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The Tinker
Master of Modular Mechanical
Mayhem
Interjection
Games
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
Contents
The Tinker 1
Table: The Tinker 3
Table: Automatons 5
Table: The Alpha 6
Feats 7
Innovations 8
Greater Innovations 10
Invention List 12
Invention Book 16
Legal 32
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
For some, the smell of oil is akin to that of a fine perfume, Rather than cast spells, a tinker knows inventions drawn
the rush of invention is the only motivation one needs, from the invention list. A tinker must design and prepare
and the eternal battle against corrosion is a constant a number of blueprints using his inventions ahead of
annoyance. These individuals, the tinkers, are exemplars time.
of the unfettered creative spirit. It is this creative spirit,
the constant thirst for new ideas, that propels them to To learn or use an invention, a tinker must have an
seek the unknown, whether it be found in a library or in Intelligence score equal to at least 10 + the invention
the dark depths of an ancient tomb. Supported by a vast level. The Difficulty Class for a saving throw against a
array of custom automatons, an experienced tinker, while tinker's invention is 10 + 1/2 the tinker's class level + the
not a fierce combatant on his own, commands an tinker's Intelligence modifier unless stated otherwise in
exceptionally versatile squadron that more than makes up an invention's entry.
for his own deficiencies.
A tinker may know any number of inventions. He must
Role: Tinkers deploy and give Directives to a squadron of choose and prepare his blueprints ahead of time by
mechanical automatons built from custom blueprints. getting 8 hours of sleep and spending 1 hour studying his
Whether commanding from the rear or charging in with invention book. While studying, the tinker decides which
the pack, a clever tinker has a set of blueprints for any inventions to place into each blueprint.
situation. Further, a tinker's exploration into the
unknown gives him proficiency with the theory of magic, Blueprints: A blueprint is a schematic containing a
if not its practice. number of inventions. A tinker begins play with a single
blueprint, plus additional blueprints equal to his
Alignment: Any Intelligence modifier / 3, rounded down, minimum 0.
Each blueprint can contain a number of inventions whose
Hit Die: d8 build point (BP) total is equal to or less than the tinker's
class level. At 5th and every 5 levels thereafter, the tinker
Starting Wealth: 3d6 x 10 gp (average 105 gp.) In receives an additional blueprint, for a total of 5 blueprints
addition, each character begins play with an outfit worth at 20th level.
10 gp or less.
Class Skills
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Interjection Games
Deploy Automation (Ex): At 1st level, the tinker has Defend The automaton follows the nominated creature
already become capable of bestowing a semblance of life at a distance set by the tinker. If the nominated creature is
upon totally lifeless matter (a fact that has created many a attacked, the automaton treats the attacker as the target
rivalry between necromancy institutions and tinker of an attack directive. Given the simplicity needed for
colleges). A tinker's first great challenge is the selection of directives, an automaton is not intelligent enough to stop
the power source that he will use for the remainder of his attacking a threat once it has been eliminated and will
career. Given the nature of automatons, it really could be need to be manually reset to a defend directive by its
anything. The spirit of adventure, the power of friendship, tinker.
greed, crystals, unicorn blood, and baby puree have all
been used at some point or another. Follow The automaton follows the nominated creature
at a distance set by the tinker.
Regardless of the power source used, as a standard action
once per day per tinker level, the tinker builds and Go The automaton goes to the nominated place at
deploys a small construct whose design is one of the walking speed.
blueprints he prepared that morning. This construct,
known as an automaton, is completely mindless, has no Idle The automaton follows the tinker at a distance set
skills, never gains feats, and is reliant upon the tinker for by the tinker, but will not make any other action. If no
all instruction and motivation. As such, complex routines distance is given, perhaps by another directive being
such as combat maneuvers or attacks of opportunity are completed, the automaton will maintain a respectful 30
impossible for an automaton. If not given an order, it feet, if possible. It will also stare awkwardly.
merely shuffles about within 30 feet of the tinker, staring
at him expectantly. When a tinker first deploys any Support The automaton follows the nominated creature
automaton, he may give it a directive as a free action. at a distance set by the tinker. If the nominated creature is
a construct or another automaton, it will use any repair kit
At 1st level, a tinker may only have one automaton inventions it has on its person, if any, on the creature it is
deployed at a time; however, the increased organizational following should that creature be injured. If the
capacity of an experienced tinker's mind slowly allows nominated creature is living, it will use any potion injector
this number of increase. At 7th level, a tinker may have up inventions it has on its person, if any, on the creature it is
to two automatons deployed at once, while at 13th level, a following should that creature be attacked. An automaton
tinker may have up to three automatons deployed at once. will continue to use repair kits or potions until out of
If the tinker attempts to deploy more automatons than he them, at which point it goes idle.
has the organizational capacity to handle, the oldest
automaton in the group immediately shorts out and Alternatively, the tinker can give an automaton explicit
cannot be repaired. instructions to use specific assets immediately rather than
wait for a trigger.
Directives (Ex): At 1st level, a tinker has learned to give
his automatons terse commands in such a way that they Use Invention The automaton uses an installed
are easy to understand and follow out, but don't make invention. As the use of an invention is a standard action,
much sense to those who don't give commands of this sort this can be combined with a go directive should
for a living. Given its similarity to the gobbledygook of positioning be a concern.
magic, a successful Spellcraft check against a DC of 10 +
1/2 the tinker's level + the tinker's Intelligence modifier Use Skill The automaton uses a skill in which it has at
identifies the directive being given and to whom. least 1 rank. Unlike biotics, the use of any skill, even
Characters with the ability to learn inventions get a +4 to something as natural as Perception, is a standard action
this roll. for an automaton, unless it normally takes longer.
