TEXT: 25
  The Steamsinger
  A Bard Tinker
  Prestige Class
  Interjection
  Games
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  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
  The Steamsinger
  It is said that the profession of tinker is one that marries
  the analytical aspects of the mind with the creative
  aspects of the mind. This causes many a tinker to combine
  interests and hobbies in particularly ludicrous ways.
  Some take up martial combat, others the gap between
  machine and corpse, and still others turn to music. 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.
  Role: Steamsingers, being in essence a tinker with bardic
  performance, aligns much more closely to the role of
  minion­based
  mechanical
  mastermind
  than
  musical
  warrior.
  Through
  his
  steamsinger
  repertoire,
  a
  steamsinger finds himself relegated to more of a support
  role than the tinker, responsible for both micromanaging
  his forces and keeping the appropriate music flowing over
  his audience.
  Alignment: Steamsingers can be of any alignment.
  Hit Die: d8
  Requirements
  To qualify to become a steamsinger, a character must
  fulfill all of the following requirements.
  Skills: Perform (any) 8 ranks
  Feats: Skill Focus (Perform [any])
  Spellcasting: Ability to learn 2nd level inventions.
  Special: Inspire Competence class feature, The Alpha
  class feature
  Class Skills
  The steamsinger's class skills (and the key abilities for
  each skill) are Acrobatics (Dex), Bluff (Cha), Perform
  (any) (Cha), and Sense Motive (Cha).
  Skill Ranks at Each Level: 4 + Int modifier.
  1
  Table: The Steamsinger
  
  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
  Class Features
  All of the following are class features of the steamsinger
  prestige class.
  Inventions and Performance
  The steamsinger's class level stacks with his invention­
  using class levels for the determination of maximum
  number
  of
  build
  points
  per
  blueprint,
  number
  of
  blueprints, inventions known, maximum invention level
  known, effective level of inventions, and automaton hit
  die progression.
  Further, the steamsinger's class level stacks with levels of
  any
  class
  that
  grants
  bardic
  performance
  for
  the
  determination
  of
  the
  number
  of
  rounds
  of
  bardic
  performance allowed daily, the efficacy of the inspire
  courage and inspire competence bardic performances,
  and the ability to begin a bardic performance as a move or
  swift action.
  Instrumental
  Inventions
  (Ex):
  At
  1st
  level,
  a
  steamsinger's
  fascination
  with
  the
  realm
  of
  music
  manifests itself in the adaptation of the tools of the
  musical
  trade
  as
  inventions
  for
  his
  automatons.
  A
  steamsinger may learn and inscribe these inventions
  exactly like any other invention. Indeed, many non­
  steamsinger tinkers find the work of the "specialists", as
  they call them, to be absolutely fascinating. Though they
  cannot use them, the more well­to­do tinkers are wont to
  purchase such outlandish inventions and read over their
  schemata as one would a mathematical treatise from a
  great natural philosopher. This demand makes such
  specialized inventions much more common than the
  population of steamsingers would otherwise suggest.
  Steamsinger Repertoire (Ex): At 1st level and every
  two levels thereafter, a steamsinger's exploration into the
  realm of music results in a breakthrough. Select a single
  performance or ability listed below.
  Dancing Beat (Su) ­ A steamsinger who elects to learn
  this steamsinger repertoire performance can use his
  performance to play a catchy dance beat that grants a
  single ally within 30 feet a +2 morale bonus to Reflex
  saves. At 3rd level and every 3 levels thereafter, an
  additional ally can be selected. Automatons with the
  dance number invention are affected by this performance
  even though they normally cannot be given a morale
  bonus. Dancing beat relies on audible components.
  Encore (Su) ­ A steamsinger who elects to learn this
  steamsinger
  repertoire
  performance
  can
  use
  his
  performance to create a 30­foot radius of ambient
  encouragement.
  Whenever
  one
  of
  the
  steamsinger's
  automatons is destroyed by anything other than the
  kamikaze directive within the radius of effect of this
  performance, there is a percent chance equal to twice the
  steamsinger's ranks in the perform skill that he regains a
  daily use of the deploy automaton class feature. Unlike
  other performances in the steamsinger repertoire, this
  performance
  cannot
  be
  performed
  by
  the
  alpha.
