New ARTIFICER Base Class


Homebrew and House Rules


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Finally, after a few months of of working and reworking abilities, I'm ready to post my version of the Artificer class. It was inspired by a number of other "artificer-based" classes listed by Cheapy HERE, but added my own spin on the trope. its an amalgamation of various ability mechanics from a variety of base classes. Feedback and fair, polite criticism is welcome.

Warning Walls of Text. I have to post it in separate posts, since apparently the site can't handle postin that much text all at once.

ARTIFICER
Craftsmen, inventors, engineers–these words conjure the quintessential picture of a creator of new and amazing devices. However, nothing elicits a more iconic or powerful image of a true scientist and developer of technology than the artificer. An artificer is often viewed as the odd man out in a party–neither a frontline combatant nor a powerful spellcaster. More akin to the rogue or alchemist in regards to their skill set, artificers support their allies through their knowledge of scientific theories, technological innovations, and engineering techniques. As a builder of gadgets and gear-driven contraptions, the artificer uses his knowledge of engineering, design, and metalworks to construct amazing devices of technological wonder. By using his artifice, the artificer can give a semblance of life to inanimate objects, craft powerful gearworks machines, and design marvellous gadgets that duplicate the effects of various spells. While artificers are best known for their wondrous creations, they are also experts at crafting mundane objects and transforming them into masterwork items, such as locks, traps, weapons and armor. Whether through artifice theories or scientific innovations, the artificer stands as a symbol of the new age magic of science, technology, and engineering.

Role: The artificer seeks to enhance the world around him through new technology, and is forever striving to develop the ultimate contraption. One of the artificer’s greatest inventions is his gearworks machine, a semi-sentient construct that can work alongside its master to craft devices, guard his person, or even enter the fray. The artificer is always looking for ways to improve his designs and gain greater knowledge of advanced technology and scientific theory. Thus, he travels the lands of the world in search of new experiences, greater understanding, and in turn, often aids his companions in ways hitherto deemed unimaginable.

Alignment: Any.
Hit Dice: d8.

Class Skills: The artificer’s class abilities are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), Use Magical Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: The artificer is proficient with all simple weapons, light martial weapons, and with light armor.

Artifice (Su): An artificer makes his mark upon the world with new theories and clever innovations. While some focus their creative energies on the mundane, others prefer to dabble in the realm of alchemical or even magical creations. Whatever their focus, all artificers have artifice. In game terms, artifice is a measure of an artificer’s cunning, creative energy, and skill in crafting amazing gadgets of wondrous power. At the start of each day, an artificer gains a number of artifice points equal to 1/2 his artificer level (minimum 1) + his Intelligence modifier. These artifice points refresh once per day when the artificer rests for at least 8 hours. An artificer also spends artifice points to apply theories (see below) as a standard action.

Crafter’s Touch (Su): An artificer can repair damaged objects with a touch. This functions as the mending spell, except that the artificer repairs 1d4 points of damage every two artificer levels (maximum 5d4) and takes 1 minute of work. This ability can also be used to heal his gearworks machine, but not other constructs. Using this ability provokes attacks of opportunity. The artificer can use crafter’s touch a number of times per day equal to 3 + his Intelligence modifier.

Expert Crafter (Ex): Artificers are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also at fashioning mechanical traps and mundane items of every kind, including weapons and armor. When using the Craft skill to create an alchemist item or mundane item, an artificer gains a competence bonus equal to his class level on the Craft check. This bonus applies on skill checks required when using Craft Magic Arms and Armor or the Master Craftsman feat. An artificer can use the appropriate Craft skill to identify magical items as if using detect magic. He must hold the item for 1 round to make such a check.

At 7th level, an artificer uses 1/10 the gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to craft magical arms and armor.

Gadgets (Ex):
An artificer uses his scientific know-how, ingenuity, and technological experimentation to create temporary gadgets that are both practical and ground-breaking. When created, most gadgets take the shape of a 3-inch geometric form called a modular device. Once activated, the device unfolds in a whirring clatter of tiny shifting plates until it transforms into its proper shape and size, ready for immediate use. Other gadgets take the form of a capsule (thrown or swallowed), field emitter (radiates a force field of energy), gauntlet or glove, goggles, ray gun (emits a ray of energy, high-intensity light, or sound), or some other mechanical device. Many of these gadgets duplicate the effects of various spells or magical items, but are mechanical in nature, employing gears, springs, pulleys, and so forth to create the desired effects. The time required for a gadget to transform into its fully functional form (it is ready to be used or take effect) is equal to the casting time of its equivalent spell.

An artificer can create only a certain number of gadgets of each level per day. His base daily allotment of gadgets is given on Table: Artificer. In addition, he receives bonus gadgets per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an artificer creates a gadget, he infuses the metals, gears, and mechanical parts in the gadget with his own artifice energy. A gadget immediately becomes inert (including its effect) if it leaves the artificer’s possession, reactivating as soon as it returns to his keeping—an artificer cannot normally pass out his gadgets for allies to use (but see the “share gadget” innovation below). A gadget, once created, remains potent for 1 day before becoming inert, so an artificer must re-prepare his gadgets every day. Creating a gadget takes 1 minute of work—most artificers prepare many gadgets at the start of the day or just before going on an adventure, but it’s not uncommon for an artificer to keep some (or even all) of his daily gadget slots open so that he can prepare gadgets in the field as needed.

Although the artificer doesn’t cast spells, he does have a gadget list that determines what gadgets he can create. An artificer can utilize spell-trigger items if the spell’s equivalent gadget appears on his gadget list, but not spell-completion items (unless he uses Use Magic Device to do so). A gadget is activated by pressing a button, flipping a switch, or even tossing the gadget—the effects of a gadget exactly duplicate the spell upon which its gadget is based, save that some gadgets affect only the activating artificer. The artificer uses his level as the caster level to determine any effect based on caster level. Creating gadgets utilizes raw materials (scrap metal, gears, wire, etc.), but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If an equivalent spell normally has a costly material component, that component is expended as an equal amount of gold pieces during the creation of that particular gadget. Gadgets that duplicate spell effects that have a focus requirement never have focus requirement. An artificer can prepare a gadget of any blueprint he knows.

To learn a blueprint or use a gadget, an artificer must have an Intelligence score equal to at least 10 + the gadget’s level. The Difficulty Class for a saving throw against an artificer’s gadget is 10 + the gadget level + the artificer’s Intelligence modifier. An artificer may know any number of blueprints. He stores his blueprints in a special tome called a schematics book. He must refer to this book whenever he creates a gadget but not when he activates it. An artificer begins play with two 1st level gadget blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new artificer level, he gains one new gadget blueprint of any level that he can create. An artificer can also add gadget blueprints to his book just like a wizard adds spells to his spellbook, using half the cost but twice the time requirements of the equivalent spell. An artificer can study a wizard’s spellbook or an alchemist’s formulae book to develop any gadget blueprint that is equivalent to a spell or formula the spellbook or formula book contains. A wizard or alchemist, however, cannot learn spells or extracts from a schematics book. An artificer does not need to decipher the arcane writings of an alchemist’s formulae before copying them, as they are based on mathematics and scientific formulas, but he must decipher the arcane writings contained in a wizard’s spellbook.

Schematics Book: An artificer doesn’t cast spells. Instead, he constantly conceptualizes and designs all types of mechanisms, gadgets, and machines, many of which duplicate the effects of a various magical items. These gadgets and their blueprints are recorded in his schematics book. An artificer can create any gadget whose blueprint is recorded in his schematic book by studying it for 1 hour.

Theories:
Artificer’s spend artifice points to act upon their hypotheses and apply new theories of artifice to their designs. Most theories allow the artificer to grant a temporary bonus or effect, while others provide longer-lasting benefits. Some theories stay in effect as long as the artificer has at least 1 artifice point. The following is the list of base artificer theories. An artificer can only apply a theory of his level or lower. Unless otherwise noted, a theory can be applied multiple successive times, as long as the appropriate amount of artifice is spent to utilize the theory.

Masterworks (Ex): At 1st level, as long as an artificer has at least 1 artifice point, any non-masterwork item he holds, wields, or wears is treated as its masterwork equivalent. This effect immediately ends if the artificer is no longer in contact with the item.

Alternatively, an artificer can spend 1 artificer point to transform any non-masterwork item he touches (including an ally’s) into its masterwork equivalent for 1 minute. If the object has no masterwork equivalent, this theory has no effect. An artificer can affect only one object from each of the following artifice categories at a time: armor/shields, chains/manacles, clothing/outfits, kits/instruments/tools, locks, or weapons. If the artificer affects another object of the same category, only the current object is considered to be of masterwork quality, while the previous object is again a non-masterwork item. Only one item from each category can be considered to be of masterwork quality at one time. Up to 50 pieces of ammunition can be affected by this theory, and are counted as one item form the weapon category. If he uses this theory again with an object from the same category, the first object is immediately treated as a non-masterwork item. Items affected by this theory also count as masterwork items of their type for the purpose of Craft Magical Arms and Armor and any other item creation feats that require a masterwork item.

At 3rd level, an artificer can spend 1 artifice point to improve his masterwork items and the benefits they bestow for 1 minute. At 8th level and every five levels thereafter, an artificer can improve these benefits by an additional equivalent value. Any increase to the benefits of these items do not stack with benefits granted by a magical version of the item, such as the magical enhancement bonuses of magical armor or weapons, but they can supersede them, though they are not considered magical for the purpose of bypassing damage reduction. For example, an 18th level artificer could increase the masterwork enhancement bonus on attack and damage rolls of a +3 longsword to +5, though it would only be considered a +3 longsword for the purpose of bypassing damage reduction.

The type of improvement is determined by the type of masterwork item as follows.
• Armor/Shields: The artificer can decrease the armor check penalty of a suit of armor by 1 (minimum 0) at each interval, to a maximum of 5 at 18th level.
• Chains/Manacles: The artificer can increase the DC of the Strength check to break the object by 2 at each interval, to a maximum total of 10 at 18th level.
• Clothing/Outfits: The artificer can increase the numerical base value of the item’s bonus (whether circumstance bonuses, saves, resistances or skill checks) by the same value at each interval, to a maximum of 10 (or +10) at 18th level.
• Kits/Musical Instruments/Tools: The artificer can increase the associated skill check’s bonus by +2 at each interval, up to a maximum total of +10 at 18th level
• Locks: The artificer can increase the DC of the Disable Device check by 5 at each interval, to a maximum of 20 at 18th level. For example, an artificer of 18th level or higher could improve the DC check of a superior lock to 60 when using this theory.
• Weapons: The artificer can increase the bonus to attack and damage rolls by +1 at each interval, to a maximum of +5 at 18th level. Up to 50 pieces of ammunition can be affected by this theory, and are counted as one weapon.

Modify Object (Su): At 1st level, an artificer can spend 1 artifice point to alter the physical qualities of a single object. The following modifications can be applied to any one object that the artificer comes in contact with, but the artificer must declare the modification he is using before the theory is performed.
• Break: The artificer can break any one Small or smaller object with a touch. The artificer must make a ranged touch attack to deliver the effect. If the target fails its Fortitude saving throw (DC 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier), it gains the broken condition. If this theory is used on a broken item, the item is destroyed on a failed save. At 3rd level, by spending 1 artifice point, an artificer can break any one Medium or smaller object. At 7th level, an artificer can spend a number of artifice points to break any one object of each subsequent size category above Medium as follows: Large (2 artifice points), Huge (3 artifice points), Gargantuan (4 artifice points), or Colossal (5 artifice points). If the object is a construct, the artificer requires twice the indicated number of artifice points.
• Lighten: The artificer can decrease the weight of any one Small object or smaller by half for 1 minute per artifice level. If used on armor, it improves the armor check penalty by 1, though it does not change the armor’s categorization as light, medium, or heavy. At 3rd level, by spending 1 artifice point, an artificer can lighten any one Medium or smaller object. At 7th level, the artificer can spend a number of artifice points to lighten any one object of each subsequent size category above Medium as follows: Large (2 artifice points), Huge (3 artifice points), Gargantuan (4 artifice points), or Colossal (5 artifice points). If the object is a construct, the artificer requires twice the indicated number of artifice points.
• Fragile: the artificer can cause an object to become less study and resilient to the rigors of travel and combat. By making a ranged touch attack, the artificer can bestow any armor, shield, tool, or weapon with the fragile quality for 1 minute per artificer level. A fragile object gains the broken condition if the user rolls a natural 1 on an attack roll (weapon) or skill check (tools) with the object, or if a critical hit is confirmed against the object (armor or shield). If a fragile object is already broken, the roll of a natural 1 or critical hit destroys it instead. A masterwork or magical object of the listed types cannot be affected by this theory. The broken condition can be removed through the appropriate feats or abilities. The object is otherwise considered to have the fragile quality until the theory ends.

Quick Study (Ex): At 1st level, an artificer can spend 1 artifice point to take 10 on any single Appraise, Craft, Disable Device, or Use Magical Item skill check, even if he can’t normally take 10 on the check.

Arcane Artifice (Su): At 3rd level, an artificer can expend 1 point from his artifice pool as a swift action to grant any weapon or armor he is holding or wearing a +1 enchantment bonus for 1 minute. At 7th level, the artificer may increase the enhancement bonus to +2 or add the impervious, keen, neutralizing, quenching, or thawing weapon properties, or the balanced, fortification (light), grinding, impervious, or staunching armor properties. These bonuses can be added to the weapon or armor, stacking with existing weapon and armor enhancements to a maximum of +5. Multiple uses of this theory do not stack with themselves.

Fortify (Su): At 3rd level, an artificer can spend 1 artifice point to increase the hardness and hit points of any object he touches (including an artifice item, gadget, or his gearworks machine) by an amount equal to his artificer level. These benefits last until the hit points are expended or until 24 hours have passed. Multiple uses of this theory overlap and do not stack.

Gearworks (Su): At 3rd level, an artificer can spend 1 artifice point to imbue a single inanimate object with mobility and a semblance of life. As a full action round, an artificer can add gears and moving parts to one Small or smaller object (including any bombs, see Theories), allowing it to function as the animate object spell for 1 round per artificer level. An artificer may spend additional artifice points to animate objects of Medium or larger size as follows: a Medium object requires 2 artifice points, a Large object requires 3 artifice points, a Huge object requires 4 artifice points, a Gargantuan object requires 5 artifice points, and a Colossal object requires 6 artifice points to animate. The artificer cannot affect an object carried or worn by a creature. An artificer can improve the duration of a gearworks object through selected innovations.

Deadly Mein (Ex): At 7th level, an artificer can spend 1 artifice point to enhance the basic properties of a weapon for 1 minute. An artificer can enhance a single weapon in one of the following ways.
• Critical Multiplier: The artificer can increase the critical multiplier of a single weapon by 1.
• Damage: The artificer can increase the damage die of a single weapon as if it were 1 size category larger. This does not alter the actual size of the weapon. For example, an artificer can increase the damage of a longsword from 1d8 to 1d10.
• Range: The artificer can increase the range increment of a single ranged weapon by +10 feet.
• Threat Range: The artificer can increase the threat range of a single weapon by 1.
Multiple uses of the same benefits do not stack.

Quick Upgrade (Su): At 7th level, an artificer can spend 1 artifice point to grant his gearworks machine any upgrade whose total cost does not exceed 2 upgrade points for 1 minute per artificer level. The artificer may only grant one upgrade with this theory, even if that upgrade can be taken multiple times. The artificer can grant an upgrade that allows him to spend additional upgrade points to improve that upgrade. This theory cannot be used to grant an improvement to an upgrade that the gearworks machine already possesses. The gearworks machine must meet any prerequisites of the selected upgrade. This theory does not allow a gearworks machine to exceed its maximum number of natural attacks. At 11th level, an artificer can grant any one upgrade whose total cost does not exceed 4 upgrade points. At 15th level, an artificer can grant any two upgrades whose total cost does not exceed 6 upgrade points.

Transformative Artifice (Su): At 7th level, an artificer can subtly change the physical properties of a single object so as to function as a completely different material. An artificer can spend a number of artifice points to change an object’s construction material into one of the following special materials: adamantine (3 points), cold iron (1 point), darkwood (1 point), living steel (2 points), mithral (2 points), or silver (1 point). Up to 50 pieces of ammunition can be affected by this theory, and are counted as one weapon. This transformation lasts for 1 minute.

Concealed Gadgetry (Su): At 11th level, as long as an artificer has at least 1 artificer point, he can cause a single mundane item or magical object to transform into a small, geometric, modular device and back again. On command, the object collapses in upon itself in a whirring clatter of tiny shifting plates until it becomes a 3-inch cube, cylinder, or sphere of the same material. The same command word restores the object to its normal shape and size. While the object is thus affected, it continues to occupy 1 point from the artificer’s artifice pool. If the object occupies a magical item slot, then the slot must be unoccupied for the object to be restored. This theory lasts for 1 day per artificer level, while restoring the object to its normal shape and size immediately ends the theory. The number of objects that the artificer can affect with this theory is equal to his Intelligence modifier, but cannot exceed the number of artifice points he has remaining.

Reciprocal Activation (Ex): At 11th level, whenever an artificer uses a magical item with charges, he can spend 1 artifice point to activate the item without expending a charge from the items total charges. If the item requires more than one charge to activate a specific power, the artificer can reduce this expenditure of charges to a minimum of 0 by spending an equal number of artifice points, up to the maximum number of charges required to activate the power.

Reshape Matter (Su): At 15th level, an artificer can spend 1 artifice point to reshape up to 10 cubic feet of material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by this theory. The quality of items made by this theory is commensurate with the quality of material used as the basis for the new object. If the artificer works with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet per level. The artificer must make an appropriate Craft check to create articles requiring a high degree of craftsmanship. The reshaping process requires 1 round per 10 cubic feet of material to be affected.

Conduit (Su): At 15th level, as long as an artificer has at least 1 artificer point, he can spend a swift action to transfer 3d6 hit points between himself and his gearworks machine, either taking damage himself and healing his gearworks machine or healing himself and damaging his gearworks machine. The gearworks machine must be within 50 feet of the artificer for this theory to function.

