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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 01-08-2012, 11:44 AM   Top  -  End  -  #1
Mike_the_Mystic
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Default The Tinker [3.5, PEACH]

The Tinker
"I solve practical problems. For instance, how am I gonna stop some big, mean Mother Hubbard from tearing me a structurally superfluous new behind? The answer, use a gun. And if that don't work? Use more gun."

The forefront of scientific innovation in any society comes from the people who invent things. Perhaps it's the farmboy who doesn't want to keep picking up chicken eggs and assembled a contraption to do so for him, or the crazy alchemist who creates a serum-injector for all his self-testing needs. Or the innovative Renaissance man who creates flight using only a little bit of know-how and the supplies he has on hand. All of these people can be Tinkers. Tinkers are a diverse group of inventors who create various devices in order to better their lives, or end the lives of enemies. They are quick-thinking problem-solvers who get the job done right, even if it takes a convoluted machine in order to do it.

Hitdice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDevice LevelSchematics Known
1st
+0
+0
+2
+2
Bonus Feat, I can make that!, Prepared for Anything, Trapfinding1st
2
2nd
+1
+0
+3
+3
Wrench Mastery, One with the Machine1st
4
3rd
+2
+1
+3
+3
Construct Familiar, I can fix that!2nd
5
4th
+3
+1
+4
+4
Bonus Feat2nd
6
5th
+3
+1
+4
+4
Rapid Construction, Upgrade Familiar, Salvage Item3rd
7
6th
+4
+2
+5
+5
One with the Machine3rd
8
7th
+5
+2
+5
+5
Greater Wrench Mastery4th
10
8th
+6/+1
+2
+6
+6
Bonus Feat, Hack Construct4th
11
9th
+6/+1
+3
+6
+6
Upgrade Familiar4th
12
10th
+7/+2
+3
+7
+7
Swift Construction, One with the Machine5th
13
11th
+8/+3
+3
+7
+7
Improved Construct Familiar 5th
14
12th
+9/+4
+4
+8
+8
Bonus Feat6th
15
13th
+9/+4
+4
+8
+8
Upgrade Familiar6th
16
14th
+10/+5
+4
+9
+9
One with the Machine7th
17
15th
+11/+6/+1
+5
+9
+9
 7th
18
16th
+12/+7/+2
+5
+10
+10
Bonus Feat8th
20
17th
+12/+7/+2
+5
+10
+10
Upgrade Familiar8th
21
18th
+13/+8/+3
+6
+11
+11
One with the Machine8th
22
19th
+14/+9/+4
+6
+11
+11
 9th
23
20th
+15/+10/+5
+6
+12
+12
Bonus Feat, Homo Ex Machina9th
24

Skill Points at Level 1: ( 4 + Int Modifier x 4); Skill Points per Level: 4 + Int Modifier
Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Escape Artist, Forgery, Knowledge (Arcana), Knowledge (Engineering), Listen, Open Lock, Profession, Search, Spellcraft, Use Magic Device
Class Features
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Last edited by Mike_the_Mystic : 03-02-2013 at 12:14 AM.
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Old 01-08-2012, 11:46 AM   Top  -  End  -  #2
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Devices

Alchemy
School Specialization Bonus - Potioncraft: The Tinker gains a +2 competency bonus to Craft (Alchemy) checks, and all healing potions the tinker makes with craft (Alchemy) heal an additional 1d6 health/4 levels.
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Arcane
School Specialization Bonus – KABOOM!: The Tinker gains a +2 competency bonus to Spellcraft and Knowledge(Arcana) checks. In addition, every attack the Tinker makes that deals force or fire damage deals an additional 1d6 of the same type of damage/2 Levels (Minimum of 1d6 bonus damage).
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Clockwork
School Specialization Bonus – Construct Master: You gain a +2 competency bonus to Craft (Blacksmithing). In addition, you gain a pool of repairing energy equal to your Level + Intelligence Modifier. Each point represents 1d8 healing for any construct, but nothing else. As a standard action, you may spend repair points, up to ½ your level (Minimum 1), to repair one construct. The target must be touched in order for the healing to take place.
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Many thanks to Samm and Cadian 9th for the Clockwork Devices, you guys rock!!!
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Last edited by Mike_the_Mystic : 01-23-2012 at 12:39 AM.
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Old 01-08-2012, 11:47 AM   Top  -  End  -  #3
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Reserved for Feats, and Monsters

Brass Beetle
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Last edited by Mike_the_Mystic : 01-22-2012 at 07:40 PM.
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Old 01-08-2012, 11:48 AM   Top  -  End  -  #4
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Reserved for Prestige Classes
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Old 01-08-2012, 04:01 PM   Top  -  End  -  #5
Madara
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Default Re: The Tinker [3.5, PEACH]

It looks good, no empty levels, and I could see myself taking all of the class. Personally, I would like to be able to ride around in a mech. Maybe it would be a prestige class? Either way, I like how this is going.
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Old 01-08-2012, 05:11 PM   Top  -  End  -  #6
silphael
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Default Re: The Tinker [3.5, PEACH]

Maybe adding in the capstone that all "repair" spells are healing her?

