Pyrotech Tinkerer (3.5e Class)

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THIS CLASS IS UNDER CONSTRUCTION AND REFILLING INFORMATION. MORE INFORMATION TO COME

Making a Pyrotech Tinkerer[edit]

The Pyrotech Tinkerer is a person with immense knowledge on mechanical constructions and a strong focus on pyrotechnics and combustion. Finding a way to utilize their knowledge to create inventions that will allow them keep up with even the most powerful of mages. When you play with fire though, you might just get burned.

The Pyrotech Tinkerer is a class that excels in the mage role of a party offering utility as well as high caster damage with the strong advantage of not actually using magic, which makes this class perfect for non-magical campaigns as well as steampunk or construct based campaigns. Providing much needed utility and damage where you would normally not find magic casters or an alternative to other material component classes

Abilities: Intelligence and constitution are the two most needed stats needed to perform well with the Pyrotech Tinkerer class. Int being the focus of the class entirely you need to make checks to create the inventions used by the Pyrotech Tinkerer. The class is a pseudo battlemage class that can be in the middle of a fight while using damaging abilities that are on the same level as that of a Wizard or Sorcerer.

Races: The Pyrotech Tinkerer works best with races that focus on inventing as well as races that usually tend to shy away from magic such as Gnomes, Orc's, and tieflings

Alignment: No required alignment is needed but most Pyrotech Tinkerer's tend to avoid lawful alignment as the inventions may not be approved by most.

Starting Gold: DM's choice gp.

Starting Age: Complex as most who have the mental capability of working with metals, most commonly between the ages of 16-38.

Table: Pyrotech Tinkerer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Ignition Gauntlets, Flame Charge, Improved Unarmed Strike, Overheat
2nd +1 +2 +0 +2 Clever Fighter, Intelligent Craftsman
3rd +2 +3 +1 +3 Flame Charge +2
4th +3 +3 +1 +3 Ignition Gauntlets V2, Heat Sink
5th +3 +4 +1 +4 Flame Charge +2
6th +4 +4 +2 +4 Callus Skin
7th +5 +5 +2 +5 Flame Charge +2
8th +6/+1 +5 +2 +5 Ignition Gauntlets V3
9th +6/+1 +6 +3 +6 Flame Charge +2
10th +7/+2 +6 +3 +6 Swift Reload
11th +8/+3 +7 +3 +7 Flame Charge +2
12th +9/+4 +7 +4 +7 Callus Skin +1, Heat Sink 2d6, Ignition Gauntlets V4
13th +9/+4 +8 +4 +8 Flame Charge +2,
14th +10/+5 +8 +4 +8 Magazine
15th +11/+6/+1 +9 +5 +9 Flame Charge +2
16th +12/+7/+2 +9 +5 +9 Ignition Gauntlets V5
17th +12/+7/+2 +10 +5 +10 Flame Charge +2
18th +13/+8/+3 +10 +6 +10 Callus Skin +1, Twin Chamber
19th +14/+19/+4 +11 +6 +11 Flame Charge +2
20th +15/+10/+5 +11 +6 +11 Pryomasters Apex Gauntlets, Ignited Form

Class Skills (2 + Int modifier per level, ×4 at 1st level
The Pyrotech Tinkerer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge: Mechanical (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis)

Class Features[edit]

All of the following are class features of the Pyrotech Tinkerer.

