TEXT: 25
  Remedial Tinkering
  Happy Little
  Automatons
  Interjection
  Games
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  Remedial Tinkering ‐ Happy Little Automatons
  Interjection Games
  Remedial Tinkering: Happy Little
  Automatons
  It's a happy little expansion, and it starts right here.
  Introduction
  One of the criticisms laid upon tinker expansions is that a
  collection of prestige classes and fancy inventions really
  doesn't do anything to improve the early game of the
  class. In essence, the expansion content shows off what
  you can do later, not what you can do as a neophyte.
  And, ya know what? That criticism was spot on. Like a
  medical school professor spending the vast majority of his
  time instructing on the exotic, "cool" diseases, I missed
  the chance to produce content that would see wide use
  outside of the first read. To that end, Interjection Games
  is proud to present the Remedial Tinkering line. These
  tinker expansions are specifically designed to have heavy
  impact on the class starting at level 1, and provide new
  and interesting subsystems that even the newbiest of
  newbie tinkers can enjoy.
  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
  Happy Little Automatons links into rules presented in the
  following tinker expansions. 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.
  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.
  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.
  Paint *NEW* ­ 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; keep reading!
  New Innovations
  Artiste
  Requires: The alpha class feature,
  know at least two paint inventions
  Beautiful! Whenever your alpha loses an invention with
  both the design and paint subtypes, it retains the benefits
  of the lost invention for rounds equal to your tinker level.
  Binder Study
  Requires: Know at least two paint inventions
  Tiring of the use of primer, you cook up a series of paints
  that bind directly to the material of your automatons. As
  the end result is rather expensive, however, you are forced
  to reserve the final product for yourself. As a standard
  action, you apply any paint invention you know to a
  friendly automaton or grafted creature within reach,
  including yourself if you have the chromatic study
  innovation, replacing any paint invention that automaton
  may happen to have. This ability may be used five times
  per day.
  Chromatic Study
  Requires: Know at least two paint inventions
  You may be targeted as though you were an automaton
  with the primer coat invention. You are always treated as
  though you had the primer coat invention, even after
  being painted, though being painted replaces the benefits
  of all other paint inventions applied to you. In this specific
  case, you are an exception to the rule that an 'automaton'
  can only have one paint invention applied to it at any one
  time.
  Extra Paint
  Requires: Binder study innovation
  You've decided to make more special paint for your
  personal use. The binder study innovation can be used an
  additional five times per day.
  Just Add Fire!
  Requires: Spray nozzles innovation
  It was a simple discovery, but a profound one: spray paint
  + fire = self­defense. As a standard action, you may
  expend two daily uses of the binder study innovation to
  spray flaming paint in a 10­ft. cone, dealing 1d8 points of
  fire damage for every two tinker levels you possess with a
  DC 10 + 1/2 your tinker level + your Intelligence modifier
  Reflex save for half.
  Spray Nozzles
  Requires: Binder study innovation
  You develop spray paint! As a standard action, you may
  expend one daily use of the binder study innovation to
  spray paint in a 10­ft. cone. All friendly automatons or
  grafted creatures in the area gain the primer coat
  invention, replacing any paint invention that individual
  may happen to have. All other creatures in the area are
  blinded for 1 round with a DC 10 + 1/2 your tinker level +
  your Intelligence modifier Fortitude save to negate.
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  Remedial Tinkering ‐ Happy Little Automatons
  Interjection Games
  New Greater Innovation
  Happy Little Accidents
  Requires: Any one of ­ binder study innovation,
  chromatic study innovation,
  or kamikaze directive innovation
  You don't make mistakes; you just have happy little
  accidents. These happy little accidents take on a variety of
  forms.
  • Whenever one of your automatons executes a kamikaze
  directive or a contingent kamikaze, all other nearby
  friendly automatons or grafted creatures are splattered
  with paint, gaining the primer coat invention, but
  replacing any paint invention that individual may happen
  to have. The radius of this effect is equal to twice that of
  the kamikaze itself. (As the chromatic study innovation
  specifically allows you to be targeted as though you were
  an automaton, you can also be splattered with paint in
  this fashion if you have that innovation.)
  • Whenever you deploy an automaton, if you have the
  binder study innovation, you may choose to paint that
  automaton as a free action rather than give it a directive
  as a free action.
  • If you have the chromatic study innovation, you gain the
  benefits of both the ablative paint invention and the
  asbestos
  paint
  invention.
  You
  cannot
  choose
  to
  permanently lose the primer coat invention granted by
  the chromatic study innovation.
  New Inventions
  Ablative Paint
  1 BP
  Invention 2
  Any one paint invention
  Paint isn't just for color; additives in the binder can make
  it useful for other applications! Whenever an automaton
  with this invention is hit by a physical attack, it may
  choose to permanently lose an invention with the paint
  descriptor to gain DR 5/­ against that attack. This is an
  undirected immediate action.
