Gnomish Tinker


Hit Die: d8.

Requirements

To qualify to become a gnomish tinker, a character must fulfil all of the following criteria.
Race: Gnome or half-gnome
Skills: Appraise 1 rank, Craft (tinkering) 5 ranks, Disable Device 1 rank.
Special: Approval of the Chief Review Sub-Committee of Engineers, Consultants, and Inventors by a majority vote and a signed waiver lodged with the Registrar of Contributing Administrative Functionaries and Governors. This may eliminate wild gnomes, mad gnomes, and half-gnomes, depending on how the Sub-Committee feels about their performance.

Class Skills

The gnomish tinker’s class skills are Appraise, Disable Device, Escape Artist, Knowledge (all), Linguistics, Perception, Sleight of Hand, Use Magic Device.
Skill Points at Each Level: 8 + Int modifier.

Class Features

All of the following are class features of the gnomish tinker prestige class.
Weapon and Armour Proficiency: Gnomish tinkers gain no additional proficiency in any weapon or armour.
Kitbash (Ex): You are an expert at customizing and refining existing items and gadgets in order to improve upon their function. Beginning at 1st level, you may make a DC 20 Craft (tinkering) check in order to coax greater performance out of an item. Items so improved gain an enhancement bonus to any relevant skill checks, attack rolls, or saving throw DCs of up to the gnomish tinker’s class level. This bonus does not stack with other enhancement bonuses, such as from a masterwork or magic item. Any character other than the gnomish tinker must make a DC 15 Craft (tinkering) or DC 20 Disable Device check in order to figure out how to make it work at its new improved performance rate. A natural roll of 1 on such a check renders the item useless until repaired.
The time spent making the improvement is equal to 10 minutes per point of enhancement bonus; subtract 5 minutes for every 5 points the Craft (tinkering) check exceeds the DC (minimum 5 minutes). Improvements require a number of tool points (see Gnome Toolbelt from Races of Ansalon) equal to one tenth of the item’s cost and last a number of hours equal to the gnomish tinker’s Intelligence modifier (if positive) before losing their bonus. Working without tools incurs a -4 penalty to the Craft (tinkering) check, while masterwork tools grant a +2 bonus.
If you fail your Craft (tinkering) check, you only take half as long as you would have spent if you had succeeded but tool points must still be met. In addition, the item in question must make a saving throw (DC 10 + gnomish tinker’s ranks in Craft [tinkering]) or become useless until repaired.
Toolbelt: A gnomish tinker always needs his toolbelt and wouldn’t be seen without it (see Races of Ansalon). At 1st level, you gain a fully-stocked toolbelt (with 10 tool points) for free. At every new level of gnomish tinker, you gain 5 tool points at no cost to you.
Consultant (Ex): You pride yourself on being an expert in your field, even if the finer points are lost on others. Beginning at 1st level, and at 4th, 7th and 10th levels, when you aid another with a skill check in which you have ranks, such as a Craft or Disable Device check, it increases the standard +2 circumstance bonus by the listed amount. Thus, at 1st level, the circumstance bonus increases to +3, at 4th level to +4, at 7th level to +5, and at 10th level to +6.
MacGuffin (Ex): At 2nd level, you acquire the uncanny ability to come up with some beneficial and outlandish tool, gadget, device, or item when the situation demands it. Once a day, you can produce a single-use item which duplicates the effects of any 0-level wizard spell as a full round action. The effective caster level of this device, cobbled together from spare parts and doodads you have in your toolbelt, is equal to your class level.
At 5th level, you can produce two 0-level items per day or may produce a single-use item, which duplicates the effects of any 1st-level wizard spell once per day. At 8th level, you can produce three 0-level items, two 1st-level items, or one 2nd-level item per day.
Only you can use these MacGuffins, and others cannot duplicate them. Once used, they are rendered inert. MacGuffins are not magical, even though they duplicate magical effects, and thus spell resistance and anti-magic effects do not affect them. Other defences against these effects, such as energy resistance, retain their usual effectiveness.
MacGuffins use up tool points like kitbash items and contraptions, and if you wish to continue using this ability, you must maintain a well-stocked toolbelt. Each MacGuffin uses 1 tool point + one point per spell level. If you are bound, paralysed, or otherwise helpless, you cannot use this ability, nor can you if ethereal or otherwise unable to get to your toolbelt and equipment.
As with most gnomish devices, your MacGuffin almost always does something you did not intend for it to do. When using this ability, make a roll on the quirks section of the Quirks and Mishaps table (see below).
Remarkable Discovery (Ex): You occasionally make incredible leaps of intuitive logic which open up new ideas or ways to accomplish tasks. At 3rd level, and at 6th and 9th level, you gain a bonus feat from the following list, so long as you meet the prerequisites: Armour Proficiency (medium), Armour Proficiency (heavy), Deft Hands, Diligent, Exotic Weapon Proficiency, Improved Shield Bash, Martial Weapon Proficiency, Nimble Fingers, Rapid Reload, Skill Focus, and Weapon Finesse. If you have levels in spellcasting classes, you may choose an item creation feat if you meet the prerequisites.
Patent Pending (Ex): At 4th level, you have won widespread approval and renown for your work in your chosen field. Your racial bonus to Craft, Knowledge, or Profession (as chosen at character generation) increases to +3, and you may substitute ranks in this skill for ranks in Bluff, Diplomacy, or Intimidate when dealing with other gnomes or with individuals who possess at least 1 rank in the appropriate skill.
In Development (Ex): At 7th level, your fame and support increases. Your racial bonus to Craft, Knowledge, or Profession (as applicable) increases to +4, and you may instantly gain 4 ranks in a single Craft, Knowledge, or Profession sub-skill in which you do not already possess ranks.
Grand Design (Ex): Upon reaching 10th level, you learn to see the world in its full and glorious intricacy, beyond the mundane and simple outlook of others. You gain a bonus to all saving throws against mind-affecting spells and spell-like effects equal to your Intelligence bonus (if any) and may substitute your Intelligence bonus (if any) for your Wisdom bonus on any Perception or Sense Motive check.

