User talk:Master K

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This is from the World of Warcraft RPG, second edition. It's being distributed under the OGL, etc.

Description: Tinkers are among the smartest of the adventurers setting out to explore and conquer Azeroth. The creators of incredible inventions from steam saws to siege engines, their devices allow them to overcome nearly any situation — and if they don’t have the device they need, they just might be able to design and create a new one on the spot. Tinkers have a reputation for being dangerous companions, born mainly of reckless goblins experimenting with explosives. However, the true heart of the tinker profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkers begin to spread to all the races of Azeroth, the idea of the “typical tinker” may continue to change, but inventiveness and intelligence will always be an important part.

Races: Tinkers are most commonly found among the dwarves, gnomes and goblins. With their general disinterest in technology, night elves, orcs and tauren are the least likely to be tinkers.

Alignment: Any.

Affiliation: Any.

Abilities: Tinkers favor Intellect in order to freely develop their skills, the better to design, build and operate their inventions. As tinkers often try to dance around the periphery of combat rather than dive into the middle of the fray, Agility is favored as well.

Hit Die: d6.

Game Rule Information[edit]

Table: Tinker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Bonus Feat
2nd +1 +0 +3 +3 Packrat Scavenge
3rd +2 +1 +3 +3 Cobble 1/week
4th +3 +1 +4 +4 Bomb Bouncing, Evasion
5th +3 +1 +4 +4 Bonus Feat, Coolness under fire 1/day
6th +4 +2 +5 +5 Energy Resistance 5
7th +5 +2 +5 +5 Coolness Under Fire 2/day
8th +6/+1 +2 +6 +6 Cobble 2/week
9th +6/+1 +3 +6 +6 Coolness Under Fire 3/day
10th +7/+2 +3 +7 +7 Bonus Feat
11th +8/+3 +3 +7 +7 Coolness Under Fire 4/day
12th +9/+4 +4 +8 +8 Energy Resistance 10
13th +9/+4 +4 +8 +8 Cobble 3/week, Coolness Under Fire 4/day
14th +10/+5 +4 +9 +9 Rage Dice +7d6, Improved Evasion
15th +11/+6/+1 +5 +9 +9 Bonus Feat, Coolness Under Fire 6/day
16th +12/+7/+2 +5 +10 +10 Energy Resistance 15
17th +12/+7/+2 +5 +10 +10 Coolness Under Fire 7/day
18th +13/+8/+3 +6 +11 +11 Cobble 4/week
19th +14/+9/+4 +6 +11 +11 Coolness Under Fire 8/day
20th +15/+10/+5 +6 +12 +12 Bonus Feat, Energy Resistance 20

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Class Skills: The Tinker’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Sta), Craft (Int), Craft (technological device) (Int), Craft (trade skill) (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (all taken individually, except arcana and religion) (Int), Open Lock (Agy), Profession (Spt), Search (Int), Use Magic Device (Cha) and Use Technological Device (Int).

Class Features[edit]

Weapon and Armor Proficiency: A tinker is proficient with all simple weapons. Bonus Feats: A tinker begins play with a bonus feat in addition to the feat received by all 1st-level characters. This feat must be a technology feat (see Chapter 6: Feats), or it may be an Exotic Weapon Proficiency that allows the tinker to wield a technological weapon (with the exception of firearms). The tinker also receives a bonus feat at 5th level and every five levels thereafter (10th, 15th and 20th). A tinker must meet all prerequisites for his bonus feats.

Packrat (Ex): Tinkers tend to carry about packs and pouches full of heavy tools, spare parts and inventions both finished and incomplete. In doing so, they quickly develop the ability to shoulder casually otherwise crushing burdens. A tinker of 2nd level or higher calculates his carrying capacity as if he possessed 5 bonus points of Strength.

Scavenge (Ex): A tinker of 2nd level or higher can put together devices out of random piles of spare parts or whatever wires and gears he happens to be carrying in his pockets at the time. A tinker who succeeds at a Search check with a DC equal to 15 + the intended device’s overall Technology Score (TS) can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp.

Cobble (Ex): Tinkers prefer to spend days, weeks or even months constructing the devices they design. When adventuring, though, tinkers are often forced to throw together a device more quickly. A tinker of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week (see Chapter 11 on the device construction process). However, after the device is complete, the device’s Malfunction Rating is increased by +5. Further, it will continue to increase by +1 each time the device is operated, and no repair or upgrade can decrease it. At 3rd level, the tinker may use the cobble ability once per week. Each five levels thereafter (8th, 13th and 18th), the tinker may use the ability one additional time, to a maximum of four times at 18th level.

Bomb Bouncing (Ex): At 4th level, a tinker learns an esoteric technique developed by mad goblin tinkers and passed along to their brethren — the art of bomb throwing. When throwing a grenade-like weapon, a tinker with the bomb bouncing ability imparts a spin to the object that doubles the thrown object’s range increment.

Evasion (Ex): Beginning at 4th level, a tinker gains the evasion ability and can avoid even magical and unusual attacks with great agility. If a tinker with the evasion ability makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a burning hands spell or an exploding phlogiston boiler), he instead takes no damage. Evasion can be used only if the tinker is wearing light armor or no armor. A helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Coolness Under Fire (Ex): At 5th level, a tinker has employed his skills in dangerous situations often enough that he learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day, the tinker can take 10 on any roll that involves the construction, operation or repair of a technological device, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls, so the tinker cannot take 10 when operating a weapon such as a blunderbuss or a steam saw. For each two tinker levels achieved beyond 5th level, a tinker can use the coolness under fire ability one additional time per day, to a maximum of eight times per day at 19th level. Energy Resistance (Ex): Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. Upon reaching 6th level, a tinker may select a single type of energy — acid, cold, electricity, fi re or sonic — and gain 5 points of resistance to that type of energy. Whenever the tinker would take damage of that energy type (whether from a natural or magical source), the damage is reduced by 5 points before being applied to the tinker’s hit points. At 12th level, 16th level and 20th level, the tinker gains an additional 5 points of energy resistance. This resistance may be of the same type, or spread across multiple energy types. As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy.

Improved Evasion (Ex): At 14th level, a tinker’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a burning hands spell or exploding device, but henceforth he takes only half damage even on a failed save. As always, a helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.