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“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, Simple-
Ranged, 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
Artwork by ~flukekung @ deviantart.com caution to the wind. Perhaps you are a master
marksman, earning a reputation with your thunderous ker weigh a number of pounds equal to 5 + the
rifle. Perhaps you do it for fame, perhaps gold, perha- Tinker's level. This is a static weight, assumed to
ps glory or maybe, you just want to go out with a be replenished as often as it is emptied. The tinker
bang. may not use powers with the Parts keyword with-
Armed with nothing but your trusty tools and out them. The tinker may also not use powers with
your bag of parts, you boldly step forward, ready to
the Tool descriptor without a set of tools.
leave your mark upon the world for better or for worse.
If a tinker loses their bag of parts (or box or
Tinker Class Features whatever they are carried in), it takes time to
Tinkers have the following class features. replace them. Typically it takes a short rest in a
town (much to the dismay of the locals), though
Engineering Focus actual time may vary based on the situation and
All Tinkers have their niche. Whether it be a mastery environment. Tinkers use tools in the way casters
of explosives, firearms or even in bizarre gadgetry. use implements, though must have a tool to use a
Choose one of the following. power with the Tool keyword, unlike casters.
Exceptional tools provide bonuses similar to
• Explosives Focus: You gain a +1 bonus to your magic implements.
Reflex Defense, and gain Fire Resistance equal to one
half your level.
• Firearms Focus: You gain a +1 attack bonus with all Creating A Tinker
Firearms, as well as the Weapon Focus: Firearms The three key ability scores for tinkers are
feat. Intelligence, Wisdom and Dexterity. Tinkers
• Gadgetry Focus: You may use your Tools as typically choose feats, skills and powers to
though they were a club (adding their enhancement compliment the ability scores related to their
bonus to attack and damage rolls), as well as two focus.
additional uses of Improvised Gadget each day.
Tinker Overview
The choice you make also provides bonuses to
Characteristics: You support your
certain Tinker powers. Individual powers detail the
effects (if any) your focus has upon them. adventuring party either from the back or from
the front line as you use your various devices to
Firearms Crafter control large crowds or provide cover for you
Tinkers easily apply what they have learned from allies. Your abilities have a broad array of
their art to the crafting of basic firearms. This allows effects and ranges, allowing you to adapt to
all Tinkers to craft firearms for 1/5 market price, changing situations quite easily. You can choose
though weapons created this way can only be used to take the route of the sniper instead, primarily
by the Tinker that made them. In addition, at 1st level, using a firearm and focusing less on support and
a Tinker may begin play with a firearm for 1/10 mark- more on damage.
et price. Note this price reduction is not applied to Religion: Most tinkers simply don't care
enhanced firearms. The Tinker also has the ability to enough about the world to worship any kind of
craft ammunition for 1/2 market value. The Tinker
deity, believing more in the work their own two
requires their toolkit and parts to be able to craft
firearms or ammunition. hands do. The few tinkers that do worship a
deity typically worship Erathis, sometimes
Tools and Parts saying a prayer or two over their latest
Tinkers always have spare parts and tools lying inventions.
around. All tinkers begin play with a tool kit and Races: Of all the races, humans and gnomes
a backpack. A tinker carries random parts with are the most likely to become tinkers. Both have
them (stripping them off of things as they advent- a fascination with technology, science... and
ure). This can be role-played, but the parts that a experimentation. Though dwarven demolition-
tinker carries with them can get quite heavy as ists and elven snipers are not entirely unheard
they pack-rat things into their bags. Parts for a tin- of.
Crazed Inventor as many of your ranged grenade powers rely on it.
You have devices powering devices that operate Wisdom is a close third as some of your abilities
devices. Most of which you've forgotten about, or receive bonuses from it.
changed entirely. You are prepared to handle Suggested Feat: Improved Initiative (Human
nearly anything. Intelligence should be your feat: Adrenaline Junkie)
primary score as nearly all of your abilities will be Suggested Skills: Engineering; Athletics, Perce-
using it. Wisdom makes a good second choice as ption, Thievery (Heal)
many of your powers gain some small benefit Suggested At-Will Powers: Pulse Charge, Spark
from it. Dexterity should be a close third, as it will Shower (Zap)
allow you to make use of grenade-attacks. Suggested Encounter Power: Concussive Blast
Suggested Feat: Improved Initiative Suggested Daily Power: Shrapnel Grenade
(Human feat: Toughness)
Suggested Skills: Engineering; Athletics, Percep- Tinker Powers
tion, Thievery (Stealth) Your technology powers derive from devices or
Suggested At-Will Powers: Cutting Torch, simply stem from your experience with them.
Spark Shower (Zap) Many of these devices are partially completed in
Suggested Encounter Power: Lightning Shield your bags as you tinker with them in your free
Suggested Daily Power: Cutting Saws time, hastily throwing them together during
combat.
Gunslinger
Unlike other Tinkers that develop toys, you have
Tinker Class Feature
devoted your life to the study and operation of
All tinkers have the following class ability that
firearms. You are better at killing single targets
works exactly like a power.
than other builds, but lack much of the survivabil-
ity/adaptability other Tinkers enjoy. You disdain
melee combat, avoiding it whenever possible.
Improvised Gadget Tinker Class Feature
Most of your attack powers favor Dexterity, so it
should be your highest ability score. Intelligence You quickly assemble bits from your bags into
is solid secondary score, it allows you to dabble in something you need.
grenades and pick up a couple close range At-will (Special) ♦ Technology, Parts
powers. Wisdom makes a good third stat, adding Special: You can use this power a number of
bonuses to many of your shots. times per day equal to your Intelligence
Suggested Feat: Quick Draw (Human feat: modifier (minimum 1).
Human Perseverance) Full Round Action Personal
Suggested Skills: Engineering; Athletics, Perce- Effect: You craft a single use tool which
ption, Stealth (Thievery) gives you a +3 power bonus to any skill
Suggested At-Will Powers: Pulse Charge, check that keys off of Strength, Dexterity,
Steady Aim (Spark Shower) Constitution or Wisdom. You make the skill
Suggested Encounter Power: Bola Shot check as part of this action.
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,
Level 1 At-Will Tech Exploits
Steady Aim Tinker Attack 1
Cutting Torch Tinker Attack 1 You search for a weakness in your target's
Using a heated cutting tool, you lash out at a armor, shooting when you find it.
nearby foe. At-will ♦ Technology, Weapon
At-will ♦ Technology, Tool, Fire Standard Action Ranged Weapon
Standard Action Melee 1 Requirement: You must be wielding a
Target: One creature firearm.
Attack: Intelligence vs AC Target: One creature
Attack: Dexterity vs AC
Hit: 1d8 + Intelligence modifier fire damage,
and the target's AC is reduced by 2 until the end
Special: If you have not yet moved this turn
of your next turn. This effect does not stack with you may add your Wisdom modifier to the
itself. attack roll.
Increase damage to 2d8 + Intelligence Hit: 1[w] + Dexterity modifier damage
modifier fire damage at 21st level. Increase damage to 2[w] + Dexterity
modifier damage at 21st level.
Pulse Charge Tinker Attack 1
You skilfully attach a charge to your target Zap Tinker Attack 1
that electrocutes them. Using your tools, you generate a powerful
electrical bolt that bounces off the target into
At-will ♦ Technology, Tool, Lightning
another.
Standard Action Melee 1
At-will ♦ Technology, Tool, Lightning
Target: One creature
Standard Action Ranged 10
Attack: Dexterity vs Reflex
Target: One creature
Hit: 1d10 + Intelligence modifier lightning Attack: Intelligence vs Reflex
damage.
Hit: 1d8 + Intelligence modifier lightning
Increase damage to 2d10 + Intelligence
damage, and the target is pushed one
modifier lightning damage at 21st level.
square. Then you may select another foe
that is adjacent to the target, it takes
Spark Shower Tinker Attack 1
lightning damage equal to your Intelligence
You grind tools together to create a fierce
modifier.
shower of fiery embers.
Increase damage to 2d8 + Intelligence
At-will ♦ Technology, Tool, Fire modifier lightning damage at 21st level.
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.
Level 1 Encounter Tech Exploits Firebomb Tinker Attack 1
You toss a small incendiary explosive into
Bola Shot Tinker Attack 1 your foes.
You fire a modified bullet at the target that Encounter ♦ Technology, Tool, Parts, Fire,
ensnares them as it strikes. Grenade
Encounter ♦ Technology, Parts, Weapon Standard Action Area Burst 1 within 10
Standard Action Ranged Weapon Target: Each creature in burst
Requirement: You must be wielding a Attack: Dexterity vs Reflex
firearm. Hit: 1d6 + Intelligence modifier fire damage,
Target: One creature and the target takes ongoing 5 fire damage
Attack: Dexterity vs Reflex (save ends).
