View Full Version : The Tinkerer! [Class]

2007-12-17, 03:09 PM
Now, for the most part, this class is finished. I mean, I still have to post fluff and see what the playground thinks of it. I'll warn you now, it's reading intensive. I hope you like it, any and all feedback is welcome! Thank you!

This is also a repost from long ago, I just 100% finished the class with tables and spoilers so it looks all spiffy any whatnot. Hope you enjoy the read!

The Insparation:
The Inventor (http://forums.gleemax.com/showthread.php?t=297060) (Thank you KingGolem for the Url)

The Tinkerer!
-||Infusions|-|Equipment Modifications
Special|Max Level Known|Infusion Points|
Max Level Known
5|+3|+4|+1|+1|Chemical Savvy|2|19|0

Game Rule Information
Abilities: Intelligence for infusions, con and strength for combat abilities.
Alignment: Any non-chaotic.
Hit Die: d6.

Class Skills
The tinkerer’s class skills are: Appraise, Concentration, Craft (any, including alchemy), Disable Device, Forgery, Intimidate, Knowledge (all; taken separately), Listen, Profession, Search, Spot, Use Rope.
Skill Points at First Level: (4 + Int mod) *4
Skill Points At Each Additional Level: 4 + int mod

Class Features
All of the following are class features of the tinkerer.
Weapon and Armor Proficiency: A tinkerer is proficient with all simple weapons, light and medium armor and all his own creations. Because his infusions aren’t actually spells or even considered magical, he incurs no chance of arcane spell failure under any circumstances. However, because he has to have one arm free to use a gadget or potion, it limits his weapon selection and his ability to use subtlety outside of combat.

A tinkerer does not channel arcane energy, nor does he pray to the gods for divine power, not even does he psionically channel his brain to produce a desired effect; he creates infusions. He uses mundane, material products and extracts the useful properties from them and makes various tools and potions.

All of where he obtains his materials are from nature itself; from earth, stone, and plant material, thus, it doesn’t cost the tinkerer much money to practice his craft. However, in order to obtain and extract the useful ingredients, he needs an artisan’s kit, for the specified craft (Alchemy for potions, Blacksmithing for anything involving metal and leatherworking for anything involving cloth or hide material).

Also, the tinkerer stores all his knowledge in a bound book (usually). Each infusion takes up as many pages as per infusion level. 0-level infusions are practiced so often that they are engraved into the tinkerer’s mind. The tinkerer begins play with 6 + intelligence modifier worth of 0-level infusions and alchemical items, divided as the tinkerer wishes. At the beginning of each new level, a tinkerer learns 3 new infusions, and may learn more by researching previous tinkerer’s notebooks, or by independent research. Each page, though non-magical, is worth 25g, due to its intensive instructions and work involved.

The maximum level of infusion the tinkerer can prepare is equal to 1/2 of the amount of ranks in his Craft skill (round down).

Each morning, after eight hours of rest, a tinkerer spends one hour preparing his daily infusions. He receives bonus infusion points by rolling a Craft (Alchemy) check DC 10; by every 1 he passes the DC, he gains an additional infusion point for the day. Should he roll a one on this check, he halves the amount of infusion points he gains that day. He may choose to not use all of his infusions points at the beginning of the day and may use the remainder later in the day; however, it takes at least 15 minutes to make the rest of his infusions should he decide to use make them in later in the day.

Each infusion level uses so many infusion points according to the following table:
Infusion Point Costs
{table]Infusion Level|0|1|2|3|4|5|6
Point Cost|.5|1|3|5|7|9 |11[/table]

There are a few different types of infusions:
- Potion
- item Imbued
- Multi-Use (A sub-category)
Potion – A potion-infusion falls under one or more of these categories:

- Thrown:

- -As a thrown weapon. All potion-infusions can be contained into a vial or flask. Throwing a vial or flask requires a standard action.
- -If a thrown potion-infusion misses, it has a 75% chance of detonating on the square it lands (see missing with a thrown weapon, page 158 of the PhB).
- - Vial: can be thrown 10ft.
- - Flask: can be thrown 20ft.
- - These may not be loaded in a sling and then launched.

- Imbibed

- - The potion, upon being imbibed (standard action), will take 1d3-1 rounds to take effect. A roll of a one means it happens instantaneously.

