Path of the Automaton Tinker

*“I'm good at making friends, just not like that.”*

**Requirements:** Clockwork Dummy (Tinker)

**Path Completion Bonus**: +1 Intelligence OR +1 Technology

## Core Abilities

**Love of Little Helpers**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

For every 3 abilities purchased in the Path of the Automaton Tinker, decrease the DC of all Constructs in the Path of the Automaton Tinker by 1.

**High Altitude Witness Kit (H.A.W.K.)**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 9

This self-driving clockwork Construct is a mechanical drone about 1 meter wide. It can fly up to 10 \* TEK meters in the air with a Speed of 2 \* TEK. It has 10 HP and Vim, 0 MP and Armor, and -2 for all Attributes. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Using 2 Actions, the **H.A.W.K.** can make a ranged skill strike with 5 \* WIS Accuracy and 1d6 + TEK damage. By spending 1 Action and 1 MP, you can use a remote device to hear and see through the **H.A.W.K.**'s senses for the duration of that Action (5 seconds). The Construct can't manipulate or hold objects.

**Maneuverable Operated Undercover Scout (M.O.U.S.)**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 8

This mechanical rodent --- the size, shape, and appearance of a rat --- can be remotely controlled from up to 10 \* TEK meters away using 1 Action per Action of the **M.O.U.S.**. It requires a Perception or Wisdom check DL 11 + TEK + WIS to be noticed. The **M.O.U.S.** has a Speed of 2 \* TEK. It has 5 HP and Vim, 0 MP and Armor, and -2 for all Attributes. By spending 3 Actions and 1 MP, you can use the remote control to hear, see, and smell through the **M.O.U.S.**'s senses for the duration of those Actions (15 seconds). The Construct can't manipulate or hold objects.

**Battle Bot**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 15

This autonomous clockwork Construct is 1 meter tall and built for combat. It has a Speed of TEK, 5 \* TEK HP and Vim, 0 MP, TEK Armor, and -2 for all Attributes. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Using 2 Actions, the **Battle Bot** can make a melee skill strike with 10 \* WIS Accuracy and 2d6 + TEK damage. Using 1 Action, the **Battle Bot** can make a ranged skill strike with 5 \* WIS Accuracy and 1d6 damage. The Construct can't manipulate or hold objects.

**Battle Bot v2.0**

**Prerequisite**: **Battle Bot**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 25

This autonomous clockwork Construct is 1 meter tall and built for combat. It has a Speed of 3 + TEK, 10 \* TEK HP and Vim, 0 MP, 2 \* TEK Armor, and -2 for all Attributes. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Using 2 Actions, the **Battle Bot v2.0** can make a melee skill strike with 20 \* WIS Accuracy and 5d6 + TEK damage. Using 1 Action, the **Battle Bot v2.0** can make a ranged skill strike with 10 \* WIS Accuracy and 1d6 + TEK damage. Using 3 Actions, the **Battle Bot v2.0** can unleash a wave of steam around it, dealing 3d6 + TEK damage to everything within a 2-hex radius. The Construct can't manipulate or hold objects.

**Hand Attachment**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 5

This attachment extends the capabilities of a Construct, allowing it to manipulate and hold objects. When the **Battle Bot** is equipped with this attachment, it becomes capable of wielding standard weapons with a DEX and STR equal to your WIS, or twice as much for **Battle Bot v2.0**.

**Drone Guardians**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 8

These small drones fit in one’s pocket and can be thrown into action. When activated using 1 Action, they fly around a chosen target: either you or an ally. The drones move into the way of danger, protecting the creature they hover around at the cost of their own mechanical lives. While the **Drone Guardians** are alive, all attacks at their protected target redirect to the drones as a direct hit. The drone swarm has 5 times your TEK HP and TEK Armor.

**Autonomous Mine**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This small, circular Construct can be deployed in an adjacent hex using 1 Action. It has a Speed of TEK, acts on your turn, and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. When a creature moves onto this automaton's hex, or when you spend 1 Action to remotely detonate the **Autonomous Mine**, it explodes to deal an 6d6+TEK damage to everything in its hex and half as much to adjacent hexes; this attack has 10 \* WIS Accuracy.

**Bot.Follow()**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: Passive

The Designs you build in the Path of the Automation Tinker are capable of naively following you during travel, reducing their Bulk to 0 but exposing them to potential harm.

**Advanced Automaton Armor (A.A.A.)**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This additional plating is an attachment for a Construct in the Path of the Automaton Tinker. The Construct gains TEK Armor. This attachment can be applied up to TEK times to a Construct; each application costs a cumulative 2 DC more.

**Dangerous Devices**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 4

This attachment can be applied to a Construct in the Path of the Automaton Tinker. All of its attacks deal an additional TEK damage.

