The Artificer
3/4 bab
D8 hit die
Good Ref and Will saves
An Artificer is proficient with all simple weapons and with light armor and shields (but not tower shields).
Wizard spell list up to 6th level spells (I'll make a custom spell list but this is probably what it'll be based on)
Bard spells per day and spells known
Intelligence casting stat
Tools of the Trade: An Artificer doesn't cast spells normally but has a caster level and spell list as an ordinary casting class and counts as an ordinary arcane spellcaster for the purposes of using magic items. When an Artificer learns a new spell he must build that spell into a Tool in order to use it. This includes cantrips. Tools can have any number of spells built into them and may have new spells built into them at a later time. An Artificer may learn a spell more than once using his spells known slots in order to build that spell into more than one Tool. By spending one week crafting with a workshop an Artificer may take apart and rebuild any or all of his Tools and make new ones, redistributing all of his spells known. If a Tool is destroyed the Artificer can make another one at this time. Tools require daily maintenence by the Artificer that built them to keep functioning and to recharge, requiring one hour of work per day, usually done when the Artificer wakes up every morning. A tool that hasn't been maintained for 72 hours is destroyed. An Artificer can maintain one Tool at 1st level and one additional tool every 2 levels after that. An Artificer must have a Tool equipped properly to use the spells built into it. Tools are activated like spell trigger items. An Artificer may build a Tool to require a command word to activate, but he doesn't have to. An Artificer may activate a tool with a standard action that doesn't provoke an attack of opportunity and sacrifice a spell slot of the appropriate level in order to cast one of his built in spells from a Tool he's wielding. Tools don't have charges or uses per day and can't be activated by anyone except the Artificer who built them. A Tool must be uncovered and visible in order to function and must be no smaller than a 1 inch sphere. If a built in spell has a Verbal or Somatic component the Tool will whine or flash in sequence respectively when used to cast that spell or if the spell has a material component the Tool must consume that component from somewhere on the Artificer's person or fail to cast. Characters trained in Spellcraft can use these cues to identify Artificer spells as they're cast as for a normal spell.
Magic Craftsman: Artificers add half their level (minimum 1) to all Craft checks and to Spellcraft checks to craft magic items and can make Craft checks untrained.
Artifice Shaper: An Artificer can make Tools in different forms as they level and gain various bonuses depending on what form their Tool takes. An Artificer must expend gold as normal to make a Tool as if it were a mundane item. A Tool in an item slot counts as a magic item of its type for the purposes of body slots. If a Tool's form counts for 2 or more different form types the Artificer must choose which one he wants to build the Tool as and only gains Artifice Shaper's benefit when he uses the Tool as that type of object. For example if an Artificer builds a Tool in the form of a dagger he must choose whether to build it as a melee, thrown, or ranged weapon Tool.
At 1st level an Artificer learns how to make slotless Tools, which can either orbit the Artificer like an Ioun Stone, clip on to an Artificer's clothing or armor, or stick harmlessly to the Artificer's skin. If the Artificer choses to have the Tool orbit him he must pay 25g when crafting it in addition to any other costs.
Slotless Tools: No special function.
At 3rd level an Artificer learns how to make rings and amulets.
Rings: May cast built in spells at +1 caster level.
Amulet: May cast built in spells with a +1 enhancement bonus to their save DC.
At 5th level an Artificer learns how to make weapons and wands. Weapon Tools must be built as masterwork.
Melee weapon: The Artificer can deliver touch spells built into this Tool with an attack roll made with this Tool, as if using Spell Combat as a Magus.
Ranged Weapon: The Artificer can expend a higher level spell slot to increase the range of built in spells, as if using the metamagic feat Reach Spell.
Thrown weapon: The Artificer can maintain a connection with this Tool for 1 minute after it's thrown. So long as the Artificer is within 5 feet/level of the Tool he can cast built in spells from the Tool as if he were standing in that square. The Artificer can only deliver touch spells if the Tool is touching a target but doesn't require an attack roll to do so.
Wand: Built in spells benefit from Precise Shot.
At 7th level the Artificer learns how to make armor and shields.
Armor: Built in spells cast on the Artificer have double their normal duration. This benefit doesn't stack with Extend Spell.
Shields: When the Artificer falls unconscious or dies due to taking damage he may cast a built in spell as an immediate action by expending a spell slot 3 levels higher than the spell he wants to cast.
At 9th level the Artificer learns how to make staves.
Staves: The Artificer may expend 2 charges from the staff rather than expend a spell slot when casting a built in spell if the staff's highest level spell is equal to or greater than the built in spell. You may only build spells into staves that are 1 level lower than the highest level spell you can cast. An Artificer can build a Tool in the form of a staff even without using Mods by spending 1200gp x the level of the highest level spell being built into the Tool. The resulting Tool has 10 charges, counts as having a spell equal to the highest level spell being built in, and may be charged like a normal staff.
