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Old 02-09-2012, 12:01 PM   Top  -  End  -  #1
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
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Default The Tinkerer [3.5 Base Class] (Incarnum...ish)

Is this your first time here? Take a look at the FAQ!

The FAQ
Spoiler


The Tinkerer


Image source
Gnomish tinkerer, not pleased due to artist interrupting his work.

The brilliant inventor, the mad scientist, the tinkerer sets out into the world armed with little but his mind and a pile of items no one else would have thought of as weapons.

Adventures
Tinkerers adventure for a variety of reasons. Some adventure to find new construction material, or to study the magical technology of exotic cultures. Some adventure simply for the sake of broadening their experience, for the ability to keep an open mind is an essential talent for tinkerers. But most of them adventure for the lure of testing and showing off their latest inventions.
Characteristics
Tinkerers tend to be perceived as brilliant but eccentric, having potential but not the focus to do much with it, or possessing an insight to accomplish the impossible but not the wisdom to foresee the consequences.
Alignment
Most tinkerers are chaotic, their haphazard approach not meshing well with most rigorous research procedures. Whether they use their inventions to improve the world or for personal gain varies from tinkerer to tinkerer, they are neither more good or evil than other members of their race.
Religion
Few tinkerers are particularly religious. Those who do tend to follow their racial deities. Tinkerers are usually not above using the power of holy symbols and other trinkets to power their gadgets, however.
Background
Tinkerers do not form guilds or institutions, most coming to their trade though apprenticeship with another tinkerer, or through solitary experimentation. Some are drop-outs from wizarding academies. Virtually all tinkerers come from urbanized societies, members of savage civilizations rarely take this approach to magic.
Races
Of all races, gnomes are most likely to become tinkerers, many of them possessing just the right combination of a keen mind and a propensity for mischief that allows a tinkerer to flourish. Humans, with their infinite variety and tendency to look for new solutions, naturally include a fair number of tinkerers among their ranks. Most surprisingly, a fair number of urban orcs take up the profession despite their limited mental gifts - their racial tolerance for bad ideas probably coming into play. Dwarves and elves usually regard tinkering as frivolous.
Other classes
Tinkerers usually get along fine with sorcerers and bards, who, in their own way, are just as naturally talented and undisciplined as tinkerers are. Wizards and clerics, on the other hand, usually scorn tinkerers, seeing in them wasted potential or useless dabblers. Rogues and fighters tend to appreciate the magic items the tinkerer can produce, and care less about how they do it. Barbarians most commonly regard them with superstitious fear.
Role
Tinkerers tend to be the fifth wheel in most adventuring parties. In a party with few fighting men, he may assemble gadgets that assist him in joining the melee, and in a party with few spellcasters, he may stand behind the front line and shoot fire at the enemy with some of his ranged gadgets. Most commonly of all, however, a tinkerer earns his keep by just bringing along (or creating on the spot) some tool that no one else thought would be useful that day.

Game Rule Information

Alignment
Any.

Hit Die
d6

LevelBase Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialGadgetsJuiceGadget
binds
1 +0 +0+0+2 Gadgets, Jury Rigger 210
2 +1 +0+0+3 Gadget Bind (Head) 321
3 +2 +1+1+3 Expanded Juice Capacity +1 331
4 +3 +1+1+4 Gadget Binds (Feet or Hands) 441
5 +3 +1+1+4 MacGyvering 1/day 451
6 +4 +2+2+5 Gadget Binds (Feet or Hands) 462
7 +5 +2+2+5 Magic Item Creation 572
8 +6/+1 +2+2+6 Gadget Binds (Arms, Face, or Shoulders)582
9 +6/+1 +3+3+6 Fix Anything 592
10+7/+2 +3+3+7 Gadget Binds (Arms, Face, or Shoulders)6103
11+8/+3 +3+3+7 MacGyvering 2/day 6113
12+9/+4 +4+4+8 Gadget Binds (Arms, Face, or Shoulders)6123
13+9/+4 +4+4+8 Dweomer Reassembly 7133
14+10/+5 +4+4+9 Gadget Binds (Neck, Waist, or Torso) 7144
15+11/+6/+1 +5+5+9 Expanded Juice Capacity +2 7164
16+12/+7/+2 +5+5+10Gadget Binds (Neck, Waist, or Torso) 8184
17+12/+7/+2 +5+5+10MacGyvering 3/day 8204
18+13/+8/+2 +6+6+11Gadget Binds (Neck, Waist, or Torso) 8225
19+14/+9/+3 +6+6+11Gadget Bind (Body) 9245
20+15/+10/+5 +6+6+12Nitro Injection 9265
Class Skills
The Tinkerer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Forgery (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha), and Use Rope (Dex).

