For some, the smell of oil is akin to that of a fine perfume, the rush of invention is the only motivation one needs, and the eternal battle against corrosion is a constant annoyance. These individuals, the tinkers, are exemplars of the unfettered creative spirit. It is this creative spirit, the constant thirst for new ideas, that propels them to seek the unknown, whether it be found in a library or in the dark depths of an ancient tomb. Supported by a vast array of custom automatons, an experienced tinker, while not a fierce combatant on his own, commands an exceptionally versatile squadron that more than makes up for his own deficiencies.
Role: Tinkers deploy and give Directives to a squadron of mechanical automatons built from custom blueprints. Whether commanding from the rear or charging in with the pack, a clever tinker has a set of blueprints for any situation. Further, a tinker’s exploration into the unknown gives him proficiency with the theory of magic, if not its practice.
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The tinker’s class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Maximum
|1st||+0||+0||+2||+0||Deploy automation, directives, Halt!, master’s presence, scribe invention||1||1||1|
|2nd||+1||+0||+3||+0||Craftsman +1, innovation||1||1||1|
|4th||+3||+1||+4||+1||Craftsman +2, the alpha||1||1||2|
|6th||+4||+2||+5||+2||Craftsman +3, innovation||1||2||2|
|10th||+7/+2||+3||+7||+3||Craftsman +5, greater innovation, innovation||2||3||4|
|14th||+10/+5||+4||+9||+4||Craftsman +7, innovation||3||3||5|
|18th||+13/+8/+3||+6||+11||+6||Craftsman +9, innovation||3||4||6|
|20th||+15/+10/+5||+6||+12||+6||Craftsman +10, line of succession||3||5||6|
All of the following are class features of the tinker.
Tinkers are proficient with simple weapons and with light armor and shields (but not tower shields).
A tinker wearing armor or using a shield with which he is not proficient incurs a failure chance equal to the item’s normal arcane spell failure chance to his deploy automaton and directives class features. As it turns out, it is particularly difficult to perform all of the ridiculous pantomiming necessary to get an automaton to do the tinker’s bidding when the tinker doesn’t understand how his full plate works.
Rather than cast spells, a tinker knows inventions drawn from the invention list. A tinker must design and prepare a number of blueprints using his inventions ahead of time. To learn or use an invention, a tinker must have an Intelligence score equal to at least 10 + the invention level. The Difficulty Class for a saving throw against a tinker’s invention is 10 + 1/2 the tinker’s class level + the tinker’s Intelligence modifier unless stated otherwise in an invention’s entry. A tinker may know any number of inventions. He must choose and prepare his blueprints ahead of time by getting 8 hours of sleep and spending 1 hour studying his invention book. While studying, the tinker decides which inventions to place into each blueprint.
Blueprints: A blueprint is a schematic containing a number of inventions. A tinker begins play with a single blueprint, plus additional blueprints equal to his Intelligence modifier / 3, rounded down, minimum 0. Each blueprint can contain a number of inventions whose build point (BP) total is equal to or less than the tinker’s class level. At 5th and every 5 levels thereafter, the tinker receives an additional blueprint, for a total of 5 blueprints at 20th level.
Invention Books: A tinker must study his invention book each day to refresh his daily uses of the deploy automaton class feature (see below). He cannot place inventions not recorded in his invention book into a blueprint. A tinker begins play with an invention book containing 3 + the tinker’s Intelligence modifier 1st-level inventions. At each new tinker level, he gains two new inventions of any invention level or levels that he can understand (based on his new tinker level) for his invention book. At any time, a tinker can also add inventions found in other invention books to his own. The process of copying inventions from another tinker’s invention book tends to result in professional disagreements between two tinkers. Whether by adding a number of “corrections” or by getting so excited that an inkwell tips, the original copy of the invention is essentially ruined. As such, wise tinkers produce copies of their inventions for each others’ consumption rather than trade invention books.
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 selection of the power source that he will use for the remainder of his career. Given the nature of automatons, it really could be anything. The spirit of adventure, the power of friendship, greed, crystals, unicorn blood, and baby puree have all been used at some point or another. Regardless of the power source used, as a standard action, once per day per tinker level, the tinker builds and deploys a Small construct whose design is one of the blueprints he prepared that morning. This construct, known as an automaton, is completely mindless, has no skills, never gains feats, and is reliant upon the tinker for all instruction and motivation. As such, complex routines such as combat maneuvers or attacks of opportunity are impossible for an automaton. If not given an order, it merely shuffles about within 30 feet of the tinker, staring at him expectantly. When a tinker first deploys any automaton, he may give it a directive as a free action. At 1st level, a tinker may only have one automaton deployed at a time; however, the increased organizational capacity of an experienced tinker’s mind slowly allows this number of increase. At 7th level, a tinker may have up to two automatons deployed at once, while at 13th level, a tinker may have up to three automatons deployed at once. If the tinker attempts to deploy more automatons than he has the organizational capacity to handle, the oldest automaton in the group immediately shorts out and cannot be repaired.
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 gobbledygook of magic, a successful Spellcraft check against a DC of 10 +1/2 the tinker’s level + the tinker’s Intelligence modifier identifies the directive being given and to whom. Characters with the ability to learn inventions get a +4 to this roll. As a standard action, the tinker can give any of his automatons within 60 feet one of the following directives. Directives are followed to the letter and will be performed until another directive is given. Directives continue to be run should the tinker fall unconscious, but, should the tinker die, the automatons immediately go idle.