As a standard action, the tinker can give any of his HALT! (Ex): At 1st level, the tinker has already learned
automatons within 60 feet one of the following directives. what happens when an automaton is not kept totally up to
Directives are followed to the letter and will be performed date. It tends to do things the tinker didn't want, some of
until another directive is given. Directives continue to be which result in suspensions at tinker college. As a free
run should the tinker fall unconscious, but, should the action, the tinker can immediately clear all orders on all
tinker die, the automatons immediately go idle. currently deployed automatons, returning them to an idle
state, complete with the shuffling and the awkward
Attack The automaton attacks the nominated creature staring.
with a weapons system determined by the tinker, be it
melee, ranged, or a specific special invention. Ranged Innovations (Ex or Su): As a tinker gains experience,
weapons systems can have multiple targets designated if he learns how to optimize his automatons for the
the system is capable of firing multiple shots per round. If particular tasks at hand. At 2nd level, and every 4 levels of
this is done, the automaton splits its attacks evenly. If the tinker attained after 2nd level, the tinker gains an
automaton runs out of ammunition or charges for any innovation. A tinker cannot gain an innovation more than
particular system, it will default to melee combat. Should once unless stated to the contrary in the entry for that
the creature be out of reach of melee combat, this will not particular innovation. (See section Tinker Innovations)
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.
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Interjection Games
Master's Presence (Su): At 1st level, the tinker has Scribe Invention (Ex): At 1st level, the tinker learns
devised a means to forge a link between himself and his how to properly draft his inventions for distribution to
automatons. If an automaton is within 30 feet of the tinkers and juggernauts of industry. Though not magical
tinker, it gain the tinker's base attack bonus as an insight in nature, tinker inventions tend to be hideously
bonus to its attack rolls, armor class, and combat complicated and require specialized grid paper (an
maneuver defense. Additionally, the automaton uses the expensive commodity) to be made properly. As such,
tinker's base attack bonus instead of its own base attack tinker inventions have the same cost to produce as would
bonus for calculating combat maneuver bonus if the a magic scroll whose spell level and caster level equals the
tinker's bonus is greater. Finally, the automaton gains the invention level and the minimum tinker level to
tinker's base saving throw bonuses as an insight bonus to understand it, respectively. When written into an
its own saving throws. At 9th level, the range of master's invention book, the process of making little annotations
presence increases to 60 feet. 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
Table: The Tinker without ruining the original.
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Interjection Games
Craftsman (Ex): At 2nd level, the tinker is well on his Line of Succession (Su): At 20th level, the tinker
way to becoming a master craftsman. The tinker gains a realizes that he won't live forever and works to find a way
bonus equal to half his level, rounded down, to all Craft to keep his legacy going long after he's gone. By building a
skill checks. line of succession into his automatons, he achieves just
that.
The Alpha: At 4th level, the tinker has perfected what
may very well be his greatest creation ever. Investing Constitutional Monarchy
much more than its fair share of resources (metal, time, The Constitutional Monarchy Line of Succession is less a
baby puree, etc.) in the endeavor, the tinker creates a plan and more of a horrible accident. You install a neural
special automaton. This automaton is a medium construct network into your automatons with the intent of making
that takes actions on its own without the need for communication with them easier. As soon as it is
directives, has an Intelligence score of 10, does not gain switched on, the automatons begin to pipe up about
skills, and gains a feat upon starting play and an proper representation.
additional feat for every three hit dice it possesses.
Further, given it's increased size, the automaton's Benefit: All automatons other than the alpha gain +2 HD
blueprint can contain a number of inventions whose build and have an Int of 10 if this would be an improvement.
point (BP) total is equal to or less than the tinker's class
level + 5. Immediately upon the completion of the design, As soon as Constitutional Monarchy is taken, the tinker,
this automaton is deployed and it stays deployed. Given his alpha, and all deployed automatons are dazed for one
the alpha is completely autonomous, it does not count round as his automatons scream out for proper
toward the tinker's maximum number of simultaneously representation. During this one round, all entities dazed
deployed automatons. in this way argue and bicker about who should lead who.
Depending on the player's playstyle, the selection of who
Acting as the tinker's primary bodyguard and cohort, the becomes the new leader can either be roleplayed (this is
alpha is far too expensive to be easily replaced should it very strongly recommended for at least the first instance
fall. Rebuilding the alpha requires 1,000 gp worth of of this happening) or randomly chosen from a list of the
materials for each hit die it possessed. Further, the tinker tinker, his alpha, and all of the tinker's other blueprints.
finds the alpha to be far too complex to get in there and The selected entity gains all of the tinker’s tinker class
muck with its systems on a daily basis. The alpha's feat features. If the tinker is not the current leader, he loses all
selection is permanent even if it is totally rebuilt, while its of these class features. Further, if the selected leader is
invention loadout can only be altered when the tinker not a currently deployed automaton, it is immediately
gains a level or when the alpha is totally rebuilt. deployed. Leadership lasts for one week or until death, at
which point the tinker, his alpha, and all deployed
Greater Innovation (Ex): As a tinker gains experience, automatons are once again dazed for one round and the
sometimes his innovations aren't just mere optimizations. process begins anew.
Sometimes, they're actually downright groundbreaking.
