Artificer - Pathfinder

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Artificer
FIRST EDITION

Foreword:

The Artificer is a hybrid class of Alchemist and Summoner that can bring many new character ideas to your table. This class is regularly involved with crafting items, a flexible pooled ability, and managing extra magical features such as a companion. This class should not be considered for newer players or inexperienced GMs. Check with your GM before bringing the Artificer to your table!

This class design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition.

Images provided by Pathfinder Wiki and Pinterest. None of the images are mine, but they are otherwise incredible!

Artificer

Table: Artificer                                                                                       Gadgets per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Gadgets, Widgets, Artifice, Crater's Touch, Innovation 3 1
2nd +1 +0 +3 +3 Quick Study, Innovation, Trapfinding 4 2
3rd +2 +1 +3 +3 Fortify, Swift Artifice 4 3
4th +3 +1 +4 +4 Gearworks Theory, Innovation 4 3 1
5th +3 +1 +4 +4 Dismantle 4 4 2
6th +4 +2 +5 +5 Innovation 5 4 3
7th +5 +2 +5 +5 Journeyman's Touch 5 4 3 1
8th +6/+1 +2 +6 +6 Innovation 5 4 4 2
9th +6/+1 +3 +6 +6 Transformative Metallurgy 5 5 4 3
10th +7/+2 +3 +7 +7 Innovation 5 5 4 3 1
11th +8/+3 +3 +7 +7 Reciprocal Activation 5 5 4 4 2
12th +9/+4 +4 +8 +8 Innovation 5 5 5 4 3
13th +9/+4 +4 +8 +8 Greater Gearworks Theory 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Innovation 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Gearworks Conduit 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Innovation 5 5 5 5 4 3 4
17th +12/+7/+2 +5 +10 +10 Master's Touch 5 5 5 5 4 4 2
18th +13/+8/+4 +6 +11 +11 Innovation 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Unbreakable Object 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Grand Innovation 5 5 5 5 5 5 5

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 regard 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 companions, and design marvelous gadgets that duplicate the effects of various spells. Whether through artifice theories or scientific innovations, the artificer stands as a symbol of the new age magic of science, technology, and engineering.

Alignment

Any

Hit Die:

d8

Starting Wealth

3d6 × 10 gp (average 105 gp, maximum 180 gp.) In addition, each character begins play with an outfit worth 10 gp or less

Class Skills

The artificer’s class abilities are Appraise (Int), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks Per Level

6 + Int modifier.

Class Features

The following are class features of the artificer.

Weapon and Armor Proficiency

Artificers are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Gadgets (Su)

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, 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.

Gadgets in many ways, behave like spells in magic device form, and as such their effects can be dispelled by effects like dispel magic using the artificer's level as the caster level. (In game terms, Gadgets are treated as magic and technology)

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 the 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 divine spells never have a divine focus requirement.

An artificer can prepare a gadget of any blueprint he knows. To learn 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.

The time required for a gadget to activate is equal to the casting time of its equivalent spell effect. Activating a gadget does not provoke an attack of opportunity.

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 all 0-level gadget blueprints, if any, and 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. The artificer may add any spell on their gadget list to their schematics book the same way a wizard adds spells to their spellbook.

(See gadget list on page 15.)

Widgets (Su)

An artificer can prepare a number of widgets, or 0-level gadgets, each day, as noted in the table above under “Gadgets per Day.” These widgets are prepared and activated like any other gadget, but they are not expended when cast and may be used again.

Artifice (Su)

An artificer has an innate pool of innovative energy that he can draw upon to fuel his abilities. 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. The pool refreshes once per day when the artificer rests for at least 8 hours.

In addition, an artificer selects one Craft skill. When using the selected Craft skill to make something, create a masterwork item, or repair an item, an artificer gains a competence bonus equal to his class level on the Craft check.

The artificer qualifies for Item Creation feats as if they had a caster level equal to his artificer level.

Crafter's Touch (Su)

An artificer can repair damaged objects with a touch. The artificer repairs 1d4 points of damage per artificer level and takes 1 minute of work. Magic items can be repaired by this ability, but the artificer must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this ability, but it does not restore their magic abilities. This ability can also be used to heal 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.

Innovation (Ex)

As an artificer gains experience, he gains insight into new artifice techniques, methods of design, mechanics, and gadget construction called artificer innovations. Starting at 1st level, an artificer learns one innovation. He learns an additional innovation at 2nd level and every two levels of artificer attained afterward, 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 for an innovation is equal to 10 + 1/2 the artificer’s level + the artificer’s Intelligence modifier.

(See Artificer Innovations on page 8.)

Quick Study (Ex)

At 2nd level, an artificer can spend 1 point of artifice as a swift action (bonus act) to take 10 on any single Appraise, Craft, Disable Device, or Use Magic Device skill check, even if he can’t normally take 10 on the check.

Trapfinding (Ex)

At 2nd level, an artificer adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). An artificer can use Disable Device to disarm magic traps.

Fortify (Su)

At 3rd level, an artificer can spend 1 point of artifice to increase the hardness of any object or construct he touches by an amount equal to his artificer level. This effect lasts for 10 minutes per class level. Multiple uses of this ability do not stack.

Swift Artifice (Ex)

At 3rd level, an artificer can create items with astounding speed. The artificer calculates Craft check times in gp when creating an item. At 7th level, it takes an artificer half the normal amount of time to create any item.

Gearworks Theory (Ex)

At 4th level, an artificer makes a genius advancement, taking one of two forms. Once the form is chosen, it cannot be changed. The first is a magical breakthrough, granting the artificer one of the following cleric domains: Artifice, Alchemy, Construct, Industry, Toil, or Trap Domain. When determining the powers and bonus gadgets granted by this domain, the artificer’s effective cleric level is equal to his artificer level, and uses his Intelligence modifier. The domain powers can be used by expending a use of his Crafter’s Touch ability. An artificer that selects this option also receives additional domain gadget slots, just like a cleric. He must prepare the gadget from his domain in this slot.



























The second option is to form a close bond with a gearworks companion he creates himself, bound with extraplanar energies. Creating a gearworks companion costs 200 gp per artificer level, and takes 8 hours to complete.

The gearworks companion is a construct and does not heal naturally. The gearworks companion remains until dismissed by the artificer (as a standard action (2 acts)), at which time it reverts to its inert form. An inert gearworks companion cannot take actions. A gearworks companion is not “destroyed” until reduced to a number of negative hit points equal to or greater than its bonus hit points due to size (see Construct). The gearworks companion 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 companion immediately reverts to its inert form.

The gearworks companion’s physical appearance is up to the artificer, but it always appears as some sort of golem or construct creature. The gearworks companion’s base form is decided at the time of construction, and determines what types of upgrades it can obtain. The gearworks companion’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 companion receives a pool of upgrade points, based on the artificer’s class level that can be used to give the gearworks companion 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.

The artificer can apply his Fortify ability to his gearworks companion.

(See gearworks companion on page 23.)


Dismantle (Ex)

At 5th level, whenever an Artificer deals damage to objects, structures, equipment, or constructs, he may spend 1 point of artifice as a swift action (bonus act) to add his class level as bonus damage.

Journeyman's Touch (Su)

At 7th level, an artificer can use his crafter’s touch ability as a standard action (2 acts). The artificer can restore the magic properties of a destroyed magical item if his artificer level is at least equal to 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.

Transformative Metallurgy (Su)

At 9th level, an artificer can subtly change the physical properties of a single object so as to function as a completely different material. As a standard action (2 acts), an artificer can spend a number of points of artifice 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 ability, and are counted as a single weapon. This transformation lasts for 1 minute.

Reciprocal Activation (Su)

At 11th level, whenever an artificer uses a magical item with charges, he can spend 1 point of artifice to activate the item without expending a charge from the item. If the item requires more than one charge to activate a specific power, the artificer can expend an equal number of artifice points, up to the maximum number of charges required to activate the power.

Greater Gearworks Theory (Su)

At 13th level, the artificer’s theory improves. If he selected the magical breakthrough theory, he gains another domain of his choice, including the associated powers and spells added to his gadget list. The artificer gains the replacement power of any selected subdomain, even if the power was previously replaced.

If the artificer selected to have a gearworks companion instead, he can transform his gearworks companion into an unstoppable metal juggernaut by spending 2 points of artifice. The gearworks companion 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) for 1 minute.

Gearworks Conduit (Su)

At 15th level if the artificer has chosen a magical breakthrough, he can transfer 3d6 hit points from a weapon, suit of armor, or shield he is wielding to himself as a swift action (bonus act), as long as the artificer has at least 1 point of artifice. This ignores the object’s hardness and can cause the item to become broken or destroyed. The artificer can’t transfer more than the equipment’s current hit points.

If the artificer has chosen a gearworks companion, he instead gains the ability to transfer 3d6 hit points from himself to his gearworks companion as a swift action (bonus act), as long as he has at least 1 point of artifice. The artificer can also transfer these hit points from his gearworks companion to himself. The gearworks companion must be within 50 feet of the artificer for this ability to function.

Master's Touch (Su)

At 17th level, an artificer can use his crafter’s touch ability as a move action (1 act), and no longer provokes attacks of opportunity.

Unbreakable (Su)

At 19th level, as long as an artificer has at least 1 point of artifice, any item he holds is virtually indestructible. The object’s hardness increases to 40. This effect immediately ends if the artificer is no longer in contact with the object.

In addition, an artificer can spend 1 point of artifice to make an item indestructible for 1 minute per class level. The object is immune to any damage, and gains Spell Resistance 50 against transmutation effects. An object can only be affected by this ability once per day.

Grand Innovation

At 20th level, an artificer discovers a grand theorem. He immediately learns one normal innovation, but also learns a second Grand Innovation chosen from the list below. He 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. Only the artificer can activate his grand innovation.

Axis Workshop: The artificer unlocks a method to access a set of extraplanar equipment. He is able to access legendary tools and assistance, allowing him to simultaneously craft an amount of projects equal to his Intelligence modifier. While working with his Axis tools to make something, create a masterwork item, or repair an item, he gains a +5 circumstance bonus to his Craft check.

