Tinkering Inventions for the Tinker Base Class. Games

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1 25 Tinkering Inventions for the Tinker Base Class Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

2 New Innovation Alternative Locomotion The sudden realization that a bunch of robots that walk around and do your bidding is inferior to a bunch of robots that fly, swim, dig through the earth, and still do your bidding results in the creation of a number of inventions that allow them to dominate the skies, the sea, and the earth itself. Benefit: You immediately learn the drill bit, paddleboat, and s if you are of a high enough level to understand them. If you cannot understand a particular invention in the list, you immediately learn it as soon as you reach a high enough level to understand it. New Inventions Adamantine Drill Bit drill bit invention This invention replaces drill bit when installed and grants the automaton a 20 ft. burrow speed. In addition, if the automaton makes a leaping slam attack from high ground, it deals an additional 1d3 points of bleed damage. Aerial Weapon Mount Some rather complicated and time consuming adjustments to the standard blueprint for a weapon mount allows the tinker to install a weapon mount and a rotor on the same automaton. Bodyguard Subroutine superior responsive programming invention The automaton has received a logic upgrade that teaches it to throw itself in front of arrows, bolts, and other ranged weaponry. If the automaton is adjacent to the target of its defend directive when that individual is fired upon at range, the automaton may make an "attack of opportunity" against the incoming attack, rolling 1d20 + the automaton's AC 10 against the shooter's to hit roll. Automatons with the speakers invention may scream, "NOOOOO!" as they attempt to block the shot. This grants a +2 circumstance bonus to the automaton's check. If the automaton meets or exceeds the shooter's to hit roll, the automaton is struck instead of the ranged weapon's original target. Shots intercepted in this fashion automatically hit and are considered a critical threat. If the object fired or thrown occupies more than one square, such as particularly large boulders, an automaton cannot block it. Though this is an odd application for attacks of opportunity, the bodyguard subroutine does indeed use attacks of opportunity to function and, therefore, cannot be used if the automaton is out of them for the round. Reminder: An automaton is set from defend to attack as soon as the target of its defend directive takes damage. Bombing Compartment 5 BP Invention 6 The automaton now sports a special compartment with a capacity of six flasks or flask sized objects, such as most alchemical goods. As a directed standard action, the automaton drops all contents of this compartment onto the square directly below it. Roll to touch the square with range increment penalties calculated as though the items were thrown by hand. Unlike being thrown by hand, there is no maximum number of range increments a thrown splash weapon can be dropped (though the accuracy can get pretty terrible). Aquatic Discharge static shield invention The automaton has been outfitted with a number of emitters that dip directly into a body of water whenever the automaton proper is in contact with the stuff. Whenever the automaton's static shield invention is triggered, all creatures in contact with the water within 10 feet of the automaton take static shield damage with no saving throws allowed. 1 Combat Augur Optimization drill bit invention This invention, the result of hours of animal testing that would be a PR nightmare if it ever came to light, allows the automaton to deal a 1 point of bleed damage when making a leaping slam attack from high ground. This stacks with other sources of bleed damage when making a leaping slam attack from high ground. Death From Above Programming droptube invention The automaton has been outfitted with a number of behavioral upgrades that allows it to use its droptube and bombing compartment inventions as though it had the Shot on the Run feat.

