Escolar Documentos
Profissional Documentos
Cultura Documentos
Class Traits
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
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
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.