Table: Gnomish Tinker

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +1 +0 Kitbash, consultant +1, toolbelt
2nd +1 +1 +1 +1 MacGuffin 1/day
3rd +2 +1 +2 +1 Remarkable discovery
4th +3 +1 +2 +1 Patent pending, consultant +2
5th +3 +2 +3 +2 MacGuffin 2/day
6th +4 +2 +3 +2 Remarkable discovery
7th +5 +2 +4 +2 In development, consultant +3
8th +6 +3 +4 +3 MacGuffin 3/day
9th +6 +3 +5 +3 Remarkable discovery
10th +7 +3 +5 +3 Grand design, consultant +4

Quirks

01-04   Noisy: The contraption makes a lot of noise when used.
05-08   Smokey: The contraption emits a cloud of smoke each time it is used in a 1-ft. radius per size category of the contraption, though the smoke isn’t very thick.
09-12   Vibrates: The contraption hums and rapidly vibrates, distracting those trying to concentrate if they are touching the contraption.
13-16   Smoulders: The contraption is uncomfortably hot when used. May cause third-degree burns if used for too long.
17-20   Chill: The contraption becomes uncomfortably cold when used. May cause frostbite if used too long.
21-24   Glows: The contraption glows brightly when used, emitting a bright light in a 5-ft. radius per size category (5 ft. for Fine up to 45 ft. for Colossal).
25-28   Stinks: The contraption gives off a foul smell when used.
29-32   Faulty Transmission: Each time the contraption is activated, there is a 20% chance it doesn’t work that round.
33-36   Hair-Trigger: Anytime the contraption is jostled (such as being carried by a gnome who takes damage or receives a glancing blow, even if it doesn’t take damage), there is a 20% chance the contraption will spontaneously activate.
37-40   Overheats: Each time the contraption is used, there is a 20% chance that it overheats, ceasing to function until it is allowed to rest for a number of rounds equal to the number of rounds it has been used within a 24 hour period.
41-44   Clunky: The contraption is one size category larger without an increase in HD, AC, etc.
45-48   Mutation: The GM may design an additional effect that appears randomly whenever the device is used. This hidden function is worth 5 points worth of Complexity per size category of the contraption. These points are not added to the Total Complexity of the contraption.
49-52   Sweet Spot: The contraption is so contrary that the gnome must actually hit the contraption in order to make it work. To get it started, the gnome must make a successful melee attack against an AC of 10 + 1/size category. Note, if the damage isn’t non-lethal damage, the gnome risks permanently damaging the device.
53-56   Stubborn: For some strange reason, the contraption seems to have a mind of its own. The DM designates a Sense Motive score for the contraption (equal to the Complexity DC minus 10), requiring the gnome to successfully make opposed Diplomacy or Bluff checks in order for him to convince the contraption to work.
57-60   Leaky: The contraption is constantly oozing either water or some other disgusting substance.
61-64   Slow Starter: The contraption is naturally slow to start, requiring 1 minute per size category to power up.
65-68   Stalls: A contraption that runs for more than 1 consecutive round has a 20% chance of stalling each round after the first. In order to get the contraption started, it requires a full-round action.
69-72   Fragile: The contraption is literally held together with tape, glue, and whatever other holding agent the gnome could get. The contraption has the HD and AC of a contraption one size category smaller.
73-76   Ugly: The contraption looks horrible; theoretically, it shouldn’t function, but somehow it does!
77-80   Overly Complex: Even for a gnome contraption, this one is complicated! The contraption’s Total Complexity is increased by 5 per size category without any additional functionality.
81-85   Overly Simple: The bane of gnome inventing spirit, the device is actually quite easy to use! Reduce the Total Complexity by 2 per size category without any loss of functionality.
86-89   Choose one from table above.
90-95   Roll Twice on table above.
96-00   Erratic: This contraption always Mishaps on a 1 or 2, but it will always work on a 19 or 20. Roll again.

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