Tinker
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the tinker. These shrewd tech-users seek, collect, and covet esoteric knowledge, drawing on mechanickal arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of technical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all tech. In either case, tinkers prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
Role: Tinkers rely on their gadgets, versatile and powerful technic items that can turn the tide of battle in many ways.
Alignment: Any
Starting HP: 6
HP Roll: d4+1
Starting Wealth: 2d6 × 10 sy (average 70 sy.) In addition, each character begins play with an outfit worth 20 sy or less. Finally, the tinker begins play with a bag containing 200 sy of gadget parts.
Class Skills
The tinker’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Primary Attribute: Int
A Tinker, seen here performing routine maintenance on one of the Lightning Bugs. Note the inadequacies in safety equipment, a topic of heated discussion in many circles.
Class Features
The following are the class features of the tinker.
Weapon and Armor Proficiency
Tinkers are proficient with all gadgets they make, light armor, and one simple weapon of choice.
Gadgets (Ex)
A tinker gains the ability to create gadgets, one-time use items that can have a variety of useful effects. The tinker has a limited number of gadget slots available to him, as seen in Table:Tinker. Once the slots are full, he must use or destroy a gadget in order to be able to create a new one. The tinker may not use a higher-level gadget slot for a lower level gadget. These slots override the single gadget slot available to most creatures.
To prepare a gadget, the tinker must have an Intelligence score equal to at least 10 + the gadget level. The Difficulty Class for a saving throw (if applicable) against a gadget is 10 + the gadget level + the tinker’s Intelligence modifier. A tinker may prepare any gadget on the linked List of Gadgets page, so long as he has a slot he can prepare it in.
The list of gadgets a tinker can create is available here: List of Gadgets
Creating a gadget takes 15 minutes and uses parts worth 10*(gadget level squared) sy. Gadgets last until they are used or destroyed. The number of slots available for gadgets is fixed and is not modified by a high Intelligence.
A gadget may be destroyed, allowing the tinker to reclaim some or all of the material, depending on how long he takes. A gadget can be destroyed in 1 minute with 50% of the cost recovered, or in 15 minutes with the cost fully recovered.
Gadget parts can be found in most settlements. "Gadget parts" is a catch-all term for the miscellaneous cogs, chemicals, batteries, wires, and other materials that may be part of a gadget. Parts may also be salvaged from various sources found while exploring, such as dead golems or ancient computers. The amount of gadget parts is always calculated in monetary terms for ease of reference.
Some gadgets require additional expensive components. When the gadget is used or destroyed, this component is always recovered. The component and its cost are listed in the gadgets' description. For example, an Attractor gadget requires a 1000 sy gravitechodizer to create. A tinker with one gravitechodizer can have only one Attractor (or other gadget with the same component requirement) at a time, but once he uses it, he can create another using the same gravitechodizer.
A tinker can transfer his gadgets to another character with open gadget slots. They then no longer occupy the creator's slots, but instead are in the recipient's slots. Likewise, a tinker can destroy another tinker's gadgets to retrieve their parts.
Servitor (Ex)
At first level, a tinker creates a Tiny clockwork construct to serve him on his travels. This servitor acts as a familiar, using the statistics of an Ioun Wyrd, except that it walks instead of flies and does not gain special abilities related to ioun stones.
Servitor Enhancement (Ex)
At the indicated levels, the tinker may enhance his servitor in one of a few ways at no cost:
Size Increase: The servitor becomes one size category larger, with all the stat changes that entails. This may be taken once at 4th level or later and once more at 8th level or later.
Gadget Expertise: The servitor becomes proficient in gadgets created by its master
Energy Resistance: The servitor gains resistance 20 to acid, fire, cold, or electricity. May be taken more than once, each time selecting a new energy type.
Martial Prowess: The servitor's BAB increases to 3/4 progression. Can be taken a second time starting at 12th level to increase to full BAB progression.
Machine Frenzy: The servitor gains the psychochemist's chem frenzy ability, but uses its Int mod and BAB instead of Con mod and level to determine the effects of the frenzy.
Statistic Boost: The servitor gains a +2 to two attributes of choice. May be taken more than once.
Uncanny Resemblance: The servitor has artificial skin and sinew, making it appear to be a member of its master's race. This can only be chosen for servitors that are the same size as their creator.The servitor gains a +8 on disguise checks to appear as a member of its creator's race, and succeeds automatically except when inspected closely or injured.
Bio-Interface: The servitor is programmed for interaction with humanoids. It gains a +3 bonus on all Charisma-based skill and ability checks.
Integrated Weapons: The servitor gains a natural attack from the following options:
Bite: 1d4 for Tiny (once only), primary
Rotary Saw: 1d6 for Tiny (max 2), secondary
Chainblade: 1d3 for Tiny (max 2), primary
Flamer: 5' cone of fire, standard action, deals 1d4/BAB fire damage with a 1d4 round cooldown. Cone is 10' for a Small servitor and 15' for a Medium servitor.
Ballistic: Firearm appropriate for its size (although it may use smaller firearms after a size upgrade with no penalty - replacing the firearm costs the usual amount for the weapon plus 10%)
Kick: 1d4 for Tiny, secondary (max 2)
Servitors may also be enhanced by expending money as a normal construct, following the rules laid out under Building and Modifying Constructs.
Bonus Feat
At first level, fifth level, and every five levels thereafter, the tinker gains a bonus feat from the following list, or from the list of item creation feats (treating his tinker level as his caster level). He need not meet the feat's prerequisites.
Craft Construct
Craft Ironflesh
Craft Steel Trooper
Craft Technic Artifact
Rapid Gadgeteer
Gadget Master
Follower of MikGeever
Technomancy
Archetypes
A tinker may choose to take an archetype from the list below. These archetypes replace or modify various tinker abilities, allowing you to focus the character into a unique discipline.