  Energizing Melody (Su) ­ A steamsinger who elects to
  learn this steamsinger repertoire performance can use his
  performance to deploy a non­megadroid, non­gigadroid
  automaton
  without
  spending
  a
  use
  of
  his
  deploy
  automaton class feature. When the steamsinger begins the
  performance, he also deploys the automaton in the same
  action and can give a directive upon deployment as a free
  action. As soon as the steamsinger ceases to perform the
  energizing melody, the automaton deployed using the
  performance shorts out and becomes inactive. At 5th
  level, the steamsinger can deploy a megadroid in this
  fashion,
  but
  expends
  two
  rounds
  of
  his
  bardic
  performance
  for
  each
  round
  this
  performance
  is
  maintained. Similarly, at 10th level, the steamsinger can
  deploy a gigadroid in this fashion, but expends three
  rounds of his bardic performance for each round this
  performance is maintained. Energizing melody relies on
  audible components.
  Harmonic Cadence (Su) ­ A steamsinger who elects to
  learn this steamsinger repertoire performance can use his
  performance to create a zone of harmony that extends to a
  radius of 60 feet from the singer. Within this zone of
  harmony, the Aid Other action grants an additional +1. At
  5th level, if the steamsinger's alpha is also performing
  harmonic cadence, the area in which their radii overlap
  grants a +2 bonus to the Aid Other action instead.
  Harmonic
  cadence
  relies
  on
  audible
  components.
  Key Vibrations (Su) ­ A steamsinger who elects to learn
  this steamsinger repertoire performance can use his
  performance to cause a single automaton within 60 feet to
  hum with sonic energy. Upon the use of the kamikaze
  directive, the use of the contingent kamikaze greater
  innovation,
  or
  upon
  its
  destruction,
  the
  automaton
  explodes, dealing 1 point of sonic damage per steamsinger
  level to all creatures in a 10­foot radius with a DC 10 + 1/2
  the tinker's level + the tinker's Intelligence modifier
  Reflex save for half. While charged with sonic energy, the
  automaton
  has
  resistance
  to
  sonic
  equal
  to
  the
  steamsinger's level. At 5th level and every five levels
  thereafter, an additional automaton can be selected. Key
  vibrations
  relies
  on
  audible
  components.
  March of Progress (Su) ­ A steamsinger who elects to
  learn this steamsinger repertoire performance can use his
  performance to enhance one of his automatons within 60
  feet. To do so, select an invention with a build point cost
  of 1 + 1/3 the steamsinger's level or less that "requires and
  replaces" an invention already on the automaton. For the
  duration of the steamsinger's performance, the selected
  invention is treated as though it were part of the
  automaton's blueprint. At 5th level, this performance
  affects all deployed automatons of a single blueprint
  instead. March of progress relies on audible components.
  Montage of the Mechanic (Su) ­ A steamsinger who elects
  to learn this steamsinger repertoire performance can use
  his performance to create images of repairmen plying
  their trade on all allies within 30 feet. Each round,
  automatons are repaired for 1 point of damage per
  steamsinger level, while the most damaged piece of
  equipment on each organic ally in the area of effect is
  repaired for 1 point of damage per steamsinger level.
  2
  
  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
  Music of the Machine (Ex) ­ A steamsinger who elects to
  learn this steamsinger repertoire ability can now fascinate
  constructs with his fascinate bardic performance. Further,
  his
  alpha
  can
  now
  perform
  the
  fascinate
  bardic
  performance. The alpha receives a +4 bonus to its
  effective
  steamsinger
  level
  when
  playing
  this
  performance.
  Remedial Coursework (Ex) ­ The alpha of a steamsinger
  who elects to learn this steamsinger repertoire ability can
  now perform the inspire courage and inspire competence
  bardic performances. The alpha receives a +4 bonus to its
  effective
  steamsinger
  level
  when
  playing
  these
  performances.
