User:Cedges/Tinkerer (3.5e Class)

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Author: Cedges (talk)
Date Created: 5/20/2010
Status: Draft
Editing: Clarity edits only please
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Tinkerer[edit]

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[edit]

<-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->×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.

Table: The Tinkerer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Improvised
Maintenance Capacity
Max Spell
Level
Fort Ref Will
1st +0 +0 +2 +0 Tinkering, Use Improvised Magic Device 1000 1
2nd +1 + + + <-any class features gained at this level-> 1800 1
3rd +1 + + + Perfect Wonderous Item 3600 2
4th +2 + + + <-any class features gained at this level-> 6800 2
5th +2 + + + Perfect Arms and Armor 11800 3
6th +3 + + + 19000 3
7th +3 + + + <-any class features gained at this level-> 28800 4
8th +4 + + + <-any class features gained at this level-> 41600 4
9th +4 + + + Perfect Rod 57800 5
10th +5 + + + <-any class features gained at this level-> 77800 5
11th +5 + + + <-any class features gained at this level-> 102000 6
12th +6/+1 + + + Perfect Ring 130800 6
13th +6/+1 + + + <-any class features gained at this level-> 164600 7
14th +7/+2 + + + <-any class features gained at this level-> 203800 7
15th +7/+2 + + + <-any class features gained at this level-> 248800 8
16th +8/+3 + + + <-any class features gained at this level-> 300000 8
17th +8/+3 + + + <-any class features gained at this level-> 357800 9
18th +9/+4 + + + <-any class features gained at this level-> 422600 9
19th +9/+4 + + + <-any class features gained at this level-> 494800 9
20th +10/+5 + + + <-any class features gained at this level-> 574800 9

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. -> Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Control Shape (Wis), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Psicraft (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), Use Rope (Dex).

Class Features[edit]

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

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

Tinkering: The tinkerer can create and maintain improvised magical items. 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.

Use Improvised Magical Device: A tinkerer can use improvised magical devices without a use magic device check. Characters without this feature must make a use magic device check to emulate this feature (DC 20) to use an improvised magical device. <span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information-> <span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information-> <span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information-> <span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information-> <span id="<-class feature->"><-class feature-></span>: <-class feature game rule information-> <span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information-> <-Lather, rinse...-> <-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-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->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-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.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

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

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

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.->.




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