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Page 1: The Tinker

25

The TinkerMaster of Modular Mechanical

Mayhem

InterjectionGames

Compatibi l ity with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from PaizoPublishing, LLC. See http: //paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying

Game. Paizo Publishing, LLC does not guarantee compatibi l ity, and does not endorse this product.

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Page 2: The Tinker

Contents

The Tinker 1Table: The Tinker 3Table: Automatons 5Table: The Alpha 6

Feats 7

Innovations 8Greater Innovations 10

Invention List 12Invention Book 16

Example Automaton Configurations 29

Legal 32

The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

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Page 3: The Tinker

The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

THE TINKER

For some, the smell of oil is akin to that of a fine perfume,the rush of invention is the only motivation one needs,and the eternal battle against corrosion is a constantannoyance. These individuals, the tinkers, are exemplarsof the unfettered creative spirit. It is this creative spirit,the constant thirst for new ideas, that propels them toseek the unknown, whether it be found in a library or inthe dark depths of an ancient tomb. Supported by a vastarray of custom automatons, an experienced tinker, whilenot a fierce combatant on his own, commands anexceptionally versatile squadron that more than makes upfor his own deficiencies.

Role: Tinkers deploy and give Directives to a squadron ofmechanical automatons built from custom blueprints.Whether commanding from the rear or charging in withthe pack, a clever tinker has a set of blueprints for anysituation. Further, a tinker's exploration into theunknown gives him proficiency with the theory of magic,if not its practice.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 x 10 gp (average 105 gp.) Inaddition, each character begins play with an outfit worth10 gp or less.

Class Skills

The tinker's class skills are Appraise (Int), Craft (Int),Disable Device (Dex), Knowledge (arcana) (Int),Knowledge (engineering) (Int), Knowledge (geography)(Int), Knowledge (history) (Int), Knowledge (local) (Int),Linguistics (Int), Perception (Wis), Profession (Wis),Spellcraft (Int), Use Magic Device (Cha)

Skill Ranks per Level: 4 + Int modifier

Class Features

All of the following are class features of the tinker.

Weapon Proficiency: Tinkers are proficient withsimple weapons.

Armor and Shield Proficiency: Tinkers are proficientwith light armor and shields (but not tower shields). Atinker wearing armor or using a shield with which he isnot proficient incurs a failure chance equal to the item'snormal arcane spell failure chance to his deployautomaton and directives class features. As it turns out, itis particularly difficult to perform all of the ridiculouspantomiming necessary to get an automaton to do thetinker's bidding when the tinker doesn't understand howhis full plate works.

Inventions and Blueprints

Rather than cast spells, a tinker knows inventions drawnfrom the invention list. A tinker must design and preparea number of blueprints using his inventions ahead oftime.

To learn or use an invention, a tinker must have anIntelligence score equal to at least 10 + the inventionlevel. The Difficulty Class for a saving throw against atinker's invention is 10 + 1/2 the tinker's class level + thetinker's Intelligence modifier unless stated otherwise inan invention's entry.

A tinker may know any number of inventions. He mustchoose and prepare his blueprints ahead of time bygetting 8 hours of sleep and spending 1 hour studying hisinvention book. While studying, the tinker decides whichinventions to place into each blueprint.

Blueprints: A blueprint is a schematic containing anumber of inventions. A tinker begins play with a singleblueprint, plus additional blueprints equal to hisIntelligence modifier / 3, rounded down, minimum 0.Each blueprint can contain a number of inventions whosebuild point (BP) total is equal to or less than the tinker'sclass level. At 5th and every 5 levels thereafter, the tinkerreceives an additional blueprint, for a total of 5 blueprintsat 20th level.

Invention Books: A tinker must study his inventionbook each day to refresh his daily uses of the deployautomaton class feature (see below). He cannot placeinventions not recorded in his invention book into ablueprint. A tinker begins play with an invention bookcontaining 3 + the tinker's Intelligence modifier 1st­levelinventions. At each new tinker level, he gains two newinventions of any invention level or levels that he canunderstand (based on his new tinker level) for hisinvention book. At any time, a tinker can also addinventions found in other invention books to his own.

The process of copying inventions from another tinker'sinvention book tends to result in professionaldisagreements between two tinkers. Whether by adding anumber of "corrections" or by getting so excited that aninkwell tips, the original copy of the invention isessentially ruined. As such, wise tinkers produce copies oftheir inventions for each others' consumption rather thantrade invention books.

