Tinker, because we need an Electric Type

Ok Here is the ACTUAL tinker class from the Warcraft Role Playing Game they published something like 15 years ago to go with 3rd edition Dungeons and Dragons.

-TINKER-

Races: Tinkers are most commonly found among
the dwarves, gnomes and goblins. With their general
disinterest in technology, night elves, orcs and tauren
are the least likely to be tinkers.

Alignment: Any.

Affiliation: Any.

Abilities: Tinkers favor Intellect 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, Agility is
favored as well.

Hit Die: d6.

Class Skills 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 Points at 1st Level: (8 + Int
modifi er) x 4.
Skill Points at Each Additional
Level: 8 + Int modifi er.

Class Features Class Features
Weapon and Armor Profi ciency: A tinker is profi cient
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 (see Chapter 6: Feats),
or it may be an Exotic Weapon Profi ciency that allows
the tinker to wield a technological weapon (with the
exception of fi rearms). The tinker also receives a bonus
eat at 5th level and every five levels thereafter (10th,
15th and 20th). A tinker must meet all prerequisites for
his bonus feats.

Packrat (Ex): Tinkers tend to carry about packs and
pouches full of heavy tools, spare parts and inventions
both fi nished and incomplete. In doing so, they quickly
develop the ability to shoulder casually otherwise
crushing burdens. A tinker of 2nd level or higher
calculates his carrying capacity as if he possessed 5 bonus
points of Strength.

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 (see Chapter 11 on the device construction
process). 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 fi ve levels thereafter (8th, 13th and
18th), the tinker may use the ability one additional time,
to a maximum of four times at 18th level.

Bomb Bouncing (Ex): At 4th 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.

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 benefi t of evasion.

Coolness Under Fire (Ex): At 5th 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.
For each two tinker levels achieved beyond 5th level,
a tinker can use the coolness under fi re ability one
additional time per day, to a maximum of eight times per
day at 19th level.

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.
Upon reaching 6th level, a tinker may select a single type
of energy — acid, cold, electricity, fi re or sonic — and gain
5 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 damage is reduced
by 5 points before being applied to the tinker’s hit points.
At 12th level, 16th level and 20th level, the tinker gains an
additional 5 points of energy resistance. This resistance may
be of the same type, or spread across multiple energy types.
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.

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 benefi t of
improved evasion

Table 3–17: The Tinker (Tkr) Table 3–17: The Tinker (Tkr)
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Bonus feat
2nd +1 +0 +3 +3 Packrat, scavenge
3rd +2 +1 +3 +3 Cobble (1/week)
4th +3 +1 +4 +4 Bomb bouncing, evasion
5th +3 +1 +4 +4 Bonus feat, coolness under fi re (1/day)
6th +4 +2 +5 +5 Energy resistance 5
7th +5 +2 +5 +5 Coolness under fi re (2/day)
8th +6/+1 +2 +6 +6 Cobble (2/week)
9th +6/+1 +3 +6 +6 Coolness under fi re (3/day)
10th +7/+2 +3 +7 +7 Bonus feat
11th +8/+3 +3 +7 +7 Coolness under fi re (4/day)
12th +9/+4 +4 +8 +8 Energy resistance 10
13th +9/+4 +4 +8 +8 Cobble (3/week),
coolness under fi re (5/day)
14th +10/+5 +4 +9 +9 Improved evasion
15th +11/+6/+1 +5 +9 +9 Bonus feat, coolness under fi re (6/day)
16th +12/+7/+2 +5 +10 +10 Energy resistance 15
17th +12/+7/+2 +5 +10 +10 Coolness under fi re (7/day)
18th +13/+8/+3 +6 +11 +11 Cobble (4/week)
19th +14/+9/+4 +6 +11 +11 Coolness under fi re (8/day)
20th +15/+10/+5 +6 +12 +12 Bonus feat, energy resistance 20

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