Attack: The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple shots per round. If this is done, the automaton splits its attacks evenly. If the automaton runs out of ammunition or charges for any particular system, it will default to melee combat. Should the creature be out of reach of melee combat, this will not stop the automaton from trying incessantly. Should the automaton’s target fall, it will continue to maul the creature’s body as if nothing had changed.
Defend: The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is attacked, the automaton treats the attacker as the target of an attack directive. Given the simplicity needed for directives, an automaton is not intelligent enough to stop attacking a threat once it has been eliminated and will need to be manually reset to a defend directive by its tinker.
Follow: The automaton follows the nominated creature at a distance set by the tinker.
Go: The automaton goes to the nominated place at walking speed.
Idle: The automaton follows the tinker at a distance set by the tinker, but will not make any other action. If no distance is given, perhaps by another directive being completed, the automaton will maintain a respectful 30 feet, if possible. It will also stare awkwardly.
Support: The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is a construct or another automaton, it will use any repair kit inventions it has on its person, if any, on the creature it is following should that creature be injured. If the nominated creature is living, it will use any potion injector inventions it has on its person, if any, on the creature it is following should that creature be attacked. An automaton will continue to use repair kits or potions until out of them, at which point it goes idle. Alternatively, the tinker can give an automaton explicit instructions to use specific assets immediately rather than wait for a trigger.
Use Skill: The automaton uses a skill in which it has at least 1 rank. Unlike biotics, the use of any skill, even something as natural as Perception, is a standard action for an automaton, unless it normally takes longer.
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 immediately clear all orders on all currently deployed automatons, returning them to an idle state, complete with the shuffling and the awkward staring.
As a tinker gains experience, he learns how to optimize his automatons for the particular tasks at hand. At 2nd level, and every 4 levels of tinker attained after 2nd level, the tinker gains an innovation. A tinker cannot gain an innovation more than once unless stated to the contrary in the entry for that particular innovation.
Aid Other Directive: Upgrades to the programming of your automatons give you the ability to use them as an impromptu labor force for any task.
- Benefit: You gain the aid directive:
Aid: The automaton moves to an appropriate position and executes an aid another action. For the purpose of this action, the automaton ignores whether or not it has a rank in any skill being used by the target of its action.
- Normal: Automatons cannot make an aid another action and treat all untrained skills as unusable.
Centralized Investment: Your focus on a single, autonomous automaton has made materials scarce for the production of standard automatons.
Designer: An instinctual sense of the aesthetics and overall shape of your automatons makes the design of those aspects of your creations second nature.
- Prerequisites: Heavy Construction or Improved Construction
- Benefit: Your blueprints may include up to 2 BP of design inventions without paying their normal build point cost.
Direct Uplink: Given the alpha is so expensive to replace, you have invested in its survival.
- Prerequisites: The Alpha class feature
- Benefit: The alpha receives all benefits of the master’s presence class feature if it is within a mile of the tinker.
Extra Charges: With a little tweaking, you are capable of increasing the operative life of each individual nanobot in the swarm.
Extra Inventions: Ignoring your automatons for a while, you instead think of new inventions to install on them.
- Benefit: You immediately learn a number of inventions equal to your Intelligence modifier. These inventions must be of a level you can understand.
- Special: You may select this innovation multiple times. If you do, select a new list of inventions to learn each time.
Heavier Construction: Your use of top-quality materials makes your automatons hard to disable.
- Prerequisites: Heavy Construction
- Benefit: Each of your automatons gains +1 hp for each hit die it possesses.
Heavy Construction: Your use of heavier materials causes all of your automatons to be able to withstand more punishment before succumbing.
- Benefit: Your automatons gain +3 hp.
Improved Construction: Your use of higher quality joints and motivators makes your automatons slightly stronger and more nimble than the average mindless construct.
Kamikaze Directive: By harnessing the energy source of your automatons, you are able to make any of your creations a walking bomb at will.
- Benefit: You gain the following directive.
Kamikaze: The automaton moves to a designated position and explodes, dealing 1d6 points of fire damage plus an additional 1d6 points of fire damage for every two tinker levels beyond 1st in a 10 foot radius. Those affected make a Reflex saving throw (DC 10 + 1/2 tinker level + Int mod) for half damage. An automaton that executes a kamikaze directive is destroyed.
Master Plan: A history of success through the use of circuitous contingencies has instilled in you the drive to always have another plan at the ready.
- Benefit: Your maximum number of blueprints increases by one.
Not Again!: You have learned to anticipate the explosions your automatons cause.
Overwhelming Presence: Your personality allows you to maintain enhanced control of your automatons at a greater range.
- Prerequisites: Cha 13
- Benefit: The radius of your master’s presence class feature is increased by 30 feet.
Overzealous Execution: Having given each of your automatons a semblance of a personality, they suddenly begin to exhibit an almost dog-like desire to please you by following your commands with an overzealous excitement.
- Prerequisites: All automatons must have at least 2 hit dice
- Benefit: Whenever you give an automaton a directive, it gets a +2 circumstance bonus to all rolls for 1 round. Once an automaton has received this bonus, it cannot receive it again for 24 hours. (That being said, there’s an entire pile of automatons in your bag waiting to make you proud.)