3 Drill Bit (Design) Alternative Locomotion innovation The automaton has been outfitted with a drill bit, granting it a 15 ft. burrow speed. Droptube no prerequisites The automaton has been outfitted with a simple cylinder that points straight down and is specially designed for flasks and other items of flask like heft, such as most alchemical goods. When installed, the tinker selects a compartment already installed on the automaton. The droptube can reload from this compartment without the use of arms as a move action, or as a free action with the Rapid Reload feat. Unless an improved compartment is used, all flasks loaded in the compartment must be duplicates of the same item. An automaton can drop a single flask from a droptube onto whatever is directly below it as a standard action. Roll to touch the square with range increment penalties calculated as though the items were thrown by hand. Unlike being thrown by hand, there is no maximum number of range increments a thrown splash weapon can be dropped (though the accuracy can get pretty terrible). Though this is most obviously a device for bombing tactics, this invention also allows automatons without arms to readily drop smokesticks and the like, so long as the tinker is alright with the automaton itself being in the area of effect. Final Hurrah Invention 6 rocket arms invention Whenever an automaton with this invention executes a kamikaze directive or a contingent kamikaze, any rocket arms still attached to the automaton launch at a random creature within its kamikaze radius. Firearm Mastery firearm proficiency invention Having learned which way to point a firearm, the automaton no longer deals damage to itself when it rolls a misfire. Firearm Proficiency Exotic Weapon Proficiency (firearms) The automaton is now proficient with firearms. Unlike other weapon proficiencies, an automaton is not deployed with a firearm on its person. It must instead be supplied from the tinker's inventory upon deployment. Onehanded firearms can be used in a weapon mount as though it were a crossbow, though a reloading winch will not work for obvious reasons. Should an automaton roll a misfire with a firearm, it takes damage equal to the firearm's base damage. This is in addition to any other consequences of misfiring. Enhanced Augur Design drill bit invention This invention, the result of more research into the ability of geometric shapes to move dirt when added to a cone than any tinker would dare actually claim, increases the burrow speed of the automaton by 5 ft. Fabricator firearm proficiency invention This invention, an extractor, heater, alchemical conversion kit, and mold, allows the automaton to convert one daily use of any repair kit into a single standard round of ammunition and powder as a standard action. Given its rather jury rigged state, any ammunition made in this fashion can only be used by the automaton that created it, nor will any reputable shopkeepers ever be interested in purchasing something of the sort. An automaton directed to attack whose ammunition and powder is depleted may elect to utilize its fabricator rather than wade into melee combat. Fusillade Routine firearm proficiency invention The automaton has been taught how to handle its firearm in a manner that organic creatures with pain receptors and the like would find absolutely appalling. Once per day, the automaton may enter a focused state for 1 round. While in this state, the automaton reloads all firearms on its person as a free action for 1 round; however, the misfire range of all firearms on the automaton's person increases by 1 for each shot fired in that round. 2