At 5th, 10th, and 15th level, the tinker makes just such an Given the nature of the neural network, automatons no
innovation, thus gaining a greater innovation. (See longer require directives and behave autonomously, much
section Greater Innovations) like the alpha. In addition, the tinker and his automatons
cannot be flanked unless they all are flanked. Finally, all
The Swarm (Su): At 11th level, the tinker finishes members of the neural network share skills. If any
building a miniscule construct with a short lifespan and member of the network has more ranks in a skill than any
the ability to make copies of itself. Almost immediately, another member of the network, then all other members
this thing consumes all the useful materials in his have that many ranks in that skill.
workshop and produces a massive swarm of its own. As
the dust (nanobot corpses) clears, the tinker realizes that Progenitor
he isn't going to die. In fact, this swarm appears to be The progenitor line of succession focuses on making the
awaiting his orders. Most excellent. alpha the heir apparent, an absolute mechanical
masterpiece so well groomed for the task of being a
The swarm can be used to fetch objects at will as though it tinker that some tinkers may eventually feel as though
were a mage hand with a maximum load of 40 pounds. they created a far superior being with their own two
Further, the swarm has three charge points that refresh hands.
each day at dawn. The following abilities all cost one
charge point to use. As a standard action, the tinker can Benefit: The alpha gains +5 HD, +2 Str, +2 Dex, and +10
order the swarm to turn raw materials into a finished Int.
product as the fabricate spell. Upon reaching 14th level,
the swarm has grown advanced enough to process living If the tinker should ever die, the alpha gains all of his
creatures. Treat this as the disintegrate spell, but if it kills tinker class features. This new Alphatinker can make its
the creature, it immediately fabricates the corpse instead own alpha, but this new alpha does not gain the hit dice,
of vaporizing it. At 17th level, the swarm can do the same Strength, and Intelligence granted by the progenitor line
to all creatures, as well as reshape persistent magical of succession. Should the tinker ever return to life, the
effects with hit points, such as a wall of force. For each of Alphatinker will revert back to its initial alpha state.
these, the DC is 10 + 1/2 tinker level + Int modifier and Further, the Alphatinker's alpha will no longer be linked
the caster level is equal to the tinker's class level 3. Given to the rest of the group and will wanderoff to forge its own
the swarm is mechanical, these abilities all ignore spell destiny.
resistance; however, damage reduction applies.
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
*Wakeup Call and Can We Help? can be acquired earlier than shown if the tinker invests in HD increasing
Innovations.
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
*Drill Sergeant and 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 synch with this table.
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
Instead of receiving an additional skill rank or hit point Having begun to see the automatons as friends and
whenever they gain a level in a Favored Class, some races allies, you whip up into a rage when you see one fall.
have the option of choosing from a number of other
bonuses, depending upon their Favored Classes. The Prerequisites: Honorary Tinker
following options are available to the listed race who have
tinkers as their Favored Class, and unless otherwise Benefit: Whenever a creature reduces an automaton to 0
stated, the bonus applies each time you select the listed hp, it provokes an attack of opportunity from you.
Favored Class reward.
WE FIGHT AS ONE
Dwarf Treat the dwarf's tinker class level as 1/2 higher
for the purpose of the craftsman class feature. These automatons really are smarter than you once
thought!
Elf Add one invention from the tinker invention list to
the tinker's invention book. This invention must be at Prerequisites: Honorary Tinker, any two teamwork
least one invention level below the highest invention level feats
the tinker can install, minimum 1.
Benefit: As a swift action, select one of your teamwork
Gnome Add 1/3 of a build point to the tinker's alpha. feats. You treat all automatons as though they have that
feat for 1 round.
Halfelf Add 1/6 of an innovation.
Feats
EXTRA INNOVATION
HONORARY TINKER
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
Normal: You have 3 charge points that replenish every Benefit: Your maximum number of blueprints increases
morning at dawn. by one.
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Benefit: If you make your Reflex saving throw against a Benefit: You learn the potion injector invention .
kamikaze or contingent kamikaze, you take no damage.
PREFERRED BLUEPRINT
Normal: If you make your Reflex saving throw against a You have taken a liking to one of your standard
kamikaze or contingent kamikaze, you take half damage. automaton designs. As such, you tend to invest more and
better materials into that one design.
OVERWHELMING PRESENCE
Your personality allows you to maintain enhanced Benefit: Select one of your blueprints. All automatons of
control of your automatons at a greater range. that blueprint get +1 hit die. Should that blueprint be
rewritten, this benefit carries over to the new design.
Prerequisites: Cha 13
RAPID ORDERS
Benefit: The radius of your master’s presence class Your ability to think fast and your ability to move fast
feature is increased by 30 feet. has led to the inevitable: talking fast.
Benefit: Your alpha gains an invention with build point Prerequisites: Aid Other Directive innovation,
cost 2 or less without paying its normal build point cost. Potion Injection innovation
This invention cannot be removed from its design, even if
the alpha is totally rebuilt following being destroyed in Benefit: Automatons can use all Repair inventions on
combat. themselves or other automatons without being given an
Order to do so. In addition, automatons can use any
PERMANENT FIXTURE UPDATE Potion Injector inventions on you without being given a
Your alpha's Permanent Fixture has been updated to a directive to do so.
more advanced model.
Normal: Automatons do not use any inventions without
Prerequisites: Permanent Fixture innovation being given an explicit directive to do so.
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Double Barrel Injector – Req. and Rep. double vial injector invention. Injects two potions in one action. 2 BP
Energy Dampener – Req. Know (engineering) 10 ranks. 3 BP
.
Twice daily, the automaton can create a field that absorbs 50 points of damage from a specific energy type
Enlarged Design Design. Automaton is made one size category larger than normal. 3 BP
Greater Kinetic Transference Device – Req. and Rep. kinetic transference device invention. 3 BP
Charging deals an additional point of damage for every 10 feet moved.
Lobtube – Req. and Rep. flaskapult invention. 2 BP
Hollow cylinder launches flasks of alchemical goods, dealing additional bludgeoning damage.
Mechanical Monk Module – Req. and Rep. mechanical monkling module invention. 3 BP
The automaton gains the Run feat and has +50 ft. base land speed.
