Sunday, 24 February 2013

The Tinkerer. LL compatible class

Tinkerer: (Thief)
Prime requisite: INT
Hit dice: D6 at level 1. D4 thereafter
Advances as: Thief
Attacks as: Thief
Saves as: Thief
Weapons permitted: Dagger, crossbow, staff, short sword
Armour permitted: Leather.
Magical items permitted: Any permitted to fighters or thieves.

Nothing is as wondrous as the magical trinkets and gadgets you can find in the deep dungeons. Finding out what they do, how they activate and how to use them, it's all such fascinating work. Now, why does this wand have scorch marks?

The tinkerer specializes in magical items as well as mechanical constructs. He is sometimes more at home with contraptions than with people but most adventurers know better than to get in his way when he is working.

Trap sense: Tinkerers tend to stick their heads into dangerous places. If they trigger a trap, they may take a saving throw against Death to dodge or otherwise avoid the effects. Note that this does not prevent the trap from affecting others nearby.

Let me see that: A tinkerer has a 10% chance of identifying any magical item upon inspecting it, without triggering any curses. This goes up 5% per level of experience.

Talk to it like a child: Tinkerers can open locks and other barring mechanisms with the same chance as a thief of the same level. They may also apply this ability to magically locked or barred doors or locks.

Just need to know what to look for: Tinkerers can find hidden mechanisms (including doors) on a D6 roll of 1-4. This takes a full turn of searching.

Bad feeling: If a tinkerer equips a cursed item, he gets a D6 roll instantly. On a 1-2, he can throw the item away before the curse kicks in. 

Would you like to see more classes like this? Think any of the abilities are broken? Leave a comment and let me know.