Remedial Tinkering. Rocket's Red Glare. Games

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25 Remedial Tinkering Rocket's Red Glare Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderrpg for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Remedial Tinkering: Rocket's Red Glare Introduction When the layman watches a fireworks spectacle, he tends to sit back and enjoy himself. When a tinker watches a fireworks spectacle, he ruminates on its weaponization. Remedial Tinkering: Rocket's Red Glare does just that with an expanded ruleset for automaton inventory to allow for the addition of firework s (and their launchers) to the tinker base class. As even the simplest firework automaton build requires three s, the firework, the firework launcher, and the compartment in which the fireworks are stored, Rocket's Red Glare breaks the letter of Remedial Tinkering law by being impossible to use at 1st level simply because it requires a 3rd level tinker worth of Build Points to get started. That said, the low level centric design presented herein cleaves strongly enough to the spirit of Remedial Tinkering to warrant its inclusion in the series. Level Range: 4+ Further Reading Rocket's Red Glare links into rules presented in the following tinker expansions. Remedial Tinkering: Happy Little Automatons Tinkering 301: Pimp My Alpha Invention Subtypes Cheat Sheet Alpha Inventions with the alpha subtype can only be added to an alpha automaton blueprint, and only one alpha can be added to a blueprint at any one time. (For a selection of innovations that twist the rules of this subtype, see Tinkering 301: Pimp My Alpha.) Compartment *NEW* Inventions with the compartment subtype act as an inventory for automatons, storing everything from alchemical ammunition to potions and fireworks. Many s, such as the flaskapult, link to a specific compartment and can draw from its contents to reload. (This is a new subtype that also applies to legacy s. Use your best judgement when using older releases.) Design Inventions with the design subtype interact with the designer innovation. Further, tinkers with the grafter prestige class cannot graft s with the design subtype onto non automaton creatures. Firework *NEW* Inventions with the firework subtype differ from most other s in that they represent neither new automaton programming, nor fancy modules bolted onto the automaton's superstructure. Rather, firework s are special ammunition and occupy space in compartments as though they were alchemical goods. To that end, a firework can only be added to an automaton's blueprint if that automaton has sufficient compartment space available to hold the fireworks. Unlike standard alchemical goods, only s that specifically state that they are capable of launching fireworks may do so, and they cannot be launched by hand. 1 Fireworks have a range increment of 30 feet; given propellant limitations, a firework's maximum range is five range increments, or 150 feet. Fireworks are designed to open and deploy their payload at a set range. As such, all attacks made with them are made against specific grid intersections (AC 5 plus range penalties) rather than as an attack targeting any specific creature occupying that grid intersection. Unlike thrown splash weapons, fireworks can be launched into grid intersections that are occupied, in addition to those that are unoccupied. If launching a firework into a grid intersection that is occupied by a creature of any size, add +4 to that grid intersection's AC, as if shooting into a melee (for a total of AC 9 plus range penalties). The Precise Shot feat bypasses this penalty. Additionally, since fireworks are deployed at a specific range, and not when they bump into something, it is perfectly valid to aim shots over the action, or even straight into the air. When the target grid intersection does not contain a wall, ceiling, floor, or other, similar surface, add +5 to that grid intersection's AC. This stacks with the penalty for launching into an occupied square (for a total of AC 14 plus range penalties when casting into an occupied, airborne square). Fireworks can be shot through thick or hostile media, such as mud, water, or acid, but explode prematurely when shot through fire, magma, and other, excessively heated media. If you miss the target grid intersection, roll 1d8. This determines the misdirection of the launch, with 1 falling short (off target in a straight line toward the launcher), and 2 through 8 rotating around the target grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the cast. Finally, if the target grid intersection is above or below the grid intersection occupied by the launcher, roll 1d6. On a roll of 1 or 2, the firework falls short, moving one square toward the launcher in the z axis. (If the target is above the launcher, the firework moves down one square. If below the launcher, the firework moves up one square.) On a roll of 5 or 6, the firework runs long, moving one square away from the launcher in the z axis. (If the target is above the launcher, the firework moves up one square. If below the launcher, the firework moves down one square.) After you determine where the firework landed, it deploys. Though fireworks scatter like thrown weapons and, at times, behave much like splash weapons, fireworks are neither considered thrown weapons, nor splash weapons, for the purpose of feats and abilities. Paint Inventions with the paint subtype specifically interact with a number of s that layer on paint after automaton deployment or consume layers of paint for temporary benefit. An automaton can only have one paint applied to it at any one time. (For a selection of s and innovations that twist the rules of this subtype, see Remedial Tinkering: Happy Little Automatons.) Propellant *NEW* Inventions with the propellant subtype modify all fireworks present in a single compartment at the time of automaton deployment. Only one propellant can be added to a compartment full of fireworks at any one time.

