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The Tinker class + paragon paths & epic destiny (PEACH)
1 year ago  ::  Dec 04, 2008 - 5:44PM #1
Lumovanis
Posts: 185
Date Joined: 11/27/08
I wanted to recreate the tinker from the 3e Warcraft setting, only without the bothersome crafting rules to make it fit better into 4e's simplified system. Let me know what you think of it, and please PM me if you are interested in play-testing it, I'd love to hear some feedback.:D

EDIT: Here it is after two weeks of work; Tinker PDF
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Tinker
"Of course it's safe, why would it not be?"

Class Traits
• Role: Controller. With powerful explosives and devices, you can control the flow of battle, often in unexpected ways. Some Tinkers live by their firearms, these types of Tinkers tend to slip into the Striker role.
• Power Source: Technology. Your weapons and devices make you a deadly and unpredictable foe. Your mastery of engineering allows you to improvise in nearly any situation.
• Key Abilities: Intelligence, Dexterity, Wisdom

• Armor Proficiencies: Cloth, Leather
• Weapon Proficiencies: Simple Melee, Simple Ranged, Firearms*
• Bonus to Defense: +2 Reflex

• Hit Points at 1st Level: 12 + Constitution Score
• Hit Points per Level Gained: 5
• Healing Surges per Day: 6 + Constitution Modifier

• Trained Skills: Engineering*. From the class skills listed below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Endurance (Con), Engineering* (Int), Heal (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)

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The tinker builds and invents new devices, everything from multi-purpose knives to explosive projectiles. Their devices are often cobbled together out of whatever parts they have handy, but made remarkably effective by their intimate knowledge of machinery. Despite a reputation for being dangerous companions, gained mostly due to the more reckless of their kind, Tinkers are not usually danger-prone. The real trouble arises when Tinkers experiment with already dangerous explosives and gunpowder, and even then mishaps and explosions do not occur as often as many believe.

As a Tinker, you often are considered dangerous, as often a Tinker's reputation catches up with him. You might be a designer of crazy devices that serve seemingly no purpose, until you need them. Or perhaps you may be a master of deadly explosives, throwing caution to the wind. Perhaps you are a master marksman, earning a reputation with your thunderous rifle. Perhaps you do it for fame, perhaps gold, perhaps glory or maybe, you just want to go out with a bang.

Armed with nothing but your trusty tools and your bag of parts, you boldly step forward, ready to leave your mark upon the world for better or for worse.

Tinker Builds
'Gunslinger' Show

Gunslinger
Unlike other Tinkers that develop toys, you have devoted your life to the study and operation of firearms. You are better at killing single targets then other builds, but lack much of the survivability/adaptability other Tinkers enjoy. You disdain melee combat, avoiding it whenever possible. Most of your attack powers favor Dexterity, so it should be your highest ability score. Intelligence is solid secondary score, it allows you to dabble in grenades and pick up a couple close range powers. Wisdom makes a good third stat, adding bonuses to many of your shots.
-Suggested Feat: Quick Draw (Human feat: Human Perseverance)
-Suggested Skills: Engineering; Athletics, Perception, Stealth (Thievery)
-Suggested At-Will Powers: Pulse Charge, Steady Aim (Spark Shower)
-Suggested Encounter Power: Bola Shot
-Suggested Daily Power: Rapid Fire


'Crazed Inventor' Show

Crazed Inventor
You have devices powering devices that operate devices. Most of which you've forgotten about, or changed entirely. You are prepared to handle nearly anything. Intelligence should be your primary score, as nearly all of your abilities will be using it. Wisdom makes a good second choice as many of your powers gain some small benefit from it. Dexterity should be a close third, as it will allow you to make use of grenade-attacks.
-Suggested Feat: Improved Initiative (Human feat: Toughness)
-Suggested Skills: Engineering; Athletics, Perception, Thievery (Stealth)
-Suggested At-Will Powers: Cutting Torch, Spark Shower (Zap)
-Suggested Encounter Power: Lightning Shield
-Suggested Daily Power: Cutting Saws


