Artwork by ~flukekung @ deviantart.com
“Of course its safe, why would it not be?” Class Traits • Role: Controller. With powerful explosives and devices, you can control the flow of battle, often in unexpected ways. Some Tinkers live by their firearms, these types of Tinkers tend to slip into the Striker role. • Power Source: Technology. Your weapons and devices make you a deadly and unpredictable foe. Your mastery of engineering allows you to improvise in nearly any situation. • Key Abilities: Intelligence, Dexterity, Wisdom • Armor Proficiencies: Cloth, Leather • Weapon Proficiencies: Simple Melee, SimpleRanged, Firearms • Bonus to Defense: +2 Reflex • Hit Points at 1st Level: 12 + Constitution Score • Hit Points per Level Gained: 5 • Healing Surges per Day: 6 + Constitution Modifier • Trained Skills: Engineering. From the class skills listed below, choose three more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Endurance (Con), Engineering* (Int), Heal (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)
The tinker builds and invents new devices, everything from multi-purpose knives to explosive projectiles. Their devices are often cobbled together out of whatever parts they have handy, but made remarkably effective by their intimate knowledge of machinery. Despite a reputation for being dangerous companions, gained mostly due to the more reckless of their kind, Tinkers are not usually danger-prone. The real trouble arises when Tinkers experiment with already dangerous explosives and gunpowder, and even then mishaps and explosions do not occur as often as many believe. As a Tinker, you often are considered dangerous, as often a Tinker's reputation catches up with him. You might be a designer of crazy devices that serve seemingly no purpose, until you need them. Or perhaps you may be a master of deadly explosives, throwing caution to the wind. Perhaps you are a master
marksman, earning a reputation with your thunderous rifle. Perhaps you do it for fame, perhaps gold, perhaps glory or maybe, you just want to go out with a bang. Armed with nothing but your trusty tools and your bag of parts, you boldly step forward, ready to leave your mark upon the world for better or for worse.
Tinker Class Features Tinkers have the following class features.
Engineering Focus All Tinkers have their niche. Whether it be a mastery of explosives, firearms or even in bizarre gadgetry. Choose one of the following. • Explosives Focus: You gain a +1 bonus to your Reflex Defense, and gain Fire Resistance equal to one half your level. • Firearms Focus: You gain a +1 attack bonus with all Firearms, as well as the Weapon Focus: Firearms feat. • Gadgetry Focus: You may use your Tools as though they were a club (adding their enhancement bonus to attack and damage rolls), as well as two additional uses of Improvised Gadget each day. The choice you make also provides bonuses to certain Tinker powers. Individual powers detail the effects (if any) your focus has upon them.
Firearms Crafter Tinkers easily apply what they have learned from their art to the crafting of basic firearms. This allows all Tinkers to craft firearms for 1/5 market price, though weapons created this way can only be used by the Tinker that made them. In addition, at 1st level, a Tinker may begin play with a firearm for 1/10 market price. Note this price reduction is not applied to enhanced firearms. The Tinker also has the ability to craft ammunition for 1/2 market value. The Tinker requires their toolkit and parts to be able to craft firearms or ammunition.
Tools and Parts Tinkers always have spare parts and tools lying around. All tinkers begin play with a tool kit and a backpack. A tinker carries random parts with them (stripping them off of things as they adventure). This can be role-played, but the parts that a tinker carries with them can get quite heavy as they pack-rat things into their bags. Parts for a tin-
ker weigh a number of pounds equal to 5 + the Tinker's level. This is a static weight, assumed to be replenished as often as it is emptied. The tinker may not use powers with the Parts keyword without them. The tinker may also not use powers with the Tool descriptor without a set of tools. If a tinker loses their bag of parts (or box or whatever they are carried in), it takes time to replace them. Typically it takes a short rest in a town (much to the dismay of the locals), though actual time may vary based on the situation and environment. Tinkers use tools in the way casters use implements, though must have a tool to use a power with the Tool keyword, unlike casters. Exceptional tools provide bonuses similar to magic implements.
Creating A Tinker The three key ability scores for tinkers are Intelligence, Wisdom and Dexterity. Tinkers typically choose feats, skills and powers to compliment the ability scores related to their focus.
Tinker Overview Characteristics: You support your adventuring party either from the back or from the front line as you use your various devices to control large crowds or provide cover for you allies. Your abilities have a broad array of effects and ranges, allowing you to adapt to changing situations quite easily. You can choose to take the route of the sniper instead, primarily using a firearm and focusing less on support and more on damage. Religion: Most tinkers simply don't care enough about the world to worship any kind of deity, believing more in the work their own two hands do. The few tinkers that do worship a deity typically worship Erathis, sometimes saying a prayer or two over their latest inventions. Races: Of all the races, humans and gnomes are the most likely to become tinkers. Both have a fascination with technology, science... and experimentation. Though dwarven demolitionists and elven snipers are not entirely unheard of.
Crazed Inventor You have devices powering devices that operate devices. Most of which you've forgotten about, or changed entirely. You are prepared to handle nearly anything. Intelligence should be your primary score as nearly all of your abilities will be using it. Wisdom makes a good second choice as many of your powers gain some small benefit from it. Dexterity should be a close third, as it will allow you to make use of grenade-attacks. Suggested Feat: Improved Initiative (Human feat: Toughness) Suggested Skills: Engineering; Athletics, Perception, Thievery (Stealth) Suggested At-Will Powers: Cutting Torch, Spark Shower (Zap) Suggested Encounter Power: Lightning Shield Suggested Daily Power: Cutting Saws Gunslinger Unlike other Tinkers that develop toys, you have devoted your life to the study and operation of firearms. You are better at killing single targets than other builds, but lack much of the survivability/adaptability other Tinkers enjoy. You disdain melee combat, avoiding it whenever possible. Most of your attack powers favor Dexterity, so it should be your highest ability score. Intelligence is solid secondary score, it allows you to dabble in grenades and pick up a couple close range powers. Wisdom makes a good third stat, adding bonuses to many of your shots. Suggested Feat: Quick Draw (Human feat: Human Perseverance) Suggested Skills: Engineering; Athletics, Perception, Stealth (Thievery) Suggested At-Will Powers: Pulse Charge, Steady Aim (Spark Shower) Suggested Encounter Power: Bola Shot Suggested Daily Power: Rapid Fire Sapper You like explosives, perhaps to an unhealthy level. You are all about area damage, obliterating several foes in a single blast. You would rather not get into close combat, but you are better off then the gunslinger in melee. Intelligence should be your primary ability score as most of your abilities key off of it. Dexterity is a close second,
as many of your ranged grenade powers rely on it. Wisdom is a close third as some of your abilities receive bonuses from it. Suggested Feat: Improved Initiative (Human feat: Adrenaline Junkie) Suggested Skills: Engineering; Athletics, Perception, Thievery (Heal) Suggested At-Will Powers: Pulse Charge, Spark Shower (Zap) Suggested Encounter Power: Concussive Blast Suggested Daily Power: Shrapnel Grenade
Tinker Powers Your technology powers derive from devices or simply stem from your experience with them. Many of these devices are partially completed in your bags as you tinker with them in your free time, hastily throwing them together during combat.
Tinker Class Feature All tinkers have the following class ability that works exactly like a power. Improvised Gadget Tinker Class Feature You quickly assemble bits from your bags into something you need. At-will (Special) ♦ Technology, Parts Special: You can use this power a number of times per day equal to your Intelligence modifier (minimum 1). Full Round Action Personal Effect: You craft a single use tool which gives you a +3 power bonus to any skill check that keys off of Strength, Dexterity, Constitution or Wisdom. You make the skill check as part of this action.
Level 1 At-Will Tech Exploits Cutting Torch Tinker Attack 1 Using a heated cutting tool, you lash out at a nearby foe. At-will ♦ Technology, Tool, Fire Standard Action Melee 1 Target: One creature Attack: Intelligence vs AC Hit: 1d8 + Intelligence modifier fire damage, and the target's AC is reduced by 2 until the end of your next turn. This effect does not stack with itself.
Increase damage to 2d8 + Intelligence modifier fire damage at 21st level.
Pulse Charge Tinker Attack 1 You skilfully attach a charge to your target that electrocutes them. At-will ♦ Technology, Tool, Lightning Standard Action Melee 1 Target: One creature Attack: Dexterity vs Reflex Hit: 1d10 + Intelligence modifier lightning damage. Increase damage to 2d10 + Intelligence modifier lightning damage at 21st level. Spark Shower Tinker Attack 1 You grind tools together to create a fierce shower of fiery embers. At-will ♦ Technology, Tool, Fire Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier fire damage, and the target suffers a -1 penalty to attack rolls until the end of it's next turn. Increase damage to 2d6 + Intelligence modifier fire damage at 21st level.
Steady Aim Tinker Attack 1 You search for a weakness in your target's armor, shooting when you find it. At-will ♦ Technology, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs AC Special: If you have not yet moved this turn you may add your Wisdom modifier to the attack roll. Hit: 1[w] + Dexterity modifier damage Increase damage to 2[w] + Dexterity modifier damage at 21st level. Zap Tinker Attack 1 Using your tools, you generate a powerful electrical bolt that bounces off the target into another. At-will ♦ Technology, Tool, Lightning Standard Action Ranged 10 Target: One creature Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier lightning damage, and the target is pushed one square. Then you may select another foe that is adjacent to the target, it takes lightning damage equal to your Intelligence modifier. Increase damage to 2d8 + Intelligence modifier lightning damage at 21st level.