Mechanical Shadowdancer Module – Req. and Rep. mechanical ninja module invention. 3 BP
The automaton gains +20 ft. base land speed, +4 initiative, +2 dodge bonus to AC.
Miniaturized Design Design. Automaton is made one size category smaller than normal. 3 BP
Static Shield, Greater – Req. and Rep. static shield, improved invention. 1 BP
Shield deals 1d6 electric damage to attackers.
Supreme Charges – Req. and Rep. highyield charges invention. 3 BP
Increases Kamikaze damage by 4d6 fire.
Superior Electroshocker – Req. electroblaster invention, enhanced electroshocker invention, 1 BP
or twin shock invention. Two of the following can be on the same automaton: electroblaster,
enhanced electroshocker, twin shock.
Twin Shock – Req. electroshocker invention. Electroshocker makes two attacks when activated. 3 BP
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By slapping nasty spikes all over and installing heavy, The automaton now sports an easyaccess compartment
bludgeoning bits pretty much everywhere, an automaton with a capacity of three flasks or flasksized objects, such
can be made much more dangerous, if it can hit. An as most alchemical goods. If all objects stored in the
automaton sporting this design deals an additional +1 compartment are duplicates of the same item, then an
damage, but takes a 1 penalty to hit. item can be drawn from the compartment as a move
action. Otherwise, an item can be drawn from the
Bulky Design (Design) compartment as a standard action. If the automaton has
1 BP the Quick Draw feat, then these draw speeds are a free
Invention 2 action and a move action, respectively.
No prerequisites
This invention can be selected multiple times.
By slapping extra armor plating on, it is possible to make
an automaton very difficult to injure, so long as the notion Craftsbot
of speed is a secondary concern. An automaton built using 1 BP
this design philosophy enjoys a stacking +2 armor bonus Invention 2
to its AC, but takes a 10 ft. penalty to its base land speed. arms invention
Once inside, the tinker is treated as having total cover and This invention replaces saddle when installed and allows
grants the automaton proficiency with all weapons with the tinker to ride the automaton if it is equal to or larger
which he himself is proficient. Given the tinker is doing than one size category smaller than the tinker. While
the majority of the thinking, the automaton can have its being ridden, the automaton takes a 2 penalty to its
systems shut down somewhat, allowing for the use of attack rolls if the tinker is a larger size category than it is.
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.
Customkaze
The tinker may issue directives and utilize the swarm as
1 BP
normal while inside the automaton, but cannot attack or
Invention 3
perform move actions. Skill checks performed while
No prerequisites
inside the cockpit are made using the tinker's skill bonus,
but with the appendages of the automaton, thus making it
When selected for a blueprint, this invention allows the
quite ideal for dangerous work.
tinker to choose whether this automaton’s Kamikaze
Directive or Contingent Kamikaze will deal fire, electric,
If the automaton is destroyed while the tinker is riding in
or force damage. This energy type is selected when the
it, the tinker takes 8d6 points of bludgeoning damage as
blueprint is created and not when the automaton
the superstructure crashes in around him. Leaving the
explodes. If force is chosen, reduce the damage dealt by
twisted wreck of an automaton is a fullround action that
2d6.
provokes attacks of opportunity. While stuck in the wreck
of an automaton, the tinker is still provided partial cover,
This invention does not affect the type of damage dealt by
though he takes a 4 penalty to all Reflex saving throws
inventions that add bonus damage to kamikaze effects.
due to his rather compromised position.
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A simple logic upgrade, this invention teaches the Electroshocker now deals 5d4 points of electric damage
automaton to twist and wrench when attempting to and can be used five times per day. It no longer dazes.
disarm an opponent. Whenever the automaton
successfully disarms, the disarmed individual takes a 2 This invention cannot be installed if enhanced
penalty to hit and damage rolls for 1d4 rounds. electroshocker or twin shock has been installed.
Electroshocker
3 BP
Invention 3
Knowledge (arcana) 6 ranks
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By making everything larger, it is possible to make nearly Less an invention and more the use of materials to satisfy
any design harder to take down. Automatons using this the tinker’s paranoia, the automaton’s uses per day of all
design philosophy are one size category larger than installed repair kits increases by one.
normal.
Extra Languages
Equilibrium Maintenance Module 1 BP
1 BP Invention 3
Invention 2 No prerequisites
Knowledge (engineering) 4 ranks
Knowledge is power! The automaton knows an additional
When this invention is selected for a blueprint, select an language that you know.
energy type. The automaton gains resistance 5 against
that energy type. Seeking out tinkers who know languages the tinker
doesn’t know can expand the list of languages this
This invention can be installed multiple times. Each time, invention can teach.
a new energy type is selected.
This invention can be selected multiple times. Each time,
Equilibrium Maintenance Module, Greater a new language is chosen.
2 BP
Invention 6 Faulty Overclock
equilibrium maintenance module, improved invention, 1 BP
Knowledge (engineering) 10 ranks Invention 2
No prerequisites
This invention replaces equilibrium maintenance module,
improved. The automaton gains resistance 15 against the An attempt at making the automaton think faster has
energy type chosen for the replaced invention. failed miserably, causing parts of its structure to overheat.
Luckily, improvisation is a tinker’s specialty! By rerouting
This invention can be installed multiple times. Each time, this heat to the weapons, the automaton deals an
a new energy type is selected. additional point of fire damage with its melee and ranged
attacks.