Permanent Fixture: Your alpha has been built around an invention such that it can never be taken out of its design, but does not take up any hardpoints.
- Prerequisites: The Alpha class feature
- Benefit: Your alpha gains an invention with build point cost 2 or less without paying its normal build point cost. This invention cannot be removed from its design, even if the alpha is totally rebuilt following being destroyed in combat.
Permanent Fixture Update: Your alpha’s Permanent Fixture has been updated to a more advanced model.
- Prerequisites: Permanent Fixture
- Benefit: Your alpha’s permanent fixture is replaced by an invention with build point cost 2 or less that requires the original permanent fixture as a prerequisite. Like the permanent fixture before it, this invention is installed without paying its normal build point cost and cannot be removed from the alpha’s design, even if it is rebuilt.
Potion Injection: The realization that automatons can carry goods that directly benefit the organics with which a tinker invariably travels quickly brings about a whole range of ideas.
- Benefit: You learn the potion injector invention.
Preferred Blueprint: You have taken a liking to one of your standard automaton designs. As such, you tend to invest more and better materials into that one design.
- Benefit: Select one of your blueprints. All automatons of that blueprint get +1 hit die. Should that blueprint be rewritten, this benefit carries over to the new design.
Rapid Orders: Your ability to think fast and your ability to move fast has led to the inevitable: talking fast.
Self Defense Programming: Simple routines cause idle automatons to attack those who threaten them.
- Benefit: Whenever an idle automaton is dealt damage, that automaton will give itself an attack directive against the source of the damage. This directive will not be given if the source of the damage is the tinker, his alpha, or another automaton.
Support Programming: Simple routines that build off of the idea of a supported whole grant your automatons a measure of autonomy.
- Prerequisites: Aid Another Directive, Potion Injection
- Benefit: Automatons can use all Repair inventions on themselves or other automatons without being given an Order to do so. In addition, automatons can use any Potion Injector inventions on you without being given a directive to do so.
- Normal: Automatons do not use any inventions without being given an explicit directive to do so.
Bigger And Better: A good tinker understands that his automatons are only as good as their designs allow them to be. A great tinker recognizes that even the best design means nothing if a dragon is able to bisect it with a single claw. Believing yourself one of the latter, you have invested in the same strategies as those who have more experience than you, thus making your automatons more advanced before their time.
- Benefit: All of your automatons gain +1 HD.
Contingent Kamikaze: Losing a number of automatons just before commanding them to explode has led to the inevitable development of a deadman’s switch-like device in all of your automatons.
- Prerequisites: Kamikaze Directive
- Benefit: Whenever one of your automatons is reduced to zero hit points, it explodes, dealing 1d6 points of fire damage plus an additional 1d6 points of fire damage for every four tinker levels beyond 1st in a 10 foot radius with a DC 10 + 1/2 tinker level + Int modifier for half damage.
Efficient Reconstruction: Many a tinker has lost his alpha and has been forced to break the bank to rebuild his masterpiece. As one of the unfortunate masses, you have found ways to largely rebuild with what a scrapped alpha leaves behind. To some extent, this means more generic metal around the expensive parts.
- Prerequisites: You must have rebuilt your alpha at least once.
- Benefit: Your alpha costs 250 gp per hit die to rebuild. In addition, your alpha gains +2 HD.
- Normal: Your alpha costs 1000 gp per hit die to rebuild.
Gigadroid: It simply had to be.
- Prerequisites: Megadroid greater innovation, Tinker level 13th
- Benefit: You gain an additional blueprint. This blueprint’s build point limit is 100% greater than that of a normal blueprint. The resulting automaton is two size categories larger than normal, costs three uses of your deploy automaton class feature to deploy, and counts as three automatons for the purpose of calculating how many automatons you currently have deployed.
Independence Script: The greatest limiting factor when dealing with your automatons is that you always need to be there to make sure they keep doing what you want. By developing a special infusion technique, you find a workaround for this problem.
- Prerequisites: Direct Uplink innovation
- Benefit: You gain an additional blueprint. This blueprint produces an automaton that has a base Int of 10 rather than a base Int of -, making the automaton sentient. As such, it does not require directives to function and can interpret sets of instructions in a logical fashion, thus giving it the ability to produce equipment, guard locations, or sneak into an enemy’s home and steal a particular item, among other until now unheard-of functions. Further, you need not be present; the machine can remember what it has been told to do and execute accordingly. Finally, the automaton gains the bonuses for Master’s Presence no matter how far away from you it is, so long as you are on the same plane of existence as it is. Deploying this special automaton does not use up one of your uses of deploy automaton for the day, nor does the automaton count toward your maximum number of deployed automatons; however, the somewhat unstable matrix that gives this machine its limited sentience shorts out and renders the automaton completely useless should it ever observe its creator being attacked. Only one independence script automaton can be active at a time. Further, it takes awhile to build a new logic matrix for this sort of automaton. As such, only one independence script automaton may be deployed each week.
Megadroid: By combining the power needed for multiple deployments, you learn to build bigger automatons that can handle more inventions at once.
- Prerequisites: Tinker level 7th
- Benefit: You gain an additional blueprint. This blueprint’s build point limit is 50% greater than that of a normal blueprint. The resulting automaton is one size category larger than normal, costs two uses of your deploy automaton class feature to deploy, and counts as two automatons for the purpose of your maximum allowed number of deployed automatons.