Level 1 Encounter Tech Exploits Bola Shot Tinker Attack 1 You fire a modified bullet at the target that ensnares them as it strikes. Encounter ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs Reflex Hit: 2[w] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
Firearms Focus: You also knock the target prone when you hit. Concussive Blast Tinker Attack 1 You trigger a series of small explosives that detonate in an outward pattern, the thunderous explosion disorients nearby foes. Encounter ♦ Technology, Tool, Parts, Thunder Standard Action Close Burst 1 Target: Each creature in burst Attack: Intelligence vs Fortitude Hit: 1d10 + Intelligence modifier thunder damage, and the target is dazed until the end of it's next turn. Miss: Half damage and no daze. Effect: You and all targets are deafened until the end of your next turn. Explosives Focus: You may choose to cause yourself and each target that was hit to take extra damage equal to your Wisdom modifier. You must choose to do this before rolling attack or damage rolls.
Firebomb Tinker Attack 1 You toss a small incendiary explosive into your foes. Encounter ♦ Technology, Tool, Parts, Fire, Grenade
Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 1d6 + Intelligence modifier fire damage, and the target takes ongoing 5 fire damage (save ends). Miss: Half damage and no ongoing. Explosives Focus: Targets take a -1 penalty to saves to end this effect. Lightning Shield Tinker Attack 1 You activate a device that sends an electrical charge into your attacker as they strike, the force of it launches them away from you. Encounter ♦ Technology, Tool, Parts, Lightning Immediate Reaction Melee 1 Trigger: You are struck by a melee attack Target: Triggering creature Attack: Intelligence vs Fortitude Hit: 2d6 + Intelligence modifier lightning damage, and the target is pushed 1 square. Gadgetry Focus: Target is instead pushed a number of squares equal to your Wisdom modifier + 1 (minimum 1).
Level 1 Daily Tech Exploits Cutting Saws Tinker Attack 1 You release a series of mechanical arms tipped with saw blades that lash out at nearby foes. Daily ♦ Technology, Tool, Parts Standard Action Close Burst 1 Target: Each enemy in burst Attack: Intelligence + 2 vs AC Hit: 1d8 + Intelligence modifier damage Sustain Minor: When you sustain this power, repeat the attack. You may sustain this power for 5 minutes or until the end of the encounter. Gadgetry Focus: During the round you activate this power and for each round you sustain it, this power grants a +2 AC bonus. Frost Emitter Tinker Attack 1 You activate a device that releases a forceful wave of cold that drives your foes back, briefly hindering their movement. Daily ♦ Technology, Tool, Cold, Parts Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Fortitude Hit: 2d8 + Intelligence modifier cold damage. The target is pushed 1 square and slowed until the end of your next turn. Miss: Half damage, push 1 square (doesn't slow)
Rapid Fire Tinker Attack 1 You load a special canister of ammunition and unload its contents into your enemies with frightening speed. Daily ♦ Technology, Weapon, Parts Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One, two or three creatures Attack: Dexterity vs AC, one attack per target. Hit: 1[w]+ Dexterity modifier damage per attack Firearms Focus: Each time you hit a target with this attack, you receive a +1 bonus to attack rolls with each subsequent attack from this power. Shrapnel Grenade Tinker Attack 1 You toss a powerful fragmentation grenade into the midst of your enemies. Daily ♦ Technology, Tool, Parts, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 2d8 + Intelligence modifier damage and ongoing 5 damage (save ends). Miss: Half damage and no ongoing Explosives Focus: You may draw the line of fire around corners and other obstacles, but doing so causes the power to have -2 to attack rolls.
Level 2 Utility Tech Exploits Always Prepared Tinker Utility 2 You always have what you need right at your fingertips. Encounter ♦ Technology, Parts Minor Action Personal Effect: You may use your Improvised Gadget ability with this action. Note that this still counts against your daily uses of the power. Gadgetry Focus: The skill check made with this power receives an additional +1 bonus.
Flare Tinker Utility 2 You release a flare right in your attacker's face, blinding them briefly. Encounter ♦ Technology, Parts Immediate Interrupt Melee 1 Trigger: A creature strikes you with a melee attack. Target: Triggering creature Effect: The attacker is blinded for the attack and the rest of this turn. Firearms Focus: The target also grants combat advantage to all attackers until the end of your next turn. Rocket Jump Tinker Utility 2 You launch yourself either way from your foes or directly into their midst. Daily ♦ Technology, Parts Minor Action Personal Effect: You fly up to 3 squares in any direction. This movement does not draw attacks of opportunity. Explosives Focus: You may choose to have this power knock you prone at the end of the movement to increase the distance you travel by up to 2 squares. Safety Line Tinker Utility 2 You launch a cord at an ally in danger to pull them to safety. Encounter ♦ Technology, Parts Immediate Interrupt Close Burst 5 Trigger: An ally within range and line of sight is targeted by an attack. Target: Triggering ally Effect: You pull that ally one square. Gadgetry Focus: You may instead pull that ally a number of squares equal to your Wisdom modifier.
Stop, Drop and Roll Tinker Utility 2 Having survived many failed experiments, you are adept at putting out fires and other such hazards that cling to you. Encounter ♦ Technology Minor Action Personal Effect: You fall prone and end an ongoing fire, lightning, acid or cold damage effect on yourself. Explosives Focus: You may also shift a square before or after falling prone.
Level 3 Encounter Tech Exploits Double-Packed Shot Tinker Attack 3 You load twice the shot into your firearm, ready to obliterate a nearby foe... assuming you didn't put too much shot in there... Encounter ♦ Technology, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Special: This power uses two shots-worth of ammunition. Target: One creature Attack: Dexterity vs AC Hit: 2[w] + 1d6 + Dexterity modifier damage, if the target was within 6 squares, this attack inflicts additional damage equal to your Intelligence modifier. Special: If you roll a 1 or a 2 on the attack, the weapon backfires, causing 1[w] damage to you instead of hitting your target. Firearms Focus: This power cannot backfire on you.
Lightning Discharge Tinker Attack 3 You activate a device that envelops nearby creatures in a wave of energy you direct to move your foes as you please. Encounter ♦ Technology, Tool, Parts, Lightning
Standard Action Close Burst 1 Target: Each enemy in burst Attack: Intelligence vs Reflex Hit: 2d4 + Intelligence modifier lightning damage, and you may slide the target 1 square. Gadgetry Focus: You may instead slide the target up to two squares. In addition, you may slide allies within the area up to 1 square each. Shard Launcher Tinker Attack 3 You launch a spray of sharp metal fragments into a wide area, wounding those in it, and hindering others attempting to move through it. Encounter ♦ Technology, Tool, Parts Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier damage Effect: Each square within the blast becomes covered in small metal shards, becoming difficult terrain and inflicting 1d6 damage to creatures for each square they enter. After a creature has taken the damage from a square, that square is no longer affected by this power. The change lasts for the rest of the encounter or until each square has been entered (and dealt it's damage to the creature that moved into it).
Steam Hammer Tinker Attack 3 Often used for simply smashing down solid walls and doors, you have modified it to be more useful in combat. Encounter ♦ Technology, Tool, Parts Standard Action Melee 1 Target: One creature Attack: Intelligence vs AC Hit: 2d8 + Intelligence modifier damage, and the target is pushed 3 squares and knocked prone. This attack deals an additional 1d8 damage to objects. Gadgetry Focus: The target is also dazed until the end of their next turn. Thunder Cracker Tinker Attack 3 You toss an explosive that scatters your foes like leaves. Encounter ♦ Technology, Tool, Parts, Thunder, Grenade
Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Fortitude Hit: 1d8 + Intelligence modifier thunder damage, and the target is pushed 1 square from the center of the burst. Miss: Half damage and no push. Effect: All those within the burst are deafened until the end of your next turn. Explosives Focus: Each target is pushed an extra square. In addition, missed targets are still pushed 1 square.
Level 5 Daily Tech Exploits Bomb Dispenser Tinker Attack 5 You activate a device that preps and loads small explosives for you to launch for a short time. Daily ♦ Technology, Tool, Parts, Fire, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 2d4 + Intelligence modifier fire damage Miss: Half damage Sustain Standard: When you sustain this power, you may repeat the attack. You can sustain this power up to a number of times equal to your Intelligence modifier. Explosives Focus: You can sustain this power two additional times. Dragon Gun Tinker Attack 5 You activate a device that releases a gout of flame that clings to your targets. Daily ♦ Technology, Tool, Parts, Fire Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 2d6 + Intelligence modifier fire damage, the target has a -1 penalty to attack rolls and suffers ongoing 5 fire damage (save ends both). Miss: Half damage and no ongoing effect Electro Net-Launcher Tinker Attack 5 You launch an electrified metal net at the target that ensnares and electrocutes them until they can escape it. Daily ♦ Technology, Tool, Parts, Lightning Standard Action Ranged 15 Target: One creature Attack: Intelligence vs Fortitude Hit: 2d8 + Intelligence modifier lightning damage, the target is immobilized and takes ongoing 5 lightning damage (save ends both) Gadgetry Focus: The target's saves to end this effect are at a -2 penalty.
Glue Shot Tinker Attack 5 You load a special ammunition that explodes into a gooey mess, hindering your foes and sickening them with harsh chemicals. Encounter ♦ Technology, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs AC Hit: 2[w] + Dexterity modifier damage
Secondary Target: The primary target and each creature adjacent to it. Secondary Attack: Dexterity vs Reflex Secondary Hit: 1d6 poison damage and the target is slowed (save ends). If the target fails it's first saving throw against this power, the target becomes immobilized (save ends). Firearms Focus: The primary target is automatically struck by the secondary attack if the primary attack landed.
Level 6 Utility Tech Exploits Auto-Blocker 4000X Tinker Utility 6 With the flick of a wrist you activate a springloaded, shield-bearing mechanical arm. Daily ♦ Technology, Parts Immediate Interrupt Personal Trigger: You are hit by an attack that targets AC or Reflex. Effect: You gain a +2 power bonus to your AC and Reflex defenses until your next turn. Sustain Minor: This bonus lasts until your next turn. You may sustain this power for 5 minutes, or until the end of the encounter. Gadgetry Focus: This power is a free action to sustain.
