First Edition Advanced Dungeons & Dragons™ Character Creation
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AD&D Character Class:  Tinker
  This unique class in some ways seems to be intended as comic relief.  In a world of magic, these characters are trying to make science work; but although at first glance such a thought seems fascinating and interesting, it is further required of the tinkers that they do everything in the most difficult, awkward, and convoluted way possible.  As a result, the tinker character comes across as a disaster trying to happen.

  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
  There is no advancement beyond level 18.  Also, only one gnome in any colony may hold the title Master Craftsgnome.  Others may attain level 15, but will not gain the title as long as it is held by someone.

  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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