Dual Artifice (Su): At 15th level, whenever the artificer creates an artifice item, he can spend 1 artifice point so that it persists on its own and is not rendered inert if the artificer creates another artifice item from the same category. This allows an artificer to create different types of artifice items and keep them handy for emergencies. This does not allow an artificer to gain the effects of multiple artifice items—only the most recently activated, held, or worn item has any effect. An artificer can have two of the same type of item when using this theory.

Fast Transformation (Su): At 15th level, an artificer can spend 2 artifice points to cause his gearworks machine to shift and transform in a whirring clatter of gears and moving plates. The artificer can change any of the gearworks machine’s upgrades by allocating its upgrades pool on new upgrades as a full-round action. The gearworks machine cannot benefit from this theory more than once per day. This theory does not allow the artificer to change his gearworks machine’s base form.

Call Machine (Su): At 19th level, an artificer can spend 3 artifice points to instantly summon his gearworks machine to his side from any location. This functions as instant summons, but the machine must be on the same plane as the artificer.

Enduring Artifice (Su): At 19th level, when an artificer creates or enhances an item using his masterworks, arcane artifice, and/or transformative artifice theories, he can spend 1 hour of work and all his remaining artifice points to make the theories’ effects permanent. The item now functions in all ways as a magical item and persists even after the artificer sets it down. As long as the enduring artifice item exists, it continues to occupy one of the artificer’s magical item slots, unless it occupies no magical item slot. An artificer can only have one enduring artifice item in existence at a time. An enduring artifice item cannot be used by a non-artificer to gain its effects. An artificer can add additional magic abilities to his enduring artifice at the normal costs. The magic properties of an enduring artifice item, including any magic abilities added to the item, only function for the artificer who owns it. If an enduring artifice item's owner dies, or the item is replaced, the item reverts to being an ordinary item of the appropriate type. The artificer must have at least 6 artificer points remaining to use this theory. An artificer can only have one enduring artifice item at a time.

Unbreakable Object (Ex): At 19th level, as long as an artificer has at least 1 artifice point any mundane item or object he holds or touches becomes virtually indestructible for 1 minute per artifice level. This effect immediately ends if the artificer is no longer in contact with the object. The object gains DR/adamantine 10 and hardness 40. If the object already has DR/adamantine and hardness, its DR/adamantine and hardness both increase by 5.

Alternatively, an artificer can spend 1 artifice point to make a gadget or magical item indestructible, or 2 artifice points to make his gearworks machine indestructible for a number of rounds equal to his artificer level. An object, gadget, magical item, or gearworks machine can only be affected by this theory once per day.

Ingenuity (Ex): Starting at 2nd level, an artificer’s knowledge, creativity, and intuition results in sudden bursts of inspiration. Once per day, whenever an artificer makes either a Craft check to create mundane and magical items or makes a single Use Magic Device check to activate a magical item, he can receive a +1 luck bonus to the check as an immediate action. This bonus increases by an additional +1 for every three levels beyond 2nd.

Innovation:
As an artificer gains experience, he gains insight into new artifice techniques, methods of design, mechanics, and gadget construction. Starting at 2nd level, an artificer learns one innovation. He learns an additional innovation for every two levels of artificer attained after 2nd level, up to 18th level. Unless otherwise noted, an artificer cannot select an individual innovation more than once. Some innovations can only be made if the artificer has met certain prerequisites first, such as discovering other innovations. The DC of any saving throw called for by an innovation is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier.

Advanced Trapsmith (Ex): The artificer can learn one of the following advanced traps in place of one of a ranger trap: arrow trap (6th), bear traps (12) (6th), collapsing bridge trap (10th), javelin trap (8th), punji stake trap (6th), rigged rope bridge (8th), spiked snare traps (6th), spring-loaded panel (8th). The artificer must meet the level requirements of the trap he chooses (in parentheses). For a detailed description of these traps see Traps in the Gamemastery Guide. An artificer must be at least 6th level and have the trapsmith innovation.

Careful Disarm (Ex): Whenever an artificer attempts to disarm a trap using Disable Device, he does not spring the trap unless he fails by 10 or more. If he does set off a trap he was attempting to disarm, he adds his trapfinding bonus to avoid the trap. An artificer must be at least 6th level before selecting this innovation.

Cunning Trigger (Ex): The artificer with this innovation can use a swift action to set off any trap within 30 feet that he constructed. An artificer must have the trapsmith innovation before selecting this innovation.

Devices Expert (Ex): The artificer’s knowledge of machines and gadgetry allows him to more easily activate magical devices. He gains a +5 competence bonus on all Use Magical Device checks. If the device has gears, moving parts, or is mechanical in nature, this bonus increases to +10. An artificer must be at least 6th level before selecting innovation.

Explosives Expert (Ex): The artificer learns to use explosives and similar devices to great effect. Whenever the artificer uses a bomb or item that deals damage in a radius, he adds +2 to the DC for any Reflex saves made against the effect. In addition he adds his Intelligence modifier as a competence bonus to any damage dealt by the effect. An artificer must be at least 8th level before selecting this innovation.

Eye for Danger (Ex): An artificer is accustomed to the sudden and often explosive hazards of operating mechanical devices. As such, he is always wary of any sudden and often lethal hazards. The artificer gains a +2 luck bonus on Reflex saves and initiative rolls.

Fast Picks (Ex): The artificer with this innovation can use the Disable Device skill to attempt to open a lock as a standard action instead of a full-round action.

Fire Bomb (Ex): By spending 2 minutes of work, the artifice can create a smoke bomb that deals 2d6 points of fire damage. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier. This innovation can be selected multiple times. Its effects stack up to a maximum of 6d6 points of fire damage. This innovation can chosen once at 6th, 12th, and 18th level. An artificer must be at least 6th level and have the smoke bomb innovation before selecting this innovation.

Flash Bomb (Ex): By spending 2 minutes of work, the artificer can create a smoke bomb that detonates very brightly. Creatures that take a direct hit from a flash bomb are blinded for 1 minute unless they succeed at a Fortitude save. The DC of this save is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. If the artificer has the fire bomb innovation, he can also combine a flash bomb with a fire bomb by spending 3 minutes of work. An artificer must be at least 8th level and have the smoke bomb innovation before selecting this innovation.

Frugal Trapsmith (Ex): When an artificer with this innovation constructs a mechanical trap, he only pays 75% of the normal cost. An artificer must be at least 8th level and have the trapsmith innovation before selecting this innovation.

Grapple Launcher (Ex): The artificer has learned to alter a firearm to fire a grappling hook. By adding a special set of rails, the wielder can slide a grappling hook over the barrel of a firearm and fire it as a full-round action. The grappling hook anchors into anything the wielder successfully hits with an attack roll, and the DC of the Strength check required to pull the grappling hook loose is equal to wielder’s attack roll to lodge it in place. A Disable Device check can remove it with a +5 bonus on the check, and a creature struck by the hook can escape it with a combat maneuver check or Escape Artist check with a +5 bonus on the check. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope, but throws off the balance of the wielder's firearm, reducing its range increment by 50%. Adding a grapple launcher to a firearm requires 1 day of work. An artificer must be at least 4th level and have the Gunsmith innovation to select this innovation.

Greater Gearworks (Su): By spending 10 minutes of work instead of a full-round action, an artificer’s gearworks object now persists for 10 minutes per artificer level. An artificer must be at least 10th level and have the improved gearworks innovation before selecting this innovation.

Gunsmith (Ex): The artificer gains the Gunsmithing feat, but uses his chosen Craft or Profession skill in place of Craft (alchemy) for any firearm Craft checks.

Hardening Technique (Ex): The artificer learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or magic item the artificer creates gains an additional 5 hit points.

Improved Gearworks (Su): By spending 1 minute of work instead of a full-round action, an artificer’s gearworks object now persists for 1 minute per artificer level. An artificer must be at least 6th level before selecting this innovation.

Infused Artifice (Su): When the artificer creates or enhances an item using his masterworks, arcane artifice, and/or transformative artifice innovations, he can infuse it with an extra bit of his own artifice power. The item created now persists even after the artificer sets it down. As long as the artifice item exists, it continues to occupy one of the artificer’s magical item slots. If the item does not occupy a slot, he can only have one item of that type in existence at a time. An infused artificer item can be used by a non-artificer to gain its effects.

Master Constructor (Ex): The artificer gains Craft Construct as a bonus feat. He also adds Craft Construct to the list of feats affected by the Master Craftsman feat, and can count his ranks in his chosen skill as his caster level for the purposes of qualifying for the Craft Construct feat. An artificer must be at least 8th level before selecting this innovation.

Meta Gadgetry (Ex): The artificer has learned new techniques to make his gadgets more effective. He chooses one of the following metamagic feats: Burning Spell, Concussive Spell, Elemental Spell, Empower Spell, Enlarge Spell, Extend Spell, Flaring Spell, Focused Spell, Intensified Spell, Lingering Spell, Maximize Spell, Persistent Spell, Reach Spell, Rime Spell, and Widen Spell. The artificer can apply the effects of this feat to his gadgets as if they were spell. The gadget must meet the same requirements as the spell that the feat is normally applied to. This innovation can be selected multiple times. Each time the artificer chooses a different metamagic feat.

Quick Disable (Ex): Whenever an artificer uses the Disable Device skill to disable a trap, it takes him half the normal amount of time (minimum 1 round).

Quick Trapsmith (Ex): As a full-round action, an artificer with this innovation can set a simple trap with a CR no greater than 1/2 his artificer level. To do this, he must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The artificer can only construct traps that he knows in this way, and is subject to the GM’s discretion. The artificer must have the trapsmith innovation before selecting this innovation.

Reliable Gunsmithing (Ex): By spending 1 minute of work, an artificer can reduce the misfire value of a single firearm by 1 (minimum 0) for 10 minutes. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. The artificer must be at least 4th level and have the gunsmith innovation before selecting this innovation.

Remote Bomb (Ex): By spending 1 additional minute of work, an artificer can attach a remote detonator to any bomb he creates. This allows the artificer to detonate the bomb at any time, as long as he is within 60 feet of the bomb. A remote bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed. The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An artificer cannot have more than one remote bomb at one time. If he creates another remote bomb, the previous bomb can no longer be detonated remotely, and immediately becomes a normal bomb of its type. A successful Disable Device check (DC equals 10 + the artificer’s level + the artificer’s Intelligence modifier) can neutralize a remote bomb. An artificer must be at least 8th level before selecting this innovation.

Ruinous Touch (Su): An artificer has learned to harm objects instead of healing them. As a swift action, whenever an artificer uses his crafter’s touch ability, he can choose to deal damage against objects or heal them. An artificer must be at least 10th level before selecting this innovation.

Salvage Item (Ex): An artificer has learned to salvage the gp value from an artifice device or magical item and put it towards the value of creating another artifice device or magical item. The artificer must spend 1 day of work with the item and have the appropriate Item Creation Feat to salvage the item. After 1 day, the device or item is destroyed and the artificer gains 1/2 the item’s gp value of the artifice device or magical item to add towards the cost of any new artifice device or magical item he immediately begins to create. This value cannot be spent as gold, and may only be used towards the creation of another artifice device or magical item. The artificer must be at least 4th level to select this innovation.

Scrap Bomb (Ex): By spending 3 minutes of work, an artificer can create a fire bomb that explodes into shards of broken gears and scrap metal that deal piercing damage. A creature that takes a direct hit from a scrap bomb takes 1 point of bleed damage per die of bomb damage unless it succeeds at a Reflex save, in addition to any fire damage. An artificer must be at least 8th level and have the fire bomb innovation before selecting this innovation.

Share Gadget (Ex): The artificer can alter one of his gadgets he has already built to work for another person. The artificer designates, using a standard action, one other character and one of the gadgets that he possesses. That character can now operate the gadget as if they were the artificer utilizing all of the artificer's relevant bonuses. The gadget works for the designated person for a number of hours equal to the artificer’s level. If the artificer is unable to designate a new person, the gadget becomes inert until the artificer returns it to his possession or is able to designate a new user. An artificer must be at least 8th level before selecting this innovation.

Skill Mastery (Ex): The artificer becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this innovation, he selects a number of skills equal to her Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent her from doing so. An artificer may gain this innovation multiple times, selecting additional skills for skill mastery to apply to each time. An artificer must be at least 10th level before selecting this innovation.

Smoke Bomb (Ex): By spending 1 minute of work, the artificer can craft a smoke bomb that creates a cloud of smoke with a 15-foot radius when thrown. This acts like the smoke from a smokestick. The artificer can center this smoke on himself, or throw the bomb as a ranged touch attack with a range of 20 feet. Throwing a smoke bomb is a standard action. An artificer can create a number of smoke bombs per day equal to his Intelligence modifier. Each use of this innovation expends 1 artifice point.

Steadfast Gunsmithing (Ex): By spending 1 minute of work, an artificer reduce the misfire value of a single firearm by 4 (minimum 0) for 10 minutes. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. The artificer must be at least 10th level and have the reliable gunsmithing innovation before selecting this innovation.

Strange Magic (Ex): The artificer has learned to employ magical items in a different manner than for which it was intended. If he so chooses, the artificer can wear an item that occupies one item slot in an entirely different slot and still gain the effect as if he were wearing the item normally. For example, an artificer could wear a neck slot item in a feet slot. This only applies to items that occupy the belt, feet, hands, headband, neck, ring, or wrist categories. The artificer may wear only one item in this way at a time. An artificer must be at least 6th level before selecting this innovation.

Trap Mastery (Ex): Whenever an artificer disarms a trap using Disable Device, he can bypass it even if his check did not exceed the DC by 10 or more. If it is a magic trap that allows specific creatures to pass it without danger, he can modify which creatures it allows to pass, adding his allies and restricting enemies if he desires. An artificer must be at least 10th level and have the careful disarm innovation before selecting this innovation.

Trap Spotter (Ex): Whenever an artificer comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Trapsmith (Ex): The artificer learns how to create a snare trap and one other extraordinary (not supernatural) ranger trap of her choice (see Trapper archetype in Ultimate Magic). The artificer can use these traps a total number of times per day equal his Intelligence modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The artificer cannot select an individual trap more than once. This innovation may be selected multiple times, but each time the artificer learns a new trap. An artificer must be at least 4th level before selecting this innovation.

Undetected Sabotage (Ex): Whenever an artificer uses Disable Device to sabotage or disable a device, he can make a Sleight of Hand check with a bonus equal to his level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the artificer’s check with an opposed Perception skill check.

Vial Launcher (Ex): The artificer has learned to add a special tube onto a firearm that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows the wielder to channel the force of black powder into this tube to launch the vial as a ranged attack with half the range increment of the firearm. The wielder can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier when the wielder launches the vial from the firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the wielder (and the firearm) as the target. Adding a grapple launcher to a firearm requires 1 day of work. An artificer must be at least 4th level and have the Gunsmith innovation to select this innovation.

Weird Science (Ex): By spending 1 minute of work, an artificer can alter a charged magical item so that it creates a different effect one time. This new effect must be of equal power level (such as a spell effect) and one that a similar item can create. For example, if an artificer uses weird science on a wand of fireball (a 3rd level spell), he can alter the wand to function as a wand of suggestion (also a 3rd level spell). The artificer must spend an additional 1 minute of work before he can create another effect with the same item. A new effect expends the same number of charges as the original effect as normal. The artificer can use this innovation a number of times per day equal to his Intelligence modifier. An artificer must be at least 10th level before selecting this innovation.

Trapfinding (Ex): At 2nd level, an artificer adds half his level to all Disable Device skill checks (minimum +1) and Perception skill checks made to locate traps. An artificer can use Disable Device to disarm magic traps.

Swift Artifice (Ex): At 3rd level, an artificer can create mundane items with astounding speed. It takes an artificer half the normal amount of time to create mundane and masterwork items. At 7th level, the material costs are now equal to 1/2 of the item’s sale value whenever the artificer creates a mundane item.

Gearworks Machine:
At 4th level, after years of trial and error, an artificer has perfected the secrets of artifice, gadgetry, and gear-based technology, and how to combine them into a semblance of life. It is this mastery of artifice that allows him to construct a powerful automaton called a gearworks machine. All gearwork machines are treated as constructs, except that they are not “destroyed” until reduced to a number of negative hit points equal to or greater than their bonus hit points due to size (see Construct). This machine is constructed from spare gears and metal parts scrounged from the scrap heaps of blacksmiths and other metallurgists or artificers. His starting machine is battered, and only he knows how to use or command it properly. All other creatures treat his gearworks machine as if it had the broken condition. If the machine already has the broken condition, it does not work at all for anyone else trying to use or command it. This starting machine can only be sold for scrap (it’s worth 4d10 + 200 gp when sold).

A gearwork machine resembles a 1-foot diameter metal sphere (modular device) that weighs 20 lbs. when it is not in its machine form. An artificer can transform this sphere (hereafter referred to as its inert form) into his gearworks machine in a mechanical process that takes 1 minute to complete. When brought forth in this way, the gearworks machine’s hit points are unchanged from the last time it was dismissed. The only exception to this is if the gearworks machine was “destroyed”, in which case it transforms from its inert form with half its normal hit points. The gearworks machine does not heal naturally. The gearworks machine remains until dismissed by the artificer (a standard action), at which time it reverts back to its inert form. If the gearworks machine is reverted to its inert form due to being “destroyed”, it cannot be called forth again until the following day. The gearworks machine cannot be forced into its inert form by means of dispel magic, but spells such as dismissal and banishment do. If the artificer is unconscious, asleep, or killed, his gearworks machine immediately reverts to its inert form.

The gearworks machine’s physical appearance is up to the artificer, but it always appears as some sort of golem or construct creature. The gearworks machine’s base form is decided at the time of construction, and determines what types of upgrades it can obtain. The gearworks machine’s Hit Dice, saving throws, skills, feats, and abilities are tied to the artificer’s class level and increase as the artificer gains levels. In addition, each gearworks machine receives a pool of upgrade points, based on the artificer’s class level that can be used to give the gearworks machine different abilities and powers. Whenever the artificer gains a level, he must decide how these points are spent, and they are set until he gains another level of artificer.

