
Lord Mhoram |

Bought this a couple of days ago and creating my first character.
Where does it say the size and movement of the Automatons? I must have missed it. I am in support of the statblock idea.
Great class and great flavor.
I am playing in a gestalt game and rotating between this, Alchemist and Gunslinger for a complete steam-punk character.

bulldogc |
Lord Mhoram, their speed is sized based, so small is 20 feet, medium 30 feet ect.
I have a follow up however to that one, do their base stats change if using Enlarge design per normal monster enlargement rules? Also if the Alpha is given limited use inventions such as the repair kit, how are those items restocked since re-summoning the alpha doesn't really happen too often.

Griffork |
So... Any chance that there's a stat block on the horizon? I've been playing the class using Animated Object as a base - which gives my constructs a hardness 5.
As I'm in an 'epic' party (where everyone is overly powerful) I think this is ok but I was wondering if that's how they're meant to be played or if they have some form of base armour or something?

bulldogc |
I've also got a quick alpha question. Since the simple weapon prof feat applies to all weapons(when taken as a feat) If I give it simple weapon prof as one of his feats, can it then pick up and use any simple weapon I give him? would this extend to armor profs if the armor was specially made for its frame?
Or I suppose, if it has the simple wep prof feat, does it deploy with 1 of every simple weapon?

Interjection Games |

...Bulldog, I'm going to have to actually check a sidebar to answer that one. One moment.
Page 15, sidebar. Top of column 2.
Whenever an automaton is granted weapon
proficiency by an invention, it is assumed to have as
many of that weapon as it needs.
You didn't use an invention to get the proficiency. As such, you would be responsible for giving your alpha its weapons. I had never considered armor, but if you're spending the feats and your GM is amenable to the idea, then yes, you need to supply it.
Personally, I would suggest no increase in price assuming that custom-made armor would have to be masterwork, but the armor is destroyed if the alpha dies.

bulldogc |
The pdf keeps mentioning a superior electroshocker invention without actually providing one. Where is it?
there is a description mentioned in the summary which suggests that it allows 2 out of the 3 exclusive electro inventions to function at the same time. I would suspect at a BP cost of 2, though that's just a guess.

Mediocrevan |

I just got the bundle, and I gotta say I love the class. I just got a couple questions.
1. I think the Tinker Class PDF is out of date in the bundle, or there's a typo in the SMUMFYMAOOF. As it references the "infuse automation" class feature, and I can't seem to find that anywhere else in the base tinker class PDF, so is it just deploy automaton?
2. The ability of the Mechgineer that gives all of his Automatons the Megadroid inovation doesn't remove the restriction of how many inovations a tinker can have out at once, is this intended?

Interjection Games |

1: Infuse Automaton is the old name that I used back in 2012 when I was building the class. I suppose I liked it better on some level. I'll address this, as well as a few other issues with existing products, after I get product submissions from other people and my product submissions to other people squared away.
2: Yes, the mechgineer gets roped into never being able to deploy single-slot automatons, only double and triple. Consider it a way to balance the insanity that is a fully-powered SMUM.

Omikias |

So I have three quick questions regarding the Weapon Mount.
1 - Does the Weapon Mount grant Proficiency with the mounted crossbow, or do I need to also equip the Simple Weapon: Crossbow invention as well?
2 - If it DOES grant Proficiency, is that any crossbow mounted (such as a Heavy Crossbow or a Light Repeating Crossbow) or a specific 'group' (i.e. Simple Weapon Crossbows)?
3 - With the Weapon Mount, how does it affect a 'ridiculous' weapon such as the Double Crossbow (with imparts a -4 to hit WITH proficiency), the Hand Bombard (which knocks you over if not 'braced' against a wall or similar steady object), or the Double Hackbut (which has it's own mini-cart for rolling around).
And while I have the post, much love to ya for making my absolute favorite class (easily outpacing the Experimental Gunslinger in the ridiculousness that I love) and for being so active on the forums. I remember months and months ago asking about how the Automata move around and deal with water (which lead to Tinkering 201 and an awesome free copy). Great times have been had with the Tinker. I've all the Tinker books except for the latest, Under the Knife: The Grafter, which I'm looking forward to getting next check. Looking forward to hearing from ya when you have a moment. ^^

