pFFmachinist2

© Square Enix, Final Fantasy XIV
The age of magic domination often ends with the rise of technology. Where only some can natively cast spells and use magic, anyone can learn to build, construct and perfect technological devices if they have the heart and the will to do so. Those brave souls who innovate and adapt to this world are known as Machinists, and are oft-credited with the rise of magitek; but it is their hope that not only does the wit of man match the power of magic, but that magic and magitek fight side by side.

Role: The machinist occupies a supportive role in the party. They utilize their gadgets and combat tools to harry foes and aid allies. Although supportive in nature, the machinist can take care of themselves in a scrap - their myriad of Combat Tools can afflict statuses and conditions while delivering a wallop to even the sturdiest monster. The gadgets they hoard offer different options and upgrade functions to turn the tide of battle, or in fact any situation, on its head: From deploying foam to cushion a fall to shooting rockets from a comfortable position. Machinists prefer to stay at range, using firearms to pepper their foes and augmenting their actions with the use of their patented Aetherotransformer. They remain supportive even in a non-combat situation - able to craft adventuring gear and masterwork items with relative ease to outfit the party. No matter where they go or what they face, a machinist always has the right tool for the job!

Parent Classes: Ranger + Chemist

Hit Die: D8

Starting Wealth: 3d6 x 10 gil (average 105 gil). In addition, each character begins play with an outfit worth 10 gil or less.

Class Skills
The Machinist’s class skills (and the key ability for each skill) are Appraise (Int), Bluff(Cha), Craft (Int), Diplomacy(Cha), Disable Device (Dex), Fly (Dex), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha)

Skill Points per Level: 4 + Int Mod

Table: Machinist

Level Base Attack Bonus (3/4) Fort Save Reflex Save Will save Class Features
1 +0 +0 +2 +1 Limit Breaks, Mechanical Artisan, Aetherotransformer, Maintenance, Combat Tools, Technical Support
2 +1 +0 +3 +1 Eye for Design, Machine Killer, Gadgetry, Trapfinding
3 +2 +1 +3 +2 Salvage Expert, Suppressive Fire, Combat Tools
4 +3 +1 +4 +2 Item Lore, Tool Expertise, Gadgetry
5 +3 +1 +4 +3 Magiteknician, Breaksight
6 +4 +2 +5 +3 Gadgetry, Scrapyard Surveyor, Mechanical Safety Precautions
7 +5 +2 +5 +3 Quick Craft, Magitek Armory, Combat Tools
8 +6/+1 +2 +6 +4 Magitek Retrofit, Machinist’s Ricochet, Gadgetry
9 +6/+1 +3 +6 +4 Item Mastery, Aethero-Upgrade
10 +7/+2 +3 +7 +5 Gadgetry, IronWorks, Reassemble
11 +8/+3 +3 +7 +5 Robotics Expert, Combat Tools
12 +9/+4 +4 +8 +5 Gadgetry, Magitek Armory
13 +9/+4 +4 +8 +6 Swift Gadgetry
14 +10/+5 +4 +9 +6 Magiteknical Mastery, Gadgetry
15 +11/+6/+1 +5 +9 +7 Locked On, Combat Tools
16 +12/+7/+2 +5 +10 +7 Gadgetry, Aethero-Enhancement
17 +12/+7/+2 +5 +10 +7 Master Magiteknician
18 +13/+8/+3 +6 +11 +8 Gadgetry, Outfitter's Opus
19 +14/+9/+4 +6 +11 +8 Master Crafter
20 +15/+10/+5 +6 +12 +9 Ultimate Machinist, Gadgetry

Class Features

All of the following are class features of the Machinist.

Weapon and Armor Proficiency

A machinist is proficient with all simple weapons, all firearms, light and medium armor, but not shields.

Limit Breaks

At 1st level, a machinist gains the ability to use limit breaks. At the start of each day the machinist chooses Battle, Daredevil or Medic as his limit break mode. In addition, If the machinist chooses Daredevil, they may add twice the amount to their limit break mode if they craft a gadget while in threatened squares. They may use a limit break from their chosen mode or the following limit break, unique to them:

Garlond Overdrive (Ex): This limit break allows the machinist to be able to rapidly create his creations to an unprecedented degree. As a Swift action, the machinist can enter a state known as Garlond Overdrive. The machinist can temporarily create any single gadget or combat tool as a standard action, so long as they meet the prerequisites. Gadgets and combat tools built in this way do not require battery to use any special abilities and function for as many rounds as Garlond Overdrive lasts. The machinist can build as many gadgets equal to the amount of limit break stacks consumed. Additionally, the machinist gains an additional swift and move action each turn that can only be used for the purposes of activating machinist abilities. This limit break lasts for 1 round + an additional round per stack of limit break guage consumed.