Death-Ray: The artificer is able to craft a death-ray gadget. The artificer can spend 6 points of artifice to activate the death-ray as a standard action (2 acts) against a creature, an object, or an ongoing spell effect the artificer can see. The death-ray has the following effect based on its chosen target:

  • Creature: If fired against a specific creature, it must succeed at a Reflex save (DC 20 + the artificer’s Intelligence modifier) or be utterly destroyed, similar to a sphere of annihilation.
  • Object or Spell: If fired against a specific object or spell, it is subject to a mage’s disjunction effect. The death-ray only affects a singular object or spell.

One with the Machine: An artificer and his gearworks companion share a true connection. As a standard action (2 acts) , the artificer can assume the shape of his gearworks companion, copying all of its upgrades, form, and abilities. His Strength, Dexterity, and Constitution scores change to match the base scores of his gearworks companion. He can choose to have any gear that he carries become absorbed by his new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. The artificer loses his natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by his gearworks companion’s upgrades. The artificer retains all of his class features, and is able to heal himself with his Crafter’s Touch ability. The artificer can keep this form for a number of minutes per day equal to his artificer level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The artificer can end this effect as a free action.

Power of the Sun: The artificer becomes a nearly limitless source of power. His artifice pool increases by 10.

True Artifice: The artificer learns how to create a minor artifact of his choice at no cost. Creating a minor artifact takes 1 month of work. The artificer can only create an artifact with this ability once.

Uncanny Trapmaster: The artificer can inexplicably reset any trap he has personally crafted. As an immediate action (reaction), he can spend 1 point of artifice to instantly reset one of his traps he can see within 100 ft.

Innovations

At 1st level, 2nd level, and then again every 2 levels thereafter (up to 18th level), an artificer makes an incredible engineering marvel. 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 other innovations. Innovations that modify bomb that are marked with an asterisk (*) do not stack. 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. Unless otherwise noted, using an innovation is a standard action (2 acts).

The artificer may select from the following innovations:


Gadget Innovations:

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 spells. 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.

Revitalizing Gadgetry (Ex): The artificer adds remove sickness (1st), lesser restoration (2nd), remove paralysis (2nd), remove disease (3rd), neutralize poison (4th) and purify body (4th) to his gadget list. The artificer must be at least 4th level 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 one other character using a standard action (2 acts) 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. The artificer must be at least 4th level before selecting this innovation.

Gearworks Companion Innovations

Call Machine (Su): The artificer can spend 3 points of artifice to instantly summon his gearworks companion to his side from any location. This functions as instant summons, but the machine must be on the same plane as the artificer. The artificer must be at least 12th level to select this innovation.

Fast Transformation (Su): The artificer can change any of the gearworks companion’s upgrades by allocating its upgrades pool on different upgrades by spending 2 points of artifice as a full-round action (3 acts). The gearworks companion cannot benefit from this innovation more than once per day. This innovation does not allow the artificer to change his gearworks companion’s base form. The artificer must be at least 14th level to select this innovation.

Quick Upgrade (Su): The artificer can spend 1 point of artifice to grant his gearworks companion 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 innovation, 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 innovation cannot be used to grant an improvement to an upgrade that the gearworks companion already possesses. The gearworks companion must meet any prerequisites of the selected upgrade. This innovation does not allow a gearworks companion to exceed its maximum number of natural attacks.

At 11th level, the artificer can grant any one upgrade whose total cost does not exceed 4 upgrade points. At 15th level, the artificer can grant any two upgrades whose total cost does not exceed 6 upgrade points.

The artificer must be at least 6th level to select this innovation.

Grenade Innovations

Innovations that modify grenades that are marked with an asterisk (*) do not stack. Only one such innovation can be applied to an individual grenade.

Explosives Expert (Ex): The artificer learns to use grenades and similar devices to great effect. Whenever the artificer uses a grenade 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. The artificer must be at least 6th level before selecting this innovation.

Grenade (Su): By spending 1 point of artifice and 1 minute of work, the artificer can craft a grenade. The artificer can create a number of grenades per day equal to his Intelligence modifier. A grenade remains potent for 1 day before becoming inert. Drawing, activating, and throwing a grenade is a standard action (2 acts), that creates an explosion with a 15-foot blast zone radius when thrown. The grenade can be thrown by any user with a range increment of 20 feet. The wielder targets a specific grid intersection.

The explosion deals 1d6 points of damage (half bludgeoning, half fire). The damage of an artificer’s grenade increases by 1d6 at each odd artificer level. Creatures within the blast zone 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.














Anti-Magic Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to instead deal 1d4 points of force damage per 2 artificer levels. A creature within the blast zone that fails its Reflex saving throw is subject to a single dispel magic effect. Spells affected are suppressed for one minute. The artificer must be at least 6th level and have the Grenade innovation before selecting this innovation.

Cryofreeze Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to deal cold damage instead, and extinguish any non-magical flames. A creature within the blast zone that fails its Reflex saving throw takes a 5ft penalty per die of grenade damage to its movement speeds (possibly reducing the creature’s speed to 0ft). This penalty lasts one minute. Any amount of fire damage on or within the creature’s square ends the penalty. The artificer must be at least 6th level and have the Grenade innovation before selecting this innovation.

Flash Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to detonate very brightly, dealing no damage. A creature within the blast zone that fails its Reflex saving throw is blinded for 2 rounds. A creature that succeeds its Reflex saving throw is dazzled for 1 round. This is a 2nd-level light effect. The artificer must be at least 4th level and have the Grenade innovation before selecting this innovation.

Napalm Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to deal only fire damage. A creature within the blast zone that fails its Reflex saving throw catches fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action (3 acts) that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. The artificer must be at least 4th level and have the Grenade innovation before selecting this innovation.

Remote Grenade (Su): By spending 1 minute of work, the artificer can attach a remote detonator to any grenade he creates. This allows the artificer to detonate the grenade as an immediate action (reaction), as long as he is within 60 feet of the grenade. A remote grenade detonates immediately if any other creature attempts to touch or move it. The artificer cannot have more than one remote grenade at a time. If he creates another remote grenade, the previous grenade can no longer be detonated remotely, and immediately becomes a normal grenade of its type. A successful Disable Device check (DC equals 10 + the artificer’s level + the artificer’s Intelligence modifier) can neutralize a remote grenade. The artificer must be at least 6th level and have the Grenade innovation before selecting this innovation.

Scrap Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to deal piercing and fire damage. A creature within the blast zone that fails its Reflex saving throw takes 1 point of bleed damage per die of grenade damage. The artificer must be at least 4th level and have the Grenade innovation before selecting this innovation.

Smoke Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to create a cloud of smoke within the grenade’s blast zone after detonation. This acts like the smoke from a smokestick. The artificer must be at least 2nd level and have the Grenade innovation before selecting this innovation.

Vitriolic Grenade* (Su): By spending 1 minute of work, the artificer can alter a grenade to deal acid damage instead. A creature within the blast zone that fails its Reflex saving throw takes a -1 penalty to AC per two die of grenade damage. This penalty lasts one minute. The artificer must be at least 6th level and have the Grenade innovation before selecting this innovation.

Grenade Mayhem (Ex): The artificer no longer has a limited amount of grenades he can create each day. The artificer is able to draw, activate, and throw a grenade as a move action (1 act). The artificer must be at least 10th level and have the Grenade innovation before selecting this innovation.

Firearm Innovations

Bullet Gadget (Su): The artificer can infuse a single bullet to produce a gadget’s effect with a firearm. He expends 1 minute of work, 1 gadget with a range greater than personal that affects one creature or object, and a number of points of artifice equal to the gadget’s level. When the bullet is fired from a firearm, the creature or object struck is subject to the gadget’s effect. The bullet remains potent for 1 day before becoming inert.

Gunsmith (Ex): The artificer gains the Gunsmithing feat. The artificer is treated as proficient with any firearm he has personally crafted.

Firearm Training (Ex): The artificer selects one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). The artificer gains a bonus equal to his Intelligence modifier on damage rolls when firing that type of firearm. The artificer can take this innovation multiple times, selecting a different firearm each time. The artificer must be at least 4th level and have the Gunsmith innovation before selecting this innovation.

Modify Firearm (Ex): Some artificers are unsatisfied with traditional firearm designs, adding custom improvements to the guns they craft. These modifications are added to mundane firearms after creation at the listed cost, but modifying magical firearms increases the cost of modifications by 50%. A firearm can normally only bear one modification at a time. The artificer must have the Gunsmith innovation before selecting this innovation. This innovation allows the artificer to apply any of the following modifications

  • Basic Scope

Cost: +750 gp; Weight: +1 lb.

The artificer attaches a small scope to the top of a firearm. This basic scope reduces the penalty due to range and AC bonuses from cover by 2.

  • Expanded Capacity

Cost: +1,500 gp; Weight: +50%

The artificer increases the capacity of a firearm by one (generally by adding another barrel, depending on the weapon's design). This modification increases its weight by 50%.

  • Expanded Chamber

Cost: +500 gp; Weight: +1 lb.

The artificer can enlarge 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.

  • Grapple Launcher

Cost: +1,750 gp; Weight: +6 lbs.

The artificer can 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 (3 acts). The grappling hook anchors into anything the wielder successfully hits with an attack roll, and the DC of the Strength check or Disable Device check required to pull the grappling hook loose is equal to the wielder's attack roll to lodge it in place. The firearm is powerful enough to fire a hook trailing up to 100 feet of rope.

The hook can impale an opponent. While an opponent is impaled in this way, each time he starts his turn, the grappling hook deals damage equal to the weapon’s damage dice plus the extra damage dice from the weapon’s properties.

The wielder can control the trailing rope by succeeding at an opposed Strength check while holding the firearm. The impaled creature can move only within the limits that the rope allows. While impaled, both the wielder and the opponent can perform a drag maneuver against each other. The wielder can detach the rope from the firearm as a move action (1 act).

The opponent can also spend a move action (1 act) to pull the grappling hook out with an Escape Artist check or opposed grapple check (DC = wielder’s CMD). When the weapon comes out, the opponent takes damage as if starting his turn impaled.

  • Polygonal Barrel Cost: +2,000 gp; Weight:

The artificer can alter a firearm to increase its range. The carving of spiral grooves into the barrel of the firearm allows the bullet to spin, stabilizing its flight and increasing the accuracy of the firearm. A firearm with a polygonal barrel has its range increment increased by 50%.