Madman's Glee Tinker Utility 6 Nothing makes you happier than watching the large explosions, blasts of fire or other similar widespread acts of destruction created by your devices. Encounter ♦ Technology, Healing Immediate Reaction Personal Trigger: One of your Close or Area Technology attacks damages more than one enemy. Effect: You may spend a healing surge, adding your Intelligence modifier to the amount of hit points recovered. Recombobulate Tinker Utility 6 Using various devices, you attempt to aid a suffering ally... hopefully not making it worse. Daily ♦ Technology, Parts Minor Action Melee Touch Target: One ally suffering from an ongoing effect that a save can end. Effect: Roll 1d20; 1-4: Ally suffers a -2 penalty to all saves during their next turn and this ability is not expended, 5-17: Ally may roll a save against one ongoing effect with a +2 bonus, 18-20: Ally may roll a save against each effect currently on them with a +2 bonus to each roll. Rocket Skates Tinker Utility 6 You activate a pair of rocket-powered skates that help you move quickly across nearly any terrain. Encounter ♦ Technology, Parts Move Action Personal Effect: You are pushed a distance equal to your speed + 1 in a straight line in a direction of your choice, ignoring difficult terrain along the way. If you run into a wall you are knocked prone (as normal for being pushed), however if you run into a creature, you both are knocked prone (instead of just you). Explosives Focus: You can chose to pass through occupied squares without colliding with their occupants, you can't end the movement this way in an occupied square.
Level 7 Encounter Tech Exploits Anti-Infantry Cluster Mines
Tinker Attack 7
You launch a small cloud of tiny explosives into the area. Encounter ♦ Technology, Tool, Parts Standard Action Area Blast 3 within 15 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 2d4 + Intelligence modifier damage Effect: The area affected by this attack becomes littered with tiny explosives. Until the end of the encounter, whenever a creature enters one of the squares, they are subject to the secondary attack. After a square has made this secondary attack, it is no longer affected by this power. Secondary Attack: Intelligence vs Reflex Secondary Hit: 2d4 damage (note this damage is not affected by your Tool's enhancement bonus) Explosives Focus: The secondary attack's damage is increased by your Tool's enhancement bonus. Flash Round Tinker Attack 7 You fire a modified bullet at the target that explodes with a flash, blinding and deafening the target. Encounter ♦ Technology, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs Fortitude Hit: 2[w] + Dexterity modifier damage, and the target is blinded and deafened until the end of your next turn. Firearms Focus: This attack also inflicts 1d6 radiant damage.
Freeze Ray Tinker Attack 7 You activate a beam that coats your foe in a thick layer of ice. Encounter ♦ Technology, Tool, Parts, Cold Standard Action Ranged 15 Target: One creature Attack: Intelligence vs Fortitude Hit: 2d8 + Intelligence modifier cold damage and the target is slowed (save ends). If the target fails their first save, they instead become immobilized (save ends). Mini Rocket Tinker Attack 7 You launch a small rocket into your enemies that detonates into a fiery explosion. Encounter ♦ Technology, Tool, Parts, Fire Standard Action Ranged 15 Target: One creature Attack: Dexterity vs Reflex Hit: 2d8 + Intelligence modifier fire damage, the target is knocked prone and dazed until the end of it's next turn. Secondary attack. Secondary Target: Each creature adjacent to primary target (treat this as an area burst attack). Secondary Attack: Intelligence vs Reflex Secondary Hit: 1d8 + Intelligence modifier fire damage, target is pushed 1 square away from the primary target. Explosives Focus: Increase the range of the attack to 20. Shock Rod Tinker Attack 7 You jab at a nearby foe with an electrical prod, giving them a quick jolt. Encounter ♦ Technology, Tool, Parts, Lightning
Standard Action Melee 1 Target: One creature Attack: Intelligence vs Fortitude Hit: 2d8 + Intelligence modifier lightning damage, the target is stunned until the end of your next turn. Gadgetry Focus: The target becomes dazed after the stun ends, this effect lasts until the end of their next turn.
Level 9 Daily Tech Exploits Grape Shot Tinker Attack 9 You load shrapnel into your weapon, using it to make an effective close ranged attack. Daily ♦ Technology, Parts, Weapon Standard Action Close Blast 3 Requirement: You must be wielding a firearm. Target: Each creature in blast Attack: Dexterity vs Reflex Hit: 2[w] + Dexterity modifier, and the target is pushed 1 square. Miss: Half damage Firearms Focus: You may choose to increase the area to Close Blast 5, but at a -1 attack roll penalty. Pocket Mortar Tinker Attack 9 You use a small mortar to lob a fiery projectile into the midst of distant foes. Daily ♦ Technology, Parts, Tool, Fire Standard Action Area Burst 2 within 30 Special: You cannot use this within a range of 6 squares. Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 3d6 + Intelligence modifier fire damage, target is dazed until the end of it's next turn. Miss: Half damage and no daze Explosives Focus: You may add your Wisdom modifier to the damage roll.
Shrink Ray Tinker Attack 9 You activate a device that shrinks your target into a more manageable size. Daily ♦ Technology, Parts, Tool, Lightning, Polymorph Standard Action Ranged 15 Target: One creature Attack: Intelligence vs Fortitude Hit: 2d6 + Intelligence modifier lightning damage, target is weakened and slowed (save ends both). While affected by this ongoing power, the target is reduced by one size (minimum small) and has the reach on it's attacks and abilities reduced by 2 (minimum 0, can hit adjacent targets still). When a target is reduced in this manner, it chooses which squares out of its original squares to occupy with its new size. When it returns to its normal size in a place where it does not fit, it is considered to be squeezing in those same squares until it can move back into a large enough area to un-squeeze. Gadgetry Focus: You may choose to target reflex before rolling an attack roll instead of fortitude. Toxic Waste Release Tinker Attack 9 You release the hazardous waste bi-product your devices have generated, using it as a weapon against nearby enemies. Daily ♦ Technology, Parts, Tool, Acid Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 2d6 + Intelligence modifier acid damage, ongoing 5 acid damage (save ends). The target is blinded until the end of it's next turn. Miss: Half damage and no ongoing or blind
Level 10 Utility Tech Exploits Energy Disperser Tinker Utility 10 You activate a device that helps keep dangerous energies at bay. Encounter ♦ Technology, Parts Minor Action Personal Effect: You gain resistance of 5 + Intelligence modifier against cold, fire, lightning, and radiant until your next turn. Sustain Minor: You continue to sustain this power until your next turn. You may sustain this power for 5 minutes, or until the end of the encounter. Explosives Focus: The resistances provided by this power are increased by 5. Gyro-balancing Stabilizer
Tinker Utility 10
You activate a device that helps keep your aim steady. Daily ♦ Technology, Parts, Stance Minor Action Personal Effect: You have a +1 power bonus to attack and damage rolls with firearms. Firearms Focus: Also increases the short and long range of the weapon each by 5. Shock Paddles Tinker Utility 10 You jolt a dying ally, trying to revive them. Encounter ♦ Technology, Parts, Healing Minor Action Melee Touch Target: A dying ally Effect: Roll 1d20; 1-2: the ally suffers a -2 penalty to their next death saving throw, 319: the ally may spend a healing surge, 20: the ally may spend up to two healing surges. Gadgetry Focus: You have +1 to the d20 roll with this power.
Slip Away Tinker Utility 10 Taking advantage of the confusion your attacks cause, you edge your way to safer ground. Daily ♦ Technology, Stance Minor Action Personal Effect: Whenever you hit an enemy with a burst or blast (close or otherwise), you may shift once as a free action. You may only shift once per round in this way. Ultra-safe Teleporter
Tinker Utility 10
You activate a device that teleports you a short distance, nothing bad could ever possibly happen when you use this device, no sir. Encounter ♦ Technology, Parts, Teleportation Move Action Personal Effect: Roll 1d20; 1-2: you suffer damage equal to your healing surge value instead of teleporting, 3-18: you teleport a number of squares equal to your Intelligence modifier + 2, 19-20: you teleport the previous result's distance and retain the use of this power. Gadgetry Focus: You have +1 to the d20 roll with this power. Level 13 Encounter Tech Exploits Bright Beam Tinker Attack 13 You activate a beam that uses focused light to damage a foe. Encounter ♦ Technology, Tool, Parts, Radiant Standard Action Ranged 20 Target: One creature Attack: Intelligence vs Reflex Hit: 3d6 + Intelligence modifier radiant damage and the target is blinded (save ends). Miss: Target treats everything beyond 5 squares as though it has concealment until your next turn.
Ice Grenade Tinker Attack 13 You throw an explosive that detonates into an icy blast that stops your foes dead in their tracks. Daily ♦ Technology, Parts, Tool, Cold, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 2d8 + Intelligence modifier cold damage, target is immobilized until the end of it's next turn, after which it becomes slowed until after its following turn. Miss: Target slowed until the end of its next turn. Explosives Focus: Struck targets take 5 cold damage at the start of their next turn after this hits. Phosphorus Round Tinker Attack 13 You fire a modified bullet at the target that covers them in a chemical that glows fiercely, even as it burns away at them. Encounter ♦ Technology, Parts, Weapon, Fire Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs Reflex Hit: 2[w] + Dexterity modifier damage, and the target takes ongoing 5 fire damage and grants combat advantage to all attackers. While affected, the target glows, shedding bright light in a 2 square radius. Firearms Focus: Creatures that have concealment have it negated, those with total concealment have it treated as though it were simply normal concealment. These effects apply so long as the creatures remain in the bright light (including the target).
Thunder Cannon Tinker Attack 13 You use a large sound emitter that focuses the sound in a small area, causing damaging reverberations. Encounter ♦ Technology, Tool, Parts, Thunder
Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 2d4 + Intelligence modifier thunder damage, and the target takes ongoing 5 thunder damage (save ends) and is dazed until the end of your next turn. Effect: Each creature in the area is deafened until your next turn. Gadgetry Focus: You may choose to make it strike only one adjacent creature instead of normal, if you choose to do so, that target takes an extra 1d6 thunder damage and is also pushed 1 square.