bulldogc |
1 person marked this as a favorite. |
So I have three quick questions regarding the Weapon Mount.
1 - Does the Weapon Mount grant Proficiency with the mounted crossbow, or do I need to also equip the Simple Weapon: Crossbow invention as well?
2 - If it DOES grant Proficiency, is that any crossbow mounted (such as a Heavy Crossbow or a Light Repeating Crossbow) or a specific 'group' (i.e. Simple Weapon Crossbows)?
3 - With the Weapon Mount, how does it affect a 'ridiculous' weapon such as the Double Crossbow (with imparts a -4 to hit WITH proficiency), the Hand Bombard (which knocks you over if not 'braced' against a wall or similar steady object), or the Double Hackbut (which has it's own mini-cart for rolling around).
Ill toss some help into the mix that I think should be on the ball, the easiest way to rule out inventions is like this. If it doesn't say it does it, it doesn't do it. They are all very specific, so with the weapon mount for example, you could provide a bot with a weapon mount for an xbow, but if you don't give it a prof with the weapon that mount never even gets loaded with a weapon, never mind allow the bot to use it. with the special xbows you would likely need gm approval, but since they are both likely exotic profs you wont be getting them quickly. I would assume that the wep prof includes the knowledge to brace when firing the weapon, in which case the bot could do that.

Omikias |

Thought I'd ask here while awaiting on my DM to reply (only been 3 days... >.>) but it's mostly with the idea of it being in the mount would it count as being braced that's kinda in that haze in my head. We're playing in a lvl 17 campaign (first time over lvl 10 with the Tinker) so I've access to the Firearm Proficiency Invention, hence the odd question about the firearms.
Way my brain argues it: on the one hand, it's in a mount without chance of it slipping and such. On the other hand, it's still being 'propped up' by only 2 legs and not a proper weighted mount or a tripod.
@.@ Yea, I just wish I hadn't posted at o'dawn:30 and actually took a proper read of the thread. Surprised no one has done like a FAQ for this class yet. Might just do that if I ever have time not at odd hours of the day and night... XP BTW, thank you for the input bulldogc. ^^

Interjection Games |

@Omikias
I keep putting an FAQ off because I have plans to do a Kickstarted cleanup compilation product someday. I've even got an unreleased prestige class based on The Swarm sitting around waiting for it. One of my better works. The capstone is the Swarm going all 3-D printer on the alpha and making a swarmaton copy :)
Give me a minute to look everything up for you.
1 and 2: No, sir, you will need to pay for proficiency to use a weapon mount.
3: Alright, I think your question can be defused with a quote from firearm proficiency.
"A one-handed firearm can be used in a weapon mount as
though it were a crossbow, though a reloading winch will
not work for obvious reasons."
Looking up your guns, this means a double hackbut, being two-handed, has to go in the automaton's hands, not on its head.
Now, looking up the culverin (hand bombard), you are asserting that the weapon mount counts as a stand. Historically, the culverin stand was a metal rod that went out in front of the shooter to help absorb shock. When his back is not against a wall or the culverin is not in a stand to absorb shock, the firer takes a -4 penalty to hit and is knocked prone. Since shock is only absorbed since the stand is a separate entity from the firer, when using a weapon mount, I honestly can't see any possible conclusion to this other than your automatons constantly falling onto their backsides in a humorous manner when firing culverins. :)
As for the double crossbow, go nuts. You'll need specific proficiency with that exotic weapon, though, which will require level 16 and the feat taken by the tinker. Not exactly efficient, particularly when automatons are a constant fight against TERRIBLE attack modifiers, anyway.
If you want to go for a terrifying firing squad build, let me help you break my class. See the next post.