Mechanical Artisan (Ex)

A machinist, despite their name, is an artisan of many malleable talents. A machinist receives a bonus on all Craft checks equal to his to half his machinist level (minimum of 1). In addition, the machinist suffers no penalty when using improvised tools to disable mechanical devices.

Aetherotransformer (Su)

Many machinists that adventure out into the world carry handy tools and gadgets to aid them in their endeavors. One particular doodad that all machinists eventually invent or come across is the Aetherotransformer. The Aetherotransformer is a Diminutive, battery-shaped gadget that can be hung loosely from the machinist's person: From being clipped onto a belt, shoved in a pocket, a hair ornament, key chain, or other form of gear that can fit within the machinist’s space.

At 1st level, an Aetherotransformer passively gathers lightning-aspected, magical energy and converts it into electricity to power the machinist’s various gadgets or devices. It comes with a 10ft cable that can latch onto an electrical device or gadget to charge it for basic functions. This cable can even be attached to firearms and weapons to provide additional effects. At the start of each day, the Aetherotransformer stores a pool of Battery charges to power his myriad of devices. This pool has an amount of charges equal to 5 times your Intelligence modifier (minimum of 1) and this pool increases by 5 + your Intelligence modifier per level thereafter. For every hour that passes, the Battery pool recovers 5 charges. If the transformer has the broken condition, it cannot generate a charge of battery at all until the condition is removed.

Multiple gadgets and combat tools may consume charges of battery, as listed in their entry. Some gadgets or combat tools may consume battery charges to sustain their function; some consuming them on a per round basis. While active in this manner, the machinist can deactivate any gadget or combat tool as a free action. Multiple sustained gadgets may be active at a time as long as the machinist has enough battery to sustain them.

By spending 5 charges of battery, the machinist can perform one of the following:

  • As a swift action, you gain a +2 equipment bonus to your weapon attacks until the end of your turn.
  • You temporarily suppress the broken condition for 1 round by touching one weapon or suit of armor as a move action. If you are holding the weapon or wearing the suit of armor, it is instead a swift action.
  • The machinist can ignore the armor penalty and movement speeds of their worn armor for 1 round. You can perform this option as a free action once per round.

A machinist cannot perform any of these abilities if the Aetherotransformer is broken or destroyed. If it is destroyed, a machinist cannot use any gadgets or combat tools that rely on it. A machinist must spend 8 hours and 50 gil per machinist level to craft a new Aetherotransformer.

Maintenance (Ex)

At 1st level, the machinist can quickly repair damaged objects within reach as a standard action that provokes attacks of opportunity. The machinist restores an amount of hit points equal to his machinist level + his Intelligence modifier to the damaged object. If the object is broken, the condition is removed if it is restored to half of its original hit points or more with this ability. Provided all the pieces of the item are together, a mechanist can even use this ability to repair items that have been completely destroyed.

Magic items can be affected by this ability provided the machinist's class level is equal to or greater than that of the item's caster level, but while it can repair the physical item he cannot restore the magic of a destroyed item. This ability can affect Constructs, but not other types of creatures. This ability has no effect on items that have been transmuted or fundamentally warped but can still repair damage done to those items. At 5th level, a machinist no longer provokes attacks of opportunity with this ability.

A machinist may perform maintenance once per minute.

At 5th level, a machinist no longer provokes attacks of opportunity with this ability.

Combat Tools (Ex)

A machinist can develop arms and armor to increase the chances of survival for himself and others. At 1st level, 3rd level and every four levels thereafter, a machinist receives a Combat Tool. A combat tool is a weapon or device that can assist the machinist in a dangerous encounter. If a combat tool requires a saving throw, it is calculated as 10 + half your machinist level (rounded down) + your Intelligence modifier. A combat tool does not provoke an attack of opportunity when drawn. Due to a combat tool’s complexity and applications, only a machinist can use them properly - they do not function in the hands of a non-machinist (Machinists do not need to possess the combat tool themselves, however). A machinist may use their Intelligence modifier in place of their Strength or Dexterity modifier on attack rolls with a combat tool. Some combat tools can deliver special effects or actions at the cost of Battery within their entry (called a Heat Ability).

You can find out more about combat tools here.

Technical Support (Ex)

At 1st level, the machinist receives the Technologist feat as a bonus feat. If your campaign does not have technological items or electronics, the machinist instead gains the Skill Focus feat to one of the following skills of his choice: Craft (any), Profession (any), Knowledge(engineering).