  • Short Barrel

Cost: +2,000 gp; Weight:

The artificer can alter a firearm to increase its spread. A firearm with a short barrel increases its scatter area by 10 feet. This modification can only be applied to firearms that have the scatter property, such as a Dragon Pistol or Blunderbuss.

  • Vial Launcher

Cost: +2,500 gp; Weight: +4 lbs.

The artificer can 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 the range increment of the firearm. The wielder can take this action in place of any single ranged attack, and uses the same attack bonus. If the alchemical substance has a save DC, it becomes 10 + the wielder’s base attack bonus 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 (6 acts).. If the weapon misfires while loaded with an alchemical substance, it detonates with the wielder (and the firearm) as the target.


Modification Expert (Ex): The artificer is able to apply an additional modification to a given firearm. The artificer can select this innovation multiple times, allowing him to apply an additional firearm modification to a single firearm. The artificer must have the Modify Firearm innovation before selecting this innovation.

Reliable Gunsmithing (Su): By spending 1 point of artifice as a move action (1 act), the 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 (Su): By spending 1 point of artifice as a move action (1 act), the artificer reduces 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.

Scatter Gadget (Su): The artificer can infuse a handful of pellets to produce a gadget’s effect across several targets with a scatter weapon. He expends 1 minute of work, 1 gadget with a range greater than personal that affects one or more creatures or objects, and a number of points of artifice equal to the gadget’s level. When the pellets are fired from a scatter weapon, each creature within the scatter area is subject to the gadget’s effect. The pellets remain potent for 1 day before becoming inert.

Sharp Shoot (Su): By spending one point of artifice as a swift action (bonus act), the artificer can resolve an attack with a firearm against touch AC within any increment of the firearm’s range.

















Trap Innovations

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. The artificer must be at least 4th level before selecting this innovation.

Trap Mastery (Ex): Whenever the 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. The artificer must be at least 10th level and have the Careful Disarm innovation before selecting this innovation.

Cunning Trigger (Ex): The artificer can use a swift action (bonus act) to set off any trap within 30 feet that he constructed. At 6th level, he can use this talent as an immediate action (reaction), and can activate the trap even if the trigger has been disabled.

Frugal Trapsmith (Ex): When the artificer with this innovation constructs a mechanical trap, he only pays 75% of the normal cost.

Portable Trap (Ex or Su): The artificer gains the ability to create a modular and compact trap, known as a portable trap. A portable trap has the same abilities and restrictions as any trap the artificer can make (elements, location), and the Craft (traps) DC to create a portable trap increases by 5.

Setting a portable trap requires a full-round action (3 acts) that provokes attacks of opportunity. A portable trap that hasn't been triggered can be recuperated within 1 minute. Other characters without this ability are unable to set up or recuperate the portable trap. He cannot set up a trap in a location that is actively occupied by another creature. The artificer can carry one portable trap at a time.

Quick Disable (Ex): Whenever the artificer uses the Disable Device skill to disable a trap, it takes him half the normal amount of time rounded down (minimum 1 round). The artificer can open a lock as a standard action (2 acts instead of a full-round action (3 acts).




















Trap Spotter (Ex): Whenever the 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 his choice. The artificer can use these traps a total number of times per day equal to 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. The artificer must be at least 4th level before selecting this innovation.

Advanced Trapsmith (Ex): The artificer can learn one of the following advanced traps in place of a ranger trap: arrow trap (6th), bear traps (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). The artificer must have the Trapsmith innovation before selecting this innovation.

Uncanny Trapmaster: The artificer can inexplicably reset any trap he has personally crafted. As an immediate action (reaction), he can spend 1 point of artifice to instantly reset one of his traps he can see within 100 ft. The artificer must be at least 10th level before selecting this innovation.

Undetected Sabotage (Ex): Whenever the 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.

Other Innovations

Innovations that modify an object based on its size use the following chart for reference:

Size Sample Object
Tiny Candelabra
Small Chair
Medium Cage
Large Statue
Huge Wagon
Gargantuan Catapult
Colossal Ship

Augmented (Ex): The artificer gains low-light vision and darkvision to a range of 60 feet. If the artificer already has darkvision, this range increases by an additional 30 feet. Additionally the artificer gains a +4 racial bonus on all Fortitude saving throws against fatigue and exhaustion effects.

More Machine Than Man (Ex): The artificer counts as both a humanoid and a construct for the purposes of effects and attacks targeting creatures by type. He takes half damage from nonlethal and bleed effects, and gains a +4 racial bonus on all Fortitude saving throws against disease, paralysis, poison, and stun effects. The artificer must have Augmented innovation before selecting this innovation.

Aspect of the Machine (Su): The artificer can divert up to 2 points from his gearworks companion’s upgrade pool to add upgrades to himself. He cannot select the Ability Increase upgrade with this innovation. Any points spent in this way are taken from the gearworks companion’s upgrade pool (reducing the total number available to the gearworks companion). The artificer can change the upgrades granted by these points anytime he can change the gearworks companion’s upgrades. The artificer must be at least 8th level, have a gearworks companion, and have the More Machine Than Man innovation.

Diminishing Touch (Su): The artificer can spend 1 point of artifice to bestow an object with a shrink item effect as a full-round action (3 acts). The artificer must be at least 6th level to select this innovation.

Enduring Metallurgy (Su): Whenever the artificer uses his Transformative Metallurgy ability, he may spend 1 additional point of artifice to increase the duration to 10 minutes per artificer level.

Lethal Weapon (Su): The artificer can spend 1 point of artifice to enhance the basic properties of a weapon for 1 minute with a touch. The artificer can enhance a single weapon in one of the following ways. Multiple uses of the same benefits do not stack. The artificer must be at least 6th level before selecting innovation.

  • Critical Multiplier: The artificer increases the critical multiplier of a weapon by 1.
  • Damage: The artificer increases 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.
  • Range: The artificer increases the range increment of a ranged weapon by +20 feet.
  • Threat Range: The artificer increases the threat range of a single weapon by 1.

Magical Artisan (Ex): The artificer gains one item creation feat as a bonus feat. The artificer can take this innovation multiple times.

March of the Machine (Su): The artificer can spend 1 point of artifice to imbue a single inanimate object with mobility and a semblance of life. As a full-round action (3 acts), the artificer can add gears and moving parts to one Small or smaller object (including any grenades), allowing it to function as the animate objects spell for 1 round per artificer level. The 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. The artificer must be at least 6th level to select this innovation. (See also Animated Objects)

Improved March of the Machine (Su): By spending 1 minute of work instead of a full-round action (3 acts), the artificer’s March of the Machine object now persists for 1 minute per artificer level. The artificer must be at least 10th level and have the March of the Machine innovation before selecting this innovation.

Greater March of the Machine (Su): By spending 10 minutes of work instead of a full-round action (3 acts), the artificer’s March of the Machine now persists for 10 minutes per artificer level. The artificer must be at least 12th level and have the Improved March of the Machine innovation before selecting this innovation.

Masterworks (Su): As long as the artificer has at least 1 point of artifice, 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, the artificer can spend 1 point of artifice to transform any non-masterwork item into its masterwork equivalent with a touch for 1 minute. If the object has no masterwork equivalent, this ability has no effect.

Arcane Artifice (Su): The artificer can expend 1 point from his artifice pool as a swift action (1 act) to grant any weapon or armor he can touch a +1 enhancement 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 stanching 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 innovation do not stack with themselves. The artificer must have the Masterworks innovation before selecting this innovation.

Modify Object (Su): The artificer can spend 1 point of artifice to alter the physical qualities of a single object in one of three ways. This ability has a range of close (25 ft. + 5 ft./2 levels), and does not affect constructs.

  • Break: The artificer can break any one Small or smaller object. The artificer must be within close range and 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 innovation is used on a broken item, the item is destroyed on a failed save. At 3rd level, and again at 7th level and every four levels thereafter, the artificer can break any one object of the each subsequent size category above Small by expending additional points of artifice as follows: 3rd–Medium (1 artifice point); 7th–Large (2 artifice points), 11th–Huge (3 artifice points); 15th–Gargantuan (4 artifice points); 19th–Colossal (5 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 category. At 3rd level, and again at 7th level and every four levels thereafter, the artificer can lighten any one object of the each subsequent size category above Small by expending additional artifice points as follows: 3rd–Medium (1 artifice point); 7th–Large (2 artifice points), 11th–Huge (3 artifice points); 15th–Gargantuan (4 artifice points); 19th–Colossal (5 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 within close range, the artificer can bestow any armor, shield, tool, or weapon with the fragile quality for 1 minute per artificer level. A masterwork or magical object of the listed types cannot be affected by this innovation.

Ruinous Touch (Su): Whenever the artificer uses his Crafter’s Touch ability, he can choose to deal damage against objects and constructs. An object or construct can reduce damage dealt by half with a successful Fortitude save.

Salvage Item (Su): The artificer has learned to salvage the gp value from a magical item and put it towards the value of creating another magical item. The artificer must spend 2 hours of work with the item to salvage it. Afterwards, the item is destroyed and the artificer gains 1/2 the item’s gp value of the magical item to add towards his Salvage Value. This Salvage Value cannot be spent as gold and may only be used towards the creation of another magical item.

Salvaging Dismantle (Su): The artificer adds his Intelligence modifier on checks made to sunder an item. Whenever the artificer destroys a magic item using the Dismantle ability or Ruinous Touch innovation, he can choose to immediately add 1/2 the item’s gp value to his Salvage Value. The artificer must have the Salvage Item innovation to select this ability.

Underhanded Artifice (Su): The artificer adds DIsguise and Stealth to his list of class skills. The artificer can spend 1 point of artifice as a swift action (bonus act) to take 10 on any single Disguise, Sleight of Hand, or Stealth skill check, even if he can’t normally take 10 on the check.

Undermine (Su): The artificer can spend 1 point of artifice to reduce the hardness of any object or construct he touches by an amount equal to his artificer level. This effect lasts for 10 minutes per class level. Multiple uses of this ability do not stack.

Undermining Dismantle (Su): Whenever the artificer uses his Dismantle ability, he ignores an amount of hardness equal to his artificer level. The artificer must have the Undermine innovation before selecting this innovation.