Artwork by Kieran Yanner
Trick Shot Tinker Attack 13 You ricochet a special round off of odd angles, striking multiple foes, or bouncing the shot around corners. Encounter ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Special: You may choose to not use the secondary attack to instead allow you to bounce the attack off of walls or other solid objects, which allows you to trace the line of effect off of the object in another direction in a straight line away from it. (You must be aware of a target behind cover to target it still) Attack: Dexterity vs AC Hit: 2[w] + Dexterity modifier damage, you may make a secondary attack. Secondary Target: creature within 5 squares of the primary target. Note that you do not need line of sight to the secondary target, but it must be in a clear line of sight from the primary target and you must be aware of it. Secondary Attack: Dexterity vs AC Secondary Hit: 1[w] + Dexterity modifier damage. Firearms Focus: This attack has +2 attack rolls against targets wielding shields.
Level 15 Daily Tech Exploits Clockwork Land-Mines
Tinker Attack 15
You arm several large explosives and place them quickly on the ground nearby. Daily ♦ Technology, Parts, Tool Standard Action Close Burst 2 Special: Place up to 4 mines into different unoccupied squares within the burst. Until the end of the encounter, if any creature steps on one of these (or starts their turn on one) that is not insubstantial or phasing, they are subject to the following attack. After a mine makes an attack, it is destroyed. Target: Triggering creature Attack: Intelligence vs Reflex Hit: 3d6 + Intelligence modifier damage, and the target is knocked prone. Miss: Half damage Explosives Focus: The radius you may 'drop' the mines is increased to Close Burst 3. Special: Note that mines may be targeted and destroyed. They have 5 HP, 22 AC, 5 Reflex, 22 Fortitude defense and a damage resistance of 15 against everything. When destroyed, they make an attack. Cluster Rockets Tinker Attack 15 You launch a deadly storm of rockets into the area. Daily ♦ Technology, Parts, Tool, Fire Standard Action Area Blast 5 within 20 Target: Each creature in blast Attack: Dexterity vs Reflex Hit: 4d6 + Intelligence modifier fire damage, target is stunned until the end of it's next turn. Miss: Half damage Explosives Focus: Targets take extra damage equal to your wisdom modifier.
Lodestone Round Tinker Attack 15 You fire a modified round that throws the target's balance off until they can remove it. Daily ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs AC Hit: 4[w] + Dexterity modifier damage, the target is slowed and each time the target moves more than one square during it's turn, it must immediately roll a save or fall prone (save ends both). Firearms Focus: You may slide the target one square when the attack hits. Mechanized Claws
Tinker Attack 15
You release a pair of giant clawed arms, using them to strike at nearby foes and drag them away from you. Daily ♦ Technology, Parts, Tool Standard Action Close Burst 1 Target: One or two creatures within the burst. Attack: Intelligence vs AC Hit: 2d6 + Intelligence modifier damage, and push the target 1 square. Sustain Minor: When you sustain this power, repeat the attack, but the damage of the attack becomes 1d10 + Intelligence modifier instead. This power may be sustained for 5 minutes or until the end of the encounter. Gadgetry Focus: You may choose to slide the target 1 square instead.
Level 16 Utility Tech Exploits Cloaking Device Tinker Utility 16 You activate a device that distorts your appearance, causing you to become invisible for a short time. Encounter ♦ Technology, Parts Minor Action Personal Effect: You become invisible until the end of your next turn, or until you make an attack. Gadgetry Focus: This power has the Sustain Minor property, and can be sustained for 5 minutes or until the end of an encounter. However using this power for more than the original effect causes it to become expended as though it were a daily power. Energy Reflector Tinker Utility 16 You activate a device that creates an energyrepelling bubble around you, skilful users can send certain attacks back at the attacker. Daily ♦ Technology, Parts Immediate Interrupt Personal Trigger: You are hit by a ranged, area or burst attack with the fire, lightning, cold, radiant or necrotic descriptor. Effect: Roll an engineering skill check, if your result equals or exceeds the attacker's attack roll, the attack has no effect on you. If that attack was ranged (not burst or blast), you send it back at the attacker using your result as the attack roll. If you don't beat the attack roll, this ability is expended, but has no effect.
Lock and Load Tinker Utility 16 You activate several small devices that retrieve ammunition from your bags and feed them into your weapon. Encounter ♦ Technology, Parts Immediate Reaction Personal Trigger: Your firearm fires its last chambered round after an attack. Effect: Your weapon is reloaded instantly and grants a +2 bonus to your next attack roll with it until the end of your next turn. Firearms Focus: The attack also does not draw attacks of opportunity. Special Care Tinker Utility 16 You activate a device that distorts your appearance, causing you to become invisible for a short time. Encounter ♦ Technology, Parts Minor Action Personal Effect: You may chose to cause the next Close or Area technology attack you use this turn to not hit a square of your choice within the area. Explosives Focus: You may choose to not hit another square (2 squares total). Spring Board Tinker Utility 16 You drop a device in an advancing foe's path that launches them away from you. Encounter ♦ Technology, Parts Immediate Reaction Melee 1 Trigger: An enemy enters a square adjacent to you. Effect: Push the triggering enemy 3 squares, it must roll a save to avoid falling prone. Gadgetry Focus: The enemy gets no save to avoid being knocked prone.
Level 17 Encounter Tech Exploits Drill Round Tinker Attack 17 You load a special round that drills into the target and melts down after a short time. Encounter ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs AC Hit: 3[w] + Dexterity modifier damage, the target takes ongoing 10 damage (save ends). After the first failed save the damage increases to 15 (save ends). After the third failed save, the round melts down causing 2d6 fire damage. Firearms Focus: The damage for the melting round is maxed. Lead Storm Tinker Attack 17 You activate a device that turns your weapon into a rapid fire shrapnel launcher. Encounter ♦ Technology, Parts, Weapon Standard Action Close Burst 3 Requirement: You must be wielding a firearm. Target: Each creature in burst Attack: Dexterity vs AC Hit: 2[w] + Dexterity modifier Firearms Focus: Each target you miss is pushed 1 square. Pulse Grenade Tinker Attack 17 You throw a grenade that explodes into a deadly lightning burst that stuns foes. Encounter ♦ Technology, Parts, Tool, Lightning, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 4d6 + Intelligence modifier lightning damage, target is stunned until the end of your next turn. Explosives Focus: You may add your Wisdom modifier to the attack rolls.
Slag Wave Tinker Attack 17 You release a stream of molten metal at nearby foes. Encounter ♦ Technology, Parts, Tool, Fire Standard Action Close Blast 3 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 4d6 + Intelligence modifier fire damage, target is slowed and takes ongoing 10 fire damage (save ends). After a target saves, they are immobilized until the end of their next turn. Miss: Half damage and ongoing 5 fire damage (save ends). Slam Crusher Tinker Attack 17 You respond to a foe's attack by triggering a device that uses a quick-released mechanical arm with a heavy hammer to smash them into the ground. Encounter ♦ Technology, Parts, Tool Immediate Reaction Melee 1 Trigger: A creature hits you with a melee attack. Target: Triggering creature Attack: Intelligence vs AC Hit: 5d6 + Intelligence modifier damage, and the target is knocked prone. Gadgetry Focus: This power gains the Reliable keyword.
Level 19 Daily Tech Exploits Death Ray Tinker Attack 19 You arm a deadly energy weapon, it's chargeup causes you to take damage, and remain still, but it's power is awe-inspiring. Daily ♦ Technology, Parts, Tool, Lightning Full Round Action Ranged 20 Special: When you use this power (before rolling attack roll), you take 2d6 lightning damage that cannot be resisted or otherwise prevented. Target: One creature Attack: Intelligence vs Reflex Hit: 6d8 + Intelligence modifier lightning damage, and the target is stunned until the end of your next turn. Special: Damage from this attack cannot be resisted, and ignores immunities. Heavy Rocket Launcher
Tinker Attack 19
You draw a large rocket launcher out from amongst your parts, firing an explosive projectile into your foes. Daily ♦ Technology, Parts, Tool, Fire Standard Action Area Burst 2 within 20 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 4d6 + Intelligence modifier fire damage, and the target is pushed 3 squares from the center of the burst. Miss: Half damage and the target is pushed 1 square from the center of the burst. Effect: You are knocked prone after you use this attack. Explosives Focus: Instead of being knocked prone, you may instead choose to be pushed 1 square away from the direction you used the attack in.
Man-Stopper Rounds Tinker Attack 19 You load a canister of rounds that contain mild, shaped explosive tips, using them to position foes to your advantage. Daily ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One, two or three creatures. Attack: Dexterity vs AC, one attack per target Hit: 3[w] + Dexterity modifier damage, you may slide the target 1 square. Firearms Focus: Struck targets are also dazed until the end of their next turn. Mind Control Emitter
Tinker Attack 19
You activate a device that projects your thoughts as a powerful energy beam that connects the mind of your target to yours... Daily ♦ Technology, Psychic, Tool, Parts, Charm Standard Action Ranged 15 Target: One creature Attack: Intelligence vs Will Hit: 2d6 + Intelligence modifier psychic damage and the target is dominated (save ends). Miss: Half damage and the target dominates you (save ends), you skip saving against this effect the turn you use it. Special: For the dominated creature (or you) to be controlled, they must be in clear line of sight of the dominating creature. If the line of sight is broken, the dominate effect ends. Gadgetry Focus: You may reroll the first miss you make with this attack each encounter, but must keep the new result.