Trapfinding (Ex)

At 2nd level, a machinist adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). A machinist can use Disable Device to disarm magic traps. In addition, the machinist suffers no penalty when using improvised tools to disable mechanical devices.

Machine Killer (Ex)

At 2nd level, the machinist's knowledge on the fundamentals of building materials finds further practical uses. When a machinist makes an attack action or attack of opportunity, he adds his Intelligence modifier as a bonus to the damage roll if it is a successful sunder combat maneuver or if attacking constructs and objects (including animated objects). The machinist never provokes an attack of opportunity when making a sunder combat maneuver. Should the machinist choose to destroy an item worn or held by a creature, that item's wielder takes any remaining excess damage. This counts as having the Improved Sunder feat for the purposes of meeting prerequisites.

At 6th level, a machinist can make a sunder attempt with a firearm so long as he makes the attempt within the weapon's first range increment. The machinist may use their Dexterity in place of their Strength when determining their combat maneuver bonus.

Eye for Design (Ex)

At 2nd level, the machinist's familiarity with mechanical systems and structural principles make them adept to notice something amiss. A machinist adds ½ of their machinist level as a bonus on Knowledge (Engineering) checks to understand mechanical devices, mechanical traps, locks, and other tools. They also add this bonus on Survival checks to track a creature within a building, village, metropolis, or other settlement.

Gadgetry (Ex)

At 2nd level and every two levels thereafter, the Machinist creates a gadget. A gadget is a tool that can further expand the machinist's repertoire throughout his adventuring career. Many gadgets are devices made out of iron or similar metals and share the following traits, unless stated otherwise:

  • All gadgets have a hardness equal 1/4th of your machinist level, unless stated otherwise in their entry.
  • Gadgets normally have an amount of hit points equal to 5 + half your machinist level.
  • Any Gadget with an asterisk (*) listed in its entry must be powered by the Aetherotransformer to function. Consuming a minimum of 1 Battery.
  • All gadgets can be disabled with a Disable Device check of 20 + half the machinist's level (rounded down).
  • All gadgets are considered Diminutive in size with negligible weight, unless stated otherwise in their entry.

In addition, the machinist tends to always have spare parts, scrap, wires and other spare doodads that he can invest into his gadgets for additional abilities. The machinist has an amount of doodads equal to his machinist level + his Intelligence modifier. He can divide his doodads between his gadgets in any way he desires. A machinist can reallocate his invested doodads by spending 30 minutes to detach and reattach the gears and wiring. If the gadget is lost or destroyed the doodads that were invested are lost as well, although the machinist can recover these doodads by spending 1 hour looking for spare parts. Any doodads recovered over their maximum are lost.

Once a requisite amount of doodads are invested into a gadget, it receives an improvement. These improvements can range from passive improvements to the gadget’s primary function or result in brand new abilities the machinist can bring to bear. Some improvements may require Battery to activate in their entry. All doodads are considered Tiny in size with negligible weight to the machinist. In the hands of a non-machinist, doodads appear to be no more than junk (worth 1 gil per doodad).

The machinist can lend a gadget to an ally in order to assist that ally; however, should the gadget require Battery to activate, it must remain within 30ft of the machinist to assist his ally. The gadgets that go beyond this range lose battery each round. A gadget becomes inert and immobile when their Battery is reduced to 0.

You can find out more about gadgets here.

Suppressive Fire (Ex)

At 3rd level, the machinist can lay down cover for his allies. When you use the Ready action to attack a target creature with a ranged weapon, you can attempt to hinder your target instead of damaging them. Make an attack roll against the target’s square (AC of 10). If it succeeds, that creature must make a Reflex saving throw (DC 10 + half your machinist level + your Intelligence modifier) or have their speeds reduced to 0 until the end of that creature’s turn. This ability expends ammunition as normal. If the attack is a critical threat, roll to confirm. If the confirmation is high enough to beat the opponent's AC, the target creature takes half of your normal weapon damage and is knocked prone in addition to the speed reduction. A successful save negates the speed reduction and prone effect. A machinist cannot use suppressive fire if his opponent or the square he targets would be subject to a miss chance (such as from a concealed target).

Salvage Expert (Ex)

At 3rd level, the machinist can retrieve more useful raw materials from broken or destroyed items. A machinist lowers the Craft DC to salvage raw materials from non-magical items by an amount equal to half their level. A machinist that successfully salvages an item receives raw crafting materials worth one-third of its market price, instead of one-quarter.
A machinist can is also faster at salvaging ammunition. A machinist can salvage 3 pieces of destroyed ammunition to provide suitable material to craft one piece of ammunition with the normal crafting rules. A machinist can also dismantle and salvage magic items without needing the necessary item creation feat, although doing so subjects the machinist to a -4 circumstance penalty to the Spellcraft Check in order to do so.