Dynamo (Su): In addition to its physical form, a gearworks machine requires a special power source or engine in order to function. This engine, called a dynamo, is uniquely crafted by the artificer for the soul purpose of powering his gearworks machine. Not only does it power the artificer’s gearworks machine, but it is specifically attuned to his machine alone, and therefore cannot be used to power another artificer’s gearworks machine. A dynamo grants the gearworks machine its semblance of life, individual consciousness, and ability to carry out the commands of its master.

A dynamo is always masterwork quality, and when acquired at 4th level is not made of any special material. A dynamo must be placed in the artificer’s gearworks machine to have any effect. An artificer can add additional magic abilities to his dynamo as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. The magic properties added to a dynamo only function for the artificer who owns it, but are bestowed upon his gearworks machine. If a dynamo’s owner dies, or the dynamo is replaced, the dynamo reverts to being an ordinary masterwork item of the appropriate type. A dynamo is considered a wondrous item for the purpose of adding magic abilities to it.

If a dynamo is damaged, it is restored to full hit points after 24 hours as long as it takes no additional damage. If a dynamo is destroyed, it can be replaced after 1 week of work (a minimum of 8 hours per day) and costs 200 gp per artificer level plus the cost of the masterwork quality (count as masterwork armor). When a gearworks machine’s dynamo is removed or destroyed, it immediately reverts to its inert form. If the dynamo is returned, repaired, or replaced, the gearworks machine again functions normally. A dynamo has a hardness of 10, 20 hit points, and must be attacked directly to be damaged. When destroyed, it explodes in a 20-foot burst of gears and fluid that deals 6d6 points of acid, electricity, and slashing damage to all within the area.

Master Craftsman (Ex): At 5th level, an artificer gains Master Craftsman as a bonus feat. At 9th level, if the artificer has the Craft Construct feat, he can count ranks in his chosen skill as his caster level for the purposes of using the Craft Construct feat or his artificer level, whichever is higher.

Journeyman’s Touch (Su): At 9th level, an artificer can use his crafter’s touch ability as a full-round action. The artificer can restore the magic properties of a magical item if his artificer level is at least twice that of the item’s caster level. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. In addition, the artificer can use his crafter’s touch on a creature of the construct type.

Greater Machine (Su): At 13th level, an artificer can transform his gearworks machine into an unstoppable metal juggernaut for 1 minute, once per day. While this ability is in effect, the gearworks machine gains a +4 bonus to Strength and Dexterity, a +4 bonus to AC, DR 10/ —, an increase of +10 feet to its speed, and a number of temporary hit points equal to its bonus hit points (see Construct).

Master’s Touch (Su): At 17th level, an artificer can use his crafter’s touch ability as a standard action, and no longer provokes attacks of opportunity.

Grand Theorem (Ex):
At 20th level, an artificer discovers a grand theorem. He immediately learns two normal innovations, but also designs and creates a grand device chosen from the list below, representing a truly astounding breakthrough of artifice and design. For many artificers, the promise of one of these grand theorems is the primary goal of their research and hard work. A grand device has an active and inert form, much like the artificer’s gearworks machine. When in its inert state, an artificer’s grand device takes the form of a 6-inch metal cube or sphere that weighs 10 lbs. Once created, the device persists. An artificer can only have one grand deice created at a time.

Battle Armor: The artificer creates a special suit of metal armor that functions as the iron body spell. Wearing the armor is taxing on the artificer’s body. Should he wear the armor beyond the indicated duration, he becomes exhausted on the subsequent round and remains so until he leaves the armor. Once the armor is removed, he instead becomes fatigued for 2d6 rounds.

Disintegration Gun: The artificer creates a special ray gun that can be fired once per day. This device generally resembles a one-handed firearm, but instead of firing bullets, it discharges a high intensity beam of light that functions as the disintegration spell.

Instant Mansion: The artificer creates a special compact dwelling that once activated, unfolds in whirring of shifting plates and grinding gears until it reaches the size of a mansion. While the active mansion has a physical presence, it otherwise functions as the mage’s magnificent mansion spell, and does not exist on another plane of existence. The artificer can activate this device once per day.

Gearworks Brigade: The artificer creates a number of special modular devices that, once activated, transform into wooden golems that are completely under the artificer’s control. These constructs function as the wooden phalanx spell, except that the golems are gearworks machines crafted from wood instead of metal, but retain all the stats of a wooden golem. The artificer can activate his gearworks brigade once per day.

Remote Blastbomb: The artificer creates a small but powerful explosive device once per day that he can remotely detonate. This device functions as the delayed blast fireball spell, except that the artificer can detonate the bomb at anytime while within 200 feet of the device. The device remains inert until detonated. The artificer otherwise uses his artificer level as his caster level to determine the device’s effect.

Weather Control Device: The artificer creates a device that controls the weather patterns in the surrounding area. He can activate this device once per day, and once activated, it functions as the control weather spell, using the artificer’s level as the caster level.

Table: Artificer
Base
Class Attack Fort Ref Will Gadgets per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th 5th 6th

1st +0 +0 +2 +2 Artifice, crafter’s touch, expert crafter, theories 1 — — — — —
2nd +1 +0 +3 +3 Ingenuity, innovation, trapfinding 2 — — — — —
3rd +2 +1 +3 +3 Swift artifice, theories 3 — — — — —
4th +3 +1 +4 +4 Gearworks machine, innovation 3 1 — — — —
5th +3 +1 +4 +4 Master craftsman 4 2 — — — —
6th +4 +2 +5 +5 Innovation 4 3 — — — —
7th +5 +2 +5 +5 Theories 4 3 1 — — —
8th +6/+1 +2 +6 +6 Innovation 4 4 2 — — —
9th +6/+1 +3 +6 +6 Journeyman’s touch 5 4 3 — — —
10th +7/+2 +3 +7 +7 Innovation 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Theories 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Innovation 5 5 4 3 — —
13th +9/+4 +4 +8 +8 Greater machine 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Innovation 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Theories 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 Innovation 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Master’s touch 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Innovation 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Theories 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Grand theorem 5 5 5 5 5 5

ARTIFICER GADGET LIST:

Artificers gain access to the following gadgets.

1st-Level Artificer Gadgets–acid glove (corrosive touch), air tank (air bubble), carry-all (ant haul), cold glove (chill touch), corrosive capsule (acid splash), door detector (detect secret doors), elemental shield (endure elements), expeditious boots (expeditious retreat), firecrackers (snapdragon fireworks), flaming glove (burning hand), fog machine (obscuring mist), grease gun (grease), growth ray (enlarge person), hand taser (daze), holograph imager (silent image), hypnotic device (hypnotism), jolt glove (shocking grasp), jump boots (jump), light (spark), linguistic translator (comprehend languages), parachute (feather fall), proximity sensor (alarm), range enhancer (longshot), remote cable (animate rope), shock field (shock shield), shrink ray (reduce person), signal flare (flare), sleeping gas capsule (sleep), verbal mimicking device (ventriloquism), voice modulator (vocal alteration).

2nd-Level Artificer Gadgets–agility capsule (cat's grace), auditory/visual inhibitor (blindness/deafness), cloaking device (invisibility), corrosive arrow (acid arrow), energy gauntlet (elemental touch), energy shield (resist energy), fire arrow (flame arrow), fire-eater capsule (fire breath), fireworks (pyrotechnics), flamethrower (scorching ray), flashlight (continual flame), greater fog machine (fog cloud), hover boots (levitate), improved holographic imager (minor image), improved taser (daze monster), laughing gas capsule (hideous laughter), magnetic lock mechanism (arcane lock), net launcher (web), night vision goggles (darkvision), pain inhibitor (delay pain), sonic emitter (shatter), stamina capsule (bear's endurance), strength capsule (bull's strength), ultraviolet goggles (see invisibility), wall climbing gear (spider climb).

3rd-Level Artificer Gadgets–acceleration device (haste), aqualungs (water breathing), blastbomb (fireball), displacer device (displacement), electromagnetic charge emitter (lightning bolt), exhaustion emitter (ray of exhaustion), fury capsule (rage), greater energy shield (protection from energy), greater holograph imager (major image), greater sleeping gas capsule (deep slumber), jetpack (fly), mass cloaking device (invisibility sphere), motor inhibitor (hold person), protective force field (ablative barrier), radiant lantern (daylight), shrapnel grenade (pellet blast), stink bomb (stinking cloud).

4th-Level Artificer Gadgets–confusion inducer (confusion), electromagnetci spheres (ball lightning), energy breath capsule (dragon's breath),fear ray (fear), fire wall capsule (wall of fire), folding house (secure shelter), greater cloaking device (invisibility (greater)), greater night vision goggles (darkvision (greater)), greater shrapnel grenade (detonate), ice wall capsule (wall of ice), improved protective shield (stoneskin), pain inducer (agonize), reverse force shield (resilient sphere), voice modulator (shout).

5th-Level Artificer Gadgets–acid bomb (acid spray), environment suit (life bubble), greater jet pack (overland flight), greater motor inhibitor (hold monster), ice bomb (cone of cold), sonic locator (echolocation), wall force field emitter (wall of force).

6th-Level Artificer Gadgets–greater sensory alarm (guards and wards), greater voice modulator (shout (greater)), iron wall device (wall of iron), programmed holograph imager (programmed image), radiant flash bomb (sunburst), repulsor gauntlet (repulsion), stun gun (power word stun),


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GEARWORKS MACHINE
A gearworks machine’s abilities are determined by the artificer’s level and by the choices made using its upgrade pool. Table: Gearworks Machin Base Statistics determines many of the base statistics of the gearworks machine. Each gearworks machine possesses a base form that modifies these base statistics. Gearworks machines are constructs for the purpose of determining which spells affect them.

Table: Gearworks Machine/Effigy Base Statistics
Class Bad Armor Str/Dex Upgrade Max.
Level HD BAB Saves Skills Feats Bonus Bonus Pool Attacks Special

4th 1 +1 +0 2 1 +0 +0 3 3 Construct traits, darkvision,
low-light vision, link
5th 2 +2 +0 4 1 +2 +1 4 3 Find master
6th 2 +2 +0 6 1 +2 +1 5 3 —
7th 3 +3 +1 8 2 +2 +1 7 4 —
8th 4 +4 +1 10 2 +4 +2 8 4 Ability score increase
9th 4 +4 +1 12 2 +4 +2 9 4 Guard
10th 5 +5 +1 14 3 +4 +2 10 4 —
11th 6 +6 +2 16 3 +6 +3 11 4 —
12th 6 +6 +2 18 3 +6 +3 13 4 Multiattack
13th 7 +7 +2 20 4 +6 +3 14 5 Ability score increase
14th 8 +8 +2 22 4 +8 +4 15 5 —
15th 8 +8 +2 24 4 +8 +4 16 5 —
16th 9 +9 +3 26 5 +8 +4 17 5 —
17th 10 +10 +3 28 5 +10 +5 19 5 —
18th 10 +10 +3 30 5 +10 +5 20 5 Ability score increase
19th 11 +11 +3 32 6 +10 +5 21 6 —
20th 12 +12 +4 34 6 +12 +6 22 6 —

GEARWORKS MACHINE ABILITIES:

A gearworks machine’s abilities are determined by the artificer’s level and by the choices made using its upgrade pool. Table: Gearworks Machine Base Statistics determines many of the base statistics of the construct. Each gearworks machine possesses a base form that modifies these base statistics.

Class Level: This is the character’s artificer level.

Hit Dice: This is the total number of 10-sided (d10) Hit Dice the gearworks machine possesses. A gearworks machine has no Constitution score, and therefore gains no bonus hit points from a high Constitution score. Instead, the gearworks machine gains bonus hit points according to its size as follows: Small (10), Medium (20), Large (30), Huge (40).

Base Attack Bonus: This is the gearworks machine’s base attack bonus. A gearworks machine’s base attack bonus is equal to its Hit Dice. Gearworks machines do not gain additional attacks using their natural weapons for a high base attack bonus.

Bad Saves: These are the gearworks machine’s base saving throw bonuses. A gearworks machine possesses three bad saving throw, regardless of its base form.

Skills: This lists the gearworks machine’s total skill ranks. A gearworks machine can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Gearworks machines with Intelligence scores above the base value modify these totals as normal (a gearworks machine receives a number of skill ranks equal to 2 + its Intelligence modifier per Hit Dice). A gearworks machine cannot have more ranks in a skill than it has Hit Dice. earworks machine skill ranks are set once chosen, even if the creature changes when the artificer gains a new level. Unlike normal constructs, gearwork machines are not mindless, and therefore gain skills and feats. The following skills are class skills for gearworks machines: Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), and Sense Motive (Wis). Note that gearworks machines with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.

Feats: This is the total number of feats possessed by a gearworks machine. Gearworks machines can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Gearworks machine feats are set once chosen, even if the creature changes when the artificer gains a new level. If, due to changes, the gearworks machine no longer qualifies for a feat, the feat has no effect until the gearworks machine once again qualifies for the feat.

Armor Bonus: The number noted here is the gearworks machine’s base total armor bonus. This number is modified by the gearworks machine’s base form and some options available through its upgrade pool. A gearworks machine cannot wear armor of any kind, as the armor interferes with the artificer’s connection to the gearworks machine.

Str/Dex Bonus: Add this modifier to the gearworks machine’s Strength and Dexterity scores, as determined by its base form. Some options available through the gearworks machine’s upgrade pool might modify these scores.

Upgrade Pool: The value given in this column is the total number of points in the gearworks machine’s upgrade pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the gearworks machine. Whenever the artificer gains a level, the number in this pool increases and the artificer can spend these points to change the abilities of the gearworks machine. These choices are not set. The artificer can change them whenever he gains a level (and through the transmogrify spell).

Max. Attacks: This indicates the maximum number of natural attacks that the gearworks machine is allowed to possess at the given level. If the gearworks machine is at its maximum, it cannot take upgrades that grant additional natural attacks. This does not include attacks made with weapons.

Special: This includes a number of abilities gained by all gearworks machines as they increase in power. Each of these bonuses is described below.

Construct Traits: Gearworks machines are constructs and have all the traits of the construct type.

Darkvision (Ex): The gearworks machine has darkvision out to a range of 60 feet.

Hardness (Ex): The gearworks machine has a hardness of 10.

Low-Light Vision (Ex): The gearworks machine has low-light vision, enabling it to see twice as far as a human in conditions of dim light.

Link (Ex): An artificer and his gearworks machine share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the artificer to give orders to his gearworks machine at any time. In addition, magic items interfere with the artificer’s connection to his gearworks machine. As a result, the artificer and his gearworks machine share magic item slots. For example, if the artificer is wearing a ring, his gearworks machine can wear no more than one ring. In case of a conf lict, the items worn by the artificer remain active, and those used by the gearworks machine become dormant. The gearworks machine must possess the appropriate appendages to utilize a magic item.

Find Master (Su): As long as the gearworks machine and the artificer that summoned it are on the same plane, the gearworks machine can locate its master. This ability replaces evasion.

Guard (Ex): If ordered to do so, a gearworks machine moves to defend the artificer. All attacks against the artificer take a –2 penalty when the gearworks machine is adjacent to its artificer. This ability replaces devotion.

Ability Score Increase (Ex): The gearworks machine adds +1 to one of its ability scores.

Multiattack: A gearworks machine gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the gearworks machine instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the gearworks machine later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Base Forms
Each gearworks machine has one of two base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the gearworks machine’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Gearworks machine slam attacks add 1-1/2 times the gearworks machine’s Strength modifier to the damage roll. If the gearworks machine gains additional attacks due to extra limbs, a tail, etc., it adds only its Strength modifier. These base forms also note any free upgrades that base form possesses. The bonuses from these free upgrades are already factored into the starting statistics. A artificer may select from either the biped, quadruped, or serpentine base forms, and are similar to those listed in the eidolon description of the Advanced Player’s Guide (see p. 60), but use the statistics listed below. The artificer may also select the new arachnid base for listed below. A artificer cannot select the aquatic base form.

Alternatively, any one of these base forms can be used to make a Small gearworks machine. If the gearworks machine is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The gearworks machine’s bonus hit points are reduced to 10. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks (if they have one), and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d6 becomes 1d4, 1d4 becomes 1d3). If this choice is made, the gearworks machine can be made Medium whenever the artificer can change the gearworks machine’s upgrade pool (which causes it to lose these modifiers for being Small)

Biped
Alternate Starting Statistics: Size Medium; Speed 20 ft.; AC +2 natural armor; Saves bad; Attack 1 slam (1d8); Ability Scores Str 16, Dex 12, Con — , Int 7, Wis 10, Cha 11; Free Upgrades limbs (arms), limbs (legs), slam.

Quadruped
Alternate Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves bad; Attack 1 slam (1d8); Ability Scores Str 14, Dex 14, Con — , Int 7, Wis 10, Cha 11; Free Upgrades limbs (legs) (2), slam.

GEARWORKS MACHINE MODELS:

A gearworks machine can look like almost anything its artificer desires within the parameters of its base form. Gearworks machine models are pre-built examples of base forms and upgrades that provide an easy guide to building a gearworks machine with a specific appearance or theme.
Using a model does not change the gearworks machine’s type or give it special abilities unavailable to other gearworks machines—it is basically a shortcut to allow a player or GM to quickly create a gearworks machine with a specific look in mind. Each model states the total number of upgrade points required to build a complete gearworks machine with that model; in many cases this build requires most of the artificer’s upgrade points, so only a more powerful artificer’s gearworks machine is a close approximation of the intended creature. For a low-level artificer, some of the gearworks machine’s features (such as extra hydra heads) may be cosmetic until he gains upgrade points to spend.

The Base Form lists the gearworks machine’s recommended base form for that model.

Primary Upgrades are a list of recommended upgrades to choose when you start building a gearworks machine with that model.
Additional Upgrades are a list of other upgrades to complete the modeled gearworks machine’s form and abilities.

Assistant
The gearworks machine looks like an artificer’s assistant, replete with tools and gadgets to aide its master in all his work.
11 points: Base Form biped; Primary Upgrades resourceful, skilled; Additional Upgrades limbs (arms), resourceful (3), utility tool (2).