New Innovations Failsafe Fuse Requires: Know at least three firework s The first rule of tinkering is, "Get out there and make something awesome!". The zeroth rule of tinkering is, "Don't get exploded." Those who heed this zeroth rule tend to live longer. Whenever a primed firework you created would explode inside an automaton because it wasn't launched in time, the firework disintegrates to ash rather than explode. This effectively expends the firework, but prevents an unsightly crater. Master Packer Requires: Know the improved compartment and any two other compartment s Despite the labels placed on compartments, be they alchemical, explosive, leaded, or otherwise, a box is just a box, and the same line of thinking can optimize all of them. The capacity of your compartment s increases by +1. In addition, you treat all of your compartment s as though they were improved compartments for the purpose of being allowed to maintain a heterogenous inventory when linking that compartment to an that reloads from its linked compartment, such as a flaskapult or hot pocket. Pyrotechnicist Requires: Know any three propellant s From reports and blooms to color studies with strange metals, you've run the gamut of firework production. You may apply up to two propellant s to the fireworks present in a single compartment. Normal: You can only apply up to one propellant to the fireworks present in a single compartment. New Inventions Big Box of Fun (Alpha, Compartment) 6 BP Invention 4 Any three firework s An automaton with this may as well be a walking crate. The automaton sports an enormous compartment containing the fireworks found in the table below. If the automaton's master does not know a firework on this list, then it is not present in the compartment. Given the odd nature of the big box of fun, s that link to compartments to draw from their stock cannot link to it. Further, fireworks can only be removed from the big box of fun, not added. An automaton with this can take fireworks from this compartment and add them to another compatible compartment on a friendly automaton as though it were a tinker. Finally, an additional propellant may be added to the big box of fun, for a total of two, or three with the pyrotechnicist innovation. Table: Big Box of Fun Contents 2x Burst Firework 2x Caustic Firework 1x Clay Spider x1 1x Invigorating Rocket 1x Pheromone Firework 1x Prank Rocket 2x Primer Rocket 2x Report Blessed Exhaust (Propellant) Any compartment, any firework Thankfully, some priests try new things. When adding this to a blueprint, select a single compartment that contains at least one firework. All fireworks present in the selected compartment upon automaton deployment gain the following ability. The firework's flight path leaves behind a faint streak of white that hangs in the air for 1d4 rounds after launch. Mindless undead that attempt to cross the flight path while this streak of white is present must make a Will save or be unable to cross the flight path, losing the remainder of its action. Only one propellant can be applied to a particular compartment. Burst Firework (Firework) Any compartment This requires sufficient compartment space. An automaton with this gains an inventory of three burst fireworks, which deal 1d8 points of fire damage to all creatures in a 10 ft. radius centered on the point of detonation. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional three burst fireworks to the automaton's inventory. Caustic Firework (Firework) Any compartment This requires sufficient compartment space. An automaton with this gains an inventory of three caustic fireworks, which deal 1d6 points of acid damage to all creatures in a 5 ft. radius centered on the point of detonation. Those creatures damaged in this manner take a 1 penalty to their armor bonus to AC for 1d4 rounds with a Reflex save to negate. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional three caustic fireworks to the automaton's inventory. 2

Charged Exhaust Formulation (Propellant) Any one compartment, any one firework When adding this to a blueprint, select a single Creatures adjacent to the firework's flight path take 1 point of electric damage. Only one propellant can be applied to a particular compartment. Firework Tube Any one compartment, any one firework An automaton with this sports a reinforced tube that can be used to launch fireworks as a directed attack action. If the automaton can make multiple attacks in a single round, then the automaton can launch fireworks as a directed full attack action. When installed, the tinker selects a compartment already installed on the automaton. The firework tube can reload from this compartment without the use of arms as a move action, or as a free action with the Rapid Reload feat. A firework tube is affected by the Rapid Shot feat, but does not modify the range increment and maximum range of a firework (30 ft. range increment, maximum range of 150 ft.). Clay Spider (Firework) Any compartment This requires sufficient compartment space. An automaton with this gains an inventory of three clay spiders, effectively a clay vessel filled with thousands upon thousands of tiny spiders. Upon detonation, those spiders that survive tend to be quite angry. Such a firework deals 1 point of piercing damage, 1 point of Strength damage, and 1 point of Dexterity damage to all creatures in a 5 ft. radius centered on the point of detonation with a Fortitude save to negate the ability score damage. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional three clay spiders to the automaton's inventory. Double Barreled Hot Pocket (Alpha) Invention 4 hot pocket This requires and replaces hot pocket. A double barreled hot pocket functions just like a hot pocket, save that the device has two barrels and each barrel can be primed as a directed attack action. If the automaton can make multiple attacks in a single round, then the automaton can prime multiple fireworks as a directed full attack action. Glittery Propellant (Propellant) Any one compartment, any one firework When adding this to a blueprint, select a single Creatures adjacent to the firework's flight path are dazzled for 1d4 rounds with a Fortitude save to negate. Only one propellant can be applied to a particular compartment. Hot Pocket firework tube This requires and replaces firework tube. A hot pocket is essentially a firework tube that has had a lockable flap stuck onto its end. It functions just like a firework tube, save that the automaton may now prime a firework in the tube as a directed attack action. Whenever the automaton executes an attack directive, it launches all primed fireworks directly at the target of that directive as a free action. Only one firework may be primed at any one time, and a hot pocket cannot be used to launch fireworks while the tube is occupied by a primed firework. Each round a firework remains primed, its maximum range decreases by one range increment. Should a firework's maximum range ever be equal to 0, it immediately detonates within the tube. If a firework detonates within an automaton's hot pocket, that automaton automatically fails all saving throws against that firework. 3

