12/7/2022 0 Comments Assassin proficiency automatonThe tinker’s class skills are Appraise ( Int), Craft ( Int), Disable Device ( Dex), Knowledge (arcana) ( Int), Knowledge (engineering) ( Int), Knowledge (geography) ( Int), Knowledge (history) ( Int), Knowledge (local) ( Int), Linguistics ( Int), Perception ( Wis), Profession ( Wis), Spellcraft ( Int), Use Magic Device ( Cha)ĭeploy automation, directives, Halt!, master’s presence, scribe inventionĬraftsman +5, greater innovation, innovationĪll of the following are class features of the tinker. Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Further, a tinker’s exploration into the unknown gives him proficiency with the theory of magic, if not its practice. Whether commanding from the rear or charging in with the pack, a clever tinker has a set of blueprints for any situation. Role: Tinkers deploy and give Directives to a squadron of mechanical automatons built from custom blueprints. Supported by a vast array of custom automatons, an experienced tinker, while not a fierce combatant on his own, commands an exceptionally versatile squadron that more than makes up for his own deficiencies. It is this creative spirit, the constant thirst for new ideas, that propels them to seek the unknown, whether it be found in a library or in the dark depths of an ancient tomb. These individuals, the tinkers, are exemplars of the unfettered creative spirit. For some, the smell of oil is akin to that of a fine perfume, the rush of invention is the only motivation one needs, and the eternal battle against corrosion is a constant annoyance.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |