User:Cedges/Tinkerer (3.5e Class)

Tinkerer
The eccentric dame with the house with the singing chimney or the meticulous magical engineer, the tinkerer uses magical items to get the job done.

Making a Tinkerer
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: A tinkerer uses her intelligence to invent strange, new magical items.

Races: Races whose members regularly pursue crafty and intellectual pursuits, such as gnomes, humans, and halflings, are most likely to be tinkerers. Elves are more likely to be drawn to the more pure intellectual art of wizardry.

Alignment: Any

Starting Gold: <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: As wizard.

Class Features
All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Proficient with simple weapons and light and medium armor.

Improvised magical items that are unmaintained fail and lose all of their special properties in 1d20 hours if unmaintained. A tinkerer can maintain any number of improvised magical items simply by being in possession of them, as long as the total value of items she has maintained in a day is less than her improvised maintenance capacity. A tinkerer's improvised maintenance capacity is 1000 at level one, and increases by 200 times the square of her class level each time she gains a level in the tinkerer class. Improvised magical items require the Use Improvised Magic Device class feature to use.

A tinkerer can create or improve any magical item as an improvised magical item provided all of the following are true:
 * The magical item is not consumed or partially consumed by its use. For example, she can not make scrolls, potions, staffs, or Quall's feather tokens.
 * The value of the item is no more than half of her improvised maintenance capacity.
 * She can concentrate, has access to tools, and has a base item of an appropriate type.
 * Her caster level meets the requirements for the item's construction.
 * Any spell used by or required in the construction of the item is no more than her max spell level and the spell is used at a caster level no more than her caster level.

In one hour, the tinkerer can improvise magical items worth no more than 100gp/level and an additional 100gp/Int mod. For example, a level 3 tinkerer with a +2 Int mod can improvise 500gp per hour. She may work in 6 minute increments, but may not spend more than 10 hours per day improvising items. Incomplete items must be maintained or all progress on the item is lost. She need not improvise the portion of an item that already exists.

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Characters without this feature must make a use magic device check to emulate this feature (DC 20) to use an improvised magical device.

 (Ex): <-class feature game rule information->

' (Ps):''' <-class feature game rule information->

' (Sp):''' <-class feature game rule information->

 (Su): <-class feature game rule information->



 <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.