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The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

Deploy Automation (Ex): At 1st level, the tinker hasalready become capable of bestowing a semblance of lifeupon totally lifeless matter (a fact that has created many arivalry between necromancy institutions and tinkercolleges). A tinker's first great challenge is the selection ofthe power source that he will use for the remainder of hiscareer. Given the nature of automatons, it really could beanything. The spirit of adventure, the power of friendship,greed, crystals, unicorn blood, and baby puree have allbeen used at some point or another.

Regardless of the power source used, as a standard actiononce per day per tinker level, the tinker builds anddeploys a small construct whose design is one of theblueprints he prepared that morning. This construct,known as an automaton, is completely mindless, has noskills, never gains feats, and is reliant upon the tinker forall instruction and motivation. As such, complex routinessuch as combat maneuvers or attacks of opportunity areimpossible for an automaton. If not given an order, itmerely shuffles about within 30 feet of the tinker, staringat him expectantly. When a tinker first deploys anyautomaton, he may give it a directive as a free action.

At 1st level, a tinker may only have one automatondeployed at a time; however, the increased organizationalcapacity of an experienced tinker's mind slowly allowsthis number of increase. At 7th level, a tinker may have upto two automatons deployed at once, while at 13th level, atinker may have up to three automatons deployed at once.If the tinker attempts to deploy more automatons than hehas the organizational capacity to handle, the oldestautomaton in the group immediately shorts out andcannot be repaired.

Directives (Ex): At 1st level, a tinker has learned to givehis automatons terse commands in such a way that theyare easy to understand and follow out, but don't makemuch sense to those who don't give commands of this sortfor a living. Given its similarity to the gobbledygook ofmagic, a successful Spellcraft check against a DC of 10 +1/2 the tinker's level + the tinker's Intelligence modifieridentifies the directive being given and to whom.Characters with the ability to learn inventions get a +4 tothis roll.

As a standard action, the tinker can give any of hisautomatons within 60 feet one of the following directives.Directives are followed to the letter and will be performeduntil another directive is given. Directives continue to berun should the tinker fall unconscious, but, should thetinker die, the automatons immediately go idle.

Attack ­ The automaton attacks the nominated creaturewith a weapons system determined by the tinker, be itmelee, ranged, or a specific special invention. Rangedweapons systems can have multiple targets designated ifthe system is capable of firing multiple shots per round. Ifthis is done, the automaton splits its attacks evenly. If theautomaton runs out of ammunition or charges for anyparticular system, it will default to melee combat. Shouldthe creature be out of reach of melee combat, this will notstop the automaton from trying incessantly. Should theautomaton's target fall, it will continue to maul thecreature's body as if nothing had changed.

Defend ­ The automaton follows the nominated creatureat a distance set by the tinker. If the nominated creature isattacked, the automaton treats the attacker as the targetof an attack directive. Given the simplicity needed fordirectives, an automaton is not intelligent enough to stopattacking a threat once it has been eliminated and willneed to be manually reset to a defend directive by itstinker.

Follow ­ The automaton follows the nominated creatureat a distance set by the tinker.

Go ­ The automaton goes to the nominated place atwalking speed.

Idle ­ The automaton follows the tinker at a distance setby the tinker, but will not make any other action. If nodistance is given, perhaps by another directive beingcompleted, the automaton will maintain a respectful 30feet, if possible. It will also stare awkwardly.

Support ­ The automaton follows the nominated creatureat a distance set by the tinker. If the nominated creature isa construct or another automaton, it will use any repair kitinventions it has on its person, if any, on the creature it isfollowing should that creature be injured. If thenominated creature is living, it will use any potion injectorinventions it has on its person, if any, on the creature it isfollowing should that creature be attacked. An automatonwill continue to use repair kits or potions until out ofthem, at which point it goes idle.

Alternatively, the tinker can give an automaton explicitinstructions to use specific assets immediately rather thanwait for a trigger.

Use Invention ­ The automaton uses an installedinvention. As the use of an invention is a standard action,this can be combined with a go directive shouldpositioning be a concern.

Use Skill ­ The automaton uses a skill in which it has atleast 1 rank. Unlike biotics, the use of any skill, evensomething as natural as Perception, is a standard actionfor an automaton, unless it normally takes longer.

HALT! (Ex): At 1st level, the tinker has already learnedwhat happens when an automaton is not kept totally up todate. It tends to do things the tinker didn't want, some ofwhich result in suspensions at tinker college. As a freeaction, the tinker can immediately clear all orders on allcurrently deployed automatons, returning them to an idlestate, complete with the shuffling and the awkwardstaring.