Hit: 2[w] + Dexterity modifier damage, and Miss: Half damage and no ongoing.
the target is immobilized until the end of your
next turn. Explosives Focus: Targets take a -1 penalty
Firearms Focus: You also knock the target to saves to end this effect.
prone when you hit.
Lightning Shield Tinker Attack 1
Concussive Blast Tinker Attack 1 You activate a device that sends an electrical
You trigger a series of small explosives that charge into your attacker as they strike, the
detonate in an outward pattern, the force of it launches them away from you.
thunderous explosion disorients nearby foes. Encounter ♦ Technology, Tool, Parts, Lightning
Encounter ♦ Technology, Tool, Parts, Thunder Immediate Reaction Melee 1
Standard Action Close Burst 1 Trigger: You are struck by a melee attack
Target: Each creature in burst Target: Triggering creature
Attack: Intelligence vs Fortitude Attack: Intelligence vs Fortitude
Hit: 1d10 + Intelligence modifier thunder Hit: 2d6 + Intelligence modifier lightning
damage, and the target is dazed until the end damage, and the target is pushed 1 square.
of it's next turn. Gadgetry Focus: Target is instead pushed a
Miss: Half damage and no daze. number of squares equal to your Wisdom
modifier + 1 (minimum 1).
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.
Level 1 Daily Tech Exploits Rapid Fire Tinker Attack 1
You load a special canister of ammunition
Cutting Saws Tinker Attack 1 and unload its contents into your enemies
You release a series of mechanical arms with frightening speed.
tipped with saw blades that lash out at Daily ♦ Technology, Weapon, Parts
nearby foes. Standard Action Ranged Weapon
Daily ♦ Technology, Tool, Parts Requirement: You must be wielding a
Standard Action Close Burst 1 firearm.
Target: Each enemy in burst Target: One, two or three creatures
Attack: Intelligence + 2 vs AC Attack: Dexterity vs AC, one attack per
Hit: 1d8 + Intelligence modifier damage target.
Hit: 1[w]+ Dexterity modifier damage per
Sustain Minor: When you sustain this
attack
power, repeat the attack. You may sustain
Firearms Focus: Each time you hit a target
this power for 5 minutes or until the end of
with this attack, you receive a +1 bonus to
the encounter.
attack rolls with each subsequent attack
Gadgetry Focus: During the round you
from this power.
activate this power and for each round you
sustain it, this power grants a +2 AC bonus.
Shrapnel Grenade Tinker Attack 1

Frost Emitter Tinker Attack 1 You toss a powerful fragmentation grenade


into the midst of your enemies.
You activate a device that releases a forceful
wave of cold that drives your foes back, Daily ♦ Technology, Tool, Parts, Grenade
briefly hindering their movement. Standard Action Area Burst 1 within 10
Daily ♦ Technology, Tool, Cold, Parts Target: Each creature in burst
Standard Action Close Blast 3 Attack: Dexterity vs Reflex
Target: Each creature in blast Hit: 2d8 + Intelligence modifier damage and
Attack: Intelligence vs Fortitude ongoing 5 damage (save ends).
Hit: 2d8 + Intelligence modifier cold Miss: Half damage and no ongoing
damage. The target is pushed 1 square and
Explosives Focus: You may draw the line of
slowed until the end of your next turn.
fire around corners and other obstacles, but
Miss: Half damage, push 1 square (doesn't
doing so causes the power to have -2 to
slow)
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 Stop, Drop and Roll Tinker Utility 2
You release a flare right in your attacker's Having survived many failed experiments, you
face, blinding them briefly. are adept at putting out fires and other such
Encounter ♦ Technology, Parts hazards that cling to you.
Immediate Interrupt Melee 1 Encounter ♦ Technology
Trigger: A creature strikes you with a melee Minor Action Personal
attack. Effect: You fall prone and end an ongoing
Target: Triggering creature fire, lightning, acid or cold damage effect on
Effect: The attacker is blinded for the attack yourself.
and the rest of this turn. Explosives Focus: You may also shift a
Firearms Focus: The target also grants square before or after falling prone.
combat advantage to all attackers until the
end of your next turn. Level 3 Encounter Tech Exploits

Rocket Jump Tinker Utility 2 Double-Packed Shot Tinker Attack 3


You launch yourself either way from your foes You load twice the shot into your firearm,
or directly into their midst. ready to obliterate a nearby foe... assuming
Daily ♦ Technology, Parts you didn't put too much shot in there...
Minor Action Personal Encounter ♦ Technology, Weapon
Effect: You fly up to 3 squares in any Standard Action Ranged Weapon
direction. This movement does not draw Requirement: You must be wielding a
attacks of opportunity. firearm.
Explosives Focus: You may choose to have Special: This power uses two shots-worth of
this power knock you prone at the end of the ammunition.
movement to increase the distance you Target: One creature
travel by up to 2 squares. Attack: Dexterity vs AC
Hit: 2[w] + 1d6 + Dexterity modifier damage,
Safety Line Tinker Utility 2 if the target was within 6 squares, this attack
You launch a cord at an ally in danger to pull inflicts additional damage equal to your
them to safety. Intelligence modifier.
Encounter ♦ Technology, Parts Special: If you roll a 1 or a 2 on the attack,
Immediate Interrupt Close Burst 5 the weapon backfires, causing 1[w] damage
Trigger: An ally within range and line of to you instead of hitting your target.
sight is targeted by an attack. Firearms Focus: This power cannot
Target: Triggering ally backfire on you.
Effect: You pull that ally one square.
Gadgetry Focus: You may instead pull that
ally a number of squares equal to your
Wisdom modifier.
Steam Hammer Tinker Attack 3
Lightning Discharge Tinker Attack 3 Often used for simply smashing down solid
You activate a device that envelops nearby walls and doors, you have modified it to be
creatures in a wave of energy you direct to more useful in combat.
move your foes as you please. Encounter ♦ Technology, Tool, Parts
Encounter ♦ Technology, Tool, Parts, Standard Action Melee 1
Lightning Target: One creature
Standard Action Close Burst 1 Attack: Intelligence vs AC
Target: Each enemy in burst Hit: 2d8 + Intelligence modifier damage, and
Attack: Intelligence vs Reflex the target is pushed 3 squares and knocked
Hit: 2d4 + Intelligence modifier lightning prone. This attack deals an additional 1d8
damage, and you may slide the target 1 damage to objects.
square. Gadgetry Focus: The target is also dazed
Gadgetry Focus: You may instead slide the until the end of their next turn.
target up to two squares. In addition, you
may slide allies within the area up to 1 Thunder Cracker Tinker Attack 3
square each. You toss an explosive that scatters your foes
like leaves.
Shard Launcher Tinker Attack 3 Encounter ♦ Technology, Tool, Parts,
You launch a spray of sharp metal fragments Thunder, Grenade
into a wide area, wounding those in it, and Standard Action Area Burst 1 within 10
hindering others attempting to move through Target: Each creature in burst
it. Attack: Dexterity vs Fortitude
Encounter ♦ Technology, Tool, Parts Hit: 1d8 + Intelligence modifier thunder
Standard Action Close Blast 3 damage, and the target is pushed 1 square
Target: Each creature in blast from the center of the burst.
Attack: Intelligence vs Reflex Miss: Half damage and no push.
Hit: 1d8 + Intelligence modifier damage Effect: All those within the burst are
Effect: Each square within the blast deafened until the end of your next turn.
becomes covered in small metal shards, Explosives Focus: Each target is pushed an
becoming difficult terrain and inflicting 1d6 extra square. In addition, missed targets are
damage to creatures for each square they still pushed 1 square.
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).
Level 5 Daily Tech Exploits Glue Shot Tinker Attack 5
You load a special ammunition that explodes
Bomb Dispenser Tinker Attack 5 into a gooey mess, hindering your foes and
You activate a device that preps and loads sickening them with harsh chemicals.
small explosives for you to launch for a short Encounter ♦ Technology, Weapon
time. Standard Action Ranged Weapon
Daily ♦ Technology, Tool, Parts, Fire, Requirement: You must be wielding a
Grenade firearm.
Standard Action Area Burst 1 within 10 Target: One creature
Target: Each creature in burst Attack: Dexterity vs AC
Attack: Intelligence vs Reflex Hit: 2[w] + Dexterity modifier damage
Hit: 2d4 + Intelligence modifier fire damage Secondary Target: The primary target and
Miss: Half damage each creature adjacent to it.
Sustain Standard: When you sustain this Secondary Attack: Dexterity vs Reflex
power, you may repeat the attack. You can Secondary Hit: 1d6 poison damage and the
sustain this power up to a number of times target is slowed (save ends). If the target
equal to your Intelligence modifier. fails it's first saving throw against this
Explosives Focus: You can sustain this power, the target becomes immobilized
power two additional times. (save ends).
Firearms Focus: The primary target is
Dragon Gun Tinker Attack 5 automatically struck by the secondary attack
You activate a device that releases a gout of if the primary attack landed.
flame that clings to your targets.
