Invention Book

Contents

Automatons, Inventions, and You!

There are several things to note about inventions and the automatons that use them before the invention book itself is presented in full detail.

  1. Inventions with supplies that need to be replenished by the tinker are filled from the tinker’s stocks when the automaton is first deployed. This includes all compartments, potion injectors, and the poison application invention.
  2. Inventions with supplies that need to be replenished by the tinker have remaining stock be totally destroyed when the automaton is destroyed. This is important, as it may make it a bad idea to fully stock every deployed automaton, especially if expensive poison is going to be on the machine’s person. There’s always a risk involved.
  3. Whenever an automaton is granted weapon proficiency by an invention, it is assumed to have as many of that weapon as it needs. If it intends to dual wield longswords, it has two longswords. If it has proficiency with all simple weapons, this mean that automaton is packing more heat than your standard action hero, thus making disarming the poor thing rather pointless. The one exception to this rule is a ranged weapon on a weapon mount. Given the weapon is placed on the mount as part of the installation process, sundering or otherwise shutting down that crossbow is a surefire way to make that automaton unable to fight, as it cannot slap another one on the mount.
  4. All automatons have a slam attack. Small automatons do 1d4 damage, Medium to 1d6, Large do 1d8, and Huge do 1d10. Sometimes, it’s just worth the tinker’s while to spend the build points that would normally go on a weapon somewhere else.

Acceleration Unit

1 BP
Invention Level: Invention 2
Prerequisites: None

DESCRIPTION

This invention, a simple, direct improvement to the mechanisms that provide motive force to the automaton, increases the base land speed of the automaton by +10 ft.

Additional Blast Charges

1 BP
Invention Level: Invention 1
Prerequisites: Kamikaze Directive innovation

DESCRIPTION

Less a novel invention and more a new way of building an automaton chassis to fit extra explosive charges, this invention increases damage dealt by the Kamikaze Directive innovation and the Contingent Kamikaze greater innovation abilities by 1d6 fire damage.

Aligned Automaton

1 BP
Invention Level: Invention 5
Prerequisites: Knowledge (religion) 10 ranks

DESCRIPTION

When this invention is selected for a blueprint, select an alignment that matches the tinker’s alignment (For example, lawful or good can be chosen if the tinker is lawful good). The automaton’s weapons are treated as that alignment for the purpose of overcoming damage reduction. This invention can be selected multiple times. Each time, a new alignment is chosen.

Armored Armadillo

1 BP
Invention Level: 2
Prerequisites: Knowledge (nature) 1 rank

DESCRIPTION

An upgrade to the logic of the automaton, this invention allows it to make a Total Defense action. A Total Defense action is a standard action that grants a +4 dodge bonus to AC that cannot be combined with fighting defensively or the Combat Expertise feat. If the tinker has the Support Programming innovation, then the automaton can use this invention without being explicitly told to do so; otherwise, the tinker must give the automaton a directive to utilize this invention. Whenever the directive given would have the automaton go idle, the Total Defense ends. While making a Total Defense action, the automaton cannot make attacks of opportunity.

Arms

1 BP
Invention Level: 1
Prerequisites: None

DESCRIPTION

The automaton now sports a pair of arms, which can be used for all the sorts of things that humanoids use their arms to do. This includes holding weapons, shields, reloading crossbows if a quiver is present, opening doors, grabbing something from a backpack, using the Throw Splash Weapon special attack, and other general manipulation of one’s immediate surroundings.

Augmented Dexterity

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

A new lightweight alloy grants the automaton a +2 bonus to its Dexterity score.

Augmented Strength

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

A few springs of superior quality here and an extra power source there grant the automaton a +2 bonus to its Strength score.

Augmented Structure

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

The addition of nonessential crumple zones allow the automaton to continue to function long after a rigid structure would have failed. The automaton gains 1 hp per hit die it possesses.

Auxiliary Power Source

1 BP
Invention Level: Invention 4
Prerequisites: None

DESCRIPTION

Some automatons find themselves taxing their systems to the limit using certain inventions. The wise tinker installs an auxiliary power source for these designs, allowing the automaton to make one additional use of an invention of up to 3rd level with a finite number of uses per day.

Auxiliary Power Source, Greater

2 BP
Invention Level: Invention 6
Prerequisites: Knowledge (engineering) 15 ranks

DESCRIPTION

This invention functions like auxiliary power source, except it can be used to power an invention of any level an additional time per day.

Brute Design (Design)

1 BP
Invention Level: Invention 1
Prerequisites: None

DESCRIPTION

By slapping nasty spikes all over and installing heavy, bludgeoning bits pretty much everywhere, an automaton can be made much more dangerous, if it can hit. An automaton sporting this design deals an additional +1damage, but takes a -1 penalty to hit.

Bulky Design (Design)

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

By slapping extra armor plating on, it is possible to make an automaton very difficult to injure, so long as the notion of speed is a secondary concern. An automaton built using this design philosophy enjoys a stacking +2 armor bonus to its AC, but takes a -10 ft. penalty to its base land speed.