Paint Target: The realization that you have more automatons than you could ever reliably give directives to creates the need for a way to command them all at once. This is what you developed.
Prismatic Strike: Several finicky adjustments allow your automatons to be more effective when using their energy-based weaponry.
- Benefit: Whenever you or one of your automatons deals fire or electric damage, it deals an additional point of fire or electric damage.
Rebuild Alpha: Having been unhappy with how the ongoing project that is your alpha has turned out, you develop a method by which you can wipe the device’s memory and start over anew.
- Prerequisites: Your alpha must have at least three feats
- Benefit: You redesign the very foundation of your alpha, allowing you to reselect its feats and any inventions selected for the permanent fixture and permanent fixture update innovations. Any feats reselected in this way must meet the prerequisites of the feat at the time the alpha initially gained that feat. For example, the alpha’s on creation feat allows for the use of Strength 12, Dexterity 12, base attack bonus +0, and so on, for the fulfillment of prerequisites. The alpha’s personality remains intact for this procedure, though it may not look at you the same way anymore now that you’ve tampered with its electronic egg salad.
Superior Materials: By simply using the best materials from the best suppliers, every automaton you build is better than that of your peers.
Swap Out: The use of snap-on standardized parts allows you to change deployed blueprints on the fly.
- Prerequisites: Master Plan innovation
- Benefit: Three times per day as a full-round action, you can change a deployed automaton within reach to any other blueprint you currently have prepared. All limited use per day inventions on the automaton to be changed have their uses per day carry over to the new blueprint. If the new blueprint has limited use per day inventions that are not on the old blueprint, then those limited use per day inventions are treated as though they have already expended all of their uses for the day.
Weaponized Swarm: It turns trees into ladders, dragons into suits of armor, and permanent walls of force into frictionless, weightless chairs for your sitting pleasure. Why not train your swarm to also act like a plague of locusts? It could be fun! And so a terrible, terrible idea was born…
- Prerequisites: The Swarm class feature, Designer innovation
- Benefit: You may spend two charge points as a standard action to deploy your swarm as you would an automaton. Note that given this is a deployment, you can give the swarm an order as a free action as soon as you deploy it. The swarm has the Strength, Dexterity, hit dice, hit points, and saves of a standard automaton, but is a swarm creature that takes up one 5’x5′ square for every 5 tinker levels you possess. These squares must all be adjacent to the tinker. If adequate space is not available, the swarm will also deploy in the tinker’s square. If adequate space is still not available, the swarm will not deploy. Once deployed, the swarm counts as two automatons for the purpose of calculating the maximum number of automatons you can have deployed. Given this is the swarm and not your stockpile of standardized automaton parts, deploying the swarm does not consume your daily uses of the deploy automaton class feature. Whenever it deals swarm damage, the swarm deals 1d6 points of piercing damage plus 1d6 points of piercing damage for every 5 tinker levels beyond 5th. Creatures beginning their turn in the same square as part of the swarm must make a DC 10 + 1/2 tinker level + Intelligence modifier Fortitude save or become nauseated for one round. Whenever the swarm loses a fraction of its maximum hit points equal to 1/x, where x is the number of squares it occupied upon deployment, one of those squares is eliminated. For example, if a 15th level tinker deploys the swarm, it has 60 hit points and takes up three squares. If the swarm loses 20 hit points, it now takes up two squares. If it loses 40 hit points, it now takes up only one square. A tinker can give the swarm a kamikaze directive. If he does so, each square of the swarm explodes separately, dealing standard kamikaze damage. If the swarm is reduced to 0 hit points or destroyed via a kamikaze, the population of nanobots is sufficiently decimated to make its standard functionality impossible. As such, the swarm cannot be used in any way, shape, or form for 1d4 days as it recuperates. Feeding the swarm a lump of pure iron worth 200 gp makes the recuperation of the swarm an overnight process.
At 1st level, the tinker has devised a means to forge a link between himself and his automatons. If an automaton is within 30 feet of the tinker, it gain the tinker’s base attack bonus as an insight bonus to its attack rolls, armor class, and combat maneuver defense. Additionally, the automaton uses the tinker’s base attack bonus instead of its own base attack bonus for calculating combat maneuver bonus if the tinker’s bonus is greater. Finally, the automaton gains the tinker’s base saving throw bonuses as an insight bonus to its own saving throws. At 9th level, the range of master’s presence increases to 60 feet.
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 expensive commodity) to be made properly. As such, tinker inventions have the same cost to produce as would a magic scroll whose spell level and caster level equals the invention level and the minimum tinker level to understand it, respectively. When written into an invention book, the process of making little annotations all over the place on the original scroll tends to ruin it, as is described in Invention Books above. A tinker may only produce copies of inventions from his own invention book without ruining the original.