Interjection Games |
1 person marked this as a favorite. |

Alright, here's a few ways you can make a firing squad automaton swarm dangerous.
Required pieces
Paint Target (Greater Innovation)
As a standard action, make a single attack with
your weapon. If it hits, all of your automatons are given a
directive to attack the creature struck.
Priority: Essential if powergaming Overzealous Execution; High otherwise
This ability is important because it utterly breaks the normal action economy of giving directives in real time. The flexibility of your directives? Not so great.
Swap Out (Greater Innovation)
Three times per day as a full-round
action, you can change a deployed automaton within reach to any
other blueprint you currently have prepared. All limited
use per day inventions on the automaton to be changed
have their uses per day carry over to the new blueprint. If
the new blueprint has limited use per day inventions that
are not on the old blueprint, then those limited use per
day inventions are treated as though they have already
expended all of their uses for the day.
Priority: Low/Medium
A blueprint with heavy emphasis on kamikazes makes this useful for when utility automatons run out of gas. It's also good when overzealous execution is spent.
Overzealous Execution (Innovation)
Whenever you give an automaton a directive, it
gets a +2 circumstance bonus to all rolls for 1 round. Once
an automaton has received this bonus, it cannot receive it
again for 24 hours. (That being said, there's an entire pile
of automatons in your bag waiting to make you proud.)
Priority: Essential
Use of this ability requires some very careful planning. Still, you can get a flask chucker automaton up to five attacks, and, as damage rolls are rolls, that's potentially +10 damage from glass-to-face impact, and +10 damage from fire or acid burns if all of your automatons are freshly deployed. Similar shenanigans are possible with the more exotic firearms.
Bigger and Better (Greater Innovation)
Preferred Blueprint (Innovation)
Constitutional Monarchy (Line of Succession Capstone)
Priority: High, if going to level 20; Low, otherwise
These three abilities together will grant +4 HD to a single non-alpha blueprint, exactly enough to grant that blueprint's output a 3rd attack in its progression exactly at 20th level.
If you go this path, I also recommend maxed Use Magic Device and lots of gratuitous wand whipping :)

Lord Mhoram |

Having just purchased The Age of Electrotech and as ever fascinated by techie classes, I read through and loved the Technician in this book.
So I immediately thought - Hmm...Tinkers have friends, the Technician is about worn gadgets, and spells... the complement each other.
So I knocked this prestige class out today - I tried to make it balanced, but it could easily be overpowered. Will be playtesting it soon.
The Engineer:
The Engineer combines the abilities and technical know how of the Technician and the Tinker, being a master of all things mechanical and electrical.
Prerequisites:
Spellcraft 5 ranks.
2 Innovations (1 from each)
Skill Focus 1 craft skill.
Middle BAB is used.
Reflex is 1 good save.
d8 Hit dice
4+Int skill points
Skills: Craft, Disable Device, Profession, Knowledge (All), Spellcraft, UMD
An Engineer continues to progress is the technical capacity of both classes - He continues to improve his Maximum Automatons, Blueprints, Max invention level and progression of automatons, as well as qualifying for the Alpha when combined levels reach 4th as if he took a level of Tinker. He does not gain Innovations, Craftsman bonus, Greater Innovations, or any other feature of the Tinker.
He continues to improve his Maximum Tinker Level (for "spell" Tinker, Battery poins and Upgrades as if he took a level in Technician. He does not gain bonus feats, Innovations, Trade abilities, Lormaster or any other features of the Technician.
(I'm on the fence on allows Craftsman, and the +1/2 level to Trade skills).
New Special abilities:
1st Nothing Gained.
2nd Choose Innovation from either class Innovations list. Cannot choose Greater Innovation.
3rd Nothing Gained.
4th Can add a Gadgets to Alpha. Declare battery cost at start of day. can add 1 gadget at 4th, 2 gadgets at 6th, 3 at 8th and 4 at 10th. All Battery points come from character's normal Battery points.
5th Nothing Gained.
6th Choose Innovation from either class Innovations list. Cannot choose Greater Innovation.
7th Nothing Gained.
8th Can choose that day to have 1 less automaton deployed. If he does this, his gains battery points equal to the amount from the Bonus BP from Int chart as if his Int were 10+Bld points. This is in addtion with any points he may have from his int.
9 - Nothing Gained.
10 - Choose 2 innovations, 1 from each class. Can be greater.
I wanted some "crossover" abilities so that was the 4th and 8th. Giving up one automaton for the Battery points seems about right to me - it would be giving up that second automaton for four 4th level tinkers (approximately) or extra bonus on gadgets.
I wanted a better Capstone, but that works for now.
Again, don't know how balanced this is, but throwing it out for use if anyone wants to try it. I will be.

