The Tinker by Gnomelord

Adventurers: If, and when you are able, you spend your entire life in search of The topic of your life quest.

Characteristics: Forging new devices to make life simpler and easier, as well as finding new ways to do things and making sure that way does not fail, at all, anywhere, ever, is every young gnomes goal, nay mission in life.

Alignment: Your free spirit and inventiveness is a chaotic trait, whereas your willingness to help people with your inventions is a good trait.

Abilities: Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen eye, whereas a keen mind is required to make the devices work thus you need Intelligence, your least important scores are wisdom and strength.

Game Rule Information

Tinkerers have the following game statistics.

Abilities: Your most important is Dexterity due to the fact that your constant fidgeting with devices requires a keen eye, whereas a keen mind is required to make the devices work thus you need Intelligence, your least important scores are wisdom and strength.

Alignment: Usually chaotic good.

Race: Minoi only

Hit-Die: d6

Class Skills:

Tinkerer class skills are Hide(dex), Pick Pocket(dex), Tinker(int), Craft(int), Knowledge(int), Perform(cha), Bluff(cha), Decipher Script(int), Disable Device(dex), Use Rope(int), Tumble(dex), Climb, Sense Motive(int), Balance(dex), Gather Information(cha), Profession(int), Open Lock(dex), Appraise(int), Diplomacy(cha), Search (int), Spot (int), Alchemy(int).

Skill points per level: 8+int modifier
Skill Points at first level: (8+int modifier)x4

Class Features

All of the following are features of the Tinker

Proficiencies: Any and all gnomish weapons, knives, darts, short swords, daggers, hand crossbow (with a few modifications), arquebus, and anything he finds in his pockets (ex: screwdrivers, wrench, chicken.)
He is proficient in light armor, but he does not like to wear it for it is uncomfortable and can get in the way of his work, if he does wear it he will wear a Leather Apron that counts as leather armor. He will never use a shield.

Frenzied Search: When a gnome needs something, fast, he can scurry about the nearby area in search of things (this is a full round action). He can and will find things that normally were not there to begin with and some of them have no practical use. Roll a d% and consult the chart below to see what you have found.

Evasion: As per the ability in the Player's Handbook.

Uncanny Dodge: This is used to getting out of the way of machinery when pieces are falling off and your mind is wandering.

Find the Smell: Ever ask the question "what's that smell" right before a huge explosion, almost all of us have, with this you gain the ability to warn everyone around you that you've done something stupid, again.

Special Abilities: At 10th level and every three levels after that, you may select of of these special abilities
Improved evasion: As per the ability in the Player's Handbook.
Skill Mastery: (As per rogue ability)
Confusion: By rattling off all the new capabilities of your new device, you can force opponents to succeed an intelligence check (DC17) or become confused.
Slippery Mind: (As per rogue ability)
Run: (As the feat): Useful for getting away from your newest invention, or pet, or friend.

The Tinker

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1

+0

+0

+2

+0

Frenzied Search

2

+1

+0

+3

+0

Evasion

3

+2

+1

+3

+1

4

+3

+1

+4

+1

Uncanny Dodge (Never flat footed)

5

+3

+1

+4

+1

6

+4

+2

+5

+2

Uncanny Dodge (Can never be flanked)

7

+5

+2

+5

+2

8

+6/+1

+2

+6

+2

Uncanny Dodge (+1 vs. traps)

9

+6/+1

+3

+6

+3

Find the Smell

10

+7/+2

+3

+7

+3

Special Ability

11

+8/+3

+3

+7

+3

Uncanny Dodge (+2 vs. traps)

12

+9/+4

+4

+8

+4

13

+9/+4

+4

+8

+4

Special Ability

14

+10/+5

+4

+9

+4

Uncanny Dodge (+3 vs. traps)

15

+11/+6/+1

+5

+9

+5

16

+12/+7/+2

+5

+10

+5

Special Ability

17

+12/+7/+2

+10

+10

+5

Uncanny Dodge (+4 vs. traps)

18

+13/+8/+3

+6

+11

+6

19

+14/+9/+4

+6

+11

+6

Special Ability

20

+15/+10/+5

+6

+12

+6

Uncanny Dodge (+5 vs. traps)



Frenzied Search Table

Roll

Result

01-05

1d6 shards of metal

06-11

1d8 springs

12-16

1d4 small rodents

17-21

1d8 yards of twine

22-26

A small jar

27-31

1d4 small precious gems (1d6 steel each)

32-36

A shocker lizard (with jar)

37-41

A substance that could be ale

42-46

1d20 stones

47-51

1d4 small pouches of flash powder

52-56

1d4 healing leaves (heals 1d4 points of damage)

57-61

1d10 yards of wire

62-74

1d20 yards of rope

75-79

1d4 buzzers

80-85

1d4 small wheels

86-90

1d6 gears

91-96

A water skin

97-99

Player's choice

00

A minor magical item


This document is copyright © Gnomelord. Dragonlance is copyright © Wizards of the Coast.

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