  Steelskin Sonnet (Su) ­ A steamsinger who elects to learn
  this steamsinger repertoire performance can use his
  performance to grant all allies within 60 feet DR 1 + 1/3
  the steamsinger's level / adamantine. Steelskin sonnet
  relies on audible components.
  Thunderous Blast (Su) ­ A steamsinger who elects to learn
  this steamsinger repertoire performance can use his
  performance to launch a cacophonic blast of sound at a
  single creature within 30 feet. Treat this as a ranged touch
  attack
  that
  deals
  1d4
  points
  of
  sonic
  damage
  per
  steamsinger level. All automatons with either the cymbals
  or trumpet invention within 30 feet of the creature struck
  are given a directive to use that instrument on the
  creature
  struck.
  Thunderous
  blast
  relies
  on
  audible
  components.
  Alpha Performance (Ex): A steamsinger's incessant
  training of his alpha in the musical arts grants it a bonus
  to all Perform checks equal to 1/2 the steamsinger's class
  level, rounded down, as well as a bardic performance pool
  containing 1 round of bardic performance for every two
  steamsinger levels the master possesses. These can be
  used when outside the range of the master's presence
  class feature or when the master is unconscious, dead, or
  otherwise incapacitated. Whenever the alpha begins to
  perform, if it is within the radius of the master's presence
  class feature, it can choose which bardic performance
  pool to use with that performance.
  Should the alpha be using its master's pool and the
  master falls unconscious or moves such that the alpha is
  not within the radius of master's presence, the alpha can
  switch to its own pool automatically.
  Duet (Ex): At 3rd level, the steamsinger's incessant
  training of his alpha has resulted in the alpha's ability to
  perform
  as
  a
  steamsinger
  whose
  level
  is
  1/2
  the
  steamsinger class level of its master, rounded down. The
  alpha may only perform those performances granted to
  the steamsinger by the steamsinger repertoire class
  feature and can only perform when the master is
  conscious and the alpha is within the radius of the
  master's presence class feature. Further, the alpha's
  performances
  deduct
  from
  its
  master's
  bardic
  performance pool. When the master is out of bardic
  performance for the day, the alpha cannot perform.
  Should the master fall unconscious or move such that the
  alpha is outside of the radius of master's presence, the
  performance ends immediately.
  Solo Act (Ex): At 10th level, the alpha's training has
  granted it an additional 5 rounds of bardic performance.
  Steamsinger Inventions
  Bongos (Instrument)
  1 BP
  Invention 2
  Instrumental Inventions class feature, arms invention
  The automaton has been given a pair of bongos, as well as
  an absolutely obligatory pair of sunglasses. As a standard
  action, the automaton can play its bongos and give all
  allies within 30 feet a +1 morale bonus to saving throws
  against fear effects for 1 round.
  Cello (Instrument)
  6 BP
  Invention 6
  Instrumental Inventions class feature, arms invention
  The automaton has been given a cello. Quite frankly, it
  doesn't look too excited about it. Each round, the
  automaton can play the cello as a full­round action,
  creating a metronomic baseline sound with a radius of 30
  feet. Whenever a limited uses per day instrument is used
  within the cello's area of effect, that instrument does not
  consume one of its limited uses per day because the
  presence of the cello's sound makes it easy to play
  properly. Each time an instrument conserves a daily use
  in this fashion, the automaton playing the cello gets more
  and more upset. Finally, after the sixth time a limited uses
  per day instrument has conserved a daily use, the
  automaton
  playing
  the
  cello
  immediately
  ceases
  its
  playing. On its next turn, the automaton snaps the cello in
  half and starts jumping up and down on it. This is a full­
  round action that provokes attacks of opportunity, though
  some intelligent creatures may find it so utterly hilarious
  that
  they'd
  rather
  stand
  there
  and
  watch.
  Cymbals (Instrument)
  2 BP
  Invention 2
  Instrumental Inventions class feature, arms invention
  The automaton has been given a pair of heavy cymbals,
  the sort capable of making a toddler look at her pots and
  pans and yearn for something greater. As a standard
  action, the automaton can bash the cymbals together,
  making a horrible grating noise that deals 1d6 points of
  sonic damage in a 5­foot radius. A DC 10 + 1/2 the tinker's
  level + the tinker's Intelligence modifier Fortitude save
  negates. Creatures who cannot hear, whether this is part
  of their anatomy or due to the deafened condition, are
  immune to this invention.