- Salve

- - The salve requires a full-round action to apply, but its effects occur immediately.

- Contact: Delayed

- - A potion requiring contact (usually on an individual) to take effect. After the chemical has contact with the individual (the vial/flask breaks on contact) its effects occur 1d4 rounds later.
- - A contact: delayed potion may be made into a contact: instantaneous by spending 2 infusion points more than the original infusion.

- Contact: Instantaneous

- - A potion requiring the contents on the vial/flask to be outside of the vial/flask to take effect. After the contents are splashed outside the container, its effects occur immediately.

Item-Imbued – A item-imbued infusion requires a tool or piece of equipment in order to be used.
- Every item-imbued item requires a magical item slot (see page 214 of the DMG)
- Every item-imbued item will include a list of what magical item slot it can fill. It is up to the player of what it looks like and how they in particular want it to function (but always takes a standard action to activate).
- Altering an item does make physical changes to the item, but can be disguise via Craft check (the check rolled when item is made) opposed by a spot check.
- A tinkerer can alter magical items in this fashion without destroying the magical properties of the item
- An item imbued infusion requires a craft (alchemy and weaponsmith, armorsmith or bowyer [depending on which infusion is in question]) skill rank of at least double the spell level in order to learn a item imbued infusion.
- Many Item-imbue-able infusions require a weapon to deliver the infusion. A tinkerer may, as a standard action without provoking attacks of opportunity, activate the infusion and attack in the same round. If they choose to do try to deal weapon damage along with the infusion, they make a normal attack roll. If, however, they choose they just want to deliver the infusion, they may make a touch attack with the weapon instead.

Multi-use – a sub category of infusions
- Creating a potion or an imbued item with three uses before it’s expended.
- When creating a multi-use potion, the potion can be help in two different fashions
- - Single Charge – If all 3 charges are expended at once, the numerical effects are multiplied by 1.5. The DC of the save to resist a single charge multi-use is increased by 2.
- - Normal Usage – If the tinkerer decides to use the three charges separately, he must have the appropriate amount of vials/flasks/ containers to hold them in.
- When creating a multi-use item, it requires twice the normal amount of infusion points to create.

Infusions follow a different set of rules, as per follows:
- All tools or potions a tinkerer makes have a shelf life of 24 hours.
- Each and every infusion does not fall under a spell school.
- There are no components, except for material (often a vial or flask), for infusions
- “Casting Time” – often a standard action unless otherwise noted
- Range: dependant, usually 10-20ft.
- Duration: as per infusion
- Saving throw: per infusion (DC = 10 + ½ tinkerer level + intelligence modifier)
- Spell resistance: Never.

A problem many tinkerers face is not having enough vials or flasks to hold all of their potions. As a result, a tinkerer often improvises be hollowing out a chunk of stone, old wine bottles, or using water skins or even clay jugs to hold a lot of the same potion. If the DM desires, you may make your own improvised containers that may require a different craft check, and should only have a 95% chance (maximum) of detonating on a successful hit.

- A tinkerer has mastered the basics of alchemy and has dabbled enough with basic creations that how to make them have been seared into his mind. By using 1 infusion point, and a successful craft (alchemy) check, a tinkerer may make any alchemical item free of cost (except Holy Water). These items have a shelf life of only 24 hours, just like any other infusion, and are visually different from the real alchemical item. If the alchemical item deals damage, a tinkerer may spend an additional infusion point to have it deal +1 point of damage per die; if a alchemical item has a save DC, a tinkerer may spend an additional 1 infusion point to increase the save DC’s of that item. If an alchemical item adds to a skill check, spending an additional infusion point may add one more to the skill check it’s contributing to. You must spend an infusion known to learn an alchemical item.
Equipment Modifications:
- Similar to infusions, however, these usually require certain pieces of gear to modify to function at a greater level.
- Equipment modifications cost the same amount in infusion points as their infusion counterparts.
- Equipment modifications only last 24 hours until they need to be serviced again or repaired (infusion points must be spend again if the modification should be used again the next day).
- Modifying equipment requires a craft (clockwork) skill rank of at least double the infusion level in order to learn it.
- Some modifications require different craft or knowledge skills, thus, the indicated skill replaces the craft (clockwork) skill rank, the amount of skill ranks is still equal to double the spell level.
- Each equipment modification requires the item in question and may require other materials and is specified in the modification.
- Every Artisan kit may make 10 equipment modifications before it becomes expended. However, equipment modifications may be disassembled and reused over and over again.
Chemical Savvy:
- A tinkerer is used to creating harmful and dangerous potions, thus, has become more familiar with poisons and toxins to living creatures. The tinkerer may use infusion points to create poisons. He may only make potions with DC’s equal to double his class level. He may choose to increase the DC of a poison by spending one infusion point per every 1 increase to the DC. The altered DC may not surpass 3/2ths the tinkerer’s class level. These poisons, like infusions, only have a shelf life of 24 hours and are significantly visually different from the real version of the poison. She rolls a craft (alchemy) in place of a craft (poisonmaking) check You must spend an infusion known to learn a specific poison.
Infusion List:

0 Level Infusions
{table]Infusion Name|What It May Be Created As
Cure Minor Wounds |potion; imbibed, salve
Daze |potion; contact: instantaneous |item imbued; bludgeoning
Detect Poison |potion; contact: delayed
Flare |potion; contact: instantaneous
Light |potion; salve
Mending |potion; salve
Purify Food and Drink |potion; contact: delayed
Resistance |potion; imbibed
Touch of Fatigue |potion; contact; delayed, imbibed[/table]
1st Level Infusions
{table]Infusion Name|What It May Be Created As
Chill Touch |potion; contact: instantaneous OR item imbued; weapon
Color Spray (5ft burst) |potion; contact: delayed
Cure Light Wounds |potion; imbibed, salve
Delay Poison |potion; imbibed
Endure Elements |potion; imbibed, salve
Grease |potion; contact: instantaneous
Jump |item imbued; boots
Magic Weapon |potion; salve
Produce Flame |potion; contact: instantaneous
Shocking Grasp |item imbued; weapon
Sleep |potion; contact: delayed[/table]
2nd Level Infusions
{table]Infusion Name|What It May Be Created As
Melf’s Acid Arrow |item imbued; arrow/bolt/bullet/dart
Bear’s Endurance |potion; imbibed
Blindness/Deafness |potion; contact: delayed
Bull’s Strength |potion; imbibed
Cat’s Grace |potion; imbibed
Chill Metal |potion; contact: delayed
Cure Moderate Wounds |potion; imbibed, salve
Eagle’s Splendor |potion; imbibed
Fog Cloud |potion; contact: instantaneous
Fox’s Cunning |potion; imbibed
Ghoul Touch |item imbued; weapon
Glitterdust |potion; contact: instantaneous
Heat Metal |potion; contact: delayed
Invisibility |potion: salve
Rage |potion; imbibed
Remove Paralysis |potion; imbibed
Resist Energy |potion: imbibed, salve
Spider Climb |item imbued; boots and gloves
Warp Wood |potion; contact: delayed[/table]
3rd Level Infusions
{table]Infusion Name|What It May Be Created As
Contagion |potion; contact; delayed, imbibed
Cure Serious Wounds |potion: imbibed, salve
Darkvision |item imbued; goggles
Fireball |potion; contact: instantaneous
Flame Arrow |item imbued; arrows/bolts
Fly |item imbued; cloak
Haste |potion; imbibed
Keen Edge |item imbued; whetstone, scabbard
Lightning Bolt |item imbued; arrow or bolt
Magic Vestment |potion; salve
Magic Weapon, Greater |potion; salve
Neutralize Poison |potion; imbibed
Poison |potion; contact: delayed
Protection From Energy |potion; imbibed, salve
Ray of Exhaustion |potion; contact: delayed, imbibed
Remove Blindness/Deafness |potion; imbibed
Remove Disease |potion; imbibed
Slow |potion; contact: delayed
Stinking Cloud |potion; contact: instantaneous
Water Breathing |item imbued; helm
Water Walk |item imbued; boots[/table]
4th Level Infusions
{table]Infusion Name|What It May Be Created As
Cure Critical Wounds |potion; imbibed, salve
Enervation |potion; contact: delayed
Invisibility, Greater |potion; salve
Restoration |potion; imbibed
Rusting Grasp |potion; contact: delayed
Solid Fog |potion; contact: instantaneous[/table]
5th Level Infusions
{table]Infusion Name|What It May Be Created As
Cloudkill |potion; contact: instantaneous
Feeblemind |potion; contact: delayed, imbibed
Mind Fog |potion; contact: delayed, imbibed
Overland Flight |item imbued; cloak
Slay Living |potion; contact; delayed[/table]
6th-Level Infusions
{table]Infusion Name|What It May Be Created As
Acid Fog |potion; contact: instantaneous
Delayed Blast Fireball |potion; contact: instantaneous
Disintegrate |potion; contact: delayed
Heal |potion; imbibed, salve
Eyebite |potion; contact: delayed
Harm |potion; contact: delayed
Incendiary Cloud |potion; contact: delayed
Ironwood |potion; salve
True Seeing |item imbued; goggles[/table]
Equipment Modifications List:
0-Level Equipment Modifications
- Automated Grappling Hook
Benefit: Can launch a grappling hook into the air. May use ranged attack bonus instead of use rope check to determine how high you can launch a grappling hook. Requires: heavy crossbow. Skill Requirements: Craft (bowyer).
