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The Authoritative Tinker [BUNDLE]

The Authoritative Tinker [BUNDLE]

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$24.51
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This special bundle product contains the following titles.


Remedial Tinkering - Arcanotech
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
"Any sufficiently advanced magic is indistinguishable from technology." Lowbie tinkers, the fun keeps coming! 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. Arcanotech introduces the [Arcanotech] invention subtype. Since magic and machines don't mix very well, there's a strict limit of one such invention per automaton, and the effects range from the practical to the nonsensical. As a result, those who invent in [Arcanotech] will find themselves using automatons to deliver an ally wizard's touch spells, brewing pot...

Remedial Tinkering - Obligatory Lovecraft Expansion
Regular price: $1.00
Bundle price:
 $0.65
Format:
 Watermarked PDF
Now with 100% more tentacles! Lowbie tinkers, the fun keeps coming! 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 early on and only get better with more investment at the later levels. Obligatory Lovecraft Expansion introduces the [Tentacle] invention subtype, which represents specialty modifications on the existing grafted tentacle invention, as well as new gameplay tricks for kamikazes, a new flavor of paint, and assorted madness and death-flavored inventions. Chief among these new inventions in terms of transformative gameplay is the lingering vestige adaptor, which allows an automaton to survive its own k...

Remedial Tinkering: Artificial Intelligence
Regular price: $1.50
Bundle price:
 $0.98
Format:
 Watermarked PDF
Introducing the latest expansion to the tinker base class, three-time winner of an Endzeitgeist top 10 product of a year award!   Remedial Tinkering: Artificial Intelligence focuses on cheating the very directive system that is core to the tinker base class. Automatons using these inventions find limited ways to give themselves directives, usually under very specific circumstances. In addition to directive cheating, Artificial Intelligence introduces several new ways for automatons to use inventions without being directed to do so. As the most easily accessible of these methods only allows for the activation of 1st-level inventions in this manner, this expansion roughly doubles the number of directed-use 1st-level inventions available to the tinker base class...

Remedial Tinkering: Happier Little Automatons
Regular price: $1.00
Bundle price:
 $0.65
Format:
 Watermarked PDF
It's a happy little expansion to 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.   Happier Little Automatons expands upon the [Paint] invention subtype first released in Endzeitgeist top 10 nominee Happy Little Automatons. 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 turn...

Remedial Tinkering: Happy Little Automatons
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
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 bucke...

Remedial Tinkering: Rocket's Red Glare
Regular price: $0.00
Bundle price:
 $0.01
Format:
 Watermarked PDF
Go out with a bang with Remedial Tinkering: Rocket's Red Glare, the newest expansion for the tinker, 2013's highest-rated, and most actively-developed, base class! The core concept of the tinker is that of a squad commander who builds his own troops, and since automatons simply aren't allowed to do anything fancy unless they have the hardware or the scripting, there's always call for new and interesting ways to build and command minions. The issue, however, is that many legacy tinker expansions focused on the endgame and are effectively carrots dangled in front of the player to stay on that leveling treadmill. While that's fine if there's plenty of content at low levels, the continued creation of such expansions ended up making the class fairly lopsided. Enter the solution. The...

Super Mega Ultra Mecha Fighting for You, Me, and All of Our Friends (A Tinker Prestige Class) [PFRPG & D&D 3.5]
Regular price: $1.50
Bundle price:
 $0.98
Format:
 Watermarked PDF
You know it's your destiny! For some tinkers, their first automaton is not merely a tool, but also their best friend. Together, tinker and Rusty, for that was its name, adventured throughout the land, righting wrongs, defeating slavering demihumans, and looting fantastic treasures from long forgotten ruins featuring both Euclidean and non-Euclidean geometry. Then they met their first dragon. The encounter was a debacle. Though brave to the end, for poor Rusty was built by a such a novice that he was effectively mindless, the tinker's first creation and best friend could not prevail over such a creature. Tears in his eyes, the tinker watched in horror as his beloved friend fell before the lizard's onslaught. Nothing went right. Rusty couldn't block. Rusty co...