Skill points at 1st level
(4+ Int modifier) x4
Skill points at each additional level
4+ Int modifier

Class Features

All of the following are class features of the Tinkerer.

Weapon and Armor Proficiency
Tinkerers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Gadgets
A tinkerer's primary ability is assembling various gadgets. You know and can assemble any gadget on the tinkerer's gadget list (see below). The Difficulty Class for a saving throw against a tinkerer's gadget is 10 + number of points of juice assigned to the gadget + your Intelligence modifier. Your tinkering level is equal to your tinkerer class level. A tinkerer can assemble only a certain number of gadgets per day. Your base daily allotment is given on the tinkerer class table.
The maximum number of gadgets that you can have simultaneously assembled is equal to your Constitution score minus 10 or the number of gadgets allowed for your level, whichever is lower. At 1st level, you can have two gadgets assembled at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can assemble an increasing number of gadgets.
At 1st level, you also gain access to a personal reservoir of juice, which can be assigned to your gadgets to increase their power. The size of your juice reservoir is shown on the tinkerer class table. Your character level, as noted on Table 2-1 in Magic of Incarnum, determines the maximum quantity of juice that you can assign to any single gadget. You can reallocate your juice assignments to your gadgets as a swift action (see Magic of Incarnum page 50).
A tinkerer must have a good night's rest and spend 1 hour toying with various tools and gizmos found in his tinkerer's toolbox (see below) to assemble his gadgets for the day (see Magic of Incarnum page 49). A tinkerer begins play with a tinkerer's toolbox.
Gadgets rely on the magical energies of the tinkerer's body to function. In the hands of anyone but the tinkerer who assembled it, a gadget is nothing but a nonmagical piece of junk.

Gadget Binds
Beginning at 2nd level, you can bind your gadgets to your magic item slots, granting you new powers based on the gadget and the magic item slot chosen. Binding a gadget to a magic item slot makes the gadget count as a magic item occupying the slot, so that you cannot also benefit from a "true" magic item worn on that body slot.
The number of gadget binds that you can have active at any one time depends on your tinkerer class level (see the Gadget Binds column on the tinkerer class table).
At 2nd level, you can bind a gadget to your head slot.
At 4th level, you can bind gadgets to your feet or hands slots (choose one). At 6th level, you can bind gadgets to the slot not chosen at 4th level.
At 8th level, you can bind gadgets to your arms, face, or shoulders slots. At 10th level and again at 12th level, you can bind gadgets to one of the slots not chosen at 8th level.
At 14th level, you can bind gadgets to your neck, waist or torso slots. At 16th level and again at 18th level, you can bind gadgets to one of the slots not chosen at 8th level.
At 19th level you can bind a gadget to your body slot.
For more information on gadget binds, see page 51 of Magic of Incarnum.

Expanded Juice Capacity (Ex)
At 3rd level and again at 15th level, the juice capacity of your gadgets increases by 1, superseding the number on Table 2-1 in Magic of Incarnum. This only applies to gadgets, not to feats, class features, or other abilities that allow juice assignment.

Jury Rigger (Ex)
Crafting under a time pressure is not an inconvenience for a tinkerer, it is a fact of life that he must learn how to deal with early in his career. When determining how much time and money item takes to create an item using the Craft skill, measure your progress using gold pieces rather than silver pieces. If you measure your progress by the day, measure your progress in silver pieces instead of by copper pieces. In addition, you never take a penalty on craft checks for not having the appropriate tools for a task at hand.

MacGyvering (Su)
Starting at 5th level, once per day you can disassemble one of your assembled gadgets and immediately assemble another it its place. This process requires a full-round action that provokes attacks of opportunity. The gadget you assemble is not bound to an item slot, even if the one you unassembled was. You can use this ability twice per day at 11th level and three times per day at 17th.

