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.
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) |
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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