  Cymbal Acoustics
  2 BP
  Invention 5
  cymbals instrument
  On a successful Fortitude save, the cymbals invention
  now deals half damage. Further, when playing the
  cymbals, the fire and flames and thunderstruck inventions
  are
  not
  negated
  on
  a
  successful
  saving
  throw.
  3
  
  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
  Dance Number
  2 BP
  Invention 3
  performance programming invention
  The automaton has been taught how to dance with the
  best of them and can now perform the feint action;
  however, rather than make a Bluff check when feinting,
  the
  automaton
  makes
  a
  Perform(dance)
  check.
  Deafening Cymbals
  1 BP
  Invention 3
  cymbals invention
  The automaton's cymbals have been altered such that the
  racket they make is deafening in a very literal sense. On a
  failed saving throw, the cymbals invention also deafens
  the victim for 1 round.
  Enhanced Puddleflute (Instrument)
  3 BP
  Invention 5
  puddleflute invention
  This invention requires and replaces puddleflute. As a
  standard action, the automaton can create a brilliant flash
  of light, blinding all creatures in a 30­foot radius for 1
  round and dealing 2d6 points of electricity damage to the
  automaton. A DC 10 + 1/2 the tinker's level + the tinker's
  Intelligence modifier Fortitude save negates the blind
  effect.
  An automaton with the enhanced puddleflute invention
  cannot
  have
  the
  juryrigged
  puddleflute
  invention.
  Fire and Flames
  1 BP
  Invention 5
  cymbals invention or trumpet invention
  Clever modifications to the metal of which some of the
  automaton's instruments are made causes the instrument
  to scatter sparks when played. The cymbals and trumpet
  inventions now deal a point of fire damage in addition to
  their
  other
  effects.
  This
  damage
  is
  negated
  if
  the
  instrument's saving throw is made.
  Glass Armonica (Instrument)
  4 BP
  Invention 5
  Instrumental Inventions class feature, arms invention
  Banned shortly after its creation by influential individuals
  who were convinced that the device causes insanity, the
  automaton has been given a glass armonica to see
  whether or not there is any basis to the ban. Long story
  short, there is.
  Three times per day as a standard action, the automaton
  can run its fingers over the armonica, causing a single,
  randomly determined creature within 30 feet to become
  confused. A DC 10 + 1/2 the tinker's class level + the
  tinker's Intelligence modifier Will save negates. This is a
  mind­affecting ability. Creatures who are immune to
  mind­affecting abilities cannot randomly be selected.
  Greater Instrument Focus
  3 BP
  Invention 6
  instrument focus invention
  This invention requires and replaces instrument focus.
  The automaton gains +2 to its DCs for a specific
  instrument
  when
  playing
  that
  instrument.
  This invention can be taken multiple times. Each time,
  select a different instrument that has the benefit of the
  instrument focus invention.
  Harmonica (Instrument)
  3 BP
  Invention 4
  Instrumental Inventions class feature
  The automaton has been given a harmonica, and, like so
  many others with harmonicas, uses it to tune that next
  note. As a standard action, the automaton can play the
  harmonica, granting it a +5 circumstance bonus to the
  next Perform check it makes. This check must be made
  within 1 round.
  Heavy Cymbals
  2 BP
  Invention 4
  cymbals invention
  The
  automaton's
  cymbals
  are
  bigger,
  heavier,
  and
  generally carry further. The cymbals invention now has a
  10­foot radius.
  Instrument Focus
  2 BP
  Invention 4
  Instrumental Inventions class feature, any instrument
  invention
  Additional
  subroutines
  regarding
  one
  instrument
  invention already installed on the automaton grant that
  automaton +1 to DCs when playing that instrument.
  This invention can be taken multiple times. Each time,
  select a different instrument.
