TEXT: 25
  Remedial Tinkering
  Happier Little
  Automatons
  Interjection
  Games
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  Remedial Tinkering ‐ Happier Little Automatons
  Interjection Games
  Remedial Tinkering: Happier Little
  Automatons
  It's a happy little expansion to a happy little expansion,
  but that'll be our little secret.
  Introduction
  There's not all that much to say here. Paint inventions
  have been deemed awesome, so more of them live right
  here.
  Level Range: 1­10*
  *Though a tinker can have everything in this expansion by
  level 10, the actual usefulness of these inventions should
  continue for much longer than that.
  Further Reading
  Happier Little Automatons links into rules presented in
  the following tinker expansions. With the exception of
  Happy Little Automatons, of which this expansion is a
  direct sequel, these other expansions are not needed to
  use any of the contents of this document, but the tinker is
  large enough that the whole is greater than the sum of its
  parts, and further build ideas will likely become available
  to those with the following in their library.
  Remedial Tinkering: Arcanotech
  Remedial Tinkering: Happy Little Automatons
  Remedial Tinkering: Obligatory Lovecraft Expansion
  Tinkering 301: Pimp My Alpha
  Under the Knife: The Grafter, a Tinker Prestige Class
  Invention Subtypes Cheat Sheet
  Alpha ­ Inventions with the alpha subtype can only be
  added to an alpha automaton blueprint, and only one
  alpha invention can be added to an alpha automaton
  blueprint at any one time.
  For a selection of innovations that twist the rules of this
  subtype, see Tinkering 301: Pimp My Alpha.
  Arcanotech ­ Inventions with the arcanotech subtype are
  adapted from magic, and since magic has a tendency to
  make automatons malfunction, only a single arcanotech
  invention can be added to a blueprint at any one time.
  For a selection of innovations that twist the rules of this
  subtype, see Remedial Tinkering: Arcanotech.
  Design ­ Inventions with the design subtype interact with
  the designer innovation. Further, tinkers with the grafter
  prestige class cannot graft inventions with the design
  subtype onto non­automaton creatures.
  The primeval subtype, designs have been around since the
  initial tinker release. Rules that manipulate this subtype
  are fairly common throughout the expansion canon.
  Firework ­ Firework inventions are special ammunition
  and occupy space in compartments as though they were
  alchemical goods.
  For a selection of innovations that twist the rules of this
  subtype, see the free Remedial Tinkering: Rocket's Red
  Glare.
  Paint ­ Inventions with the paint subtype specifically
  interact with a number of inventions that layer on paint
  after automaton deployment or consume layers of paint
  for temporary benefit. An automaton can only have one
  paint invention applied to it at any one time, though some
  innovations and inventions can break this rule.
  For a selection of innovations that twist the rules of this
  subtype,
  see
  Remedial
  Tinkering:
  Happy
  Little
  Automatons and Remedial Tinkering: Happier Little
  Automatons.
  Propellant ­ Inventions with the propellant subtype
  modify all fireworks present in a single compartment at
  the time of automaton deployment. Only one propellant
  invention can be added to a compartment full of fireworks
  at any one time. may happen to have.
  New Innovations
  The Artist Afro
  Requires: Chromatic study innovation
  You
  grow
  out
  a
  stereotypical
  artist's
  afro
  of
  such
  proportions that it is treated as a separate target for the
  purpose of the chromatic study innovation. The afro still
  registers as part of "you", so your afro gains all benefits of
  the chromatic study innovation; the end result is that the
  afro can be painted with one type of paint, the rest of your
  body with another type of paint, and you gain the benefits
  of both. Your afro is an eternal concept; even if your hair
  is cut, targeting your nonexistent afro with a paint
  invention results in a dome of paint that hangs in the air
  just above your head.
  Artistic Crisis
  Requires: Know any two paint inventions
  No, no, no! That color won't do at all! Whenever you
  deploy
  an
  automaton
  whose
  blueprint
  contains
  an
  invention that has both the design and paint subtypes,
  you may have the automaton permanently lose that
  invention and gain any other invention that has both the
  design and paint subtypes. This is a free action.