Ignition Gauntlets: At first level the Pyrotech Tinkerer has created their Ignition Gauntlets. These gauntlets store an expendable resource called a Flame Charge. At first level the gauntlets hold 6 charges and will continue to gain an additional 2 charges every 2 levels in the Pyrotech Tinkerer class. To increase the charge slot, the Pyrotech Tinkerer must make an intelligence check with a dc of 11, every 2 levels (3, 5, 7, 9, 11, 13, 15, 17, 19). If they succeed in this check then they may add 2 charges to the gauntlets. If the player fails this check they may attempt again once a week. No more than 2 charges may be added every 2 levels. These Gauntlets will be used to cast the abilities of the Pyrotech Tinkerer. All abilities used by the Pyrotech Tinkerer cannot harm the one who used them (This does not prevent Overheat damage). For every 6 Flame Charges the Pyrotech Tinkerer uses within combat, the gauntlets will Overheat. These gauntlets are considered armor and not a weapon when equipped. While wearing the gauntlets the wearer is considered armed. The Pyrotech Tinkerer cannot use the gauntlets abilities while wielding any weapon or shield. V2 After experiencing all the world has to offer the Pyrotech Tinkerer realizes she may need more power to bring down the worlds more formidable foes. At 4th level you make a craft mechanical check DC 12 to upgrade your Ignition Gauntlets to a newer version, opening more powerful abilities to be cast. This functions in the same way as Ignition Gauntlets and does not change. You may now cast anything on the V2 section of the gauntlets ability list. See Table Below. At later levels you can upgrade your gauntlets further by making another Craft Mechanical check at levels 8, 12 and 16 for Ignition Gauntlets V3, Ignition Gauntlets V4, and Ignition Gauntlets V5 respectively. At level 8 the Craft DC to upgrade the Ignition Gauntlets V3 is 16, Ignition Gauntlets V4's craft mechanical DC would be 20, and Ignition Gauntlets V5's craft mechanical DC would be 24. If the Pyrotech Tinkerer would fail any of these checks they may attempt again in one weeks time with a +2 to their roll. Completing the respective checks allows them to use the respective abilities from the Table Below.

Flame Charge: Flame Charge's are an expendable resource that must be crafted by the Pyrotech Tinkerer by making an intelligence check with a DC 10. If successful then they will receive 6 flame charges. In order to attempt this check material components are required to create Flame Charges. 7 Potion Vials and 30 Oil (1-pint flask) (10 golds worth of crafting materials) are required to make an attempt to create flame charges. This can only be attempted if you have Masterwork Artisan's tools. Attempting to make flame charges does consume the material components, even upon failure. Using an Alchemist's Lab gives you a +1 to your check. Flame charges must be loaded into the gauntlets and do take a full round action to insert and reload the gauntlets. One reload round will fully restock the maximum amount of flame charges the gauntlets can hold. Once a flame charge is used, it is destroyed entirely and cannot be scavenged for materials

Overheat: If the Ignition Gauntlets overheat they will damage the player wearing them. After using 6 charges the wearer takes damage for 3 rounds. Overheat does 1 damage per stack of overheat. You can only have a maximum of 5 stacks of overheat. While the Ignition Gauntlets are overheated your unarmed attacks deals an additional 1d6 Fire damage for every stack of overheat (this damage is non-magical). This effect also stacks for each active overheat on the gauntlets. Gaining an additional stack of overheat extends overheats duration of overheat by 2 rounds. Once one stack of overheat ends, all stacks fall off as well. At 5 stacks of overheat you take an additional 1 damage for every 4 charges your gauntlets can hold for the entire duration of overheat.

Improved Unarmed Strike: Being the first to battle and not willing to go down just because you ran out of gas the Pyrotech Tinkerer has worked hard at becoming proficient in fighting without the use of the abilities that the gauntlets provide. At first level the Pyrotech Tinkerer gains Improved Unarmed Strike

Clever Fighter: Knowledge is power and in your case you can outsmart some of your enemies by predicting their movements. The Pyrotech Tinkerer may add her intelligence modifier to her attack rolls instead of her strength.

Intelligent Craftsman: Anytime an ability from the Ignition gauntlets would need a spellcraft check, instead it is a Craft Mechanical check. The DC for all abilities used by the Pyrotech Tinkerer is her total Craft Mechanical Skill.