Daily ♦ Technology, Tool, Parts, Fire Level 6 Utility Tech Exploits
Standard Action Close Blast 3
Target: Each creature in blast Auto-Blocker 4000X Tinker Utility 6
Attack: Intelligence vs Reflex With the flick of a wrist you activate a spring-
Hit: 2d6 + Intelligence modifier fire damage, loaded, shield-bearing mechanical arm.
the target has a -1 penalty to attack rolls and Daily ♦ Technology, Parts
suffers ongoing 5 fire damage (save ends Immediate Interrupt Personal
both). Trigger: You are hit by an attack that targets
Miss: Half damage and no ongoing effect AC or Reflex.
Effect: You gain a +2 power bonus to your
Electro Net-Launcher Tinker Attack 5 AC and Reflex defenses until your next turn.
You launch an electrified metal net at the Sustain Minor: This bonus lasts until your
target that ensnares and electrocutes them next turn. You may sustain this power for 5
until they can escape it. minutes, or until the end of the encounter.
Daily ♦ Technology, Tool, Parts, Lightning Gadgetry Focus: This power is a free action
Standard Action Ranged 15 to sustain.
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.
Madman's Glee Tinker Utility 6
Nothing makes you happier than watching Level 7 Encounter Tech Exploits
the large explosions, blasts of fire or other
similar widespread acts of destruction Anti-Infantry Cluster Mines Tinker Attack 7
created by your devices. You launch a small cloud of tiny explosives
Encounter ♦ Technology, Healing into the area.
Immediate Reaction Personal Encounter ♦ Technology, Tool, Parts
Trigger: One of your Close or Area Standard Action Area Blast 3 within 15
Technology attacks damages more than one Target: Each creature in blast
enemy. Attack: Intelligence vs Reflex
Effect: You may spend a healing surge, Hit: 2d4 + Intelligence modifier damage
adding your Intelligence modifier to the Effect: The area affected by this attack
amount of hit points recovered. becomes littered with tiny explosives. Until
the end of the encounter, whenever a
Recombobulate Tinker Utility 6 creature enters one of the squares, they are
Using various devices, you attempt to aid a subject to the secondary attack. After a
suffering ally... hopefully not making it worse. square has made this secondary attack, it is
Daily ♦ Technology, Parts no longer affected by this power.
Minor Action Melee Touch Secondary Attack: Intelligence vs Reflex
Target: One ally suffering from an ongoing
Secondary Hit: 2d4 damage (note this
effect that a save can end.
damage is not affected by your Tool's
Effect: Roll 1d20; 1-4: Ally suffers a -2
enhancement bonus)
penalty to all saves during their next turn
Explosives Focus: The secondary attack's
and this ability is not expended, 5-17: Ally
damage is increased by your Tool's
may roll a save against one ongoing effect
enhancement bonus.
with a +2 bonus, 18-20: Ally may roll a save
against each effect currently on them with a
Flash Round Tinker Attack 7
+2 bonus to each roll.
You fire a modified bullet at the target that
Rocket Skates Tinker Utility 6 explodes with a flash, blinding and deafening
the target.
You activate a pair of rocket-powered skates
Encounter ♦ Technology, Weapon
that help you move quickly across nearly any
Standard Action Ranged Weapon
terrain.
Requirement: You must be wielding a
Encounter ♦ Technology, Parts
firearm.
Move Action Personal
Target: One creature
Effect: You are pushed a distance equal to
Attack: Dexterity vs Fortitude
your speed + 1 in a straight line in a
Hit: 2[w] + Dexterity modifier damage, and
direction of your choice, ignoring difficult
the target is blinded and deafened until the
terrain along the way. If you run into a wall
end of your next turn.
you are knocked prone (as normal for being
Firearms Focus: This attack also inflicts
pushed), however if you run into a creature,
you both are knocked prone (instead of just 1d6 radiant damage.
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.
Freeze Ray Tinker Attack 7 Level 9 Daily Tech Exploits
You activate a beam that coats your foe in a
thick layer of ice. Grape Shot Tinker Attack 9
Encounter ♦ Technology, Tool, Parts, Cold You load shrapnel into your weapon, using it
Standard Action Ranged 15 to make an effective close ranged attack.
Target: One creature Daily ♦ Technology, Parts, Weapon
Attack: Intelligence vs Fortitude Standard Action Close Blast 3
Hit: 2d8 + Intelligence modifier cold damage Requirement: You must be wielding a
and the target is slowed (save ends). If the firearm.
target fails their first save, they instead Target: Each creature in blast
become immobilized (save ends). Attack: Dexterity vs Reflex
Hit: 2[w] + Dexterity modifier, and the target
Mini Rocket Tinker Attack 7
is pushed 1 square.
You launch a small rocket into your enemies Miss: Half damage
that detonates into a fiery explosion. Firearms Focus: You may choose to
Encounter ♦ Technology, Tool, Parts, Fire increase the area to Close Blast 5, but at a -1
Standard Action Ranged 15 attack roll penalty.
Target: One creature
Attack: Dexterity vs Reflex Pocket Mortar Tinker Attack 9
Hit: 2d8 + Intelligence modifier fire damage, You use a small mortar to lob a fiery
the target is knocked prone and dazed until projectile into the midst of distant foes.
the end of it's next turn. Secondary attack. Daily ♦ Technology, Parts, Tool, Fire
Secondary Target: Each creature adjacent Standard Action Area Burst 2 within 30
to primary target (treat this as an area burst Special: You cannot use this within a range
attack). of 6 squares.
Secondary Attack: Intelligence vs Reflex Target: Each creature in burst
Secondary Hit: 1d8 + Intelligence modifier Attack: Dexterity vs Reflex
fire damage, target is pushed 1 square away Hit: 3d6 + Intelligence modifier fire damage,
from the primary target. target is dazed until the end of it's next turn.
Explosives Focus: Increase the range of the Miss: Half damage and no daze
attack to 20. Explosives Focus: You may add your
Wisdom modifier to the damage roll.
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.
Shrink Ray Tinker Attack 9 Level 10 Utility Tech Exploits
You activate a device that shrinks your target
into a more manageable size. Energy Disperser Tinker Utility 10
Daily ♦ Technology, Parts, Tool, Lightning, You activate a device that helps keep
Polymorph dangerous energies at bay.
Standard Action Ranged 15 Encounter ♦ Technology, Parts
Target: One creature Minor Action Personal
Attack: Intelligence vs Fortitude Effect: You gain resistance of 5 + Intelligence
Hit: 2d6 + Intelligence modifier lightning modifier against cold, fire, lightning, and
damage, target is weakened and slowed radiant until your next turn.
(save ends both). While affected by this Sustain Minor: You continue to sustain this
ongoing power, the target is reduced by one power until your next turn. You may sustain
size (minimum small) and has the reach on this power for 5 minutes, or until the end of
it's attacks and abilities reduced by 2 the encounter.
(minimum 0, can hit adjacent targets still). Explosives Focus: The resistances provided
When a target is reduced in this manner, it by this power are increased by 5.
chooses which squares out of its original
squares to occupy with its new size. When it Gyro-balancing Stabilizer Tinker Utility 10
returns to its normal size in a place where it
You activate a device that helps keep your
does not fit, it is considered to be squeezing
aim steady.
in those same squares until it can move back
Daily ♦ Technology, Parts, Stance
into a large enough area to un-squeeze.
Minor Action Personal
Gadgetry Focus: You may choose to target
Effect: You have a +1 power bonus to attack
reflex before rolling an attack roll instead of
and damage rolls with firearms.
fortitude.
Firearms Focus: Also increases the short
and long range of the weapon each by 5.
Toxic Waste Release Tinker Attack 9
You release the hazardous waste bi-product Shock Paddles Tinker Utility 10
your devices have generated, using it as a
You jolt a dying ally, trying to revive them.
weapon against nearby enemies.
Daily ♦ Technology, Parts, Tool, Acid Encounter ♦ Technology, Parts, Healing
Standard Action Close Blast 3 Minor Action Melee Touch
Target: Each creature in blast Target: A dying ally
Attack: Intelligence vs Reflex Effect: Roll 1d20; 1-2: the ally suffers a -2
Hit: 2d6 + Intelligence modifier acid penalty to their next death saving throw, 3-
damage, ongoing 5 acid damage (save ends). 19: the ally may spend a healing surge, 20:
The target is blinded until the end of it's next the ally may spend up to two healing surges.
turn. Gadgetry Focus: You have +1 to the d20 roll
Miss: Half damage and no ongoing or blind with this power.
Slip Away Tinker Utility 10 Ice Grenade Tinker Attack 13
Taking advantage of the confusion your You throw an explosive that detonates into an
attacks cause, you edge your way to safer icy blast that stops your foes dead in their
ground. tracks.