Lord Mhoram |

Interjection Games |

What do you think about a tinker archetype based around the Wyrwood race? I mean, looking at that race's description, I can't think of a better race to be a Tinker.
I have to respectfully disagree, my good man. It's difficult for me to wrap my head around a race of "purely rational and unemotional" creatures having an affinity with "BECAUSE IT'S AWESOME: the class". Now, if you went into the back of the book and refused to use any prestige class or invention that existed because of the Rule of Cool, then it'd work just fine.
I can't see anyone wanting to play that, though.
Bonus points if you play the wyrwood tinker who got kicked out by his fellow xenophobes because he thought differently and was, therefore, alien. That right there would be one hell of a character concept.
Substitute kobold or goblin (WHO CAN READ) outcasts at your leisure.
Contrast with gnome or puddling, who would likely become local leaders by virtue of being the guy with the most Rule of Cool mojo in town.
Edit: You know what? Consider that character concept claimed and slated for the Dramatis Personae section of the tinker hardcover, right behind the mechanical, piratical crew of the "Rusty Bucket".

![]() |

This is awesome. The only thing missing is the ability to wield firearms sooner (I bought the supplement introducing this ability and was sad to see it come up so late)... considering their drawbacks, I would have loved to see them receive clunky proficiency with one-handed firearms at lower levels, then lesser misfires, then two-handed with invention upgrades, so as to balance things out. Guess I'll ask the DM nicely to see if he'll allow this tweak when I get to play one ;)
I have a quick but important question about abilities that increase an automaton's HD : does an empowered automaton also receive the BAB, saving throws and ability bonuses it would receive by gaining those HD naturally thanks to the tinker leveling up, as per the progression table ? Or does increasing the HD only increase an automaton's HP ?

![]() |

More questions arise : do automatons act during your own round or do you roll initiative for them when they are activated ? Are they able to perform 5-foot steps ? (this one in particular is to determine if a ranged automaton is actually in for a world of pain, especially if you don't want to rebuild your alpha every other combat)

Endzeitgeist |

@Maxximilius:
Per default, a HD-increase increases all other abilities tied to it. Specific wordings may result in different results, so if you point me towards the respective abilities, that would help.
Per default, automatons act on the tinker's turn. Why? because they're dumb. They follow the commands upon being deployed and the programming - think of them as stupid, mindless programming-scripts. Hence, as far as I know, regular automatons may not perform *ANYTHING* they're not specifically programmed to do. No skills, no feats... etc.
Alphas are another chapter altogether, being autonomous beings. These guys, to my knowledge, can 5-foot step, execute combat maneuvers sans programming etc. Think of them as an animal companion/cohort/familiar - they essentially are extended, second characters and can do what characters usually would do.
(Mind you, this knowledge comes from my tinker-NPC-building-spree and I *might* remember something wrong/fail to take an expansion into account, but generally, that's how I run them.)