Level 22 Utility Tech Exploits Extinguish Tinker Utility 22 You draw out a device to put out an energy effect that clings to yourself and nearby allies, though it fills the area with a strange smoke. Encounter ♦ Technology, Parts Minor Action Close Burst 3 Target: Self and each ally in clear line of sight that is suffering from an ongoing fire, cold, lightning, acid or radiant damage effect. Effect: Each target may end an ongoing fire, cold, lightning, acid or radiant damage effect. The entire area grants concealment until your next turn. If it moves... Tinker Utility 22 Your trigger finger is especially itchy. You take shots at everything around you, not giving them a chance to strike you back. Daily ♦ Technology, Stance Minor Action Personal Effect: Your firearm attacks don't draw attacks of opportunity when making ranged attacks while threatened. Firearms Focus: You have a +1 bonus to damage with firearms against adjacent targets. Incite Mania Tinker Utility 22 The maddening satisfaction you feel when you catch foes in your explosions and other deadly effects has become quite contagious to your allies. Daily ♦ Technology Immediate Reaction Close Burst 5 Trigger: More than one enemy takes damage from one of your Technology Burst or Blast powers. Effect: You and each ally within the burst may spend a healing surge, each of you receives a +2 power bonus to Will defense and a +1 power bonus to all attack rolls until the end of the encounter.
Kinetic Dampener Tinker Utility 22 You activate a device that absorbs the force of an incoming attack. Encounter ♦ Technology, Parts Immediate Interrupt Personal Trigger: You take physical or force damage from an attack. Effect: Physical and force damage from the attack is reduced to 0. For every 20 damage absorbed, you are pushed away from the source 1 square. If 30 or more damage is absorbed, you are also knocked prone. Gadgetry Focus: The damage required for each square pushed is increased to 30, the damage to be knocked prone is increased to 50. Reflexive Grenade Tinker Utility 22 All you can think about is getting them away from you, and the first thing that comes to mind... Daily ♦ Technology Immediate Reaction Personal Trigger: You are bloodied by an enemy's attack. Effect: You may immediately use a non-daily grenade power as a free action, but it must include the attacker as a target. Explosives Focus: This attack does not draw attacks of opportunity.
Level 23 Encounter Tech Exploits Armor-Piercing Round
Tinker Attack 23
You load a special round that penetrates several targets and objects along its path. Encounter ♦ Technology, Parts, Weapon Standard Action Area Line 10 (10 squares in a straight line)
Requirement: You must be wielding a firearm. Target: Each creature in the area, including those behind walls, and similar terrain (this attack penetrates nearly any type of terrain or obstacle). Special: This attack ignores the bonus for a target being in normal cover and reduces superior cover to a +2 defense bonus. Attack: Dexterity vs Reflex Hit: 2[w] + Dexterity modifier damage and the target has a -2 penalty to its AC (save ends). Firearms Focus: The first target hit by this attack in a line does not receive a save to end the AC penalty effect. Multi-Directional Discharger
Tinker Attack 23
You activate a device that launches metal fragments in a widespread area, then charges the area with lightning. Encounter ♦ Technology, Parts, Tool, Lightning Standard Action Close Blast 5 Target: Each creature in blast Attack: Intelligence vs Reflex Hit: 2d6 damage Secondary Target: Each creature in blast. Secondary Attack: Intelligence vs Reflex Secondary Hit: 1d8 + Intelligence modifier lightning damage Special: The area is covered in electrified metal shards. Each square is treated as difficult terrain and inflicts 1d6 physical and 1d6 lightning damage to a creature that enters. After a square has dealt this damage, it is no longer affected by this power. This effect lasts for 5 minutes or until the end of the encounter.
Shredder Round Tinker Attack 23 You fire a modified bullet at the target that fragments inside them. Encounter ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs AC Hit: 4[w] + Dexterity modifier damage, and the target takes ongoing 10 damage and each time the target moves more than one square during its turn, it takes 5 damage at the end of its turn (save ends both). Firearms Focus: When the target saves against the effect, there is an after-effect; ongoing 5 damage (save ends). Sparking Grenade Tinker Attack 23 You throw a grenade that covers those in the area with a strange, bright-glowing chemical when it explodes. Encounter ♦ Technology, Parts, Tool, Radiant, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 2d6 + Intelligence modifier damage and 1d6 radiant damage, the target takes ongoing 10 radiant damage and is blinded (save ends both). Miss: Half damage Explosives Focus: You may choose to increase the area to burst 2 prior to rolling attack rolls, but doing so reduces the ongoing radiant damage to 5 and reduces the grenade damage by 1d6.
Weather Generator Tinker Attack 23 You activate a device that alters local weather... of course it only has one setting currently. Encounter ♦ Technology, Parts, Tool, Thunder Standard Action Area Burst 3 within 15 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 2d6 + Intelligence modifier thunder damage, and the target is pulled 2 squares towards the center of the burst. Miss: The target is pulled 1 square towards the center of the burst. Sustain Standard: When this power is sustained, it creates an un-dispellable zone where you targeted the attack before. You repeat the attack within it's area. You may sustain this power a number of rounds equal to your intelligence modifier. At the end of any turn you sustain it roll 1d20, on a 5 or lower the effect ends. Special: You may choose to move the area of the effect up to 4 squares in any direction as a move action. The area grants concealment to all creatures within it. Gadgetry Focus: When you move the effect, each target in it's original area is pulled 1 square along with it.
Level 25 Daily Tech Exploits Auto-Loader Tinker Attack 25 You activate a device that quickly feeds ammunition into your weapon directly, and cools the weapon allowing it to bombard foes with attacks for a short time. Daily ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One to six creatures. Attack: Dexterity -2 vs AC, six attacks Hit: 1[w] + Dexterity modifier damage Firearms Focus: Attacks made with this power are not at the normal -2 penalty.
Cutting Beam Tinker Attack 25 You activate a beam that cuts through your target, doing more damage as you focus it on the target. Daily ♦ Technology, Parts, Tool, Lightning Standard Action Ranged 20 Target: One creature Attack: Intelligence vs Reflex Hit: 3d6 + Intelligence modifier lightning damage. Sustain Standard: Repeat this attack against the original target, each time you sustain the attack and it hits, it receives a cumulative +1 bonus to damage. This power may be sustained for 5 minutes, until the end of the encounter or until you miss. Note that if the target breaks line of sight, this power ends. Incinerator Grenade Tinker Attack 25 You throw a grenade that covers those nearby in intense, consuming flames. Daily ♦ Technology, Parts, Tool, Fire, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 2d6 + Intelligence modifier fire damage, ongoing 15 fire damage (save ends). After the first failed save, the damage increases to 20 (save ends) and the target has a -1 penalty to saves to end the effect. Miss: Half damage and ongoing 10 fire damage (save ends). Explosives Focus: Targets have a -2 penalty to the first save against this effect.
Pocket Factory Tinker Attack 25 You activate a beam that cuts through your target, doing more damage as you focus it on the target. Daily ♦ Technology, Parts Standard Action Close Burst 5 Special: Choose a 2x2 set of unoccupied squares in the burst (note only one of the squares need be in the range). Those squares becomes occupied by this effect. At the start of your turn if you have clear line of sight to the factory, you may choose to spend a minor action to have the factory create a Clockwerk Construct in an unoccupied square adjacent to the factory (limit once per round). You can have up to 3 of these constructs out at once. You may spend a standard action to give each construct a move and standard action. The factory and all constructs last until the end of the encounter, 5 minutes or until destroyed. The factory has hit points equal to your surge value and damage resistance against all sources equal to 15 + your Intelligence modifier. The factory is treated as an object in terms of what can damage it. It cannot be moved by any means. The Clockwerk Constructs may make opportunity attacks, though only once per round between them all. Clockwerk Construct Level 25 Minion Small Natural Mechanical (construct) Senses: Darkvision, Perception +12 HP: 1; a missed attack never damages a minion Immune: Poison, Disease, Sleep AC 30 ; Fortitude 28, Reflex 22, Will 22 Speed: 5 Wrench (standard, at-will) ♦ Weapon
Creator's Intelligence +2 vs AC; 15 damage Alignment: Unaligned Languages: None Str 14 (+14) Dex 10 (+12) Wis 10 (+12) Con 16 (+15) Int 8 (+11) Cha 8 (+11)
Steam Cannon Tinker Attack 25 You activate a cannon attached to a mechanical arm that rains fiery projectiles down on your foes. Daily ♦ Technology, Parts, Tool, Fire Standard Action Close Burst 10 Target: One creature in burst Attack: Intelligence vs AC Hit: 3d6 + Intelligence modifier damage, and 1d8 fire damage. Sustain Minor: You may repeat the attack, but the damage is reduced to 2d6 + Intelligence modifier and 1d6 fire damage. You may sustain this power for 5 minutes or until the end of an encounter. Gadgetry Focus: You may choose to make opportunity attacks with this power while it is active in place of a basic attack, but it uses the same damage as it would when you sustain the power. Level 27 Encounter Tech Exploits Adamant Grenade Tinker Attack 27 You throw a grenade into your foes that explodes into deadly shards of adamant. Encounter ♦ Technology, Parts, Tool, Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 5d6 + Intelligence modifier damage, ongoing 10 damage and target has a -2 penalty to it's AC (save ends both). Miss: Half damage and ongoing 5 damage and target has a -1 penalty to it's AC (save ends both). Explosives Focus: Targets that are hit by this power have a penalty to their AC equal to 1 + your Wisdom modifier (minimum of 2) instead of normal.
Distorting Ray Tinker Attack 27 You activate an energy ray that manipulates the matter of the target, altering it physically for a short time. Encounter ♦ Technology, Parts, Tool, Lightning, Polymorph Standard Action Ranged 15 Target: One creature Attack: Intelligence vs Fortitude Hit: 4d6 + Intelligence modifier lightning damage, and the target is weakened (save ends). Creatures with phasing lose the ability while affected by this power, creatures with flying lose the movement type and descend at half their original flight speed each round while affected. Gadgetry Focus: You may add your wisdom modifier to the attack roll. Rail Shot Tinker Attack 27 You load a special round that carries the target along with it, pinning them to the ground or a wall afterwards. Encounter ♦ Technology, Parts, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs AC Hit: 4[w] + Dexterity modifier damage, the target is pushed 5 squares and then immobilized (save ends). Firearms Focus: The target is instead pushed a number of squares equal to 4 + your Wisdom modifier (minimum 5).