Innovations (Ex or Su): As a tinker gains experience,he learns how to optimize his automatons for theparticular tasks at hand. At 2nd level, and every 4 levels oftinker attained after 2nd level, the tinker gains aninnovation. A tinker cannot gain an innovation more thanonce unless stated to the contrary in the entry for thatparticular innovation. (See section Tinker Innovations)

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The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

Master's Presence (Su): At 1st level, the tinker hasdevised a means to forge a link between himself and hisautomatons. If an automaton is within 30 feet of thetinker, it gain the tinker's base attack bonus as an insightbonus to its attack rolls, armor class, and combatmaneuver defense. Additionally, the automaton uses thetinker's base attack bonus instead of its own base attackbonus for calculating combat maneuver bonus if thetinker's bonus is greater. Finally, the automaton gains thetinker's base saving throw bonuses as an insight bonus toits own saving throws. At 9th level, the range of master'spresence increases to 60 feet.

Scribe Invention (Ex): At 1st level, the tinker learnshow to properly draft his inventions for distribution totinkers and juggernauts of industry. Though not magicalin nature, tinker inventions tend to be hideouslycomplicated and require specialized grid paper (anexpensive commodity) to be made properly. As such,tinker inventions have the same cost to produce as woulda magic scroll whose spell level and caster level equals theinvention level and the minimum tinker level tounderstand it, respectively. When written into aninvention book, the process of making little annotationsall over the place on the original scroll tends to ruin it, asis described in Invention Books above. A tinker may onlyproduce copies of inventions from his own invention bookwithout ruining the original.

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The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

Craftsman (Ex): At 2nd level, the tinker is well on hisway to becoming a master craftsman. The tinker gains abonus equal to half his level, rounded down, to all Craftskill checks.

The Alpha: At 4th level, the tinker has perfected whatmay very well be his greatest creation ever. Investingmuch more than its fair share of resources (metal, time,baby puree, etc.) in the endeavor, the tinker creates aspecial automaton. This automaton is a medium constructthat takes actions on its own without the need fordirectives, has an Intelligence score of 10, does not gainskills, and gains a feat upon starting play and anadditional feat for every three hit dice it possesses.Further, given it's increased size, the automaton'sblueprint can contain a number of inventions whose buildpoint (BP) total is equal to or less than the tinker's classlevel + 5. Immediately upon the completion of the design,this automaton is deployed and it stays deployed. Giventhe alpha is completely autonomous, it does not counttoward the tinker's maximum number of simultaneouslydeployed automatons.

Acting as the tinker's primary bodyguard and cohort, thealpha is far too expensive to be easily replaced should itfall. Rebuilding the alpha requires 1,000 gp worth ofmaterials for each hit die it possessed. Further, the tinkerfinds the alpha to be far too complex to get in there andmuck with its systems on a daily basis. The alpha's featselection is permanent even if it is totally rebuilt, while itsinvention loadout can only be altered when the tinkergains a level or when the alpha is totally rebuilt.

Greater Innovation (Ex): As a tinker gains experience,sometimes his innovations aren't just mere optimizations.Sometimes, they're actually downright groundbreaking.At 5th, 10th, and 15th level, the tinker makes just such aninnovation, thus gaining a greater innovation. (Seesection Greater Innovations)

The Swarm (Su): At 11th level, the tinker finishesbuilding a miniscule construct with a short lifespan andthe ability to make copies of itself. Almost immediately,this thing consumes all the useful materials in hisworkshop and produces a massive swarm of its own. Asthe dust (nanobot corpses) clears, the tinker realizes thathe isn't going to die. In fact, this swarm appears to beawaiting his orders. Most excellent.

The swarm can be used to fetch objects at will as though itwere a mage hand with a maximum load of 40 pounds.Further, the swarm has three charge points that refresheach day at dawn. The following abilities all cost onecharge point to use. As a standard action, the tinker canorder the swarm to turn raw materials into a finishedproduct as the fabricate spell. Upon reaching 14th level,the swarm has grown advanced enough to process livingcreatures. Treat this as the disintegrate spell, but if it killsthe creature, it immediately fabricates the corpse insteadof vaporizing it. At 17th level, the swarm can do the sameto all creatures, as well as reshape persistent magicaleffects with hit points, such as a wall of force. For each ofthese, the DC is 10 + 1/2 tinker level + Int modifier andthe caster level is equal to the tinker's class level ­3. Giventhe swarm is mechanical, these abilities all ignore spellresistance; however, damage reduction applies.

