Rogue
Base Class: Rogue

Tinkers (aka tinkerers) are among the smartest of the adventurers setting out to explore and conquer Azeroth. The creators of incredible inventions, from crazy multipurpose knives to steam saws to siege engines, their devices allow them to overcome nearly any situation — and if they don't have the device they need, they just might be able to design and create a new one on the spot. Tinkers have a reputation for being dangerous companions, born mainly of reckless goblins experimenting with explosives. However, tinkers are not usually danger-prone. The real problem arises when they mess with gunpowder or try to build a better steam engine, and even then mishaps and explosions do not occur as often as many believe. However, the true heart of the tinker profession can be found in the steady craftsmanship of the dwarves and the wild-eyed curiosity of the gnomes. As tinkers begin to spread to all the races of Azeroth, the idea of the "typical tinker" may continue to change, but inventiveness and intelligence will always be an important part. Tinkers are most commonly found among the dwarves, gnomes, and goblins as they produce rifles, zeppelins, and other technological innovations currently found on Azeroth. With their general disinterest in technology, night elves, orcs and tauren are the least likely to be tinkers.

Scavenge

A tinker of 3rd level or higher can put together devices out of random piles of spare parts or whatever wires and gears he happens to be carrying in his pockets at the time. A tinker who succeeds at a Search check with a DC equal to 15 + the intended device’s overall Technology Score (TS) can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp

Cobble

Tinkers prefer to spend days, weeks or even months constructing the devices they design. When adventuring, though, tinkers are often forced to throw together a device more quickly.

A tinker of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week. However, after the device is complete, the device’s Malfunction Rating is increased by +5. Further, it will continue to increase by +1 each time the device is operated, and no repair or upgrade can decrease it.

Coolness Under Fire

 At 9th level, a tinker has employed his skills in dangerous situations often enough that he learns how to remain calm in combat even when operating complex controls or working to repair delicate machinery. Once per day times your proficiency modifier, the tinker can take 10 on any roll that involves the construction, operation or repair of a technological device, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls, so the tinker cannot take 10 when operating a weapon such as a blunderbuss or a steam saw.

Energy Resistance

Tinkers are exposed to raw and powerful energies in the course of their work, and often develop a degree of resistance to one kind or another. Upon reaching 13th level, a tinker may select a single type of energy — acid, cold, fire, lightning or thunder — and gain resistance to that type of energy. Whenever the tinker would take damage of that energy type (whether from a natural or magical source), the damage is reduced by half before being applied to the tinker’s hit points. As it is not a supernatural or spell-like ability, a tinker’s energy resistance stacks with resistance gained from spells such as protection from energy and resist energy.

Evasion

 At 17th level, a tinker’s evasion ability improves. He still takes no damage on a successful Refl ex saving throw against attacks such as a burning hands spell or exploding device, but henceforth he takes only half damage even on a failed save. As always, a helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2023 3:29:32 AM
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