Equilibrium Maintenance Module, Improved
1 BP Flaskapult
Invention 4 2 BP
equilibrium maintenance module invention, Invention 2
Knowledge (engineering) 7 ranks any compartment invention
This invention replaces equilibrium maintenance module. The automaton has been outfitted with a catapultlike
The automaton gains resistance 10 against the energy device that has been specially designed to hurl flasks and
type chosen for the replaced invention. other items of flasklike heft, such as most alchemical
goods. When installed, the tinker selects a compartment
This invention can be installed multiple times. Each time, already installed on the automaton. The Flaskapult can
a new energy type is selected. reload from this compartment without the use of Arms as
a move action, or as a free action with the Rapid Reload
Evasion feat. Unless an Improved Compartment is used, all flasks
3 BP loaded in the compartment must be duplicates of the
Invention 4 same item, as the automaton's programming simply can't
Not Again! innovation handle launching objects of variable heft without
foreknowledge of what is about to be thrown.
Experience with the dangers of being around his
automatons has opened the tinker’s eyes to the fact that The Flaskapult has a range increment of 30 ft. and is
it’s just as dangerous for the automatons. By installing affected by the Rapid Shot feat.
additional optics whose only function is to feed input into
reflexive components, the automaton gains Evasion. Flawed Overclock
1 BP
Exotic Weapon Proficiency Invention 3
2 BP faulty overclock invention
Invention 6
No prerequisites This invention replaces faulty overclock when installed
and causes the automaton to deal an additional 1d3 fire
The automaton gains proficiency in a single exotic damage with its melee and ranged attacks.
weapon with which the tinker is proficient.
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This invention, a large, wholly organic tentacle grafted This invention replaces additional blast charges when
onto an automaton, is hardwired to the automaton’s logic installed and increases damage dealt by the Kamikaze
center and lashes out at those foolish enough to get close. Directive innovation and Contingent Kamikaze greater
The automaton gains a +2 enhancement bonus to CMB innovation abilities by 2d6 fire damage.
and may make attacks of opportunity with the tentacle as
though it were a masterwork whip with a reach of 15 ft. In Improved Compartment
order to properly utilize the ability to make attacks of 2 BP
opportunity, the automaton must somehow have the Invention 2
ability to actually make attacks of opportunity. No prerequisites
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A balancedetection unit, this invention causes the The automaton now sports an easyaccess compartment
automaton to immediately execute a Kamikaze directive with a capacity of three flasks or flasksized objects, such
as a free action whenever it successfully deals damage as most alchemical goods. Further, this compartment
from a charge. features a fully functional manufacturing section. When
an automaton is deployed, any manufactury built into it
Kinetic Transference Device is fully stocked with the tinker’s choice of acid, alchemist’s
2 BP fire, or smokesticks that the automaton made itself.
Invention 3 Alternatively, the automaton may be stocked with a single
Knowledge (engineering) 7 ranks tanglefoot bag. An item can be drawn from the
or heedless design invention compartment as a move action. If the automaton has the
Quick Draw feat, then this draw speed is a free action
This invention allows for the smooth transfer of kinetic instead.
energy into 100% allnatural pain. When charging, slam
attacks made by the automaton deal an additional point Alchemical goods removed from a manufactury are
of damage for every 20 feet traveled by the automaton. extremely poorly made to the point of this being obviously
visible to laymen and lose their potency after one minute.
Lobtube As such, it will be incredibly difficult to pawn off a flask of
2 BP automatonmade alchemical goods to anyone with a lick
Invention 5 of sense.
flaskapult invention
This invention can be selected multiple times.
This invention, an enhanced flask delivery system,
replaces flaskapult when installed and has an enhanced Manylob
range increment of 60 ft. In addition, this weapon no 2 BP
longer makes a ranged touch attack against a square, but Invention 4
a standard ranged attack against an enemy; however, the rapid fire programming invention
velocity of the flasks now causes them to deal 1d6
bludgeoning damage as they shatter against their target. Whenever the automaton makes a full attack on a single
In all other respects, this invention behaves exactly as a target with a lobtube or flaskapult, it may make an
flaskapult. additional attack at its highest attack bonus.
By installing a ring of alchemist’s fire just under the The automaton is now proficient with a single martial
automaton’s armor plating, the automaton’s Kamikaze weapon.
Directive innovation and Contingent Kamikaze greater
innovation abilities light their victims on fire on a failed This invention can be selected multiple times. Each time,
Reflex save. Treat this effect exactly as the fire from a a new weapon is selected.
flask of alchemist's fire.
Mechanical Monk Module
Magic of Science 3 BP
1 BP Invention 5
Invention 4 mechanical monkling module invention
Knowledge (arcana) 7 ranks, Spellcraft 2 ranks
This invention replaces mechanical monkling module
The automaton’s weapons are considered to be Magic for when installed and increases the base land speed of the
the purpose of overcoming damage reduction. automaton by +50 ft. In addition, the automaton has the
Run feat.
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This invention replaces acceleration unit when installed The automaton has artisanquality crafting tools built into
and increases the base land speed of the automaton by it. An automaton can only have tools built into it for a
+10 ft., grants a +2 bonus to initiative, and grants a +1 Craft skill it has ranks in. These tools grant it the typical
dodge bonus to AC. +2 circumstance bonus to Craft checks. The tinker, as well
as others who are able to make the automaton keep still,
Mechanical Shadowdancer Module are able to use the automaton’s tools for their own Craft
3 BP checks.
Invention 5
mechanical ninja module invention This invention can be selected multiple times. Each time,
tools corresponding to a new Craft skill are selected.
