![]() They can build automatons with lots of different options, leading to a lot of confusion as to how their abilities work.įinal impressions: Poorly made from a technical standpoint (breaks rules/conventions of how to make a class and define stats), scaling is all over the place, way too many things to keep track of in one character, one trick pony who would be better off being an actual summoner. The class has a TON of situational modifiers. What if a 15th level fighter takes 1 level of tinker, does he suddenly get automatons with an AC of ~30 because of his master's huge base attack?Īll of their class abilities are built around buffing their automatons, but the automatons have literally nothing going for them other than an unrealistically large hit point pool.įeature bloat. But that ability is really poorly worded. And it lets you stack your own base bonuses over their own, which I guess makes it ok. The master's presence ability means you have to keep the automaton really close or all his stats go to crap. Very poorly scaled and looks to be made by someone who doesn't understand pathfinder mechanics. And for some reason they don't have the BAB inherent to their creature type. Their attack bonus is also so low that I'd be honestly surprised if they could hit on anything other than a 20 past level 5. It looks like they just took the hitpoint numbers out of a hat, rather than have them derived from stats. A level 20 character gets automatons with 47 hp, but I don't see how this is calculated. A first level tinker gets a 20 hit point companion. Thoughts, just off the cuff and only based on 5 minutes of reading because it is late:Īutomatons have a LOT of hit points early. Do you need certain materials to deploy them? Is their AC always 10 + Tinkers BAB?Ĭrap, sorry this dragged on so long. Third, it doesn't really have any requirements or much information about the automatons a Tinker makes. Second, are you allowed to stack inventions? Because a kamikaze with 4 "additional blast charges" would be pretty strong at level 4 (6d6 AoE 10 ft explosion), but not broken due to the limits of deployments (and how strong other classes can be). Spell-Like Abilities KEY:Duergar Spell-Like Abilities CATEGORY:Special Ability TYPE:RaceAbility.Dwarf Race Trait.SpecialAttack VISIBLE:YES DESC:1/day-enlarge person and invisibility as a wizard of twice the duergars class level (minimum caster level 3rd) these abilities affect only the duergar and whatever it carries. So anyways, first question: does anyone know of any good feats for The Tinker or his Alpha to take? So far I've just gotten general survival/skill feats. But being able to deploy automatons that can shoot crossbows from their head or kamikaze is awesome. It's labeled as a 'support' class whenever it is brought up, so I don't expect it to be doing crazy amount of damage, which I'm not currently. ![]() I loved the idea reading over it, and it looks like a really fun class. It's pretty new and I couldn't find much about it with Google or Reddit search, so I'm asking if anyone has any experience with it. Everyone seems to be trying interesting non-standard classes/races, so I decided to look over some of the 3rd party classes, and found The Tinker. So my group just started a new level 1 campaign set on what seems to be a pretty fast track adventure book (level 1 to 4 in ~6 hours). ![]()
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