. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.  
Master Craftsman (Ex)
At 8th level, a tinkerer gains either Gunsmith feat or the Master Craftsman as a bonus feat. He must meet the prerequisites for the chosen feat.  
Mechanical Genius (Ex)
At 10th level, a tinkerer becomes particularly adept at modifying and manipulating all manner of mechanical traps. Whenever he attempts to disarm a mechanical trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds his Intelligence bonus to the save to avoid the trap. The tinkerer can also bypass a mechanical trap even if his Disable Device check did not exceed the DC by 10 or more. If the tinkerer bypasses a mechanical trap without disarming it, he can also choose to suppress its trigger for up to 1 minute. If he does so, he can choose to end this suppression prematurely as a free action.  
Trap Builder (Ex)
At 12th level, a tinkerer becomes extremely skilled at building mechanical traps. He adds half his level to the DC for all Perception and Disable Device skill checks to find or disable traps he builds using the Craft (traps) skill. He also adds half his level to the DC for all saving throws against the effects of any such trap.  
Inspired Expertise (Ex)
At 14th level and higher, when a tinkerer makes a skill check with any skill he has selected for his expertise class feature, he can roll twice and take the higher result. He can do this a number of times per day equal to his Intelligence modifier.  
Exceptional Expertise (Ex)
At 18th level, a tinkerer becomes so adept with certain skills that he can use them even under the most harrowing conditions. When making a skill check with any skill he has selected for his expertise class feature, he can take 10 even if stress and distractions would normally prevent him from doing so. Once per day, the tinkerer can instead take 20 on any such skill check as a standard action, instead of spending the normal amount of time that taking 20 requires.  
Master Tinkerer (Ex)
At 20th level, a tinkerer is no longer limited in the number of grenades he can modify when he uses accomplished grenadier. In addition, he no longer has a daily limit to the number of times he can use inspired expertise.  

Section 15: Copyright Notice

New Paths Compendium - Unleashed. Copyright 2013 Open Design LLC; Authors: Marc Radle, Crystal Frasier, John Ling, Jr., and Jerall Toi.

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