Scatter Shot Tinker Attack 27 You fire a special cluster of miniature exploding rounds that disorient nearby foes, allowing you to escape harm. Encounter ♦ Technology, Parts, Weapon Standard Action Close Blast 3 Requirement: You must be wielding a firearm. Target: Each creature in blast Attack: Dexterity vs Reflex Hit: 3[w] + Dexterity modifier, and the target cannot take standard actions or opportunity actions until the end of your next turn. Firearms Focus: You may shift once before or after the attack. Shock Wave Tinker Attack 27 You activate a device that assaults your foes with crippling sound waves. Encounter ♦ Technology, Parts, Tool, Thunder Standard Action Close Blast 5 Target: Each creature in blast Attack: Intelligence vs Fortitude Hit: 4d6 + Intelligence modifier thunder damage, target is dazed and slowed (save ends both). Miss: Half damage and target is dazed until your next turn.
Level 29 Daily Tech Exploits Disintegration Beam Tinker Attack 29 You activate a beam that cuts a wide path of destruction, obliterating foes in it's way. Daily ♦ Technology, Parts, Tool, Lightning Standard Action Area Line 15 (15 squares in a straight line)
Target: Each creature in area Attack: Intelligence vs Reflex Special: This attack ignores bonuses to defenses from cover, concealment and superior concealment. Hit: 6d6 + Intelligence modifier lightning damage, target blinded until your next turn. Miss: Half damage Poultryizer Tinker Attack 29 You activate a device that transforms a foe into a harmless chicken for a time. Daily ♦ Technology, Parts, Tool, Lightning, Polymorph Standard Action Ranged 15 Target: One creature Attack: Intelligence vs Fortitude Hit: 2d6 + Intelligence modifier lightning damage, and the target becomes a chicken (save ends). While under the effects of this power, a target's stats adjust accordingly. (see table below) Any gear carried by that creature becomes part of its new form. Gadgetry Focus: The target suffers a -1 penalty to all saves against this power that were triggered by the target getting hit by an attack.
Chicken Tiny Natural Beast Defenses: -4 to all Speed: 4 Powers/Abilities: Loses access to all special abilities such as resistances, auras, natural vulnerabilities and cannot use powers or make attacks. Special: Each time this creature is struck by an attack, it receives an immediate save to try to end this effect. Speech: Obviously the creature loses the ability to communicate in any way not available to a normal chicken. Str 8 Dex 8 Wis N/A Con 8 Int N/A Cha N/A Note that these stat adjustments apply only to skills and checks, and do not otherwise affect the creature.
Rearm Tinker Attack 29 There is a blast of energy as your devices recharge while you reach deep into your bag, digging into your reserve parts. Daily ♦ Technology, Parts, Tool, Lightning Standard Action Close Burst 1 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 2d6 + Intelligence modifier lightning damage. Effect: Select a technology encounter utility power, a technology encounter power and a technology daily power that is level 25 or lower. You regain the use of those powers if they are expended.
Remote Charges Tinker Attack 29 You place several explosives that you may arm to explode when you want them to. Daily ♦ Technology, Parts, Tool, Fire Standard Action Close Burst 10 Special: You place up to 3 charges in different unoccupied squares within the burst. As a minor action you may trigger any number of the charges, which detonate immediately in a Burst 1 area. They last until used or until the end of the encounter. Target: Each creature in triggered explosive's burst area Attack: Intelligence vs Reflex Hit: 4d6 + Intelligence modifier fire damage, target knocked prone, pushed 1 square and becomes dazed until the end of their next turn. Miss: Half damage Explosives Focus: You may place an additional charge when you use this power. Special: Note that charges may be targeted and destroyed. They have 5 HP, 22 AC, 5 Reflex, 22 Fortitude defense and a damage resistance of 15 against everything. When destroyed, they make an attack. Note that charges are also difficult to spot, requiring a perception check DC equal to 20 + your Intelligence modifier. Treat charges as traps (they can be disarmed with a DC 35 thievery check). Thumper Round Tinker Attack 29 You load a modified bullet that explodes with a thunderous bang, stunning the target. Encounter ♦ Technology, Parts, Weapon, Thunder Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity vs Fortitude Hit: 6[w] + Dexterity modifier damage, and the target is stunned (save ends). Half of this damage is thunder. Firearms Focus: The target skips its first save to end this effect.
Bombardier Tech Exploits
Bombardier "Nothing gets your point across quite like a fiery explosion!" Prerequisite: Tinker, Explosives Focus You are the highest practitioner of the art of things that go boom. A meticulous planner, with the frenzied need to blow things up, you are not the kind of person someone crosses more than once.
High-Explosive Grenade
You have put a little extra bang in this one. Encounter ♦ Technology, Parts, Tool, Fire Grenade Standard Action Area Burst 2 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 2d8 + Intelligence modifier fire damage and ongoing 5 fire damage (save ends). Miss: Half damage Fire in the Hole!
Bombardier Path Features Kamikaze Action (11th level): When you spend an action point to make an attack with a technology power that has an Area or Close range, you may choose to take a -2 penalty to all your defenses until the end of your next turn. If you choose to do so, the attack has a +4 bonus to all attack rolls. Ground Zero (11th level): Once per encounter, you may choose to use one of your grenade powers in an adjacent square and increase the damage you deal to each other target in the area you hit by an amount equal to one-half your level. Master Demolitionist (16th level): You may choose to increase the area on your Grenade attack powers by 1, prior to rolling any attack or damage rolls (Ex. Burst 1 becomes Burst 2, etc).
Bombardier Attack 11
Bombardier Utility 12
You shout out to your allies, who know better than to ignore your warnings by now. Encounter ♦ Technology Free Action Personal Trigger: One or more of your allies would be targeted by one of your Area or Close technology attacks. Effect: Each of those allies may shift up to 3 squares. Special: An ally must be able to hear you to benefit from this power. The Big One Bombardier Attack 20 You've been saving this one for someone special. Daily ♦ Technology, Parts, Tool, Fire Grenade Standard Action Area Burst 1 within 10 Target: Each creature in burst Attack: Dexterity vs Reflex Hit: 4d6 + Intelligence modifier fire damage and the target is knocked prone and becomes dazed until the end of its next turn. Miss: Half damage
Improviser "I've got just the thing for you..." Prerequisite: Tinker, Gadgetry Focus
Improviser Tech Exploits Energy Barrier Improviser Attack 11 You activate a device that creates a protective bubble of lightning around you. Encounter ♦ Technology, Parts, Tool, Lightning Standard Action Close Burst 1 Target: Each creature in burst Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier lightning damage
Effect: Any adjacent creature that hits you with a melee attack takes 5 lightning damage. This effect lasts until the end of your next turn. Sustain Minor: This power may be sustained 5 minutes or until the end of the encounter. Improvised Aid
In your hands, nearly any mundane item can suddenly become a deadly weapon. You are the master of improvised inventions, possessing the ability to swiftly cobble together devices in the midst of your foes, much to their dismay. Is it a fork? Or is it a deadly lightning generator? ...your foes can never be too sure. Improvisers are quick to adapt to changing situations. Able to swap powers around and alter energy types mid combat, an Improviser can capitalize on any advantage they might gain.
Improviser Path Features Improviser's Action (11th level): You may spend an action point to regain the use of an expended technology encounter or encounter utility power instead of taking another action. Energy Swap (11th level): Once per encounter, you may change the energy damage of a tech power you use to fire, cold, lightning or radiant. Note this changes the energy type in the keyword of the power and also affects any energy damage that it does. This must be declared before rolling any attack or damage rolls. Master Inventor (16th level): As a minor action you may expend 2 uses of your Improvised Gadget class feature to regain the use of a non-utility encounter technology power of the lowest level you have that you have used already in the encounter.
Bombardier Utility 12
Seeing an ally attempt an act of daring, you decide it would be best if you aided them with your latest invention. Encounter ♦ Technology Free Action Personal Special: You must expend a use of your Improvised Gadget class feature to use this power. Trigger: An ally within 5 squares spends an action point to use an attack power. Effect: That ally chooses one of the following;
the power has a +2 bonus to all attack rolls this turn, the targets of the power have a -1 penalty to any saves made to end the power's effects or the ally may shift twice before or after the attack.
Energy Attractor Improviser Attack 20 You activate a device that attracts certain types of energy to a foe. Daily ♦ Technology, Parts, Tool Standard Action Ranged 10 Target: One creature Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier damage; choose
one of these types: lightning, fire, cold or radiant. The target gains a vulnerability to that type of energy equal to 10 + your Intelligence modifier until the end of the encounter or for 5 minutes.
Mad Scientist "This is going to hurt you a lot more than it's going to hurt me." Prerequisite: Tinker You live to improve upon your more insidious devices. Making them deadlier, more efficient, you are constantly tweaking them. Your inventions have long-term effects, aimed at disabling their targets.
Mad Scientist Path Features Scientist's Action (11th level): When you use an action point to make an attack that causes an effect a save can end, the targets automatically fail their first save at the end of their next turn against it. Deadly Devices (11th level): Whenever a creature takes ongoing damage from one of your effects, it takes additional damage equal to your Wisdom modifier. Experimentation (16th level): If you strike a creature with one of your energy-keyword technology powers that it has resistance against, that particular energy resistance is reduced by one-half your level until the end of the encounter. This effect is non-cumulative, but may be applied against different resistances on the same target.
Preserve Experiment
Mad Scientist Utility 12
Seeing an ally attempt an act of daring, you decide it would be best if you aided them with your latest invention. Encounter ♦ Technology, Parts Immediate Interrupt Close Burst 5 Trigger: An enemy within range rolls a successful save against one of your ongoing effects. Target: Triggering enemy
Effect: The enemy must reroll the save, using the same penalties and bonuses as the original, taking the new result whether it is higher or lower.