Versatile Material Expertise (Ex): The artificer chooses Armor Material Expertise, Shield Material Expertise, or Weapon Material Mastery, and gains the chosen feat as a bonus feat. The artificer can select this innovation multiple times. The artificer must be at least 6th level to select this innovation.

Weird Science (Ex): By spending 1 point of artifice and 1 minute of work, the 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 the 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). A new effect expends the same number of charges as the original effect as normal, and the artificer must provide any material components for the new selected spell. The artificer must be at least 8th level before selecting this innovation.

Gadgets - AoNPRD

0-Level Widgets

Acid Splash: Orb deals 1d3 acid damage.

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).

Dancing Lights: Creates torches or other lights.

Daze: Humanoid creature of 4 HD or less loses next action.

Detect Magic: Detects spells and magic items within 60 ft.

Flare: Dazzles one creature (–1 on attack rolls).

Grasp: Retry a Climb check as an immediate action.

Light: Object shines like a torch.

Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Open/Close: Opens or closes small or light things.

Prestidigitation: Performs minor tricks.

Read Magic: Read scrolls and spellbooks.

Resistance: Subject gains +1 on saving throws.

Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.

Sift: See area as though examining it.

Spark: Ignites flammable objects.

Vacuous Vessel: Make a single container appear empty.

1st-Level Gadgets

Abjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.

Abundant Ammunition: Replaces non magical ammunition every round.

Air Bubble: Creates a small pocket of air around your head or an object.

Alarm: Wards an area for 2 hours/level.

Alter Musical Instrument: Make one instrument sound like a different kind of instrument.

Animate Rope: Makes a rope move at your command.

Ant Haul: Triples carrying capacity of a creature.

Anticipate Peril: Target gains a bonus on one initiative check.

Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.

Beguiling Gift: Subject immediately accepts an offered item and uses it.

Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.

Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.

Borrow Skill: Make a skill check using another's ranks.

Bowstaff: A shortbow may double as a club, or a longbow as a quarterstaff.

Brightest Night: Grant improved low-light vision to several creatures.

Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.

Burning Hands: 1d4/level fire damage (max 5d4).

Burst Bonds: 1d6 damage/level (max 5d6) to restraints.

Call Weapon: Summon an ally's weapon from a distance.

Clarion Call: Make yourself heard over great distances.

Coin Shot: Turn coins into deadly projectiles.

Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.

Compel Hostility: Compels opponents to attack you instead of your allies.

Comprehend Languages: You understand all languages.

Corrosive Touch: Touch attack deals 1d4 acid/level.

Crafter's Fortune: Subject gains +5 on next Craft check.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Dancing Darkness: Create four spheres of floating darkness.

Dancing Lantern: Animates a lantern that follows you.

Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.

Daze Monster: Living creature of 6 HD or less loses next action.

Dazzling Blade: Make a weapon appear dazzlingly shiny, making it easier to disarm and feint in combat.

Decrepit Disguise: Make an object seem worthless.

Desperate Weapon: Create an improvised weapon.

Detect Metal: Detect metal objects or creatures.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Detect Radiation: Detect radiation in the surrounding area.

Detect Secret Doors: Reveals hidden doors within 60 ft.

Disguise Self: Changes your appearance.

Disguise Weapon: Changes one weapon’s appearance.

Ear-Piercing Scream: Deal sonic damage and daze target.

Endure Elements: Exist comfortably in hot or cold regions.

Enhance Water: Transform water into an alcoholic beverage.

Enlarge Person: Humanoid creature doubles in size.

Erase: Mundane or magical writing vanishes.

Expeditious Retreat: Your base land speed increases by 30 ft.

Fabricate Disguise: Create a disguise in an instant.

Fallback Strategy: Gain a free re-roll while this spell is active.

Fastidiousness: Keep yourself and your equipment clean and dry

Feather Fall: Objects or creatures fall slowly.

Feather Step: Subject ignores adverse movement effects in difficult terrain.

Ferment: Affected liquid becomes alcoholic

Flare Burst: As flare, but affects all creatures in 10 ft.

Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.

Glue Seal: Makes one 5-ft. square or one object sticky.

Gorum's Armor: Make a suit of armor or shield erupt in thousands of spikes, causing damage to natural attacks against you.

Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope.

Grease: Makes 10-ft. square or one object slippery.

Guardian Armor: Teleport your armor onto an ally in range.

Handy Grapnel: Transform a ropelike object into a retracting grapple.

Hedging Weapons: Floating weapons protect you and make ranged attacks

Heightened Awareness: Your recall and ability to process information improve.

Hide Weapon: Hide a weapon within your own arm.

Hobble: Reduce creature's speed

Horn of Pursuit: Create three notes heard miles away.

Identify: Gives +10 bonus to identify magic items.

Instant Clot: Touched creature doesn't bleed.

Instant Portrait: Create a portrait of a creature on the touched surface.

Invigorate: Temporarily relieves fatigue or exhaustion.

Invisibility Alarm: As alarm, but reacting only to invisible creatures.

Jump: Subject gets bonus on Acrobatics checks.

Jury-Rig: Removes the broken condition from the targeted object.

Keen Senses: Subject gains +2 Perception, low-light vision.

Keep Watch: Allow creatures to stand watch without fatigue throughout the night.

Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.

Lighten Object: Decrease the target’s weight by half or reduce the armor check penalty of armor.

Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.

Long Arm: Your arms lengthen, giving you extra reach.

Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.

Magic Aura: Alters object's magic aura.

Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Magic Mouth: Object speaks once when triggered.

Magic Weapon: Weapon gains +1 bonus.

Memorize Page: Target perfectly memorizes one page of information.

Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.

Negate Aroma: Subject cannot be tracked by scent.

Obscure Object: Masks object against scrying.

Obscure Poison: Make it harder to detect a poison or venomous creature.

Obscuring Mist: Fog surrounds you.

Open and Shut: Obfuscate whether a door is open or closed.

Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises.

Planar Orientation: Locate places of power on your current plane.

Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.

Quintessence: Mask any flaws of or damage to a creature or object.

Reduce Person: Humanoid creature halves in size.

Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.

Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.

Restful Sleep: Gain more hit points while sleeping.

Returning Weapon: Grants a weapon the returning special weapon quality.

Revealing Light: As light, but hampers Stealth checks.

Rune Trace: Learn information about a magical rune without triggering it.

Sculpted Cape: Enchanted cape stiffens and can bear weight

Secret Sign: Invisibly inscribe a small mark or message on a creature or object.

Serren's Swift Girding: Immediately clad a number of targets in armor.

Share Language: Subject understands chosen language.

Shield: Invisible disc gives +4 to AC, blocks magic missiles.

Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.

Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

Silent Image: Creates minor illusion of your design.

Skim: Read four times faster than normal.

Starsight: Observe the night sky as if it were a clear and unobstructed night.

Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.

Sun Metal: Weapon touched bursts into flames.

Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.

Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.

Suspend Drowning: Targets temporarily stop drowning.

Tears to Wine: Turn non-magic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink.

Technomancy: As detect magic, except detecting the presence of technological objects.

Theft Ward: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.

Thunderstomp: Trip one creature within range.

Touch of Combustion: Cause someone to combust with a touch.

Touch of the Sea: Swim speed becomes 30 ft.

True Appraisal: Gain a +5 competence bonus on Appraisal checks and never be wildly inaccurate.

True Skill: Gain an insight bonus equal to half your caster level on one skill check.

True Strike: +20 on your next attack roll.

Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.

Unprepared Combatant: Target takes -4 on initiative and Reflex saves.

Unseen Servant: Invisible force obeys your commands.

Urban Grace: Move through crowds and urban settings with ease.

Vanish: As invisibility for 1 round/level (5 max).

Vocal Alteration: Disguise target's voice.

Warding Weapon: The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity.

Waterproof: Target becomes waterproof for the spells duration Water Walk: Subject treads on water as if solid.

Weaponwand: Merge a wand with your weapon, allowing you to wield the wand at the same time you use your weapon.

2nd-Level Gadgets

Ablative Barrier: Surrounds the target with layers of force.

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels.

Acute Senses: Subject gains a bonus on Perception checks.

Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

Air Step: Tread unsteadily on air, with limitations.

Alchemical Tinkering: Transform an alchemical item or firearm into another similar item.

Aldori Alacrity: Gain a +10 ft. bonus to speed and a +1 dodge bonus to AC.

Ant Haul, Communal: As ant haul, but you may divide the duration among creatures touched.

Arcane Disruption: Make it difficult for others to cast arcane spells.

Bear's Endurance: Subject gains +4 to Con for 1 min./level.

Beloved of the Forge: Gain an innate sense of the direction to your home or last-used crafting area.

Bestow Insight: Grant the target a bonus on a skill check and consider them trained.

Bestow Weapon Proficiency: Grants a creature proficiency in a single weapon for a short period of time.

Blood Armor: Your blood hardens when you are wounded, increasing your AC.

Blood Transcription: Learn a spell from the target's blood.

Blur: Attacks miss subject 20% of the time.

Brittle Portal: Reduce the hardness of objects within the area.

Bullet Shield: You gain a +4 deflection bonus to AC against firearm attacks.

Bull's Strength: Subject gains +4 to Str for 1 min./level.

Cat's Grace: Subject gains +4 to Dex for 1 min./level.

Cauterizing Weapon: Infuse a weapon with just enough energy to negate regeneration.

Certain Grip: You gain a +4 competence bonus on Acrobatics and Climb checks and to CMD.

Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).

Curse Item: Curse an object to make it flawed and prone to failure.

Darkvision: See 60 ft. in total darkness.

Defensive Shock: Electricity damages your attackers.

Detect Magic, Greater: As detect magic, but learn more information.

Diminish Resistance: Weaken a creature's resistance to one type of energy.

Discovery Torch: Object touched emanates bright light, granting Perception and Sense Motive bonuses.

Disguise Other: As disguise self, but affects you or another.

Disrupt Silence: Disrupt all silence effects in an area.

Distressing Tone: Sound sickens 1d4 creatures.

Dongun Shaper's Touch: Temporarily reshape non magical materials.

Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.

Enchantment Sight: See enchantment spells active on creatures.

Effortless Armor: Armor you wear no longer slows your speed.

Erode Defenses: Eat away at the damage reduction and natural armor of your opponent.

Eroding Ray: ranged touch attack deals 2d6 to construct or object, +1 ray/four levels (max 3).