Line of Succession (Su): At 20th level, the tinkerrealizes that he won't live forever and works to find a wayto keep his legacy going long after he's gone. By building aline of succession into his automatons, he achieves justthat.

Constitutional MonarchyThe Constitutional Monarchy Line of Succession is less aplan and more of a horrible accident. You install a neuralnetwork into your automatons with the intent of makingcommunication with them easier. As soon as it isswitched on, the automatons begin to pipe up aboutproper representation.

Benefit: All automatons other than the alpha gain +2 HDand have an Int of 10 if this would be an improvement.

As soon as Constitutional Monarchy is taken, the tinker,his alpha, and all deployed automatons are dazed for oneround as his automatons scream out for properrepresentation. During this one round, all entities dazedin this way argue and bicker about who should lead who.Depending on the player's playstyle, the selection of whobecomes the new leader can either be roleplayed (this isvery strongly recommended for at least the first instanceof this happening) or randomly chosen from a list of thetinker, his alpha, and all of the tinker's other blueprints.The selected entity gains all of the tinker’s tinker classfeatures. If the tinker is not the current leader, he loses allof these class features. Further, if the selected leader isnot a currently deployed automaton, it is immediatelydeployed. Leadership lasts for one week or until death, atwhich point the tinker, his alpha, and all deployedautomatons are once again dazed for one round and theprocess begins anew.

Given the nature of the neural network, automatons nolonger require directives and behave autonomously, muchlike the alpha. In addition, the tinker and his automatonscannot be flanked unless they all are flanked. Finally, allmembers of the neural network share skills. If anymember of the network has more ranks in a skill than anyanother member of the network, then all other membershave that many ranks in that skill.

ProgenitorThe progenitor line of succession focuses on making thealpha the heir apparent, an absolute mechanicalmasterpiece so well groomed for the task of being atinker that some tinkers may eventually feel as thoughthey created a far superior being with their own twohands.

Benefit: The alpha gains +5 HD, +2 Str, +2 Dex, and +10Int.

If the tinker should ever die, the alpha gains all of histinker class features. This new Alpha­tinker can make itsown alpha, but this new alpha does not gain the hit dice,Strength, and Intelligence granted by the progenitor lineof succession. Should the tinker ever return to life, theAlpha­tinker will revert back to its initial alpha state.Further, the Alpha­tinker's alpha will no longer be linkedto the rest of the group and will wanderoff to forge its owndestiny.

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The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

GavelkindThe Gavelkind Line of Succession focuses on distributingpower such that the entire team must be destroyed inorder to actually stop it. If a single automaton survives,everything will return eventually.

Benefit: All automatons gain +1 HD and have an Int of10 if this would be an improvement. Your automatons nolonger require directives and behave autonomously, muchlike your alpha. Automatons can now deploy automatonsof their own blueprint and can rebuild the alpha if it isdestroyed. Finally, your alpha is fitted with a specialdevice that can cast true resurrection on the tinker onceper month if he is killed.

The Automatons

The bread and butter of the tinker's arsenal, a tinker'sautomatons can fulfill whatever role the designer's littleheart desires. Mindless to the point of not even fightingback when attacked while in an idle state, however,automatons present a challenge to those who do not havethe organizational skills necessary to order around a smallsquadron of followers.

As mentioned before, automatons are mindless, and thusgain neither skills nor feats. It is very important to notethat automatons require programming to do every littlething that life takes for granted. As such, an automatoncannot make any skill checks untrained. Further,whenever an invention grants an automaton the ability touse a certain type of weapon, it is assumed that thedeployment of the automaton provides it with a standard,non­masterwork example of that weapon. An automatonhas no idea what to do with items, magical or otherwise,that are handed to it. As such, an automaton has noequipment slots and must make do with what it isdeployed with, with the exception of having certaininventions, such as potion injectors, alchemical explosivecompartments, and quivers, refilled by an ally.

Wakeup Call (Ex): Upon reaching 2 hit dice,automatons gain a slight semblence of sentience andbegin to show their own personality quirks rather thanblank stares when idle.

Can We Help? (Ex): Having watched the tinker do somany a time, upon reaching 4 hit dice, the automatonsgain the ability to assist the tinker with his crafting.Whenever the tinker makes a Craft check, theautomatons, of their own free will, mind you, boundforward and make Aid Other checks, even if they do nothave a rank in the Craft skill being performed.