- Flameless Lamp
Benefit: This lamp doesn't produce any flame. (Oil still required) Skill Requirements: Craft (alchemy).
- Folding Tent
Benefit: Neatly folds into a compact size within only 5 rounds. Improve: -1 round/+2 pts (min 1 round). Skill Requirements: Craft (clockwork).
- Padded Boots
Benefit: Add +1 bonus to Move Silently checks. Also increases AC vs. caltrops by 1. Improve: +1 check, +1 AC/2 pts. Skill Requirements: Craft (weaving) .
- Retracting/Extending Ladder
Benefit: Mechanically folds into an item the size of a small baton. Can extend to its full 10-ft. height with the push of a button. Improve: +5 ft./2 pts. Skill Requirements: Craft (clockwork).
- Retracting/Extending Pole
Benefit: Retracts to the size of a baton. Extends to its normal 10-ft. length. Interlocking hooks help to keep it in place. Improve: +5 ft./1pts. Skill Requirements: Craft (blacksmith)
- Slow-burn Oil
Benefit: These oils burn in a lantern for 24 hours. Requires: Oil. Skill Requirements: Craft (alchemy).
- Waterproofing
Benefit: The item is waterproof and will generally last 1 week of immersion before needing replacement. Skill Requirements: Craft (alchemy).
- Compass
Benefit: creates a small handheld device that constantly acts as if under the know direction spell. Skill Requirements: Craft (alchemy).
- Translator
Benefit: Creates a small device that can automatically translate two languages into each other. Improve: +1 language/+1pts. Skill Requirements: Craft (alchemy and clockwork).
1st-Level Equipment Modifications
- Auto Skeleton Key
Benefit: Utilizing mechanical precision, this device can open almost any lock. It provides a +4 bonus to Open Lock checks. This bonus supercedes that of a masterwork lockpick kit. Improve: +1 check/+3 pts. Requires: thief’s tools. Skill Requirements: Craft (clockwork).
- Modified Caltrops
Benefit: The caltrops are given tiny triangular pointed tips. They effectively have the wounding ability but the duration is only 5 rounds (after which bleeding manages to stop). Improve: +1 round duration/ + 4 pts. Skill Requirements: Craft (blacksmith).
- Catabow
Benefit: A crossbow becomes a vial and flask-hurling machine. A vial or flask may be loaded onto said crossbow and the distance where a ranged touch attack becomes ½ the distance of the crossbow’s range. Requires: crossbow. Skill Requirement: Craft (bowyer).
- Duct Tape
Benefit: A sticky substance on a cloth-like backing that can be used to hold ANYTHING together. For purposes of strength checks made against Duct Tape, it has an effective strength of 15. Requires: cloth (leather or any flexible material) strips. Skill Requirements: Craft (alchemy).
- Eye Gear
Benefit: These specially created glasses help to enhance the features of the surrounding terrain. This results in a +2 bonus to Spot, Search checks and Survival checks (when tracking). Improve: +2 checks/+4 pts. Requires: monocle, glasses/goggles. Skill Requirements: Craft (alchemy).
- Hooked
Benefits: Tiny little hooks along the weapon help to tear the flesh as the weapon is pulled away. The weapon does +1 damage. May be applied to one weapon or 20 pieces of ammunition. Improve: +1 damage/+5pts. Skill Requirements: Craft (weaponsmith).
- Bipod
Benefit: You mount a firearm or crossbow onto a bipod. The bipod gives the user a greater stability and greater accuracy. When using a bipod, a user receives an additional ½ their dexterity to hit and damage. If a user has precision damage, they may add half that damage to all attacks when using a bipod. Must be prone to use the bipod. Requires: crossbow or firearm. Skill Requirements: Craft (bowyer or clockwork/weaponsmith).
- Retraction