  Infuriating Fumes
  Requires: Know any four paint inventions
  Paint fumes are downright distasteful, so you take things
  one step further and promote actual paint­based rage.
  Whenever
  one
  of
  your
  automatons
  gains
  a
  paint
  invention,
  that
  automaton
  and
  all
  other
  friendly
  automatons within 20 feet become enraged in the most
  incendiary of manners for 1 round. Whenever an enraged
  automaton deals damage by any means, whether it be
  from a physical attack, spell, activated invention, or even
  a passive defensive ability, it deals an additional point of
  fire damage. Grafted creatures are counted as automatons
  for the purpose of this ability, and you count as an
  automaton for the purpose of this ability if you have the
  chromatic study innovation.
  1
  
  Remedial Tinkering ‐ Happier Little Automatons
  Interjection Games
  Invigorating Fumes
  Requires: Know any four paint inventions
  Paint fumes are natively quite awful, so you've thrown in
  some additives that make the fumes useful for the
  adventuring
  profession.
  Whenever
  one
  of
  your
  automatons gains a paint invention, that automaton and
  all other friendly automatons within 20 feet gain 2
  temporary hit points that last for 1d4 rounds. These
  temporary hit points stack to a maximum of one­half your
  tinker
  level,
  rounded
  down
  (minimum
  2).
  Grafted
  creatures are counted as automatons for the purpose of
  this ability, and you count as an automaton for the
  purpose of this ability if you have the chromatic study
  innovation.
  New Greater Innovations
  Fume Focus
  Requires: Infuriating fumes innovation
  OR invigorating fumes innovation
  If you have the infuriating fumes innovation, then your
  enraged automatons become absolutely livid if affected by
  the infuriating fumes innovation while already enraged.
  Whenever an absolutely livid automaton deals damage in
  any manner, whether it be from a physical attack, spell,
  activated invention, or even a passive defensive ability, it
  deals an additional point of electricity damage. When an
  automaton ceases to be enraged, it also ceases to be
  absolutely livid. In addition, all additional damage dealt
  by
  the
  infuriating
  fumes
  innovation
  ignores
  energy
  resistance, but not energy immunity.
  If you have the invigorating fumes innovation, the
  temporary hit points it grants stacks to a maximum of
  your tinker level rather than one­half your tinker level.
  Additionally, the automaton that triggers the invigorating
  fumes innovation (ie the automaton gaining the paint
  invention) invention is healed for 3 hit points of damage.
  Non­automaton creatures masquerading as automatons,
  such as a tinker with the chromatic study innovation or
  grafted creatures, gain no benefit from this healing, but
  still gain the temporary hit points, as normal.
  Innovation Focus
  Rather than gain a new greater innovation, you gain two
  innovations. You must meet their prerequisites.
  New Inventions
  Acrylic Armor Formulation
  2 BP
  Invention 5
  Any one of ­ ablative paint invention
  OR asbestos paint invention
  This invention requires ablative paint or asbestos paint.
  Whenever an automaton with this invention activates the
  ablative paint invention or the asbestos paint invention,
  it gains 5 temporary hit points that last until the
  beginning of its next turn.
  Caustic Coating (Design, Paint)
  1 BP
  Invention 2
  No prerequisites
  An automaton with this invention is covered in a thin
  layer of a nonreactive wax, then coated with a caustic,
  sickly green paint. Creatures that hit the automaton in
  melee spatter this paint all over themselves, taking 1 point
  of acid damage.
  Chromatic Enhancement Unit
  2 BP
  Invention 4
  Any one paint invention
  An automaton with this invention gains double benefit
  from all paint inventions on its blueprint. For example, an
  automaton with the caustic coating invention now deals 2
  points of acid damage to creatures that hit it in melee, an
  automaton with the distinct lack of color invention now
  has DR 2/­, and an automaton with drab and diminutive
  is now treated as though it were two size categories
  smaller for the purpose of attracting creatures that
  ambush small prey. Paint inventions that can only grant
  benefit a limited number of times per day, such as all the
  colors or sapphire tint, are unaffected by this invention.