bulldogc |
@Maxximilius
I typically interpret it as this, once they act on a directive that is their init which typically is on the tinkerer's turn (first time they act) so for example should you give them a defend command and they act on that before you act in combat, they go just after the init of the attacker. If an honorary tinker gives them an attack command first it moves on their init ect. Only movement and standard action types things such as disarming and striking with a blade ect happen on their init. Activating abilities and the like happen immediacy when commanded. see the following example
An Honorary Tinker starts combat at init 20, Owning tinker uses switft action to halt drone, Honorary trinker orders drone to attack target. drone performs its "turn" moving to and attacking target. is now at init 20.
At init 15 another honorary tinker commands it to fire its electroblaster. drone shoots target with electroblaster.
At init 12 target hits and damages drone.
at init 10 the owning tinker tells it to active repair pack, drone heals for 2 damage
at init 20, first person does something irrelivent to drone, drone continues to attack target.
at init 15 the HT commands another electroblaster.
drone gets badly damaged at init 12 by target.
at init 10 the tinker decides to explode it and gives a kamakazi directive. The drone explodes immediately.
Since my group has a few honorary tinkerers this approach seems to work best for us, it also makes alittle sense mechanically, honorary tinkers use up their own actions to activate a "loaned" ability via the drone instead of one of their own, the drone takes its "turn" to perform simple actions such as movement and attacking(and is still limited to just 1 per turn). Even though the done is sort of getting multiple actions, its really not the drone using up an action but the player.

Nate Z |

Hey so sorry if this has been asked, but this thread is kind of long and full of terms I do not yet understand.
Is there an option for Iron Man style powered armor? As in, a medium creature wearing a medium construct. I know you have a prestige class that basically can pilot a mecha (both this and it are sitting in my cart), but the construct has to be one size larger than the pilot. I'm hoping for something of the same size.

Luthorne |
Hey so sorry if this has been asked, but this thread is kind of long and full of terms I do not yet understand.
Is there an option for Iron Man style powered armor? As in, a medium creature wearing a medium construct. I know you have a prestige class that basically can pilot a mecha (both this and it are sitting in my cart), but the construct has to be one size larger than the pilot. I'm hoping for something of the same size.
I believe that is addressed here.

Interjection Games |

also how do you create automatons of different sizes other then the base size of small?
Alrighty, let's break this down.
Automaton base size - small
Alpha base size - medium
Megadroid and gigadroid - +1 size
There are design inventions that add or remove 1 size
A SMUM is the larger of the component pieces +1 size
So, your smallest automaton is tiny. Your largest automaton is a gigadroid automaton with the size increase invention chomping down on an upsized alpha, which I think results in gargantuan. Have fun!

Interjection Games |
2 people marked this as a favorite. |

so how accurate is the SRD for this?,for you see i am poor
The SRD is the original 2013 version and was initially posted by John Reyst. I've cleaned my document up once since then, and I know John's initial transcription had an error or two, but the tinker presented there is close enough for you to get the feel of the whole, and maybe consider dropping a buck on one of the cooler archetypes. The grafter, mechgineer, and ironclad come highly recommended :)
That said, the tinker is still in need of a thorough brushing down. I can do better now, so just wait until I Kickstart this baby with all sorts of awesome art. We're going to have tinker-style archetypes for core classes and everything.

smileynazgul |

yea know this class reminds me of a class i had brewing around in my head
:called it stitcher,basically it was build-a-bear + a zombie, creating a base zombie and decking it out with all sorts of biological abilities and parts(like the flame sac of a dragon,the regenerative powers a troll,along with 6 arms and a scorpion stinger plus a brain stolen from 1 of the most powerful warlords in the land to put that all to use) things like that

Interjection Games |

got another question
if you give a automaton simple weapon proficiency(or any other kind) in a throwing weapon lets say javelins, will i need to give him the a quiver invention as well to reload or will he be equipped with all the javelins he needs?
...Huh. That's a good one, actually. I'd go with "without a quiver, you got one javelin". That said, there's an Irishman in the old Looney Tunes that does the whole "it's been in the family for years" schtick quite well. Maybe you want to emulate that?

smileynazgul |

smileynazgul wrote:...Huh. That's a good one, actually. I'd go with "without a quiver, you got one javelin". That said, there's an Irishman in the old Looney Tunes that does the whole "it's been in the family for years" schtick quite well. Maybe you want to emulate that?got another question
if you give a automaton simple weapon proficiency(or any other kind) in a throwing weapon lets say javelins, will i need to give him the a quiver invention as well to reload or will he be equipped with all the javelins he needs?
HA i remember that one! but it was a sottish guy
https://www.youtube.com/watch?v=9uWF210Vdx0

Interjection Games |

Alright, here's a question for the people who frequent this product page. What do you feel the tinker is missing, other than the following?
1: Connectivity with Paizo classes
2: A system to integrate technology into the game on a "tech level" basis.
3: Feats.
Fun schticks, further customization options, just let it all out. It'll be 2015's headliner Kickstarter, after all.

