Tinkerer
As the Wizard except for the following changes.
Spells: A tinkerer prepares spells by allowing his harness to recharge for 8 hours and spending 1 hour using his blueprints to adjust it. If a tinkerer does not have his blueprints he may renew the spells he had prepared from the previous day but may not choose new spells.
Bonus Languages: Tinkerers do not receive Draconic as a bonus language.
Harness: Instead of an Arcane Bond, Tinkerers gain a harness. Details are explained below.
Craft Device: At 1st level, a tinkerer gains Craft Device as a bonus feat.
Blueprints: Instead of a spellbook a tinkerer studies his blueprints and adjusts his harness to prepare his spells. He cannot prepare any spell not recorded in his blueprints, except for identify teknology, which all tinkerers can prepare from memory. A Tinkerer is able to draw blueprints for any spell he knows in the same way that a wizard may copy a spell to their spellbook. He may also add new blueprints either researched or found to his own collection in the same manner. Doing this does not cause the blueprints copied from to vanish. Blueprints can be deciphered with either the identify teknology spell or a Spellcraft check (DC 20 + the spell's level) like arcane spells (see Arcane Magical Writings in the PCR).
Harness
A harness is a mechanical exoskeleton made of metals and leather that stores and assists in the use of casting teknology spells. A tinkerer begins play with a harness at no cost. A harness fits over clothes and armor and does not take up an item slot. The joints and leather straps of the harness provide complete freedom of movement and do not hinder the actions of a tinkerer. It is considered light armor for all other purposes. A harness only functions for the tinkerer who constructed it.
At 5th level a tinkerer can add magical armor abilities to his harness as if he had the Craft Magic Arms and Armor feat.
A basic harness has a hardness of 10, 5 hit points and provides a +1 armor bonus. If a harness is damaged, it is restored to full hit points the next time the tinkerer prepares his spells. If the harness is lost or destroyed it can be replaced by spending 24 hours and 30 gp worth of materials to build a new one. The 24 hours is done in 4 hour blocks and does not need to be consecutive. Harnesses replaced in this way do not possess any of the additional enchantments of the previous harness. Special harnesses can be created using exotic metals like adamantine and mithral.
A tinkerer loses all school powers while not wearing his harness and can not cast tinkerer spells.
Spells: A tinkerer prepares spells by allowing his harness to recharge for 8 hours and spending 1 hour using his blueprints to adjust it. If a tinkerer does not have his blueprints he may renew the spells he had prepared from the previous day but may not choose new spells.
Bonus Languages: Tinkerers do not receive Draconic as a bonus language.
Harness: Instead of an Arcane Bond, Tinkerers gain a harness. Details are explained below.
Craft Device: At 1st level, a tinkerer gains Craft Device as a bonus feat.
Blueprints: Instead of a spellbook a tinkerer studies his blueprints and adjusts his harness to prepare his spells. He cannot prepare any spell not recorded in his blueprints, except for identify teknology, which all tinkerers can prepare from memory. A Tinkerer is able to draw blueprints for any spell he knows in the same way that a wizard may copy a spell to their spellbook. He may also add new blueprints either researched or found to his own collection in the same manner. Doing this does not cause the blueprints copied from to vanish. Blueprints can be deciphered with either the identify teknology spell or a Spellcraft check (DC 20 + the spell's level) like arcane spells (see Arcane Magical Writings in the PCR).
Harness
A harness is a mechanical exoskeleton made of metals and leather that stores and assists in the use of casting teknology spells. A tinkerer begins play with a harness at no cost. A harness fits over clothes and armor and does not take up an item slot. The joints and leather straps of the harness provide complete freedom of movement and do not hinder the actions of a tinkerer. It is considered light armor for all other purposes. A harness only functions for the tinkerer who constructed it.
At 5th level a tinkerer can add magical armor abilities to his harness as if he had the Craft Magic Arms and Armor feat.
A basic harness has a hardness of 10, 5 hit points and provides a +1 armor bonus. If a harness is damaged, it is restored to full hit points the next time the tinkerer prepares his spells. If the harness is lost or destroyed it can be replaced by spending 24 hours and 30 gp worth of materials to build a new one. The 24 hours is done in 4 hour blocks and does not need to be consecutive. Harnesses replaced in this way do not possess any of the additional enchantments of the previous harness. Special harnesses can be created using exotic metals like adamantine and mithral.
A tinkerer loses all school powers while not wearing his harness and can not cast tinkerer spells.