'Sapper' Show

Sapper
You like explosives, perhaps to an unhealthy level. You are all about area damage, obliterating several foes in a single blast. You would rather not get into close combat, but you are better off then the gunslinger in melee. Intelligence should be your primary ability score as most of your abilities key off of it. Dexterity is a close second, as many of your ranged grenade weapons rely on it. Wisdom is a close third as some of your abilities receive bonuses from it.
-Suggested Feat: Improved Initiative (Human feat: Adrenaline Junkie)
-Suggested Skills: Engineering; Athletics, Perception, Thievery (Heal)
-Suggested At-Will Powers: Pulse Charge, Spark Shower (Zap)
-Suggested Encounter Power: Concussive Blast
-Suggested Daily Power: Shrapnel Grenade


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1 year ago  ::  Dec 04, 2008 - 5:44PM #2
Lumovanis
Posts: 185
Date Joined: 11/27/08
Tinker Class Features
Tools & Salvage
Tinkers always have spare parts and tools lying around. All tinkers begin play with a tool kit and a backpack. A tinker carries random parts with them (stripping them off of things as they adventure). This can be role-played, but the parts that a tinker carries with them can get quite heavy as they pack-rat things into their bags. Parts for a tinker weigh a number of pounds equal to 5 + the Tinker's level. This is a static weight, assumed to be replenished as often as it is emptied. The tinker may not use Powers with the Parts descriptor without them. The tinker may also not use powers with the Tool descriptor without a set of tools.

If a tinker loses their bag of parts (or box or whatever they are carried in), it takes time to replace them. Typically it takes a short rest in a town (much to the dismay of the locals), though actual time may vary based on the situation and environment.

Engineering Focus
All Tinkers have their niche. Whether it be a mastery of explosives, firearms or even in bizarre gadgety. Choose one of the following:
• Explosives Focus: You gain a +1 bonus to your Reflex Defense, and gain Fire Resistance equal to one half your level.
• Firearms Focus: You gain a +1 attack bonus with all Firearms*, as well as the Weapon Focus: Firearms feat.
• Gadgetry Focus: You may use your Tools as though they were a club (adding their enhancement bonus to attack and damage rolls), as well as 2 additional uses of Improvised Gadget each day.

The choice you make also provides bonuses to certain Tinker powers. Individual powers detail the effects (if any) your focus has upon them.

Firearms Crafter
Tinkers easily apply what they have learned from their art to the crafting of basic firearms. This allows all Tinkers to craft firearms for 1/5 market price, though weapons created this way can only be used by the Tinker that made them. In addition, at 1st level, a Tinker may begin play with a firearm for 1/10 market price. Note this price reduction is not applied to enhanced firearms. The Tinker also has the ability to craft ammunition for 1/2 market value. The Tinker requires thier tool kit and parts to be able to craft firearms or ammunition.


All Tinkers have the following class feature:

'Improvised Gadget (Tinker Feature)'

You quickly assemble bits from your bags into something you need.
At-will (Special) ♦ Technology, Parts
Special: You can use this power a number of times per day equal to your Intelligence Modifier (minimum 1).
Full Round Action
Personal
Effect: You craft a single use tool which gives you a +3 power bonus to any skill check based off of Strength, Dexterity, Constitution or Wisdom. You make the skill check as part of this action

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Engineering Skill

The engineering skill is intended to be used as Arcana is for magic effects and items. It can identify creatures of mechanical origin, engineering-created items and can be used to identify effects generated by Technology powers.

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Firearms

The intention is that there will be the equivalent of enchantments for firearms, engineering upgrades that will function like the creation rituals, and provide bonuses very similar to existing magic effects. I know there's tons of firearms ideas on the forums, but I'm trying to pull things from the material the Tinker comes from. You need the proficiency to reload them.

