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Tinker Automatons


A tinker’s automatons can fulfill whatever role the designer’s little heart desires. Mindless to the point of not even fighting back when attacked while in an idle state, however, automatons present a challenge to those who do not have the organizational skills necessary to order around a small squadron of followers.

Automatons are mindless, and thus gain neither skills nor feats. It is very important to note that automatons require programming to do every little thing that life takes for granted. As such, an automaton cannot make any skill checks untrained. Further, whenever an invention grants an automaton the ability to use a certain type of weapon, it is assumed that the deployment of the automaton provides it with a standard, non-masterwork example of that weapon. An automaton has no idea what to do with items, magical or otherwise, that are handed to it. As such, an automaton has no equipment slots and must make do with what it is deployed with, with the exception of having certain inventions, such as potion injectors, alchemical explosive compartments, and quivers, refilled by an ally.

Table: Automatons
Tinker Level Automaton
HD
BAB Fort Ref Will Str Dex Hit
Points
Special
1-2 1 +0 +0 +0 +0 10 10 20 Construct traits
3-4 2 +1 +0 +0 +0 10 10 25 Wakeup call
5 2 +1 +0 +0 +0 11 11 25
6-8 3 +2 +1 +1 +1 11 11 31
9 4 +3 +1 +1 +1 11 11 36 Can we help?
10-11 4 +3 +1 +1 +1 12 12 36
12-14 5 +3 +1 +1 +1 12 12 36
15-17 6 +4 +2 +2 +2 13 13 42
18-19 7 +5 +2 +2 +2 13 13 47
20 7 +5 +2 +2 +2 14 14 47
* +1 As cleric with level = HD +1/3 HD +1/3 HD +1/3 HD +5.5 per HD

*If HD increasing Innovations are used.

*Wakeup Call and Can We Help? can be acquired earlier than shown if the tinker invests in HD increasing Innovations.

Wakeup Call (Ex)

Upon reaching 2 hit dice, automatons gain a slight semblance of sentience and begin to show their own personality quirks rather than blank stares when idle.

Can We Help? (Ex)

Having watched the tinker do so many a time, upon reaching 4 hit dice, the automatons gain the ability to assist the tinker with his crafting. Whenever the tinker makes a Craft check, the automatons, of their own free will, mind you, bound forward and make Aid Another checks, even if they do not have a rank in the Craft skill being performed.

FAQ!

Q: What happens if I make an automaton that doesn’t use a melee weapon, but still, for some reason, gets in a melee fight?

It slams instead. Slam damage is 1d4 for Small, 1d6 for Medium, 1d8 for Large, and 1d10 for Huge automatons.

Q: What formulas were used to populate the alpha and automaton level-up tables?

Automatons gain a hit die every 3 tinker levels and +1 Str/Dex every 5 tinker levels. The alpha also receives these bonuses. Further, at tinker level 7 and every 3 levels thereafter, the alpha gets a hit die and an additional +1 Str/Dex. Have fun extending your tinker into epic levels if you’re still playing 3.5!

Q: How do I translate the tinker to 3.5?

Give yourself a bonus innovation at 1st level and make the hit die a d6. This cleans up a lot of the problems you’re going to have with the class early game.

Q: What happens if I have electroblaster, enhanced electroshocker, and twin shock on one automaton?

The automaton fires twice for 5d4 electric damage each shot. Both shots require a Fortitude save or the target is stunned. This can be done five times per day.


Section 15: Copyright Notice

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