Cockpit

3 BP
Invention Level: Invention 6
Prerequisites: custom robosaddle invention, Ride 10 ranks

DESCRIPTION

This invention replaces custom robosaddle when installed. Careful exploration of the idea of riding a metallic creature has led to the epiphany that riding inside it would be that much better! Given space constraints, the tinker may only enter the cockpit of an automaton that is larger than he is. Entering or leaving a cockpit is a full-round action that provokes attacks of opportunity. Once inside, the tinker is treated as having total cover and grants the automaton proficiency with all weapons with which he himself is proficient. Given the tinker is doing the majority of the thinking, the automaton can have its systems shut down somewhat, allowing for the use of magic weapons while the tinker is piloting. In addition, the tinker, protected as he is by the body of the automaton, is not affected by area of effect hazards such as fireball, tanglefoot bags, horrid wilting, and Staves of the Magi being broken over a desperate villain’s knee. Effects that rely only on sight or a mental link to a seen target, such as blinding flashes or phantasmal killer, still affect the tinker normally. The tinker may issue directives and utilize the swarm as normal while inside the automaton, but cannot attack or perform move actions. Skill checks performed while inside the cockpit are made using the tinker’s skill bonus, but with the appendages of the automaton, thus making it quite ideal for dangerous work. If the automaton is destroyed while the tinker is riding in it, the tinker takes 8d6 points of bludgeoning damage as the superstructure crashes in around him. Leaving the twisted wreck of an automaton is a full-round action that provokes attacks of opportunity. While stuck in the wreck of an automaton, the tinker is still provided partial cover, though he takes a -4 penalty to all Reflex saving throws due to his rather compromised position.

Compartment

1 BP
Invention Level: Invention 1
Prerequisites: None

DESCRIPTION

The automaton now sports an easy-access compartment with a capacity of three flasks or flask-sized objects, such as most alchemical goods. If all objects stored in the compartment are duplicates of the same item, then an item can be drawn from the compartment as a move action. Otherwise, an item can be drawn from the compartment as a standard action. If the automaton has the Quick Draw feat, then these draw speeds are a free action and a move action, respectively. This invention can be selected multiple times.

Craftsbot

1 BP
Invention Level: 2
Prerequisites: arms invention

DESCRIPTION

There comes a time in every tinker’s career where the realization that he can have his automatons produce the crates of alchemist’s fire they throw hits him like a failed Kamikaze Directive. The automaton gains ranks equal to its hit dice to one Craft skill. This invention can be selected multiple times. Each time, a new Craft skill is chosen.

Custom Robosaddle (Design)

1 BP
Invention Level: 2
Prerequisites: saddle invention

DESCRIPTION

This invention replaces saddle when installed and allows the tinker to ride the automaton if it is equal to or larger than one size category smaller than the tinker. While being ridden, the automaton takes a -2 penalty to its attack rolls if the tinker is a larger size category than it is.

Customkaze

1 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

When selected for a blueprint, this invention allows the tinker to choose whether this automaton’s Kamikaze Directive or Contingent Kamikaze will deal fire, electric, or force damage. This energy type is selected when the blueprint is created and not when the automaton explodes. If force is chosen, reduce the damage dealt by2d6. This invention does not affect the type of damage dealt by inventions that add bonus damage to kamikaze effects.

Debilitating Disarm

2 BP
Invention Level: 4
Prerequisites: disarmer invention

DESCRIPTION

A simple logic upgrade, this invention teaches the automaton to twist and wrench when attempting to disarm an opponent. Whenever the automaton successfully disarms, the disarmed individual takes a -2 penalty to hit and damage rolls for 1d4 rounds.

Definitive Dexterity

1 BP
Invention Level: 6
Prerequisites: augmented dexterity invention, Acrobatics 8 ranks

DESCRIPTION

This invention replaces augmented dexterity. The automaton gains +4 Dexterity.

Definitive Strength

1 BP
Invention Level: 6
Prerequisites: augmented strength invention, Swim 8 ranks

This invention replaces augmented strength. The automaton gains +4 Strength.

Definitive Structure

1 BP
Invention Level: 6
Prerequisites: augmented structure invention, Craft (any) 16 ranks

DESCRIPTION

This invention replaces augmented structure. The automaton gains an additional 2 hit points per hit die it possesses.

Disarmer

2 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Teaching an automaton to grab an enemy’s wrist tends to be highly effective. The automaton gains the Improved Disarm feat and can now perform the disarm combat maneuver.

Double Barrel Injector

2 BP
Invention Level: 5
Prerequisites: twin vial injector invention

DESCRIPTION

This invention replaces twin vial injector when installed and functions just like a potion injector, but has two vials on a rigid mechanism rather than just one. When injecting a potion, the automaton instead injects both potions at once.

Electroblaster

3 BP
Invention Level: Invention 4
Prerequisites: electroshocker invention

DESCRIPTION

Electroshocker now deals 5d4 points of electric damage and can be used five times per day. It no longer dazes. This invention cannot be installed if enhanced electroshocker or twin shock has been installed.

Electroshocker

3 BP
Invention Level: 3
Prerequisites: Knowledge (arcana) 6 ranks

DESCRIPTION

The automaton has been outfitted with an electroshock suite in its central eye. Three times per day as a standard action, the automaton may make a ranged touch attack with a range of 30 feet, dealing 2d4 points of electric damage. Creatures dealt damage by this ability must make a DC (10 + 1/2 tinker level + Int mod) Fortitude save or be dazed for one round.

Endearing Design (Design)

1 BP
Invention Level: 1
Prerequisites: None

DESCRIPTION

By installing large eyes and round shapes, an automaton can be made to look quite adorable, even friendly. An automaton constructed using such a design philosophy gains a +3 circumstance bonus to Diplomacy checks, but takes a -3 penalty to Intimidate checks. In addition, the automaton may use the Diplomacy skill untrained.