Magic Item Creation (Su)
Starting at 7th level, a tinkerer has the ability to craft real magic items despite not having any spellcasting of his own. He uses his tinkerer class level as his caster level for all purposes relating to magic item creation, including the qualification for item creation feats. He can substitute a Use Magic Device check (DC 20 + spell level) in place of a required spell he doesn't know or can't cast (roll for each spell if the item requires more than one). If the check succeeds, the tinkerer can create the item as if he had cast the required spell. If he fails, he expends no gold or XP, he simply can not make the item. He can not retry the check until he gains another rank in Use Magic Device. You can not use the Use Magic Device skill to meet item creation requirements other than spell requirements.

Fix Anything (Ex)
Starting at 9th level, a tinkerer gains the ability to restore magical items that have been physically broken or sundered, provided that all its pieces are present (items that have been burned to ash, disintegrated, ground to powder, melted, or vaporized are beyond repair) and that the item's magical properties were not destroyed directly. To do so, he repairs the item as normal, using the Craft skill. This usually requires the expenditure of resources costing one-fifth of the base item's base cost (for most wondrous items, this cost must be estimated. It is rarely more than 100GP or so.). When the repairs are complete, the magic item is restored to full function. This ability can never restore the number of spent charges from an item, spent single-use items, or destroyed artifacts.

Dweomer Reassembly (Su)
Starting at 13th level, a tinkerer can use his Fix Anything class feature to restore even items that have specifically had its magical properties removed, such as due to a Mordenkainen's Disjuntion spell or a Nightwing's magic draining attack. However, to do so, he must expend a number of points of experience equal to the number required to craft the item in the first place. This process requires one full day of work, in addition to whatever time may be needed to physically restore the item. Even this ability can never restore the number of spent charges from an item, spent single-use items, or destroyed artifacts.

Nitro Injection (Su)
At 20th level, you gain the ability to flood your gadgets with juice for a brief period of time. As a free action that does not provoke attacks of opportunity, you can increase the amount of juice assigned to each of the gadgets you have currently assembled to the maximum capacity of that gadget. This total will be greater than the amount of juice normally available to you. This ability lasts for a number of rounds equal to 3 + your Intelligence modifier.

Starting Gold
3d4x10 gp (75gp)
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Last edited by Ernir : 06-21-2012 at 10:17 AM.
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Old 02-09-2012, 12:03 PM   Top  -  End  -  #2
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

The Gadgets

Air Pressure Cannon
Spoiler

Ablative Armor
Spoiler

Blood Revitalizer
Spoiler

Camouflage Cloak
Spoiler

Electromagnet
Spoiler

Flame Thrower
Spoiler

Jetpack
Spoiler

Liquid Gas Pump
Spoiler

Magnifying Glass
Spoiler

Miner's Helmet
Spoiler

Nanobot Injection
Spoiler

Omnisuit
Spoiler

Personal Teleporter
Spoiler

Plasma Cannon
Spoiler

Power Gloves
Spoiler

Power Tools
Spoiler

Propeller Boots
Spoiler

Rocket Boots
Spoiler

Rope Launcher
Spoiler

Sniper's Scope
Spoiler

Springing Shoes
Spoiler

Steam Jackboots
Spoiler

Steam Wrench
Spoiler

Steamsaw
Spoiler

Suction Cups
Spoiler

Teargas Launcher
Spoiler

Temporal Accelerator
Spoiler

Tinfoil Hat
Spoiler

Tinkerer's Weapon
Spoiler

Traveler's Companion
Spoiler

White Noise Generator
Spoiler

Wonderworker's Tools
Spoiler


Miscellaneous

Tinkerer's toolbox
A tinkerer's toolbox contains all the tools and materials a tinkerer needs in order to assemble his gadgets for the day.
Cost: 15 gp
Weight: 20 lb.