Daily ♦ Technology, Stance Daily ♦ Technology, Parts, Tool, Cold,
Minor Action Personal Grenade
Effect: Whenever you hit an enemy with a Standard Action Area Burst 1 within 10
burst or blast (close or otherwise), you may Target: Each creature in burst
shift once as a free action. You may only shift Attack: Dexterity vs Reflex
once per round in this way. Hit: 2d8 + Intelligence modifier cold
damage, target is immobilized until the end
Ultra-safe Teleporter Tinker Utility 10 of it's next turn, after which it becomes
You activate a device that teleports you a slowed until after its following turn.
short distance, nothing bad could ever Miss: Target slowed until the end of its next
possibly happen when you use this device, no turn.
sir. Explosives Focus: Struck targets take 5 cold
Encounter ♦ Technology, Parts, damage at the start of their next turn after
Teleportation this hits.
Move Action Personal
Effect: Roll 1d20; 1-2: you suffer damage Phosphorus Round Tinker Attack 13
equal to your healing surge value instead of You fire a modified bullet at the target that
teleporting, 3-18: you teleport a number of covers them in a chemical that glows fiercely,
squares equal to your Intelligence modifier + even as it burns away at them.
2, 19-20: you teleport the previous result's Encounter ♦ Technology, Parts, Weapon,
distance and retain the use of this power. Fire
Gadgetry Focus: You have +1 to the d20 roll Standard Action Ranged Weapon
with this power. Requirement: You must be wielding a
firearm.
Level 13 Encounter Tech Exploits Target: One creature
Attack: Dexterity vs Reflex
Bright Beam Tinker Attack 13 Hit: 2[w] + Dexterity modifier damage, and
You activate a beam that uses focused light to the target takes ongoing 5 fire damage and
damage a foe. grants combat advantage to all attackers.
Encounter ♦ Technology, Tool, Parts, Radiant While affected, the target glows, shedding
Standard Action Ranged 20 bright light in a 2 square radius.
Target: One creature Firearms Focus: Creatures that have
Attack: Intelligence vs Reflex concealment have it negated, those with
Hit: 3d6 + Intelligence modifier radiant total concealment have it treated as though
damage and the target is blinded (save it were simply normal concealment. These
ends). effects apply so long as the creatures remain
Miss: Target treats everything beyond 5 in the bright light (including the target).
squares as though it has concealment until
your next turn.
Thunder Cannon Tinker Attack 13 Trick Shot Tinker Attack 13
You use a large sound emitter that focuses the You ricochet a special round off of odd angles,
sound in a small area, causing damaging striking multiple foes, or bouncing the shot
reverberations. around corners.
Encounter ♦ Technology, Tool, Parts, Encounter ♦ Technology, Parts, Weapon
Thunder Standard Action Ranged Weapon
Standard Action Close Blast 3 Requirement: You must be wielding a
Target: Each creature in blast firearm.
Attack: Intelligence vs Reflex Target: One creature
Hit: 2d4 + Intelligence modifier thunder Special: You may choose to not use the
damage, and the target takes ongoing 5 secondary attack to instead allow you to
thunder damage (save ends) and is dazed bounce the attack off of walls or other solid
until the end of your next turn. objects, which allows you to trace the line of
Effect: Each creature in the area is deafened effect off of the object in another direction in
until your next turn. a straight line away from it. (You must be
Gadgetry Focus: You may choose to make it aware of a target behind cover to target it
strike only one adjacent creature instead of still)
normal, if you choose to do so, that target Attack: Dexterity vs AC
takes an extra 1d6 thunder damage and is Hit: 2[w] + Dexterity modifier damage, you
also pushed 1 square. 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.

Artwork by Kieran Yanner


Level 15 Daily Tech Exploits Lodestone Round Tinker Attack 15
You fire a modified round that throws the
Clockwork Land-Mines Tinker Attack 15 target's balance off until they can remove it.
You arm several large explosives and place Daily ♦ Technology, Parts, Weapon
them quickly on the ground nearby. Standard Action Ranged Weapon
Daily ♦ Technology, Parts, Tool Requirement: You must be wielding a
Standard Action Close Burst 2 firearm.
Special: Place up to 4 mines into different Target: One creature
unoccupied squares within the burst. Until Attack: Dexterity vs AC
the end of the encounter, if any creature Hit: 4[w] + Dexterity modifier damage, the
steps on one of these (or starts their turn on target is slowed and each time the target
one) that is not insubstantial or phasing, moves more than one square during it's
they are subject to the following attack. After turn, it must immediately roll a save or fall
a mine makes an attack, it is destroyed. prone (save ends both).
Target: Triggering creature Firearms Focus: You may slide the target
Attack: Intelligence vs Reflex one square when the attack hits.
Hit: 3d6 + Intelligence modifier damage, and
the target is knocked prone. Mechanized Claws Tinker Attack 15
Miss: Half damage You release a pair of giant clawed arms, using
Explosives Focus: The radius you may them to strike at nearby foes and drag them
'drop' the mines is increased to Close Burst away from you.
3. Daily ♦ Technology, Parts, Tool
Special: Note that mines may be targeted Standard Action Close Burst 1
and destroyed. They have 5 HP, 22 AC, 5 Target: One or two creatures within the
Reflex, 22 Fortitude defense and a damage burst.
resistance of 15 against everything. When Attack: Intelligence vs AC
destroyed, they make an attack. Hit: 2d6 + Intelligence modifier damage, and
push the target 1 square.
Cluster Rockets Tinker Attack 15 Sustain Minor: When you sustain this
You launch a deadly storm of rockets into the power, repeat the attack, but the damage of
area. the attack becomes 1d10 + Intelligence
Daily ♦ Technology, Parts, Tool, Fire modifier instead. This power may be
Standard Action Area Blast 5 within 20 sustained for 5 minutes or until the end of
Target: Each creature in blast the encounter.
Attack: Dexterity vs Reflex Gadgetry Focus: You may choose to slide
Hit: 4d6 + Intelligence modifier fire damage, the target 1 square instead.
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.
Level 16 Utility Tech Exploits Lock and Load Tinker Utility 16
You activate several small devices that
Cloaking Device Tinker Utility 16 retrieve ammunition from your bags and feed
You activate a device that distorts your them into your weapon.
appearance, causing you to become invisible Encounter ♦ Technology, Parts
for a short time. Immediate Reaction Personal
Encounter ♦ Technology, Parts Trigger: Your firearm fires its last
Minor Action Personal chambered round after an attack.
Effect: You become invisible until the end of Effect: Your weapon is reloaded instantly
your next turn, or until you make an attack. and grants a +2 bonus to your next attack
Gadgetry Focus: This power has the Sustain roll with it until the end of your next turn.
Minor property, and can be sustained for 5 Firearms Focus: The attack also does not
minutes or until the end of an encounter. draw attacks of opportunity.
However using this power for more than the
original effect causes it to become expended Special Care Tinker Utility 16
as though it were a daily power. You activate a device that distorts your
appearance, causing you to become invisible
Energy Reflector Tinker Utility 16 for a short time.
You activate a device that creates an energy- Encounter ♦ Technology, Parts
repelling bubble around you, skilful users can Minor Action Personal
send certain attacks back at the attacker. Effect: You may chose to cause the next
Daily ♦ Technology, Parts Close or Area technology attack you use this
Immediate Interrupt Personal turn to not hit a square of your choice within
Trigger: You are hit by a ranged, area or the area.
burst attack with the fire, lightning, cold, Explosives Focus: You may choose to not hit
radiant or necrotic descriptor. another square (2 squares total).
Effect: Roll an engineering skill check, if
your result equals or exceeds the attacker's Spring Board Tinker Utility 16
attack roll, the attack has no effect on you. If You drop a device in an advancing foe's path
that attack was ranged (not burst or blast), that launches them away from you.
you send it back at the attacker using your Encounter ♦ Technology, Parts
result as the attack roll. If you don't beat the Immediate Reaction Melee 1
attack roll, this ability is expended, but has Trigger: An enemy enters a square adjacent
no effect. 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 Slag Wave Tinker Attack 17
You release a stream of molten metal at
Drill Round Tinker Attack 17 nearby foes.
You load a special round that drills into the Encounter ♦ Technology, Parts, Tool, Fire
target and melts down after a short time. Standard Action Close Blast 3
Encounter ♦ Technology, Parts, Weapon Target: Each creature in blast
Standard Action Ranged Weapon Attack: Intelligence vs Reflex
Requirement: You must be wielding a Hit: 4d6 + Intelligence modifier fire damage,
firearm. target is slowed and takes ongoing 10 fire
Target: One creature damage (save ends). After a target saves,
Attack: Dexterity vs AC they are immobilized until the end of their
Hit: 3[w] + Dexterity modifier damage, the next turn.
target takes ongoing 10 damage (save ends). Miss: Half damage and ongoing 5 fire
After the first failed save the damage damage (save ends).
increases to 15 (save ends). After the third
failed save, the round melts down causing Slam Crusher Tinker Attack 17
2d6 fire damage. You respond to a foe's attack by triggering a
Firearms Focus: The damage for the device that uses a quick-released mechanical
melting round is maxed. arm with a heavy hammer to smash them
into the ground.
