Tinkering 302—Modules: Tinker Magic Items (PFRPG) PDF

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Well, it only took three-and-a-half years.

Interjection Games is proud to present the latest expansion for the tinker base class: modules! The tinker base class is, and always has been, a sandbox of experimentation; however, given the tinker has such a unique method of play, the magic items made available to pretty much everyone else really don't do much for him. As a result, as a party grows in wealth, the tinker begins to fall behind in power. Tinkering 302 seeks to correct for this with modules, a new type of magic item that cheats automaton blueprint limits by virtue of simply not having a build point cost. With modules, a tinker can finally turn gold into a linear power increase for his automatons, culminating in a theoretical 61 BP of inventions on a single gigadroid automaton.

Contents

  • The Craft Module feat
  • 4 new innovations
  • 4 new greater innovations
  • 14 modules with 25 specific variants

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An Endzeitgeist.com review

5/5

This expansion for the Tinker class clocks in at 8 pages, 1 page front cover, 1 page SRD, leaving us with 6 pages of content, so let's take a look!

All right, the tinker class by Interjection games, by now, has a ton of amazing expansions and we begin this pdf with a recap of the invention subtype introduced so far in a handy cheat sheet. The pdf also offers a crucial component missing from the tinker class so far, namely magic items for the Tinker-class. These are called modules and can be fashioned via the Craft Module feat, which btw. requires CL 1st and deploy automaton, and yep, even though the tinker has no CL per se, only a quasi-CL, the feat explicitly notes that he qualifies.

The pdf offers 4 innovations to work in conjunction with modules: Juryrigged modules lets you improvise one module of less than 100 gp cost for the day; and no, it can't be stacked upon itself. Mastermaker increases your CL by +4 for crafting purposes as well as quicker module crafting. Module Maximizer lets you employ a module with a CL less than or equal o 1/2 your class level 2/day instead of 1/day and Rapid Infiltration lets you apply modules to yourself as a swift action via the organic infiltrator greater innovation.

Wait, what? Yep, there are 4 greater innovations here as well: Organic Infiltration lets you apply up to 3 modules to yourself, as though you were a better automaton cap. (More on that below!) Master Modifier allows you to change deploy automaton's activation action to a full-round, but also lets you add two modules to the automaton deployed. Energy Capture is an amazing high-level option with combo-potential galore: When using a module, you gain the benefits of the module until the end of your next turn. Finally, Alpha Modifier lets you add modules to your alpha and change it when you regain your daily deploy automaton class feature.

I mentioned the automaton cap - this is basically the item that makes it possible to apply modules to non-automatons - 1/day. The Directive Beacon is absolutely amazing: It lets you program a directive into an automaton, which is then stored - this directive can then be activated as an immediate action. The next item herein would be a whole class - inventor's helpers exist in 6 different categories. These contain a non-alpha, non-design, non-arcanotech invention or a series of inventions wherein one both requires and replaces another invention contained - basically, they can contain inventions with prereqs that build/expand a basic concept. Maximum BP-value for these is determined by the category of helper employed. The contained invention may 1/day spontaneously add its contained invention to a given automaton, allowing you to transcend the BP-cost maximum for the automaton thus, which is an interesting option.

Obsidian-Lead Spray Coating grants your automata scaling SR. Omega Modules allow for a more reliable hitting/damage. Overcharger allows for more uses of limited use inventions. Peepers are cool - they allow other characters to peer through automaton eyes in a certain range. Plasticizers also come in various versions, allowing you to add temporary hit points to automata. Propellant Pumps allow for the addition of propellants to a single firework, whereas Protectors can increase the AC of deployed automata. Refraction Modules provide invisible automata, while Spray Paint allows for the replacing of paint inventions - amazing! Now many of these modules need to be held like a one-handed weapon to be applied...and this is where the utility belt comes in - it lets you use a module sans holding it thus.

And finally, there would be weaponized backup, which is a gigadroid-only: 1/day, when wielded as a two-handed weapon, this one lets you substitute your gigadoid's blueprint with that of your alpha. Yep. This allows you to have an autonomous mecha with rudimentary intelligence. OH YES!!!

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to Interjection Games' printer-friendly, elegant 2-column b/w-standard with fitting b/w-stock art and the pdf has no bookmarks, but needs none.

Whenever I think I'm done with the tinker, that I have seen everything Bradley Crouch can coax out of this amazing class, he one-ups himself. The modules presented herein are absolutely phenomenal and allow not only for a wide array of new combos, they also retain compatibility with the more complex components the tinker-engine by now offers. The enrichment the options herein provide and the added flexibility make this an absolutely must-have iteration for the tinker-class, well worth 5 stars + seal of approval. Can we get more modules...like...now? I haven't been this excited about the class since the combo-fest of paints was introduced...

Endzeitgeist out.


Community & Digital Content Director

Now available!


Finally getting a chance to try and apply some modules to our campaign (my tinker) and I am genuinely surprised that a scroll (consumable) version of Modules or at least the Inventor's Helper was not a thing.

Also confused a bit that modules are magical despite the tinker generally not being magical in most operations. I guess it helps it meld better with existing crafting options though.

Otherwise there's a lot of good stuff in here, both in terms of useful and in terms of fun things. I especially like the Utility Belt. Something I had already done before, but NOW I can use officially!

Here's to adding new enchantments to existing items!


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

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