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Table: Automatons

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

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The Tinker ‐ Master of Modular Mechanical MayhemInterjection Games

The Alpha

The tinker's pride and joy, the alpha is an autonomousautomaton with additional hardpoints used to carryaround the many inventions the tinker otherwise simplywouldn't utilize. Endowed with an enhanced logic matrixthat mimics the functions of a sentient lifeform, the alphacan make skill checks untrained. The alpha's logic matrixis somewhat fragile, however, and the presence of magicalauras will destabilize it over time. As such, the alphacannot use magical equipment, nor does its design allowit to wear armor. That being said, the logic matrix of thealpha allows it to learn where other automatons simplymust be told what to do. Upon creation and uponattaining every third hit die, the alpha gains a feat.

As stated earlier, given the alpha is autonomous and iscapable of choosing its own actions, including attacks ofopportunity and combat maneuvers. In fact, an advancedalpha can act as a secondary tinker while the tinker doeswhat it is he needs to do.

For the purpose of inventions, innovations, and tinkerclass abilities, the alpha counts as an automaton. It ismerely a very special automaton.

Drill Sergeant (Ex): Upon reaching 5 hit dice, thealpha, having seen its tinker bark out orders to theautomatons, finally catches on to how it's done. The alphagains the directives class feature and can order about theautomatons as though it were the tinker.

Torch Runner (Ex): Upon reaching 11 hit dice, thealpha's observations of its master have borne further fruit.Should the tinker ever fall unconscious or die, the alphagains the ability to pick up its master's tools and deployautomatons from the tinker's existing blueprints. For theduration of the tinker's incapacitation, the alpha gains themaster's presence and deploy automaton class features,though it does not have the knowhow to alter theblueprints its fallen master left behind. The alpha istreated as a tinker of its hit dice count for the purpose ofdetermining how many automatons it can have deployedat any one time.

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Table: The Alpha

*Drill Sergeant and Torch Runner can be acquired earlier than shown if the tinker invests in HD increasingInnovations.**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 MayhemInterjection Games

Favored Class Bonuses

Instead of receiving an additional skill rank or hit pointwhenever they gain a level in a Favored Class, some raceshave the option of choosing from a number of otherbonuses, depending upon their Favored Classes. Thefollowing options are available to the listed race who havetinkers as their Favored Class, and unless otherwisestated, the bonus applies each time you select the listedFavored Class reward.

Dwarf ­ Treat the dwarf's tinker class level as 1/2 higherfor the purpose of the craftsman class feature.

Elf ­ Add one invention from the tinker invention list tothe tinker's invention book. This invention must be atleast one invention level below the highest invention levelthe tinker can install, minimum 1.

Gnome ­ Add 1/3 of a build point to the tinker's alpha.

Half­elf ­ Add 1/6 of an innovation.

Human ­ Add 1/6 of an innovation.

Puddling ­ Add 1/6 of a blueprint.

Feats

EXTRA INNOVATION

Sacrificing your growth as an individual, you worktirelessly to improve your automatons instead.

Prerequisites: Deploy Automaton class feature

Benefit: You gain an additional innovation. You mustmeet all of the prerequisites for this innovation.

Special: You may take the Extra Innovation feat multipletimes. Each time, select a new innovation.

HONORARY TINKER

Through careful observation of a tinker and hisautomatons, you figure out how he does it, to someextent.

Prerequisites: Int 15, Spellcraft 5 ranks

Benefit: You gain the ability to give directives toautomatons that are currently idle, given a defend orsupport directive targetting you, or following a directiveyou have already given it. If the master of an automatongives it a directive, it is impossible for you to override it.You may only give directives that are in the standard listof directives. As such, Kamikaze, among others, cannot beused.

If you are a tinker, this limited control over automatonsextends to the automatons of other tinkers.

Normal: Nobody can give an automaton directives otherthan its creator.

RETALIATION

Having begun to see the automatons as friends andallies, you whip up into a rage when you see one fall.

Prerequisites: Honorary Tinker

Benefit: Whenever a creature reduces an automaton to 0hp, it provokes an attack of opportunity from you.

WE FIGHT AS ONE

These automatons really are smarter than you oncethought!

Prerequisites: Honorary Tinker, any two teamworkfeats

Benefit: As a swift action, select one of your teamworkfeats. You treat all automatons as though they have thatfeat for 1 round.

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