Lead Storm Tinker Attack 17 Encounter ♦ Technology, Parts, Tool
You activate a device that turns your weapon Immediate Reaction Melee 1
into a rapid fire shrapnel launcher. Trigger: A creature hits you with a melee
Encounter ♦ Technology, Parts, Weapon attack.
Standard Action Close Burst 3 Target: Triggering creature
Requirement: You must be wielding a Attack: Intelligence vs AC
firearm. Hit: 5d6 + Intelligence modifier damage, and
Target: Each creature in burst the target is knocked prone.
Attack: Dexterity vs AC Gadgetry Focus: This power gains the
Hit: 2[w] + Dexterity modifier Reliable keyword.
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.
Level 19 Daily Tech Exploits Man-Stopper Rounds Tinker Attack 19
You load a canister of rounds that contain
Death Ray Tinker Attack 19 mild, shaped explosive tips, using them to
You arm a deadly energy weapon, it's charge- position foes to your advantage.
up causes you to take damage, and remain Daily ♦ Technology, Parts, Weapon
still, but it's power is awe-inspiring. Standard Action Ranged Weapon
Daily ♦ Technology, Parts, Tool, Lightning Requirement: You must be wielding a
Full Round Action Ranged 20 firearm.
Special: When you use this power (before Target: One, two or three creatures.
rolling attack roll), you take 2d6 lightning Attack: Dexterity vs AC, one attack per
damage that cannot be resisted or otherwise target
prevented. Hit: 3[w] + Dexterity modifier damage, you
Target: One creature may slide the target 1 square.
Attack: Intelligence vs Reflex Firearms Focus: Struck targets are also
Hit: 6d8 + Intelligence modifier lightning dazed until the end of their next turn.
damage, and the target is stunned until the
Mind Control Emitter Tinker Attack 19
end of your next turn.
Special: Damage from this attack cannot be You activate a device that projects your
resisted, and ignores immunities. thoughts as a powerful energy beam that
connects the mind of your target to yours...
Heavy Rocket Launcher Tinker Attack 19 Daily ♦ Technology, Psychic, Tool, Parts,
You draw a large rocket launcher out from Charm
amongst your parts, firing an explosive Standard Action Ranged 15
projectile into your foes. Target: One creature
Daily ♦ Technology, Parts, Tool, Fire Attack: Intelligence vs Will
Standard Action Area Burst 2 within 20 Hit: 2d6 + Intelligence modifier psychic
Target: Each creature in burst damage and the target is dominated (save
Attack: Dexterity vs Reflex ends).
Hit: 4d6 + Intelligence modifier fire damage, Miss: Half damage and the target dominates
and the target is pushed 3 squares from the you (save ends), you skip saving against this
center of the burst. effect the turn you use it.
Miss: Half damage and the target is pushed Special: For the dominated creature (or
1 square from the center of the burst. you) to be controlled, they must be in clear
Effect: You are knocked prone after you use line of sight of the dominating creature. If
this attack. the line of sight is broken, the dominate
Explosives Focus: Instead of being knocked effect ends.
prone, you may instead choose to be pushed Gadgetry Focus: You may reroll the first
1 square away from the direction you used miss you make with this attack each
the attack in. encounter, but must keep the new result.
Level 22 Utility Tech Exploits Kinetic Dampener Tinker Utility 22
You activate a device that absorbs the force of
Extinguish Tinker Utility 22 an incoming attack.
You draw out a device to put out an energy Encounter ♦ Technology, Parts
effect that clings to yourself and nearby allies, Immediate Interrupt Personal
though it fills the area with a strange smoke. Trigger: You take physical or force damage
Encounter ♦ Technology, Parts from an attack.
Minor Action Close Burst 3 Effect: Physical and force damage from the
Target: Self and each ally in clear line of attack is reduced to 0. For every 20 damage
sight that is suffering from an ongoing fire, absorbed, you are pushed away from the
cold, lightning, acid or radiant damage effect. source 1 square. If 30 or more damage is
Effect: Each target may end an ongoing fire, absorbed, you are also knocked prone.
cold, lightning, acid or radiant damage effect. Gadgetry Focus: The damage required for
The entire area grants concealment until each square pushed is increased to 30, the
your next turn. damage to be knocked prone is increased to
50.
If it moves... Tinker Utility 22
Your trigger finger is especially itchy. You take Reflexive Grenade Tinker Utility 22
shots at everything around you, not giving All you can think about is getting them away
them a chance to strike you back. from you, and the first thing that comes to
Daily ♦ Technology, Stance mind...
Minor Action Personal Daily ♦ Technology
Effect: Your firearm attacks don't draw Immediate Reaction Personal
attacks of opportunity when making ranged Trigger: You are bloodied by an enemy's
attacks while threatened. attack.
Firearms Focus: You have a +1 bonus to Effect: You may immediately use a non-daily
damage with firearms against adjacent grenade power as a free action, but it must
targets. include the attacker as a target.
Explosives Focus: This attack does not draw
Incite Mania Tinker Utility 22 attacks of opportunity.
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.
Level 23 Encounter Tech Exploits Shredder Round Tinker Attack 23
You fire a modified bullet at the target that
Armor-Piercing Round Tinker Attack 23 fragments inside them.
You load a special round that penetrates Encounter ♦ Technology, Parts, Weapon
several targets and objects along its path. Standard Action Ranged Weapon
Encounter ♦ Technology, Parts, Weapon Requirement: You must be wielding a
Standard Action Area Line 10 (10 squares firearm.
in a straight line) Target: One creature
Requirement: You must be wielding a Attack: Dexterity vs AC
firearm. Hit: 4[w] + Dexterity modifier damage, and
Target: Each creature in the area, including the target takes ongoing 10 damage and
those behind walls, and similar terrain (this each time the target moves more than one
attack penetrates nearly any type of terrain square during its turn, it takes 5 damage at
or obstacle). the end of its turn (save ends both).
Special: This attack ignores the bonus for a Firearms Focus: When the target saves
target being in normal cover and reduces against the effect, there is an after-effect;
superior cover to a +2 defense bonus. ongoing 5 damage (save ends).
Attack: Dexterity vs Reflex
Hit: 2[w] + Dexterity modifier damage and Sparking Grenade Tinker Attack 23
the target has a -2 penalty to its AC (save You throw a grenade that covers those in the
ends). area with a strange, bright-glowing chemical
Firearms Focus: The first target hit by this when it explodes.
attack in a line does not receive a save to end Encounter ♦ Technology, Parts, Tool,
the AC penalty effect. Radiant, Grenade
Standard Action Area Burst 1 within 10
Multi-Directional Discharger Tinker Attack 23
Target: Each creature in burst
You activate a device that launches metal Attack: Intelligence vs Reflex
fragments in a widespread area, then charges Hit: 2d6 + Intelligence modifier damage and
the area with lightning. 1d6 radiant damage, the target takes
Encounter ♦ Technology, Parts, Tool, ongoing 10 radiant damage and is blinded
Lightning (save ends both).
Standard Action Close Blast 5 Miss: Half damage
Target: Each creature in blast Explosives Focus: You may choose to
Attack: Intelligence vs Reflex increase the area to burst 2 prior to rolling
Hit: 2d6 damage attack rolls, but doing so reduces the
Secondary Target: Each creature in blast. ongoing radiant damage to 5 and reduces
Secondary Attack: Intelligence vs Reflex the grenade damage by 1d6.
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.
Weather Generator Tinker Attack 23 Cutting Beam Tinker Attack 25
You activate a device that alters local You activate a beam that cuts through your
weather... of course it only has one setting target, doing more damage as you focus it on
currently. the target.
Encounter ♦ Technology, Parts, Tool, Daily ♦ Technology, Parts, Tool, Lightning
Thunder Standard Action Ranged 20
Standard Action Area Burst 3 within 15 Target: One creature
Target: Each creature in burst Attack: Intelligence vs Reflex
Attack: Intelligence vs Reflex Hit: 3d6 + Intelligence modifier lightning
Hit: 2d6 + Intelligence modifier thunder damage.
damage, and the target is pulled 2 squares Sustain Standard: Repeat this attack
towards the center of the burst. against the original target, each time you
Miss: The target is pulled 1 square towards sustain the attack and it hits, it receives a
the center of the burst. cumulative +1 bonus to damage. This power
Sustain Standard: When this power is may be sustained for 5 minutes, until the
sustained, it creates an un-dispellable zone end of the encounter or until you miss. Note
where you targeted the attack before. You that if the target breaks line of sight, this
repeat the attack within it's area. You may power ends.
sustain this power a number of rounds equal
to your intelligence modifier. At the end of Incinerator Grenade Tinker Attack 25
any turn you sustain it roll 1d20, on a 5 or You throw a grenade that covers those nearby
lower the effect ends. in intense, consuming flames.