Guard
The gearworks machine looks like an armored warrior, weapons in hand, and senses to alert it to danger’s approach.
8 points: Base Form biped; Primary Upgrades take watch, weapon training; Additional Upgrades improved natural armor, silent gearworks, tremorsense.

Juggernaut
The gearworks machine looks like a heavily armored war machine, designed to protect its master or destroy his enemies at all cost.
22 points: Base Form biped; Primary Upgrades heavy chassis, improved damage, weapon training; Additional Upgrades damage reduction, exoskeleton, enchanted gearworks, large, resistance, self-healing machine, shifting plates.

War Mount
The gearworks machine looks like a mechanized quadruped, typically in the form of a horse or other typical steed
7 points: Base Form quadruped; Primary Upgrades bite, hooves, mount; Additional Upgrades improved damage, improved speed, trample.

Servant
The gearworks machine looks like a simple gearworks machine, able to serve its master in many capacities.
5 points: Base Form biped; Primary Upgrades master’s voice, skilled; Additional Upgrades limbs (arms), resourceful.

Soldier
The gearworks machine looks like an artificer’s assistant, replete with tools and gadgets to aide its master in all his work.
15 points: Base Form biped; Primary Upgrades improved natural armor, reach, weapon training; Additional Upgrades deadly critical, enchanted gearworks, improved damage, resistance, shifting plates, tricky gears.

GEARWORKS MACHINE UPGRADES:

Each gearworks machine receives a number of upgrade points that can be spent to give the gearworks machine new abilities, powers, and other upgrades. These abilities, called upgrades, can be changed whenever the artificer gains a new level, but they are otherwise set. Some upgrades require that the gearworks machine have a specific base form or the artificer be of a specific level before they can be chosen. A number of upgrades grant the gearworks machine additional natural attacks. Natural attacks listed as primary are made using the gearworks machine’s full base attack bonus and add the gearworks machine’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the gearworks machine’s base attack bonus –5 and add 1/2 the gearworks machine’s Strength modifier on damage rolls (if positive). If the gearworks machine only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack’s type.

Upgrades are grouped by their cost in upgrade points. Upgrade points cannot be saved. All of the points must be spent whenever the artificer gains a level. Unless otherwise noted, each upgrade can only be selected once.

1-Point Upgrades:

The following upgrades cost 1 point from the gearworks machine’s upgrade pool.

Bite (Ex): A gearworks machine’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the gearworks machine already has a bite attack, this upgrade allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Claws (Ex): A gearworks machine has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must have the limbs upgrade to take this upgrade. This upgrade can only be applied to the limbs (legs) upgrade once. This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the limbs upgrade.

Climb (Ex): A gearworks machine becomes a skilled climber, gaining a climb speed equal to its base speed. This upgrade can be selected more than once. Each additional time it is selected, increase the gearworks machine’s climb speed by 20 feet.

Enchanted Gearworks (Su): A gearworks machine is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the artificer is 10th level or higher, all of the gearworks machine’s weapons are treated as the alignment of the gearworks machine for the purpose of overcoming damage reduction.

Hooves (Ex): A gearworks machine has a pair of sharp hooves at the end of its limbs, giving it two hoof attacks. These attacks are secondary attacks. The hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must have the limbs upgrade to take this upgrade. This upgrade can only be applied to the limbs (legs) upgrade once. Alternatively, the gearworks machine can replace the claws upgrade from its base form with these hoof attacks (this still costs 1 upgrade point). This upgrade can be selected more than once, but the gearworks machine must possess an equal number of limbs upgrades.

Improved Damage (Ex): One of the gearworks machine’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack.
Improved Natural Armor (Ex): A gearworks machine’s hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This upgrade can be taken once for every five levels the artificer possesses.

Improved Speed (Ex): One of the gearworks machine’s movement modes increases by +10 ft. This upgrade can be selected more than once. Its effects of this upgrade stack, but it can only be applied once to the same speed mode plus 1 additional time for every 6 levels the artificer possesses.

Master’s Voice (Ex): The artificer can use the gearworks machine to project his vocalizations. The gearworks machine appears to speak, but uses the voice and words of the artificer. The artificer can control the volume of his vocalizations as normal.

Mount (Ex): A gearworks machine is properly skilled and formed to serve as a combat-trained mount. The gearworks machine must be at least one size category larger than its rider. This upgrade is only available to gearworks machines of the quadruped base form.
Piercing Attack (Ex): The gearworks machine’s slam attack deals piercing damage instead of bludgeoning damage.

Pounce (Ex): A gearworks machine gains quick ref lexes, allowing it to make a full attack after a charge. This upgrade is only available to gearworks machines of the quadruped base form.

Pull (Ex): A gearworks machine gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the gearworks machine makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the gearworks machine. This ability only works on creatures of a size equal to or smaller than the gearworks machine. Creatures pulled in this way do not provoke attacks of opportunity. The gearworks machine must have a reach of 10 feet or more to select this upgrade. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack.

Push (Ex): A gearworks machine gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the gearworks machine makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the gearworks machine. This ability only works on creatures of a size equal to or smaller than the gearworks machine. Creatures pushed in this way do not provoke attacks of opportunity. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack.

Reach (Ex): One of a gearworks machine’s attacks is capable of striking at foes at a distance. Pick one attack. The gearworks machine’s reach with that attack increases by 5 feet.
Resistance (Ex): A gearworks machine’s form takes on a resiliency to one particular energy type, which is usually ref lected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The gearworks machine gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the artificer possesses, to a maximum of 15 at 10th level. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different energy type.

Resourceful (Ex): The gearworks machine has a hidden compartment built directly into its chassis. Each compartment can create a single tool worth no more than 25 gp per artificer level each day. This tool is a temporary item, created inside the gearworks machine to make mundane situations easier for his master. This evolution can be selected multiple times. Each time it is chosen it adds one additional compartment to the gearworks machine. The artificer must be at least 6th level before selecting this upgrade.

Skilled (Ex): A gearworks machine becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This upgrade can be selected more than once. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different skill.

Slam (Ex): A gearworks machine can deliver a devastating slam attack. This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if Large, 2d8 if Huge). The gearworks machine must have the limbs (arms) upgrade to take this upgrade. Alternatively, the gearworks machine can replace the claws from its base form with this slam attack (this still costs 1 upgrade point). This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the limbs upgrade.

Slashing Attack (Ex): The gearworks machine’s slam attack deals slashing damage instead of bludgeoning damage.

Sting (Ex): A gearworks machine possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the tail upgrade.

Tail (Ex): A gearworks machine gains a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance on a surface. This upgrade can be selected more than once.

Tail Slap (Ex): A gearworks machine can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The gearworks machine must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the gearworks machine must possess an equal number of the tail upgrade.

Take Watch (Ex): The gearworks machine can stand guard during the night while the artificer sleeps, without the machine being forced to revert to its inert form.

Wing Buffet (Ex): A gearworks machine learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The gearworks machine must possess the f light upgrade, with wings, to select this upgrade.

2-Point Upgrades:

The following upgrades cost 2 points from the gearworks machine’s upgrade pool.

Ability Increase (Ex): A gearworks machine becomes more powerful, gains faster ref lexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the gearworks machine’s ability scores by +2. This upgrade can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the artificer possesses.

Armored Conveyance (Ex): The artificer can enter a small chamber within the gearworks machine through a hatch somewhere upon its form. The chamber is only large enough for the artificer to sit comfortably. While inside the gearworks machine, the artificer is protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting the artificer are suspended until the artificer emerges from the gearworks machine (although durations continue to expire). The chamber provides a safe place, keeping out of harms way as the gearworks machine fulfills its master's commands. It require a full round action to enter or emerge from the gearworks machine. The artificer may only cast touch spells and those that target either himself or the gearworks machine while within the chamber. The artificer must use his gearworks machine to deliver his touch spells. The gearworks machine must have the mount upgrade and be at least one size larger than its artificer to select this upgrade.

Cleaving Attack (Ex): The gearworks machine can make a single attack against a foe within reach. If it hits, it deals damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. The gearworks machine can only make one additional attack per round. The gearworks machine also takes a –2 penalty to its Armor Class until its next turn. This upgrade functions exactly like the Cleave feat. The artificer must be at least 7th level before selecting this upgrade.

Constrict (Ex): A gearworks machine can crush those it grapples. Whenever the gearworks machine successfully grapples a foe using the grab upgrade, it deals additional damage equal to the amount of damage dealt by the attack used by the grab upgrade. This upgrade is only available to gearworks machines of the serpentine base form.

Energy Attacks (Su): A gearworks machine’s attacks become charged with energy from its dynamo. Pick one energy type: acid, cold, electricity, or fire. All of the gearworks machine’s natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The artificer must be at least 5th level before selecting this upgrade.

Energy Aura (Ex): The gearworks machine’s dynamo generates an intense aura of energy, dealing 1d4 points of damage with its touch. Creatures attacking a gearworks machine with unarmed strikes or natural weapons take this same energy damage each time one of their attacks hits. This damage increases to 1d6 once the artificer reaches 8th level. The artificer must be at least 8th level and have the energy attack upgrade before selecting this upgrade.

Flight (Ex): A gearworks machine gains large wings, like those of a bat or dragon, gaining the ability to fly. The gearworks machine gains a fly speed equal to its base speed. The gearworks machine’s maneuverability depends on it size. Medium or smaller gearworks machines have good maneuverability. Large gearworks machines have average maneuverability, while Huge gearworks machines have poor maneuverability. The gearworks machine’s fly speed can be increased by spending additional upgrade points, gaining a 20-foot increase to fly speed for each additional point spent. The artificer must be at least 5th level before selecting this upgrade.

Gear Grind (Ex): The gearworks machine can open a section of his chassis at will. As a standard action, the gearworks machine can attempt a grapple combat maneuver once per round. If the grapple is successful, the opponent takes 1d6 points of bludgeoning damage +1 point of damage per Hit Dice of the gearworks machine from the exposed rotating gears. The artificer must be at least 11th level before selecting this upgrade.

Gore (Ex): A gearworks machine grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d8 if Large, 2d6 if Huge).

Grab (Ex): A gearworks machine becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, slam, or tail slap attacks. Whenever the gearworks machine makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the gearworks machine grapples the target. This ability only works on creatures of a size one category smaller than the gearworks machine or smaller. Gearworks machines with this upgrade receive a +4 bonus on CMB checks made to grapple.

Haste (Su): After it has engaged in at least 1 round of combat, a gearworks machine can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell. This upgrade is exactly like the clay golem’s haste ability. The artificer must be must be at least 5th level before selecting this upgrade.

Head (Ex): A gearworks machine grows an additional head. The gearworks machine does not gain any additional natural attacks for the additional head, but the additional head does allow the gearworks machine to take other upgrades that add an additional attack to a head (such as a bite, gore, or breath weapon). This upgrade can be selected more than once.

Immunity (Su): A gearworks machine’s body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The gearworks machine gains immunity to that energy type. This upgrade can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The artificer must be at least 7th level before selecting this upgrade.

Lesser Breath Weapon (Su): The gearworks machine can exhale a cone or line of energy generated from his dynamo, gaining a breath weapon. Select either acid, cold, electricity, fire, or sonic. The gearworks machine can breathe a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Strength modifier. The gearworks machine can use this ability once per day. The gearworks machine can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The artificer must be at least 9th level before selecting this upgrade.

Limbs (Ex): A gearworks machine grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the gearworks machine’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The gearworks machine does not gain any additional natural attacks for an additional pair of arms, but it can take other upgrades that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the gearworks machine is proficient. This upgrade can be selected more than once.

Rake (Ex): A gearworks machine grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The gearworks machine receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This upgrade is only available to gearworks machines of the quadruped base form. The artificer must be at least 4th level before selecting this upgrade.

Rend (Ex): A gearworks machine learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the gearworks machine makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the gearworks machine’s Strength modifier. The gearworks machine must possess the claws upgrade to select this upgrade. The artificer must be at least 6th level before selecting this upgrade.

Self-Healing Machine (Su): The gearworks machine can repair itself once per day. The gearworks machine can use the artificer’s crafter’s touch to heal himself as if the artificer was using it. When using the crater’s touch ability on itself the gearworks machine may do so as a swift action. Each use of this ability by the gearworks machine subtracts from the artificer’s uses of that ability for the day. An artificer must be at least 8th level before selecting this upgrade.

Shifting Plates (Ex): As a swift action, the gearworks machine can alter his physical makeup, allowing it to change the damage type of natural attacks to slashing, blunt, or piercing. This upgrade can be selected multiple times. Each time it is chosen it changes the damage type to a different natural attack. The artificer must be at least 6th level before selecting this upgrade.

Silent Gearworks (Ex): The gearworks machine’s internal mechanisms no longer reverberate with grinds and whirls when it moves. Its gears and joints are under the constant effects of a silence spell and gains a +4 bonus to all Stealth checks.

Slow (Su): The gearworks machine can use a slow effect, as the spell, a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the gearworks machine and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Charisma-based. This upgrade is exactly like the clay golem’s slow ability. The artificer must be must be at least 10th level before selecting this upgrade.

Trample (Ex): A gearworks machine gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the gearworks machine can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the gearworks machine does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the gearworks machine’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Strength modifier. A trampling gearworks machine can only deal trampling damage to a creature once per round. This upgrade is only available to gearworks machines of the biped or quadruped base forms.

Tremorsense (Ex): A gearworks machine becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the blindsense upgrade, but only if both the gearworks machine and the creature to be pinpointed are in contact with the ground. The artificer must be at least 7th level before selecting this upgrade.

Trip (Ex): A gearworks machine becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the gearworks machine makes a successful bite attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the gearworks machine is not tripped in return. This ability only works on creatures of a size equal to or smaller than the gearworks machine. The gearworks machine must possess the bite upgrade to select this upgrade.

Utility Tool (Ex): The gearworks machine is fitted with an all purpose tool capable of performing a variety of different functions. Once per day as a full round action the gearworks machine can adjust the utility tool to function as any mundane item worth no more than 25 gp per artificer level. The tool duplicates the form and function of the mundane item until the next time the utility tool is adjusted.
Weapon Training (Ex): A gearworks machine learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional upgrade points are spent, it gains proficiency with all martial weapons as well.

3-Point Upgrades:

The following upgrades cost 3 points from the gearworks machine’s upgrade pool.

Blindsense (Ex): A gearworks machine’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the gearworks machine to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the gearworks machine. Visibility still affects the gearworks machine’s movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The artificer must be at least 9th level before selecting this upgrade.

Burrow (Ex): A gearworks machine grows thick and gnarled claws, allowing it to move through the earth. The gearworks machine gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The artificer must be at least 9th level before selecting this upgrade.

Cold Iron (Ex): The gearworks machine’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The gearworks machine continues to have a hardness of 10. The artificer must be at least 11th level before selecting this upgrade.

Damage Reduction (Su): A gearworks machine’s body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The gearworks machine gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the gearworks machine. At 12th level, this protection can be increased to DR 10 by spending 2 additional upgrade points. The artificer must be at least 9th level before selecting this upgrade.

Deadly Critical (Ex): The gearworks machine increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack. The artificer must be at least 9th level before selecting this upgrade.

Exoskeleton (Ex): The gearworks machine’s external structure becomes stronger and more resilient. The gearworks machine gains a +4 enhancement bonus to its Armor Class and DR 5/—.

Final Destruction (Ex): When reduced to 0 hit points, the gearworks machine shatters in an explosion of jagged shards of metal and gears. All creatures within a 10-foot burst take 6d6 points of slashing damage; a DC 19 Reflex save halves the damage. The save DC is Charisma-based. The artificer must be at least 13th level before selecting this upgrade.

Focused Critical (Ex): The gearworks machine gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a gearworks machine selects this upgrade, it applies to a different natural attack. The artificer must be at least 9th level before selecting this upgrade.

Frightful Presence (Ex): A gearworks machine becomes unsettling to its foes, gaining the frightful presence ability. The gearworks machine can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the gearworks machine must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Charisma modifier. If the gearworks machine has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the gearworks machine are immune to this effect. The artificer must be at least 11th level before selecting this upgrade.

Integrated Item (Ex): A gearworks machine gains the unique ability to incorporate some magical or masterwork items into its body semi-permanently. This only applies to wearable items that provide a persistent effect (such as armor, necklaces, or rings). All persistent effects remain including armor bonuses and magical abilities, while triggered effects such as magical charges or per day effects are unavailable while the items are integrated. This procedure prevents the items from being targeted by spells or abilities, but does not negate any penalties from wearing (such as armor check penalties or maximum dexterity/speed from confining armor, any penalties from wearing armor without appropriate training). Integrating a piece of equipment involves four hours of work, does not destroy the item, and cannot be complete by the gearworks machine itself. Removing an integrated item involves four hours of work. Any item integrated into a gearworks machine occupies one of the artificer’s appropriate item slots, and continues to do so until the integrated item is removed.

Noxious Breath Weapon (Su): As a free action once every 1d4+1 rounds, the gearworks machine can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the gearworks machine creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is magically created each time the gearworks machine uses this power. Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves. The save DC is Constitution-based. This upgrade is exactly like the iron golem’s breath weapon ability. The artificer must be must be at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The gearworks machine inflicts -1/2 times its Strength modifier and threatens a critical hit on a 19–20 with its slam attack. This upgrade does not stack. This upgrade is exactly like the iron golem’s powerful blows ability. The artificer must be must be at least 9th level before selecting this upgrade.

See in Darkness (Su): A gearworks machine can see perfectly in darkness of any kind, including that created by deeper darkness. The artificer must be at least 9th level before selecting this upgrade.

Tricky Gears (Ex): The gearworks machine can use one of its natural attacks to deal damage like a thrown weapon with a 15-foot range, effectively functioning as if it had the throwing and returning weapon special abilities. This is natural attack does not have reach. This evolution can be selected multiple times. Each time it is chosen it applies to a different natural attack. The artificer must be at least 11th level before selecting this upgrade.

4-Point Upgrades:

The following upgrades cost 4 points from the gearworks machine’s upgrade pool.