  All the Colors (Design, Paint)
  1 BP
  Invention 3
  No prerequisites
  Liberal application of white paint makes an automaton
  feel like the undead; namely, it just keeps moving even
  when all evidence would suggest it's taken more than
  enough abuse to warrant its shutting down. When an
  automaton with this invention is deployed or when an
  automaton is painted with this invention, it gains 1d8
  temporary hit points that last for 1 minute. Whenever an
  automaton gains benefit from this invention, it cannot
  gain benefit from it again for 24 hours, even if it gets
  repainted somehow.
  An automaton can only have one paint invention applied
  to it at any one time.
  Asbestos Paint
  1 BP
  Invention 2
  Any one paint invention
  When loaded up with asbestos, paint can actually slow
  down
  the
  ravages
  of
  the
  elements.
  Whenever
  an
  automaton with this invention is dealt acid, cold, electric,
  fire, or sonic damage, it may choose to permanently lose
  an invention with the paint descriptor to gain resistance 5
  against
  that
  source
  of
  energy
  damage.
  This
  is
  an
  undirected immediate action.
  Canary Tint (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  Yellow paint has been slathered upon the automaton.
  Creatures
  that
  fail
  their
  saving
  throw
  against
  the
  automaton's kamikaze directive or a contingent kamikaze
  are dazzled for 1 round with no saving throw allowed.
  An automaton can only have one paint invention applied
  to it at any one time.
  Conductive Paint
  2 BP
  Invention 4
  Any one paint invention
  Paint isn't just for color; additives in the binder can make
  it surge with useful energy. As a directed standard action,
  an automaton with this invention permanently loses an
  invention with the paint descriptor. If it does, a 4th­level
  or lower invention of its choice gains a temporary daily
  use. This temporary daily use lasts for 1 minute.
  Crimson Tint (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  Liberal red paint is daubed upon the automaton. When
  the automaton charges, it somehow gains a +5­ft. bonus
  to its base land speed until the end of its turn.
  An automaton can only have one paint invention applied
  to it at any one time.
  Distinct Lack of Color (Design, Paint)
  1 BP
  Invention 2
  No prerequisites
  A coating of tarry black paint grants the automaton DR
  1/­. Modern science has yet to explain how on earth this
  works.
  An automaton can only have one paint invention applied
  to it at any one time.
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  Remedial Tinkering ‐ Happy Little Automatons
  Interjection Games
  Double Coating Support
  1 BP
  Invention 3
  any three paint inventions
  A little foresight lets paint stretch further. An automaton
  with this invention can have up to two paint inventions
  applied to it at any one time.
  Emerald Tint (Design, Paint)
  1 BP
  Invention 2
  No prerequisites
  A coating of bright green paint makes even a mindless
  machine believe it's better than anyone else. Whenever
  another friendly automaton is destroyed, the automaton
  gains a +1 morale bonus to attack and damage rolls for 1
  round. This morale bonus affects the automaton even if
  it's mindless.
  An automaton can only have one paint invention applied
  to it at any one time.
  Homogenization Enforcement Protocols (Design)
  2 BP
  Invention 3
  primer coat invention
  Whenever an automaton with this invention is first
  deployed, it removes the primer coat invention from all
  other friendly automatons within 10 feet. The automaton
  then replaces the removed invention with any one paint
  invention that is part of its blueprint.
  Incendiary Paint
  1 BP
  Invention 2
  Any one paint invention
  Paint isn't just for color; additives in the binder can make
  the stuff burn hotter than the flames of Hell itself.
  Whenever an automaton with this invention takes fire
  damage, it may choose to permanently lose an invention
  with the paint descriptor to burst into flames for 1 minute.
  This choice is undirected. While lit on fire in this fashion,
  its natural weapons deal an additional point of fire
  damage, creatures that hit the automaton in melee take 1
  point of fire damage, and it deals an additional point of
  fire damage if it executes a kamikaze directive or a
  contingent kamikaze. These flames do not harm the
  automaton itself.
  Indigo Daubing (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  Even though an automaton only has emotions insomuch
  as its programming allows, a little daubing of indigo war
  paint finds a way to enhance its performance. It's a
  feature. The automaton gains a +1 resistance bonus to
  saving throws.
  An automaton can only have one paint invention applied
  to it at any one time.
  Painter's Station (Alpha)
  2 BP
  Invention 2
  primer coat invention
  An automaton with this invention is equipped with pots of
  paint corresponding to all of the paint inventions known
  by
  its
  creator.
  As
  a
  directed
  standard
  action,
  the
  automaton may remove the primer coat invention from
  any friendly automaton within reach, replacing it with any
  one paint invention that its creator knows. In addition,
  once per day as a directed standard action, the automaton
  may add the primer coat invention to any one friendly
  automaton within reach, including itself, replacing any
  paint invention that automaton may happen to have.