Interjection Games |
1 person marked this as a favorite. |

Archetypes for high technology games.
Automatons that have certain build paths, like the new Unchained Summoner. Purchased blueprints vs. original designs type thing.
A better Aplha. Seems weak for a major class feature.
Did you ever play Robo Trek for the SNES?
Robotrek - Indeed I did. An "XRR" program with a high-level axe really was the way to go against big enemies, and the unflattering Einstein expy annoys me to this very day.
Blueprints - So, you want me to cook up canned progression path blueprints for easy NPC tinker creation and whatnot? Makes sense. Could have some.
Alternatively, are you saying you want blueprints that contain X inventions at X level, that you can use the blueprint even if you have ZERO of its inventions in your invention book, but that blueprint is locked against all editing?
Alpha - Aye. I agree the alpha's hit point pool tends to be very low (once the bonus hit points for size at level 4 wears off) and doesn't pick up until you increase his size again at 13. To be perfectly honest, I think the best way to fix that issue would be to add very limited hardness to his progression table.
Archetypes - Druid with robobear sound up your alley? They're in progress.

bulldogc |
Alright, here's a question for the people who frequent this product page. What do you feel the tinker is missing, other than the following?
1: Connectivity with Paizo classes
2: A system to integrate technology into the game on a "tech level" basis.
3: Feats.
Fun schticks, further customization options, just let it all out. It'll be 2015's headliner Kickstarter, after all.
Mostly for me stuff previously, mentioned here is a must add I think. A stat block for a basic automaton would be helpful for setting up initially and help clarify what the basic version can do(smash attack speed ect)
Some of the stuff could use some clarification, for example as the prereq for mega droid falling in between when you can choose it. adding deploy automations/day would be handy added to the basic class table I think, its easy to miss when reading though the class feature. It might be worth considering reworking the great innovations slightly to be more inline with rogue/slayer talents, at a certain level let people take a greater in place of a regular rather then gaining them at set levels and in super limited quantities.
I think some of the bits could use some balancing still as well, for example a level 20 tinker with all his bots in play and in masters presence have AC and effective attack modifiers that rivel most fighters each(often far more AC in fact), given their stupid nature this might not be problematic but could possibly be unbalanced some. Also some of the inventions seem somewhat pointless for the most part, for example why spend 4(I think?) BP for a crossbow, headmount, reloader, and aerial wep mount(and maybe a quicer, if you still need one with the reloader for +1bp) when I can get the exact same effect (plus more) by giving it arms, crossbow, and quiver for 3bp.
also many of the greater innovations are actually weaker then the normal ones. Prismatic strike for example would be a decent innovation, but as one of 3 greaters, it is super weak. Retaliation and We fight as one I suspect have rarely if ever been taken due to the requirement of honorary tinker. These feats seem more focused towards marshal classes who are unlikely to have high int or spell craft, let alone justify the number of feats required to get them/make them worth wile. Also it might be nice to remove the honorary tinker prereq if you already know directives from some other source. This could open the door to some archetypes for other classes to synergize better.
Also I was never sure if this was intentional or not but the Alpha stats don't follow the standard for monster size changes, assuming they are suppose to be automatons in every way just more so, starting str and dex should be 14/8 not 12 since they are medium now not small, or possibly 16/10 if they were intended to have a boost in basic stats for being special?

