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----------------------------------------------------------------------------------------------------------
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'
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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'
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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'
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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