Extreme Buoyancy: Alter creature's buoyancy so that it swiftly rises to the surface.

Extreme Flexibility: Gain a bonus to AC, on Escape Artist checks, and when grappling.

False Life: Gain 1d10 temporary hp + 1/level (max +10).

Fiery Runes: Charge a weapon with magical fiery runes.

Fire's Friend: Cloak yourself in flames that harm nearby enemies.

Flaming Sphere: Rolling ball of fire deals 3d6 fire damage.

Force Sword: Create a magical longsword made entirely of force.

Fox's Cunning: Subject gains +4 to Int for 1 min./level.

Full Pouch: Divide a consumable alchemical item into two nearly identical copies.

Glitterdust: Blinds creatures, outlines invisible creatures.

Golden Guise: Cause an object to briefly transform into gold.

Gust of Wind: Blows away or knocks down smaller creatures.

Heat Metal: Makes metal so hot it damages those who touch it.

Hold Person: Paralyzes one humanoid for 1 round/level.

Human Potential: Grant target a +2 enhancement bonus to an ability score.

Identifier's Eye: As per detect magic, except affecting a creature you touch.

Improve Trap: Increase a trap’s effectiveness.

Instant Armor: Summon armor temporarily replacing your current attire.

Instant Weapon: Summon a melee weapon to wield.

Invisibility: Subject is invisible for 1 min./level or until it attacks.

Invisibility Bubble: As invisibility, but altered to work better underwater.

Ironskin: Harden your skin into iron.

Kinetic Reverberation: Channels the force of an enemy's attack back into its weapon.

Lead Anchor: Alter a creature's buoyancy so that it plummets to the depths.

Lead Plating: Enclose the target in a thin sheath of lead.

Levitate: Subject moves up and down at your direction.

Locate Object: Senses direction toward object (specific or type).

Locate Portal: Detect portals within range.

Magic Siege Engine: Siege gains +1 on targeting and damage rolls.

Make Whole: Repairs an object.

Masterwork Transformation: Make a normal item into a masterwork one.

Minor Image: As silent image, plus some sound.

Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8).

Misdirection: Misleads divinations for one creature or object.

Molten Orb: Molten metal splash weapon deals 2d6 fire damage plus ongoing damage.

Neutral Buoyancy: Alter a creature's buoyancy to be neutral, granting them increased maneuverability.

Nondetection, Lesser: As nondetection, but only protects against spells that target an area.

Overstimulate: Target creature gains the ferocity ability.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.

Piercing Shriek: Target is staggered by a painful sound.

Pilfering Hand: You may seize an object or manipulate it from afar.

Planetarium: Project a current image of the night sky in places you would normally be unable to view it.

Protection from Arrows: Subject gains DR 10/magic against ranged attacks.

Protection from Technology: +2 to AC and saves, plus additional protection against technology.

Puzzle Box: Target forgets how to use commonly used objects.

Pyrotechnics: Turns fire into blinding light or choking smoke.

Radiation Ward: Protect a creature against radiation.

Recharge: Restore charges to a technological item.

Reloading Hands: Loads a single shot into your weapon every round.

Remarkable Legerdemain: Conceal items with uncanny skill.

Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Resounding Clang: Create a loud clangor that causes metallic objects to vibrate wildly.

Retrieve Item: Call a small item into your hand from anywhere.

Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3).

Serren's Armor Lock: Cause the joints of an enemy's armor to stiffen and wrap around the wearer.

See Invisibility: Reveals invisible creatures or objects.

Sense Vitals: Gain the ability to sneak attack.

Shackle: Summon manacles onto a target creature.

Shamefully Overdressed: Force target to remove equipment.

Shatter: Sonic vibration damages objects or crystalline creatures.

Shield of Fortification: Target gains a 25% chance to treat critical hits and sneak attacks as normal hits.

Shield Of Shards: Turn your shield into a storm of shards that attack adjacent creatures.

Silence: Negates sound in 20-ft. radius.

Silent Table: Give yourself privacy by muffling sound leaving the area.

Silk To Steel: Use a scarf as a shield or whip.

Sound Burst: Deals 1d8 sonic damage and may stun subjects.

Spell Gauge: Discover some spells the target has prepared.

Spider Climb: Grants ability to walk on walls and ceilings.

Squeeze: Increase the target’s flexibility, allowing it to move through tight spaces and squeeze with ease.

Stabilize Pressure: Target immediately adjusts to the surrounding pressure.

Stalwart Resolve: Ignore the effects of ability damage and penalties to one score.

Status: Monitors condition, position of allies.

Stoke the Inner Fire: Increase the natural heat of your body, transferring it to weapons and armor.

Storm of Blades: Create swords and propel them towards your target.

Surmount Affliction: Temporarily suppress one condition.

Swipe: Attempt to magically wrest an item from the target.

Tactical Miscalculation: Prevent a creature from making attacks of opportunity.

Telekinetic Assembly: Assembles a siege engine using 1 fewer worker for every two caster levels.

Telekinetic Volley: Touch a group of items, launching them as ranged attacks.

Tongues: Speak and understand any language.

Track Ship: Use a piece of a ship to track it on a nautical chart.

Urban Step: Step into one doorway and out another.

Versatile Weapon: Weapon bypasses some DR.

Vexing Miscalculation: Prevent the target from scoring critical hits.

Voluminous Vocabulary: Grant ability to speak, read, and write one or more languages for 8 hours.

Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.

Winged Sword: Grant a weapon the throwing special ability.

3rd-Level Gadgets

Absorbing Touch: Caster absorbs an item for 1 day/level.

Adjustable Disguise: As disguise self, but you can change the disguise as a swift action.

Air Breathing: Allow creatures to breathe air.

Air Geyser: Blast of air deals 2d6 bludgeoning damage and knocks opponent upward.

Allied Cloak: Enchanted cloak grants shield bonus to AC and can use aid another on you once per round

Amplify Elixir: Empowers or extends the effects of any potion or elixir.

Anchored Step: Vines beneath your feet stabilize you but slow you down.

Arcane Sight: Magical auras become visible to you.

Battle Trance: Gain ferocity, bonus hit points, and +4 vs. mind-affecting effects.

Black Sword of War: Enchant a weapon to deal extra bleed damage.

Blade Snare: Create an invisible snare to trap weapons.

Blinding Ray: Fire blinding rays of sunlight to blind enemies and damage those with sensitivity to light.

Blot: Destroy all writing within an area.

Business Booms: (Downtime Spell) Promote your business with magic and increase the amount of activity it receives.

Burrow: Target gains a burrow speed of 15.

Burst of Speed: You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are.

Caustic Safeguard: Imbue an object with an acidic protective ward.

Campfire Wall: Creates a shelter around a campfire.

Caustic Safeguard: Imbue an object with an acidic protective ward.

Channel Vigor: Focus your energy into a specific part of your body, giving you various enhancements.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.

Clay Skin: Grants DR 5/Adamantine

Cloak of Winds: Creates a screen of wind around you.

Collaborative Thaumaturgy: Apply a metamagic property to an ally’s spell.

Conjuration Foil: Interfere with nearby teleportation effects.

Conjure Carriage: Create a fine carriage.

Continual Flame: Makes a permanent, heatless light.

Countless Eyes: Extra eyes give all-around vision.

Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).

Darkvision, Communal: As darkvision, but you may divide the duration among creatures touched.

Daylight: 60-ft. radius of bright light.

Deadly Juggernaut: Your might increases with every kill you make.

Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.

Deft Digits: Animate a glove or gauntlet from a distance.

Dimensional Anchor: Bars extra-dimensional movement.

Disable Construct: Touch attack makes a construct helpless for 1 round/level.

Discern Value: Quickly analyze the monetary value of objects and identify which are most valuable.

Discharge: Dissipate the charges from a technical object or hamper a creature with the robot subtype.

Dispel Magic: Cancels one magical spell or effect.

Displacement: Attacks miss the subject 50% of the time.

Draconic Reservoir: Subject can absorb energy damage and enhance melee attacks with it.

Dragon Turtle Shell: Treat the natural attack damage of a creature attacking you as five sizes smaller.

Drain Poison: Drain a creature’s poison and apply it to your weapon.

Elemental Aura: Creates an aura of energy around you.

Endure Elements, Communal: As endure elements, but you may divide the duration among creatures touched.

Feather Step, Mass: As feather step, but affects many targets rather than one.

Find Fault: Learn many of the target’s weaknesses and gain a +5 bonus on your next attack.

Fire Trail: Leak a trail of flame that follows your every step.

Fireball: 1d6 damage per level, 20-ft. Radius.

Flame Arrow: Arrows deal +1d6 fire damage.

Fly: Subject flies at a speed of 60 ft.

Force Hook Charge: Hook of force drags you to the target.

Force Punch: Target takes force damage and is pushed away.

Free Swim: As freedom of movement, but only allowing a creature to move freely underwater

Glimpse the Hidden: As per see invisibility, except affecting a creature you touch

Haste: One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.

Heart of the Metal: Enable weapons to overcome DR like adamantine, cold iron, or silver.

Hypercognition: Rapidly recall everything you know about a subject.

Instant Fake: Provide a short-term replica of an object.

Invigorate, Mass: As invigorate, but multiple creatures.

Invisibility Bubble, Giant: As invisibility bubble, but capable of affecting larger creatures

Invisibility Purge: Dispels invisibility within 5 ft./level.

Invisibility Sphere: Makes everyone within 10 feet invisible.

Irradiate: Flood an area with dangerous radiation.

Keen Edge: Doubles normal weapon's threat range.

Lightning Bolt: Electricity deals 1d6/level damage.

Lightning Conductor: Absorb electricity damage and discharge it with a touch, weapon, or ray

Liquefy: Transmute an object into a liquid version of itself.

Locate Weakness: You roll damage twice when you roll damage for a critical hit and take the best damage.

Magic Aura, Greater: As magic aura, but also affects creatures and allows more options.

Magic Vestment: Armor or shield gains +1 enhancement per four levels.

Magic Weapon, Greater: Weapon gains +1 bonus/four levels (max +5).

Major Image: As silent image, plus sound, smell, and thermal effects.

Mark of Buoyancy: Make a touched object weightless

Nondetection: Hides subject from divination, scrying.

