Tinker (TotL)

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Also called engineers and technicians, tinkers conceive of themselves as masters of technology. Others conceive of them as deranged lunatics. Tinkering is far more a mind-set than an occupation and, therefore, only gnomes can be tinkers.
Every project of these engineering gnomes is twice doomed. First of all, mechanical technology is far more costly, unreliable, and inefficient than magic on the world of Krynn. Secondly, gnomes have little grasp of the physical sciences
The combination of these factors means that tinkers spend their lives creating many worthless inventions. The have inventions for all sorts of tasks: seed planters, clothes cleaners, black-dragon-left-rear foot ticklers, and red-haired kenderhandler detectors, to name a few. Few of these work as they should, though most are not lethal.
But tinkers do far more than simply create new inventions. They also “improve” old ones. This penchant for compromising the efficiency of existent inventions is clearly demonstrated in common gnomish sayings:
: “If it ain’t broke, there’s gotta be something wrong with it.”
: “Maybe the design flaw can be fixed with accessories.” “If simplicity were a virtue, Krynn’d be a featureless ball.”
: “There’s always room for improvement.”
: “The back-up blew! Better back up the back-up.”
: “All geniuses have cluttered minds.”
: “Improvements require complications; complications require improvements.”
: “Every magical and mundane activity can be done better by a machine.”
: “Improvement is the incestuous cousin to invention,”
Each Tinker belongs to a guild, which emphasizes a branch of technology. Some guilds follow:
* Aerodynamics
* Appliances
* Architecture
* Chemistry	
* Communication
* Kinetics
* Hydraulics	
* Thermodynamics
* Hydrodynamics
* Transportation
These guilds do not compete with each other; all are united in the task of advancing technology. Each guild has numerous committees that oversee inventors’ accomplishments and investigate system failures. Though the latter topic gets the most attention, few real improvements arise from such investigations.
Each tinker, under the auspices of his guild, chooses a lifequest to accomplish: the creation of some ultimate machine to simplify life, save labor, and benefit all of gnomekind. Lifequests are rarely realized because most devices undergo per petual “improvement.”
==Game Information for Tinkers==
Tinkers must have Intelligence of at least 10 and Dexterity of at least 12. A tinker’s Wisdom cannot exceed 12. Tinkers begin with five nonweapon proficiency slots and one weapon proficiency slot. They gain one more nonweapon proficiency with every two levels of advancement, and one weapon proficiency with every ten levels.
Due to their innate absent-mindedness, tinkers suffer a -2 to checks against any nonweapon proficiency that involves designing or building something complex. If the roll fails, they design something, but it either does not function at all or malfunctions.
Tinkers have a beginning THAC0 of 20 and improve one point for every four levels thereafter.
Starting steel pieces for a normal character is 2d4x10.
==Normal Tables==
 Game Information for Normals
Level	Experience Points	Hit Dice (d6)
1 	0 	1
2 	1,250 	2
3 	2,500 	3
4 	5,000 	4
5 	10,000 	5
6 	20,000 	6
7 	40,000 	7
8 	60,000 	8
9 	100,000 	9
10 	140,000 	10
11 	270,000 	10+1
12 	450,000 	10+2
13 	600,000 	10+3
14 	800,000 	10+4
15 	1,000,000 	10+5
16 	1,500,000 	10+6
17 	2,000,000 	10+7
18 	3,000,000 	10+8
19 	4,500,000 	10+9
20 	6,000,000 	10+10
21 	7,500,000 	10+11
22 	9,500,000 	10+12
23 	12,000,000 	10+13
24 	15,000,000 	10+14
25 	17,000,000 	10+15
 Normal Saving Throws
 	Attack to be Saved Against 	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against	Attack to be Saved Against
Experience Level	Paralyzation,Poison, orDeath Magic	Rod, Staff,or Wand 	Petrificationor Polymorph*	BreathWeapon** 	Spell
1-3 	15 	17 	16 	18 	18
4-6 	13 	15 	14 	16 	16
7-9 	11 	13 	12 	14 	14
10-12 	9 	11 	10 	12 	12
13-16 	7 	9 	8 	10 	11
17+ 	5 	7 	6 	8 	9