This invention replaces mechanical ninja module when
installed and increases the base land speed of the Multiplex Programming
automaton by +20 ft, grants a +4 bonus to initiative, and 1 BP
grants a +2 dodge bonus to AC. Invention 4
superior responsive programming invention
Minelayer Compartment
5 BP The automaton gains the Combat Reflexes feat.
Invention 6
Craft (alchemy) 16 ranks Nimble Design (Design)
1 BP
The automaton now sports a special compartment with a Invention 1
capacity of six flasks or flasksized objects, such as most No prerequisites
alchemical goods. When given a directive to do so, an
automaton drops all contents of this compartment in its By stripping away most of that which is not necessary for
current square, along with a speciallytreated baseline functionality, it is possible to make an automaton
thunderstone the automaton produces itself. Should any quite nimble indeed. An automaton constructed using
creature other than the automaton that dropped it touch such a design philosophy gains a +1 bonus to Dexterity,
this “packet” of alchemical goods by stepping into its but takes a 1 penalty to Strength.
square, the thunderstone goes off, causing all dropped
alchemical goods to activate at once. All Throw Splash Obsidian Construction (Design)
Weapon eligible items dropped in this fashion are treated 2 BP
as though they automatically hit the square in which they Invention 3
are resting. Other alchemical goods, such as tanglefoot No prerequisites
bags and smokesticks, simply go off. The Perception and
Disable Device DCs for finding and disabling a mine are This design, integrating obsidian into the structure of an
both 10 + 1/2 tinker level + the tinker's Intelligence automaton, makes it resistant to magic, but tends to be a
modifier. bit less effective against steel than, well, steel. The
automaton receives a +2 resistance bonus to all saves
Despite this invention's highly specialized use, it is still against spells and spelllike abilities, but takes an
perfectly possible to draw and throw items stored within additional point of physical damage whenever it is dealt
it or even to attach a flaskapult to the compartment. physical damage.
If all objects stored in the compartment are duplicates of Physical Skill Programming
the same item, then an item can be drawn from the 1 BP
compartment as a move action. Otherwise, an item can be Invention 2
drawn from the compartment as a standard action. If the No prerequisites
automaton has the Quick Draw feat, then these draw
speeds are a free action and a move action, respectively. The automaton gains ranks equal to its hit dice to any skill
that uses Strength or Dexterity as its key ability. The ranks
Miniaturized Design (Design) conferred by this invention stacks with those conferred by
3 BP skill suite, but the number of ranks an automaton has in a
Invention 5 skill can never be greater than the tinker's level.
No prerequisites
This invention can be selected multiple times. Each time,
By making everything smaller, it is possible to make a new skill is selected.
nearly any design hard to spot. Automatons using this
design philosophy are one size category smaller than
normal.
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
Potion Injector
1 BP Rapid Fire Programming
Invention 1 2 BP
Potion Injection innovation Invention 3
point blank programming invention
This invention is a syringe that can be used to inject a
loaded potion. Regardless of whether a potion is injected The only thing better than a deadly hail of crossbow bolts
as a use invention directive or as part of a support is a larger deadly hail of crossbow bolts. The automaton
directive, injecting a potion is a standard action that gains the Rapid Fire feat.
provokes attacks of opportunity. Automatons are unable
to reload their own potion injectors and are reliant upon Reloading Winch
the tinker’s greatest asset (thumbs) for the continued 1 BP
efficacy of this invention. Reloading a potion injector is a Invention 1
standard action that provokes attacks of opportunity. weapon mount invention
Automatons fitted with a potion injector of any type can A crossbow installed on a weapon mount may be
inject potions into the individual named as part of a augmented with a winch that reloads the weapon without
support directive. the need for arms. The Rapid Reload feat affects this
invention.
This invention can be selected multiple times.
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A bundle of extra standardized parts have been entrusted This invention replaces singed earth module when
to this automaton. Given a support directive or a use installed and increases the radius of the Kamikaze
invention directive, it can use these standardized parts, Directive innovation and Contingent Kamikaze greater
repairing 2d6 points of damage to itself. If it has arms, it innovation abilities by 15 ft.
can repair another automaton instead.
In addition, the blast has become so powerful that it
This invention can be selected multiple times. increases damage dealt by the aforementioned abilities by
2d4 force damage.
Responsive Programming
1 BP Searing Sunder
Invention 1 2 BP
Knowledge (engineering) 1 rank Invention 4
sunderer invention
The automaton has been outfitted with enhanced optics,
thus allowing it to make attacks of opportunity against Always a good idea, this invention installs flame jets on an
any creature it has been ordered to attack. Other automaton. Whenever the automaton successfully
creatures can pass through its threatened space without performs the sunder combat maneuver, the flame jets
provoking attacks of opportunity. activate, dealing 2d6 points of fire damage to the
sundered item and its wielder.
Saddle (Design)
1 BP Shield Proficiency
Invention 1 1 BP
Ride 1 rank Invention 3
No prerequisites
An absolutely amazing invention, this fine leather saddle
allows the tinker to ride the automaton if it is his size or The automaton is now proficient with small and large
larger. While being ridden, the automaton takes a 2 shields.
penalty to its attack rolls.
Shrapnel Compartment
Scavenger 1 BP
1 BP Invention 2
Invention 4 No prerequisites
No prerequisites
The automaton now sports an easyaccess compartment
The automaton may refill all repair kits with which it is with a capacity of a single flask or flasksized object, such
installed by scavenging the remains of any non as most alchemical goods. An item can be drawn from the
automaton construct. Each construct yields parts to a compartment as a move action. If the automaton has the
single scavenging, at which point the usable pieces are all Quick Draw feat, then this draw speed is a free action.
scavenged.
In addition, it increases damage dealt by the Kamikaze
Scorched Earth Module Directive innovation and Contingent Kamikaze greater
2 BP innovation abilities by 1d4 piercing damage.
Invention 4
singed earth module invention Simple Weapon Proficiency
1 BP
This invention replaces singed earth module when Invention 1
installed and increases the radius of the Kamikaze No prerequisites
Directive innovation and Contingent Kamikaze greater
innovation abilities by 10 ft. The automaton is now proficient with a single simple
weapon.
