Machinesmiths walk in two worlds, using science and magic to invent new and powerful devices. Above all else, they are makers of wondrous things. The quest to perfect their next great invention drives them to become masters of many talents. From enchanting engines to advanced mathematics, the machinesmith brings together both magic and technology to realize his vision. Whether forging a simple blade or building a mechanical man, machinesmiths take pride in producing only the best.
Some machinesmiths craft time and labor saving machines to help them in their research and benefit all.
Others use their scientific skills to build weapons of destruction to dominate or defend. While any smithy can make a finely crafted item, machinesmiths add their own magical essence to their works, what they call mobius energy, making their creations marvelous contraptions with astounding abilities.
Role: Machinesmiths travel to pick up new and interesting skills and raw materials for their inventions.
Unused to either huge or delicate machines with hissing steam and arcing electricity, common people find machinesmiths disconcerting at the least, and often frightening. Their ability to create magic items and useful devices make them well-loved by adventuring parties. A group with a machinesmith seldom lacks the equipment they require.
Hit Die: d8.
The machinesmith's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the machinesmith.
A machinesmith adds half his class level (minimum 1) to all Craft skill checks.
Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.
A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.
If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.
A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.
In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.
Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.
A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.
If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.
At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.
At 2nd level, and then again every 2 levels thereafter (up to 20th level), a machinesmith learns a technical innovation called a machinesmith trick. These machinesmith tricks come in three forms: gadgets, augmentations, or techniques. Unless otherwise noted, a machinesmith cannot select an individual machinesmith trick more than once. Some machinesmith tricks can only be received if the machinesmith has met certain prerequisites first, such as learning other machinesmith tricks. The DC of any saving throw called for by a machinesmith trick is equal to 10 + 1/2 the machinesmith's level + the machinesmith's Intelligence modifier.
Augmentations are machinesmith tricks that enhance or otherwise add on to a greatwork. A machinesmith cannot take an augmentation for a greatwork they do not have.
Gadgets are tangible items that fall between a greatwork and a prototype. Generally they are only usable a certain number of times per day and some require the machinesmith to provide some form of fuel. Only the machinesmith knows the peculiarities of their function, preventing others from using them. Unless otherwise noted they are all Tiny items with AC 10 (when not being held); hardness 5 and 10 HP. If a gadget is lost or destroyed the machinesmith may spend 100 gold and 8 hours of work in order to rebuild it.
Techniques are tricks that the machinesmith has learned that are not tied to any single item, however many require an item to be used in conjunction with them.
Arcane Analyzer (Sp): The machinesmith installs a spell analysis and arcane energy capture module into his analyzer. The machinesmith, while wearing their analyzer, gains a bonus to Spellcraft checks of 1 for every 3 machinesmith levels they possess (minimum 1). When using their Axiom ability they may make a Spellcraft check with a DC of 25 + spell level to steal the dispelled spell. The analyzer may hold one spell at a time, and the spell remains available for 24 hours after it is stolen, retaining its original caster level and other effects. A machinesmith must be at least 7th level before selecting this trick.
Constant Function (Sp): The machinesmith chooses one spell like ability granted by his analyzer as an at will ability. This ability becomes a constant effect so long as the machinesmith is wearing the analyzer. A machinesmith must be at least 5th level before selecting this trick.
Extra Charges (Su): The machinesmith learns to efficiently increase the output from the mobius core located in his analyzer. The Analyzer gains 3 more charges for the machinesmith's use.
Motion Analyzer (Ex): The machinesmith adds a module to his analyzer that allows him to find weaknesses in the defenses of foes and give him the best means of bypassing them. As a standard action he can spend one charge from his analyzer to study one foe he can see. For a number of rounds equal to his intelligence modifier the machinesmith gains +1 insight bonus on attack and damage rolls against that opponent. This bonus increases by +1 at 4th level and every 4 levels thereafter to a maximum of +5 at 20th level.