Phase Step: As per dimension door, but with more restrictions and affecting a creature you touch

Pressure Adaptation: Target acclimates to pressure changes more quickly

Protection from Arrows, Communal: As protection from arrows, but you may divide the duration among creatures touched.

Protection from Energy: Absorb 12 points/level of damage from one kind of energy.

Protection from Natural Attacks: Gain DR 5/- vs one type of natural attack

Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.

Rags to Riches: Enhance an object to function as if it were masterwork quality.

Reflexive Barrier: Immediate burst of force provides +1 deflection bonus to AC per 2 caster levels

Resinous Skin: You gain DR 5/piercing and +4 to CMD against disarm attempts.

Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.

Retributive Reparations: Creatures that take this item become cursed with fatigue.

Returning Weapon, Communal: As returning weapon, but you may divide the duration among weapons touched.

Scales of Deflection: Treat your normal AC as your touch AC against the next touch attack that targets you.

Second Wind: Heal a small amount of hit points, only usable at less than 1/4 hp

Selective Alarm: As alarm, but only against selected creatures.

Sepia Snake Sigil: Creates a snake-shaped text symbol that immobilizes the reader.

Shield of Fortification, Greater: Target gains a 50% chance to treat critical hits and sneak attacks as normal hits.

Silverlight: Create a bright silver light that is harmful to those vulnerable to silver.

Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.

Spider Climb, Communal: As spider climb, but you may divide the duration among creatures touched.

Spotlight: Create a mobile area of bright light while also suppressing light surrounding it.

Stinking Cloud: Nauseating vapors, 1 round/level.

Storm Step: Use lightning to quickly travel a short distance, harming all in your path.

Stunning Barrier, Greater: Magical field grants a +2 bonus to AC and on saves, and stuns multiple creatures attacking you.

Sunstalker: Creature becomes invisible in sunlight

Tactical Formation: Grant targets a bonus to AC so long as they remain in formation.

Thorn Body: Your attackers take 1d6 +1 damage/level.

Thunderstomp, Greater: Trip multiple creatures within range.

Tiny Hut: Creates shelter for 10 creatures.

Titanic Anchoring: Become grounded and nearly immovable.

Trial of Fire and Acid: Cover the target creature in burning acid.

Versatile Weapon: Weapon bypasses some DR.

Water Breathing: Subjects can breathe underwater.

Wind Wall: Deflects arrows, smaller creatures, and gases.

Wrathful Mantle: Subject shines and gets +1/four levels on all saves.

4th-Level Gadgets

Absorb Rune I: Absorb a magic rune up to 3rd level, which can be moved or dispelled

Absorbing Barrier: Protect an area from ranged attacks

Absorbing Inhalation: Completely inhale a cloud-like effect, keeping it stored harmlessly in your body.

Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).

Arcane Eye: Invisible floating eye moves 30 ft./round.

Aroden's Spellsword: Merge a melee weapon with a rod or staff.

Ball Lightning: Flying balls of lightning deal 3d6 electricity damage each.

Bit of Luck: Gain a pool of luck that can be used to add a luck bonus to any d20 rolls, which can turn a failure into a success

Bleaching Resistance: Ability score drain from the Bleaching doesn’t affect your ability score modifiers.

Blightburn Weapon: Transform a weapon into pure blightburn.

Caustic Blood: Imbue your blood with corrosive acid, damaging those who wound you.

Cold Iron Fetters: Reduce the targets move speeds, increased effect with creatures vulnerable to cold iron

Create Armaments: Create a non magical weapon, shield, or set of armor.

Creeping Ice: Sheet of ice slowly spreads outward on a horizontal surface.

Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).

Darkvision, Greater: See 120 ft. in total darkness.

Daze, Mass: As daze, but affecting multiple creatures.

Deadman's Contingency: Set one of a list of contingencies for your demise.

Death Ward: Grants bonuses against death spells and negative energy.

Deathless: Prevent death from hit point damage so long as this spell persists.

Detonate: Inflicts 1d8/level energy damage to all creatures within 15 ft.

Dimension Door: Teleports you a short distance.

Discordant Blast: 3d6 sonic damage in 10-ft. burst or 30-ft. cone can also bull rush creatures.

Dissolution: Cause a tiny item to vanish from existence.

Dungeonsight: Receive a clear and memorable view of the layout of the nearby area.

Echolocation: Sonic sense gives you blindsight 40 ft.

Enlarge Person, Mass: 1 humanoid creature/level doubles in size.

Eyes of the Void: See 60 ft. in darkness, including magical darkness.

False Life, Greater: Gain 2d10 temporary hp + 1/level.

Fickle Winds: Wind walls selectively block attacks.

Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.

Flaming Sphere, Greater: Rolling ball of fire deals 6d6 fire damage and ignites targets.

Flash Forward: Charge, then teleport back to starting position

Forceful Strike: Strike a creature with great force, dealing extra damage and knocking it back.

Freedom of Movement: Subject moves normally despite impediments to restrict movement.

Gilded Whispers: Use a single coin as a conduit for eavesdropping.

Healing Warmth: Gain protection from fire, use absorbed energy to heal others.

Hold Monster: As hold person, but any creature.

Invisibility, Greater: As invisibility, but the subject can attack and stay invisible.

Leashed Shackles: Target is restricted to a specific location.

Locate Creature: Indicates direction to known creature.

Magic Circle Against Technology: Protects those in an area with protection from technology, and other effects that suppress or resist technology.

Magic Siege Engine, Greater: Siege engine gains +1 on targeting and damage rolls for every four caster levels.

Make Whole, Greater: As make whole, but repairs 1d6+1/level damage to a max of 10d6+10.

Named Bullet: Imbues ammunition with accuracy against a specific creature type.

Obsidian Flow: Converts the surface of the ground into molten glass.

Persistent Vigor: Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.

Quieting Weapons: Weapons make no sound and quiet their victims.

Reboot: Bring a destroyed construct back to action for a limited time.

Reduce Person, Mass: As reduce person, but affects 1 humanoid creature/level.

Remove Radioactivity: Remove radiation effects from a target.

Revenant Armor: Grant a suit of armor limited animation when its wearer falls unconscious or is killed

Rubberskin: Convert bludgeoning and falling damage into nonlethal damage.

Runic Overload: Charge magical runes to an explosive degree.

Secure Shelter: Creates a sturdy cottage.

Shocking Image: As mirror image, but the duplicates emit electrical damage when destroyed.

Shout: Deafens all within cone and deals 5d6 sonic damage.

Solid Fog: Blocks vision and slows movement.

Spell Immunity: Subject is immune to one spell per 4 levels.

Stoneskin: Grants DR 10/adamantine.

Straitjacket: Restrain a creature's arms and grant it a second saving throw against certain magic.

Tongues, Communal: As tongues, but you may divide the duration among creatures touched.

Unbearable Brightness: Your glowing body dazzles or blinds others.

Vigilant Rest: Cause a sleeping creature to retain some perception of its surroundings

Vitriolic Mist: As fire shield, except acid damage.

Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.

Warp Metal: Warp wood, affecting metal objects

5th-Level Gadgets

Acidic Spray: 1d6/level acid damage plus 1 round of acid.

Air Walk, Communal: As air walk, but you may divide the duration among creatures touched.

Arid Refuge: Creates a safe house for air-breathing creatures underwater.

Banishing Blade: Enhanced weapon gets free bull rush attempts on attacks.

Commune with Texts: Quickly search through a collection of texts to find the right information

Corrosive Consumption: Acidic patch damages an opponent. Cure Light Wounds, Mass: Cures 1d8 damage + 1/level, affects 1 subject/level.

Grease, Greater: As grease, but with a greater area and/or targets.

Hammer of Mending: Release a wave of energy to repair objects and constructs.

Locate Gate: Find a nearby magical portal

Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.

Planar Adaptation: Resist harmful effects of other plane.

Planetary Adaptation: As planar adaptation, but only on different worlds of the Material Plane.

Resurgent Transformation: Gain second wind when close to death.

Sabotage Construct: As confusion, but only affects constructs.

Siphon Magic: Transfer a magical effect from another creature to yourself.

Spell Immunity, Communal: As spell immunity, but you may divide the duration among creatures touched

Spell Resistance: Subject gains SR 12 + level.

Soothe Construct: Reduce the berserk chance of a construct.

Stoneskin, Communal: As stoneskin, but you may divide the duration among creatures touched.

Transfiguring Touch: Transmute a touched object to iron, paper, or wood

Telepathic Bond: Link lets allies communicate.

Teleport: Instantly transports you as far as 100 miles per level.

Treasure Stitching: Objects on cloth become embroidered.

6th-Level Gadgets

Absorb Rune II: As absorb rune I, but affecting a rune up to 5th level

Acid Fog: Fog deals acid damage.

Analyze Dweomer: Reveals magical aspects of the subject.

Animate Objects: Objects attack your foes.

Antilife Shell: 10-ft.-radius field hedges out living creatures.

Artificer's Curse: Temporarily suppress the most powerful qualities of a magical item.

Blade Barrier: Wall of blades deals 1d6/level damage.

Borrowed Time: Take extra swift actions at the cost of Con damage.

Bull's Strength, Mass: As bull's strength, affects 1 subject/level.

Cat's Grace, Mass: As cat's grace, affects 1 subject/level.

Chain Lightning: 1d6/level damage and 1 secondary bolt/level.

Chains of Fire: As chain lightning but with fire damage, albeit at a shorter range.

Cure Moderate Wounds, Mass: Cures 2d8 damage + 1/level, affects 1 subject/level.

Decapitate: Turn a critical hit into a decapitation.

Dimensional Blade: Turn your weapon into a two-dimensional object that can more easily bypass armor.

Discharge, Greater: As discharge, but with greater effects that can affect an area.

Disintegrate: Reduces one creature or object to dust.

Dispel Magic, Greater: Works as dispel magic, but can affect multiple targets.

Eagle's Splendor, Mass: As eagle's splendor, affects 1 subject/level.

Fox's Cunning, Mass: As fox's cunning, affects 1 subject/level.

Heal: Cures 10 points/level damage, all diseases and mental conditions.

Ki Shout: Target takes 1d6 sonic/level and is stunned.

Legendary Proportions: Increase the target’s size by one category, granting bonuses to Strength, Con, natural armor, damage reduction, and more.