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
The automaton is now proficient with all simple weapons. This logic upgrade grants the automaton ranks equal to its
hit dice to any skill other than Use Magic Device. These
Singed Earth Module ranks stack with those conferred by physical skill
1 BP programming, though the number of ranks an automaton
Invention 2 has in a skill cannot exceed the level of the
No prerequisites automaton's tinker.
A number of strategically placed blast charges cause the This invention can be selected multiple times. Each time,
destruction caused by an exploding automaton to be more a new skill is selected.
widespread, thereby increasing the radius of the
Kamikaze Directive innovation and Contingent Kamikaze Speakers
greater innovation abilities by 5 ft. 1 BP
Invention 3
Slow Burn No prerequisites
1 BP
Invention 3 A favorite invention for installation on “universal
No prerequisites translator” automatons, the automaton can now speak all
languages it knows. Automatons know the master's most
Several small alterations to the automaton cause commonly spoken language by default.
creatures lit on fire by this automaton to stay lit on fire .
Whenever a flame, such as the ongoing damage effect on a Stabilizing Gyros
flask of alchemist's fire, would be put out, it instead 2 BP
reduces itself to a smoulder, dealing 1 point of fire Invention 2
damage every round until the smouldering creature dies, No prerequisites
is doused with water, or falls prone and rolls as a standard
action. This invention enhances the automaton’s ability to stay
upright, giving it a +2 enhancement bonus to its CMD.
Slow Repair Module
1 BP Static Eruption
Invention 2 1 BP
No prerequisites Invention 3
static shield invention
Once per day once given a use invention directive, the
automaton can activate slow repair mechanisms, By supercharging the dome of static electricity
repairing 1 point of damage each round for ten rounds. surrounding an automaton with static shield, this
Unlike other repair inventions, this one cannot be shared, invention projects that dome as the automaton itself
as it is integrated into the structure of the automaton. explodes, increasing damage dealt by the Kamikaze
Directive innovation and Contingent Kamikaze greater
This invention can be selected multiple times. innovation abilities by an amount of electric damage equal
to the amount of retaliatory damage dealt by static shield
Skill Specialization to those who attack the automaton.
1 BP
Invention 2 Static Sheathe
No prerequisites 2 BP
Invention 3
Though automatons cannot do everything a sentient static shield invention
creature can, by strategically selecting bits of knowledge,
the tinker can make them highly functional entities. The By tapping into the dome of static electricity surrounding
automaton treats one skill as a class skill and may an automaton with static shield, this invention allows it to
perform that skill should it normally be allowed to be throw the shield around. Melee attacks and ranged attacks
used untrained. As is typical for class skills, the +3 bonus made by the automaton deal additional electric damage
does not apply if the automaton does not actually have equal to the amount of retaliatory damage dealt by static
any ranks in that skill presently. shield to those who attack the automaton.
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
A dome of static electricity protects the automaton. Sometimes, attacking the blade can be more effective than
Whenever struck in melee, the automaton deals 1d2 attacking its wielder; having the automaton do this just in
points of electric damage to its attacker. case this isn’t one of those times is a very good idea. The
automaton gains the Improved Sunder feat and can now
Static Shield, Greater perform the sunder combat maneuver.
1 BP
Invention 5 Superior Electroshocker
Knowledge (arcana) 11 ranks, 1 BP
static shield, improved invention Invention 5
electroshocker invention
This invention replaces static shield, improved when
installed. Whenever struck in melee, the automaton deals Two of electroblaster, enhanced electroshocker, and twin
1d6 points of electric damage to its attacker. shock can now be installed together on the same
automaton.
Static Shield, Improved
1 BP Superior Injector Construction
Invention 4 1 BP
Knowledge (arcana) 8 ranks, static shield invention Invention 4
potion injector invention
This invention replaces static shield when installed.
Whenever struck in melee, the automaton deals 1d4 A number of regulators and improved delivery systems
points of electric damage to its attacker. cause all injectors installed on the automaton to inject
potions at +1 caster level.
Stealth Strike
3 BP Superior Kinetic Transference Device
Invention 4 3 BP
No prerequisites Invention 6
greater kinetic transference device invention
Heatsensing optics teach the automaton what a kidney is,
while some new logic shows how to poke it. The This invention replaces greater kinetic transference
automaton deals 1d6 sneak attack damage when device when installed and allows for the smooth transfer
applicable. of kinetic energy into 100% allnatural pain. When
charging, slam attacks made by the automaton deal an
Streamlined Design (Design) additional point of damage for every 5 feet traveled by the
1 BP automaton.
Invention 2
No prerequisites Superior Responsive Programming
1 BP
By removing nonessential armor, it is possible to get an Invention 3
automaton to move as quickly as a kobold; the downside responsive programming invention
is they tend to get squished in about the same manner.
Automatons that are built using this design philosophy This invention replaces responsive programming when
have a +10 ft bonus to their base land speed, but take a 2 installed. The automaton may make attacks of
penalty to AC. opportunity against any creature that passes through a
threatened square.
Stout Design (Design)
1 BP Supreme Charges
Invention 1 3 BP
No prerequisites Invention 5
highyield charges invention
By looking to nature, a clever tinker can come up with
triedandtrue designs for his automatons. For example, This invention replaces highyield charges when installed
an automaton that uses the philosophy inherent in all and increases damage dealt by the Kamikaze Directive
dwarves, slow, stout, and steady, gains a +1 bonus to its innovation and Contingent Kamikaze greater innovation
Strength, but takes a 1 penalty to its Dexterity. abilities by 4d6 fire damage.