Overdrive (Ex): The machinesmith outfits the mobius core inside the mechanus to output more power on command, sending the machinesmith's mechanus beyond operational limits. As a swift action the machinesmith commands the core augmentation to activate, granting the mechanus a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the mechanus' hit dice. These rounds need not be consecutive. A machinesmith must be at least 3rd level before selecting this trick.
Self Healing Automaton (Sp): The machinesmith augments his mechanus to use his repair ability on command. The mechanus can use the repair ability utilizing all the same bonuses as if the machinesmith himself was using it. When using the repair ability on itself the mechanus may do so as a swift action. Each use of this ability by the mechanus subtracts from the machinesmith's uses of that ability for the day. A machinesmith must be at least 7th level before selecting this trick.
Spiked Automaton (Ex): The machinesmith covers his mechanus in long wicked spikes. Each time an opponent hits the mechanus with a natural weapon, unarmed strike, or makes a grapple combat maneuver the opponent takes 1d4 points of damage plus the mechanus' strength modifier. In addition the mechanus's slam attack deals an additional +2 damage and deals piercing in addition to bludgeoning damage. A machinesmith must be at least 5th level before selecting this trick.
Energy Weapon (Mobius Weapon Augmentation) (Su): As a standard action the machinesmith may expend two charges from his mobius weapon to convert the cutting or impacting surfaces of the weapon into energy, choosing from acid, cold, electricity, or fire. For a number of rounds equal to the machinesmith's Intelligence modifier all damage dealt by the mobius weapon is of the chosen energy type. Weapon enhancements such as flaming that deal additional energy damage remain unchanged. The machinesmith must be of at least 5th level before selecting this trick.
Explosive Ammunition (Mobius Weapon Augmentation) (Su): As a swift action the machinesmith may expend one charge from his ranged mobius weapon to charge his next attack with explosive energy. If the attack hits it does its normal damage and additional damage equal to its minimum possible damage to all adjacent creatures and objects. A successful Reflex save reduces this damage to half. A machinesmith must be of at least 3rd level to select this trick.
Crossbow Turret (Ex): The machinesmith creates a device that can automatically load, aim, and fire, any crossbow it is fitted with. This device is Small sized and swivels on a tripod. It has AC 9 , Hardness 10, 15 hp, weighs 30 lbs, and has a magazine attachment capable of holding twenty bolts. It can be fitted to any light, heavy, or repeating crossbow with an hour's work. It takes a full round action to deploy the gadget into a space adjacent to the machinesmith. This space must be flat solid ground with no obstructions. Once deployed it immediately begins firing at its designated target as often as possible, taking all relevant penalties for doing so, using the machinesmith's base attack bonus + intelligence modifier and any magical bonuses present on the crossbow or its bolts. It loads and fires at the same speed as it normally takes to fire the crossbow normally and continues to fire until its magazine is empty or one minute passes. If the target is out of the turret's line of sight it ceases firing until the target is within sight again. A machinesmith can command a crossbow turret to change targets as a move action. The crossbow turret can remain activated for one minute before it must be recharged. A crossbow turret is recharged by operating the hand crank as a standard action to reset the mechanisms. Crossbow turrents may be attacked or disarmed; they have hardness 5 and 5 hit points, or a Disable Device DC of 20, which triggers an attack of opportunity against the person attempting to disable it.
Crossbow Turret, Improved (Ex): The machinesmith builds a second crossbow turret. In addition, he can command one of his crossbow turrets to change targets as a swift action and they have 30 hit points each. Finally the crossbow turrets can automatically load themselves as if they possessed the Rapid Reload feat. A machinesmith must be at least 8th level and must have Crossbow Turret trick before selecting this gadget trick.