Stasis Field Mad Scientist Attack 20 You activate a device that traps a foe inside a time-distorting bubble for a short time. Daily ♦ Technology, Parts, Tool, Lightning Standard Action Ranged 10 Target: One creature Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier lightning damage and the target must roll a save at the start of each of their turns. Failure causes them to skip all actions that turn. At the end of any turn they succeed this save in, they are entitled to a save to end this effect.
Mad Scientist Tech Exploits Shock Treatment Mad Scientist Attack 11 You electrify a nearby foe, leaving it more vulnerable to your ongoing effects. Encounter ♦ Technology, Parts, Tool, Lightning Standard Action Ranged 10 Target: One creature Attack: Intelligence vs Fortitude Hit: 2d8 + Intelligence modifier lightning damage, and the target fails all of its saves until your next turn.
Artwork by Steve Dismukes
Marksman "Have you seen what this can do to a man?" Prerequisite: Tinker, Firearms Focus You and your firearm, be it rifle or handgun, become one. Your attacks send foes scrambling for cover, but you know it won't save them. You are an artist. Your rifle, the paint brush. Your foes, the paint. While your abilities stem from your creations, one cannot help but become skilled with their weapon after spending as much time with it as you have with yours.
Marksman Path Features Sniper's Action (11th level): When you spend an action point to make an attack with a firearm, you gain a +2 bonus to the attack roll and can critical on a roll of 19-20 with it. Pinpoint Accuracy (11th level): When using an encounter or daily attack power with a firearm, you may ignore concealment and/or cover defense bonus (but not superior concealment or cover) for that attack. Well-versed Aim (16th level): The first time in an encounter you score a critical with a firearm, you may recover the use of an encounter power that requires a firearm that you have already used in the encounter.
Gruesome Kill
Marksman Tech Exploits
Effect: All of your enemies within 5 squares of it, that could see it, suffer a -1 penalty to attack rolls until the end of your next turn.
Opening Shot Marksman Attack 11 By instinct alone, you draw your weapon and fire at a nearby foe. Encounter ♦ Technology, Weapon Minor Action Ranged Weapon Requirement: You must be wielding a firearm. Special: You may only use this during the first
turn you act in an encounter, and may reload the weapon if it has the minor load property after the attack resolves as part of this action. You may also draw your weapon as part of this action.
Target: One creature Attack: Dexterity vs AC Hit: 1[w] + Dexterity modifier damage
Marksman Utility 12
You know where to hit people to make their allies cringe. At-will ♦ Technology, Fear Immediate Reaction Trigger: One of your ranged attacks with a firearm drops a foe to 0 or fewer hit points.
Head Shot Marksman Attack 20 BOOM! Daily ♦ Technology, Weapon Standard Action Ranged Weapon Requirement: You must be wielding a firearm. Target: One creature Attack: Dexterity -2 vs AC Hit: 4[w] + Dexterity modifier damage and the target is stunned until the end of it's next turn, the creature then becomes dazed (save ends). Miss: The target suffers a -2 penalty to all attack rolls until your next turn.
Immortality in the making
The Maker Your mastery of technology is absolute, even the gods fear your mechanical creations. Prerequisite: 21st level tinker The secrets of technology are yours. Years of wandering the world, gathering components and studying sciences have given you an almost deific power over the mechanical. Secrets and revelations of modern sciences lie open to you wherever you go. Deities fear what you have become, you are the symbol of the end of the era of magic. Practitioners of the arcane and divine seek your destruction, as you are an abomination to their beliefs, and the end of their age. You have in your hands the power to defeat them all, how you use that power is up to you.
When you have finished your final quest, you usher in a new age. Hundreds of followers flock to you to learn what you can teach them. People slowly begin to forget the practices of the arcane and divine, and the magics and deities of the era begin to fade from memory. Your name shall be remembered for thousands of years to come, for you are... the Maker.
Maker Features
Secrets of the Machines (21st Level): Choose two of the following; fire, lightning, cold, thunder, radiant. You gain a resistance of 10 against that energy type. The resistances gained through this ability stack with other resistances. One with the Machines (24th Level): You may expend the use of one of your utility or encounter technology powers to gain temporary hit points equal to your healing surge value + Intelligence modifier. This is done as a free action during your turn and only once per round. Wrath of the Maker (30th Level): Once per day, when you use a technology encounter or daily attack power, you may declare that attack a critical hit against one of the targets. This must be declared before attack rolls are made.
Maker Tech Exploit Call of the Maker
Maker Utility 26
No machine you create can resist your call. Scattered parts regather themselves into your hands, eager to be used again. At-will ♦ Technology, Stance Minor Action Personal Effect: Each of your Technology encounter and non daily utility powers gains the "Recharge: 6" property (meaning at the end of each of your turns, you may roll a 6-sided dice for each expended power, on a result of 6 that power is recharged and ready for use).
Heroic Tier Feats Adaptable Builder Prerequisite: Human, Improvised Gadget class feature Benefit: You have 2 extra uses of Improvised Gadget class feature each day. Adrenaline Junkie Prerequisite: Explosives Focus Benefit: You receive a +1 bonus to Reflex and Fortitude defenses after using a blast or close burst technology power until next turn. Animalistic Technology Prerequisite: Shifter, Tinker Benefit: While you are under the effects of your longtooth or razorclaw shifting racial power, your technology powers can critical on a roll of 19 or 20.
Draconic Binding Prerequisite: Dragonborn, Tinker Benefit: You may expend the use of your Dragon Breath when you use a close blast technology power to add its damage to the power and change the energy types to the breath's type. Dwarven Craftsmanship Prerequisite: Dwarf, Tinker Benefit: Your burst and blast technology powers have a +1 feat bonus to attack rolls. Elusive Technology Prerequisite: Gnome, Tinker Benefit: When an enemy within 5 squares of you would make a save against one of your ongoing technology powers, you may expend the use of your Fade Away racial as a free action to force them to reroll the save, taking the new result.
Backup Devices Prerequisite: Improvised Gadget class feature Benefit: You can reroll failed Improvised Gadget roll once per encounter.
Fey Sending Prerequisite: Eladrin, Tinker Benefit: You may expend the use of your Fey Step to make the origin square of a burst or blast technology attack anywhere within 5 squares, regardless of line of sight.
Careful Checking Prerequisite: Firearms Focus Benefit: You may spend a minor action in addition to a technology power's use to give it a +1 bonus to attack rolls. The bonus increases to +2 at 11th level, and +3 at 21st level.
Graceful Aim Prerequisite: Elf, Tinker Benefit: When you use Elven Accuracy with a firearm attack, you receive an additional +2 bonus to the rerolled attack roll.
Detail-Oriented Prerequisite: Halfling, Tinker Benefit: You receive a +1 bonus to engineering skill checks and may add 1 to the result of any d20 roll used for a tinker power (excluding attack rolls).
Group Reaction Prerequisite: Half-Elf, Tinker Benefit: Allies within the area of your burst or blast technology powers, receive a +1 bonus to their reflex defenses against the attack. Infernal Machinist Prerequisite: Tiefling, Tinker Benefit: When you use infernal wrath on a burst or blast technology power, you may apply the damage bonus against all targets.
Markings of the crafter Prerequisite: Goliath, Tinker Benefit: Once per encounter after rolling a damage roll with a technology power, you may choose to reroll, keeping the new result. One Thousand Lifetimes Experience Prerequisite: Deva, Tinker Benefit: When you use your Memory of a Thousand Lifetimes racial for one of your tinker powers or for an engineering skill check, you may add 1 to the die roll. Perfectionist Prerequisite: Gadgetry Focus Benefit: Saves against your ongoing technology power effects are at -1. Savage Machinery Prerequisite: Half-Orc, Tinker Benefit: When you use your Furious Assault racial with a technology power, you may apply the bonus damage against each target of the attack that you hit.
Paragon Tier Feats Expert Sapper Prerequisite: Explosives Focus Benefit: Your grenade and close blast powers ignore the first 5 resistance (energy or otherwise) of their targets. Fine Tune Prerequisite: Gadgetry Focus Benefit: May expend a use of Improvised Gadget as a free action for a +2 bonus to the attack rolls of the next technology power you use this turn. Pyromania Prerequisite: Tinker Benefit: You gain 3 temporary hit points after using a power with the technology and fire keywords. Hit points gained through this ability stack with other forms of temporary hit points.
Snipe Prerequisite: Wisdom 15, Firearms Focus Benefit: You gain a +3 damage bonus with firearm attacks against targets that did not move during their last turn. Trick Toss Prerequisite: Tinker, Dexterity 15 Benefit: The range on your grenade powers is increased by 2, and they ignore cover bonuses to defenses (not superior cover).
Epic Tier Feats Horrifying Devastation Prerequisite: Explosives Focus, Intelligence 21 Benefit: When you hit an enemy with a burst or blast technology power, you may push them 1 square and give them a -1 penalty to all attack rolls (save ends). These effects are fear based. Pinning Fire Prerequisite: Firearms Focus, Dexterity 21 Benefit: Your firearm criticals immobilize the target (save ends). Self-Sustaining Devices Prerequisite: Tinker, Gadgetry Focus, Intelligence 21 Benefit: When targets roll saves against your ongoing technology effects, they roll twice and take the lower result.
Class-Specific Feats Handyman [Multiclass Tinker] Prerequisite: Intelligence 13 Benefit: You gain one use of Improvised Gadget per day, and the engineering skill. Gun-Savvy [Multiclass Tinker] Prerequisite: Dexterity 13 Benefit: You gain proficiency with firearms, and the engineering skill.