|Additional Blast Charges||–||Increases Kamikaze damage by 1d6 fire.||1|
|Arms||–||Automaton gains arms.||1|
|Brute Design||Design||Automaton gains +1 damage, -1 to hit.||1|
|Compartment||–||Automaton can carry an inventory.||1|
|Endearing Design||Design||Automaton gains +3 Diplomacy, -3 Intimidate; Automaton may make Diplomacy checks.||1|
|Intimidating Design||Design||Automaton gains +3 Intimidate, -3 Diplomacy; Automaton may make Intimidate checks.||1|
|Nimble Design||Design||Automaton gains +1 Dex, -1 Str.||1|
|Potion Injector||Potion Injection innovation.||Automaton can inject organics with a potion.||1|
|Precise Design||Design||Automaton gains +1 to hit, -1 damage.||1|
|Quiver||Arms invention||Automaton can reload ranged weapons.||1|
|Reloading Winch||Weapon Mount.||Allows reloading of a mounted crossbow without the use of arms.||1|
|Repair Kit||–||Automaton Repairs 2d6 damage to self; can use on others with arms invention.||1|
|Responsive Programming||Knowledge (engineering) 1 rank||Automaton can make attacks of opportunity against current target.||1|
|Saddle||Ride 1 rank, Design||Tinker can ride an automaton of equal or greater size; Automaton takes -2 penalty to hit.||1|
|Simple Weapon Proficiency||–||Automaton gains proficiency in one simple weapon.||1|
|Stout Design||Design||Automaton gains +1 Str, -1 Dex.||1|
|Weapon Mount||–||Crossbow can be fired from atop automaton’s head.||1|
|Acceleration Unit||–||Automation gains +10 ft. base speed.||1|
|Armored Armadillo||Knowledge (nature) 1 rank||Automation can make a total defense action.||1|
|Bulky Design||Design||Automation gains +2 AC, -10 ft. base speed.||1|
|Craftsbot||Arms||Automation gains ranks equal to HD to one Craft skill.||1|
|Custom Robosaddle||Saddle, Design||Tinker is able to ride automatons of one size category smaller. -2 penalty to hit only if automaton is smaller.||1|
|Disarmer||–||Automaton gains the Improved Disarm feat.||2|
|Expanded Repair Kit||–||All repair kits get +1 use/day.||2|
|Faulty Overclock||–||Automaton gains +1 fire damage to melee and ranged attacks.||1|
|Flaskapult||–||Catapult launches flasks and other small objects.||2|
|Grappling Hook||–||Automaton gains the ability to cross large gaps.||1|
|Heedless Design||Knowledge (engineering) 3 ranks, Design||When slam charging, -2 to hit, +2 damage.||1|
|Improved Compartment||–||Self-sorting compartment allows for mixed goods.||2|
|Improved Reload Routine||–||Automaton gains the Rapid Reload feat.||1|
|Mobile Station||Craftsbot invention.||Automation gains integrated artisan tools.||2|
|Physical Skill Programming||–||Automaton gains ranks equal to HD to a physical skill.||1|
|Poison Application Device||Quiver invention or reloading winch invention||The Automaton can apply poison to bolts and arrows.||2|
|Potion Lab||Independence Script greater innovation, mobile lab invention||Automaton gains the Brew Potion feat.||2|
|Shrapnel Compartment||Kamikaze directive innovation||Compartment adds to Kamikaze damage.||1|
|Singed Earth Module||Kamikaze directive innovation||Kamikaze radius increased by 5 ft.||1|
|Skill Specialization||–||Automaton gains a class skill.||1|
|Slow Repair Module||–||Automaton repairs self over time once per day.||1|
|Stabilizing Gyros||–||Automaton gains +2 to CMD.||2|
|Static Shield||Knowledge (arcana) 3 ranks||Shield deals 1d2 electric damage to attackers.||2|
|Streamlined Design||Design||Automaton gains +10 ft. base speed, -2 AC.||1|
|Sunderer||–||Automaton gains the Improved Sunder feat.||2|
|Switcheroo||–||Automaton gains the Quick Draw feat.||1|
|Thick Armor||–||Automaton gains +1 bonus to natural armor.||1|
|Tripper||–||Automaton gains the Improved Trip feat.||2|
|Twin Vial Injector||Potion injector invention||Potion injector with two vials on one syringe.||1|
|Two Weapon Flailing||–||Automaton gains the Two-Weapon Fighting feat.||1|
|Augmented Dexterity||–||Automaton gains +2 Dex.||2|
|Augmented Strength||–||Automaton gains +2 Str.||2|
|Augmented Structure||–||Automaton gains +1 hit point per hit die.||2|
|Customkaze||Kamikaze directive innovation.||Allows for the selection of Kamikaze damage type.||1|
|Electroshocker||Knowledge (arcana) 6 ranks||Automaton can make a ranged touch attack that dazes.||3|
|Extra Languages||–||Automaton understands another language.||1|
|Flawed Overclock||Replaces: Faulty overclock invention||Automaton gains +1d3 fire damage to melee and ranged attacks.||1|
|Grafted Tentacle||Heal 1 rank, Knowledge (nature) 2 ranks||Tentacle makes attacks of opportunity and gives +2 bonus to CMB.||3|
|High-yield Charges||Replaces: Additional blast charges invention.||Increases Kamikaze damage by 2d6 fire.||1|
|Inflammable Citrus||Knowledge (nature) 3 ranks, Design||Fire damage from thrown splash weapons deals double damage to inanimate objects.||1|
|Kinetic Transference Device||Knowledge (engineering) 5 ranks or heedless design invention||Charging deals an additional point of damage for every 20 feet moved.||2|
|Manufactury||Craft (alchemy) 5 ranks||Compartment that makes its own alchemical goods.||2|
|Martial Weapon Proficiency||–||Automaton gains proficiency with a single martial weapon.||1|
|Mechanical Monkling Module||Replaces: Acceleration unit invention||Automation gains +20 ft. base land speed.||2|