  Chromatic Heritage Enforcer
  1 BP
  Invention 2
  Any one paint invention
  An automaton with this invention is equipped with the
  ability to pass on its painterly heritage to its fellows.
  When it is reduced to 0 or fewer hit points, the nearest
  friendly automaton or grafted creature within 30 feet is
  splattered
  with
  its
  heart's
  paint,
  gaining
  all
  paint
  inventions this automaton had, but replacing any other
  paint invention that individual had. If two qualifying
  creatures tie for closest to the automaton with this
  invention, then the automaton may choose its successor.
  An automaton or grafted creature can support multiple
  paint inventions at once if given them in this manner.
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  Remedial Tinkering ‐ Happier Little Automatons
  Interjection Games
  Chromatic Memory
  X BP (min. 1)
  Invention 3
  Any one paint invention
  Whenever an automaton with this invention gains a paint
  invention that replaces (not "loses") a paint invention
  other than primer coat, it retains the benefits of the
  replaced invention for X rounds, where X is 1 + the
  number of BP spent on this invention. Though it retains
  the benefits of these inventions, they are no longer treated
  as part of the automaton's blueprint.
  Convenient Warpaint Subroutine
  1 BP
  Invention 2
  Whenever an automaton with this invention reduces any
  creature to 0 or fewer hit points, it may choose to anoint
  itself with some of that creature's bodily fluids (oil, ichor,
  blood, etc.) as an undirected swift action. An automaton
  that is already anointed cannot gain a second anointment.
  An
  anointed
  automaton
  may
  choose
  to
  lose
  its
  anointment permanently in place of losing a paint
  invention
  permanently
  for
  the
  purpose
  of
  various
  inventions that consume paint to function, such as the
  instant abstract art invention.
  Drab and Diminutive (Design, Paint)
  1 BP
  Invention 2
  Some paints are just boring and make their subject seem
  lesser than it actually is. An automaton or grafted creature
  with this invention is treated as though it were one size
  category smaller for the purpose of being targeted by
  creatures that typically attack the smallest creature first.
  Flammable Gunk Processor
  1 BP
  Invention 2
  Any one paint invention
  An automaton with this invention is built to harvest
  flammables, spread them on an object, and light said
  flammables on fire. As a directed standard action, the
  automaton permanently loses an invention with the paint
  descriptor. If it does, a single weapon wielded by a willing
  non­automaton creature within reach of the automaton
  gains the flaming weapon special ability for 1 round.
  Fume Factory (Alpha)
  2 BP
  Invention 4
  Infuriating fumes innovation
  OR invigorating fumes innovation
  Whenever an automaton with this invention permanently
  loses a paint invention, it triggers the infuriating fumes
  and invigorating fumes innovations, if its master has
  them.
  Instant Abstract Art (Alpha)
  3 BP
  Invention 4
  Any one paint invention
  An automaton with this invention sports a shoulder­
  mounted pod that is filled to the brim with primitive
  missiles tipped with paint "warheads". This invention
  grants the following abilities.
  • As a directed standard action, the automaton launches
  one such missile at a single creature within 60 feet. This
  missile deals 4d6 points of fire damage to the target on a
  successful ranged touch attack and splatters paint in a 10­
  ft. radius from the point of impact. All other friendly
  automatons or grafted creatures in the radius of the
  splattered paint gain the primer coat invention, replacing
  any other paint invention those individuals happened to
  have. The firing automaton cannot splatter itself with
  paint with this ability. This ability can be used three times
  per day.
  • As a directed standard action, the automaton may
  choose to lose an invention with the paint descriptor. If it
  does,
  the
  next
  missile
  launched
  by
  the
  automaton
  splatters paint of the lost invention, not paint of the
  primer coat invention. If a missile is not launched in the
  next hour, the benefit of this ability is lost.