Benefit: Allows for polearm to be retracted, thus giving the weapon 5' (but not 10') reach. In the 5' reach form; it cannot be set to receive a charge. It is a move action to extend or retract the polearm. Requires: reach weapon. Skill Requirements: craft (weaponsmith).
- Scope
Benefit: Gives the user a +1 bonus to hit and damage with a ranged weapon. Improve: +1 to hit, +1 damage/15 pts. Requires: crossbow, bow or firearm. Skill Requirements: Craft (alchemy).
- Smoke Grenades
Benefit: When thrown it trails smoke from it’s trajectory, and detonates with smoke everywhere. Replicates a pyrotechnics spell (the smoke version). Skill Requirements: Craft (alchemy).
- Tower Shield Stand
Benefit: Tripod 'legs' extend as a move action from the base of the tower shield, allowing for it to be firmly planted in the ground and thus freeing the wielder for other activities (like firing a bow from behind the shield). Only applies AC bonus from attacks in a cone shape from the shield. Does now require proficiency in a tower shield to use. Skill Requirements: Craft (armorer).
- Buoyant
Benefit: Curved designs trap air, allowing a character to not suffer penalties to Swim checks when wearing armor. Often favored by sailors. Requires: Metal (plated) armor. Skill Requirements: Craft (armorer).
2nd-Level Equipment Modifications
- Itching Powder
Benefit: This white powder is stored in a sack that can be thrown as a grenade-like weapon (range 10ft). The target struck must make a Will save (DC 10 + 1/2 Inventor level + Int mod) or scratch themselves for 1d4+1 rounds. If affected they are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move (or move-equivalent action) per turn. A full water skin washes it off, requiring a full round action. Creates one dose. Skill Requirements: Craft (alchemy). Improve: +1 DC, +1 round/+6 pts, +1 dose/+3pts.
- Firearm
Benefit: A tinkerer harnesses the blasting power of black powder and uses it to fire projectiles in a high-velocity manor. A tinkerer’s firearm is a break-barrel, two-handed rifle that requires 2 full round actions to reload and has one barrel. A tinkerer’s rifle statistics are as follows:
Cost: - Dmg (m): 1d12 Critical: x3 Range: 90ft Weight: 10lbs Type: Piercing
A firearm may be constructed by exhausting a complete artisan’s kit (clockwork) and (weaponsmith). Scopes may be applied to the firearm. Only a tinkerer may use the firearm; and he always is donned a –2 penalty on attack rolls when using it. Once created, the tinkerer need not to invest infusion points each day to keep it working. Improve: +1 barrel/+5pts (max 2 barrels). Skill Requirements: Craft (weaponsmith and clockwork)
- Ammunition, Basic
Benefit: ammunition is the projectile a firearm uses. Usually constructed from stone or metal scraps. Creates 20 bullets. Improve: +10 bullets/+1pts. Skill Requirements: craft (blacksmith).
- Black Powder
Benefit: Black powder is the substance used for combustion in all firearms. Usually stored in a sack and very explosive. Creates 20 charges of black powder. Improve: +10 charges/+1pts. Skill Requirements: Craft (alchemy).
- Screechers
Benefit: The projectile has whistles in the shaft that, when airborne, create a fearsome, sonic, fear effect. Those within 30ft of the projectile’s trajectory must make a will save or be shaken for 1d4+1 rounds. Applied to 20 arrows/bolts or any other ten thrown, piercing weapons. Improve: Frightened/+10pts, panicked/+20pts. Skill Requirements: Craft (weaponsmith).
- Hand Guard
Benefit: Gives the character wielding the weapon a +1 armor bonus when using the combat expertise feat, fighting defensively, or taking a full defensive action. Skill Requirements: Craft (weaponsmith). Improve: +1 AC bonus as above/+5 pts.
3rd-Level Equipment Modifications
- Dynamite