|Mechanical Ninja Module||Replaces: Acceleration unit invention||Automation gains +10 ft. base land speed, +2 initiative, +1 dodge bonus to AC.||2|
|Obsidian Construction||Design||Automation gains a bonus to saves against magic, but takes additional physical damage when struck.||2|
|Point Blank Programming||–||Automaton gains the Point-Blank Shot feat.||2|
|Rapid Fire Programming||Point-blank programming invention||Automaton gains the Rapid Fire feat.||2|
|Shield Proficiency||–||Automaton gains proficiency with small and large shields.||1|
|Simple Weapon Mastery||–||Automaton gains proficiency with all simple weapons.||2|
|Slow Burn||–||Burning effects from flasks and enhanced Kamikazes persist.||1|
|Skill Suite||–||Automaton gains ranks equal to its HD to most skills.||2|
|Speakers||–||Automaton can speak.||1|
|Static Eruption||Static shield invention.||Static Shield damage added to Kamikazes.||1|
|Static Sheathe||Static shield invention.||Static Shield damage added to melee and ranged attacks.||2|
|Superior Responsive Programming||Replaces: Responsive programming invention.||The Automaton can make attacks of opportunity with no restrictions.||1|
|Triple Vial Injector||Replaces: Twin vial injector invention||Potion injector with 3 vials on one syringe, +1 CL to potions injected.||2|
|Auxiliary Power Source||–||Automation gains one additional use of a once per day ability.||1|
|Debilitating Disarm||Disarmer invention||Automation gains -2 to hit and damage for 1d4 rounds when disarm is successful.||2|
|Electroblaster||Electroshocker invention||Electroshocker now deals 5d4 damage and can be used five times daily, but no longer dazes.||3|
|Enhanced Electroshocker||Electroshocker invention.||Electroshocker now stuns rather than dazes.||3|
|Evasion||Not Again! innovation.||Automaton gains the Evasion feat.||3|
|Greater Repair Kit||–||Repairs 5d6 points of damage; Can use on others with the arms invention.||2|
|Improved Two Weapon Flailing||Two-Weapon flailing invention||Automaton gains the Improved Two-Weapon Fighting feat.||2|
|Maelstrom||Craft (alchemy) 8 ranks, Kamikaze directive innovation||Kamikazes light their victims on fire on a failed save.||2|
|Magic of Science||Knowledge (arcana) 7 ranks, Spellcraft 2 ranks||Automaton’s weapons bypass DR/magic.||1|
|Multiplex Programming||Replaces: Superior responsive programming.||Automaton gains the Combat Reflexes feat.||1|
|Manylob||Rapid fire programming invention||Automaton gains the ability to make additional attacks with a lobtube or flaskapult invention.||2|
|Scavenger||–||Able to refill repair kits by looting fallen constructs.||1|
|Scorched Earth Module||Singed earth module invention.||Kamikaze radius increased by 10 ft.||2|
|Searing Sunder||Sunderer invention||Sunders deal an additional 2d6 fire damage to item and wielder.||2|
|Static Shield, Improved||Replaces: Static shield invention||Shield deals 1d4 electric damage to attackers.||1|
|Stealth Strike||–||Automaton deals 1d6 sneak attack damage.||3|
|Superior Injector Construction||Potion Injection innovation.||All potions in injectors get +1 CL.||1|
|Telescoping Trip||Tripper invention.||Automaton has +5 ft. reach when making a trip attempt.||2|
|Thicker Armor||Replaces: Thick armor invention.||Automation gains +2 bonus to natural armor.||1|
|Trapfinder||Disable Device 7 ranks, Perception 5 ranks||Automaton gains the trapfinding class feature.||3|
|Wondrous Foundry||Independence Script greater innovation, Craft (any) 10 ranks, Knowledge (arcana) 10 ranks, mobile station invention.||Automation gains the Craft Wondrous Item feat.||4|
|Double Barrel Injector||Replaces: Double vial injector invention.||Injects two potions in one action.||2|
|Energy Dampener||Knowledge (engineering) 10 ranks||Twice daily, the automaton can create a field that absorbs 50 points of damage from a specific energy type.||3|
|Enlarged Design||Design||Automaton is made one size category larger than normal.||3|
|Greater Kinetic Transference Device||Replaces: Kinetic transference device invention||Charging deals an additional point of damage for every 10 feet moved.||3|
|Lobtube||Replaces: Flaskapult invention||Hollow cylinder launches flasks of alchemical goods, dealing additional bludgeoning damage.||2|
|Mechanical Monk Module||Replaces: Mechanical monkling module invention||Automaton gains the Run feat and has +50 ft. base land speed.||3|
|Mechanical Shadowdancer Module||Replaces: Mechanical ninja module invention||Automaton gains +20 ft. base land speed, +4 initiative, +2 dodge bonus to AC.||3|
|Miniaturized Design||Design||Automaton is made one size category smaller than normal.||3|
|Static Shield, Greater||Replaces: Static shield, improved invention.||Shield deals 1d6 electric damage to attackers.||1|
|Supreme Charges||Replaces: High-yield charges invention||Increases Kamikaze damage by 4d6 fire.||3|
|Superior Electroshocker||Electroblaster invention, enhanced electroshocker invention, or twin shock invention.||Two of the following can be on the same automaton: electroblaster, enhanced electroshocker, twin shock.||1|
|Twin Shock||Electroshocker invention.||Electroshocker makes two attacks when activated.||3|