Special: You may choose to move the area of Daily ♦ Technology, Parts, Tool, Fire,
the effect up to 4 squares in any direction as Grenade
a move action. The area grants concealment Standard Action Area Burst 1 within 10
to all creatures within it. Target: Each creature in burst
Gadgetry Focus: When you move the effect, Attack: Dexterity vs Reflex
each target in it's original area is pulled 1 Hit: 2d6 + Intelligence modifier fire damage,
square along with it. ongoing 15 fire damage (save ends). After
the first failed save, the damage increases to
Level 25 Daily Tech Exploits 20 (save ends) and the target has a -1
penalty to saves to end the effect.
Auto-Loader Tinker Attack 25 Miss: Half damage and ongoing 10 fire
You activate a device that quickly feeds damage (save ends).
ammunition into your weapon directly, and Explosives Focus: Targets have a -2 penalty
cools the weapon allowing it to bombard foes to the first save against this effect.
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.
Pocket Factory Tinker Attack 25 Steam Cannon Tinker Attack 25
You activate a beam that cuts through your You activate a cannon attached to a
target, doing more damage as you focus it on mechanical arm that rains fiery projectiles
the target. down on your foes.
Daily ♦ Technology, Parts Daily ♦ Technology, Parts, Tool, Fire
Standard Action Close Burst 5 Standard Action Close Burst 10
Special: Choose a 2x2 set of unoccupied Target: One creature in burst
squares in the burst (note only one of the Attack: Intelligence vs AC
squares need be in the range). Those Hit: 3d6 + Intelligence modifier damage, and
squares becomes occupied by this effect. At 1d8 fire damage.
the start of your turn if you have clear line of Sustain Minor: You may repeat the attack,
sight to the factory, you may choose to spend but the damage is reduced to 2d6 +
a minor action to have the factory create a Intelligence modifier and 1d6 fire damage.
Clockwerk Construct in an unoccupied You may sustain this power for 5 minutes or
square adjacent to the factory (limit once until the end of an encounter.
per round). You can have up to 3 of these Gadgetry Focus: You may choose to make
constructs out at once. You may spend a opportunity attacks with this power while it
standard action to give each construct a is active in place of a basic attack, but it uses
move and standard action. The factory and the same damage as it would when you
all constructs last until the end of the sustain the power.
encounter, 5 minutes or until destroyed. The
factory has hit points equal to your surge Level 27 Encounter Tech Exploits
value and damage resistance against all
sources equal to 15 + your Intelligence Adamant Grenade Tinker Attack 27
modifier. The factory is treated as an object You throw a grenade into your foes that
in terms of what can damage it. It cannot be explodes into deadly shards of adamant.
moved by any means. The Clockwerk Encounter ♦ Technology, Parts, Tool,
Constructs may make opportunity attacks, Grenade
though only once per round between them Standard Action Area Burst 1 within 10
all. Target: Each creature in burst
Attack: Dexterity vs Reflex
Clockwerk Construct Level 25 Minion Hit: 5d6 + Intelligence modifier damage,
Small Natural Mechanical (construct) ongoing 10 damage and target has a -2
Senses: Darkvision, Perception +12 penalty to it's AC (save ends both).
HP: 1; a missed attack never damages a minion Miss: Half damage and ongoing 5 damage
Immune: Poison, Disease, Sleep
and target has a -1 penalty to it's AC (save
AC 30 ; Fortitude 28, Reflex 22, Will 22
Speed: 5 ends both).
Explosives Focus: Targets that are hit by
Wrench (standard, at-will) ♦ Weapon this power have a penalty to their AC equal
Creator's Intelligence +2 vs AC; 15 damage to 1 + your Wisdom modifier (minimum of
Alignment: Unaligned Languages: None 2) instead of normal.
Str 14 (+14) Dex 10 (+12) Wis 10 (+12)
Con 16 (+15) Int 8 (+11) Cha 8 (+11)
Distorting Ray Tinker Attack 27 Scatter Shot Tinker Attack 27
You activate an energy ray that manipulates You fire a special cluster of miniature
the matter of the target, altering it physically exploding rounds that disorient nearby foes,
for a short time. allowing you to escape harm.
Encounter ♦ Technology, Parts, Tool, Encounter ♦ Technology, Parts, Weapon
Lightning, Polymorph Standard Action Close Blast 3
Standard Action Ranged 15 Requirement: You must be wielding a
Target: One creature firearm.
Attack: Intelligence vs Fortitude Target: Each creature in blast
Hit: 4d6 + Intelligence modifier lightning Attack: Dexterity vs Reflex
damage, and the target is weakened (save Hit: 3[w] + Dexterity modifier, and the target
ends). Creatures with phasing lose the cannot take standard actions or opportunity
ability while affected by this power, actions until the end of your next turn.
creatures with flying lose the movement Firearms Focus: You may shift once before
type and descend at half their original flight or after the attack.
speed each round while affected.
Gadgetry Focus: You may add your wisdom Shock Wave Tinker Attack 27
modifier to the attack roll. You activate a device that assaults your foes
with crippling sound waves.
Rail Shot Tinker Attack 27 Encounter ♦ Technology, Parts, Tool,
You load a special round that carries the Thunder
target along with it, pinning them to the Standard Action Close Blast 5
ground or a wall afterwards. Target: Each creature in blast
Encounter ♦ Technology, Parts, Weapon Attack: Intelligence vs Fortitude
Standard Action Ranged Weapon Hit: 4d6 + Intelligence modifier thunder
Requirement: You must be wielding a damage, target is dazed and slowed (save
firearm. ends both).
Target: One creature Miss: Half damage and target is dazed until
Attack: Dexterity vs AC your next turn.
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).
Level 29 Daily Tech Exploits Chicken
Tiny Natural Beast
Defenses: -4 to all
Disintegration Beam Tinker Attack 29 Speed: 4
You activate a beam that cuts a wide path of Powers/Abilities: Loses access to all special
destruction, obliterating foes in it's way. abilities such as resistances, auras, natural
Daily ♦ Technology, Parts, Tool, Lightning vulnerabilities and cannot use powers or make
Standard Action Area Line 15 (15 attacks.
squares in a straight line) Special: Each time this creature is struck by an
Target: Each creature in area attack, it receives an immediate save to try to
Attack: Intelligence vs Reflex end this effect.
Speech: Obviously the creature loses the ability
Special: This attack ignores bonuses to
to communicate in any way not available to a
defenses from cover, concealment and
normal chicken.
superior concealment. Str 8 Dex 8 Wis N/A
Hit: 6d6 + Intelligence modifier lightning Con 8 Int N/A Cha N/A
damage, target blinded until your next turn.
Miss: Half damage Note that these stat adjustments apply only to
skills and checks, and do not otherwise affect the
Poultryizer Tinker Attack 29 creature.
You activate a device that transforms a foe
into a harmless chicken for a time. Rearm Tinker Attack 29
Daily ♦ Technology, Parts, Tool, Lightning, There is a blast of energy as your devices
Polymorph recharge while you reach deep into your bag,
Standard Action Ranged 15 digging into your reserve parts.
Target: One creature Daily ♦ Technology, Parts, Tool, Lightning
Attack: Intelligence vs Fortitude Standard Action Close Burst 1
Hit: 2d6 + Intelligence modifier lightning Target: Each creature in burst
damage, and the target becomes a chicken Attack: Intelligence vs Reflex
(save ends). While under the effects of this Hit: 2d6 + Intelligence modifier lightning
power, a target's stats adjust accordingly. damage.
(see table below) Any gear carried by that Effect: Select a technology encounter utility
creature becomes part of its new form. power, a technology encounter power and a
Gadgetry Focus: The target suffers a -1 technology daily power that is level 25 or
penalty to all saves against this power that lower. You regain the use of those powers if
were triggered by the target getting hit by an they are expended.
attack.
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 High-Explosive Grenade Bombardier Attack 11
"Nothing gets your point across quite like a fiery You have put a little extra bang in this one.
explosion!" Encounter ♦ Technology, Parts, Tool, Fire
Grenade
Prerequisite: Tinker, Explosives Focus Standard Action Area Burst 2 within 10
Target: Each creature in burst
You are the highest practitioner of the art of th- Attack: Dexterity vs Reflex
ings that go boom. A meticulous planner, with Hit: 2d8 + Intelligence modifier fire damage
the frenzied need to blow things up, you are and ongoing 5 fire damage (save ends).
not the kind of person someone crosses more Miss: Half damage
than once.