Energy Dampener

3 BP
Invention Level: 5
Prerequisites: Knowledge (engineering) 10 ranks

DESCRIPTION

Twice per day, the automaton may protect itself from the next 50 points of damage dealt to it from one of the classic energy types: acid, cold, electric, fire, or sonic. This protection lasts for one minute and requires a directive to activate. Automatons deployed by a tinker with the Support Programming innovation can activate this invention without having been given a directive to do so. This can only be done in response to being attacked by that energy type the previous turn.

Enhanced Electroshocker

3 BP
Invention Level: 4
Prerequisites: electroshocker invention

DESCRIPTION

Electroshocker now stuns rather than dazes. This invention cannot be installed if electroblaster or twinshock has been installed.

Enlarged Design (Design)

3 BP
Invention Level: 5
Prerequisites: None

DESCRIPTION

By making everything larger, it is possible to make nearly any design harder to take down. Automatons using this design philosophy are one size category larger than normal.

Equilibrium Maintenance Module

1 BP
Invention Level: 2
Prerequisites: Knowledge (engineering) 4 ranks

DESCRIPTION

When this invention is selected for a blueprint, select an energy type. The automaton gains resistance 5 against that energy type. This invention can be installed multiple times. Each time, a new energy type is selected.

Equilibrium Maintenance Module, Greater

2 BP
Invention Level: Invention 6
Prerequisites: equilibrium maintenance module, improved invention, Knowledge (engineering) 10 ranks

DESCRIPTION

This invention replaces equilibrium maintenance module, improved. The automaton gains resistance 15 against the energy type chosen for the replaced invention. This invention can be installed multiple times. Each time, a new energy type is selected.

Equilibrium Maintenance Module, Improved

1 BP
Invention Level: 4
Prerequisites: equilibrium maintenance module invention, Knowledge (engineering) 7 ranks

DESCRIPTION

This invention replaces equilibrium maintenance module. The automaton gains resistance 10 against the energy type chosen for the replaced invention. This invention can be installed multiple times. Each time, a new energy type is selected.

Evasion

3 BP
Invention Level: Invention 4
Prerequisites: Not Again! innovation

DESCRIPTION

Experience with the dangers of being around his automatons has opened the tinker’s eyes to the fact that it’s just as dangerous for the automatons. By installing additional optics whose only function is to feed input into reflexive components, the automaton gains Evasion.

Exotic Weapon Proficiency

2 BP
Invention Level: Invention 6
Prerequisites: None

DESCRIPTION

The automaton gains proficiency in a single exotic weapon with which the tinker is proficient.

Expanded Repair Kit

2 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Less an invention and more the use of materials to satisfy the tinker’s paranoia, the automaton’s uses per day of all installed repair kits increases by one.

Extra Languages

1 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

Knowledge is power! The automaton knows an additional language that you know. Seeking out tinkers who know languages the tinker doesn’t know can expand the list of languages this invention can teach. This invention can be selected multiple times. Each time, a new language is chosen.

Faulty Overclock

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

An attempt at making the automaton think faster has failed miserably, causing parts of its structure to overheat. Luckily, improvisation is a tinker’s specialty! By rerouting this heat to the weapons, the automaton deals an additional point of fire damage with its melee and ranged attacks.

Flaskapult

2 BP
Invention Level: 2
Prerequisites: any compartment invention

DESCRIPTION

The automaton has been outfitted with a catapult-like device that has been specially designed to hurl 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 Flaskapult 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, as the automaton’s programming simply can’t handle launching objects of variable heft without foreknowledge of what is about to be thrown. The Flaskapult has a range increment of 30 ft. and is affected by the Rapid Shot feat.

Flawed Overclock

1 BP
Invention Level: 3
Prerequisites: faulty overclock invention

DESCRIPTION

This invention replaces faulty overclock when installed and causes the automaton to deal an additional 1d3 fire damage with its melee and ranged attacks.

Grafted Tentacle

3 BP
Invention Level: 3
Prerequisites: Heal 1 rank, Knowledge (nature) 2 ranks

DESCRIPTION

This invention, a large, wholly organic tentacle grafted onto an automaton, is hardwired to the automaton’s logic center and lashes out at those foolish enough to get close. The automaton gains a +2 enhancement bonus to CMB and may make attacks of opportunity with the tentacle as though it were a masterwork whip with a reach of 15 ft. In order to properly utilize the ability to make attacks of opportunity, the automaton must somehow have the ability to actually make attacks of opportunity.

Grappling Hook

1 BP
Invention Level: 2
Prerequisites: Craft (trap) 2 ranks or Craft (weapon) 3 ranks

DESCRIPTION

This invention installs a grappling hook on the automaton. Make a ranged touch attack against a tree, rocky outcropping, or other suitable piece of terrain within 80 ft. (Remember, attacking a square is AC 10. ) If successful, the automaton can carry itself plus up to 100pounds of equipment, party members, and the like along with it. On a critical failure, the grappling hook is damaged and cannot be used until repaired by a DC 15Craft (weapon), (armor), or (metalworking) check or the mending spell.

Greater Kinetic Transference Device

3 BP
Invention Level: 5
Prerequisites: kinetic transference device invention

DESCRIPTION

This invention replaces Kinetic Transference Device when installed and allows for the smooth transfer of kinetic energy into 100% all-natural pain. When charging, slam attacks made by the automaton deal an additional point of damage for every 10 feet traveled by the automaton.