Callus Skin: Starting at 6th level you have been through so many burns are cuts that you are able to shrug off a small bit of recurring pains. You take 1 less damage from your Overheat ability. This is not applied more times if you have multiple stacks of overheat. At levels 12 and 18 increase this amount by +1 each. (-2 overheat damage at level 12 and -3 overheat damage at level 18)

Swift Reload: After getting more accustomed to using your Gauntlets you can now swap in 6 Flame Charges at unmatched speeds. You may now load 6 Flame charges as a swift action once per day.

Heat Sink: Studying how your gauntlets dissipate their heat you found a way to put the brunt of the heat outwards at the cost of more heat time. Your Overheat ability now lasts for 5 rounds and deals an additional 1d6 points of non-magical flaming damage on your unarmed strikes for each stack of overheat you have. At level 12 this bonus flaming damage increases to 2d6/Stack of overheat.

Magazine: Finally figuring out a more proficient reload mechanism for your flame charges you are able to keep the spells going for a little bit longer. At 14th level, once per day when you use your last Flame Charge you may instantly reload all your charges at once. Any unused charges at the end of the turn you use this ability will expire and trigger a stack of Overheat.

Twin Chamber: After lots of hard work and determination you finally construct a twin chamber out of your gauntlets. You may cast 2 spells at the same time as a full round action. You may only use twin chamber once per day. Using twin chambers applies 2 stacks of Overheat after your cast. You can only use abilities from V5 or lower when using twin chambers

Pryomasters Apex Gauntlets: You completely understand the workings of your craftsmanship as well as how your flames and explosions will behave and perform. The Pyrotech Tinkerer must craft a wondrous item which will be a DC 38 Craft Mechanical check. This process requires a block of smelted silver 40 lbs (roughly 1920 silver pieces can be an equivalent) 25,000 gold, the hooves of a nightmare, the eyes of a hell hound, the horns of any demon and the tongue of a dragon. Making a craft attempt consumes all materials even if failed. This process takes one full week of crafting to create. If you succeed you craft the wondrous item called Pyromasters Apex Gauntlets. You may attempt this craft as many times as you would like so long as you have all of the materials. Materials cannot eschewed. Your gauntlets abilities no longer damage allies. Your gauntlets count as magical weapons for the sake of overcoming damage reduction. You gain access to Apex spells which can be cast once per day. All of your abilities used by your gauntlet completely incinerate your enemies (When a ability would take an enemy to 0 health they are completely turned to ash and cannot regenerate). Your gauntlets flames burn so hot they overcome fire resistance and deal half damage to anything immune to fire damage. These gauntlets are treated as a pair of +5 weapons that can be used with your unarmed attacks. Once per round, you can use any V1 ability as a swift action and it casts instantaneously

Ignited Form: Your overheat can now stack 10 times. At 10 stacks of overheat you gain Ignited form. While in Ignited Form your gauntlets shroud you in fire and you no longer take overheat damage. Your gauntlets radiate with heat damaging all units around you in a 5 reach dealing 2d6 fire damage per round, DC 15 fortitude save for half damage. While in Ignited Form you can use the flames from your gauntlets to fly (same as the Fly spell) and the combustion in your gauntlets creates such a powerful force that the pressure from a single punch while in this form travels via a pillar of flame and explosions, your unarmed attacks gain a 15 foot range. The moment you lose your overheat stacks you lose your ignited form.

Weapon and Armor Proficiency: Pyrotech Tinkerer's are proficient in the following: Simple Weapons. Medium Armor, Light Armor

Spells: Cannot cast spells through this class.

Ex-Pyrotech Tinkerer[edit]

If a Pyrotech Tinkerer ever loses or has their Ignition Gauntlets destroyed they must craft another one. It will cost 250 gold, 10 lbs of smelted silver (480 silver pieces can be equivalent), 10 Oil (1-pint flask), 4 vials, and a torch. This process does take about a week to complete but does not need a crafting check. She may make a craft mechanical check DC 18 to complete this process within 4 days rather than a week. Some abandon their gauntlets upon discovering magical abilities or not being happy with the destruction that fire can bring.