4 Harpoon Profession (sailor) 4 ranks The automaton now sports a wicked harpoon, typically used to hunt whales and the like. The automaton may fire this harpoon as a standard action, dealing 1d8 points of piercing damage on a successful ranged hit and linking both the automaton and the victim struck by a 50 ft. hemp rope. The victim has three options. First, he may cut the rope. Second, he may rip the harpoon out of his body, taking 1d6 bleed damage. Third, he may disable the automaton, at which point the automaton's end of the rope comes undone and he can walk free. An automaton whose harpoon is destroyed, lost, or dismantled no longer has a harpoon, though a tinker can deploy another automaton and use this new automaton as spare parts to repair the broken harpoon. This process takes 10 minutes. There is no check required. Improved Bodyguard Subroutine bodyguard subroutine invention The automaton has been granted some authority over its programming. Whenever the target of the automaton's defend directive takes damage, the automaton may choose to continue defending that individual or to change itself to an attack directive against the attacker. Improved Repelling Static repelling static invention This invention replaces repelling static when installed and grants the automaton a +2 deflection bonus to AC, but reduces the damage dealt by static shield by 2. Metallic Coating Craft (weapon) or Craft (armor) 5 ranks The automaton now sports a shiny and incredibly thin coating of expensive metal. When installed, select adamantine, cold iron, or silver. The automaton's slam attacks are treated as being made of that material for the purpose of overcoming damage reduction. Omnimetallic Coating 4 BP Invention 6 Craft (weapon) or Craft (armor) 15 ranks, metallic coating invention This invention replaces metallic coating when installed. The automaton's slam attacks are treated as adamantine, cold iron, and silver for the purpose of overcoming damage reduction. Paddleboat (Design) Alternative Locomotion innovation This invention, a series of upgrades to the structrure of an automaton with the goal of making it watertight and buoyant, converts the automaton into what is essentially a small paddleboat.the automaton can now spend a move action to move up to its base land speed along the surface of a body of water and can carry cargo and passengers weighing up to 200 pounds without sinking. An automaton with this invention cannot run along the surface of the water, though it may still spend two move actions or charge as though it were on land. Multiply the automaton's carrying capacity by 4 for each size category larger than small the automaton happens to be. An automaton can substitute its own Swim check for a passenger's Profession(sailor) check to avoid sinking in rough water, storms, combat with a kraken, and the like. If an automaton with the paddleboat invention sinks, several of its most critical systems short out and the automaton ceases to function. An automaton that is deactivated in this way does not trigger the Contingent Kamikaze greater innovation. Repelling Static static shield invention This invention taps into the static shield already installed on the automaton and produces a repellant electrical field around the device. This grants the automaton a +1 deflection bonus to AC, but reduces the damage dealt by static shield by 1. Rocket Arms arms invention This invention puts small canisters of propellant in the structure of the automaton itself, typically between the elbow and the shoulder. When directed, the automaton can stretch an arm out and fire it as a standard action. This has a range of 60 feet that is either a standard ranged attack that deals slam damage or a ranged touch attack that executes any combat maneuver the automaton knows if successful. An automaton has two rocket arms. If one has been launched, its combat maneuver bonus is reduced by 1 when it attempts a combat maneuver in melee combat. The loss of a rocket arm in no way harms the combat maneuver bonus of the other rocket arm. If both have been launched, its combat maneuver bonus is reduced by 2 and it cannot use inventions that require the use of arms, such as quivers. Rocket arms cannot be reattached to a standard automaton once launched. Rocket arms may be reattached to an alpha once launched, though this requires 1 minute of effort on the part of the tinker, the shell of the launched rocket arm, and a repair kit of any kind supplied by any automaton. 3

5 Rotor (Design) Alternative Locomotion innovation This invention installs a simple rotor smack dab in the center of the automaton's head, granting it a 30 ft. fly speed with clumsy maneuverability. Given it is a rotor, the automaton has the ability to hover. As their designs use the same general area on an automaton's body, an automaton with a rotor cannot have a weapon mount. Turbulence Reducers This invention installs a number of streamlining measures that enhances the automaton's flight maneuverability by one step, to a maximum of good. This invention can be selected multiple times. Its effects stack. Rotor Optimization This invention installs a number of optimizations to the automaton's flight systems, granting it a +10 ft. increase to its fly speed. This invention can be selected multiple times. Its effects stack. Submersible paddleboat invention This invention replaces paddleboat when installed and further upgrades the structure of an automaton with the goal of making it entirely air and watertight. Given the added weight of this superstructure, a number of ballast tanks have been added such that the automaton can more readily stay afloat. This superstructure also reduces the base land speed of the automaton by 10 ft. An automaton with this invention behaves just like a paddleboat with respect to movement in water, but does not risk sinking in rough water, storms, combat with a kraken, and the like. A submersible can be given a "dive" directive or a "surface" directive, causing the automaton to either sink or rise 20 feet in water. While submerged, a submersible automaton cannot use any of its ranged weapon systems except for the harpoon invention and is thus largely restricted to melee combat while submerged. Automatons with the submersible invention must be deployed in the open air. If the submersible invention is combined with the cockpit invention, the tinker may use his automaton as a one man submersible, but he has only a 5 minute air supply. Multiply the longevity of the submersible's air supply by 4 for each size category beyond the first that the automaton is larger than the tinker. For example, a large automaton would grant a 5 minute air supple to a medium tinker or a 20 minute air supply to a small tinker. 4

6 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Tinker: Master of Modular Mechanical Mayhem, Copyright 2013 Bradley Arthur Crouch. 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