Integrated Fireworks Box (Compartment) Any one firework An automaton with this has quite literally been built around a box of fireworks. The automaton sports a compartment with a capacity of four fireworks. Given the nature of the crate, non firework objects cannot be stored inside it. Integrated Fireworks Crate (Compartment) Any one firework An automaton with this has quite literally been built around a crate of fireworks. The automaton sports a compartment with a capacity of six fireworks. Given the nature of the crate, non firework objects cannot be stored inside it. Pheromone Firework (Firework) Any one compartment This requires sufficient compartment space. An automaton with this gains an inventory of one pheromore firework, which confuses those creatures occupying the square of impact for 1 round with a Will save to negate. This is a mind affecting effect. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional pheromone firework to the automaton's inventory. Prank Rocket (Firework) 3 BP Any one compartment Invigorating Exhaust (Propellant) Any one compartment, any one firework When adding this to a blueprint, select a single Creatures adjacent to the firework's flight path gain fast healing 1 for 1 round. Only one propellant can be applied to a particular compartment. Invigorating Rocket (Firework) 3 BP Any one compartment This requires sufficient compartment space. An automaton with this gains an inventory of two invigorating rockets, which grant 1d6 + one half the tinker's level temporary hit points, rounded down, to all creatures in a 5 ft. radius centered on the point of detonation. These temporary hit points last for 1 minute. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional two invigorating rockets to the automaton's inventory. Long Range Formulation (Propellant) Any one compartment, any one firework When adding this to a blueprint, select a single compartment that contains at least one firework. The range increment of all fireworks present in the selected compartment upon automaton deployment increases by +10 feet. Only one propellant can be applied to a particular compartment. 4 This requires sufficient compartment space. An automaton with this gains an inventory of two prank rockets, which engulfs those creatures occupying the square of impact with sticky, resinous goo, as a tanglefoot bag. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional two prank rockets to the automaton's inventory. Report (Firework) Any one compartment This requires sufficient compartment space. An automaton with this gains an inventory of three reports, which deafen and dazzle all creatures in a 5 ft. radius centered on the point of detonation for 1 minute with a Fortitude save to negate. Already dazzled creatures that fail their Fortitude saving throw are blinded for 1 round. Fireworks cannot simply be thrown and must be launched from a compatible. Special: This may be added to a blueprint multiple times. Each time, add an additional three reports to the automaton's inventory. The Late Bloomer 3 BP Invention 4 firework tube This requires and replaces firework tube. The late bloomer lobs a firework in such a way that its parts are scattered further when it detonates. As a result, it functions just like a firework tube, save that the radius of effect of all fireworks launched from the late bloomer increases by +5 feet. Fireworks that only affect a single square now affect a 5 ft. radius.

Remedial Tinkering Rocket's Red Glare The Long Ranger firework tube Wide Burst Formulation (Propellant) Any one compartment, any one firework This requires and replaces firework tube. The long ranger is effectively an elongated, rifled firework tube. As a result, it functions just like a firework tube, save that the range increment of all fireworks launched from the long ranger increases by +10 feet. Unmodified by anything else, this gives fireworks launched from this a 40 ft. range increment of and a maximum range of 200 feet. When adding this to a blueprint, select a single compartment that contains at least one firework. The radius of effect of all fireworks present in the selected compartment upon automaton deployment increases by +5 feet. Fireworks that only affect a single square now affect a 5 ft. radius. Only one propellant can be applied to a particular compartment. Tracers (Propellant) Any one compartment, any one firework Rulings! As with most any tinker expansion, something got shifted or broken to allow for new content to be added. The following rulings help to clarify how everything fits together in the post fireworks world. When adding this to a blueprint, select a The firework's flight path leaves behind dim illumination as though it were a candle for 1d4 rounds after launch. In addition, invisible creatures that intersect with the flight path while this illumination is present become covered in glowing glitter, outlining the creature as the glitterdust spell. This glitter fades when the period of illumination ends. Only one propellant can be applied to a particular compartment. Q: What old s have the new compartment descriptor? A: The following s comprise the legacy list of compartment s. These are all found in The Tinker: Master of Modular Mechanical Mayhem. compartment improved compartment manufactory minelayer compartment shrapnel compartment Toxic Exhaust Formulation (Propellant) Any one compartment, any one firework When adding this to a blueprint, select a single Creatures adjacent to the firework's flight path take 1 point of fire damage. Only one propellant can be applied to a particular compartment. Whistler (Propellant) Any one compartment, any one firework When adding this to a blueprint, select a single Creatures adjacent to the firework's flight path take 1 point of sonic damage and are deafened for 1 round with a Fortitude save to negate. Only one propellant can be applied to a particular compartment. 5

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