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The Tinker ‐ Master of Modular Mechanical Mayhem
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A simple upgrade to the motor control center of the So ordered, the automaton moves the entirety of its base
automaton makes it surprisingly adept at bringing its land speed and attacks all individuals within trip reach,
weapons to bear. The automaton gains the Quick Draw friend or foe, with one combat maneuver of its choice. If a
feat. combat maneuver is successful, the target of the
maneuver is affected by debilitating disarm and searing
Telescoping Trip sunder regardless of the kind of combat maneuver it was.
2 BP If the combat maneuver used is a trip, then searing
Invention 4 sunder deals no damage to an item because an item was
tripper invention not targeted. Instead, the tripped creature takes 4d6 fire
damage.
This invention installs telescoping appendages all over the
automaton, increasing the reach of all trip attempts by 5 This invention can be used once daily .
ft.
Total Repair Module
Tempered Armor (Design) 3 BP
3 BP Invention 6
Invention 5 Craft (armor) 10 ranks
No prerequisites
A bundle of extra standardized parts with their own
By tempering the armor of an automaton, this design installation mechanisms have been entrusted to this
vastly increases its survivability, provided there’s plenty automaton. As part of a use invention directive, it can use
of metal to temper. The automaton gains DR 1/. This these standardized parts, repairing 50 points of damage to
damage reduction is increased by the natural armor itself. Given their integration into the automaton, this
bonus of the automaton. invention, unlike other repair inventions, cannot be used
on another automatons.
Thick Armor
1 BP An automaton whose master has the Support
Invention 2 Programming innovation does not need to be told to use
No prerequisites this invention. It knows when to use it.
This invention replaces thick armor when installed and Triple Barrel Injector
grants the automaton a +2 enhancement bonus to its 4 BP
natural armor bonus. Invention 6
double barrel injector invention
Thickest Armor
1 BP This invention replaces double barrel injector when
Invention 6 installed and functions just like a potion injector, but has
thicker armor invention three vials on a rigid mechanism rather than just one.
When injecting a potion, the automaton instead injects all
This invention replaces thicker armor when installed and three potions at once.
grants the automaton a +3 enhancement bonus to its
natural armor bonus. 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.
27
The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
This invention replaces twin vial injector when installed It’s not pretty, but it’ll do. The automaton gains the Two
and functions just like a potion injector, but has three Weapon Fighting feat.
vials on a rotating mechanism rather than just one. When
injecting a potion, the automaton chooses one of the Weapon Mount
loaded potions to inject. 1 BP
Invention 1
In addition, the superior construction of the injector’s No prerequisites
delivery systems causes any potion injected through the
invention to gain a +1 bonus to its caster level. A single crossbow with which the automaton is proficient
may be mounted upon its head, thus freeing up arms, if
Tripper any, for other uses.
2 BP
Invention 2 Wondrous Foundry
No prerequisites 4 BP
Invention 4
The bigger they are, the more the tinker feels it’s a good Independence Script greater innovation,
idea to have somebody else trip it. The automaton gains Craft (any) 10 ranks, Knowledge (arcana) 10 ranks,
the Improved Trip feat and can perform the trip combat mobile station
maneuver.
The automaton gains the Craft Wondrous Item feat. Given
Twin Shock the automaton cannot cast spells, all spells must be
3 BP supplied to the automaton. Note that the technological,
Invention 5 yet quite mundane nature of the automaton makes it
electroshocker incapable of using Spellcraft or Use Magic Device in a way
that would allow it to produce magical items without
Electroshocker now makes two attacks when activated. having the spells supplied to it.
This invention cannot be chosen if electroblaster or
enhanced electroshocker has been chosen.
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The Tinker ‐ Master of Modular Mechanical Mayhem
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Level 13
Augmented Strength
Debilitating Disarm / Searing Sunder / Telescoping Trip
Disarmer/Sunderer/Tripper
Grafted Tentacle
Mechanical Monkling Module
Responsive Programming
Streamlined Design*
Stout Design*
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The Tinker ‐ Master of Modular Mechanical Mayhem
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Level 7 Level 4
Level 10 Level 7
Level 13 Level 10
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The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
Kamikaze Level 20
Level 13 FAQ
Nimble Design*
Q: What happens if I make an automaton that doesn't use
Scorched Earth Module
a melee weapon, but still, for some reason, gets in a melee
Shrapnel Compartment
fight?
Singed Earth Module
A: It slams instead. Slam damage is 1d4 for small, 1d6 for
Static Eruption
medium, 1d8 for large, and 1d10 for huge automatons.
Static Shield, Greater
Supreme Charges
Q: What formulas were used to populate the alpha and
Streamlined Design*
automaton levelup tables?
A: Automatons gain a hit die every 3 tinker levels and +1
Level 16
Str/Dex every 5 tinker levels. The alpha also receives
these bonuses. Further, at tinker level 7 and every 3 levels
Acceleration Unit
thereafter, the alpha gets a hit die and an additional +1
Highyield Charges
Str/Dex. Have fun extending your tinker into epic levels if
Nimble Design*
you're still playing 3.5!
Scoured Earth Module
Shrapnel Compartment
Q: How do I translate the tinker to 3.5?
Static Eruption
A: Give yourself a bonus innovation at 1st level and make
Static Shield, Greater
the hit die a d6. This cleans up a lot of the problems you're
Streamlined Design*
going to have with the class early game.
31
The Tinker ‐ Master of Modular Mechanical Mayhem
Interjection Games
OPEN GAME LICENSE Version 1.0a 8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
The following text is the property of Wizards of the Coast, Inc. and is Game Content.
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products contributed to the Open Game License by the Contributor (g) by E. Gary Gygax and Dave Arneson.
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The Tinker: Master of Modular Mechanical Mayhem, Copyright 2013
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