Tinker
Tinker is a D&D 3.5 character class from WRPG. Hit die d6; 8 + Int skill points per level.
- Hit Die
- d6
- Skill Points
- 8 + Int
Class Skills
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +2 | +2 | Bonus technology feat, scavenge |
| 2nd | +1 | +0 | +3 | +3 | Bomb-bouncing, evasion |
| 3rd | +2 | +1 | +3 | +3 | Coolness under fire 1/day |
| 4th | +3 | +1 | +4 | +4 | Fire resistance 5, scavenge +2 |
| 5th | +3 | +1 | +4 | +4 | Bonus technology feat |
| 6th | +4 | +2 | +5 | +5 | Coolness under fire 2/day |
| 7th | +5 | +2 | +5 | +5 | - |
| 8th | +6/+1 | +2 | +6 | +6 | Scavenge +4 |
| 9th | +6/+1 | +3 | +6 | +6 | Coolness under fire 3/day, fire resistance 10 |
| 10th | +7/+2 | +3 | +7 | +7 | Bonus technology feat |
| 11th | +8/+3 | +3 | +7 | +7 | Improved evasion |
| 12th | +9/+4 | +4 | +8 | +8 | Coolness under fire 4/day, scavenge +6 |
| 13th | +9/+4 | +4 | +8 | +8 | - |
| 14th | +10/+5 | +4 | +9 | +9 | Fire resistance 15 |
| 15th | +11/+6/+1 | +5 | +9 | +9 | Coolness under fire 5/day, bonus technology feat |
| 16th | +12/+7/+2 | +5 | +10 | +10 | Scavenge +8 |
| 17th | +12/+7/+2 | +5 | +10 | +10 | - |
| 18th | +13/+8/+3 | +6 | +11 | +11 | Coolness under fire 6/day |
| 19th | +14/+9/+4 | +6 | +11 | +11 | Fire resistance 20 |
| 20th | +15/+10/+5 | +6 | +12 | +12 | Bonus technology feat, scavenge +10 |
New core technological expert (favored class of goblins). Affiliation: any. Hit Die d6; 8 skill points. Proficient with all simple weapons (no armor proficiency).
Bonus Technology Feats: At 1st, 5th, 10th, 15th, and 20th: bonus Technology feat (must meet prerequisites), including Build Firearms, Build Siege Weapons, Build Small Devices, and Build Vehicles.
Scavenge (Ex): At 1st: jury-rig devices on the fly (+10 Craft DC) using scavenged parts in 1/10 normal time. Bonus +2 at 4th and every 4 levels thereafter (max +10 at 20th). Duration of a scavenged device equals tinker level in uses or hours.
Bomb-Bouncing (Ex): At 2nd: grenade-like weapons have double range increment when thrown with spin.
Evasion (Ex): At 2nd: no damage on a successful Reflex save for half (light or no armor).
Coolness Under Fire (Ex): At 3rd: take 10 on checks to operate or build mechanical devices even when stressed, 1/day; +1/day every 3 levels (max 6/day at 18th).
Fire Resistance (Ex): At 4th: fire resistance 5; +5 every 5 levels thereafter (10/15/20 at 9th/14th/19th).
Improved Evasion (Ex): At 11th: no damage on successful Reflex save for half, half damage on a failed save.