|Auxiliary Power Source, Greater||Knowledge (engineering) 15 ranks||The Automaton can use a finite uses invention of any level one additional time per day.||2|
|Cockpit||Replaces: Custom robosaddle, Ride 10 ranks||The tinker can ride inside an automaton, granting immunities to the tinker and weapon proficiencies to the automaton.||3|
|Definitive Dexterity||Replaces: Augmented dexterity, Acrobatics 8 ranks||Automaton gains +4 Dex.||1|
|Definitive Strength||Replaces: Augmented strength, Swim 8 ranks||Automaton gains +4 Str.||1|
|Definitive Structure||Replaces: Augmented structure, Craft (any) 16 ranks||Automaton gains 2 hp per hit die it possesses.||1|
|Exotic Weapon Proficiency||The tinker must be proficient with that weapon.||Automaton gains proficiency with a single exotic weapon.||2|
|Kamikaze Trigger||Kamikaze Directive innovation||Whenever the automaton successfully deals damage from a charge, it immediately executes a Kamikaze Directive.||2|
|Minelayer Compartment||Craft (alchemy) 12 ranks||The Automaton can drop a packet of prepared alchemical goods that detonates when disturbed.||5|
|Scoured Earth Module||Replaces: Scorched earth module||Kamikaze damage increased by 2d4 force; radius increased by 15 ft.||3|
|Superior Kinetic Transference Device||Replaces: Greater Kinetic Transference Device||Charging deals an additional point of damage for every 5 feet moved.||3|
|Supreme Electroshocker||Replaces: Superior electroshocker.||Electroblaster, Enhanced Electroshocker, and Twin Shock can all be installed on the same automaton.||2|
|Thickest Armor||Replaces: Thicker armor.||Automation gains +3 bonus to natural armor.||1|
|Tornadic Rampage of Inexorable Pugilism (TRIP)||Debilitating disarm, searing sunder, telescopic trip.||Automation moves up to its base speed, striking everything in its path with a combat maneuver. All struck creatures are subject to all the required inventions.||4|
|Total Repair Module||Craft (armor) 10 ranks||Automation can repair itself for 50 points once daily.||3|
|Triple Barrel Injector||Replaces: Double barrel injector.||Injects three potions in one action; +2 CL to injected potions.||4|
At 2nd level, the tinker is well on his way to becoming a master craftsman. The tinker gains a bonus equal to half his level, rounded down, to all Craft skill checks.
At 4th level, the tinker has perfected what may very well be his greatest creation ever. Investing much more than its fair share of resources (metal, time, baby puree, etc.) in the endeavor, the tinker creates a special automaton. This automaton is a Medium construct that takes actions on its own without the need for directives, has an Intelligence score of 10, does not gain skills, and gains a feat upon starting play and an additional feat for every three hit dice it possesses. Further, given it’s increased size, the automaton’s blueprint can contain a number of inventions whose buildpoint (BP) total is equal to or less than the tinker’s class level + 5. Immediately upon the completion of the design, this automaton is deployed and it stays deployed. Given the alpha is completely autonomous, it does not count toward the tinker’s maximum number of simultaneously deployed automatons. Acting as the tinker’s primary bodyguard and cohort, the alpha is far too expensive to be easily replaced should it fall. Rebuilding the alpha requires 1,000 gp worth of materials for each hit die it possessed. Further, the tinker finds the alpha to be far too complex to get in there and muck with its systems on a daily basis. The alpha’s feat selection is permanent even if it is totally rebuilt, while its invention loadout can only be altered when the tinker gains a level or when the alpha is totally rebuilt.
The tinker’s pride and joy, the alpha is an autonomous automaton with additional hardpoints used to carry around the many inventions the tinker otherwise simply wouldn’t utilize. Endowed with an enhanced logic matrix that mimics the functions of a sentient lifeform, the alpha can make skill checks untrained. The alpha’s logic matrix is somewhat fragile, however, and the presence of magical auras will destabilize it over time. As such, the alpha cannot use magical equipment, nor does its design allow it to wear armor. That being said, the logic matrix of the alpha allows it to learn where other automatons simply must be told what to do. Upon creation and upon attaining every third hit die, the alpha gains a feat.
As stated earlier, given the alpha is autonomous and is capable of choosing its own actions, including attacks of opportunity and combat maneuvers. In fact, an advanced alpha can act as a secondary tinker while the tinker does what it is he needs to do.
For the purpose of inventions, innovations, and tinker class abilities, the alpha counts as an automaton. It is merely a very special automaton.
|*||+1||as Cleric w/lvl = HD||+1/3 HD||+1/3 HD||+1/3 HD||–||–||+5.5.per HD (round down)||–|
Drill Sergeant (Ex)
Upon reaching 5 hit dice, the alpha, having seen its tinker bark out orders to the automatons, finally catches on to how it’s done. The alpha gains the directives class feature and can order about the automatons as though it were the tinker.
Drill Sergeant can be acquired earlier than shown if the tinker invests in HD increasing Innovations.