Fire in the Hole! Bombardier Utility 12
Bombardier Path Features You shout out to your allies, who know better
Kamikaze Action (11th level): When you spe- than to ignore your warnings by now.
nd an action point to make an attack with a techno- Encounter ♦ Technology
logy power that has an Area or Close range, you Free Action Personal
may choose to take a -2 penalty to all your defenses Trigger: One or more of your allies would be
until the end of your next turn. If you choose to do targeted by one of your Area or Close
so, the attack has a +4 bonus to all attack rolls. technology attacks.
Ground Zero (11th level): Once per encounter, Effect: Each of those allies may shift up to 3
you may choose to use one of your grenade powers squares.
in an adjacent square and increase the damage Special: An ally must be able to hear you to
you deal to each other target in the area you hit by
benefit from this power.
an amount equal to one-half your level.
Master Demolitionist (16th level): You may ch-
oose to increase the area on your Grenade attack The Big One Bombardier Attack 20
powers by 1, prior to rolling any attack or damage You've been saving this one for someone
rolls (Ex. Burst 1 becomes Burst 2, etc). 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 Improviser Tech Exploits
"I've got just the thing for you..."
Energy Barrier Improviser Attack 11
Prerequisite: Tinker, Gadgetry Focus 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 Bombardier Utility 12


Seeing an ally attempt an act of daring, you
In your hands, nearly any mundane item can
decide it would be best if you aided them with
suddenly become a deadly weapon. You are the
your latest invention.
master of improvised inventions, possessing
Encounter ♦ Technology
the ability to swiftly cobble together devices in
Free Action Personal
the midst of your foes, much to their dismay. Is
Special: You must expend a use of your
it a fork? Or is it a deadly lightning generator?
Improvised Gadget class feature to use this
...your foes can never be too sure.
power.
Improvisers are quick to adapt to changing
Trigger: An ally within 5 squares spends an
situations. Able to swap powers around and
action point to use an attack power.
alter energy types mid combat, an Improviser
Effect: That ally chooses one of the following;
can capitalize on any advantage they might the power has a +2 bonus to all attack rolls this
gain. turn, the targets of the power have a -1 penalty
to any saves made to end the power's effects or
Improviser Path Features the ally may shift twice before or after the attack.
Improviser's Action (11th level): You may spe-
nd an action point to regain the use of an expended Energy Attractor Improviser Attack 20
technology encounter or encounter utility power You activate a device that attracts certain
instead of taking another action. types of energy to a foe.
Energy Swap (11th level): Once per encounter, Daily ♦ Technology, Parts, Tool
you may change the energy damage of a tech power Standard Action Ranged 10
you use to fire, cold, lightning or radiant. Note this Target: One creature
changes the energy type in the keyword of the pow- Attack: Intelligence vs Reflex
er and also affects any energy damage that it does.
Hit: 1d8 + Intelligence modifier damage; choose
This must be declared before rolling any attack or
one of these types: lightning, fire, cold or radiant.
damage rolls.
The target gains a vulnerability to that type of
Master Inventor (16th level): As a minor action
energy equal to 10 + your Intelligence modifier
you may expend 2 uses of your Improvised Gadget
until the end of the encounter or for 5 minutes.
class feature to regain the use of a non-utility enco-
unter technology power of the lowest level you
have that you have used already in the encounter.
Mad Scientist Preserve Experiment Mad Scientist Utility 12
"This is going to hurt you a lot more than it's
going to hurt me." Seeing an ally attempt an act of daring, you
decide it would be best if you aided them with
your latest invention.
Prerequisite: Tinker
Encounter ♦ Technology, Parts
Immediate Interrupt Close Burst 5
You live to improve upon your more insidious
Trigger: An enemy within range rolls a
devices. Making them deadlier, more efficient,
you are constantly tweaking them. Your successful save against one of your ongoing
inventions have long-term effects, aimed at effects.
disabling their targets. Target: Triggering enemy
Effect: The enemy must reroll the save, using the
same penalties and bonuses as the original,
Mad Scientist Path Features taking the new result whether it is higher or
Scientist's Action (11th level): When you use lower.
an action point to make an attack that causes an
effect a save can end, the targets automatically fail Stasis Field Mad Scientist Attack 20
their first save at the end of their next turn against You activate a device that traps a foe inside a
it. time-distorting bubble for a short time.
Deadly Devices (11th level): Whenever a Daily ♦ Technology, Parts, Tool, Lightning
creature takes ongoing damage from one of your
Standard Action Ranged 10
effects, it takes additional damage equal to your
Wisdom modifier. Target: One creature
Experimentation (16th level): If you strike a Attack: Intelligence vs Reflex
creature with one of your energy-keyword techn- Hit: 1d8 + Intelligence modifier lightning
ology powers that it has resistance against, that damage and the target must roll a save at the
particular energy resistance is reduced by one-half start of each of their turns. Failure causes them
your level until the end of the encounter. This effect to skip all actions that turn. At the end of any
is non-cumulative, but may be applied against diff- turn they succeed this save in, they are entitled
erent resistances on the same target. 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, bec-


ome 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 we-
apon 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 criti-
cal 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 Gruesome Kill Marksman Utility 12
bonus (but not superior concealment or cover) for
that attack. You know where to hit people to make their
Well-versed Aim (16th level): The first time in allies cringe.
an encounter you score a critical with a firearm, At-will ♦ Technology, Fear
you may recover the use of an encounter power Immediate Reaction
that requires a firearm that you have already used Trigger: One of your ranged attacks with a
in the encounter. firearm drops a foe to 0 or fewer hit points.
Effect: All of your enemies within 5 squares of it,
Marksman Tech Exploits that could see it, suffer a -1 penalty to attack
rolls until the end of your next turn.
Opening Shot Marksman Attack 11
Head Shot Marksman Attack 20
By instinct alone, you draw your weapon and
fire at a nearby foe. BOOM!
Encounter ♦ Technology, Weapon Daily ♦ Technology, Weapon
Minor Action Ranged Weapon Standard Action Ranged Weapon
Requirement: You must be wielding a Requirement: You must be wielding a
firearm. firearm.
Special: You may only use this during the first Target: One creature
turn you act in an encounter, and may reload the Attack: Dexterity -2 vs AC
weapon if it has the minor load property after Hit: 4[w] + Dexterity modifier damage and
the attack resolves as part of this action. You may the target is stunned until the end of it's next
also draw your weapon as part of this action. turn, the creature then becomes dazed (save
Target: One creature ends).
Attack: Dexterity vs AC Miss: The target suffers a -2 penalty to all
Hit: 1[w] + Dexterity modifier damage attack rolls until your next turn.
Immortality in the making
When you have finished your final quest, you
usher in a new age. Hundreds of followers flock
The Maker 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 deit-
Your mastery of technology is absolute, even the
ies of the era begin to fade from memory. Your
gods fear your mechanical creations.
name shall be remembered for thousands of
years to come, for you are... the Maker.
Prerequisite: 21st level tinker
Maker Features
The secrets of technology are yours. Years of Secrets of the Machines (21st Level): Choose
wandering the world, gathering components two of the following; fire, lightning, cold, thunder,
and studying sciences have given you an almost radiant. You gain a resistance of 10 against that
deific power over the mechanical. Secrets and energy type. The resistances gained through this
revelations of modern sciences lie open to you ability stack with other resistances.
wherever you go. 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
Deities fear what you have become, you are the
equal to your healing surge value + Intelligence
symbol of the end of the era of magic. Practitio- modifier. This is done as a free action during your
ners of the arcane and divine seek your destru- turn and only once per round.
ction, as you are an abomination to their Wrath of the Maker (30th Level): Once per day,
beliefs, and the end of their age. You have in when you use a technology encounter or daily
your hands the power to defeat them all, how attack power, you may declare that attack a critical
you use that power is up to you. 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).
Draconic Binding
Heroic Tier Feats Prerequisite: Dragonborn, Tinker
Benefit: You may expend the use of your
Dragon Breath when you use a close blast tech-
Adaptable Builder nology power to add its damage to the power
Prerequisite: Human, Improvised Gadget and change the energy types to the breath's
class feature type.
Benefit: You have 2 extra uses of Improvised
Gadget class feature each day. Dwarven Craftsmanship
Prerequisite: Dwarf, Tinker
Adrenaline Junkie Benefit: Your burst and blast technology
Prerequisite: Explosives Focus powers have a +1 feat bonus to attack rolls.
Benefit: You receive a +1 bonus to Reflex and
Fortitude defenses after using a blast or close Elusive Technology
burst technology power until next turn. Prerequisite: Gnome, Tinker
Benefit: When an enemy within 5 squares of
Animalistic Technology you would make a save against one of your ong-
Prerequisite: Shifter, Tinker oing technology powers, you may expend the
Benefit: While you are under the effects of use of your Fade Away racial as a free action to
your longtooth or razorclaw shifting racial force them to reroll the save, taking the new
power, your technology powers can critical on result.
a roll of 19 or 20.
