Careless Whisper Tinkerer

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(Consider this an alternative to the Artificer. If you choose to play this class, while we would use the mechanics of this class, for all intents and purposes of the game, you would be considered an Artificer).

Mages master the arts arcane and priests work the essence divine for their spells, but magic is a force not bound by so simple a dichotomy. For the brilliant of mind and keen of craft, another branch grows outward to capture and utilize supernatural power through the means of artifice: the ways of the tinkerer. Through their Affect‐Engines they bring to life impressive contraptions, craft incredible devices, and forge legendary destinies by way of a courageous heart and maddening intellect.

Mad Geniuses

Tinkerers reshape the world around them through mechanical means, but they are far more than mere artisans — their creations subvert and circumvent the barriers of physical laws, fueled by the magical energy that suffuses the planes. All tinkerers craft at unmatched speeds and discover Affect‐Engines, machines that consume ambient mystical power and spit out elemental forces. First invented by a master poet tinkerer, the “affect” from the name is said to come from the passion, tension, and frustration enticed by the fire, lightning, and cold they produce.

Tinkerers craft increasingly quickly and can build almost anything but their greatest strength is flexibility — depending on their source of inspiration, they fit among adventurers of all types. Primarily weapons ‐ based casters, tinkerers use magic to empower their weapons or fuel Power Appliances, tending towards singular obsessions that careen to maddening heights in the pursuit of knowledge.

Inspired and Obsessive

True tinkerers are few and far between, marked as unique by their Affect‐Engines. There are countless individuals bearing the obsession to beget some marvelous and maddening design, but the ability to actually do so separates tinkerers from those who would only dream. Tinkerers often take up the adventuring life in pursuit of their obsessions — searching high and low for materials and inspiration, they brave any risk to be one step closer to their next invention. A tinkerer may be seeking to learn from fabled artifacts and legendary artisans yet where there is great knowledge there are fierce defenders, so to grease the wheels they fight in wars, broker peace deals, or serve the needs of local officials.

Creating a Tinkerer

When you build your tinkerer consider what field of study you're researching or what scientific achievement you pursue. Perhaps you want to study the construction of automatons, or investigate the nature of manifest zones? Or maybe you just want to blow things up.

Once you’ve imagined your goal, consider why you are now on the road. Was your access to knowledge at your home insufficient to meet the demands of your designs? Mayhap you were chased out by wary folk who feared your risky engineering. Or perhaps you were encouraged to seek new frontiers by those who foresaw that your genius could positively impact countless lives.

How do you relate to your peers? Are you eager to share your ideas to anyone who would listen, or do you struggle to find anyone who can understand your brilliance? Is friendship an enigma to decipher, or one of the greatest achievements you can acquire?

Class Features

  • Hit Dice: 1d8 + your Constitution modifier per Tinkerer level
  • Proficiencies
    • Armor: Light armor, medium armor
    • Weapons: Simple weapons
    • Tools: All artisan's tools
    • Saving Throws: Constitution, Intelligence
    • Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Perception, and Religion
  • More: A Touch of Class Codex, page 175