Remedial Tinkering: Happy Little Automatons (PFRPG) PDF

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It's a happy little expansion, and it's sold right here.

Lowbie tinkers, this one's for you! The Remedial Tinkering line represents a dramatic shift in the way tinker expansions are designed and delivered. Rather than focusing on long-term class goals, Remedial Tinkering presents new subsystems that are viable right out of the gate at level 1 and only get better with more investment at the later levels.

Happy Little Automatons introduces the [Paint] invention subtype. Unlike most inventions, paint is fairly easy to apply; while it can be quite difficult to add, say, a lightning gun to an automaton after it has already been turned on, a slathering of red paint (which, of course, makes it go faster) is as easy as upending a bucket. As a result, those who invest in [Paint] will find that this new subtype is incredibly malleable and allows for the quick swapping of minor bonuses whenever and wherever, with some fancy inventions that consume coats of paint for larger, albeit temporary bonuses. Combo play, artistic hauteur, and somehow making lightning bolts using paint for fuel is the name of the game with Happy Little Automatons.

Product Features

  • An invention subtypes cheat sheet for those who don't have all the tinker expansions
  • 6 new tinker innovations
  • 1 new tinker greater innovation (Happy Little Accidents)
  • 21 new tinker inventions, 8 of which can be taken at 1st level
  • An FAQ section clarifying the interrelationships between paint inventions and the grafter prestige class

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An Endzeitgeist.com review

5/5

This expansion for the Tinker base-class clocks in at 6 pages, 1 page front cover, 1 page SRD, leaving us with 4 pages of content, so let's take a look, shall we?

What do most of the *really* cool Tinker-expansions have in common? Jup, quite a few of them come into play in mid and high levels. So this pdf is geared for 1st-level usefulness, though admittedly, it will retain its usefulness far beyond the low level range. The pdf also handily points out that this and the excellent grafter PrC as well as the Tinkering 301-pdf provide some pretty interesting synergies.

Better than this, this may well be the most concise tinker-supplement to read so far: We get an explanation of the alpha and design-descriptors as well as some of the BP-tricks one could execute with the copious supplements for the class. A short explanation on interaction with the grafter also helps here. Among the basic explanation, one can also find the rationale for the unobtrusive Bob Ross-jokes herein, the new paint-descriptor. Essentially, inventions with this subtype provide a coat of paint for a target automaton and, per default, only one paint-job can be applied to one automaton - still, this is Bradley Crouch we're talking about here, so yes, there are means to break this rule.

A total of 6 innovations are provided to modify and play with this pretty interesting concept: When, for example, an alpha would lose an invention with both design and paint subtypes, the alpha retains the bonuses for class level rounds. Further innovations allow you to apply paint to yourself and relatively spontaneous reassignment of paint jobs to grafted creatures and adjacent automatons can also be executed. This quick, spray-based paint job may also be utilized as a makeshift flamethrower and yes, you can potentially change the coats of more than one target at once via spray nozzles. A greater innovation allows for "happy little accidents" for quicker paint jobs and expand the inventions used in conjunction with soem of your innovations. Where things become VERY tactical is with the means of doubling kamikaze-directives with paint-dispersal. And yes, if you think about this one, you can set up absolutely awesome "See what I did here"-combos! A thing of beauty indeed!

Okay, let's take a look at those inventions, all right? The base one would be the primer coat, which renders an automaton eligible for becoming a target for the painter's station. This invention, usually only applicable to Alphas, allows the automaton to change the paint-coats of deployed automatons 1/day; additionally, automatons deployed with the primer coat invention can have their coats changed after being deployed, thus bringing aforementioned BP-limit-shenanigans into play. Oh, and yes, whirlwind splashing of colors is possible. Need to get rid of primer coats in another way? An automaton with the Homogenization Enforcement Protocols can be deployed to eliminate primer coats and replace them with any paint invention part of its BP. Oh, have I mentioned the invention that allows for two paint coats at once? The combo-potential of this system is VAST! It is utterly beautiful!

Automatons with paint-jobs targeted by fire may elect to burn the paint to burst into flames or lose their paint to get DR 5/- versus an attack...or lose their paint to net additional uses of low level inventions with a limited number of uses. The combo-potential keep stacking up - but you're probably wondering whether the basic paint coats are worth anything. Short answer: YEAH! Long answer: What about a paint coat that nets temporary hit points (with anti-abuse caveat), dazzling added to kamikaze, increased base speed, DR 1/-, save-bonuses, better feinting or a reroll, though at -2? Yes, you may note that some of these benefits look slightly stronger than the others - well, they come balanced via a once per 24 hour-caveat. I also like the paint that nets your automaton + 1 fire damage by day, +1 cold damage by night - cool!

Conclusion:

Editing and formatting are top-notch, I noticed no glitches. Layout adheres to Interjection Games' printer-friendly two-column b/w-standard and the pdf comes sans bookmarks, but needs none for this length.

Beyond the awesome imagery evoked, Bradley Crouch delivers perhaps the most awesome base-system-expansion I've seen for one of his classes so far. The paint-jobs with their massive combo-potential and versatility exponentially expand the options at your disposal in so cool, diverse ways, I can't wait to see even more of these great tricks. More so than even the previous installments, this expansion does not simply roll with one high-concept image - it gives you a stellar toolkit to play with, one that has changed how tinkers, all tinkers, work in my game.

This is perhaps THE must-have expansion for the class, provided with a superb quality that makes the fair price-point an utter steal. It is also the single best example for the fact that the tinker's concepts are not yet depleted - the combo-system provided herein renders the class more fun and can easily be further expanded. No other tinker-expansion made me this excited, made me want more this much - this humble pdf enhances the class in absolutely stunning ways. Everyone using this great class NEEDS this pdf. My final verdict will clock in at 5 stars + seal of approval and nomination as a candidate for my Top Ten of 2015.

Endzeitgeist out.


Community Manager

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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here and on OBS.


Neat will need to look i nto this if I get to play it soon

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