Magnetic Field: Create a spherical magnetic field around yourself to pull metal objects toward you.

Magnifying Chime: Touched object deals increasing sonic damage each round.

Metabolic Molting: Place the target in suspended animation, restoring ability drain and regenerating missing limbs.

Mislead: Turns you invisible and creates illusory double.

Named Bullet, Greater: As named bullet, but deals 2 points of damage for every caster level.

Plane Shift: As many as 8 subjects travel to another plane.

Programmed Image: As major image, plus triggered by event.

Repulsion: Creatures can't approach you.

Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures.

Spell Turning: Reflect 1d4+6 spell levels back at caster.

Statue: Subject can become a statue at will.

Tar Pool: Converts the top layer of the ground into hot tar.

Transformation: You gain combat bonuses.

True Seeing: Lets you see all things as they really are.

Walk through Space: You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity.

Wall of Iron: 30 hp/four levels; can topple onto foes.

Gearworks Companion

Table: Gearworks Companion Base Statistics
Artificer Level HD BAB Saves Skill Ranks Feats Armor Bonus Str/Dex Bonus Upgrade Pool Max Attacks Special
4th 3 +3 +1 3 2 +2 +1 3 4 Construct Traits, Link, Darkvision, Low-light vision
5th 4 +4 +1 4 2 +4 +2 4 4 Ability Score Increase, Find Master
6th 5 +5 +1 5 3 +4 +2 5 4 Guard
7th 6 +6 +2 6 3 +6 +3 6 4
8th 6 +6 +2 6 3 +6 +3 6 4
9th 7 +7 +2 7 4 +6 +3 7 5 Multiattack
10th 8 +8 +2 8 4 +8 +4 8 5 Ability Score Increase
11th 9 +9 +3 9 5 +8 +4 9 5
12th 9 +9 +3 9 5 +10 +5 9 5
13th 10 +10 +3 10 5 +10 +5 10 5
14th 11 +11 +3 11 6 +10 +5 11 6
15th 12 +12 +4 12 6 +12 +6 12 6 Ability Score Increase
16th 12 +12 +4 12 6 +12 +6 12 6
17th 13 +13 +4 13 7 +14 +7 13 6
18th 14 +14 +4 14 7 +14 +7 14 6
19th 15 +15 +5 15 8 +14 +7 15 7
20th 15 +15 +5 15 8 +16 +8 15 7

Base Statistics

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

HD

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

BAB

This is the gearworks companion’s base attack bonus. A gearworks companion’s base attack bonus is equal to its Hit Dice. gearworks companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Saves

These are the gearworks companion’s base saving throw bonuses. A gearworks companion possesses three bad saving throws, regardless of its base form.

Skill Ranks

This lists the gearworks companion’s total skill ranks. A gearworks companion can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. gearworks companions with Intelligence scores above the base value modify these totals as normal (a gearworks companion receives a number of skill ranks equal to 2 + its Intelligence modifier per Hit Dice). A gearworks companion cannot have more ranks in a skill than it has Hit Dice. Gearworks companion 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 companions: Craft (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Perception (Wis), and Sense Motive (Wis). Note that gearworks companions 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 companion. gearworks companions can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Gearworks companion feats are set once chosen, even if the creature changes when the artificer gains a new level. If, due to changes, the gearworks companion no longer qualifies for a feat, the feat has no effect until the gearworks companion once again qualifies for the feat.

Armor Bonus

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

Str/Dex Bonus

Add this modifier to the gearworks companion’s Strength and Dexterity scores, as determined by its base form. Some options available through the gearworks companion’s upgrade pool may also modify these scores.

Upgrade Pool

The value given in this column is the total number of points in the gearworks companion’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 companion. 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 companion. These choices are not set. The artificer can change them whenever he gains a level, with 4 hours of work.

Max Attacks

This indicates the maximum number of natural attacks that the gearworks companion is allowed to possess at the given level. If the gearworks companion 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 companions as they increase in power. Each of these bonuses is described below.

  • Construct Traits: gearworks companions are constructs and have all the traits of the construct type.
  • Darkvision (Ex): The gearworks companion has darkvision out to a range of 60 feet.
  • Low-Light Vision (Ex): The gearworks companion 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 companion share a mental link allowing 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 companion at any time. In addition, magic items interfere with the artificer’s connection to his gearworks companion. As a result, the artificer and his gearworks companion share magic item slots. For example, if the artificer is wearing a ring, his gearworks companion 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 companion become dormant. The gearworks companion must possess the appropriate appendages to utilize a magic item.
  • Find Master (Su): As long as the gearworks companion and the artificer that created it are on the same plane, the gearworks companion can locate its master.
  • Guard (Ex): All attacks against the artificer take a –2 penalty when the gearworks companion is adjacent to its artificer.

Base Forms

Each gearworks companion has one of three base forms that determine its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the gearworks companion’s full base attack bonus unless otherwise noted (such as in the case of secondary attacks). gearworks companion slam attacks add 1-1/2 times the gearworks companion’s Strength modifier to the damage roll. If the gearworks companion 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. An artificer may select from either the biped, quadruped, or serpentine base forms.

Alternatively, any one of these base forms can be used to make a Small gearworks companion. If the gearworks companion is Small it gains a +2 bonus to its Dexterity score and a –4 penalty to its Strength. The gearworks companion’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 companion can be made Medium whenever the artificer can change the gearworks companion’s upgrade pool (which causes it to lose these modifiers for being Small).

Biped

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

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.

Serpentine

Starting Statistics: Size Medium; Speed 20 ft., climb 20ft.; AC +2 natural armor; Saves bad; Attack 1 bite (1d6), 1 tail slap (1d6); Ability Scores Str 12, Dex 16, Con — , Int 7, Wis 10, Cha 11; Free Upgrades tail, tails slip, bite.

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Upgrades

Each gearworks companion receives a number of upgrade points that can be spent to give the gearworks companion new abilities and powers. 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 companion 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 companion additional natural attacks. Natural attacks listed as primary are made using the gearworks companion’s full base attack bonus and add the gearworks companion’s Strength modifier on damage rolls. Natural attacks listed as secondary are made using the gearworks companion’s base attack bonus –5 and add 1/2 the gearworks companion’s Strength modifier on damage rolls (if positive). If the gearworks companion 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 companion’s upgrade pool.

Bite (Ex): A gearworks companion’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 companion 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 companion 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 companion 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 companion must possess an equal number of the limbs upgrade.

Climb (Ex): A gearworks companion 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 companion’s climb speed by 20 feet.

Enchanted Gearworks (Su): A gearworks companion 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 companion’s weapons are treated as the alignment of the gearworks companion for the purpose of overcoming damage reduction.

Glass Texture (Ex): A gearworks companion in an area of bright light dazzles any creature within 30 feet that sees it for 1 round. Once a creature is affected by this ability, it is immune to that gearworks companion’s glass texture for 24 hours.

Hooves (Ex): A gearworks companion 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 companion must have the limbs upgrade to take this upgrade. This upgrade can only be applied to the limbs (legs) upgrade once. Alternatively, the gearworks companion 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 companion must possess an equal number of limbs upgrades.

Improved Damage (Ex): One of the gearworks companion’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 companion selects this upgrade, it applies to a different natural attack.

Improved Armor (Ex): A gearworks companion’s armor plating becomes stronger, increasing its armor bonus by 2. This upgrade can be taken once for every five levels the artificer possesses.

Improved Speed (Ex): One of the gearworks companion’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 companion to project his vocalizations. The gearworks companion 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 companion is properly skilled and formed to serve as a combat-trained mount. The gearworks companion must be at least one size category larger than its rider. This upgrade is only available to gearworks companions of the quadruped base form.

Piercing Attack (Ex): The gearworks companion’s slam attack deals piercing damage instead of bludgeoning damage.

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

Pull (Ex): A gearworks companion gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the gearworks companion 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 companion. This ability only works on creatures of a size equal to or smaller than the gearworks companion. Creatures pulled in this way do not provoke attacks of opportunity. The gearworks companion 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 companion selects this upgrade, it applies to a different natural attack.

Push (Ex): A gearworks companion gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the gearworks companion 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 companion. This ability only works on creatures of a size equal to or smaller than the gearworks companion. 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 companion selects this upgrade, it applies to a different natural attack.

Reach (Ex): One of a gearworks companion’s attacks is capable of striking at foes at a distance. Pick one attack. The gearworks companion’s reach with that attack increases by 5 feet.

Resistance (Ex): A gearworks companion’s form takes on a resiliency to one particular energy type, which is usually reflected 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 companion 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 companion selects this upgrade, it applies to a different energy type.

Resourceful (Ex): The gearworks companion 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 companion to make mundane situations easier for his master. This upgrade can be selected multiple times. Each time it is chosen it adds one additional compartment to the gearworks companion. The artificer must be at least 6th level before selecting this upgrade.

Skilled (Ex): A gearworks companion 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 companion selects this upgrade, it applies to a different skill.

Slam (Ex): A gearworks companion 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 companion must have the limbs (arms) upgrade to take this upgrade. Alternatively, the gearworks companion 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 companion must possess an equal number of the limbs upgrade.

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

Sting (Ex): A gearworks companion 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 companion must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the gearworks companion must possess an equal number of the tail upgrade.

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

Tail (Ex): A gearworks companion 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 companion 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 companion must possess the tail upgrade to take this upgrade. This upgrade can be selected more than once, but the gearworks companion must possess an equal number of the tail upgrade.


2-Point Upgrades

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

Ability Increase (Ex): A gearworks companion becomes more powerful, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the gearworks companion’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 companion through a hatch somewhere upon its form. The chamber is only large enough for the artificer to sit comfortably. While inside the gearworks companion, 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 companion (although durations continue to expire). The chamber provides a safe place, keeping out of harm’s way as the gearworks companion fulfills its master's commands. It requires a full-round action (3 acts) to enter or emerge from the gearworks companion. The artificer may only cast touch spells and those that target either himself, or the gearworks companion while within the chamber. The artificer must use his gearworks companion to deliver his touch spells. The gearworks companion must have the mount upgrade and be at least one size larger than its artificer to select this upgrade.

Cleaving Attack (Ex): The gearworks companion 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 companion can only make one additional attack per round. The gearworks companion 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.

