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.
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
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Bonuses)
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
4
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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