Greater Repair Kit

2 BP
Invention Level: 4
Prerequisites: None

DESCRIPTION

This bundle of repair parts has been designed to be as easy to use as possible, enhancing their effectiveness. Given a support directive or a use invention directive, it can use these standardized parts, repairing 5d6 points of damage to itself. If it has arms, it can repair another automaton instead. This invention can be selected multiple times.

Heedless Design (Design)

1 BP
Invention Level: 2
Prerequisites: Knowledge (engineering) 3 ranks

DESCRIPTION

This design introduces a heavy frontal spine that, although very dangerous, causes the automaton’s center of mass to become slightly awkward. When charging, slam attacks made by the automaton take a -2 penalty to hit, but deal an additional +2 damage.

High-yield Charges

1 BP
Invention Level: 3
Prerequisites: additional blast charges invention

DESCRIPTION

This invention replaces additional blast charges when installed and increases damage dealt by the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by 2d6 fire damage.

Improved Compartment

2 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

The automaton now sports an easy-access compartment with a capacity of five flasks or flask-sized objects, such as most alchemical goods. An item can be drawn from the compartment as a move action. If the automaton has the Quick Draw feat, then this draw speed is a free action.

Improved Reload Routine

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Tinkers quickly learn that the limiting factor for any ranged delivery systems is the reload, not the firing. The automaton gains the Rapid Reload feat.

Improved Two Weapon Flailing

2 BP
Invention Level: 4
Prerequisites: two weapon flailing invention

DESCRIPTION

It’s still not pretty, but at least it looks competent. The automaton gains the Improved Two-Weapon Fighting feat.

Inflammable Citrus (Design)

1 BP
Invention Level: 3
Prerequisites: Knowledge (nature) 1 rank

DESCRIPTION

This design, drawn from the ravings of a mad druid, doubles fire damage dealt by grenade weapons used by the automaton to unattended inanimate objects. In addition, this damage ignores hardness if the target object is flammable.

Intimidating Design (Design)

1 BP
Invention Level: 1
Prerequisites: None

DESCRIPTION

By installing sharp edges and an eye shape that the adventuring trade refers to as “killing slits”, an automaton can be made to look quite menacing, even hostile. An automaton constructed using such a design philosophy gains a +3 circumstance bonus to Intimidate checks, but takes a -3 penalty to Diplomacy checks. In addition, the automaton may use the Intimidate skill untrained.

Kamikaze Trigger

2 BP
Invention Level: 6
Prerequisites: Kamikaze Directive innovation

DESCRIPTION

A balance-detection unit, this invention causes the automaton to immediately execute a Kamikaze directive as a free action whenever it successfully deals damage from a charge.

Kinetic Transference Device

2 BP
Invention Level: 3
Prerequisites: Knowledge (engineering) 7 ranks or heedless design invention

DESCRIPTION

This invention allows for the smooth transfer of kinetic energy into 100% all-natural pain. When charging, slam attacks made by the automaton deal an additional point of damage for every 20 feet traveled by the automaton.

Lobtube

2 BP
Invention Level: Invention 5
Prerequisites: flaskapult invention

DESCRIPTION

This invention, an enhanced flask delivery system, replaces flaskapult when installed and has an enhanced range increment of 60 ft. In addition, this weapon no longer makes a ranged touch attack against a square, but a standard ranged attack against an enemy; however, the velocity of the flasks now causes them to deal 1d6bludgeoning damage as they shatter against their target. In all other respects, this invention behaves exactly as a flaskapult.

Maelstrom

2 BP
Invention Level: Invention 4
Prerequisites: Kamikaze Directive innovation, Craft (alchemy) 8 ranks

DESCRIPTION

By installing a ring of alchemist’s fire just under the automaton’s armor plating, the automaton’s Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities light their victims on fire on a failed Reflex save. Treat this effect exactly as the fire from a flask of alchemist’s fire.

Magic of Science

1 BP
Invention Level: Invention 4
Prerequisites: Knowledge (arcana) 7 ranks, Spellcraft 2 ranks

DESCRIPTION

The automaton’s weapons are considered to be Magic for the purpose of overcoming damage reduction.

Manufactury

2 BP
Invention Level: 3
Prerequisites: Craft (alchemy) 5 ranks

DESCRIPTION

The automaton now sports an easy-access compartment with a capacity of three flasks or flask-sized objects, such as most alchemical goods. Further, this compartment features a fully functional manufacturing section. When an automaton is deployed, any manufactury built into it is fully stocked with the tinker’s choice of acid, alchemist’s fire, or smokesticks that the automaton made itself. Alternatively, the automaton may be stocked with a single tanglefoot bag. An item can be drawn from the compartment as a move action. If the automaton has the Quick Draw feat, then this draw speed is a free action instead. Alchemical goods removed from a manufactury are extremely poorly made to the point of this being obviously visible to laymen and lose their potency after one minute. As such, it will be incredibly difficult to pawn off a flask of automaton-made alchemical goods to anyone with a lick of sense. This invention can be selected multiple times.

Manylob

2 BP
Invention Level: 4
Prerequisites: rapid fire programming invention

DESCRIPTION

Whenever the automaton makes a full attack on a single target with a lobtube or flaskapult, it may make an additional attack at its highest attack bonus.

Martial Weapon Proficiency

1 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

The automaton is now proficient with a single martial weapon. This invention can be selected multiple times. Each time, a new weapon is selected.