'Firearms' Show
One-handed Firearms

Flintlock Pistol: +2 prof, 1d8 damage, 10/20 range; Load Minor, Off-hand and Brutal 1
Price: 100g

Two-handed Firearms

Blunderbuss: +2 prof, 1d10 damage, 10/20 range; Load Minor and Brutal 2
Price: 150g

Superior One-handed Firearms

Revolver Pistol: +3 prof, 1d8 damage, 15/30 range; Brutal 1 and Off-hand
Special: This firearm has 6 shots before it needs a reload (move action).
Price: 200g

Superior Two-handed Firearms

Long Rifle: +2 prof, 2d6 damage, 20/40, Load Minor and Brutal 1
Price: 300g

Ammunition

Bag of Shot (20 bullets/powder)
Price: 10g


Enhanced Firearms

Enhancements

Speed Loader: +1 enhancement, reduces reload time by one category (standard=move=minor=free) (Level 4)

Specific Firearms

Peace Keeper: A +2 Revolver that stuns the target when it lands a critical hit(until the end of your next turn) (Level 8)

Arcanite Rifle: A +3 long rifle with +3d8 damage on a critical hit (rather than 3d6). (Level 13)

Nessingwary 4000: A +4 long rifle that has 25/50 range and can critical on a roll of 19-20. (Level 17)


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Tools

Tools are intended to work as implements do for other caster classes. There will be tools that add bonuses just like symbols, wands, etc. Tools must be wielded to use powers with the Tool descriptor.

'Tool Examples' Show
Example Enhanced Tool Kits:

Cutter's Set +1 (Level 3)
A tool set with a high-powered torch, very useful for cutting through armor plates.
Tool
Enhancement:
Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: When you critical with the Cutting Torch power, the AC penalty becomes a (save ends) effect. Note that this property cannot stack with itself or the normal penalty caused by the power.
Power (Encounter ♦ Technology, Tool, Fire): Standard Action. As the Tinker's Cuttting Torch power.


Grinding Set +1 (Level 3)
A tool set with a powered stone grinder, very useful for generating sparks.
Tool
Enhancement:
Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: The attack penalty caused by your Spark Shower power is increased by 1.
Power (Encounter ♦ Technology, Tool, Fire): Standard Action. As the Tinker's Spark Shower power.


Charge Kit +1 (Level 3)
A tool set with a rivet gun, very useful for attaching pulse charges in... inconvenient places.
Tool
Enhancement:
Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Targets struck by your pulse charge power have -1 to their Reflex defense until the end of your next turn. Note this effect is non-cumulative.
Power (Encounter ♦ Technology, Tool, Lightning): Standard Action. As the Tinker's Pulse Charge power.


Static Set +1 (Level 3)
A tool set with a small electrical generator, very useful for creating electrical bolts.
Tool
Enhancement:
Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Your Zap power pushes the target one additional square.
Power (Encounter ♦ Technology, Tool, Lightning): Standard Action. As the Tinker's Zap power.
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1 year ago  ::  Dec 04, 2008 - 6:17PM #3
Lumovanis
Posts: 185
Date Joined: 11/27/08
(removed)
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1 year ago  ::  Dec 04, 2008 - 7:26PM #4
Lumovanis
Posts: 185
Date Joined: 11/27/08
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1 year ago  ::  Dec 04, 2008 - 7:45PM #5
Lumovanis
Posts: 185
Date Joined: 11/27/08
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1 year ago  ::  Dec 04, 2008 - 8:17PM #6
Lumovanis
Posts: 185
Date Joined: 11/27/08
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1 year ago  ::  Dec 04, 2008 - 8:42PM #7
Lumovanis
Posts: 185
Date Joined: 11/27/08
New Feats
Heroic Tier
[code] Name Prerequisites Benefit
Backup Devices Improvised Gadget class power Can reroll failed Improvised Gadget roll as an encounter power.

Quick Thinking Int 13 May use Intelligence modifier in place of Dexterity for initiative.

