The Gnomish Tinkerer- KABOOM!

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Kaiser_Kris
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The Gnomish Tinkerer- KABOOM!

Post by Kaiser_Kris »

The gnomes are famous for their aptitude for magic, and for their love of craft and alchemy. While gnomes tend to be somewhat distrusted by other races, their skills are highly respected and gnomish magicians, chemists and craftsmen are usually welcome in any city, or in the retinue of a great nobleman.

The Gnomish Tinkerer represents the apogee of that tradition, combining magical and alchemical skills, with a certain degree of simple technical know-how. Most immediately impressive is their ability to create highly destructive bombs, but they are also well-known for their ability to infuse everyday items with magical spells, which they can give to allies or keep for themselves.

Edit- Tinkering with the class, so they don't cast spells, but make one-time items as their primary schtick, along with Bombs.

Gnomish Tinkerers: (Intelligence)

Hit Dice: d6

BAB Progression: As Wizard

Weapons Allowed: club, crossbows, dart, dagger, sling

Armour Allowed: None

Alignment: Any

Racial Restriction: Gnomes only

Experience Point Progression: As Wizard

Bomb: Gnomish Tinkerers are experts in the construction and use of explosive devices. At 1st level, a Gnomish bomb damages all enemies within five feet, doing 1d6 damage. The bomb can be thrown up to 30 feet. At 5th level, the base damage increases to 2d6, to 3d6 at 9th level, 4d6 at 13th level, 5d6 at 17th level, 6d6 at 21st level and 7d6 at 25th level. The radius damage increases to 10 feet at 10th level, and 15 feet at 20th level. A bomb requires 2d10 minutes of time to prepare, and 10 gp worth of materials. A number of bombs can be used per day equal to 1+ the Artificers Intelligence modifier. Avoiding damage from bombs is done via Dexterity save- there is no attack roll involved.

Identify Item/Scroll (Intelligence): Gnome Tinkerers are capable of making a simple Intelligence check to determine the properties of magical items and scrolls, as the identify spell. They can do this as often as they wish. They are also able to cast any spell from a scroll, as long as they succeed in an Intelligence check, with 12 + spell level as the challenge level. If they fail, unlike other classes, there is no penalty, they simply do not cast the spell.

Open Locks, Traps: Gnome Tinkerers can use half their class level with these skills.

Use of Magic: At 1st level, Gnome Tinkerers gain the use of a limited number of arcane spells. They receive bonus spells with a higher Intelligence score. They can only actually cast cantrips, but can use better item slots to infuse items with.

Level 1: 2 cantrips

Level 2: 2 cantrips, 1 1st level

Level 3: 3 cantrips, 2 1st level

Level 4: 3 cantrips, 2 1st level

Level 5: 3 cantrips, 3 1st level, 1 2nd level

Level 6: 4 cantrips, 3 1st level, 2 2nd level

Level 7: 4 cantrips, 3 1st level, 2 2nd level

Level 8: 4 cantrips, 4 1st level, 3 2nd level, 1 3rd level

Level 9: 4 cantrips, 4 1st level, 3 2nd level, 2 3rd level

Level 10: 5 cantrips, 5 1st level, 3 2nd level, 2 3rd level

Level 11: 5 cantrips, 5 1st level, 4 2nd level, 3 3rd level, 1 4th level

Level 12: 5 cantrips, 5 1st level, 4 2nd level, 3 3rd level, 2 4th level

Level 13: 5 cantrips, 5 1st level, 4 2nd level, 3 3rd level, 2 4th level

Level 14: 5 cantrips, 5 1st level, 4 2nd level, 4 3rd level, 3 4th level, 1 5th level

Level 15: 5 cantrips, 5 1st level, 5 2nd level, 4 3rd level, 3 4th level, 2 5th level

Level 16: 5 cantrips, 5 1st level, 5 2nd level, 4 3rd level, 3 4th level, 2 5th level

Level 17: 5 cantrips, 5 1st level, 5 2nd level, 4 3rd level, 4 4th level, 3 5th level, 1 6th level

Level 18: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 4 4th level, 3 5th level, 2 6th level

Level 19: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 4 4th level, 3 5th level, 2 6th level

Level 20: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 4 4th level, 4 5th level, 3 6th level, 1 7th level

Level 21: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 5 4th level, 4 5th level, 3 6th level, 2 7th level

Level 22: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 5 4th level, 4 5th level, 3 6th level, 2 7th level

Level 23: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 5 4th level, 4 5th level, 4 6th level, 3 7th level, 1 8th level

Level 24: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 5 4th level, 5 5th level, 4 6th level, 3 7th level, 2 8th level.

Level 25: 5 cantrips, 5 1st level, 5 2nd level, 5 3rd level, 5 4th level, 5 5th level, 4 6th level, 3 7th level, 2 8th level

Item Infusement: At 5th level, a Tinkerer can infuse an item with one spell of a level they can cast. They may only create a number of these equal to their Intelligence modifier of these prepared per day, but the resulting item can be used by the Tinkerer or given to an ally, which can trigger the spell once. Once the spell is cast, the item is used up and cannot be infused again. This can only be used for buff spells, not for offensive spells. Magical infusements in an item last for up to a week, and require 1 + spell level hours to produce each.

Ascension Power: At 20th level, the Tinkerer gains a permanent +2 bonus to their Intelligence, and the ability to infuse a bomb with any arcane spells they are capable of casting. Only one of these bombs can be made per day.

Deific Power: At 25th level, Tinkerers gain the ability to infuse items with two charges of any spell they desire, using one spell. They can configure the items to release the spell at any time they desire, and can be kept, given to allies, or even to enemies. They can make two infused bombs per day.

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Deogolf
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Post by Deogolf »

This might be a fitting picture!!
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Keolander
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Post by Keolander »

Nice, though I think I might change spells to Inventions ala Blackmoor 3.5's Clock & Steam
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Kaiser_Kris
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Post by Kaiser_Kris »

Keolander wrote:
Nice, though I think I might change spells to Inventions ala Blackmoor 3.5's Clock & Steam

*nods* I might change the item infusing somewhat, so it's more robust, but then they'd lose the ability to cast spells per se, though they could still do it from scrolls and use wands and such.

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clavis123
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Post by clavis123 »

I agree they should solely "cast" spells through the creation of single use infused items and devices. I could see the concept making a great narrative device, as the Tinkerer constantly makes "Amazing Lightning Guns" and "Psychoelectric Hypno Wheels" for his friends. The devices will work great once, but always break in a comical fashion (the gears fall out, the vril crystals melt into pink goo, the trigger breaks, etc.).
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