  Painter's Whirlwind
  2 BP
  Invention 3
  painter's station invention
  This invention requires painter's station. As a directed
  standard action, an automaton with this invention may
  throw paint around in a circle once per day, adding the
  primer coat invention to all friendly automatons within
  10 feet, including itself, and replacing any paint invention
  each of those automatons may happen to have.
  Pretty in Pink (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  An automaton that has been painted pink somehow
  becomes disarmingly adorable. The automaton has a +2
  circumstance bonus to Bluff checks made to feint, and can
  perform the Bluff skill untrained if and only if the skill is
  used to feint.
  Primer Coat (Paint)
  0 BP
  Invention 1
  No prerequisites
  Primer allows paint to stick to a surface more readily. An
  automaton with this invention is a legal target for the
  painter's station invention.
  An automaton can only have one paint invention applied
  to it at any one time.
  3
  
  Remedial Tinkering ‐ Happy Little Automatons
  Interjection Games
  Sapphire Tint (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  A few quick strokes of blue paint makes the automaton
  exceptionally
  lucky.
  When
  an
  automaton
  with
  this
  invention is deployed or when an automaton is painted
  with this invention, it rolls twice and takes the better
  result for the next d20 roll it makes, albeit at a ­2 penalty.
  Whenever
  an
  automaton
  gains
  benefit
  from
  this
  invention, it cannot gain benefit from it again for 24
  hours, even if it gets repainted somehow.
  An automaton can only have one paint invention applied
  to it at any one time.
  Slippery When Wet
  2 BP
  Invention 3
  Any one paint invention
  A few containers of paint thinner allow an automaton to
  slough off paint whenever a bit of local slickness would be
  helpful. As a directed standard action, an automaton with
  this invention permanently loses an invention with the
  paint descriptor. If it does, it creates a 10­ft.­radius blob
  of wet paint on the ground with the automaton at its
  center. This paint remains wet for 2d4 rounds and, while
  wet, has the same properties as an area affected by the
  grease spell.
  Solar­reactive Paint (Design, Paint)
  1 BP
  Invention 2
  No prerequisites
  This shimmering, color­changing paint reacts to the sun
  and
  the
  moon.
  When
  outside
  during
  the
  day,
  an
  automaton with this invention deals +1 fire damage with
  all physical attacks. When outside at night, an automaton
  with this invention deals +1 cold damage with all physical
  attacks.
  Sunrise Hue (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  A splash of orange paint makes the automaton hard to
  catch; if it moves more than 10 feet in a round, it gains a
  +1 dodge bonus to AC until the beginning of its next turn.
  An automaton can only have one paint invention applied
  to it at any one time.
  Violet Tint (Design, Paint)
  1 BP
  Invention 1
  No prerequisites
  A quick dip in purple paint grants the automaton a +2
  luck bonus to Stealth skill checks.
  An automaton can only have one paint invention
  applied to it at any one time.
  Edgecase Rulings!
  The tinker is insanely complex, so let's have some official
  rulings before anyone figures out what I broke with this
  expansion, shall we?
  Ruling: Grafters, Blueprint Legality, and Inventions
  Modifying Blueprints
  Q: A grafter cannot graft inventions with the design
  descriptor onto an organic creature. The primer coat
  invention is not a design invention, but primer coat
  allows some innovations and inventions to apply coats of
  paint to the target. These coats of paint are design
  inventions. How does this work?
  A: The grafter only actively checks for blueprint illegality
  in two situations. First, when creating or modifying a
  graft, the blueprint must be legal before the grafter can
  commit points to it. Second, when maintaining an existing
  graft each day, the blueprint must be legal before the
  grafter can move on. If you can find ways to sneak design
  inventions or bonus BP worth of inventions onto a graft
  blueprint in between those legality checks, such as by
  painting a grafted creature, your graft recipient can go
  ahead and enjoy the extra power. Just be ready to go back
  to a legal blueprint tomorrow morning.
  Ruling: Going over the BP Limit After Deployment
  Q: Tinkers have a very strict limit as to the number of BP
  worth of inventions their automatons can support, yet the
  new paint inventions can actively increase the BP value of
  a deployed automaton. Is this legal?
  A: Once an automaton is deployed, worrying about
  blueprint legality goes out the window. The reason is
  simple: blueprint legality is for blueprints, and a deployed
  automaton is no longer a blueprint. Use every stupid trick
  you can think of to make that deployed automaton a little
  better. It'll love you for it!
  4
  
  Remedial Tinkering ‐ Happy Little Automatons
  Interjection Games
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  Remedial
  Tinkering:
  Happy
  Little
  Automatons,
  Copyright
  2014
  Interjection Games, LLC; Author: Bradley Crouch.
  [End of License]
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  5
  
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