Feats

Double Chop
You have spent long hours chopping things up with your Steamsaw, and are now as capable of swinging it in combat as easily as any other weapon.
Prerequisites: Ability to assemble a Steamsaw, Steamsaw Mastery.
Benefit: When you assemble your Steamsaw, you gain two saws rather than one. You also gain the ability to wield a Steamsaw as a one-handed weapon, and when wielding a Steamsaw in each hand, you take penalties as if you were wielding a light weapon in your off hand and had the Two-weapon Fighting feat.
Normal: Assembling a Steamsaw only gives you one saw, and saws are considered two-handed weapons.
Special: You qualify for the Greater Two-weapon Fighting and Improved Two-weapon Fighting feats as if you possessed the Two-weapon Fighting feat and the requisite dexterity score. You must still meet the feats' Base Attack Bonus requirements.

Mecha Suit
You can construct a Mecha Suit, a wondrous construct you pilot to augment your own physical capabilities.
Prerequisites: Tinkerer level 5th.
Benefit: You can construct a Mecha Suit. Also, once per day, you can assign juice to this feat, which increases the power of your Mecha Suit. Once the amount of juice assigned is chosen, it cannot be altered and remains assigned for 24 hours. See the Mecha Suit creature description for further information.

Plasma Cohesion Amplifier
Your bolts of plasma retain a higher degree of their paraelemental properties until the point of impact.
Prerequisites: Ability to assemble a Plasma Cannon, character level 8th.
Benefit: Your Plasma Cannon deals 2d6 points of additional damage per point of juice assigned to it.
Normal: Every point of juice you assign to the Plasma Cannon increases its damage by 1d6 points.

Steamsaw Mastery
You have spent long hours chopping things up with your Steamsaw, and are now as capable of swinging it in combat as easily as any other weapon.
Prerequisite: Ability to assemble a Steamsaw.
Benefit: You can attack with your Steamsaw as if it were a normal weapon, either making a single attack as a standard action, or a full attack as a full-round action.
Normal: Making a single attack with a Steamsaw is always a full-round action.
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Last edited by Ernir : 06-21-2012 at 10:03 AM.
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Old 02-09-2012, 12:05 PM   Top  -  End  -  #3
Ernir
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Join Date: Jan 2009
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Mecha Suit

Mecha Suits are humanoid-shaped, steam-powered constructs created by tinkerers with the Mecha Suit feat. Each mecha suit has a central compartment from which it can be piloted. Their precise appearance varies greatly, depending on the style and whims of their creators.

A Mecha Suit is entirely mindless, and has no intelligence score. Without a pilot, it takes no actions, not even to prevent its own destruction.

Mecha suits are considered its creator's special companion with respect to the Share Soulmeld feat.

A medium-sized mecha suit weighs about 200 pounds, a large one about 1600 pounds, and a huge one about 12800 pounds.

Constructing a Mecha Suit

The initial construction of a Mecha Suit takes one week of work, and access to a workshop or other appropriate construction site. Reconstructing a Mecha Suit that has been destroyed takes one day of work, assuming the parts are accessible. If the parts are not accessible, it must be constructed anew. Constructing a Mecha Suit while another suit by the same creator is still active renders the previous Mecha Suit inert and unusable.

Each Mecha Suit may come with addons, of a number and type depending on the amount of juice the creator has assigned to his Mecha Suit feat (see the table, below). The creator can always substitute two choices from a lesser menu for one of its given addons.
Juice
Assigned
Number of Addons
0None
1One from menu A
2One from menu B
3One from menu C
4Two from menu C
5+Two from menu C, one from menu B
Multiple selections of the same menu do not stack unless the addon specifically notes that stacking is allowed. After a Mecha Suit's assembly, its addon selection can be reconfigured by its creator whenever he reassigns juice to his Mecha Suit feat.

Addon Menu A

Spoiler


Addon Menu B

Spoiler


Addon Menu C

Spoiler


Piloting a Mecha Suit

The Ride skill can be used to Pilot a Mecha Suit, as if it were a combat-trained creature. However, the unusual methods by which the Mecha Suit is controlled enforces some changes to how mounted combat is conducted.
  • The Guide with Knees option is not accessible. The pilot must maintain at least one hand on the controls at all times.
  • You automatically succeed on all Ride checks to stay in the saddle.
  • If you are knocked unconscious, you do not fall out of the Mecha Suit. Without you to guide it, the Mecha Suit takes no actions.
  • You can not use a Mecha Suit for cover (however, see the Pilot Shield addon, above).
  • You can command your Mecha Suit to use the Climb skill with a DC 15 ride check. This usage does not take an action, it is part of the Mecha Suit's movement.
  • A Mecha Suit can not be Spurred.
  • Epic usages of the Ride skill are not available when piloting Mecha Suits.