Energy Attacks (Su): A gearworks companion’s attacks become charged with energy from its dynamo. Pick one energy type: acid, cold, electricity, or fire. All of the gearworks companion’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 companion’s dynamo generates an intense aura of energy, dealing 1d4 points of damage with its touch. Creatures attacking a gearworks companion 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. This damage is of the same type as the gearworks companion’s energy attacks. The artificer must be at least 8th level and have the energy attack upgrade before selecting this upgrade.

Flight (Ex): A gearworks companion gains a special propulsion system, gaining the ability to fly. The gearworks companion gains a fly speed equal to its base speed. The gearworks companion’s maneuverability depends on its size. Medium or smaller gearworks companions have good maneuverability. Large gearworks companions have average maneuverability, while Huge gearworks companions have poor maneuverability. The gearworks companion’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 companion can open a section of his chassis at will. The gearworks companion can open a section of his chassis at will. This deals an additional 2d10+12 points of slashing damage when it makes a successful grapple check as razor-sharp gears and blades emerge from its body to grind and slice its foe. The artificer must be at least 9th level before selecting this upgrade.

Gore (Ex): A gearworks companion 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 companion becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, slam, or tail slap attacks. Whenever the gearworks companion makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the gearworks companion grapples the target. This ability only works on creatures of a size one category smaller than the gearworks companion or smaller. gearworks companions 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 companion 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 at least 5th level before selecting this upgrade.

Head (Ex): A gearworks companion grows an additional head. The gearworks companion does not gain any additional natural attacks for the additional head, but the additional head does allow the gearworks companion 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 companion’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 companion 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 Energy Blast (Su): The gearworks companion can discharge a cone or line of energy generated from his dynamo, gaining an energy blast attack. Select either acid, cold, electricity, fire, or sonic. The gearworks companion can unleash a 30-foot cone (or 60-foot line) that deals 3d6 points of damage of the selected type. Those caught in the energy blast can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the gearworks companion’s HD + the gearworks companion’s Strength modifier. The gearworks companion can use this ability once per day. The gearworks companion 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 companion 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 companion’s base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The gearworks companion 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 companion is proficient. This upgrade can be selected more than once.

Rend (Ex): A gearworks companion learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the gearworks companion 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 companion’s Strength modifier. The gearworks companion 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 companion can repair itself once per day. The gearworks companion 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 companion may do so as a swift action (1 act). Each use of this ability by the gearworks companion subtracts from the artificer’s uses of that ability for the day. An artificer must be at least 6th level before selecting this upgrade.

Shared Slot (Su): Select a magic item slot. A magic item worn by the gearworks companion in that slot remains active even if the artificer is also wearing a magic item in that slot. This upgrade can be selected more than once. Each time an artificer selects this upgrade, it applies to a new slot.

Shifting Plates (Ex): As a swift action (1 act), the gearworks companion can alter his physical makeup, allowing it to change the damage type of one natural attack to slashing, bludgeoning, 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 companion’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 companion 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 companion 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 at least 7th level before selecting this upgrade.

Trip (Ex): A gearworks companion becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the gearworks companion 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 companion is not tripped in return. This ability only works on creatures of a size equal to or smaller than the gearworks companion. The gearworks companion must possess the bite upgrade to select this upgrade.

Trample (Ex): A gearworks companion gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action (3 acts), the gearworks companion can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the gearworks companion 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 companion’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 companion’s HD + the gearworks companion’s Strength modifier. A trampling gearworks companion can only deal trampling damage to a creature once per round. This upgrade is only available to gearworks companions of the biped or quadruped base forms.

Tremorsense (Ex): A gearworks companion 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 companion and the creature to be pinpointed are in contact with the ground. The artificer must be at least 7th level before selecting this upgrade.

Utility Tool (Ex): The gearworks companion is fitted with an all purpose tool capable of performing a variety of different functions. Once per day as a full-round action (3 acts) the gearworks companion 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 companion 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 companion’s upgrade pool.

Blindsense (Ex): A gearworks companion’s senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the gearworks companion 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 companion. Visibility still affects the gearworks companion’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 companion grows thick and gnarled claws, allowing it to move through the earth. The gearworks companion 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 companion’s form becomes composed of cold iron and its natural attacks are treated as cold iron for the purpose of bypassing damage reduction. The artificer must be at least 11th level before selecting this upgrade.

Deadly Critical (Ex): The gearworks companion increases the threat multiplier for one natural attack by 1. Its effects do not stack. Each time a gearworks companion 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 companion’s external structure becomes stronger and more resilient. The gearworks companion gains a +4 enhancement bonus to its Armor Class and DR 5/—.

Final Destruction (Ex): When reduced to 0 hit points, the gearworks companion 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 successful Reflex save halves the damage (DC = 10 + 1/2 the artificer’s class level + the artificer’s Intelligence modifier). The artificer must be at least 9th level before selecting this upgrade.

Focused Critical (Ex): The gearworks companion gains a +4 bonus on attack rolls to confirm critical hits. Its effects do not stack. Each time a gearworks companion 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 companion becomes unsettling to its foes, gaining the frightful presence ability. The gearworks companion can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the gearworks companion must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the gearworks companion’s HD + the gearworks companion’s Charisma modifier. If the gearworks companion has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the gearworks companion are immune to this effect. The artificer must be at least 11th level before selecting this upgrade.

Integrated Item (Ex): A gearworks companion 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 completed by the gearworks companion itself. Removing an integrated item involves four hours of work. Any item integrated into a gearworks companion 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 companion can exhale a 10-foot cube of gas. This gas cloud persists for 1 round; any creature within the area when the gearworks companion 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 companion 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 at least 11th level before selecting this upgrade.

Powerful Blows (Ex): The gearworks companion inflicts one and a half 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 at least 9th level before selecting this upgrade.

See in Darkness (Su): A gearworks companion 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 companion 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 natural attack does not have reach. This upgrade 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 companion’s upgrade pool.

Blindsight (Ex): A gearworks companion’s senses sharpen even further, granting it blindsight out to a range of 30 feet. The gearworks companion 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 companion 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 companion learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The gearworks companion 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 companion’s HD + the gearworks companion’s Constitution modifier. The gearworks companion can use this ability once per day. The gearworks companion 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 companion’s body gains the ability to heal its wounds very quickly, giving it fast healing 1. The gearworks companion heals 1 point of damage each round, just like natural healing. Fast healing does not allow the gearworks companion to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the gearworks companion is above 0 hit points. This fast healing does not function when the gearworks companion 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 companion’s internal structure becomes harder, stronger, and more resilient. The gearworks companion’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 companion grows in size, becoming Large. The gearworks companion 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 companion has the biped base form, it also gains 10-foot reach. Any reach upgrades the gearworks companion possesses are added to this total. The gearworks companion 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 companion instead becomes Huge. The gearworks companion 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 gives 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 companion has the biped base form, its reach increases to 15 feet. Any reach upgrades the gearworks companion 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 companion.

Self-Destruction (Su): When reduced to 10% its total hit points or less but still above 0, the gearworks companion 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 Reflex save halves the damage (DC = 10 + 1/2 the artificer’s class level + the artificer’s Intelligence modifier). The artificer must be at least 16th level before selecting this upgrade.

Special Composite (Ex): The gearworks companion’s form becomes composed of mithral and is considered to weigh half its normal weight. The gearworks companion’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 companion’s form becomes composed of adamantine. The gearworks companion’s natural attacks are treated as adamantine for the purpose of bypassing damage reduction. The gearworks companion must have selected the mithral upgrade. The artificer must be at least 16th level before selecting this upgrade.

Spell Resistance (Ex): A gearworks companion is protected against magic, gaining spell resistance. The gearworks companion’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.

Favored Class Options

Android: Add +1/4 to the artificer’s Artifice pool.

Aphorite: Add +1/2 to hit points restored by the Crafter’s Touch ability.

Catfolk: Gain 1/6 of a bonus innovation.

Duergar: Add +1/2 to the artificer’s grenade damage.

Dwarf: Add +10 minutes to the duration of the artificer’s Fortify ability.

Elf: Add one schematic from the artificer’s gadget list to his schematic book. This formula must be at least one level lower than the highest-level formula the artificer can create.

Ganzi: Add +1/4 to the Gearworks Companion’s upgrade pool.

Gnome: Gain 1/6 of a bonus innovation.

Goblin: The artificer gains fire resistance 1. Each time this reward is selected, increase fire resistance by +1. This fire resistance does not stack with fire resistance gained from other sources.

Half-Elf: Add +1/4 to the Gearworks Companion’s upgrade pool.

Halfling: Add +10 minutes to the duration of the artificer’s Fortify ability.

Half-Orc: Add +1 to the artificer’s damage rolls when using Dismantle.

Human: Add +1/4 to the artificer’s Artifice pool.

Ifrit: Add one schematic from the artificer’s gadget list to his schematic book. This formula must be at least one level lower than the highest-level formula the artificer can create.

Kobold: Add +1/3 to the attack roll or Reflex DC to any trap created by the artificer.

Oread: Add +1/2 to hit points restored by the Crafter’s Touch ability.

Ratfolk: The artificer gains +1/6 of a new innovation.

Svirfneblin: Add a +1/4 armor bonus to the artificer’s Gearworks Companion.

Tiefling: Add +1/4 to the artificer’s Artifice pool.

Further Considerations

At the GM’s discretion, a character can be allowed to select Extra Innovation as a general feat.

Extra Innovation

Prerequisite: Innovation class feature
Benefit You gain one additional Innovation. You must meet the prerequisites for this Innovation.
Special: You can take this feat multiple times. Each time you do, you gain another Innovation.

Traps Unchained

See Traps Unchained for details on mechanical traps, magic device traps, devious traps, and spell turrets.

About the GM

Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.

Like what you see and want to see more? See my links for additional content below:

GM Binder

https://www.gmbinder.com/profile/Insidious

Ko-Fi

https://ko-fi.com/insidiousgm

Patreon

https://www.patreon.com/InsidiousGM

Instagram

https://www.instagram.com/insidiousgamemaster/

Facebook

https://www.facebook.com/profile.php?id=61563245126594

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@GMInsidiou31020

Discord

Insidious5676

Reddit

u/InsidiousGM

Part 2 | Your Introduction