Tinkering 302: Modules - Tinker Magic Items
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From publisher blurb: 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