  Juryrigged Puddleflute
  2 BP
  Invention 5
  puddleflute invention, static shield invention
  The automaton no longer deals electricity damage to itself
  when it uses the puddleflute invention. Instead, whenever
  the automaton uses the puddleflute invention, damage
  dealt by the static shield invention is maximized for 1
  round.
  By
  extension,
  the
  static
  sheathe
  and
  static
  eruption inventions are also maximized for this period, as
  their damage is based off of the damage of the static
  shield invention.
  An automaton with the juryrigged puddleflute invention
  cannot
  have
  the
  enhanced
  puddleflute
  invention.
  4
  
  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
  Massive Cymbals
  2 BP
  Invention 6
  resounding cymbals
  This invention requires and replaces resounding cymbals.
  The automaton's cymbals invention deals an additional
  3d4 sonic damage.
  One­man Band
  5 BP
  Invention 6
  any three instrument inventions
  The automaton has received a great deal of training
  involving
  such
  feats
  of
  dexterity
  as
  simultaneously
  banging on drums while blaring on a trumpet. As such,
  the automaton has gained the ability to use up to three
  instruments as a single full­round action. Given the
  automaton's desire to see and be seen while doing this,
  the automaton refuses to use this invention unless it is the
  one and only non­alpha automaton currently deployed its
  master.
  Performance Programming
  1 BP
  Invention 2
  Instrumental Inventions class feature
  The automaton now has rhythm and gains ranks equal to
  its hit dice to a single Perform skill. These ranks stack
  with the skill suite invention, though the number of ranks
  an automaton has in a skill cannot exceed the level of its
  tinker.
  This invention can be taken multiple times. Each time, a
  different Perform skill is chosen.
  Piccolo (Instrument)
  2 BP
  Invention 4
  Instrumental Inventions class feature, arms invention
  The automaton has been given a piccolo. When directed
  to play along with its master, the automaton adds +2 to
  the DC of the master's fascinate bardic performance. Only
  one
  piccolo
  can
  provide
  benefit
  at
  any
  one
  time.
  Puddleflute (Instrument)
  2 BP
  Invention 2
  Instrumental Inventions class feature
  A wild misnomer, the puddleflute, one of many inventions
  produced by the subterranean race of intelligent oozes
  known as the Puddlings, is actually a tight skullcap that
  emits various warbles and incredibly bright flashing
  lights. Though meant to be a means of communication
  with the Puddling race, the plan was eventually scrapped
  due to the skullcaps frying necessary parts of the wearer's
  brain.
  As a standard action, the automaton can create a brilliant
  flash of light, dazzling all creatures in a 30­foot radius for
  1 round and dealing 1d4 points of electricity damage to
  the automaton. A DC 10 + 1/2 the tinker's level + the
  tinker's Intelligence modifier Fortitude save negates the
  dazzle effect. Creatures who roll a natural 1 for their
  Fortitude
  save
  are
  blinded
  for
  1
  round
  instead.
  Puttin' on the Ritz
  3 BP
  Invention 5
  dance number invention
  The
  automaton
  gains
  the
  Improved
  Feint
  feat.
  Resounding Cymbals
  2 BP
  Invention 3
  performance programming, resounding cymbals
  invention
  The automaton's cymbals have been retooled for worse
  acoustics,
  but
  greater
  combat
  effect.
  The
  cymbals
  invention
  deals
  an
  additional
  1d6
  sonic
  damage.
  5
  
  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
  Snare Drum (Instrument)
  3 BP
  Invention 2
  Instrumental Inventions class feature, arms invention
  The automaton has been given a snare drum. Due to a
  problem with the instructions given to the automaton
  when first granted this drum, it has gotten the idea of
  "snare" all wrong. As a standard action, the automaton
  can throw the snare drum as though it were a thrown
  splash weapon. If it lands in a square occupied by a
  creature of size large or smaller, the snare drum somehow
  finds a way to entangle that creature for rounds equal to
  the automaton's ranks in the Perform (percussion) skill,
  minimum 1. A creature entangled by a snare drum can
  forego any number of attacks to attack the drum. These
  attacks automatically hit and each point of damage dealt
  to the drum reduces the duration of the entangled effect
  by 1 round. A DC 10 + 1/2 the tinker's level + the tinker's
  Intelligence modifier Reflex save negates the entangled
  effect altogether.