Adrenaline Junkie Explosives Focus +1 Ref and Fort Defenses after using a Close burst or blast tech power until next turn

Careful Checking Firearms Focus May spend a minor action in addition to a tech power's use to give it +1/tier to attack rolls.

Perfectionist Gadgetry Focus Saves against your ongoing tech power effects are at -1.

Dwarven Craftsmanship Dwarf, Tinker Your burst and blast technology powers have a +1 bonus to attack rolls.

Infernal Machinist Tiefling, Tinker When you use infernal wrath on a burst or blast technology power, you may apply the damage bonus against all targets.

Detail-Oriented Halfling, Tinker You receive a +1 bonus to engineering skill checks and may add 1 to the result of any d20 roll used for a Tinker power (not attack rolls).

Adaptable Builder Human, Improvised Gadget You have 2 extra uses of Improvised Gadget each day.

Graceful Aim Elf, Tinker When you use elven accuracy with a firearm attack, you receive an additional +2 bonus to the attack roll that stacks with any other bonuses you might receive.

Fey Sending Eladrin, Tinker You may expend the use of your fey step to make the origin square of a burst or blast technology attack anywhere within 5 squares, regardless of line of sight.

Draconic Binding Dragonborn, Tinker You may expend the use of your dragon breath when you use a close blast technology power to add it's damage to the power and change the energy type to the breath's type.

Group Reaction Half-elf, Tinker Allies within the area of your burst or blast technology powers, receive a +1 bonus to their reflex defenses against the attack (this stacks with other bonuses).[/code]
Paragon Tier
[code] Name Prerequisites Benefit
Trick Toss Tinker, Dex 15 The range on your grenade powers is increased by 2, and they ignore cover bonuses to defenses (not superior cover).

Snipe Tinker, Wis 15, Firearms Focus +3 damage with firearm attacks against targets that did not move during their last turn.

Pyromania Tinker Gain 3 temp HP after using a power with the technology and fire keywords.

Fine Tune Tinker, Gadgetry Focus May expend a use of Improvised Gadget for a +2 feat bonus to the attack rolls of the next technology power you use.

Expert Sapper Tinker, Explosives Focus Your grenade and close blast powers ignore the first 5 resistance (energy or otherwise) of their targets.[/code]
Epic Tier
[code] Name Prerequisites Benefit
Pinning Fire Tinker, Dex 21, Firearms Focus Your firearm criticals immobilize the target (save ends).

Horrifying Devastation Tinker, Explosives Focus, Int 21 You may push targets struck by your burst and blast technology powers 1 square as a fear effect, they have -1 to all attack rolls (save ends).

Self-Sustaining Devices Tinker, Gadgetry Focus, Int 21 When targets roll saves against your ongoing technology effects, they roll twice and take the lower result.[/code]
Multi-class
[code] Name Prerequisites Benefit
Handyman [Multi-class Tinker] Intelligence 13 You gain one use of improvised gadget per day, and the engineering skill.

Gun-savvy [Multi-class Tinker] Dexterity 13 You gain proficiency with firearms, and the engineering skill.[/code]
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1 year ago  ::  Dec 04, 2008 - 8:50PM #8
Lumovanis
Posts: 185
Date Joined: 11/27/08
(moved)
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1 year ago  ::  Dec 05, 2008 - 4:56PM #9
doneisi
Posts: 445
Date Joined: 06/22/06
Cool class. I love the humor thrown in there, especially stop, drop and roll.
sorry for the lack of constructive criticism.
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1 year ago  ::  Dec 05, 2008 - 9:31PM #10
Lumovanis
Posts: 185
Date Joined: 11/27/08
Thanks, yea I noticed a lack of responses. Very quiet out there. I figure controller + possible plucky comic relief... and the occasional explosion or two what more could you ask for, right? Anyways, I do plan on keeping it updated and am going to keep plugging away at abilities.
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