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.
The Gnomish Tinkerer- KABOOM!
This might be a fitting picture!!
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Eulaliaaa!!! Give those rapscallions blood and vinegar, wot?!
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Eulaliaaa!!! Give those rapscallions blood and vinegar, wot?!
Be sure to check out Jim's artwork for sale:
http://jimhollowayart.com/id5.html
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Kaiser_Kris
- Ungern
- Posts: 99
- Joined: Sun Jul 19, 2009 7:00 am
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.
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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The Engine of Oracles: Creations For Gaming
http://engineoforacles.wordpress.com/
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The Engine of Oracles: Creations For Gaming
http://engineoforacles.wordpress.com/
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.