Since the pilot enters the Mecha Suit to control it, no saddle or other implements used for traditional riding are required (or beneficial). Any creature other than the creator attempting to pilot the Mecha Suit takes a -20 penalty on all ride checks involved. A mecha suit can be piloted only by a creature of its own size or smaller.
The piloting compartment of a Mecha Suit is not closed, and offers no protection from attacks or the environment unless otherwise noted by an addon.

Otherwise, piloting a Mecha suit functions as described under the Ride skill and the Mounted Combat special combat option.

Combat
A Mecha Suit serves as a powerful addition to its pilot's physical abilities in combat. While less nimble than traditional mounts, Mecha Suits possess prodigious strength and resilience. Due to their humanoid shape, most tinkerers outfit their Mecha Suits with weapons.

Construct Traits
A Mecha Suit has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired.

Magic Item Restrictions
Like other creatures, Mecha Suits can be outfitted with magic items, but their shape and size imposes a harsh limit on what kind of items they can wear. Mecha Suits have the Hands, Feet, Shoulders, and Waist slots available to use, items requiring other slots fail to work even if they could be feasibly attached. Mecha Suits can never activate magic items. A Mecha Suit can not wear armor, although its armor plating can be enhanced as magic armor can.

Powered Resistance (Su)
A Mecha Suit gains an insight bonus on saving throws equal to the number of points of Juice its creator has assigned to his Mecha Suit feat.

Slam Attack
A medium-sized Mecha Suit has a single slam attack, dealing 1d6 points of damage. A large Mecha Suit has two slam attacks, each dealing 1d8 points of damage. A huge Mecha Suit has two slam attacks, each dealing 2d6 points of damage. A Mecha Suit can use its slam attack even when both of its hands are full.
A Mecha suit with only one slam attack adds its Strength modifier × 1½ to its damage, while a Mecha Suit with two or more slam attacks adds only its Strength modifier. A Mecha Suit's slam attack is considered a primary natural attack.

Skill Restrictions
Although their mechanical parts are not harmed by water or other liquids, a Mecha Suit can not Swim, always sinking like a rock. It can walk along the bottom of most bodies of water at half speed.
The pistons and steam engine of a Mecha Suit create significant amounts of noise, and they take a -4 penalty on all move silently checks.

Mecha Suit Statistics by Tinkering Level
Tinkering
level
SizeHit DiceStrDexConIntWisChaBase Attack/
Grapple
AttackFort
Save
Ref
Save
Will
Save
SpeedAC
5-6 M3d10+20 2115--1110+2/+7 +7 +1+3+120'20 (+2 Dex, +8 armor), touch 12, flat-footed 18
7-8 M5d10+20 2515--1110+3/+10 +10+1+3+130'22 (+2 Dex, +10 armor), touch 12, flat-footed 20
9-10 L7d10+30 2913--1110+5/+18 +13+2+3+240'23 (+1 Dex, +13 armor, -1 size), touch 10, flat-footed 22
11-12 L10d10+30 3313--1110+7/+22 +17+3+4+340'25 (+1 Dex, +15 armor, -1 size), touch 10, flat-footed 24
13-14 L13d10+30 3513--1110+9/+25 +20+4+5+440'27 (+1 Dex, +17 armor, -1 size), touch 10, flat-footed 26
15-16 L16d10+30 3913--1110+12/+30+25+5+6+540'29 (+1 Dex, +19 armor, -1 size), touch 10, flat-footed 28
17+ H19d10+40 4311--1110+14/+38+28+6+6+650'33 (+25 armor, -2 size), touch 8, flat-footed 33

Author's Notes

June 21st, 2012
Mecha suits added, BAB increased to medium.

February 21st, 2012
SRD links and splatbook page references added, the Magnefying Glass, Rope Launcher, and Steamsaw gadgets added, as well as the Steamsaw feats.

February 20th, 2012
Plasma Cannon nerfed from 2d6/Juice to 1d6/Juice, and the Plasma Cohesion Amplifier feat added instead. Picture added.

February 9th, 2012
Well, this is finally up.