Fey Sending
Backup Devices Prerequisite: Eladrin, Tinker
Prerequisite: Improvised Gadget class Benefit: You may expend the use of your Fey
feature Step to make the origin square of a burst or
Benefit: You can reroll failed Improvised blast technology attack anywhere within 5
Gadget roll once per encounter. squares, regardless of line of sight.
Careful Checking Graceful Aim
Prerequisite: Firearms Focus Prerequisite: Elf, Tinker
Benefit: You may spend a minor action in Benefit: When you use Elven Accuracy with a
addition to a technology power's use to give it firearm attack, you receive an additional +2
a +1 bonus to attack rolls. The bonus increases bonus to the rerolled attack roll.
to +2 at 11th level, and +3 at 21st level.
Group Reaction
Detail-Oriented Prerequisite: Half-Elf, Tinker
Prerequisite: Halfling, Tinker Benefit: Allies within the area of your burst
Benefit: You receive a +1 bonus to engineer- or blast technology powers, receive a +1 bonus
ing skill checks and may add 1 to the result of to their reflex defenses against the attack.
any d20 roll used for a tinker power (excluding
attack rolls). 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 Snipe
Benefit: Once per encounter after rolling a Prerequisite: Wisdom 15, Firearms Focus
damage roll with a technology power, you may Benefit: You gain a +3 damage bonus with
choose to reroll, keeping the new result. firearm attacks against targets that did not
move during their last turn.
One Thousand Lifetimes Experience
Prerequisite: Deva, Tinker Trick Toss
Benefit: When you use your Memory of a Prerequisite: Tinker, Dexterity 15
Thousand Lifetimes racial for one of your tinker Benefit: The range on your grenade powers
powers or for an engineering skill check, you is increased by 2, and they ignore cover bonus-
may add 1 to the die roll. es to defenses (not superior cover).

Perfectionist Epic Tier Feats


Prerequisite: Gadgetry Focus
Benefit: Saves against your ongoing techno- Horrifying Devastation
logy power effects are at -1. Prerequisite: Explosives Focus,
Intelligence 21
Savage Machinery Benefit: When you hit an enemy with a burst
Prerequisite: Half-Orc, Tinker or blast technology power, you may push them
Benefit: When you use your Furious Assault 1 square and give them a -1 penalty to all attack
racial with a technology power, you may apply rolls (save ends). These effects are fear based.
the bonus damage against each target of the
attack that you hit. Pinning Fire
Prerequisite: Firearms Focus, Dexterity 21
Paragon Tier Feats Benefit: Your firearm criticals immobilize the
target (save ends).
Expert Sapper
Prerequisite: Explosives Focus Self-Sustaining Devices
Benefit: Your grenade and close blast powe- Prerequisite: Tinker, Gadgetry Focus,
rs ignore the first 5 resistance (energy or othe- Intelligence 21
rwise) of their targets. Benefit: When targets roll saves against your
ongoing technology effects, they roll twice and
Fine Tune take the lower result.
Prerequisite: Gadgetry Focus
Benefit: May expend a use of Improvised Class-Specific Feats
Gadget as a free action for a +2 bonus to the
attack rolls of the next technology power you Handyman
use this turn. [Multiclass Tinker]
Prerequisite: Intelligence 13
Pyromania Benefit: You gain one use of Improvised
Prerequisite: Tinker Gadget per day, and the engineering skill.
Benefit: You gain 3 temporary hit points
after using a power with the technology and Gun-Savvy
fire keywords. Hit points gained through this [Multiclass Tinker]
ability stack with other forms of temporary hit Prerequisite: Dexterity 13
points. 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 +1 engineering checks and d20 non-
attack rolls with tech powers
Draconic Binding Dragonborn, Tinker 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 May apply Infernal Wrath against
each target of your tech burst and
Markings of the Crafter Goliath, Tinker Can reroll a damage roll with a tech
power 1/encounter
One Thousand Deva, Tinker +1 to rolls with your Memory of a
Lifetime's Experience 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

Multiclass Feats
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
Firearms
One-handed
Weapon Prof. Damage Range Price Weight Group Properties
Flintlock Pistol +2 1d8 10/20 100 gp 2 lb. Firearms Brutal 1, Load Minor, Off-hand

Two-handed
Weapon Prof. Damage Range Price 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 Weight Group Properties
Revolver Pistol +3 1d8 15/30 200 gp 3 lb. Firearms Brutal 1, Load Move, Off-hand, Capacity 6*
Steam Pistol +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 mech- Enhanced Items
anics and design. This gives you insight to the
workings of machines and effects created by Those trained in engineering can craft enhanc-
them. ed items and salvage others for parts. Enhanc-
If you have selected this as a trained skill, it ed items are not magical, but provide bonuses
represents either formal training or years of equivalent of magic effects.
experimentation and designing.
Enhance Item
Engineering Knowledge You must be at least level 4 to enhance an item.
Make an Engineering check to recall a useful It takes at least 1 hour to enhance an item with
bit of mechanical knowledge or recognize a this ability. The component cost of this ability
mechanical-related clue. is equal to the price of the enhanced item. The
item created must be your level or lower.
Monster Knowledge
Mechanical Salvage Item
Make an Engineering check to identify a creatu- You must be at least level 6 to salvage an item.
re that has the mechanical origin. It takes at least 1 hour to salvage an item with
this ability. This effect has a component cost of
Discern Mechanics (trained only) 25 gold. You tear apart an enhanced item for
Your understanding of mechanics and enginee- parts to use for creating another. When you sal-
ring allows you to identify effects created by vage an item in this way, it becomes a quantity
machines and mechanical devices. of parts valued at one-fifth the item's price. The
item must be your level or lower.
Identify Technology Effect: Standard action.
Salvaged Parts
♦ DC: 20 + one-half the effect's level, if any.
The parts gained through the salvage ability
You must be able to see or otherwise dete-
ct the effect. weigh 1 pound for every 5,000 gold worth of
parts there are.
♦ 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, pow-
er source and keywords if any of those
apply.
♦ Failure: You can't try to identify the effect
again until after an extended rest.

Artwork by RacoonFactory
Enhanced items are the product of engineering, Enhanced Tool Set Level 1+
and are mechanical in nature. However, they A superior set of tools, designed to aid with
function nearly identically to magical items. nearly any task.
Lvl 1 +1 360 gp Lvl 16 +4 45,000 gp
Tools Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Lvl 11 +3 9,000 gp Lvl 26 +6 1,125,000 gp
Tinkers add the enhancement bonus of tools to
Tool
attack and damage rolls of any of their class
Enhancement: Attack rolls and damage rolls
powers with the Tool keyword, and can use any
Critical: +1d6 damage per plus
of the tool's properties. Members of other clas-
ses receive no benefit from wielding tools. Grinding Set Level 3+
Tools come in a variety of shapes, sizes and
A tool set with a powered stone grinder, very
functions. Everything from welding torches to
useful for generating sparks.
hammers to saws. Tinkers have learned to
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
make the most of any tools they use. Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Charge Kit Level 3+ Tool
A tool set with a rivet gun, very useful for Enhancement: Attack rolls and damage rolls
attaching pulse charges in... inconvenient Critical: +1d6 damage per plus
places. Property: The attack penalty caused by your
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp Spark Shower power is increased by 1.
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp Static Set Level 3+
Tool A tool set with a small electrical generator,
Enhancement: Attack rolls and damage rolls very useful for creating electrical bolts.
Critical: +1d6 damage per plus Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Property: Targets struck by your pulse charge Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
power have -1 to their Reflex defense until the Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
end of your next turn. Note this effect is non- Tool
cumulative. Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Cutter's Set Level 3+ Property: Your Zap power pushes the target one
A tool set with a high-powered torch, very additional square.
useful for cutting through armor plates.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp
Tool
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.
Firearms
Firearms can be enhanced by any ability that By Lumovanis
could be magically enchanted to any ranged
weapon, in addition to the following. Based on the Tinker class from the Warcraft 3rd
Edition module, and several things used from a
Grenade Launcher Attachment Level 4+ few of Blizzard's other games within the same
An enhancement that allows your firearm to setting. I lay no claim to the artwork or the
finish grenade assembly and launch them. licenses/trademarks contained within this
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp document. I do however, lay claim to the
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp intellectual property (abilities, powers, etc),
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp and as such this document is not to be sold and
Weapon: Firearm not to be distributed without my expressed
Enhancement: Attack rolls and damage rolls permission.
Critical: +1d6 damage per plus
Property: You may use this firearm as though it
were a tool of equal enhancement bonus for your Thanks To...
Grenade powers. A special thanks to my friends, those who
provided feedback on WotC forums (Fragsie,
Speed Loader Level 4+ Qube, Lugritor, coff, Sir Duckman,
An enhancement that allows you to reload OldMasterSaru and yrogerg), Blizzard
your weapon in the blink of an eye. Entertainment (for their great games), WotC
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp (also for their great games) and everyone who
Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp helped put 4th Edition together.
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp
Weapon: Firearm
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 spkeenan@hotmail.com

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