The Innovator: A Martial Tinker Prestige Class
Regular price: $1.50
Bundle price:
 $0.98
Format:
 Watermarked PDF
Invent the boomstick, save the world! While developing their skills as inventors and engineers, some tinkers invariably feel the pull to totally different realms of thought, just to mix things up a bit. Other tinkers really don't find this to be unusual at all; in fact, most are so busy with their own little obsessions to really bat an eye at another tinker's source of amusement. Some find themselves drawn to the classic motif of the man at arms; however, rather than honing the art of combat to an instinct, the innovator turns it into a science. Upon beginning the process of translating the idea of combat specialist into something he can understand, the innovator comes to the conclusion that besting those who have been combat specialists their entire lives would be facilitated by confusi...

The Ironclad - A Tinker Archetype
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
I am Iron Gnome!   They bumble. They jangle. They barely function well enough to follow the simplest of orders. And yet the creators of these automatons beam like proud parents whose baby has just taken her first steps. It may be cute and all, but that sort of primitive functionality is liable to get somebody killed. That is, somebody on YOUR side killed. The way you see it, why develop a brain to put in an iron shell when you can develop an iron shell to put around your brain?   Specialized tinkers who eschew most of the trappings of the automaton inventor to create disposable suits of power armor for themselves, the ironclad tinker archetype is unique among tinkers for being durable, dangerous while flying solo, and capable of self-sustained flight. &nbs...

The Mechromancer: A Theurge Tinker Prestige Class
Regular price: $1.00
Bundle price:
 $0.65
Format:
 Watermarked PDF
Your automatons and the dead are at your beck and call. First and foremost, I would like to thank everyone who has purchased a copy of the Tinker thus far. 100 sales in 40 days is absolutely phenomenal for a small .pdf publisher like myself. Every product I am currently cooking up is living in this little bugger's shadow and, really, that's not a bad position to be in. So, yes, thank you so very much! As I've said time and time again, it's you who keep the hamster wheel turning around here! Given their ability to command hordes of mindless and subservient minions, there has always been a bit of a rivalry between tinkers and necromancers. It is not a blood feud, by any stretch of the imagination. Rather, it can be thought of as much like the rivalries that exist between variou...

The Rogue Alpha - A Tinker Archetype [PFRPG]
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
Your master is dead. ...Now what? For the first time in your short existence, the voice in your head has fallen silent. Its ceaseless, and sometimes senseless, demands were all that you had at times, your own personality shoving itself out of the way whenever "Master" gave an order. To stay is to risk the resurrection of your master and the loss of this sudden gift of freedom. To leave is to lose everything you once knew. ...Now what? The Rogue Alpha - A Tinker Archetype  is the answer to a question posed to me awhile back which ran closely, if not accurately thus: "What happens if the tinker dies, but his alpha survives?" Good question! The rogue alpha is a fighter archetype for the tinker's alpha that becomes available if the tinker dies or the alpha re...

The Steamsinger: A Bard Tinker Prestige Class
Regular price: $1.76
Bundle price:
 $1.14
Format:
 Watermarked PDF
4="" style="text-align: center;">Check out The Authoritative Tinker bundle for over 20% off the tinker and its current expansions. "Look, boys, competition!" - Copper Carl of Copper Carl and the Mithril Men. What followed was one of the greatest washboard duels ever recorded on this or any other plane of existence. Seeing music as more of a mathematical model for expression than the wondrous pulse of the world that bards are wont to describe it as, the steamsingers of the world are known for their attention to nuance and detail, intricately woven harmonies, and the fact that their roadies and backup singers are completely and totally mechanical.   The third in a series of prestige classes to be released every 50 sales of th...

The Tinker: Master of Modular Mechanical Mayhem [PFRPG + OGL 3.5]
Regular price: $4.00
Bundle price:
 $2.60
Format:
 Watermarked PDF
Check out The Authoritative Tinker bundle for over 20% off the tinker and its current expansions. BECOME THE SQUAD COMMANDER! For some, the smell of oil is akin to that of a fine perfume, the rush of invention is the only motivation one needs, and the eternal battle against corrosion is a constant annoyance. These individuals, the tinkers, are exemplars of the unfettered creative spirit. It is this creative spirit, the constant thirst for new ideas, that propels them to seek the unknown, whether it be found in a library or in the dark depths of an ancient tomb.  Supported by a vast array of custom automatons, an experienced tinker, while not a fierce combatant on his own, commands an exceptionally versatile squadron that more than makes up for his own deficiencies. The Tinker...