Torch Runner (Ex)
Upon reaching 11 hit dice, the alpha’s observations of its master have borne further fruit. Should the tinker ever fall unconscious or die, the alpha gains the ability to pick up its master’s tools and deploy automatons from the tinker’s existing blueprints. For the duration of the tinker’s incapacitation, the alpha gains the master’s presence and deploy automaton class features, though it does not have the knowhow to alter the blueprints its fallen master left behind. The alpha is treated as a tinker of its hit dice count for the purpose of determining how many automatons it can have deployed at any one time.
Torch Runner can be acquired earlier than shown if the tinker invests in HD increasing Innovations.
Feats are gained every third hit die. Use of HD increasing Innovations will break sync with this table.
Greater Innovation (Ex)
As a tinker gains experience, sometimes his innovations aren’t just mere optimizations. Sometimes, they’re actually downright groundbreaking. At 5th, 10th, and 15th level, the tinker makes just such an innovation, thus gaining a greater innovation. (See section Greater Innovations)
At 11th level, the tinker finishes building a minuscule construct with a short lifespan and the ability to make copies of itself. Almost immediately, this thing consumes all the useful materials in his workshop and produces a massive swarm of its own. As the dust (nanobot corpses) clears, the tinker realizes that he isn’t going to die. In fact, this swarm appears to be awaiting his orders. Most excellent. The swarm can be used to fetch objects at will as though it were a mage hand with a maximum load of 40 pounds. Further, the swarm has three charge points that refresh each day at dawn. By spending a charge point as a standard action, the tinker can order the swarm to turn raw materials into a finished product as the fabricate spell. Upon reaching 14th level, the swarm has grown advanced enough to process living creatures. Treat this as the disintegrate spell, but if it kills the creature, it immediately fabricates the corpse instead of vaporizing it.
At 17th level, the swarm can do the same to magical materials and creatures, such as incorporeal undead, elementals, and walls of force. For each of these, the DC is 10 + 1/2 tinker level + Int modifier and the caster level is equal to the tinker’s class level -3. Given the swarm is mechanical, these abilities all ignore spell resistance; however, damage reduction applies.
At 20th level, the tinker realizes that he won’t live forever and works to find a way to keep his legacy going long after he’s gone. By building a line of succession into his automatons, he achieves just that.
Constitutional Monarchy Line of Succession: The Constitutional Monarchy Line of Succession is less a plan and more of a horrible accident. You install a neural network into your automatons with the intent of making communication with them easier. As soon as it is switched on, the automatons begin to pipe up about proper representation.
Benefit: All automatons other than the alpha gain +2 HD and have an Int of 10 if this would be an improvement. As soon as Constitutional Monarchy is taken, the tinker, his alpha, and all deployed automatons are dazed for one round as his automatons scream out for proper representation. During this one round, all entities dazed in this way argue and bicker about who should lead who. Depending on the player’s playstyle, the selection of who becomes the new leader can either be roleplayed (this is very strongly recommended for at least the first instance of this happening) or randomly chosen from a list of the tinker, his alpha, and all of the tinker’s other blueprints. The selected entity gains all of the tinker’s tinker class features. If the tinker is not the current leader, he loses all of these class features. Further, if the selected leader is not a currently deployed automaton, it is immediately deployed. Leadership lasts for one week or until death, at which point the tinker, his alpha, and all deployed automatons are once again dazed for one round and the process begins anew. Given the nature of the neural network, automatons no longer require directives and behave autonomously, much like the alpha. In addition, the tinker and his automatons cannot be flanked unless they all are flanked. Finally, all members of the neural network share skills. If any member of the network has more ranks in a skill than any other member of the network, then all other members have that many ranks in that skill.
Progenitor Line of Succession: The progenitor line of succession focuses on making the alpha the heir apparent, an absolute mechanical masterpiece so well groomed for the task of being a tinker that some tinkers may eventually feel as though they created a far superior being with their own two hands.
Benefit: The alpha gains +5 HD, +2 Str, +2 Dex, and +10 Int. If the tinker should ever die, the alpha gains all of his tinker class features. This new Alpha-tinker can make its own alpha, but this new alpha does not gain the hit dice, Strength, and Intelligence granted by the progenitor line of succession. Should the tinker ever return to life, the Alpha-tinker will revert back to its initial alpha state. Further, the Alpha-tinker’s alpha will no longer be linked to the rest of the group and will wander off to forge its own destiny.
Gavelkind Line of Succession: The Gavelkind Line of Succession focuses on distributing power such that the entire team must be destroyed in order to actually stop it. If a single automaton survives, everything will return eventually.
Benefit: All automatons gain +1 HD and have an Int of 10 if this would be an improvement. Your automatons no longer require directives and behave autonomously, much like your alpha. Automatons can now deploy automatons of their own blueprint and can rebuild the alpha if it is destroyed. Finally, your alpha is fitted with a special device that can cast true resurrection on the tinker once per month if he is killed.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have oracles as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- Dwarf: Treat the dwarf‘s tinker class level as 1/2 higher for the purpose of the craftsman class feature.
- Elf: Add one invention from the tinker invention list to the tinker’s invention book. This invention must be at least one invention level below the highest invention level the tinker can install, minimum 1.
- Gnome: Add 1/3 of a build point to the tinker’s alpha.
- Half-elf: Add 1/6 of an innovation.
- Human: Add 1/6 of an innovation.
- Puddling: Add 1/6 of a blueprint.
The Tinker: Master of Modular Mechanical Mayhem, Copyright 2013 Bradley Arthur Crouch.