allora quando ho tempo allegherò al tutto il capitolo dedicato alle regole delle costruzioni tecnologiche Tinker -cut- Tabella di classe, purtroppo con excel non mi è venuta perfetta, come posso fare? -cut2- tabella dell'alchimista, con a fianco la bozza della tabella di un po di tempo fa, per confrontare
Description: Tinkers are among the smartest of them adventurers setting out to explore and conquer Golarion. The creators of incredible inventions from 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, 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 Golarion, the idea of the “typical tinker” may continue to change, but inventiveness and intelligence will always be an important part. Races: Tinkers are most commonly found among the dwarves, gnomes and goblins. Elves, halflings, half orcs, half elves and humans are the least likely to be tinkers.
Alignment: Any.
Abilities: Tinkers favor Intelligence in order to freely develop their skills, the better to design, build and operate their inventions. As tinkers often try to dance around the periphery of combat rather than dive into the middle of the fray, Dexterity is favored as well. Hit Die: d8
Class Skills
The tinker’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Sta), Craft (Int), Craft (technological device) (Int), Craft (trade skill) (Int), Decipher Script (Int), Disable Device (Int), Forgery (Int), Knowledge (all taken individually, except arcana and religion) (Int), Open Lock (Agy), Profession (Spt), Search (Int), Use Magic Device (Cha) and Use Technological Device (Int). See Chapter 5: Skills for skill descriptions. Skill Ranks per level: 6 + Int modifier
Da rivedere le caratteristiche delle abilità!!!!
Class Features
Weapon and Armor Proficiency: A tinker is proficient with all simple weapons. Bonus Feats: A tinker begins play with a bonus feat in addition to the feat received by all 1st-level characters. This feat must be a Technology feat or it may be an Exotic Weapon Proficiency that allows the tinker to wield a technological weapon (with the exception of firearms). The tinker also receives a bonus feat as indicated by the class table. A tinker must meet all prerequisites for his bonus feats. A tinker can choose a discovery that interact with the Bomb (Su) ability in place of a bonus feat.
Packrat (Ex): Tinkers tend to carry about packs and pouches full of heavy tools, spare parts and inventions both finished and incomplete. In doing so, they quickly develop the ability to shoulder casually otherwise crushing burdens. A tinker of 1st level or higher calculates his carrying capacity as if he possessed 5 bonus points of Strength. Bomb (Su): Tinker are adept to create powerful bombs that they can hurl at their enemies. A tinker can create and use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the same day they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the tinker must use a small amounts of chemicals and metallic elements, each bomb require 1 minute in order to be created.
Throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an tinker’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered tinker level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of f ire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the tinker’s level + the tinker’s Intelligence modifier. Tinkers can learn new types of bombs taking the appropriate discoveries instead of a bonus feat . A tinker’s bomb, becomes inert if used or carried by anyone else.
Bomb Bouncing (Ex): At 1st level, a tinker learns an esoteric technique developed by mad goblin tinkers and passed along to their brethren — the art of bomb throwing. When throwing a grenade-like weapon, a tinker with the bomb bouncing ability imparts a spin to the object that doubles the thrown object’s range increment. Energy Resistance (Ex): 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. At 1th level, a tinker may select a single type of energy — acid, cold, electricity, fire or sonic — and gain 12 points of resistance to that type of energy. Whenever the tinker would take damage of that energy type (whether from a natural or magical source), the total energy resistence is decreased by the damage, when the total resistence become 0 the damage starts being applied to the tinker’s hit points. Every level the tinker gains an additional 2 points of energy resistance. The total resistence is refreshed every time the tinker take a rest of at least 8 hours 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.
Scavenge (Ex): A tinker of 2nd 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 suffi cient to substitute for raw materials equal to half the tinker’s level x 50 gp.
Cobble (Ex): 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.
At 3rd level, the tinker may use the cobble ability once per week. Each five levels thereafter (9th, 15th and 20th), the tinker may use the ability one additional time, to a maximum of four times at 18th level.
Evasion (Ex): Beginning at 4th level, a tinker gains the evasion ability and can avoid even magical and unusual attacks with great agility. If a tinker with the evasion ability makes a successful Refl ex saving throw against an attack that normally deals half damage on a successful save (such as a burning hands spell or an exploding phlogiston boiler), he instead takes no damage. Evasion can be used only if the tinker is wearing light armor or no armor. A helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Coolness Under Fire (Ex): At 4th 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, 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. As the tinker gain levels he can use the coolness under fire ability more time per day as shown by the class table, to a maximum of eight times per day at 18th level.
Improved Evasion (Ex): At 14th 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.
Technology Feats
Technology feats pertain especially to technological devices and Golarion’s steampowered, clockwork science. A tinker can take any technology feat as a bonus feat. Gnomes and goblins receive a bonus technology feat at 1st level.
