The first Order of Tinkerers were zealots who established conclaves in
virtually all of Eberron’s major cities preaching about the
evils of magic while recruiting those interested in the ways of
science. Eventually, the rhetoric died down and today the Tinkerers are
more obsessed with discovering how everything in the world works than
with preaching. Ironically enough, the Order could not accept being
unable to repair members of the Warforged race, a feat that requires
the use of arcane magic. This eventually led them to the study of the
exact thing they first set out to vilify-- the arcane arts--in order to
keep in step with their pursuit of mastering everything that affects
technology.

style="margin: 2px; width: 210px; float: right;">

href="http://www.tentonhammer.com/node/69618"> style="width: 200px; float: right;" src="/image/view/69618">They
wish you were here!





As a member of this elite group, you have dedicated yourself to the
pursuit of knowledge, and what better way to discover ancient
technological marvels than to explore the long forgotten civilizations
of the world? You’ve spent years training both your body and
mind and it’s paid off in spades. There’s no
container in the world that can keep its secrets hidden from you and no
trap in any dungeon that can resist your disarming touch.



The Tinkerer, as you may have guessed, is a Rogue/Wizard build. The
majority of their skills come from the Rogue tree but, due to their
desire to be of assistance to their Warforged companions, are rounded
are out by arcane spells. By concentrating on stealth, sneak attacks,
and the ability to open any lock and disarm any trap, they should be
welcome in many parties. Those looking for a min/max type of character
may not be happy here, but those looking for something interesting to
add to the game may find this build will be right up their alley.



Starting
Abilities

style="text-align: left; width: 407px; height: 172px;"
border="1" cellpadding="2" cellspacing="2">
style="vertical-align: top; text-align: center;"> size="-1">Halfling (28 pt) style="vertical-align: top; text-align: center;"> size="-1">Halfling (with
Bonuses) style="vertical-align: top; text-align: center;"> size="-1">Halfling (32 pt)

size="-1">Str 10

size="-1">Str 10 size="-1">Str 10 size="-1">Dex 18

size="-1"> Dex 22 size="-1"> Dex 18 size="-1">Con  size="-1">10 size="-1">Con 10 size="-1">Con  size="-1">10 size="-1">Int 16 size="-1">Int 18 size="-1">Int 16

size="-1">Wis 10 size="-1">Wis 14

size="-1">Wis 14

size="-1">Cha 8

size="-1">Cha 8

size="-1">Cha 8



Ability
Score Notes:


With the Rogue class making up the majority of this build, make sure
your dexterity is up there. Added Intelligence will give you a large
pool of skill points to distribute each level. Finally, putting some
points into Wisdom will not only make your spells less resistable, but
will increase your Will saves as well. Lowering your Dexterity by one
or two points and putting them in Constitution instead will also net
you a boost in hit points. Remember to use equipment that will boost
stats you feel are lacking.



(Information
below based upon 28
point build, Halfling 13 Rogue / 7 Wizard)




Hit
Points
: 126



Armor
Class
: 19 + Items/spells



Saving
Throws
:

Fortitude: +8

Reflex: +17

Will: +12



Class/Race
Features
:

+1 Armor class bonus, +1 attack roll bonus, +4 Hide checks, and 3/4
carrying limit

+2 bonus on Jump, Listen, and Move Silently checks

+1 bonus on all saving throws and +2 saving throw bonus against Fear

+1 attack roll bonus with thrown weapons

Light Armor Proficiency

Martial Weapon Proficiency: Rapier

Martial Weapon Proficiency: Shortsword

Martial Weapon Proficiency: Shortbow

Simple Weapon Proficiency

Sneak

Sneak Attack

Trapfinding

Inscribe scroll

Magical Training



Skills:


style="font-size: 12pt; font-family: "Times New Roman";">Balance
+17

Bluff +14

Concentration +24

Disable Device +33

Heal +3

Hide +24

Jump +3

Listen +5

Move Silently +24

Open Lock +34

Repair +28

Search +26

Spot +4

Tumble +23

Use magic Device +21



Feats:
Two-Weapon Fighting, Defensive Fighting, Evasion, Sunder, Trip, Weapon
Finesse, Trap Sense, Uncanny Dodge, Extend Spell, Two Weapon Defense,
Improved Two Weapon Fighting, Improved Uncanny Dodge, Nimble Fingers,
Skill Mastery, Dodge, Enlarge Spell, Greater Two Weapon Fighting,
Improved Evasion



Enhancements:

Halfling
Cunning IV

Halfling Dexterity II

Halfling Guile IV

Halfling Luck (Fortitude) I

Rogue Dexterity II

Rogue Disable Device IV

Rogue Faster Sneaking I

Rogue Open Lock IV

Rogue Skill Boost II

Rogue Sneak Attack Accuracy II

Rogue Sneak Attack Training II

Rogue Subtle Backstabbing II

Rogue Wrack Construct III

Wizard Force Manipulation III

Wizard Intelligence I



Spells


(DC
7 + spell level)


Spell
Points
: 359



Level
1
: Detect Secret Doors,
Feather Fall, Magic Missile, Repair Light Damage, Tumble, Sleep,
Shield, Cause Fear, Hypnotism

Level
2
: Repair Moderate Damage,
Owl's Wisdom, Cat's Grace, Otto's Resistable Dance, Bear's Endurance

Level
3
: Repair Serious Damage,
Displacement, Haste

Level
4
: Repair Critical Damage,
Dimension Door style="font-weight: bold;">



Spell
Notes:


The Tinkerer is always in search of new technology, including spells
that can affect or imitate it. Repair spells should always be chosen as
soon as possible. After that, concentrate on spells that are useful to
the party, or something the curious mind of your character would find
fascinating, such as Hypnotism and Dimension Door.



style="font-weight: bold;">

Detailed progression by
level



Progression Notes:

  • Main skill choices to
    concentrate on are Concentration, Disable Device, Hide, Move Silently,
    Open Lock, Repair, Search, and Use Magical Device. Any remaining points
    can be distributed however you see fit. Be sure to only raise
    Concentration when choosing the Wizard class for that particular level
    so you don't suffer the cross-class penalty.



Level
1
style="font-style: italic;">(Rogue)

Feat: Two-Weapon Fighting

Enhancements: Rogue Skill Boost I, Rogue Sneak Attack Training I, Rogue
Disable Device I, Rogue Open Lock I



Level
2
  style="font-style: italic;">(Rogue)

Enhancements: Halfling Cunning I, Rogue Sneak Attack Accuracy I, Rogue
Dexterity I



Level
3
  style="font-style: italic;">(Rogue)

Feat: Weapon Finesse

Enhancements: Halfling Dexterity I, Halfling Guile I, Rogue Wrack
Construct I



Level
style="font-style: italic;">(Rogue)

Ability Score: Wisdom +1

Enhancements:  Rogue Disable Device II, Rogue Open Lock II



Level
5
  style="font-style: italic;">(Rogue)

Enhancements: Rogue Skill Boost II, Rogue Sneak Attack Training II



Level
6
  style="font-style: italic;">(Wizard)

Feats: Two-Weapon Defense, Extend Spell

Enhancements: Halfling Cunning II, Rogue Subtle Backstabbing I, Wizard
Force Manipulation I



Level
7
  style="font-style: italic;">(Rogue)

Enhancements: Halfling Guile II, Rogue Sneak Attack Accuracy II



Level
8
  style="font-style: italic;">(Wizard)

Ability Score: Wisdom +1

Enhancements: Rogue Dexterity II



Level
9
  style="font-style: italic;">(Rogue)

Feat: Improved Two Weapon Fighting

Enhancements: Rogue Wrack Construct II, Wizard Intelligence I



Level
10
style="font-style: italic;">(Wizard)

Enhancements: Halfling Cunning III, Rogue Faster Sneaking I



Level
11
  style="font-style: italic;">(Rogue)

Enhancement: Rogue Disable Device III



Level
12
  style="font-style: italic;">(Rogue)

Ability Score: Intelligence +1

Feat: Nimble Fingers

Enhancements: Rogue Subtle Backstabbing II, Rogue Open Lock III



Level
13
  style="font-style: italic;">(Rogue)

Feat: Dodge

Enhancement: Halfling Guile III



Level
14
  style="font-style: italic;">(Wizard)

Enhancement: Wizard Force Manipulation II



Level
15
  style="font-style: italic;">(Rogue)

Feat: Improved Evasion

Enhancements: Halfling Dexterity II, Rogue Wrack Construct III



Level
16
  style="font-style: italic;">(Wizard)

Ability Score: Wisdom +1

Feat: Enlarge Spell

Enhancement: Halfling Cunning IV



Level
17 
style="font-style: italic;">(Rogue)

Enhancement: Rogue Disable Device IV



Level
18
  style="font-style: italic;">(Rogue)

Feats: Greater Two-Weapon Fighting, Improved Evasion

Enhancement: Rogue Open Lock IV



Level
19
  style="font-style: italic;">(Wizard)

Enhancement: Halfling Guile IV



Level
20
style="font-style: italic;">(Wizard)

Ability Score: Wisdom +1

Enhancements: Halfling Luck (Fortitude) I, Wizard Force Manipulation III





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Last Updated: Mar 13, 2016

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