However, I like it ^^
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Old 01-08-2012, 05:21 PM   Top  -  End  -  #7
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Quote:
Originally Posted by Madara View Post
It looks good, no empty levels, and I could see myself taking all of the class. Personally, I would like to be able to ride around in a mech. Maybe it would be a prestige class? Either way, I like how this is going.
I think I might be able to whip something like that, or perhaps powered armor, up after I'm done with spells and feats.

Quote:
Originally Posted by silphael View Post
Maybe adding in the capstone that all "repair" spells are healing her?

However, I like it ^^
I knew I forgot something from Homo Ex Machina, thanks for pointing that out.

And thank you both for your positive support.
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Old 01-08-2012, 06:02 PM   Top  -  End  -  #8
silphael
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Default Re: The Tinker [3.5, PEACH]

Beware, it might be a problem if he can heal himself at will with Make Whole...
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Old 01-08-2012, 06:05 PM   Top  -  End  -  #9
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

I added the Level 1 Device Schematics for the Alchemy School of Tinkering. After a while I'll add the level 1's for Arcane.

Aaaand added a "No Make Whole on yourself" clause on Homo ex Machina.
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Old 01-08-2012, 07:31 PM   Top  -  End  -  #10
silphael
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Default Re: The Tinker [3.5, PEACH]

"It might be": at level 20, being able to heal itself at will isn't such a big issue, I think. Maybe ton it down a little ("as you can't reach you everywhere, make whole heals you only for half"?)
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Old 01-08-2012, 07:45 PM   Top  -  End  -  #11
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Make whole is at-will though, so healing for half damage means that it's only going to take twice the time. I can fix that! Is only supposed to fix items anyway, not people.
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Old 01-09-2012, 12:03 AM   Top  -  End  -  #12
Tacitus
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Default Re: The Tinker [3.5, PEACH]

Uh, from Make Whole
Quote:
nor does it affect creatures (including constructs).
It doesn't heal you anyway. No clause needed.
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Old 01-09-2012, 02:17 AM   Top  -  End  -  #13
Mangles
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Default Re: The Tinker [3.5, PEACH]

The improved familiar ability reads as if you don't get an improved familiar at all, just a change in familiar type and a steep increase in HD price. May want to clarify that you get to choose from the improved familiar list. Hope you make some more devices.
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Old 01-09-2012, 03:40 AM   Top  -  End  -  #14
Cadian 9th
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Default Re: The Tinker [3.5, PEACH]

I'm liking it so far, but please add the clause " That could fit in your pocket " to the Prepared for Anything ability, 2 months from now. I'm having too much fun imagining pulling out meter wide sling stones and 8 meter long clubs from my top hat for my groups next campaign.
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Old 01-09-2012, 04:43 AM   Top  -  End  -  #15
Samm
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Default Re: The Tinker [3.5, PEACH]

Also, what about consumables with regard to the "Prepared for Anything". Trail rations cost 0.5gp IIRC, could I pull them out as a move action?

Edit: Now while pulling trail rations out for free is probably not broken, I'm sure there is something out there that for under 10gp that could conceivably break the game.

Edit 2: Upon consulting the rulebook I find Oil under 10gp. Now if I can pull this out infinitely... I could have a one hell of a fire...

Edit 3: Hit Dice? I can't seem to find where it's listed.
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Old 01-09-2012, 06:15 AM   Top  -  End  -  #16
Veklim
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Default Re: The Tinker [3.5, PEACH]

It's a small niggle, but under proficiencies you state that 'heavier armor does not hinder a Tinker in any way.' You may wish to reword this slightly, because as it reads, this means they suffer no check penalty. I'm guessing this wasn't the idea?!

Otherwise, interesting class, it's a bit like Artificer with FAR more flavour (a good thing in my books) but I'll reserve final judgement until I've read through fully.
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Old 01-09-2012, 11:11 AM   Top  -  End  -  #17
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Modified Prepared for anything to make the item tiny or smaller, and only a number of times per day equal to your intelligence modifier. Also modified the Improved Construct Familiar to clarify.

Thank you for your support!
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Old 01-09-2012, 06:06 PM   Top  -  End  -  #18
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Default Re: The Tinker [3.5, PEACH]

Quote:
Originally Posted by Mike_the_Mystic View Post
Modified Prepared for anything to make the item tiny or smaller, and only a number of times per day equal to your intelligence modifier.
Yeah that would be good fluffwise because he has to remember he has it to pull it out. The smarter you are, the more things you can remember that you have in your pockets.

Quote:
Originally Posted by Mike_the_Mystic View Post
Thank you for your support!
It's a really rad class and I can't wait for the Devices, me and Cadian may be getting together to brew some soon, so depending on this we may try to contribute. If that's okay with you of course.

How many schools (and if you could name them that would be cool) do you reckon there are and how many devices per device level is appropriate?

For me I could see the Tinker cobbling together bits and pieces to make shotguns, automatic weapons, sniper rifles etc. So perhaps I could create a weapon creation based school. Towards the end I reckon it should be infused with magic so you know, your shotguns now shoot flaming bullets, and your machine gun well, that shoots lightning as well as bullets.