Crafty Leader [Technology]
You work well with others and can use teamwork to speed device construction.
Prerequisites: Craft (any) 3 ranks.
Benefit: When you are assisted in a Craft check by at least three other people who each have at least 1 rank in the same Craft skill, each assistant who succeeds at her check to assist you grants you a +4 bonus instead of the normal +2.
Special: Tinkers can select Crafty Leader as one of their bonus tinker feats
Delay Malfunction [Technology]
You know how to make last-minute repairs to malfunctioning equipment.
Benefit: When a device malfunctions, you may attempt a Craft (technological device) check (DC = 15
+ the device’s MR). If you succeed, the device operates normally for 1d3 rounds, giving you a chance to fi nish the job you are doing, make an emergency repair, or get clear before it blows up. If you roll a natural 20 on the check, the malfunction is completely averted. You may use this feat only once on a particular malfunction.
Special: Tinkers can select Delay Malfunction as one of their tinker bonus feats.
Emergency Repair [Technology]
You are adept at spotting mechanical problems and making quick repairs.
Prerequisite: Sag 13, Delay Malfunction.
Benefit: As a full-round action, you may make a Craft (technological device) check to repair a malfunctioning
or broken technological device. This check’s DC is 20 + (2 x the device’s MR). If you succeed, the device does not destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1 hour and then ceases functioning until it can undergo normal repairs. If you roll a natural 20 on the check, you completely and permanently repair the item.
Special: Tinkers can select Emergency Repair as one of their bonus tinker feats.
Firearm Knack [Technology]
You have a talent for building and using fi rearms.
Benefit: You receive a +2 bonus on Craft (technological device) checks when crafting fi rearms. Your Technological Limit for building fi rearms increases by +2. (See Chapter 11: Technological Devices.)
You gain a +1 competence bonus on attack rolls with firearms you have built.
Special: Tinkers can select Firearm Knack as one of their tinker bonus feats.
Scavenge Materials [Technology]
You are adept at making do with whatever materials come to hand.
Prerequisites: Craft 5 ranks.
Benefit: You may build an item using raw materials equivalent to only 1/10 the item’s market value. The
Craft check DC needed to build the item increases by +10.
Special: Tinkers can select Scavenge Materials as one of their tinker bonus feats.
Small Device Knack[Technology]
You have nimble fi ngers and a gift for fi ne workmanship.
Prerequisites: Dex 13.
Benefit: You get a +2 bonus on Craft (technological device) checks when building a device of Tiny,
Diminutive or Fine size. Your Technological Limit for building such devices increases by +2.
You can build devices that are easily concealed or disguised as other objects, such as a small pistol in the
shape of a spoon. If you choose to conceal or disguise a device, a character attempting to fi nd it must make a Spot check. A character trying to discover the device’s function must make a Use Technological Device check. The DC of either check is 10 + your ranks in Craft (technological device).
Special: Tinkers can select Small Device Knack as one of their tinker bonus feats.
Vehicle Knack [Technology]
You have a talent for building and operating vehicles.
Benefit: You receive a +2 bonus on Craft (technological device) and Use Technological Device checks when
building or using a vehicle. Your Technological Limit for building vehicles increases by +2.
Special: Tinkers can select Vehicle Knack as one of their tinker bonus feats.
Vehicle Proficiency [Technology]
You are familiar with and can operate vehicles that move over land, through water or in the air.
Benefit: Choose a specialty: land vehicles, water vehicles or air vehicles. You may operate a vehicle of the
appropriate type by making a Use Technological Device check.
Normal: A character who operates a vehicle without the appropriate proficiency takes a –4 penalty on her
Use Technological Device check.
Special: You can take this feat multiple times. Each time, it applies to a different specialty. Tinkers can select Vehicle Proficiency as one of their tinker bonus feats.
Discovery disponibili
Acid Bomb, Blinding Bomb, Breathe Weapon Bomb, Concussive Bomb, Confusion Bomb, Defoliant Bomb, Delayed Bomb, Explosive Bomb, Explosive Missile, Fast Bombs, Frost Bomb, Force Bomb, Fire Brand (goblin), Rocket Bomb (goblin), Scrap Bomb (goblin), Smoke Bomb, Poison Bomb, Plague Bomb, Greater Plague Bomb, Lingering Plague, Immolation Bomb, Inferno Bomb, Madness Bombs, Precise Bomb, Shock Bomb, Siege Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb, Sunlight Bomb, Tanglefoot Bomb,
come vi sembra? (per quelli che conoscono un po la classe da wow) è bilanciata?
quando riesco metterò i tehnology feat presenti su altri manuali della serie, e aggiungerò anche tutto il capitolo dedicato al come costruire i devices
questo è il link della discussione da cui ha preso via il progetto http://www.dragonslair.it/forum/threads/53798-Artefice