FlinkhandGear Gnome Artificer 1/Tinker 1
CG Small humanoid (gnome)
Init +2;
Senses low-light vision; Perception +8
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Defense--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d8+1d6+2)
Fort +3,
Ref +3,
Will +3; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells
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Offense--------------------
Speed 20 ft.
Spell-Like Abilities (CL 2nd; concentration +4)
. . 1/day—
arcane mark,
comprehend languages,
message,
read magicArtificer Spells Prepared (CL 1st; concentration +1):
1st—
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Statistics--------------------
Str 8,
Dex 13,
Con 12,
Int 18,
Wis 12,
Cha 15
Base Atk +0;
CMB -2;
CMD 9
Feats Honorary Tinker
Traits dangerously curious, rapscallion
Skills Appraise +8, Craft (armor) +6, Craft (firearms) +6, Craft (weapons) +6, Disable Device +4, Escape Artist +2, Knowledge (arcana) +9, Knowledge (engineering) +12, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Perception +8, Spellcraft +9, Use Magic Device +8;
Racial Modifiers +2 Perception
Languages Common, Gnome, Sylvan
SQ deploy automation, directives, elbow grease, halt!, jack of all trades, magical linguist, master tinker, master's presence, scribe invention, weird science
Other Gear 1,000 gp
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Special Abilities--------------------
Deploy Automation (Ex) At 1st level, the tinker has already become capable of bestowing a semblance of life upon totally lifeless matter (a fact that has created many a rivalry between necromancy institutions and tinker colleges). A tinker's first great challenge is the se
Directives (Ex) At 1st level, a tinker has learned to give his automatons terse commands in such a way that they are easy to understand and follow out, but don't make much sense to those who don't give commands of this sort for a living. Given its similarity to the
Elbow Grease The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level.
HALT! (Ex) At 1st level, the tinker has already learned what happens when an automaton is not kept totally up to date. It tends to do things the tinker didn't want, some of which result in suspensions at tinker college. As a free action, the tinker can immediat
Honorary Tinker Through careful observation of a tinker and his automatons, you figure out how he does it, to some extent.
Prerequisites: Int 15, Spellcraft 5 ranks
Benefit: You gain the ability to give directives to automatons that are cu
Jack of All Trades (Ex) You may use all skills untrained.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Master Tinker You are proficient with any weapon you have personally crafted.
Master's Presence (Su) Link between Master and Automaton
Scribe Invention (Ex) At 1st level, the tinker learns how to properly draft his inventions for distribution to tinkers and juggernauts of industry. Though not magical in nature, tinker inventions tend to be hideously complicated and require specialized grid paper (an expe
Weird Science An artificer is not a spellcaster, but instead possesses the ability to imbue items with magical power. This weird science allows the artificer to create devices that combine the effects of one or more spells, either arcane or divine. An artificer ha
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