Tinker (Adapted loosely from the Dragonlance campaign setting) by JEB with some assistance from Dracandros Ability Requirements: Dexterity 8 Intelligence 8 Constitution 8 Prime Requisities: Dexterity, Intelligence Races Allowed: Human, Gnome, Meowth Tinkers are eccentric persons who have devoted their lives to knowledge, inventing and experimenting and exploring the world around them. Simply, they want to know how things work, be it a windmill or a flower. A tinker may be of any alignment, but they tend towards neutrality. If they have a score of 16 or higher in either prime requisite, they gain a 10% to the experience points they earn. Tinkers are always inventing new machines, but these tend to be much more complex than are needed. They are also often prone to not working, being self- destructive, or (even more rarely) doing something completely different. PC tinkers may attempt to create an item with a specific purpose in mind, with the percentages of success, costs, and creation time seen in Table 1. Table 1: Tinker Invention Success Chances by Level Level % Success Cost Creation Time 1-3 5% 2d100 gp 2 months 4-6 15% 2d100 gp 1 month 7-9 30% 1d100 gp 3 weeks 10-12 50% 1d100 gp 2 1/2 weeks 13-15 65% 5d10 gp 2 weeks 16-18 75% 5d10 gp 1 1/2 week 19-21 85% 1d20 gp 1 week 22-24 90% 1d20 gp 4 days 25-27 95% 1d10 gp 2 days 28-30 99% 1d10 gp 1 day If the invention roll fails, roll percentile dice again on Table 2. Table 2: Tinker Failure Type Chances by Level Level % Not Working % Backfire* % Different** 1-3 34% 33% 33% 4-6 40% 30% 30% 7-9 45% 28% 27% 10-12 50% 25% 25% 13-15 60% 20% 20% 16-18 70% 15% 15% 19-21 80% 10% 10% 22-24 85% 8% 7% 25-27 95% 3% 2% 28-30 99% 1% 0% * - In Backfire, the device appears to be normal. However, the first time it is used, the effects will not affect their target, but attack the user instead. (If the intent is to affect the user, it will affect a random person near them.) ** - A different effect is determined by the DM. This should not be something beyond the capability of the invention's components (like a clock becoming a grenade), but should be something ironic. The cruelty of the difference depends on the DM. Tinkers are perpetually curious, always inquiring into the functions of the devices they encounter. This doesn't always endear them to the people they meet, who may often find the tinker to be a nuisance. Still, they can be invaluable to an adventuring party, for their minds are often capable of working out detailed, clever plans for many of the operations a band of adventurers may undertake. Only armors of chain-mail heaviness or less may be worn by tinkers. If they wear heavier armor while tinkering, their success checks act as if they are reduced by three levels for every point less than 5 of their Armor Class. Tinkers begin with 1 weapon proficiency, and 5 nonweapon proficiencies. They gain a new weapon proficiency and three new nonweapon proficiencies for every 3rd level of experience (3rd, 6th, 9th, 12th, etc.). Tinkers may choose their nonweapon proficiencies from the General and Wizard groups. As for weapons, they may choose any weapon, but prefer weapons with some element of technology (such as crossbows and arquebuses). Tinkers use the THAC0 table and saving throws of a wizard. Table 3: Tinker Advancement Table Level XP HD (d4) 1 0 2 2 1,250 3 3 2,500 4 4 5,000 5 5 12,500 6 6 25,000 7 7 50,000 8 8 94,000 9 9 175,000 10 10 370,000 10+2 11 550,000 10+4 12 740,000 10+6 13 925,000 10+8 14 1,100,000 10+10 15 1,300,000 10+12 16 1,500,000 10+14 17 1,700,000 10+16 18 1,900,000 10+18 19 2,100,000 10+20 20 2,200,000 10+22 21 2,400,000 10+24 22 2,600,000 10+26 23 2,800,000 10+28 24 3,000,000 10+30 25 3,200,000 10+32 26 3,400,000 10+34 27 3,600,000 10+36 28 3,700,000 10+38 29 3,900,000 10+40 30 4,100,000 10+42 Table 4: Individual Class Awards Action Award Invention used to overcome foes 350 XP or problems Succesful invention creation 100 XP/level