Mechanical Monk Module

3 BP
Invention Level: 5
Prerequisites: mechanical monkling module invention

DESCRIPTION

This invention replaces mechanical monkling module when installed and increases the base land speed of the automaton by +50 ft. In addition, the automaton has the Run feat.

Mechanical Monkling Module

2 BP
Invention Level: 3
Prerequisites: acceleration unit invention

DESCRIPTION

This invention replaces acceleration unit when installed and increases the base land speed of the automaton by +20 ft. 21

Mechanical Ninja Module

2 BP
Invention Level: 3
Prerequisites: acceleration unit invention

DESCRIPTION

This invention replaces acceleration unit when installed and increases the base land speed of the automaton by+10 ft., grants a +2 bonus to initiative, and grants a +1dodge bonus to AC.

Mechanical Shadowdancer Module

3 BP
Invention Level: 5
Prerequisites: mechanical ninja module invention

DESCRIPTION

This invention replaces mechanical ninja module when installed and increases the base land speed of the automaton by +20 ft, grants a +4 bonus to initiative, and grants a +2 dodge bonus to AC.

Minelayer Compartment

5 BP
Invention Level: Invention 6
Prerequisites: Craft (alchemy) 16 ranks

DESCRIPTION

The automaton now sports a special compartment with a capacity of six flasks or flask-sized objects, such as most alchemical goods. When given a directive to do so, an automaton drops all contents of this compartment in its current square, along with a specially-treated thunderstone the automaton produces itself. Should any creature other than the automaton that dropped it touch this “packet” of alchemical goods by stepping into its square, the thunderstone goes off, causing all dropped alchemical goods to activate at once. All Throw Splash Weapon eligible items dropped in this fashion are treated as though they automatically hit the square in which they are resting. Other alchemical goods, such as tanglefoot bags and smokesticks, simply go off. The Perception and Disable Device DCs for finding and disabling a mine are both 10 + 1/2 tinker level + the tinker’s Intelligence modifier. Despite this invention’s highly specialized use, it is still perfectly possible to draw and throw items stored within it or even to attach a flaskapult to the compartment. If all objects stored in the compartment are duplicates of the same item, then an item can be drawn from the compartment as a move action. Otherwise, an item can be drawn from the compartment as a standard action. If the automaton has the Quick Draw feat, then these draw speeds are a free action and a move action, respectively.

Miniaturized Design (Design)

3 BP
Invention Level: 5
Prerequisites: None

DESCRIPTION

By making everything smaller, it is possible to make nearly any design hard to spot. Automatons using this design philosophy are one size category smaller than normal.

Mobile Station

2 BP
Invention Level: 2
Prerequisites: craftsbot invention

DESCRIPTION

The automaton has artisan-quality crafting tools built into it. An automaton can only have tools built into it for a Craft skill it has ranks in. These tools grant it the typical+2 circumstance bonus to Craft checks. The tinker, as well as others who are able to make the automaton keep still, are able to use the automaton’s tools for their own Craft checks. This invention can be selected multiple times. Each time, tools corresponding to a new Craft skill are selected.

Multiplex Programming

1 BP
Invention Level: Invention 4
Prerequisites: superior responsive programming invention

DESCRIPTION

The automaton gains the Combat Reflexes feat.

Nimble Design (Design)

1 BP
Invention Level: Invention 1
Prerequisites: Nonoe

DESCRIPTION

By stripping away most of that which is not necessary for baseline functionality, it is possible to make an automaton quite nimble indeed. An automaton constructed using such a design philosophy gains a +1 bonus to Dexterity, but takes a -1 penalty to Strength.

Obsidian Construction (Design)

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

This design, integrating obsidian into the structure of an automaton, makes it resistant to magic, but tends to be a bit less effective against steel than, well, steel. The automaton receives a +2 resistance bonus to all saves against spells and spell-like abilities, but takes an additional point of physical damage whenever it is dealt physical damage.

Physical Skill Programming

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

The automaton gains ranks equal to its hit dice to any skill that uses Strength or Dexterity as its key ability. The ranks conferred by this invention stacks with those conferred by skill suite, but the number of ranks an automaton has in a skill can never be greater than the tinker’s level. This invention can be selected multiple times. Each time, a new skill is selected.

Point Blank Programming

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

This logic upgrade teaches the automaton to take advantage of a foe’s close proximity. The automaton gains the Point-Blank Shot feat.

Poison Application Device

2 BP
Invention Level: 2
Prerequisites: quiver invention or reloading winch invention

A cup is installed on the side of the automaton. When the head of a bolt or arrow is placed in the cup, a spray mechanism douses the head in poison. Coating and firing a ranged weapon in this manner is a special use of the use invention directive that immediately converts the use invention directive into an attack directive. The complex maneuverings cause the execution of this combined directive to be a full-round action for the automaton. The device itself can hold up to three doses of the same type of wound poison, which must be reloaded by the tinker given his greatest asset (thumbs). Contact poison cannot be used given the obvious danger to the tinker whenever he reloads or cleans the device. This process requires one minute of uninterrupted work and provokes attacks of opportunity each round. If the tinker is dealt damage while reloading this invention, he is poisoned. Luckily, the design of this invention keeps the poison safely in a container. The tinker makes no rolls for accidental poisoning when he reloads the device.