At 11th level the Artificer learns how to better maintain his vehicle and may forgo obtaining a new tool to instead add 5 BP to his vehicle.
Artifice Tricks: At 2nd level and every 2 levels thereafter an Artificer learns a trick to making Tools, magic items, or machines work the way he wants them to. Unless otherwise noted a trick may only be taken once.
Amulet Form Specialization: Use your Intelligence instead of Charisma when making opposed Charisma checks for spells you cast from your Amulet Tools.
Armor Form Specialization: When wearing an Armor Tool you may sacrifice a spell slot as a standard action to gain a number of temporary hit points equal to twice the level of the spell that last for 1 hour per level of the spell.
Crafty: The Artificer may take any Item Crafting feat or Craft Technological Item as a bonus feat. The Artificer must still meet the requirements of this feat. This trick may be taken more than once.
Crazy Tech Wizard: The Artificer gains Technologist as a bonus feat.
Redundancy: The Artificer must have Standardization before he takes this trick. The Artificer adds 2 spells that are at least 1 level lower than the highest level spell he can cast from his spell list to his list of spells known. These spells must be copies of spells he already knows. Whenever the Artificer would be able to replace an old spell known he may replace both of these spells as well, but they still must be 1 level lower than the highest level spell he can cast. The Artificer must be at least 8th level before he can take this trick. This trick may be taken more than once.
Ring Form Specialization: Your Ring Tools vent excess energy into the Astral Plane as magical energy rather than as light or sound. When you cast a built in spell from one of your Ring Tools it no longer whines or lights up and there is no physical indication that you are the source of any spell effect. It's still possible to detect your spellcasting using abilities like Detect Magic and in fact onlookers have a +5 bonus to Spellcraft to identify your spells as they're cast when using Detect Magic or similar abilities due to the excessive energy being vented to the Astral Plane. This trick prevents any visible indicators coming from you to indicate you being the source of a spell effect from your Ring Tools but it doesn't stop you from being the obvious origin point of spells, such as cones or line effects, at your GM's discretion.
Shield Form Specialization: When wielding a Shield Tool you may sacrifice a spell slot as an immediate action to gain energy resistance to an energy type of your choice equal to twice the level of the spell for 1 round.
Slotless Form Specialization: You may make all of your Slotless Tools invisible as a standard action. This grants a +10 bonus on Sleight of Hand checks to hide them on your person. Slotless Tools automatically become visible again when you use them to cast a built in spell.
Staff Form Specialization: You can spend 1 charge of a Staff Tool you're wielding to roll twice on the next caster level check you make to overcome spell resistance within the next round and take the higher result.
Standardization: The Artificer may build every cantrip he knows into every Tool he makes. The Artificer must be at least 4th level to take this trick.
Walking Armory: The Artificer can store energy in crystals built in to his Tools during his daily maintenance. A crystal can store 1 spell level worth of spells for every 50g in its value. For example a 150g crystal could store one 3rd level spell slot, one 2nd and one 1st level spell slot, or any other combination for use when activating the Tool it's attached to. A crystal with any amount of charge may power all cantrips built into the Tool without reducing its charge. A crystal must be built into a Tool in the same manner as spells and one Tool may only have one built in crystal. Any character may activate an Artificer Tool with a built in crystal by expending a charge of the appropriate level and making a Use Magic Device check with a DC equal to 20 plus the level of the highest level spell built into the Tool. Success on this check means they are treated as the Artificer for the purposes of using the item but are still unable to maintenance it. If an Artificer spends 1 minute explaining the tweaks he's made to the Tool that day he can grant a character a +10 bonus to this check, which lasts until the next time the Artificer does maintenance on the Tool. After 24 hours the energy stored in crystals this way dissipates and must be replenished anew.
Wand Form Specialization: Spells you cast from Wands Tools that have an attack roll have a +2 insight bonus to hit and deal +1 damage per die rolled.
Weapon Form Specialization: The Artificer can sacrifice a spell slot as a swift action to give a Weapon Tool an enhancement bonus to attack and damage equal to the level of the spell for 1 minute.
Mods: At 5th level an Artificer learns how to modify Magic Items to become Tools. When he spends a week to reassemble his Tools he may attach them to magic items of the same form. An Artificer may only do this to magic items that match a form he can create with Artifice Shaper. Magic items so modified only function for the Artificer who modified them, stop working if not maintenanced every 24 hours, and are destroyed if not maintenanced in 72 hours. An Artificer may salvage half the item's gold piece value in parts if it's destroyed this way from its remains. An Artificer can, as part of an assembly week, unmod a magic item and return it to its original state.