**Three-Headed Turret**

**Cost**: 300 XP

**Expedited for**: Craft

**Activation**: 12 Actions, 9 Vim

You quickly construct a turret in an adjacent hex. The turret has three barrels facing outward such that no barrel is adjacent to another. Until the next Rest, when an enemy is within TEK meters of the **Three-Headed Turret** and is in a direct line to one of the barrels, the turret will attack that enemy at the start of your turn. This attack deals 3d6 + TEK damage with 10 \* WIS Accuracy. The turret can attack one enemy per barrel per turn. The turret has 5 \* TEK HP and Vim, TEK Armor, and 0 MP and Speed.

**Mechanical Crawlers**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 5

This handful of tiny clockwork arachnids includes TEK spiders, each one with TEK HP, TEK Speed, and 0 Vim, MP and Armor, and -2 to all Attributes. Together this handful of crawlers weigh 1 Bulk. The spiders act on your turn and have 3 Actions and 1 Reaction. Commanding the arachnids' turn costs 1 Reaction for all **Mechanical Crawlers** under your control. **Mechanical Crawlers** can occupy the same hex as other creatures and themselves. Using 1 Action, a spider can latch onto an adjacent enemy. This gives them a stacking debuff *Spiders!*: -1 Speed and -5 Accuracy. Additionally, each spider deals WIS damage to its attached target at the start of each of your turns. An enemy can destroy a spider on them using 1 Action per spider.

**Self-Driven Automata**

**Cost**: 300 XP

**Expedited for**: Craft

**DC**: 3

This Design improves an existing Construct, making it more self-reliant. Whenever you spend a Reaction to command this Construct, it gains the buff *Self-Reliant*: commanding this Construct is a Free Reaction.

**Emergency Repairs**

**Cost**: 300 XP

**Expedited for**: Craft

Activation: 6 Actions, 2 MP

You hastily repair an allied automaton, granting it half of its maximum HP, MP, and Vim.

**Defense Protocol**

**Cost**: 300 XP

Expedited for: Craft

**DC**: 3

This Design improves an existing Construct, allowing it to defend itself. The Construct gains the ability to use Dodge (Beginner) and Block (Beginner).

**Automaton Overclock**

**Cost**: 300 XP

Expedited for: Craft

**DC**: 5

This Design improves an existing Construct, making it operate at higher efficiency. The Construct gains 1 Action and 1 Reaction per turn.

## Course of Damages

**FL4M3R**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 20

This autonomous clockwork Construct is 1 meter tall and built for combat. It has a Speed of TEK, 5 \* TEK HP and Vim, 0 MP, 2 \* TEK Armor, and -2 for all Attributes. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Using 2 Actions, the **FL4M3R** can produce a spray of fire like a flamethrower; this is a ranged skill strike with 10 \* WIS Accuracy which deals 1d6 + TEK burn damage in a WIS-long line starting from the **FL4M3R**. Using 1 Action, the **FL4M3R** can produce a short, precise flame like an acetylene torch; this is a melee skill strike with 10 \* WIS Accuracy which deals 1d6 + TEK burn damage. **FL4M3R**'s short-range torch can also make a passive check of 7+TEK+WIS to cut metal bars, break locks, or otherwise burn through a material. The Construct can't manipulate or hold objects. You may construct only one **FL4M3R** at a time.

**SL1C3R**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 20

This autonomous clockwork Construct is 1 meter tall and built for combat. It has a Speed of TEK, 5 \* TEK HP and Vim, 0 MP, 2 \* TEK Armor, and -2 for all Attributes. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Using 2 Actions, the **SL1C3R** can spin a circular saw around its chassis; this is a melee skill strike with 10 \* WIS Accuracy which deals 1d6 + TEK bleed damage to all adjacent enemies. Using 1 Action, the **SL1C3R** can strike with a vibrating serrated blade; this is a melee skill strike with 10 \* WIS Accuracy which deals 1d6 + TEK bleed damage. The Construct can't manipulate or hold objects. You may construct only one **SL1C3R** at a time.

## Course of Surroundings

**SH1N3R**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 5

*Originally designed to buff floors, this friendly device has been repurposed to wreak havoc on pedestrians.*

This small, circular Construct can be deployed in an adjacent hex using 1 Action. It has WIS HP, TEK + WIS Armor, and TEK Speed. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Whenever this Construct moves, it leaves behind a trail of greasy residue --- any hexes it passes through become Slippery until the end of the Encounter.

**Cal-Pal**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Craft

**DC**: 5 + 2X

This small, circular Construct can be deployed in an adjacent hex using 1 Action. It has WIS HP, TEK + WIS Armor, and TEK Speed. The Construct acts on your turn and has 3 Actions and 1 Reaction. Commanding the Construct's turn costs 1 Reaction. Whenever this Construct moves, it leaves behind a trail of caltrops --- any hexes it passes through become very rough until the end of the Encounter. Additionally, these hexes have the same properties as deployed caltrops. This Construct is loaded with enough caltrops to be usable for 1+X Encounter(s).