Heroic Tier Feats Name
Prerequisites
Benefit
Adaptable Builder
Human, Improvised Gadget Feature
2 extra uses of Improvised Gadget per day
Adrenaline Junkie
Explosives Focus
+1 Ref and Fort after blast or close burst tech power
Animalistic Technology
Shifter, Tinker
While shifted your tech powers can crit on 19-20
Backup Devices
Improvised Gadget Feature
Reroll a failed Improvised Gadget check 1/encounter
Careful Checking
Firearms Focus
Minor action to add +1 bonus to attack rolls with tech powers
Detail-Oriented
Halfling, Tinker
Draconic Binding
Dragonborn, Tinker
+1 engineering checks and d20 nonattack rolls with tech powers Use Dragon Breath as part of tech close blast power
Dwarven Craftsmanship
Dwarf, Tinker
+1 attack rolls with burst and blast tech powers
Elusive Technology
Gnome, Tinker
Can use Fade Away to make foe reroll a save against your tech power
Fey Sending
Eladrin, Tinker
Can use Fey Step to change origin square of tech blast and burst powers
Graceful Aim
Elf, Tinker
+2 bonus to Elven Accuracy reroll with firearms
Group Reaction
Half-Elf, Tinker
Allies have +1 Ref against your tech burst and blast attacks
Infernal Machinist
Tiefling, Tinker
Markings of the Crafter
Goliath, Tinker
May apply Infernal Wrath against each target of your tech burst and Can reroll a damage roll with a tech power 1/encounter
One Thousand Lifetime's Experience
Deva, Tinker
+1 to rolls with your Memory of a Thousand Lifetimes racial with tech powers and engineering skill checks.
Perfectionist
Gadgetry Focus
Foes take -1 to saves against your tech power effects
Savage Machinery
Half-Orc, Tinker
May apply Furious Assault against each target of your tech powers
Paragon Tier Feats Name
Prerequisites
Benefit
Expert Sapper
Explosives Focus
Your grenade and close burst tech powers ignore 5 resistance
Fine Tune
Gadgetry Focus
Can expend use of Improvised Gadget for +2 attack rolls with a tech power
Pyromania
Tinker
3 Temp HP each time you use a tech fire power
Snipe
Wis 15, Firearms Focus
+3 damage with firearm attacks against targets that don't move
Trick Toss
Dex 15, Tinker
Grenade power range increased by 2, and ignore cover
Epic Tier Feats Name
Prerequisites
Benefit
Horrifying Devastation
Int 21, Explosives Focus
Hit with tech burst or blast tech power pushes 1 square and causes -1 attack
Pinning Fire
Dex 21, Firearms Focus
Target immobilized after a critical hit
Self-Sustaining Devices
Int 21, Gadgetry Focus
Targets use lowest of 2 saves against your tech powers
Name
Prerequisites
Benefit
Handyman
Int 13
Gain one use of Improvised Gadget each day and gain Engineering as trained skill
Gun-Savvy
Dex 13
Gain firearm proficiency and Engineering as trained skill
Multiclass Feats
Firearms One-handed Weapon
Prof.
Flintlock Pistol
+2
Damage
Range
Price
1d8
10/20
100 gp
Damage
Range
Price
Weight Group 2 lb.
Firearms
Properties Brutal 1, Load Minor, Off-hand
Two-handed Weapon
Prof.
Weight Group
Properties
Blunderbuss
+2
1d10
10/20
150 gp
6 lb.
Firearms Brutal 2, Load Minor
Hunting Rifle
+3
1d8
15/30
125 gp
5 lb.
Firearms
Brutal 1, Load Minor
Sawed Rifle
+3
1d8
10/20
100 gp
4 lb.
Firearms
Brutal 1, Load Minor, Small
Superior Firearms One-handed Weapon
Prof.
Damage
Range
Price
Revolver Pistol Steam Pistol
Weight Group
Properties
+3
1d8
15/30
200 gp
3 lb.
Firearms Brutal 1, Load Move, Off-hand, Capacity 6*
+2
1d10
10/20
200 gp
4 lb.
Firearms
Brutal 2, Load Minor, Off-hand
*Note that this weapon can hold six rounds Two-handed Weapon
Prof.
Damage
Range
Price
Weight Group
Properties
Long Rifle
+2
2d6
20/40
300 gp
8 lb.
Firearms Brutal 1, Load Minor
Repeating Rifle
+2
1d10
15/30
300 gp
8 lb.
Firearms Brutal 2, Load Move, Capacity 10*
*Note that this weapon can hold 10 rounds Ammunition Bag of Shot: Contains 20 shots worth of gunpowder and bullets Price: 10 gp A Note on Firearms If firearms are common in a campaign setting, non-superior firearms are counted as military ranged weapons. Otherwise they do not belong to any of the basic weapon categories.
Engineering (Intelligence) Assembling and Salvaging You are knowledgeable when it comes to mechanics and design. This gives you insight to the workings of machines and effects created by them. If you have selected this as a trained skill, it represents either formal training or years of experimentation and designing.
Engineering Knowledge Make an Engineering check to recall a useful bit of mechanical knowledge or recognize a mechanical-related clue.
Monster Knowledge Mechanical Make an Engineering check to identify a creature that has the mechanical origin.
Discern Mechanics (trained only) Your understanding of mechanics and engineering allows you to identify effects created by machines and mechanical devices. Identify Technology Effect: Standard action. ♦ DC: 20 + one-half the effect's level, if any. You must be able to see or otherwise detect the effect. ♦ Not a Power or a Ritual: The technology effect must not be from a mechanical item or be the product of a power or ritual. ♦ Success: You learn the effect's name, power source and keywords if any of those apply. ♦ Failure: You can't try to identify the effect again until after an extended rest.
Enhanced Items
Those trained in engineering can craft enhanced items and salvage others for parts. Enhanced items are not magical, but provide bonuses equivalent of magic effects. Enhance Item You must be at least level 4 to enhance an item. It takes at least 1 hour to enhance an item with this ability. The component cost of this ability is equal to the price of the enhanced item. The item created must be your level or lower. Salvage Item You must be at least level 6 to salvage an item. It takes at least 1 hour to salvage an item with this ability. This effect has a component cost of 25 gold. You tear apart an enhanced item for parts to use for creating another. When you salvage an item in this way, it becomes a quantity of parts valued at one-fifth the item's price. The item must be your level or lower. Salvaged Parts The parts gained through the salvage ability weigh 1 pound for every 5,000 gold worth of parts there are.
Artwork by RacoonFactory
Enhanced items are the product of engineering, and are mechanical in nature. However, they function nearly identically to magical items.
Enhanced Tool Set Level 1+ A superior set of tools, designed to aid with nearly any task.
Tools
Lvl 1 Lvl 6 Lvl 11
Tinkers add the enhancement bonus of tools to attack and damage rolls of any of their class powers with the Tool keyword, and can use any of the tool's properties. Members of other classes receive no benefit from wielding tools. Tools come in a variety of shapes, sizes and functions. Everything from welding torches to hammers to saws. Tinkers have learned to make the most of any tools they use. Charge Kit Level 3+ A tool set with a rivet gun, very useful for attaching pulse charges in... inconvenient places. Lvl 3 Lvl 8 Lvl 13
+1 680 gp +2 3,400 gp +3 17,000 gp
Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Tool
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Targets struck by your pulse charge power have -1 to their Reflex defense until the end of your next turn. Note this effect is noncumulative.
Cutter's Set Level 3+ A tool set with a high-powered torch, very useful for cutting through armor plates. Lvl 3 Lvl 8 Lvl 13
Tool
+1 680 gp +2 3,400 gp +3 17,000 gp
Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: When you critical with the Cutting Torch power, the AC penalty becomes (save ends). Note that this property cannot stack with itself or the normal penalty caused by the power.
Tool
+1 360 gp +2 1,800 gp +3 9,000 gp
Lvl 16 +4 45,000 gp Lvl 21 +5 225,000 gp Lvl 26 +6 1,125,000 gp
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus
Grinding Set Level 3+ A tool set with a powered stone grinder, very useful for generating sparks. Lvl 3 Lvl 8 Lvl 13
+1 680 gp +2 3,400 gp +3 17,000 gp
Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Tool
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: The attack penalty caused by your Spark Shower power is increased by 1.
Static Set Level 3+ A tool set with a small electrical generator, very useful for creating electrical bolts. Lvl 3 Lvl 8 Lvl 13
Tool
+1 680 gp +2 3,400 gp +3 17,000 gp
Lvl 18 +4 85,000 gp Lvl 23 +5 425,000 gp Lvl 28 +6 2,125,000 gp
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: Your Zap power pushes the target one additional square.
Firearms
Firearms can be enhanced by any ability that could be magically enchanted to any ranged weapon, in addition to the following. Grenade Launcher Attachment
Level 4+
An enhancement that allows your firearm to finish grenade assembly and launch them. Lvl 4 Lvl 9 Lvl 14
+1 840 gp +2 4,200 gp +3 21,000 gp
Lvl 19 +4 105,000 gp Lvl 24 +5 525,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Firearm
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: You may use this firearm as though it were a tool of equal enhancement bonus for your Grenade powers.
Speed Loader Level 4+ An enhancement that allows you to reload your weapon in the blink of an eye. Lvl 4 Lvl 9 Lvl 14
+1 840 gp +2 4,200 gp +3 21,000 gp
Weapon: Firearm
Lvl 19 +4 105,000 gp Lvl 24 +5 525,000 gp Lvl 29 +6 2,625,000 gp
By Lumovanis Based on the Tinker class from the Warcraft 3rd Edition module, and several things used from a few of Blizzard's other games within the same setting. I lay no claim to the artwork or the licenses/trademarks contained within this document. I do however, lay claim to the intellectual property (abilities, powers, etc), and as such this document is not to be sold and not to be distributed without my expressed permission.
Thanks To... A special thanks to my friends, those who provided feedback on WotC forums (Fragsie, Qube, Lugritor, coff, Sir Duckman, OldMasterSaru and yrogerg), Blizzard Entertainment (for their great games), WotC (also for their great games) and everyone who helped put 4th Edition together.
Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Property: The weapon requires less time to reload. If it is a minor action reload, it becomes a free action. A move action reload becomes a minor action.
I can be contacted at
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