Crossbow Turret, Greater (Ex): The machinesmith can now build three crossbow turrets. Each turret can be deployed as a standard action and increases their magazine capacity to 40 bolts and their operational time to two minutes. Finally each crossbow turret has 60 hit points. A machinesmith must be at least 12th level and must have Improved Crossbow Turret gadget trick before selecting this trick.
Invisibility Cloak (Su): The machinesmith creates a cloak that bends light and effectively turns him invisible. Activating the cloak is a standard action and hides the machinesmith as invisibility using the machinesmith's level as the caster level. The machinesmith can use this cloak once per day before it must be recharged. The cloak can be recharged by exposing it to sunlight for 8 hours. This gadget takes up the machinesmiths shoulder item slot. A machinesmith must be at least 3rd level before selecting this trick.
Magnetic Grappler (Ex): The machinesmith builds a powerful device that allows him to reach out and manipulate metallic objects. This device can either be held or worn on a hand taking up a ring magic item slot. As a standard action he can activate it to create an effect identical to the telekinesis spell using the machinesmith's level as the caster level with the exception that it can only affect primarily metallic objects. The machinesmith can use this gadget only after it has been charged. Charging the gadget requires a full hour of operating the hand crank on the gadget for five minutes of use. A machinesmith must be at least 9th level before selecting this trick.
Portable Ornithopter (Ex): This gadget takes the form of a glider, portable rotary blades, or something more exotic. Regardless of the form it takes all flight packs are Small sized items with AC 9 (when not in use), Hardness 5, and 20 HP. A flight pack can be activated or deactivated as a standard action. When activated and worn it grants the machinesmith a 60ft fly speed with Perfect maneuverability 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 flight pack's fuel tank takes a full round action. A machinesmith must be at least 5th level before selecting this trick.
Utility Tool (Ex): The machinesmith may build an all purpose tool capable of performing a variety of different functions. Once per day as a full round action they can adjust the utility tool to function as any mundane item by making a level + intelligence modifier check with a DC equal to 5 + the item's to be replicated value in gold pieces. If successful the utility tool successfully copies the form and function of the mundane item until the next time the utility tool is adjusted. Failure on this check indicates that the utility tool malfunctions and cannot be used or adjusted until the next day.
Combat Trick (Ex): A machinesmith who selects this gadget trick gains a bonus combat feat.
Explosives Expert (Ex): The machinesmith learns to trigger explosives and similar effects in such a way as to create the most havoc. Whenever the machinesmith uses a spell, prototype, or item that deals damage in a radius they may add +2 to any DC's for Reflex saves on that effect. In addition they may add their intelligence modifier as a luck bonus to any damage dealt by the effect. A machinesmith must be at least 8th level before selecting this trick.
Eye for Danger (Ex): Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the machinesmith to keep an eye out for the sudden and often lethal hazards of adventuring. The machine smith gains a +2 luck bonus on Reflex saves and initiative rolls.
Hardening Technique (Ex): The machinesmith learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or magic item the machine smith creates gains an additional 5 hit points.
Mobius Detonator (Su): The machinesmith learns how to trigger the mobius core in his greatwork to detonate. The resulting explosion deals 1d8 points of force damage per machinesmith level in a 20ft radius from the center of the great works location. The great work is immediately destroyed and must be rebuilt as normal. Using this ability is an immediate action.
User Friendly Gadget (Su): The machinesmith can alter one of his gadgets he has already built to work for another person. The machinesmith 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 machinesmith utilizing all of the machinesmith's relevant bonuses. The gadget works for the designated person for a number of hours equal to the machinesmith's level. If the machinesmith is unable to designate a new person, the gadget becomes inert until the machinesmith returns it to his possession or is able to designate a new user. A machinesmith must be at least 7th level before selecting this trick.
At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.
Beginning at 7th level, the machinesmith develops an innate ability to ground magic with science. The machinesmith can “lose” any prepared prototype of 3rd level or higher in order to have it function as a dispel magic spell of a caster level equal to their machinesmith level.
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have machinesmiths as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.