If you weren't thinking of doing this already, or if you were and you'd be happy for me to contribute, I would be more than happy to contribute hopefully a number of devices to this school. I think it might be called mechanics, and it would have well... building cars and guns and traps all kinds of mechanical devices...
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Old 01-09-2012, 06:44 PM   Top  -  End  -  #19
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Oh most definitely I would be happy with you guys creating new schools of Devices. I've got a few swirling around in my head that I'm trying to perfect. Alchemical, Arcane, Clockwork and Steam and Necrolightning are the four I'd like to have as core Schools, but I hope to have that expand, and with your help I think it would be possible.
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Old 01-09-2012, 07:01 PM   Top  -  End  -  #20
Samm
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Default Re: The Tinker [3.5, PEACH]

Quote:
Originally Posted by Mike_the_Mystic View Post
Oh most definitely I would be happy with you guys creating new schools of Devices. I've got a few swirling around in my head that I'm trying to perfect. Alchemical, Arcane, Clockwork and Steam are the four I'd like to have as core Schools, but I hope to have that expand, and with your help I think it would be possible.
Well, Mechanics would probably overlap both Clockwork and Steam, so I'm going to have to come up something else. Perhaps Trickery? I'm thinking he builds machines that project illusions of ghosts, spray colours, produce decoy versions of one's self. Or perhaps that would overlap with Arcane too much.

You wouldn't mind if I suggested devices for them though?
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Old 01-09-2012, 07:26 PM   Top  -  End  -  #21
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Quote:
Originally Posted by Samm View Post
Well, Mechanics would probably overlap both Clockwork and Steam, so I'm going to have to come up something else. Perhaps Trickery? I'm thinking he builds machines that project illusions of ghosts, spray colours, produce decoy versions of one's self. Or perhaps that would overlap with Arcane too much.

You wouldn't mind if I suggested devices for them though?
Arcane is more Thermodynamics (Its specialization gives a bonus to Fire and Force damage), however steam will probably have some sort of projectile weapons. If you'd like you could make the Steam school. Also a school based off of holograms would be cool. A Lumination school?

Also, in order to learn a device schematic above the first level, you need to know at least two schematics of the previous level of the same school, which will be part of the device description for higher level schematics. For instance, a second level Alchemy schematic would require you to know two first level Alchemy Schematics before you can learn it.
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Old 01-09-2012, 11:18 PM   Top  -  End  -  #22
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Default Re: The Tinker [3.5, PEACH]

Added first level Arcane Devices.
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Old 01-10-2012, 04:12 AM   Top  -  End  -  #23
Cadian 9th
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Default Re: The Tinker [3.5, PEACH]

Quote:
Originally Posted by Mike_the_Mystic View Post
Modified Prepared for anything to make the item tiny or smaller, and only a number of times per day equal to your intelligence modifier. Also modified the Improved Construct Familiar to clarify.

Thank you for your support!
Oh, man, that's so racist to non-humanoid, non-medium sized characters. WHY YOU MAKE GAME BALANCED?

Honestly, though, I'd actually prefer it to be infinite. I mean, Int mod is like 2 or 3 early levels (when it matters) which hardly says " Prepared for Anything " Without the 8 meter clubs or infinite oil, it's pretty tame
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Old 01-10-2012, 06:27 AM   Top  -  End  -  #24
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Quote:
Originally Posted by Cadian 9th View Post
Oh, man, that's so racist to non-humanoid, non-medium sized characters. WHY YOU MAKE GAME BALANCED?

Honestly, though, I'd actually prefer it to be infinite. I mean, Int mod is like 2 or 3 early levels (when it matters) which hardly says " Prepared for Anything " Without the 8 meter clubs or infinite oil, it's pretty tame
True enough hehe.
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Old 01-13-2012, 06:40 PM   Top  -  End  -  #25
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Default Re: The Tinker [3.5, PEACH]

As I have a three day weekend, I will be able to add more Devices.
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Old 01-15-2012, 09:56 PM   Top  -  End  -  #26
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Added some fantastic clockwork devices created by Samm and Cadian 9th!
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Old 01-16-2012, 01:20 AM   Top  -  End  -  #27
Samm
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Default Re: The Tinker [3.5, PEACH]

No worries mate. If all goes to plan I may have some more coming along.
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Old 01-22-2012, 07:36 PM   Top  -  End  -  #28
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Default Re: The Tinker [3.5, PEACH]

Added the Iron Guardian device to the Clockwork Devices, as well as moved the monster stats to the Feats post, which is feats and monsters now.
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Old 01-23-2012, 01:36 AM   Top  -  End  -  #29
Samm
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Default Re: The Tinker [3.5, PEACH]

For the purposes of qualifying for item creation feats, do Tinker levels count as Caster Levels?
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Old 01-23-2012, 11:59 AM   Top  -  End  -  #30
Mike_the_Mystic
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Default Re: The Tinker [3.5, PEACH]

Yes they do, I should put that in the crunch.
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Ponified Diablo 3 Monk granted to me by Akrim.Elf, a thousand blessings be to her!

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