Blindsight (Ex): A gearworks machine’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The gearworks machine can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The gearworks machine must possess the blindsense upgrade to take this upgrade. The artificer must be at least 11th level before selecting this upgrade.

Breath Weapon (Su): A gearworks machine learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The gearworks machine can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the gearworks machine’s HD + the gearworks machine’s Constitution modifier. The gearworks machine can use this ability once per day. The gearworks machine can use this ability 1 additional time per day by spending an additional 1 upgrade point (maximum 3/day). The artificer must be at least 9th level before selecting this upgrade.

Fast Healing (Su): A gearworks machine’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The gearworks machine heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the gearworks machine to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the gearworks machine is alive. This fast healing does not function when the gearworks machine is not on the same plane as its artificer. This healing can be increased by 1 per round for every 2 additional upgrade points spent (maximum 5). The artificer must be at least 11th level before selecting this upgrade.

Heavy Chassis (Ex): The gearworks machine’s internal structure becomes harder, stronger, and more resilient. The gearworks machine’s hit points increase by 20, it gains a +2 enhancement bonus to Strength, and a +4 bonus to its CMD against any bull rush, drag, grapple, overrun, reposition, or sunder attempts.

Large (Ex): A gearworks machine grows in size, becoming Large. The gearworks machine gains a +8 bonus to Strength, a +10 bonus to hit points, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the gearworks machine has the biped base form, it also gains 10-foot reach. Any reach upgrades the gearworks machine possesses are added to this total. The gearworks machine must be Medium to take this upgrade. The artificer must be at least 8th level before selecting this upgrade.

If 6 additional upgrade points are spent, the gearworks machine instead becomes Huge. The gearworks machine gains a +16 bonus to Strength, a +20 bonus to hit points, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +2 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the gearworks machine has the biped base form, its reach increases to 15 feet. Any reach upgrades the gearworks machine possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The artificer must be at least 13th level before selecting this option. The ability increase upgrade costs twice as much (4 upgrade points) when adding to the Strength or Constitution scores of a Large or Huge gearworks machine.

Mithral (Ex): The gearworks machine’s form becomes composed of mithral, is considered to weigh half its normal weight, and gains a hardness of 15. The gearworks machine’s natural attacks are treated as silver for the purpose of bypassing damage reduction. The artificer must be at least 13th level before selecting this upgrade.

If 6 additional upgrade points are spent, the gearworks machine’s form becomes composed of adamantine and gains a hardness of 20. The gearworks machine’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The gearworks machine must have selected the mithral upgrade. The artificer must be at least 16th level before selecting this upgrade.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the gearworks machine self-destructs on its next turn, bursting in an explosion of metal scraps and gears that deal 12d6 points of slashing damage plus 12d6 points of fire damage to all creatures within a 20-foot-radius burst. A successful DC 24 Reflex save halves the damage. The save is Charisma-based. The artificer must be at least 16th level before selecting this upgrade.

Spell Resistance (Ex): A gearworks machine is protected against magic, gaining spell resistance. The gearworks machine’s spell resistance is equal to 11 + the artificer’s level. This spell resistance does not apply to magical effects that originate from the artificer. The artificer must be at least 11th level before selecting this upgrade.

NEW FEATS:

The following new feats can be chosen by the artificer class.

Craft Artifice Devices
You can create permanent gadgets, much like spellcasters can create magical items.
Prerequisite: Artificer level 3rd.
Benefit: You can create a wide variety of artifice devices. An artifice device duplicates specific spell effects through advanced methods of mechanical engineering and technological design. Crafting an artifice device takes twice the time and half the cost of an equivalent magical item. To craft an artifice device, you must use up raw materials costing one quarter of the equivalent magical item’s base price. For example, if you create an artifice item that duplicates the effects of boots of levitation, such as a pair of hover boots, it would take 8 days and cost 1,875 gp to create. You can also mend a broken artifice item (or its equivalent magical item) if it is one that you could make. Doing so cost half the materials and half the time it would take to craft that device. Thus, a pair of hover boots would take 4 days and cost 937 gp and 5 sp to repair.
Normal: Without this feat, you can only create temporary gadgets, as per the artificer’s gadgets class feature (see Artificer for more information).

Enhanced Touch
You can increase the efficiency of your crafter’s touch ability.
Prerequisite: Artificer 4, crafter’s touch class feature.
Benefit: Your crafter’s touch ability healing dice increase to 1d6.

Extra Touch
You can improve the effectiveness of your crafter’s touch ability.
Prerequisite: Crafter’s touch class feature.
Benefit: You can use your crafter’s touch ability two additional times per day.

Gadget Mastery
You have mastered a small handful of gadgets, allowing you to more quickly prefect them.
Prerequisite: Artificer 1.
Benefit: Each time you take this feat, choose a number of gadgets whose blueprints you already know equal to your Intelligence modifier. From that point on, you can create these gadgets without referring to your schematics book.
Normal: Without this feat, you must refer to a schematics book to create all your gadgets.


Yay! I'll check this out later.


Dotting for great interest


Dot!


Only have given it a cursory readthrough so will hopefully have more thorough feedback later. But off the top of my head, some of the Grand Theorems are kind of ... really underwhelming. Disintegrate 1/day? Delayed Blast Fireball 1/day? I can't think of any reason I'd want that over a free Magnificent Mansion or a chance to be Iron Man.

At the very least, the ones mimicking lower-level spells should be useable more often. Maybe on top of that, the option to burn some artifice points to use the gizmo again?


Yeah, we can adjust stuff like that. I wanted to start conservative and then I can increase things as suggestions come up. Just remember, he is gettinga construct-like gearworks maching from 4th on too. The touch part is making sure that all the aspects of the class balance with each other.


dot for likely copy paste later


This is a really sweet refigure of the class. I am gonna put it on my website :)


I like what you have done with the class and making it fit nicely into the Pathfinder system. I could easily see a character like this along side a Gunslinger and Alchemist in a more steampunk setting.

One suggestion I have is not to grant the Artificer a bonus on Craft (alchemy) checks, as that should be the domain of the Alchemist. However, maybe give them their own unique skill, Craft (artifice), that can be used to not only construct their devices but also craft armor and weapons. If that is too much, maybe just limit the class bonus to Craft (armor) and Craft (weapons).

A agree that some of the Grand Theorems are a little underpowered when compared to the Alchemist's Grand Discoveries. However, I like how you themeatically turned them into devices that only the Artificer can maintain and use.

Overall, very creative and mechanically playtestable. I'd love to see how this class works in practice.


@Pheoran Armiz

Thanks for the feedback. I took your suggestion and made the change. AS an artificer, he should be skilled at crafting anything that is essentially a ironworks item (such as armor and weapons), mundane equipment, and anything that is mechanical in nature (locks, simple traps, etc).

So I rewrote the Expert Crafter

Expert Crafter (Ex): Artificers are not only masters of creating mundane tools, weapons, and armor, but also of fashioning temporary mechanical gadgets that duplicate various spell effects. When an artificer creates a gadget or gearworks machine, he infuses the items with a tiny fraction of his own artifice power—this enables the creation of powerful effects, but also binds the effects to the creator. An artificer can create two special types of artifice items—gadgets and gearworks machines—both of these are detailed in their own sections below.

In addition, an artificer is trained in the new Craft (artifice) skill. The artificer can use Craft (artifice) create mundane equipment, tools, weapons, armor, and anything that is mechanical in nature. Consequently, Craft (artifice) allows the artificer to create any item that requires the Craft (armor), Craft Weapon), or Craft (traps) skills, as well as items of mechanical nature (such as locks). When using Craft (artifice) to create an artifice item, an artifice gains a competence bonus equal to his class level on the Craft (artifice) check. In addition, an artificer can use Craft (artifice) to identify magical versions of mundane equipment, as well as weapons and armor as if using detect magic. He must hold the item for 1 round to make such a check.

At 7th level, an artificer uses 1/10 the gp value of armor, shields, and weapons to determine how much time it takes to craft mundane items, and he requires only half the normal amount of time to craft magical arms and armor.

*Now, should I leave it as it's own ability, or role it into the Artifice ability? I'm thinking so, similar to how a bunch of stuff is under the Alchemy entry for the Alchemist. Thoughts?


I was thinking that Golem glue could be an alchemical miscellaneous magic item that repairs only constructs. I was going to suggest your artificer could make capsules of that, but I see he can eventually heal constructs. Can he take the feat Craft Miscellaneous Magic item and only make appropriate items? He can probably make a folding boat or the apparatus of kiliwash. I have to look up the Pathfinder version.


Thanks for your comment, Goth Guru. No, he can't take Craft Wondrous Items, that's why he has the Craft Artifice Devices feat. There are artifice devices that duplicate certain items, including the folding boat and apparatus of kwalish.

He does get the Craft Magic Arms and Armor through the Mastercraftsman feat (renamed the ability Master Artificer).

RPG Superstar 2009 Top 32

Given the theme, I might suggest giving them Exotic Weapon Proficiency (Firearms) either at start or as a level up grade. Same with Gunsmithing.

Someone who works with both mechanical objects and chemicals would find firearms to be a natural fit.


Craft or profession gunsmith should give proficiency in firearms.


I like this a lot. Seems like an mechanicaly-themed fusion between a ranger and a magus/gunslinger.

I dont have enough experience to give much tips though. However, firearms proficiency might be a bit much. Maybe as an archetype?

Otherwise, I'll be following this thread with great interest. It seems much more interesting than the few pathfinder artificers I've seen up until now.

Would you mind if I borrowed some of your ideas? There's this sort of paladin/artificer fusion class idea I've been working on, and some of your ideas would work well.


Nope, go ahead williamoak, this is all OGL.

There is some firearm stuff included in the innovations, to allow anyone who wants to, to go the gunsmithing route. I've reposted them below. Perhaps I could add in to the Gunsmith innovation, that the artificer gains a free exotic weapon proficiency with any specific firearm he personally crafts. So if he crafted a pistol, he'd gain exotic weapon proficieny (pistol), and nothing else, unless he crafted another type of pistol (dragon pistol) or a musket, etc.

Firearm related Innovations.

Gunsmith (Ex): The artificer gains the Gunsmithing feat, but uses his chosen Craft or Profession skill in place of Craft (alchemy) for any firearm Craft checks.

Reliable Gunsmithing (Ex): By spending 1 minute of work, an artificer can reduce the misfire value of a single firearm by 1 (minimum 0) for 10 minutes. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. The artificer must be at least 4th level and have the gunsmith innovation before selecting this innovation.

Steadfast Gunsmithing (Ex): By spending 1 minute of work, an artificer reduce the misfire value of a single firearm by 4 (minimum 0) for 10 minutes. This reduction occurs after any increases are calculated for firing with the broken condition, or for any other effect that might increase the misfire value of a firearm. The artificer must be at least 10th level and have the reliable gunsmithing innovation before selecting this innovation.

Vial Launcher (Ex): The artificer has learned to add a special tube onto a firearm that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows the wielder to channel the force of black powder into this tube to launch the vial as a ranged attack with half the range increment of the firearm. The wielder can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier when the wielder launches the vial from the firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the wielder (and the firearm) as the target. Adding a grapple launcher to a firearm requires 1 day of work. An artificer must be at least 4th level and have the Gunsmith innovation to select this innovation.


Hmm... Interesting...


Here's what I've added to the Gunsmith innovation.

Gunsmith (Ex): The artificer gains the Gunsmithing feat, but uses his chosen Craft or Profession skill in place of Craft (alchemy) for any firearm Craft checks. In addition, whenever the artificer crafts a specific firearm (blunderbuss, musket, pistol, etc.), he gains the Exotic Weapon Proficiency (firearm) feat for that firearm. For example, if an artificer crafts a pistol, he gains Exotic Weapon Proficiency (pistol), but remains nonproficient with all other firearms until he crafts another specific type of firearm.

I've also decided to add the following to the innovations, adapted from the Experimental Gunsmith gname gunslinger archetype.

Expanded Capacity: The artificer has learned to increase the capacity of a firearm by one (generally by adding another barrel, depending on the weapon's design). He also increases its weight by 50%. Because of the complexity of increasing its capacity, the weapon is more prone to misfire, and its misfire value increases by 1 (this is in addition to any misfire increase if the firearm is made with the Gunsmithing feat). The artificer must have the gunsmith innovation before selecting this innovation.

Expanded Chamber: The artificer has learned to increase the chamber for black powder of a firearm so that it is much larger than normal. This allows the wielder to use 2 doses of powder with each shot. This grants the firearm a +1 circumstance bonus on damage rolls. However, when the firearm misfires, it causes a flashburn. This is the same as the firearm exploding (dealing damage from a corner of the wielder’s square), except the firearm is not automatically destroyed. If a broken firearm misfires, it is destroyed as normal. The artificer must have the gunsmith innovation before selecting this innovation.

Recoilless Firearm: The artificer can include a series of gears, springs, and pistons designed to reduce the recoil of a firearm and thus improve accuracy. The range increment of the firearm increases by 10 feet. However, the system is fragile, and easily damaged. Anytime the firearm misfires, this system becomes broken and does not function until the artificer spends 1 hour repairing it. The artificer must have the gunsmith innovation before selecting this innovation.


Elghinn Lightbringer wrote:


Vial Launcher (Ex): The artificer has learned to add a special tube onto a firearm that can hold 1 vial of alchemical material, such as alchemist's fire, a tanglefoot bag, or a thunderstone. A special trigger allows the wielder to channel the force of black powder into this tube to launch the vial as a ranged attack with half the range increment of the firearm. The wielder can take this action in place of any single ranged attack, and may use the same attack bonus that she can apply to the firearm. If the alchemical substance has a save DC, it becomes 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier when the wielder launches the vial from the firearm. This increase only applies to the initial saving throw. If additional saving throws are called for, they are resolved as normal. Reloading the tube is a time-consuming process and requires two full-round actions. If the weapon misfires while loaded with an alchemical substance, it detonates with the wielder (and the firearm) as the target. Adding a grapple launcher to a firearm requires 1 day of work. An artificer must be at least 4th level and have the Gunsmith innovation to select this innovation.

You can fire off vials of holy water or acid with this.


Yes, I believe so. Not powerful, but versatile. Much of the artificer is based on versatility vs. power.


A lot of the time, combat starts with the missile round. Now the paladin has a use and stow weapon. It does full damage vs skeletons, unless the glass vial would do piercing. Would it do any?


I don't think so. It would likely splash though.


Hate doing this but, BUMP!


I was just recently reading through the Eberron Campaign Setting and was wondering if there was a way of including the Artificer. Low and behold here is a possible answer. Haven't read it yet but have saved it. I hope you don't mind.


I've made some changes to the Grand Theorem ability, specifically the grand devices enteries.

Grand Theorem (Ex): At 20th level, an artificer discovers a grand theorem. He immediately learns two normal innovations, but also designs and creates a grand device chosen from the list below, representing a truly astounding breakthrough of artifice and design. For many artificers, the promise of one of these grand theorems is the primary goal of their research and hard work. A grand device has an active and inert form, much like the artificer’s gearworks machine. When in its inert state, an artificer’s grand device takes the form of a 6-inch metal cube or sphere that weighs from 10 to 30 lbs., depending upon the device. Once created, the device persists. An artificer can only have one grand device created at a time. Only the artificer can activate his grand device.

Battle Armor: The artificer creates a special suit of metal gearworks armor that resembles a suit of full plate, but it functions as the iron body spell when activated. Wearing suit of battle armor is taxing on the artificer’s body. He may only wear the armor for up to 1 hour per day. This time need not be consecutive, but must be spent in 10-minute increments. If an artificer exceeds this limit, he immediately becomes exhausted and remains so until he leaves the armor. Once the armor is removed, he instead becomes fatigued. The artificer can activate and don the armor as a full-round action. Any creature that attempts to wear a suit of activated battle armor takes 2d6 points of electricity damage, is staggered for 1d4 rounds, and the armor immediately transforms into its inert form.

Disintegration Gun: The artificer creates a special ray gun that resembles a one-handed firearm, but instead of firing bullets, it discharges a high intensity beam of light that functions as the disintegration spell. This device can be fired a number of times per day equal to the artificer’s Intelligence modifier.

Instant Mansion: The artificer creates a special compact dwelling that once activated, unfolds in whirring of shifting plates and grinding gears until it reaches the size of a mansion. While the active mansion has a physical presence, it otherwise functions as the mage’s magnificent mansion spell, and does not exist on another plane of existence. The artificer can activate this device once per day.

Gearworks Brigade: The artificer creates a number of special modular devices that, once activated, transform into wooden golems that are completely under the artificer’s control. These constructs function as the wooden phalanx spell, except that the golems are gearworks machines crafted from wood instead of metal, but retain all the stats of a wooden golem. Once the duration has elapsed, or the golems are destroyed, they cannot be reactivated for 8 hours. During this 8 hour period, the golems slowly repair themselves until they are again fully functional. The artificer can activate his gearworks brigade once per day.

Remote Blastbomb: The artificer creates a small but powerful explosive device that he remote detonate at anytime while within 200 feet of the device. This device otherwise functions as delayed blast fireball and uses the artificer’s level as his caster level to determine the device’s effect. The device remains inert until detonated. The artificer can create a number of remote blastbombs per day equal to his Intelligence modifier.

Weather Control Device: The artificer creates a device that controls the weather patterns within the surrounding area. The artificer can activate this device once per day. Once activated, it functions as the control weather spell, using the artificer’s level as the caster level.


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To go with the Craft Artifice Devie feat I presented in my initial post, here is an extensive, though, perhaps not comprehensive list of Artifice Devices an Artifier can create.

WARNING! Wall of text.

ARTIFICE DEVICES:

Similar to spellcasters, artificers can create special devices that function much like magical items if they are of the appropriate level and expend sufficient time and money to create them. These artifice devices are technological in nature, and though they create effects that are similar to those of specific magical items, they use gears, springs, and other mechanisms to duplicate the effects of their magical counterparts.