Interjection Games |

Interjection Games wrote:Alright, here's a question for the people who frequent this product page. What do you feel the tinker is missing, other than the following?
1: Connectivity with Paizo classes
2: A system to integrate technology into the game on a "tech level" basis.
3: Feats.
Fun schticks, further customization options, just let it all out. It'll be 2015's headliner Kickstarter, after all.
Mostly for me stuff previously, mentioned here is a must add I think. A stat block for a basic automaton would be helpful for setting up initially and help clarify what the basic version can do(smash attack speed ect)
Some of the stuff could use some clarification, for example as the prereq for mega droid falling in between when you can choose it. adding deploy automations/day would be handy added to the basic class table I think, its easy to miss when reading though the class feature. It might be worth considering reworking the great innovations slightly to be more inline with rogue/slayer talents, at a certain level let people take a greater in place of a regular rather then gaining them at set levels and in super limited quantities.
I think some of the bits could use some balancing still as well, for example a level 20 tinker with all his bots in play and in masters presence have AC and effective attack modifiers that rivel most fighters each(often far more AC in fact), given their stupid nature this might not be problematic but could possibly be unbalanced some. Also some of the inventions seem somewhat pointless for the most part, for example why spend 4(I think?) BP for a crossbow, headmount, reloader, and aerial wep mount(and maybe a quicer, if you still need one with the reloader for +1bp) when I can get the exact same effect (plus more) by giving it arms, crossbow, and quiver for 3bp.
also many of the greater innovations are actually weaker then the normal ones. Prismatic strike for example would be a decent innovation, but as one of 3 greaters, it is super weak....
Not to mention 2013 Brad cleaving to 3.5 rules by giving the automatons 3/4 BAB. Aye, that whole section makes me wince nowadays; it's a fantastic sandbox, but there are some issues that make it look like a litter box in places.
That said, I'm actually very happy with greater innovations as they are. I understand the desire to go with the scaling system of the rogue or witch, but, to me, that system risks the following.
A: I can't make greater innovations stupidly awesome under a rogue/witch system, as they can be spammed with feats under such a system.
And yes, I consider Prismatic Strike stupidly awesome. If you purposefully build around it, that little +1 can become a terrifying force multiplier. Give your automatons multiple sources of fire and electricity damage. Remember, it's +1 to each source! Give yourself multiple sources of fire and electricity damage, too! A flaming burst shocking burst rapier (with Imp Crit) suddenly gets +2 damage per swing with +2 damage on crit, or about +1d6 per swing, and THEN it starts buffing your robots. I had to lock it behind the greater wall because merely spending a feat to get ahold of it was a laughable opportunity cost. It's unassuming, but it kills stuff.
That said, if you think it's weak, then you're just not an exploiter. Prismatic Strike is there to make you feel like an evil genius when you manipulate it into being OP. If you're just looking to goof around with robots, pass on it :)
tl;dr - Prismatic Strike is my favorite innovation. No touchy.
B: Greater innovations would run the risk of obsoleting out standard innovations. Heck, unless a standard innovation is just quirky, it almost assuredly would be.
C: As it is, you wouldn't get more talents. 3,6,9,12,15,18 and 5,10,15 versus 2,4,6,8,10,12,14,16,18 (none at 20 because capstone). I'd have to open up the greaters at level 14 to keep the numbers intact, and many campaigns end before level 14 is reached. No, I'd rather have that first dip into stupid awesome pop up the level after you get your alpha. As it is, a player gets to pick one piece of super funtimes early, and that choice is both super difficult and awesomely transformative because it's like getting a single major hex early.
Also, regarding the greater innovations nobody uses, I readily admit that my subsystems design for things that don't exist yet. The ethermancer did it with manifestations that made no sense AT ALL until the ethermagus and etherslinger showed up. Those innovations will find a home. That said, I don't actually remember the ones you're quoting, so I'll be sure to give them a good look when the time comes!
Re: Automaton AC and attack bonus
This will require some reworking when I update automatons to full BAB.

Interjection Games |

I'm afraid to say the tinker beats up HeroLab and runs off laughing.
From what I've heard from an individual who looked in this a year or so ago, it'd require so much custom XML work that you'd need a manual just to work the class, even if it got scripted. That said, this sort of "I break HeroLab!" behavior happens for many of my more ridiculous creations :P