I wrote most of this last summer. Found it on the hard drive again a few days ago, finished the fluff, wrote a couple more gadgets... and here it is.

Ta-da!

Peach?
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Last edited by Ernir : 06-21-2012 at 10:20 AM.
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Old 02-19-2012, 10:23 PM   Top  -  End  -  #4
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Bump for the new feat and image. If someone knows of a picture that isn't from World of Warcraft, of all things, I'd be happy to replace it.

Also, umm... Peach, anyone?
Borked concept? Broken/Infinite Loops? And last but not least, is this hard to understand?
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Old 02-20-2012, 12:12 AM   Top  -  End  -  #5
The Underlord
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

It seems pretty good at a glance though a few thingd you might want to note
1. If the Shape Soulmeld feat can be taken to gain gadgets
3. Do sources that increase essentia increase juice?
4. Do feats that unlock chakra binds unlock gadget binds
In essence, you should clearly write that the difference is purely flavor, or which seperations you want and don't want.
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Old 02-20-2012, 01:17 PM   Top  -  End  -  #6
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Quote:
Originally Posted by The Underlord View Post
It seems pretty good at a glance though a few thingd you might want to note
1. If the Shape Soulmeld feat can be taken to gain gadgets
3. Do sources that increase essentia increase juice?
4. Do feats that unlock chakra binds unlock gadget binds
In essence, you should clearly write that the difference is purely flavor, or which seperations you want and don't want.
Probably a good thing to spell it out, yes. The only thing I said was "Tinkerers qualify for incarnum prestige classes and can take incarnum feats just as any other meldshaper can.", which doesn't really cover the whole thing.

Added your questions to the FAQ. Thanks.
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Old 02-20-2012, 03:00 PM   Top  -  End  -  #7
Draz74
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Wow. I haven't had time to read through most of the various Gadgets yet, but I want to say, this is a brilliant concept, and I'd adopt it in a heartbeat if someone I was DMing said they wanted to play an Artificer. (Since I really wouldn't want to deal with the bookkeeping or the balance issues of an Artificer.)

EDIT: Perhaps some bonus Item Creation feats wouldn't be a bad idea, once the Item Creation class features start coming online? Not as many as the Artificer, and mostly sticking to feats that wouldn't be worth taking on their own anyway? (Perhaps Brew Potion, Scribe Scroll, Craft Wand, and Forge Ring?) Because Incarnum classes tend to be pretty feat-starved anyway, and it would be a shame for those class features to be totally wasted just because of a dearth of feats.

EDIT 2: Also, in case you hadn't noticed, the first two posts of this thread are a double-post. Somewhat jarring.
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Old 02-20-2012, 03:47 PM   Top  -  End  -  #8
Mulletmanalive
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

This and Garryl's Metroid as Incarnum project [i forget where that's posted] are both excellent, though when a new rule system is introduced, it's always preferable to spell out what a given spell effect does, rather than referring folks to spells that are here there and everywhere...

Pet peeve.

How about a feat that allows you to alter your gadgets into a "vehicle" basically allowing you to build a helecopter out of rotor boots, a plasma cannon and something else and then cruise around with your cohorts firing out of the hatches?

You could really do with more [Body] binds, given that it's basically the capstone, though i can't come up with any right this second, though perhaps one of them, maybe the armour thing, could become an http://www.d20srd.org/srd/magicItems...ratusoftheCrab
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Old 02-20-2012, 11:11 PM   Top  -  End  -  #9
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Quote:
Originally Posted by Draz74 View Post
Wow. I haven't had time to read through most of the various Gadgets yet, but I want to say, this is a brilliant concept, and I'd adopt it in a heartbeat if someone I was DMing said they wanted to play an Artificer. (Since I really wouldn't want to deal with the bookkeeping or the balance issues of an Artificer.)
Nice to hear.

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Originally Posted by Draz74 View Post
EDIT: Perhaps some bonus Item Creation feats wouldn't be a bad idea, once the Item Creation class features start coming online? Not as many as the Artificer, and mostly sticking to feats that wouldn't be worth taking on their own anyway? (Perhaps Brew Potion, Scribe Scroll, Craft Wand, and Forge Ring?) Because Incarnum classes tend to be pretty feat-starved anyway, and it would be a shame for those class features to be totally wasted just because of a dearth of feats.
Maybe.