When crafting an artifice device, its material costs are equal to half the construction costs of its magical counterpart, but requires twice the construction time create (see Magic Item Creation). Although an artifice device may duplicate the effects of a specific item, some artifice devices have a level requirement higher or lower than that of its magical counterpart. This is often due to the mechanical or alchemical complexity of the artifice device.

ARTIFICE DEVICE DESCRIPTIONS
The following artifice device descriptions are presented in alphabetical order.

ARTIFICER’S VEST
Level Artificer 1
Construction Time 4 days
Cost 1,800 gp
Item Slot Chest; Weight 5 lbs.
Magical Item Equivalent All-Tools Vest (CL 1st)

This well-made leather vest is adorned with a number of tiny pockets and pouches filled with components to assemble all the standard tools required to make checks for any one Craft skill once per day. These components are well organized and can be assembled and used in 1 minute. Only the artificer can assemble these components, due to their unique design. Once used, the components must be replaced, but the cost of these components is insignificant—comparable to the valueless material components of most spells.

AQUALUNGS
Level Artificer 4
Construction Time 8 days (5 days, cylinder only)
Cost 3,625 gp (1,850 gp, cylinder only)
Item Slot —; Weight 15 lbs.
Magical Item Equivalent Bottle of air (CL 10th)

This gadget is an air-filled metallic cylinder with straps and a thick rubber tube that leads to a breathing apparatus. When taken to any airless environment (another plane, underwater, etc.) it allows the wearer to breathe for up to 4 continuous hours before the cylinder needs to be replaced. The apparatus can even be shared by multiple characters who pass it around. Breathing out of the apparatus is a standard action, but a character so doing can then act for as long as she can hold her breath. The aqualung is designed to utilize a bottle of air, granting the wearer an unlimited source of air.

ARTIFICER’S ADHESIVE
Level Artificer 6
Construction Time 2 days
Cost 1,200 gp (per ounce)
Item Slot —; Weight —
Magical Item Equivalent Sovereign glue (CL 20th)

This bonding agent is made by mixing two thick and viscous components together–one amber and one clear. The two vials of these substances can combined to create 7 ounces of the artificer’s adhesive. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The adhesive takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the adhesive loses its stickiness and is worthless. If the adhesive is allowed to set, then attempting to separate the two bonded objects has no effect, except when true solvent or universal solvent is applied to the bond. Artificer’s adhesive dissolved by true solvent or universal solvent.

ARTIFICER’S MULTI-TOOL
Level Artificer 2
Construction Time 1 day
Cost 125 gp
Item Slot —; Weight 2 lbs.
Magical Item Equivalent Traveler’s any-tool (CL 9th)

This gadget appears as nothing but a 12-inch iron bar lined with small plates and metal buttons. By pressing the proper button, unfolding the appropriate plate, or twisting it a certain way, the gadget can duplicate any tool kit or any special tool listed in the Lock, Keys, and Tools section of Ultimate Equipment that contains only limited moving parts. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The artificer’s any-tool gadget counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset) or a set of masterwork thieves’ tools for any Disable Device checks. It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

ARTIFICER’S VEST
Level Artificer 1
Construction Time 2 days
Cost 1,800 gp
Item Slot —; Weight 5 lbs.
Magical Item Equivalent All-Tools Vest (CL 1st)

This well-made leather vest is adorned with a number of tiny pockets and pouches filled with components to assemble all the standard tools required to make checks for any one Craft skill once per day. These components are well organized and can be assembled and used in 1 minute. Only the artificer can assemble these components, due to their unique design. Once used, the components must be replaced, but the cost of these components is insignificant—comparable to the valueless material components of most spells.

ARTIFICER’S WORKGLOVES
Level Artificer 1
Construction Time 2 days
Cost 1,500 gp
Item Slot Hands; Weight 1 lb.
Magical Item Equivalent Engineer’s workgloves (CL 5th)

These durable canvas and leather gloves allow the wearer to intuitively comprehend the functions of mechanical devices. The wearer gains a +5 competence bonus on Craft and Knowledge checks made to repair or understand mechanical devices. Once per day, the artificer may touch a device and instantly analyze it, learning its purpose and general method of operation, as well as diagnosing any acute malfunctions of the device, but not its magical powers or additional non-mechanical effects. For example, he could touch a pressure plate and understand that stepping on it would trigger a wall scythe trap attacking that square and that the trap resets automatically, but not that the trap includes a +1 flaming scythe coated in poison.

BOOTS OF ACCELERATION
Level Artificer 3
Construction Time 12 days
Cost 6,000 gp
Item Slot Feet; Weight 5 lbs.
Magical Item Equivalent Boots of speed (CL 10th)

These heavy leather boots reach to the knees, with a special mechanism of fine gears and pistons attached on either side. As a free action, the wearer of boots can click his heels together, setting the gears and pistons in motion. Once the wearer begins to move, he finds his speed increased by +10 ft. He can maintain this increased speed for 10 minutes per day before the mechanisms heat up and automatically shut down. Once they shut down, they cannot be activated again until a cool down period of 8 hours has passed. This increase in speed need not be consecutive rounds.

CLIMBING APPARATUS
Level Artificer 1
Construction Time 2 days
Cost 1,500 gp
Item Slot Feet; Weight 15 lbs.
Magical Item Equivalent Rope of climbing (CL 3rd)

This gadget consists of a system of small spring-driven gears, pulleys, stone-biter anchors, a safety harness, and a 60-foot-long rope no thicker than a wand that is strong enough to support 3,000 pounds. Once the rope is attached securely to wherever its owner desires and the springs wound, the rope moves silently upward or downward at 10 feet per round. This gadget lowers the DC of Climb checks while using it by 10. A creature must be belted securely into the harness when the spring driven apparatus is activated.

COLLAPSIBLE GLIDER
Level Artificer 4
Construction Time 5 days
Cost 2,500 gp
Item Slot —; Weight 100 lbs.
Magical Item Equivalent None
This gadget takes the form of a glider, but with the press of a button it collapses in upon itself into small box, or unfolds into glider again.

CLOAK OF INVISIBILTY
Level Artificer 5
Construction Time 20 days
Cost 10,000 gp
Item Slot Shoulders; Weight 5 lbs.
Magical Item Equivalent Ring of invisibility (CL 3rd)

This gadget resembles a heavy woven cloak and hood with a web of glass nodes and wires all over its surface. When activated, the cloak bends the light around the wearer and effectively turns him invisible. Activating the cloak is a standard action and hides the wearer as the invisibility spell for 1 round per level of the artificer. The cloak can be used once per day before it must be recharged. The cloak can be recharged by exposing it to sunlight for 8 hours.

COLLAPSIBLE LADDER
Level Artificer 3
Construction Time 2 days
Cost 2,000 gp
Item Slot —; Weight 5 lbs.
Magical Item Equivalent Escape ladder (CL 7th)

This spring-driven cable ladder is 10-foot long and collapses into itself. By pressing a button, it can be extended upward into the air, becoming rigid. The ends have special fixture that allow attached to another collapsible ladder. Pressing the button a second time makes the ladder collapse into itself again, pulling itself toward whichever end is anchored. Climbing the ladder is a DC 0 Climb check. The ladder can hold up to 600 pounds if attached to a sturdy surface.

DEPTH SUIT
Level Artificer 6
Construction Time 24 days
Cost 12,000 gp
Item Slot Body, Feet, Hands; Weight 30 lbs.
Magical Item Equivalent Helm of underwater action (CL 5th)

This self-contained underwater rubber body suit consists of a large metal helm with a glass faceplate, rubber gloves and boots, and air supply hookups. The helm allows the wearer to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) A special button can be pressed, releasing a burst of air that gives the wearer a 30-foot swim speed. The depth suit can be fitted with a long rubber hose that leads to the surface (continual air supply), an air canister (see aqualung), or even a bottle of air to grant an air supply for various lengths of time.

ELECTROMAGNETIC GLOVES
Level Artificer 4
Construction Time 6 days
Cost 3,000 gp
Item Slot Hands; Weight 3 lbs.
Magical Item Equivalent Magnetist’s gloves (CL 3rd)

Powered by special coils that generate electric currents, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet as a standard action. The target’s item must be mostly made of metal. If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target’s square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer’s square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer’s square. The wearer can only use these gloves if he has at least one hand free. If the wearer fails the combat maneuver check, he is not disarmed. The electric current allows these gloves to be used up to three times per day before they must be allowed to recharge for 8 hours.

ENERGY THROWER
Level Artificer 3
Construction Time 13 days
Cost 6,500 gp
Item Slot —; Weight 1 lb.
Magical Item Equivalent Wand of scorching ray (CL 3rd)

This gadget is a 2-foot metal tube, 1-inch in diameter. Similar in appearance to a rudimentary firearm, it has a bent grip and trigger mechanism at one end and a hollow barrel at the other. Near the trigger mechanism is a slot, into which an energy pack can be inserted. By firing the trigger, the wielder unleashes a ray of energy with a range of 60 feet. The ray requires a ranged touch attack to hit and deals 4d6 points of energy damage. The type of damage is determined by the type of energy pack that is inserted into the gadget–acid, cold, electricity, or fire. Each energy pack has 5 charges, and once depleted (reaches 0 charges), it requires 8 hours for it to fully recharge.

ENERGY WEAPON
Level Artificer 2
Construction Time 5 days
Cost 2,500 gp
Item Slot —; Weight —
Magical Item Equivalent a corrosive, flaming, frost, or shock weapon (CL 5th)

This gadget can be any mundane weapon adapted to deal energy damage. The type of damage is determined by the type of energy pack that is inserted into the weapon–acid, cold, electricity, or fire. An energy weapon functions as a magical weapon with one of the following weapon properties, as determined by its energy pack: corrosive (acid), flaming (fire), frost (cold), or shock (electricity). Each energy pack has 30 charges, but recharges at the rate of 1 charge per minute. If the energy pack is depleted (reaches 0 charges), it requires 8 hours for it to fully recharge.

ENERGY WEAPON, GREATER
Level Artificer 4
Construction Time 17 days
Cost 8,500 gp
Item Slot —; Weight —
Magical Item Equivalent a corrosive burst, flaming burst, icy burst, or shocking burst melee or ranged weapon (CL 6th)

This gadget is exactly like the energy weapon gadget, except it functions as a magical weapon with the corrosive burst (acid), flaming burst (fire), icy burst (cold), or shocking burst (electricity) weapon property.

FLIGHT PACK
Level Artificer 4
Construction Time 16 days
Cost 8,000 gp
Item Slot —; Weight 30 lbs.
Magical Item Equivalent Winged boots (CL 8th)

This gadget resembles a backpack with a large metal propellant canister. When activated, this device allows the wearer to fly as spell (including a +4 bonus on Fly skill checks) for up to 5 minutes. This time does not need to be used all at once. The device requires a flask of alchemist's fire for each minute of use. Refilling the flight pack's fuel tank takes a full round action for each flask of alchemist’s fire. A flight pack can be activated or deactivated as a standard action.

GADGETEER’S GLOVES
Level Artificer 2
Construction Time 4 days
Cost 2,000 gp
Item Slot Hands; Weight 1 lb.
Gadget Level 4th; Cost 2,000 gp; Weight 1 lb; Magical Item Equivalent Trapspringer’s gloves (CL 5th)

These studded leather gloves look similar to artificer’s workgloves, though they are reinforced with numerous metal strips that the user can extend or retract as a swift action. By turning the tip of each finger, he brings forth a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

GAS MASK
Level Artificer 6
Construction Time 27 days
Cost 13,500 gp
Item Slot Head; Weight 5 lbs.
Magical Item Equivalent Plague mask (CL 5th)

This full headgear envelopes the face and consists of a large pair of goggles and special filtration and ventilation system that covers the nose and mouth. It grants the wearer immunity to disease while it is being worn. It also grants a +6 resistance bonus on saving throws against any gas related spells and effects, such as stink cloud.

GLOVES OF ATTRACTION
Level Artificer 3
Construction Time 4 days
Cost 2,000 gp
Item Slot Hands; Weight 1 lb.
Magical Item Equivalent Gloves of arrow-snaring (3rd)

These gloves are crafted from supple leather and covered in small plates made of loadstone that generate a powerful magnetic field. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for them to be effective, and at least one hand must be free to take advantage of the feat.

GOGGLES OF FARSIGHT
Level Artificer 2
Construction Time 4 days
Cost 2,000 gp
Item Slot Eyes; Weight 1 lb.
Magical Item Equivalent Far-reaching sight (3rd)

This set of lenses allows the wear to make amazing attacks with ranged weapons. The wearer can spend a full-round action to make a single shot with a bow (crossbow, longbow, or short bow) or firearm. When using a bow, the wearer doubles the range of the weapon. When using a firearm, the wielder can resolve the attack against the touch AC of a target regardless of the range increment.

GOGGLES OF SEEING
Level Artificer 1
Construction Time 3 days
Cost 1,250 gp
Item Slot Eyes; Weight —
Magical Item Equivalent Eyes of the eagle (CL 3rd)

The lenses of this gadget are made of crystal lenses and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and confused for 1 round.

GYROGLIDER
Level Artificer 20
Construction Time 50 days
Cost 50,000 gp
Item Slot —; Weight 500 lbs.
Magical Item Equivalent None

When activated, this grand gadget has a metal frame similar in appearance to row boat, with two seats, one behind the other, that can hold two Medium creatures. A gyroglider has foldable wings that can be extended or retracted, as well as two rotary blades that provide lift for glider. The device has four levers and two pedals at the front seat that can control the contraption, allowing it bank left or right, gain or lose altitude, and extend or retract the wings. Engaging the rotors and becoming airborne takes 2 full rounds, while controlling the levers and pedals require a standard action. The device grants the artificer a 60ft fly speed with Perfect maneuverability for 30 minutes per flask of alchemist fire. This time does not need to be used all at once. The fuel tank holds up to 4 flasks of alchemist’s fire. Refilling the fuel tank takes a full round action per flask. When active, a gyroglider has the following characteristics: hp 150; hardness 10; speed fly 60 ft. (perfect); AC18 (–1 size, +9 natural).

HOVER BOOTS
Level Artificer 3
Construction Time 2 days
Cost 3,750 gp
Item Slot Feet; Weight 10 lbs.
Magical Item Equivalent Boots of levitation (CL 3rd)

This gadget consists of a pair of hard leather boots, each fitted with a small propellant canister. When activated, this device allows the wearer to levitate as spell for 1 minute. This time does not need to be used all at once. The device requires a flask of alchemist's fire for each minute of use. Refilling the hover boots pack's fuel tanks takes a full round action. Hover boots can be activated or deactivated as a standard action.

INFLATABLE BOAT
Level Artificer 5
Construction Time 2 days
Cost 3,600 gp (4,200 gp larger version)
Item Slot —; Weight 10 lbs. deflated (15 lbs., larger version)
Magical Item Equivalent Folding boat (CL 6th)

An inflatable boat looks like a small box of folded rubber about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. When the special cord is pulled, it unfolds itself rapidly in the space of a single round to form a rubber boat 10 feet long, 4 feet wide, and 2 feet in depth. A larger version of this boat can also be crafted, unfolding into a rubber boat 24 feet long, 8 feet wide, and 6 feet in depth. The inflatable boat deflates by pulling the cord again. Deflating requires 1 minute for the smaller version and 5 minutes of the larger version. An inflatable boat cannot unfold if there isn't enough open space for it to occupy once unfolded.

INJECTION GLOVES
Level Artificer 3
Construction Time 5 days
Cost 2,500 gp
Item Slot Hands; Weight 1 lb.
Magical Item Equivalent Poisoner’s gloves (CL 5th)

These thick black gloves have retractable needles in each digit. Fine tubes of adamantine lead to the tip of each finger and are fed by a special reservoir where a vial can be placed. These gloves are used primarily to deliver poisons while in combat. Each reservoir may be filled with a single dose of poison, a poison, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used five times before the fine tubes become clogged and must be cleaned. Cleaning these tubes requires 1 hour and the use of special tools. Filling a glove is a full-round action that provokes attacks of opportunity.

IRON CABLE
Level Artificer 1
Construction Time 1 day
Cost 375 gp
Item Slot —; Weight 5 lbs.
Magical Item Equivalent Iron rope (CL 4th)

This gadget appears as a 25-foot coil of hemp rope but is made of woven wires of iron with the hardness and hit points of a normal inch-thick iron bar.

LONGSTRIDER BOOTS
Level Artificer 1
Construction Time 6 days
Cost 2,750 gp
Item Slot Feet; Weight 5 lbs.
Magical Item Equivalent Boots of striding and springing (CL 3rd)

Through a complex mechanism of springs and tiny gears, these boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. He can jump with a +5 competence bonus on Acrobatics checks.

MICROSCOPIC GOGGLES
Level Artificer 1
Construction Time 3 days
Cost 1,250 gp
Item Slot Eyes; Weight —
Magical Item Equivalent Goggles of minute seeing (CL 3rd)

The lenses of this gadget are made of special crystal, specially crafted and shaped. When placed over the eyes of the wearer, the lenses enable him to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn to be effective.

MOTORCOACH
Level Artificer 20
Construction Time 40 days
Cost 40,000 gp
Item Slot —; Weight 500 lbs.
Magical Item Equivalent None

When activated, this grand gadget resembles a 4–wheeled carriage with four seat seats that can hold four Medium creatures. There are no traces or harnesses for horses, as this gadget is self-propelled. In the left front seat is a simple steering mechanism used to drive the contraption, as well as a pedal that controls the speed. The device can be used for 30 minutes per flask of alchemist fire. This time does not need to be used all at once. This grand gadget is far more fuel efficient than other gadgets that require fuel. Thus, the device requires a flask of alchemist's fire for every 30 minutes of use. The fuel tank holds up to 8 flasks of alchemist’s fire. Refilling the fuel tank takes a full round action per flask. When active, a motorcoach has the following characteristics: hp 100; hardness 5; speed 100 ft.; AC16 (–1 size, +7 natural).

NIGHT VISION GOGGLES
Level Artificer 4
Construction Time 12 days
Cost 6,000 gp
Item Slot Eyes; Weight 1 lb.
Magical Item Equivalent Goggles of the night (CL 3rd)

The lenses of these goggles are crafted from rare violet crystals that undergo a extensive process that alters their functionality. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the goggles to be effective.

