Tinkers must have Intelligence of 10 and Dexterity of 12; they may not have a Wisdom in excess of 12. Any tinker with intelligence of 15 or more gains a 10% bonus on experience.
The class is found only in the world of Krynn, and only among the gnomes of that world; all Krynn gnomes are tinkers, and all tinkers are Krynn gnomes. They build things which have not been built, and try to improve things which have. Each tinker belongs to a guild which specializes in a specific branch of technology, such as hydraulics, aerodynamics, chemistry, communications, kinetics, hydrodynamics, thermodynamics, transportation, appliances, or architecture. They may also be involved in committees investigating each other's accomplishments or failures--a required part of tinker life.
Each tinker has a "lifequest", a goal to attain a perfect understanding of one device. Since this goal is rarely attained, tinkers are always striving for a better grasp of their device.
There are myriad rules in the Dragonlance materials related to tinker devices. Suffice it that they are generally basic mechanical systems, using gears, windmills, waterwheels, pulleys, and screw drives. The most advanced systems may dabble in steam power, chemical combustion, and clockwork mechanisms--and these are poorly understood new concepts which may lead to disasters. Electricity is not generally used. Also, they can never create anything simple, but must always expand and improve and modify into an incredible level of complexity. Nothing is ever small, efficient, or practical--and the rules are in place to prevent the player character from skirting these limits.
Advancement Table:
Level |
From |
To |
Title |
1 |
0 |
1250 |
Aide 5th |
2 |
1251 |
2500 |
Aide 4th |
3 |
2501 |
5000 |
Aide 3rd |
4 |
5001 |
10000 |
Aide 2nd |
5 |
10001 |
20000 |
Aide 1st |
6 |
20001 |
40000 |
Mate 2nd |
7 |
40001 |
60000 |
Mate 1st |
8 |
60001 |
100000 |
Tinker |
9 |
100001 |
140000 |
Master Tinker |
10 |
140001 |
270000 |
Craftsgnome |
11 |
270001 |
450000 |
Craft Master |
12 |
450001 |
600000 |
Head Tinker |
13 |
600001 |
800000 |
|
14 |
800000 |
1000000 |
|
15 |
1000001 |
1500000 |
Master Craftsgnome |
16 |
1500001 |
2500000 |
|
17 |
2500001 |
4000000 |
|
18 |
4000001 |
Above |
Tinkers do have weapon skills, beginning with one proficiency, and adding another every other level. They gain great numbers of non-weapon proficiencies, beginning with 5, and adding 3 every two levels. However, although they gain a great number of non-weapon skills, they are never very good at them, making all non-weapon proficiency checks at -5. The rules do not specify any restrictions on weapons or armor used by tinkers. It is also unclear which tables tinkers use for combat and saving throws; MyWorld rules recommend the use of thief tables for these.
Only Krynn Tinker Gnomes may be tinkers. However, other gnomes who move into the Krynn region are regarded as "mad gnomes" until they change their class, join a guild and a community, and become tinkers; such gnomes actually prove better at technology than their Krynn brethren.
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