Benefit: A capsule containing black powder with a wick at one end. Dynamite explodes in one round of lighting it, with such a high velocity and potent shockwave; it ignores the hardness of objects. A stick of dynamite deals 10d6 damage (half fire, half shackwave damage) (Ref save as per normal). May be loaded into a Catabow or thrown as a flask. Improve: +1d6/+2pts, +1 stick/+3 pts. Requires: Black powder (5 charges), cloth material. Skill Requirements: Craft (alchemy)
- Serrated Edges
Benefit: as hooked, but the weapon deals +2 points of damage. Improve: +2 damage/3pts. Skill Requirements: Craft (weaponsmith)
- Reinforced Spikes
Benefit: Spikes set to armor or shields now deal 1d8 (20/x3). Skill Requirements: Craft (weaponsmith)
- Extension
Benefit: Can be applied to any piercing reach weapon or halberd. Allows for an increased reach of 5'. It is a move action to extend/retract the weapon. Skill Requirements: Craft (weaponsmith)
- Scope, Improved
Benefit: Gives the user a +2 bonus to hit and damage with a ranged weapon. Improve: +2 to hit, +2 damage/15 pts. Requires: crossbow, bow. Skill Requirements: Craft (alchemy).
- Quickloader
Benefit: reloading a crossbow or firearm becomes easier and faster to reload. Reloading becomes one action less to reload (Full round action > Standard action > Move action > Free action). Stacks with rapid reload. Requires: crossbow, bow. Skill Requirements: Craft (bowyer)
- Weighted Weapon
Benefit: A melee weapon now does damage equal to the next die. May only be applied to one- or two-handed weapons. Adds +5 to the weight to a one-handed weapon and +10 to the weight of a two-handed weapon. Skill Requirements: Craft (weaponsmith).
4th-Level Equipment Modifications
- Grenades
Benefit: creates a stick of dynamite that explodes with 11d6 of damage and creates a pyrotechnics effect (which effect is decided upon creation). Improve: +1d6/+2pts, +1 stick/+4 pts. Requires: Dynamite. Skill Requirements: Craft (alchemy).
- Black Powder, Improved
Benefit: refines black powder into a more stable substance yet more explosive substance. Using improved black powder where black powder will suffice adds an additional 2d6 of damage and adds +2 to the dc to resist any effects along with it. When used in a firearm, it multiplies the distance by 1.5 and increases the damage by one die. Creates ¾’s the usual amount of black powder. Requires: black powder.
- Bolt-Action Rifle
Benefit: As Firearm, except now it holds a cartridge of 8 rounds before having to reload. Reloading is a full round action. Statistics are as follows:
Cost: - Dmg (m): 2d8 Critical: x3 Range: 120ft Weight: 10lbs Type: Piercing
Using a firearm still invokes a –2 penalty to hit, but now others may also use the gun at a –6 penalty. Once created, a tinkerer does not need to keep investing infusion points in it each day. Requires: Firearm, artisan’s kit (weaponsmith). Skill Requirements: Craft (weaponsmith, and clockwork).
- Hollow-Tipped Ammunition
Benefit: As basic ammunition, except the tip of the bullet is hollowed and breaks apart in the target’s body. Hollow-tipped ammunition doubles the threat range of a firearm. Stacks with improved critical. Creates 20 bullets. Improve: +10 bullets/+1pts. Skill Requirements: craft (blacksmith).

2007-12-17, 04:46 PM
THank you THIS is Great. Greatly Appreciated!

2007-12-17, 09:40 PM
You're very welcome! Is there anything you'd like to critique? Too Good/bad, over/underpowered? ANYTHING?!?! :smalltongue:

2007-12-17, 09:46 PM
For the record, somewhere on wizards' boards is the inspiration of this class, if I find the link, I'll post it asap.

You mean the Inventor (http://forums.gleemax.com/showthread.php?t=297060)? Man, that class is awesome, and so is the way you seem to have built upon its core concept by adding some of the mechanics from a spellcaster. I'll try and look over it as soon as I get some more time.

2007-12-17, 10:07 PM
Or this one. (http://forums.gleemax.com/wotc_archive/index.php/t-85156)