  If a creature entangled by the snare drum is slain, put to
  sleep, made helpless, or otherwise neutralized before the
  entangling effect ends, the automaton can retrieve the
  snare drum and use it again. Similarly, if the snare drum
  misses or is successfully saved against, the automaton can
  retrieve the snare drum and use it again.
  Thunderstruck
  1 BP
  Invention 3
  cymbals invention or trumpet invention
  Clever modifications to the metal of which some of the
  automaton's instruments are made causes the instrument
  to scatter sparks when played. The cymbals and trumpet
  inventions now deal a point of electricity damage in
  addition to their other effects. This damage is negated if
  the instrument's saving throw is made.
  castanets
  Timpani (Instrument)
  3 BP
  Invention 4
  Instrumental Inventions class feature, arms invention
  Noting the potent effect that the booming sound of the
  timpani has on organic creatures, the tinker has outfit an
  automaton with one. Once per day as a standard action,
  the automaton can beat on the timpani, causing all allies
  within 30 feet to receive the benefits of the haste spell for
  1 round. This is a mind­affecting ability.
  Tiny Clickers (Instrument)
  2 BP
  Invention 3
  dance number invention
  The automaton has been given a pair of castanets;
  however, the automaton simply refuses to refer to them as
  such. They are the clickers. The tiny clickers. Whenever
  the master uses the Perform skill to make money, an
  automaton with the tiny clickers automatically makes an
  Aid Other roll. If successful, the automaton adds +5 to the
  Perform check.
  Trumpet (Instrument)
  3 BP
  Invention 3
  Instrumental Inventions class feature, arms invention
  The automaton has been given a rather battered trumpet
  that is only capable of producing a nasty, rather tinny
  sound. Once per day as a standard action, the automaton
  can blare on the trumpet, dazing creatures in a 15­foot
  cone for 1 round. A DC 10 + 1/2 the tinker's level + the
  tinker's Intelligence modifier Fortitude save negates.
  Creatures who cannot hear, whether this is part of their
  anatomy or due to the deafened condition, are immune to
  this invention.
  Tuba (Instrument)
  2 BP
  Invention 2
  Instrumental Inventions class feature, arms invention
  The automaton has been given a rather large and
  unwieldy
  tuba.
  Despite
  the
  best
  programming
  and
  instruction, the automaton has no idea how to play it and
  assumes that it is to be used as a bludgeon. The
  automaton deals slam damage as though it were one size
  category larger than it actually is.
  War Drums
  3 BP
  Invention 5
  Instrumental Inventions class feature, arms invention
  The automaton has been given a pair of rather severe­
  looking wardrums. As a standard action, the automaton
  can beat on these drums, granting all allies within 30 feet
  a
  +1
  competence
  bonus
  to
  damage
  for
  1
  round.
  6
  
  The Steamsinger ‐ A Bard Tinker Prestige Class
  Interjection Games
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
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  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:
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  and Bill Webb; Based on original content from TSR.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC;
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
  Cook, and Skip Williams.
  The Steamsinger: A Bard Tinker Prestige Class, Copyright 2013 Bradley
  Arthur Crouch.
  [End of License]
  Notice of Open Game Content: This product contains Open Game Content
  as defined in the Open Game License, above. Open Game Content may
  only be used under and in terms of the Open Game License.
  Cover art: Jeff Preston, "108 Terrible Portrait Ideas", 2011.
  Designation of Open Game Content: The statistical information and
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  of those elements within this document are Open Game Content as
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  Product Identity is not available for Use or reuse without the express
  written consent of Bradley Arthur Crouch of Interjection Games.
  Designation of Product Identity: Product Identity in this product includes
  the following terms; Tinker, Interjection Games, the Interjection Games
  logo.
  This document is copyright Bradley Arthur Crouch of Interjection Games,
  2013. It is intended for personal use and may not be redistributed or
  reproduced without express written consent of Bradley Arthur Crouch of
  Interjection Games.
  7
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Interjection Games/The Steamsinger - A Bard Tinker Prestige Class.pdf