Potion Injector

1 BP
Invention Level: Invention 1
Prerequisites: Potion Injection innovation

DESCRIPTION

This invention is a syringe that can be used to inject a loaded potion. Regardless of whether a potion is injected as a use invention directive or as part of a support directive, injecting a potion is a standard action that provokes attacks of opportunity. Automatons are unable to reload their own potion injectors and are reliant upon the tinker’s greatest asset (thumbs) for the continued efficacy of this invention. Reloading a potion injector is a standard action that provokes attacks of opportunity. Automatons fitted with a potion injector of any type can inject potions into the individual named as part of a support directive. This invention can be selected multiple times.

Potion Lab

2 BP
Invention Level: 2
Prerequisites: Independence Script greater innovation, mobile lab invention

DESCRIPTION

A tinker who can leave an automaton at home quickly learns to give it useful directives and the tools necessary to execute them. The automaton gains the Brew Potion feat. All spells needed to produce a potion must be supplied to the automaton. Note that the technological, yet quite mundane nature of the automaton makes it incapable of using Spellcraft or Use Magic Device in a way that would allow it to produce magical items without having the spells supplied to it.

Precise Design (Design)

1 BP
Invention Level: Invention 1
Prerequisites: None

DESCRIPTION

By paring down the weight of those parts of an automaton that are used to clobber its enemies, it is possible to make these blows land more often, though they tend to hurtless. An automaton constructed using such a design philosophy gains a +1 bonus to hit, but takes a -1 penalty to its damage.

Quiver

1 BP
Invention Level: Invention 1
Prerequisites: arms invention

DESCRIPTION

The addition of a side-mounted quiver allows an automaton to reload its ranged weaponry.

Rapid Fire Programming

2 BP
Invention Level: 3
Prerequisites: point blank programming invention

DESCRIPTION

The only thing better than a deadly hail of crossbow bolts is a larger deadly hail of crossbow bolts. The automaton gains the Rapid Fire feat.

Reloading Winch

1 BP
Invention Level: Invention 1
Prerequisites: Weapon mount invention

DESCRIPTION

A crossbow installed on a weapon mount may be augmented with a winch that reloads the weapon without the need for arms. The Rapid Reload feat affects this invention.

Repair Kit

1 BP
Invention Level: 1
Prerequisites: None

DESCRIPTION

A bundle of extra standardized parts have been entrusted to this automaton. Given a support directive or a use invention directive, it can use these standardized parts, repairing 2d6 points of damage to itself. If it has arms, it can repair another automaton instead. This invention can be selected multiple times.

Responsive Programming

1 BP
Invention Level: Invention 1
Prerequisites: Knowledge (engineering) 1 rank

DESCRIPTION

The automaton has been outfitted with enhanced optics, thus allowing it to make attacks of opportunity against any creature it has been ordered to attack. Other creatures can pass through its threatened space without provoking attacks of opportunity.

Saddle (Design)

1 BP
Invention Level: Invention 1
Prerequisites: Ride 1 rank

DESCRIPTION

An absolutely amazing invention, this fine leather saddle allows the tinker to ride the automaton if it is his size or larger. While being ridden, the automaton takes a -2 penalty to its attack rolls.

Scavenger

1 BP
Invention Level: Invention 4
Prerequisites: None

DESCRIPTION

The automaton may refill all repair kits with which it is installed by scavenging the remains of any non-automaton construct. Each construct yields parts to a single scavenging, at which point the usable pieces are all scavenged.

Scorched Earth Module

2 BP
Invention Level: Invention 4
Prerequisites: singed earth module invention

DESCRIPTION

This invention replaces singed earth module when installed and increases the radius of the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by 10 ft.

Scoured Earth Module

3 BP
Invention Level: Invention 6
Prerequisites: scorched earth module invention

DESCRIPTION

This invention replaces singed earth module when installed and increases the radius of the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by 15 ft. In addition, the blast has become so powerful that it increases damage dealt by the aforementioned abilities by 2d4 force damage.

Searing Sunder

2 BP
Invention Level: Invention 4
Prerequisites: sunderer invention

DESCRIPTION

Always a good idea, this invention installs flame jets on an automaton. Whenever the automaton successfully performs the sunder combat maneuver, the flame jets activate, dealing 2d6 points of fire damage to the sundered item and its wielder.

Shield Proficiency

1 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

The automaton is now proficient with small and large shields.

Shrapnel Compartment

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

The automaton now sports an easy-access compartment with a capacity of a single flask or flask-sized object, such as most alchemical goods. An item can be drawn from the compartment as a move action. If the automaton has the Quick Draw feat, then this draw speed is a free action. In addition, it increases damage dealt by the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by 1d4 piercing damage.

Simple Weapon Proficiency

1 BP
Invention Level: 1
Prerequisites: None

DESCRIPTION

The automaton is now proficient with a single simple weapon. This invention can be selected multiple times. Each time, a new weapon is selected.

Simple Weapon Mastery

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

The automaton is now proficient with all simple weapons.

Singed Earth Module

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

A number of strategically placed blast charges cause the destruction caused by an exploding automaton to be more widespread, thereby increasing the radius of the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by 5 ft.

Slow Burn

1 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

Several small alterations to the automaton cause creatures lit on fire by this automaton to stay lit on fire. Whenever a flame, such as the ongoing damage effect on a flask of alchemist’s fire, would be put out, it instead reduces itself to a smolder dealing 1 point of fire damage every round until the smoldering creature dies, is doused with water, or falls prone and rolls as a standard action.