Thing is, I've been comparing it to the Incarnate (soulmelds) and the Warlock (item creation), and even though those classes aren't exactly the strongest, I don't want to get too far ahead of them either.

Has anyone here created a crafting Warlock? How did you deal with the feat issue?
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EDIT 2: Also, in case you hadn't noticed, the first two posts of this thread are a double-post. Somewhat jarring.
Woah! That's one impressive screw-up.

Fix't.
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Originally Posted by Mulletmanalive View Post
This and Garryl's Metroid as Incarnum project [i forget where that's posted] are both excellent, though when a new rule system is introduced, it's always preferable to spell out what a given spell effect does, rather than referring folks to spells that are here there and everywhere...

Pet peeve.
Well, I can't go and copy stuff like Flesh to Ice, but you're right, I could make this more accessible. SRD links where they are possible, and page references where they aren't.
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How about a feat that allows you to alter your gadgets into a "vehicle" basically allowing you to build a helecopter out of rotor boots, a plasma cannon and something else and then cruise around with your cohorts firing out of the hatches?
I've been thinking about just the same thing. Airships, steam tanks, and oversized battle suits should all be appropriate for a character/class like this, but I've been stuck on the implementation. =/
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You could really do with more [Body] binds, given that it's basically the capstone, though i can't come up with any right this second, though perhaps one of them, maybe the armour thing, could become an http://www.d20srd.org/srd/magicItems...ratusoftheCrab
I could do with more of all the high level binds. My current count is as follows:

Head Binds: 5
Feet Binds: 6
Hand Binds: 5
Arms Binds: 3
Face Binds: 4
Shoulders Binds: 5
Waist Binds: 3
Neck Binds: 3
Torso Binds: 3
Body Binds: 3
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Old 02-21-2012, 02:14 AM   Top  -  End  -  #10
Tacitus
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

I think the implementation of airships or other gadgets that are not attached to the character would be better suited for a PrC, with the airship/mecha/whatever acting as a sort of familiar, based around perhaps a sentient "Steam Core" (psicrystal? soulspark familiar?) that is pretty much just a useless ball until you share gadgets (a la Share Soulmeld) with it to do cool things.

This concept is something I've thought about for quite some time, and I've even used the Incarnate as a basis for a modern-ish-D&D superhero in a game that didn't get too terribly far here on Giants.

Also, search and disable device, but no class feature or gadget for Trapfinding?
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Old 02-21-2012, 07:39 AM   Top  -  End  -  #11
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

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Originally Posted by Tacitus View Post
I think the implementation of airships or other gadgets that are not attached to the character would be better suited for a PrC, with the airship/mecha/whatever acting as a sort of familiar, based around perhaps a sentient "Steam Core" (psicrystal? soulspark familiar?) that is pretty much just a useless ball until you share gadgets (a la Share Soulmeld) with it to do cool things.

This concept is something I've thought about for quite some time, and I've even used the Incarnate as a basis for a modern-ish-D&D superhero in a game that didn't get too terribly far here on Giants.
Prestige class. Excellent idea.

Also, the external apparatus being an actual creature opens up interesting possibilities - like buffing it.

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Also, search and disable device, but no class feature or gadget for Trapfinding?
Riiight. Theft Gloves. That was the Soulmeld I meant to rip off.
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Old 02-21-2012, 04:33 PM   Top  -  End  -  #12
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

SRD links and page references have been added.

Also, three new gadgets. The Magnefying Glass, the Rope Launcher, and the Steamsaw.

The mental image I have of the last one is really cool. I hope I got it across.
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Old 02-21-2012, 05:00 PM   Top  -  End  -  #13
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

was just thinking of doing a artificer revamp similler to this(still going to, but will make a point to seperate it...)

this looks like silly amounts of fun!
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Old 02-22-2012, 04:48 PM   Top  -  End  -  #14
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

OMG this is awesome. "Macgyvering" may be the best class feature ever named.