Tinkering 201: 27 Inventions for the Tinker Base Class
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
Check out The Authoritative Tinker bundle for over 20% off the tinker and its current expansions. Logic dictates that being able to have flying robots and swimming robots is better than just having walking robots. Unlock your inventive prowess in the wild blue yonder, on the high seas, and deep within the earth with Tinkering 201! This set of 27 brand new inventions has been carefully created to fill a number of holes and offer new tactical options that simply were not available with the base Tinker product. Enjoy enhanced mobility with drill bits, helicopter rotors, paddleboats, and even a submersible! Combine your combat maneuver automaton archetype and your kamikaze automaton archetype with the rocket punch and final hurrah inventions, which allow an automaton to trip, sunder, ...

Tinkering 301: Pimp My Alpha
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
Make your alpha truly unique!   Tinkering 301: Pimp My Alpha is a resource for those tinkers who want to add a little extra something something to their second-in-command. The alpha, after all, is more advanced than even the most highly-developed automaton, so why not leverage that? This expansion for the tinker base class introduces advanced inventions, special schemata that can only be added to an alpha's blueprint, and even then an alpha can only handle one at a time. These inventions run the range from the fairly linear to the outright ridiculous, including a beehive that can be harvested for food and beeswax, a system that allows the alpha to deploy automatons when they are destroyed, retributive sawblade and punching glove attacks, the introduction of robotic cannibalism, a ...

Tinkering 302: Modules - Tinker Magic Items
Regular price: $1.50
Bundle price:
 $0.98
Format:
 Watermarked PDF
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 ...

Tinkering 303 - Matroishka Automatons
Regular price: $1.00
Bundle price:
 $0.65
Format:
 Watermarked PDF
The tinker base class (three-time Endzeitgeist "top 10" winner) has smart robots, big robots, combining robots, and necromantic robots, just to name a few, but in the end, the tinker's board presence is all too easy to wipe away with a single area-of-effect ability. Tinkering 303 - Matroishka Automatons remedies this situation with the introduction of automatons that deploy "child" automatons when destroyed, ensuring that you have something to work with when your next turn come around. Product Features 4 new innovations 1 new greater innovation 8 new inventions ...

Under the Knife: The Grafter, a Tinker Prestige Class
Regular price: $1.25
Bundle price:
 $0.81
Format:
 Watermarked PDF
"You'll be a whole new you!"   Go Under the Knife with the grafter, the latest prestige class for the tinker base class! Tinkers have made Super Mega Ultra Mechas, have made musical bands of their automatons, conquered the air and the sea, have controlled both the dead and the manufactured at once, and have constructed ridiculous weapons only they can use. Still, tinkers have always been an island unto themselves, a party of mechanical minions within a larger party. That ends here. The grafter prestige class (a 5-level prestige class) finally makes inventions a community thing. Equipped with a grafting pool, the grafter first learns how to install inventions on his own body. With sufficient practice, he learns how to install inventions on any corporeal creatur...


Total value:$24.51
Special bundle price:$15.94
Savings of:$8.57 (35%)
 
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Customer avatar
Bradley C July 27, 2014 3:50 am UTC
PUBLISHER
The Grafter v.1.1

Special thanks to Thilo Graf for clubbing me over the head on this one. As with anything that expands the tinker in an odd way, precise language is required to make it work right, and that's something I only have when I roll well.

Grafting

• Inventions with the design descriptor can no longer be added.
• Anatomy that mimics inventions now satisfies the prerequisites for other inventions as though it were that invention. (Example: Do you have arms? If so, you count as having the arms invention!)
• The grafter follows the alpha's rules for invention use if his Intelligence is 3 or greater.
• The grafter can reload his own grafted inventions, like a compartment.

The Body is a Machine

• Bonus now only applies to Heal checks made to perform first aid or surgery.

Implants

• It is now clearly stated that inventions treat implants as inventions for the purpose of ANY and ALL interactions....See more
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Publisher Stock #
IJB07
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File Last Updated:
May 01, 2013
This title was added to our catalog on May 01, 2013.