Slow Repair Module

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Once per day once given a use invention directive, the automaton can activate slow repair mechanisms, repairing 1 point of damage each round for ten rounds. Unlike other repair inventions, this one cannot be shared, as it is integrated into the structure of the automaton. This invention can be selected multiple times.

Skill Specialization

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Though automatons cannot do everything a sentient creature can, by strategically selecting bits of knowledge, the tinker can make them highly functional entities. The automaton treats one skill as a class skill and may perform that skill should it normally be allowed to be used untrained. As is typical for class skills, the +3 bonus does not apply if the automaton does not actually have any ranks in that skill presently. This invention can be selected multiple times. Each time, a new skill is selected.

Skill Suite

2 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

This logic upgrade grants the automaton ranks equal to its hit dice to any skill other than Use Magic Device. These ranks stack with those conferred by physical skill programming, though the number of ranks an automaton has in a skill cannot exceed the level of the automaton’s tinker. This invention can be selected multiple times. Each time, a new skill is selected.

Speakers

1 BP
Invention Level: 3
Prerequisites: None

DESCRIPTION

A favorite invention for installation on “universal translator” automatons, the automaton can now speak all languages it knows. Automatons know the master’s most commonly spoken language by default.

Stabilizing Gyros

2 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

This invention enhances the automaton’s ability to stay upright, giving it a +2 enhancement bonus to its CMD.

Static Eruption

1 BP
Invention Level: 3
Prerequisites: static shield invention

By supercharging the dome of static electricity surrounding an automaton with static shield, this invention projects that dome as the automaton itself explodes, increasing damage dealt by the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by an amount of electric damage equal to the amount of retaliatory damage dealt by static shield to those who attack the automaton.

Static Sheathe

2 BP
Invention Level: 3
Prerequisites: static shield invention

DESCRIPTION

By tapping into the dome of static electricity surrounding an automaton with static shield, this invention allows it to throw the shield around. Melee attacks and ranged attacks made by the automaton deal additional electric damage equal to the amount of retaliatory damage dealt by static shield to those who attack the automaton.

Static Shield

2 BP
Invention Level: 2
Prerequisites: Knowledge (arcana) 3 ranks

DESCRIPTION

A dome of static electricity protects the automaton. Whenever struck in melee, the automaton deals 1d2 points of electric damage to its attacker.

Static Shield, Greater

1 BP
Invention Level: Invention 5
Prerequisites: Knowledge (arcana) 11 ranks, static shield, improved invention

DESCRIPTION

This invention replaces static shield, improved when installed. Whenever struck in melee, the automaton deals 1d6 points of electric damage to its attacker.

Static Shield, Improved

1 BP
Invention Level: Invention 4
Prerequisites: Knowledge (arcana) 8 ranks, static shield invention

DESCRIPTION

This invention replaces static shield when installed. Whenever struck in melee, the automaton deals 1d4 points of electric damage to its attacker.

Stealth Strike

3 BP
Invention Level: Invention 4
Prerequisites: None

DESCRIPTION

Heat-sensing optics teach the automaton what a kidney is, while some new logic shows how to poke it. The automaton deals 1d6 sneak attack damage when applicable.

Streamlined Design (Design)

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

By removing non-essential armor, it is possible to get an automaton to move as quickly as a kobold; the downside is they tend to get squished in about the same manner. Automatons that are built using this design philosophy have a +10 ft. bonus to their base land speed, but take a -2 penalty to AC.

Stout Design (Design)

1 BP
Invention Level: Invention 1
Prerequisites: No

DESCRIPTION

By looking to nature, a clever tinker can come up with tried-and-true designs for his automatons. For example, an automaton that uses the philosophy inherent in all dwarves, slow, stout, and steady, gains a +1 bonus to its Strength, but takes a -1 penalty to its Dexterity.

Sunderer

2 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Sometimes, attacking the blade can be more effective than attacking its wielder; having the automaton do this just in case this isn’t one of those times is a very good idea. The automaton gains the Improved Sunder feat and can now perform the sunder combat maneuver.

Superior Injector Construction

1 BP
Invention Level: Invention 4
Prerequisites: potion injector invention

DESCRIPTION

A number of regulators and improved delivery systems cause all injectors installed on the automaton to inject potions at +1 caster level.

Superior Kinetic Transference Device

3 BP
Invention Level: Invention 6
Prerequisites: greater kinetic transference device invention

DESCRIPTION

This invention replaces greater kinetic transference device when installed and allows for the smooth transfer of kinetic energy into 100% all-natural pain. When charging, slam attacks made by the automaton deal an additional point of damage for every 5 feet traveled by the automaton.

Superior Responsive Programming

1 BP
Invention Level: 3
Prerequisites: responsive programming invention

DESCRIPTION

This invention replaces responsive programming when installed. The automaton may make attacks of opportunity against any creature that passes through a threatened square.

Supreme Charges

3 BP
Invention Level: 5high-yield charges invention

DESCRIPTION

This invention replaces high-yield charges when installed and increases damage dealt by the Kamikaze Directive innovation and Contingent Kamikaze greater innovation abilities by 4d6 fire damage.

Supreme Electroshocker

2 BP
Invention Level: 6
Prerequisites: superior electroshocker invention

DESCRIPTION

Electroblaster, enhanced electroshocker, and twin shock can now be installed together on the same automaton.

Switcheroo

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

A simple upgrade to the motor control center of the automaton makes it surprisingly adept at bringing its weapons to bear. The automaton gains the Quick Draw feat.