A couple of random thoughts in no particular order:
  • This looks to me like your actual damage-dealing options are mostly weapon-based. I think 3/4 BAB may make it much more playable.
  • Airships, tanks, etc. could easily be replicated by basing their stats on a druid's animal companion and then fluffing to taste. Pick a gadget bind for it to occupy - probably head or face so it's not too high-level- and then adding Juice could increase your effective level (i.e effective druid level = (tinkerer level -4 + Juice invested)). Basing autonomous gadgets on an animal companion's stats gives a cheap and easy out for balancing the gadget well (you don't want first-level characters with a Sherman tank or a 200' zeppelin with perma-flight). Make a feat or something to add to your effective companion/automaton/droid/whatchacallit level if you want to specialize.
  • I'd like to see something that somehow powers up alchemical items, like making oil flasks/alchemist's fire into supercharged Molotov cocktails, tanglefoot bags into Solid Fog, smokesticks into Stinking Clouds, thunderstones into Deafness, etc. The increased power would be balanced against the fact that they're consumable ammunition.
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Old 02-23-2012, 02:30 PM   Top  -  End  -  #15
Draz74
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

IMO, just because Incarnate 'melds never gave Hide/Move Silently bonuses, and just because Totemist skill-boosting 'melds had to deal with that annoying nerf of granting [competence] bonuses instead of [insight] bonuses, does not mean that new 'melds can't give good bonus types to Hide/Move Silently. I vote for an upgrade to the Camouflage Cloak, so that a Tinkerer can actually be good at stealth if it tries to be.
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Old 02-24-2012, 12:55 AM   Top  -  End  -  #16
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Quote:
Originally Posted by bobthe6th View Post
was just thinking of doing a artificer revamp similler to this(still going to, but will make a point to seperate it...)

this looks like silly amounts of fun!
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Originally Posted by peterpaulrubens View Post
OMG this is awesome. "Macgyvering" may be the best class feature ever named.
TY

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Originally Posted by peterpaulrubens View Post
This looks to me like your actual damage-dealing options are mostly weapon-based. I think 3/4 BAB may make it much more playable.
I based a whole lot of this on the Incarnate, and that one does... okay with his 1/2 BAB.
Maybe I should just accept that the Incarnate isn't a huge powerhouse, and give him his 3/4 BAB?
Quote:
Originally Posted by peterpaulrubens View Post
Airships, tanks, etc. could easily be replicated by basing their stats on a druid's animal companion and then fluffing to taste. Pick a gadget bind for it to occupy - probably head or face so it's not too high-level- and then adding Juice could increase your effective level (i.e effective druid level = (tinkerer level -4 + Juice invested)). Basing autonomous gadgets on an animal companion's stats gives a cheap and easy out for balancing the gadget well (you don't want first-level characters with a Sherman tank or a 200' zeppelin with perma-flight). Make a feat or something to add to your effective companion/automaton/droid/whatchacallit level if you want to specialize.
Huh.

I have been working on a feat to give Tinkerers a mecha suit based on the Astral Construct stats, but I hadn't thought of involving juice.

You'll see juice-powered mecha suits soon.
Quote:
Originally Posted by peterpaulrubens View Post
I'd like to see something that somehow powers up alchemical items, like making oil flasks/alchemist's fire into supercharged Molotov cocktails, tanglefoot bags into Solid Fog, smokesticks into Stinking Clouds, thunderstones into Deafness, etc. The increased power would be balanced against the fact that they're consumable ammunition.
Ooo, cool idea. Will do it.
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Originally Posted by Draz74 View Post
IMO, just because Incarnate 'melds never gave Hide/Move Silently bonuses, and just because Totemist skill-boosting 'melds had to deal with that annoying nerf of granting [competence] bonuses instead of [insight] bonuses, does not mean that new 'melds can't give good bonus types to Hide/Move Silently. I vote for an upgrade to the Camouflage Cloak, so that a Tinkerer can actually be good at stealth if it tries to be.
Heh. I was just copying that one Totemist soulmeld, didn't give it much thought, TBH.
You think it should be insight? You got it.
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Old 06-21-2012, 10:20 AM   Top  -  End  -  #17
Ernir
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Default Re: The Tinkerer [3.5 Base Class] (Incarnum...ish)

Bump for update.

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You'll see juice-powered mecha suits soon.
Now that was a big fat lie.

Regardless, they are here. Beware, big fat ripoff from Astral Constructs!

Also, medium BAB.
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