PORTABLE BRIDGE
Level Artificer 4
Construction Time 7 days
Cost 3,500 gp
Item Slot —; Weight 30 lbs.
Magical Item Equivalent Instant bridge (CL 10th)

This lightweight steel box is approximately 1 foot square. When a button is pressed, it rapidly stretches outward and unfolds in a whir of gears, pulleys, and springs, becoming a metal plank 1/2 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs only 30 pounds and can support up to 4,000 pounds. When the button is pressed again, it collapses into its portable form once more. Because of the complexity of this portable bridge, it can only be activated three times per day, after which it automatically gains the broken condition. If any part of it is destroyed while it is extended, the gadget immediately becomes unusable and must be repaired before it can be used again.

ROD OF LIGHT
Level Artificer 2
Construction Time 1 day
Cost 65 gp
Item Slot —; Weight 1 lb.
Magical Item Equivalent Ioun torch (CL 12th)

This gadget appears like a metal rod with a removable cap. When the cap is removed, the rod emits a 30-foot cone of light (with illumination as the light spell) and can be directed in any direction the artificer desires. The rod is filled with a luminescent bio-electric compound, allowing to constantly self charge and emit light continually.

SHOCK NET
Level Artificer 2
Construction Time 1 day
Cost 1,000 gp
Item Slot —; Weight 5 lbs.
Magical Item Equivalent None

This gadget is a net of thin iron cables and charged with electromagnetic energy from the natural magnets anchored at all four corners of the net. The shock net can be thrown (or launched with a utility gun) like a normal net, as a standard action. Any target entangled by the net takes 1d4 points of electricity damage for 1 minute, at which time the electromagnetic energy is depleted and must be recharged. The net require 8 hours to recharge.

SILVER COATING
Level Artificer 1
Construction Time 1 day
Cost 125 gp
Item Slot —; Weight 1/2 lb.
Magical Item Equivalent Silversheen (CL 5th)

This gadget is a shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.

SONIC GUN
Level Artificer 5
Construction Time 20 days
Cost 10,000 gp
Item Slot —; Weight 10 lbs.
Magical Item Equivalent Horn of blasting (CL 7th).

This gadget is similar in appearance to a rudimentary blunderbuss, with a stock and trigger mechanism at one end and a hollow bell-shaped barrel at the other. Near the trigger mechanism is a small bellows, gears, and other gadgetry that create a sonic percussion when it is discharged. By firing the trigger, the wielder unleashes a burst of energy that deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates). This gadget can be discharged three times per day without any side effects. If the sonic gun is used more than three times in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the wielder.

SUBMERSIBLE
Level Artificer 20
Construction Time 45 days
Cost 45,000 gp
Item Slot —; Weight 500 lbs.
Magical Item Equivalent Apparatus of the crab (CL 19th)

When activated, this grand gadget appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Once inside, one finds 10 levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions. Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). By attaching an air canister (see aqualungs) the amount of air is doubled. If a bottle of air is used, it provides a limitless source of air. The artificer know exactly how to open the hatch and operate the gadget. When active, a submersible has the following characteristics: hp 200; hardness 15; speed 20 ft., swim 20 ft.; AC20 (–1 size, +11 natural); melee 2 pincers +12 (2d8);CMB +14; CMD 24. This gadget otherwise functions as an apparatus of the crab.

SWIMMING DEVICES
Level Artificer 2
Construction Time 7 days
Cost 3,125 gp
Item Slot Hands, Feet; Weight 5 lbs.
Magical Item Equivalent Gloves of swimming and climbing (CL 5th)

These large rubber gloves and slippers appear like frog flippers and a +5 competence bonus on Swim checks. Both the gloves and slippers must be worn for the benefits to be effective.

TRUE SOLVENT
Level Artificer 6
Construction Time 1 day
Cost 25 gp
Item Slot —; Weight 5 lbs.
Magical Item Equivalent Universal solvent (3rd)

This gadget is an alchemical solution that is able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.

UTILITY GUN
Level Artificer 2
Construction Time 2 days
Cost 1,500 gp
Item Slot —; Weight 8 lbs.
Magical Item Equivalent None

This gadget resembles a rudimentary pistol with a wider and elongated barrel that allows the wielder to launch nonlethal utility projectiles. Such a projectile can be loaded as a move action, and then discharged with the appropriate ranged touch attack roll as a standard action. This gadget requires a single dose of black powder to discharge. The utility gun grants a +2 size bonus to the wielder’s CMB, and he can use any of the following three utility projectiles in this manner.

• Bola: The wielder loads a bola into her firearm and attempts a ranged Trip combat maneuver (Ranged CMB = Base attack bonus + Dexterity modifier + special size modifier) against his target as if he had the Improved Trip feat. If the combat maneuver succeeds, the target is subject to a Trip (see Combat Maneuvers in the Pathfinder Core Rulebook). The range for a bola launched by a utility gun is 30 feet.

• Grappling Hook: The wielder loads a rope-tethered grappling hook and makes a ranged attack roll, treating the hook as a thrown weapon with a range increment of 30 feet. Objects with ample places to catch the hook are considered to have an AC 5. The rope is typically 60 feet in length.

• Net: The wielder loads a specially folded net into the gadget and when the utility is discharged, he makes a ranged touch attack against his target. A net launched from a utility gun has a maximum range of 30 feet. If the attack is successful, the target is entangled (see the Entangled condition). An entangled creature can also attempt to escape the net (see Net). The wielder can also use the shock net gadget in place of a regular net.

WALL CLIMBER’S GEAR
Level Artificer 3
Construction Time 5 days
Cost 2,400 gp
Item Slot Hands, Feet; Weight 5 lbs.
Magical Item Equivalent Slippers of spider climbing (CL 4th)

This apparel consists of a pair of boots, gloves, and knee pads covered in tiny rubber suctions cups. When worn, they enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free if he so desires. His climb speed is 10 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make this gadget useless.

I also have some ideas for possible Archetypes.

ARCHETYPES
The following archetypes complement the artificer base class.

Battle Arkwright: The battle arkwright uses his artifice to combine his skills with gadgetry and gearworks machines to create a suit of mechanized battle armor, allowing him to enter the fray next to his allies in both a frontline or support role.

Concept: Combines the Battle Armor grand device with his gearworks machine to create mechanized armor (mechs) that he can enter and battle his enemies OR allow his armor to battle for him, but doing so requires his concentration and he can only perform move and swift actions; can upgrade the armor too; Fighter-esque. Essentially, he gains the battle armor at 1st, functions like a gearworks machine, restricted upgrades, and at 20th, automatically gains the battle armor grand device. Diminished gadgets?

Gearworks Engineer: The gearworks engineer is a master of mechanics and gearworks machines to the detriment of his knowledge of gadgetry, though his very touch can harm or heal both his gearworks machine and constructs alike.

Concept: Gearworks Machine, gain at 1st level, improved crafter’s touch, gains the “ruinous touch” innovation for free and earlier, say at 4th; move gadgets to 4th? Diminished Gadgets? ! less gadget per level per day

Master Gadgeteer: The master gadgeteer is able to quickly craft devices from scraps and gears within minutes, though they function for only a limited time. (Craft temporary gadgets as normal, but can also craft artifice devices more quickly by expending more gp.

Concept: Craft temporary gadgets as normal, but can also craft artifice devices more quickly by expending more gp, essentially crafting the item at the same cost and speed as the magical item equivalent. This replaces gearworks machine, and is in addition to his Gadgets ability. Possibly up to 9th level gadgets? However, the artifice devices may be flawed, creating some issues.

Mechanized Knight: The mechanized knight rides forth on his gearworks steed, routing his enemies with mechanized weaponry and artifice weapons and armor, while focusing on simple gadgets that enhance his prowess in combat.

Concept: Quadruped gearworks machine at 1st, mechanized weapons, extendable lance, charged weapons, more weapons and armor prof., focus on weapon artifice, lose gadgets; 1/2 caster gadgets as paladin; Cavalier-esque archetype.


Here's my first Artificer Archetype.

BATTLE ARKWRIGHT:

Battle arkwrights employ their gearworks battle armor to function as either a frontline combatant or in a support role to his allies. A battle arkwright has the following class features.

Weapon and Armor Proficiency: The battle arkwright gains proficiency with all martial weapons.

Diminished Gadgets: A battle arkwright can create one fewer gadget of each gadget level than normal. If this reduces the number to 0, he can create gadgets of that level only if his Intelligence allows bonus gadgets of that level.

Gearworks Armor (Ex): At 1st level, after much trial and error, a battle ardwright has perfected the secrets of artifice, gadgetry, and gear-based technology, and how to combine them into a semblance of life. It is this mastery of artifice that allows him to construct a powerful suit of sentient armor called gearworks armor. All gearworks armor are treated as constructs for the purpose of damage that it can take, except that a suit is not “destroyed” until reduced to a number of negative hit points equal to or greater than their bonus hit points due to size (see Construct). This armor is constructed from spare gears, old suits of armor, and metal parts scrounged from the scrap heaps of blacksmiths and other metallurgists or artificers. His starting armor is battered, and only he knows how to use or command it properly. Due to the special link between the armor and the battle arkwright, any creature that attempts to wear a suit of activated battle armor takes 2d6 points of electricity damage, is staggered for 1d4 rounds, and the armor immediately transforms into its inert form. This starting armor can only be sold for scrap (it’s worth 4d10 when sold).

Unlike a gearworks machine, a suit of gearworks armor resembles a 1-foot diameter metal cube (modular device) that weighs 30 lbs. when it is not in its armor form. Transforming this cube into his gearworks armor and donning it requires a full-round action that provokes an attack of opportunity. Wearing suit of gearworks armor is taxing on the battle arkwright’s body. He may only wear the armor for up to 10 minutes per day for each battle arkwright level he has attained. These minutes do not need to be consecutive, but must be spent in 1-minute increments. If a battle arkwright exceeds this limit, he immediately becomes exhausted and remains so until he leaves the armor. Once the armor is removed, he instead becomes fatigued.

Gearworks armor cannot move on its own, and requires the battle arkwright to don the armor for it to function (at least at the start).
While gearworks armor cannot be forced into its inert form by means of dispel magic, spells such as dismissal and banishment do, but only if the armor is not being worn by the battle arkwright. If the battle arkwright is unconscious, asleep, or killed, his gearworks armor immediately reverts to its inert form.

While the gearworks armor is being worn, the battle arkwright’s base attack bonus is equal to his battle arkwright level, including those made with the armor’s natural attacks. For all other purposes, such as qualifying for a feat or a prestige class, the battle arkwright uses his normal base attack bonus. A battle arkwright applies his full Strength bonus to his damage rolls for all successful attacks made while wearing the gearworks armor, whether the attacks are made with an off-hand or with a weapon wielded in both hands.

The gearworks armor’s physical appearance is up to the battle arkwright, but it always appears as some sort of full plate armor and has its own unique statistics (see Starting Statistics). The gearworks armor’s Hit Dice, armor bonus, and abilities are tied to the battle arkwright’s class level and increase as the battle arkwright gains levels. In addition, each gearworks armor receives a pool of upgrade points, based on the battle arkwright’s class level that can be used to give the gearworks armor different abilities and powers. Whenever the battle arkwright gains a level, he must decide how these points are spent, and they are set until he gains another level of battle arkwright.

A battle arkwright can add artifice abilities to his gearworks armor as if he has the Craft Artifice Device feat and if he meets the level prerequisites of the device. For example, a battle arkwright must be at least 3rd level to add artifice abilities to the armor (see Craft Magic Arms and Armor feat). The artifice properties of a suit of gearworks armor, including any artifice added to the armor, only function for the battle arkwright who owns it. If the gearworks armor’s owner dies, or the armor is replaced, the armor reverts to being an ordinary suit of gearworks armor.

This ability, swift transformation, and instant transformation replace gearworks machine and spells lost due to diminished gadgets.

Arkwright’s Touch (Su): This ability is exactly like the artificer’s crafter’s touch ability, except that it affects his gearworks armor instead of a gearworks machine.

Master’s Call (Su): At 5th level, as a standard action, a battle arkwright can call his gearworks armor to his side. This functions as dimension door, using the battle arkwright’s caster level. When used, the gearworks armor appears adjacent to the battle arkwright (or as close as possible if all adjacent spaces are occupied). If the gearworks armor is out of range, the ability is wasted. A battle arkwright can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level. This ability replaces master artificer.

Swift Transformation (Ex): At 6th level, a battle arkwright can transform and don his gearworks armor as a move action.

Transposition (Su): At 9th level, a battle arkwright can use his master’s call ability to swap locations with his gearworks armor. The armor must occupy the square that was occupied by the battle arkwright if able, or as close as possible if it is not able. This ability replaces journeyman’s touch.

Greater Armor (Su): At 13th level, a battle arkwright can transform his gearworks armor into an unstoppable metal juggernaut for 1 minute, once per day. While this ability is in effect, the gearworks armor gains a +4 bonus to Strength and Dexterity, a +4 bonus to AC, DR 10/—, an increase of +10 feet to its speed, and a number of temporary hit points equal to its bonus hit points (see Construct). This ability replaces greater machine.

Life Bond (Su): At 17th level, the link between a battle arkwright and his gearworks armor becomes stronger. As long as the gearworks armor has 1 or more hit points, the battle arkwright is protected from harm. Damage in excess of that which would reduce the battle arkwright to fewer than 0 hit points is instead transferred to the gearworks armor. This damage is transferred 1 point at a time, meaning that as soon as the gearworks armor is reduced to a number of negative hit points equal to its bonus hit points (see Starting Statistics), all excess damage remains with the battle arkwright. Effects that cause death but not damage are unaffected by this ability. This ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage. This ability replaces master’s touch.

Instant Transformation (Ex): At 18th level, a battle arkwright can transform and don his gearworks armor as a swift action.

Grand Arkwright (Su): At 20th level, while a battle arkwright’s gearworks armor is worn, it functions as a self-contained environment. It grants the battle arkwright immunity to ability score damage, deafness, disease, drowning, poison, and all spells or attacks that affect his physiology directly or respiration, because his physiology and respiratory system is protected by the armor. In addition, transforming and donning the gearworks armor now requires a move action that provokes no attack of opportunity. This ability replaces grand theorem.

GEARWORKS ARMOR ABILITIES:

A gearworks armor’s abilities are determined by the battle arkwright’s level and by the choices made using its upgrade pool. Table: Gearworks Armor Base Statistics determines many of the base statistics of the construct. The gearworks armor possesses a base form that modifies these base statistics.

Base Attack Bonus: This is the gearworks armor’s base attack bonus. The gearworks armor’s base attack bonus is equal to its Hit Dice. Gearworks machines do not gain additional attacks using their natural weapons for a high base attack bonus. When the gearworks armor is being worn by the battle arkwright, the battle arkwright uses his level as his base attack bonus.

Fort Saves: This is the gearworks armor’s Fortitude save bonus. The gearworks armor uses the battle arkwright’s Reflex and Will saves. When the gearworks armor is being worn, the battle arkwright adds this bonus to his own Fortitude saving throws.

Upgrade Pool: This is exactly like the gearworks machine’s upgrade pool, except that the gearworks armor gains a number of upgrade points as shown on Table: Gearworks Armor Base Statistics. In addition, a battle ardwright may choose any upgrade for his gearworks armor listed in artificer’s gearworks machine list (see Gearworks Machine Upgrades) except for the following: Armored Conveyance (2-point), Frightful Presence (3-point), Gore (2-point), Head (2-point), Hooves (1-point), Large (4-point), Limbs (2-point), Mount (1-point), Noxious Breath Weapon (3-point), Ponce (1-point), Skilled (1-point), Sting (1-point), Tail (1-point), Tail Slap (1-point), Trample (2-point).

Max Attacks: The gearworks armor cannot exceed the maximum of 3 natural attacks. When the gearworks armor is being worn, the battle arkwright uses his base attack bonus as his maximum number of natural attacks.

Special: This includes a number of abilities gained by all gearworks armor as they increase in power. Each of these bonuses is described below.

Construct Traits: The gearworks armor has all the traits of the construct type.

Darkvision (Ex): The gearworks armor grants the battle arkwright darkvision out to a range of 60 feet.

Hardness (Ex): The gearworks armor has a hardness of 10.

Integrate Gadgets (Ex): The battle arkwright may temporarily integrate a gadget into his gearworks armor instead of carrying the gadget himself. Gadgets integrated in this way must come from the battle arkwright’s gadget list. This ability does not allow the gearworks armor to share abilities that are not gadgets, even if they function like gadgets.

Light Armor (Ex): The gearworks armor is considered light armor for the purpose of adding artifice or magical properties.

Link (Ex): A battle arkwright and his gearworks armor share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action and eventually allows the battle arkwright to give orders to his gearworks armor at any time (see Gearworks Command). In addition, magic items interfere with the battle arkwright’s connection to his gearworks armor. As a result, the battle arkwright and his gearworks armor share magic item slots. For example, if the battle arkwright is wearing a ring, his gearworks armor can wear no more than one ring. In case of a conflict, the items worn by the artificer remain active, and those used by the gearworks armor become dormant. This goes for any integrated gadgets as well (see Integrate Gadgets). The gearworks armor must possess the appropriate appendages to utilize a magic item.

Low-Light Vision (Ex): The gearworks armor grants low-light vision, enabling the battle arkwright to see twice as far as a human in conditions of dim light.

Masterworks (Ex): The gearwork armor is now of masterwork quality.

DR (Ex): This is the damage reduction that the grearworks armor gains. Subtract 1 from the damage the armor takes each time it is dealt damage from a weapon or a natural attack, even while worn by the battle arkwright. At 8th level, and every four battle arkwright levels thereafter (12th, 16th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. At 20t level, the gearworks armor also gains DR 5/adamantine. This does not increase with level.

Electricity Resistance (Ex): The gearworks armor gains electricity resticne, due primarily to the armor’s dynamo engine which absorbs electricy as it becomes more powerful. At 5th level, the gearworks armor gains electricity resistance 10, and increases by 10 every 5 levels therafter, to a maximum of electricity resistance 30 at 15th level. At 20th level, the gearworks armor gains electricity immunity.