  • As a directed standard action, the automaton may
  choose to lose an invention with the paint descriptor. If it
  does, the next missile it launches has a range of 120 feet.
  If a missile is not launched in the next hour, the benefit of
  this ability is lost.
  • As a directed standard action, the automaton may
  choose to lose an invention with the paint descriptor. If it
  does, the next missile it launches deals acid damage
  instead of fire damage. If a missile is not launched in the
  next hour, the benefit of this ability is lost.
  Paint Hydroplaning Module
  1 BP
  Invention 3
  acceleration unit invention
  Little spouts have been added to the sides of the
  automaton's body. Once per day as a directed move
  action, the automaton may spray paint as it moves,
  removing the primer coat invention from all other friendly
  automatons and grafted creatures within 5 feet of the path
  of its movement. The automaton then replaces the
  removed invention with any one paint invention that is
  part of its blueprint.
  3
  
  Remedial Tinkering ‐ Happier Little Automatons
  Interjection Games
  Poultice Paste (Design, Paint)
  1 BP
  Invention 2
  An automaton with this invention is covered in a
  concoction of roots, yarrow, and other herbs that looks
  like it came right out of an herbalist's stores and promptly
  fell into a can of paint. Whenever this invention is
  replaced, or when the automaton chooses to lose the
  benefits of this invention permanently, it may restore 1d3
  + 1/2 its master's tinker level hit points, rounded down, to
  a willing, living creature that is within its reach as an
  undirected swift action.
  Alternatively, it may instead deal 1d3 + 1/2 its master's
  tinker level points of damage, rounded down, to an
  undead creature within reach as an undirected swift
  action. A successful Will save halves the damage.
  Siphon and Spray
  2 BP
  Invention 3
  Any one paint invention
  An
  automaton
  with
  this
  invention
  sports
  a
  simple
  squeegee manifold and an air­pressure gun cylinder. As a
  directed standard action, the automaton permanently
  loses an invention with the paint descriptor. If it does, it
  sprays a blast of paint at a creature within 30 feet,
  blinding it for 1d3 rounds. A successful Fortitude save
  negates the blindness effect.
  Tag Spray
  1 BP
  Invention 2
  Any one paint invention
  An automaton with this invention is able to "tag"
  creatures such that they're easier to see. As a directed
  standard action, the automaton permanently loses an
  invention with the paint descriptor. If it does, it fires a
  glob of paint at a creature within 60 feet, tagging it for 1d3
  rounds on a successful ranged touch attack. All creatures
  are treated as though they had the Precise Shot feat when
  making a ranged attack against a tagged creature, while
  creatures that already have the Precise Shot feat get a +1
  circumstance bonus to attack and damage rolls made
  against a tagged creature instead.
  Universal Pigment Processor
  1 BP
  Invention 3
  Any one paint invention
  An automaton with this invention sports a modified
  furnace that consumes paint for momentary performance
  gains. As a undirected swift action, the automaton
  permanently loses an invention with the paint descriptor.
  If it does, it gets a +1 luck bonus to all d20 rolls until the
  beginning of its next turn.
  Volatile Spraycoat (Design, Paint)
  1 BP
  Invention 3
  No prerequisites
  An automaton with this invention is covered in a
  magnesium­and­phosphorous amalgam that reacts very
  poorly to scraping. Whenever this invention is replaced,
  or when the automaton chooses to lose the benefits of this
  invention permanently, the next melee attack it makes
  before the end of its master's next turn deals additional
  fire damage equal to 1/2 its master's tinker level, rounded
  down (minimum 1).
  4
  
  Remedial Tinkering ‐ Happier Little Automatons
  Interjection Games
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  Remedial
  Tinkering:
  Happy
  Little
  Automatons,
  Copyright
  2014
  Interjection Games, LLC; Author: Bradley Crouch.
  Remedial
  Tinkering:
  Happier
  Little
  Automatons,
  Copyright
  2016
  Interjection Games, LLC; Author: Bradley Crouch.
  [End of License]
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  5
  
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