Telescoping Trip

2 BP
Invention Level: Invention 4
Prerequisites: tripper invention

DESCRIPTION

This invention installs telescoping appendages all over the automaton, increasing the reach of all trip attempts by 5 ft.

Tempered Armor (Design)

3 BP
Invention Level: Invention 5
Prerequisites: None

DESCRIPTION

By tempering the armor of an automaton, this design vastly increases its survivability, provided there’s plenty of metal to temper. The automaton gains DR 1/-. This damage reduction is increased by the natural armor bonus of the automaton.

Thick Armor

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

Heavier armor and the improved structure to hold it gives the automaton a +1 enhancement bonus to its natural armor bonus.

Thicker Armor

1 BP
Invention Level: Invention 4
Prerequisites: thick armor invention

DESCRIPTION

This invention replaces thick armor when installed and grants the automaton a +2 enhancement bonus to its natural armor bonus.

Thickest Armor

1 BP
Invention Level: Invention 6
Prerequisites: thicker armor invention

DESCRIPTION

This invention replaces thicker armor when installed and grants the automaton a +3 enhancement bonus to its natural armor bonus.

Tornadic Rampage of Inexorable Pugilism (TRIP)

4 BP
Invention Level: Invention 6
Prerequisites: debilitating disarm invention, searing sunder invention, telescoping trip invention

DESCRIPTION

This complex suite of flexibility enhancers, targeting equipment, and an auxiliary power source, contains a power that most tinkers simply can’t wait to unleash. Unlike other use invention directives, this one is combined with a go directive, thus making its execution a full-round action. So ordered, the automaton moves the entirety of its base land speed and attacks all individuals within trip reach, friend or foe, with one combat maneuver of its choice. If a combat maneuver is successful, the target of the maneuver is affected by debilitating disarm and searing sunder regardless of the kind of combat maneuver it was. If the combat maneuver used is a trip, then searing sunder deals no damage to an item because an item was not targeted. Instead, the tripped creature takes 4d6 fire damage. This invention can be used once daily.

Total Repair Module

3 BP
Invention Level: Invention 6
Prerequisites: Craft (armor) 10 ranks

DESCRIPTION

A bundle of extra standardized parts with their own installation mechanisms have been entrusted to this automaton. As part of a use invention directive, it can use these standardized parts, repairing 50 points of damage to itself. Given their integration into the automaton, this invention, unlike other repair inventions, cannot be used on another automatons. An automaton whose master has the Support Programming innovation does not need to be told to use this invention. It knows when to use it.

Trapfinder

3 BP
Invention Level: Invention 4
Prerequisites: Disable Device 7 ranks, Perception 5 ranks

DESCRIPTION

Long hours of watching rogues have given the tinker motivation not to follow. Accordingly, this invention grants the automaton the trapfinding class feature.

Triple Barrel Injector

4 BP
Invention Level: Invention 6
Prerequisites: double barrel injector invention

DESCRIPTION

This invention replaces double barrel injector when installed and functions just like a potion injector, but has three vials on a rigid mechanism rather than just one. When injecting a potion, the automaton instead injects all three potions at once. In addition, the superior construction of the injector’s delivery systems causes any potion injected through the invention to gain a +2 bonus to its caster level.

Triple Vial Injector

2 BP
Invention Level: 3
Prerequisites: twin vial injector

DESCRIPTION

This invention replaces twin vial injector when installed and functions just like a potion injector, but has three vials on a rotating mechanism rather than just one. When injecting a potion, the automaton chooses one of the loaded potions to inject. In addition, the superior construction of the injector’s delivery systems causes any potion injected through the invention to gain a +1 bonus to its caster level.

Tripper

2 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

The bigger they are, the more the tinker feels it’s a good idea to have somebody else trip it. The automaton gains the Improved Trip feat and can perform the trip combat maneuver.

Twin Shock

3 BP
Invention Level: Invention 5
Prerequisites: electroshocker

DESCRIPTION

Electroshocker now makes two attacks when activated. This invention cannot be chosen if electroblaster or enhanced electroshocker has been chosen.

Twin Vial Injector

1 BP
Invention Level: 2
Prerequisites: potion injector

DESCRIPTION

This invention replaces potion injector when installed and functions just like a potion injector, but has two vials on a rotating mechanism rather than just one. When injecting a potion, the automaton chooses one of the loaded potions to inject.

Two Weapon Flailing

1 BP
Invention Level: 2
Prerequisites: None

DESCRIPTION

It’s not pretty, but it’ll do. The automaton gains the Two-Weapon Fighting feat.

Weapon Mount

1 BP
Invention Level: Invention 1
Prerequisites: None

DESCRIPTION

A single crossbow with which the automaton is proficient may be mounted upon its head, thus freeing up arms, if any, for other uses.

Wondrous Foundry

4 BP
Invention Level: Invention 4
Prerequisites: Independence Script greater innovation, Craft (any) 10 ranks, Knowledge (arcana) 10 ranks, mobile station

DESCRIPTION

The automaton gains the Craft Wondrous Item feat. Given the automaton cannot cast spells, all spells must be supplied to the automaton. Note that the technological, yet quite mundane nature of the automaton makes it incapable of using Spellcraft or Use Magic Device in a way that would allow it to produce magical items without having the spells supplied to it.

Section 15: Copyright Notice

The Tinker: Master of Modular Mechanical Mayhem, Copyright 2013 Bradley Arthur Crouch.

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