Medium Armor (Ex): The gearworks armor is considered medium armor for the purpose of adding artifice or magical properties.

Gearworks Command (Ex): The gearworks armor can be controlled telepathically by its battle arkwright. For as long as the battle arkwright concentrates, he can control the his empty gearworks armor as if he were wearing the armor. This effect has a range of 60 feet per battle arkwright level. The battle arkwright knows what the gearworks armor is experiencing, but he does not receive direct sensory input from it, nor can it communicate with him telepathically. Once the battle arkwright has given the gearworks armor a command, it continues to attempt to carry out that command to the exclusion of all other activities. Changing the orders or giving the gearworks armor a new command is also a move action. By concentrating fully on the gearworks armor (a standard action), the battle arkwright can receive full sensory input as if he were wearing the armor, though it still can't communicate with him. The battle arkwright can't actually see through the armor's eyes, so it's not as good as being there himself, but he still gets a good idea of what's going on.

The battle arkwright must make a concentration check each round to maintain control. The DC of the concentration check is (10 + the gearworks armor’s HD). If another battle arkwright tries to control the gearworks armor, both the creator and his opponent must make opposed concentration checks each round to control the gearworks armor. Otherwise, the armor continues to follows its last instruction to the best of its ability, though if attacked it returns the attack.

Heavy Armor (Ex): The gearworks armor is considered heavy armor for the purpose of adding artifice or magical properties.

Battle Phalanx (Ex): The gearworks armor can be split into two *Small suits or four Tiny suits of gearworks armor for a number of rounds per day equal to the battle arkwright’s level. Each suit of gearworks armor has its own base biped form and associated base statistics and free evolutions. Regardless of the number of gearworks armor in the group, each gearworks armor has the same base attack bonus and base saving throw bonuses, but the rest of the gearworks armor’ base statistics must be divided between the armors, including Hit Dice (minimum 1), armor bonus, Str/Dex bonus, uprgrade pool (but see below), and maximum number of natural attacks. Individual gearworks armor in the group must purchase upgrades separately. Once a battle arkwright decides on the abilities of his gearworks armors, they cannot be changed until the battle arkwright gains a level. Example: A 16th-level battle arkwright can split his gearworks armor into two Small gearworks armors. Each armor has 5 Hit Dice and BAB +5. The battle arkwright decides to give the first gearworks armor a +3 to Fort saves, a +4 armor bonus, a +3 bonus to Strength and Dexterity, 8 points from its upgrade pool, and a maximum of two attacks. The remaining +2 to Fort saves, +2 armor bonus, +2 bonus to Strength and Dexterity, and 7 points from the upgrade pool, and one natural attack go to the second gearworks armor.

The battle arkwright can use this ability for a number of rounds per day equal to his battle arkwright level. He can end this effect at any time as a full-round action. For the duration of this effect, the gearworks armors otherwise function as a normal suit of gearworks armor. All of the battle arkwright’s gearworks armor in a phalanx are reverted to a single inert form if the battle arkwright is unconscious, asleep, or killed. However, each gearworks armor in the phalanx reverts to its inert form when its hit points are reduced to a negative number equal to its bonus hit points (see Constructs). *Note: A Small battle arkwright can split his gearworks armor into two Tiny gearworks armors or four Diminutive gearworks armors.

Base Form
A battle arkwright’s gearworks armor has only one form that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the gearworks armor’s full base attack bonus. If the armor is being worn by the battle arkwright, it has a base attack bonus equal to the battlearkwright’s level. Gearworks armor slam attacks add 1-1/2 times the gearworks armor’s Strength modifier to the damage roll. This base form’s free upgrades are already factored into the starting statistics.

Gearworks Armor
Starting Statistics
Size
Medium (or Small); Speed 30 ft. (20 ft.); AC +3 armor bonus; Maximum Dexterity Bonus +4; Armor Check Penalty –4; Weight 30 ft.; Attack slam (1d6); Ability Scores Str 14, Dex 14, Con —, Int 7, Wis —, Cha —; Free Upgrades head, limbs (arms (2), limbs (legs) (2), slam (1d6).

Table: Gearworks Armor Base Statistics
Class Fort Armor Str/Dex Upgrade Max
Level HD BAB Saves Bonus Bonus Pool Attacks Special

1st 1 +1 +0 +0 +0 0 3 Construct traits, darkvision, integrate gadgets,
light armor, link , low-light vision
2nd 2 +2 +0 +1 +1 1 3 Masterworks
3rd 2 +2 +0 +1 +1 2 3 —
4th 3 +3 +1 +2 +1 3 3 DR 1/—
5th 4 +4 +1 +2 +2 3 3 Electricity resistance 10
6th 4 +4 +1 +3 +2 5 3 Gearworks command (extremis), guard
7th 5 +5 +1 +3 +2 6 3 Medium armor
8th 5 +5 +1 +3 +3 7 3 DR 2/—
9th 6 +6 +2 +4 +3 9 3 —
10th 6 +6 +2 +4 +3 9 3 Electricity resistance 20
11th 7 +7 +2 +5 +4 10 3 —
12th 8 +8 +2 +5 +4 11 3 DR 3/—
13th 8 +8 +2 +6 +4 12 3 Heavy armor
14th 9 +9 +3 +6 +5 14 3 —
15th 9 +9 +3 +6 +5 15 3 Electricity resistance 30
16th 10 +10 +3 +7 +5 15 3 DR 4/—
17th 10 +10 +3 +7 +6 16 3 Battle phalanx (wooden phalanx)
18th 11 +11 +3 +8 +6 17 3 —
19th 12 +12 +4 +8 +6 18 3 —
20th 12 +12 +4 +9 +7 20 3 DR 5/—, 10/adamantine


And Here's my Gearworks Engineer.

GEARWORKS ENGINEER:

Gearworks engineers have attained true mastery over gearworks mechanics and machine, and their very touch can heal or destroy even the strongest of constructs. A gearworks engineer has the following class features.

Gearworks Machine (Su): This is exactly like the artificer’s ability of the same name, except that the gearworks engineer gains a gearworks machine at 1st level, and uses Table: Engineered Gearworks Machine Base Statistics below.

Gadgets: Beginning at 4th level, a gearworks engineer gains the ability to create a small number of gadgets, which are drawn from the artificer gadget list. A gearworks engineer must choose and prepare his gadgets in advance.

To prepare or create a gadget, a gearworks engineer must have an Intelligence score equal to at least 10 + the gadget level. The Difficulty Class for a saving throw against a gearworks engineer's gadget is 10 + the gadget level + the gearworks engineer's Intelligence modifier.

Like an artificer, a gearworks engineer can create only a certain number of gadgets of each gadget level per day. His base daily gadget allotment is given on Table: Gearworks Engineer. In addition, he receives bonus gadgets per day if he has a high Intelligence score. When Table: Gearworks Engineer indicates that the gearworks engineer gets 0 gadgets per day of a given gadget level, he gains only the bonus gadgets he would be entitled to based on his Intelligence score for that gadget level.

A gearworks engineer must get 8 hours of rest and spend 1 hour per day studying his schematics to regain his daily allotment of gadgets. A gearworks engineer may prepare and create any gadget on the artificer gadget list, provided that he can create gadgets of that level, but he must choose which gadgets to prepare during his daily study.

Through 3rd level, a gearworks engineer has no caster level. At 4th level and higher, his caster level is equal to his gearworks engineer level –3. This ability replaces the artificer’s standard gadget ability.

Master Engineer (Ex): At 5th level, a gearworks engineer gains Master Craftsman and Craft Construct as a bonus feat and can count ranks in his chosen skill as his caster level for the purposes of using the Craft Construct feat or his artificer level, whichever is higher. This ability otherwise functions as and replaces master artificer.

Ruinous Touch (Su): At 7th level, a gearworks engineer gains the ruinous touch innovation, even if he does not qualify for it.

Theory (Su): gearworks engineer swaps three theories for the following theories. The new theory descriptions include information on which theories from the Artificer class feature these new theories replace.

Advanced Gearworks (Su): At 7th level, whenever a gearworks engineer uses gearworks, the affected objects now function as the animate object spell for 1 minute per level. This theory replaces the deadly mien theory.

Efficient Gearworks (Su): At 11th level, whenever a gearworks engineer uses gearworks, he cans spend 1 point from his artifice pool to animate a Small or Medium object, 2 points to animate a Large or Huge oject, or 3 points to animate a Gargantuan or Colossal object. This theory replaces the reciprocal activation theory.

Master Gearworks (Su): At 15th level, whenever a gearworks engineer uses gearworks, the affected objects now function as the animate object spell for 10 minutes per level. This theory replaces the dual artifice theory.

Table: Gearworks Engineer
Base
Class Attack Fort Ref Will Gadgets per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +0 +0 +2 +2 Artifice, crafter’s touch, engineered gearworks machine, — — — —
expert crafter, theory
2nd +1 +0 +3 +3 Ingenuity, innovation, trapfinding — — — —
3rd +2 +1 +3 +3 Swift artifice, theory — — — —
4th +3 +1 +4 +4 Gadgets, innovation 0 — — —
5th +3 +1 +4 +4 Master engineer 1 — — —
6th +4 +2 +5 +5 Innovation 1 — — —
7th +5 +2 +5 +5 Ruinous touch, theory 1 0 — —
8th +6/+1 +2 +6 +6 Innovation 1 1 — —
9th +6/+1 +3 +6 +6 Journeyman’s touch 2 1 — —
10th +7/+2 +3 +7 +7 Innovation 2 1 0 —
11th +8/+3 +3 +7 +7 Theory 2 1 1 —
12th +9/+4 +4 +8 +8 Innovation 2 2 1 —
13th +9/+4 +4 +8 +8 Greater machine 3 2 1 0
14th +10/+5 +4 +9 +9 Innovation 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Theory 3 2 2 1
16th +12/+7/+2 +5 +10 +10 Innovation 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Master’s touch 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Innovation 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Theory 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Grand theorem 4 4 3 3

Table: Engineered Gearworks Machine Base Statistics
Class Bad Armor Str/Dex Upgrade Max.
Level HD BAB Saves Skills Feats Bonus Bonus Pool Attacks Special

1st 1 +1 +0 2 1 +0 +0 3 3 Construct traits, darkvision,
low-light vision, link
2nd 2 +2 +0 4 1 +2 +1 4 3 Find master
3rd 2 +2 +0 6 1 +2 +1 5 3 —
4th 3 +3 +1 8 2 +2 +1 7 4 —
5th 4 +4 +1 10 2 +4 +2 8 4 Ability score increase
6th 4 +4 +1 12 2 +4 +2 9 4 Guard
7th 5 +5 +1 14 3 +4 +2 10 4 —
8th 6 +6 +2 16 3 +6 +3 11 4 —
9th 6 +6 +2 18 3 +6 +3 13 4 Multiattack
10th 7 +7 +2 20 4 +6 +3 14 5 Ability score increase
11th 8 +8 +2 22 4 +8 +4 15 5 —
12th 8 +8 +2 24 4 +8 +4 16 5 —
13th 9 +9 +3 26 5 +8 +4 17 5 —
14th 10 +10 +3 28 5 +10 +5 19 5 —
15th 10 +10 +3 30 5 +10 +5 20 5 Ability score increase
16th 11 +11 +3 32 6 +10 +5 21 6 —
17th 12 +12 +4 34 6 +12 +6 22 6 —
18th 12 +12 +4 36 6 +12 +6 23 6 —
19th 13 +13 +4 38 7 +12 +6 25 6 —
20th 14 +14 +4 40 7 +14 +7 26 6 Ability score increase


My god this is awesome. Mind doing a google doc? you know ease of downloading and all that.


Sure can.


awesomesauce.


Artificer and Archetypes Its my mediafire so its a straight up Word docx. Let me know if the link doesn't work.


Might want to ask a mod to update the first post with this link :)


Just updated my Artificer doc at the above link with the following new Archetype.

MECHANIZED KNIGHT:

Mechanized knights are mounted artificers that ride into battle upon a gearworks mount. Trained in battle techniques, the mechanized knight utilizes his artifice to enhance his weapons and armor, allowing him to engage his enemies in direct combat. A mechanized knight has the following class features.

Weapon and Armor Proficiency: The mechanized knight is proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).

Gearworks Mount (Su): This is exactly like the artificer’s ability of the same name, except that the mechanized knight gains a gearworks machine at 1st level, and must choose the quadruped base form. In addition, he uses Table: Engineered Gearworks Machine Base Statistics to determine his gearworks mounts abilities and advancement, but reduces the number of upgrade points his mount gains at each level by 2. Thus, a gearworks mount gains only 1 upgrade point at 1st level, 2 upgrade points at 2nd, and so on.

Theory (Su): The gearworks engineer swaps three theories for the following theory. The new theory description includes information on which theories from the Artificer class feature this new theory replaces.

Artifice of War (Su): At 3rd level, a mechanized knight can expend 1 point from his artifice pool as a swift action to grant any weapon he is holding or armor he is wearing a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd, the weapon or armor gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon or armor, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, a mechanized knight can use these bonuses to add special properties to his weapon or armor. If he enhances his weapon, he can choose from the following weapon properties: corrosive burst, corrosive, flaming burst, flaming, frost, icy burst, impact, impervious, keen, shock, shocking burst, speed, thundering, or wounding weapon properties to his weapon. If he enhances his armor, he can add the following armor properties: adhesive, balanced, creeping, delving, energy resistance, expeditious, grinding, heavy fortification, impervious, improved energy resistance, improved shadow, improved slick, invulnerability, light fortification, moderate fortification, radiant, shadow, slick, or staunching.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier (see Ultimate Equipment). These bonuses are added to any properties the weapon or armor already has, but duplicate abilities do not stack. At least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the artifice pool point is spent and cannot be changed until the next time the mechanized knight uses this theory. These bonuses do not function if the weapon is wielded or armor worn by anyone other than the mechanized knight.

A mechanized knight can only enhance one weapon and one suit of armor in this way at one time. If he uses this theory again on another weapon or armor, the first use immediately ends. This theory replaces the arcane artifice, reciprocal activation, and enduring artifice theories.

Gadgets: Beginning at 4th level, a mechanized knight gains the ability to create a small number of gadgets, which are drawn from the artificer gadget list. A mechanized knight must choose and prepare his gadgets in advance.

To prepare or create a gadget, a mechanized knight must have an Intelligence score equal to at least 10 + the gadget level. The Difficulty Class for a saving throw against a mechanized knight's gadget is 10 + the gadget level + the mechanized knight's Intelligence modifier.

Like an artificer, a mechanized knight can create only a certain number of gadgets of each gadget level per day. His base daily gadget allotment is given on Table: Mechanized knight. In addition, he receives bonus gadgets per day if he has a high Intelligence score. When Table: Mechanized Knight indicates that the mechanized knight gets 0 gadgets per day of a given gadget level, he gains only the bonus gadgets he would be entitled to based on his Intelligence score for that gadget level.

A mechanized knight must get 8 hours of rest and spend 1 hour per day studying his schematics to regain his daily allotment of gadgets. A mechanized knight may prepare and create any gadget on the artificer gadget list, provided that he can create gadgets of that level, but he must choose which gadgets to prepare during his daily study.

Through 3rd level, a mechanized knight has no caster level. At 4th level and higher, his caster level is equal to his mechanized knight level –3. This ability, medium armor, fighter training, and heavy armor replace the artificer’s standard gadget ability.

Mechanical Charge (Ex): At 3rd level, a mechanized knight learns to make more accurate charge attacks while mounted. The mechanized knight receives a +4 bonus on melee attack rolls on a charge while mounted on his gearworks mount (instead of the normal +2). In addition, the mechanized knight does not suffer any penalty to his AC after making a charge attack while mounted on his gearworks mount. This ability replaces master artificer.

Medium Armor (Ex): At 7th level, a mechanized knight gains proficiency with medium armor.

Fighter Training (Ex): Starting at 10th level, a mechanized knight counts 1/2 his total mechanized knight level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Shield Master (Ex): At 9th level, whenever a mechanized knight is within his gearworks mount’s reach or mounted upon it, the mechanized knight receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the gearworks mount is grappled, helpless, paralyzed, stunned, or unconscious. This ability replaces journeyman’s touch.

Heavy Armor (Ex): At 13th level, a mechanized knight gains proficiency with heavy armor.

Greater Shield Master (Ex): At 17th level, the bonuses granted by his shielded master ability increase to +4. This ability replaces master’s touch.

Grand Theorem (Ex): The mechanized knight may only select the battle armor, disintegration gun, or gearworks brigade device.

Table: Mechanized Knight
Base
Class Attack Fort Ref Will Gadgets per Day
Level Bonus Save Save Save Special 1st 2nd 3rd 4th

1st +0 +0 +2 +2 Artifice, crafter’s touch, expert crafter, gearworks mount, — — — —
theory
2nd +1 +0 +3 +3 Ingenuity, innovation, trapfinding — — — —
3rd +2 +1 +3 +3 Swift artifice, theory — — — —
4th +3 +1 +4 +4 Gadgets, innovation 0 — — —
5th +3 +1 +4 +4 Mechanical charge 1 — — —
6th +4 +2 +5 +5 Innovation 1 — — —
7th +5 +2 +5 +5 Medium armor, theory 1 0 — —
8th +6/+1 +2 +6 +6 Innovation 1 1 — —
9th +6/+1 +3 +6 +6 Shield ally 2 1 — —
10th +7/+2 +3 +7 +7 Fighter training, innovation 2 1 0 —
11th +8/+3 +3 +7 +7 Theory 2 1 1 —
12th +9/+4 +4 +8 +8 Innovation 2 2 1 —
13th +9/+4 +4 +8 +8 Heavy armor 3 2 1 0
14th +10/+5 +4 +9 +9 Innovation 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Theory 3 2 2 1
16th +12/+7/+2 +5 +10 +10 Innovation 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Greater shield ally 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Innovation 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Theory 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Grand theorem 4 4 3 3


ooh, combaty archetype. now I want an iron cavalry squad written into my homebrew.

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