Item Lore (Ex)

At 4th level, the machinist learns of new techniques to craft their gear. The machinist reduces the raw material cost to craft mundane or masterwork gear by 10%. In addition, the machinist improves his combat tools. All combat tools receive a +1 enhancement bonus to attack and damage rolls. This bonus increases by 1 at 8th level, 12th level, and every four levels afterward.

Tool Expertise (Ex)

At 4th level, a machinist knows how to use every tool for the right job. The machinist gains the Tool Optimizer feat as a bonus feat without needing to meet the prerequisites. Should you use a masterwork tool set or kit, you increase the circumstance bonus it provides by +2, plus an additional +2 per five machinist levels after 4th (maximum of +8 at 19th level).

Breaksight (Ex)

At 5th level, the machinist can single out the weak points in the sturdiest of fortifications. The machinist receives the Sabotaging Sunder feat as a bonus feat without needing to meet the prerequisites. A machinist does not provoke an attack of opportunity with this feat if he target is denied their Dexterity modifier to AC, or is flanked by an allied creature and may use his machinist level as his base attack bonus for the check.
Alternatively, a machinist can perform Sabotaging Sunder as part of a melee attack with a -4 penalty to the disable device check. In addition, A machinist ignores an amount of hardness equal to half his machinist level when damaging constructs and objects.

Magiteknician (Ex)

Starting at 5th level, the machinist takes a keen interest in the theorems found in the magical, pseudo-science of magitek. The machinist counts as a spellcaster for the purposes of creating magical weapons, armor, and wondrous items. The machinist counts their machinist level as their caster level for this purpose.. Likewise, they can create spell trigger and spell completion items without necessarily having the ability to cast spells. They still need the necessary item creation feats, but can perform the item creation process with only working knowledge of each spell needed. When a machinist puts their first rank into Spellcraft, they are considered to have working knowledge of all 0 MP and 1 MP spells from any spell list. Each rank in Spellcraft represents the base MP cost of spells the machinist would have working knowledge of at that cost (a machinist with 4 skill ranks in Spellcraft has working knowledge of every spell worth 4 MP and below).

If a machinist were to gain spell casting from another source (such as having a level in black mage), his caster level stacks but does not allow him to be able to "know" spells for casting purposes or can add spells to his list of spells known. Spells learned with this ability provide the machinist with enough working knowledge to apply the spells as components to item creation only.

When determining the MP cost of a spell that appears on multiple lists, first search a spell list with a maximum MP cost of 20 first (i.e black mage, white mage, et cetera). If the spell is on one or more lists of with a similar cost, the machinist can choose which version of the spell to use, counting as that particular spellcaster if such a thing matters in the creation of the item. If the desired spell or effect is not found in that list, the machinist may then investigate a spell list with a Maximum cost of 12 MP (such as red mage). If the spell is on one or more of such lists, the machinist has the same choice. If the desired spell or effect is not found on the previous list, the machinist can examine a spell list with a maximum cost of 8 (such as paladin) and is faced with the same choice of the previous list. If, and only if, the spell or effect is not found on any of the above lists, the machinist can duplicate the spell from any other available lists available to him. A machinist can also choose to implement the augmentation of a spell if he has an amount of skill ranks equal to the prerequisite MP cost for the item's creation.

If the machinist needs a spell and does not have working knowledge of it, he can still attempt to duplicate the spell with a Use Magic Device check with a DC equal to 20 + the MP cost of the spell. Other item prerequisites can also be substituted except for caster level and class features. The machinist can attempt another Use Magic Device check of the same DC as what is needed to emulate other prerequisites for magical items, such as ability scores, alignments, race, and others. Only one check per requirement is allowed.

All other aspects of item creation are the same. After the machinist attempts the Use Magic Device check(s), he must still attempt the Spellcraft Check as needed to properly create the item. If a spell is required for an item's creation, and is not successfully emulated, the entire process (time and construction) is wasted.

Scrapyard Surveyor (Ex)

At 6th level, the machinist can use downtime to search for scrap from discarded waste, useful chemicals, magical residue, constructs, and mechanical debris. In order to do so, the machinist needs to be a settlement ( Hamlet, village, city, Metropolis etc), junkyard, decadent ruin, or other such location in which the machinist can search for raw materials without being in active danger during his search. The machinist can spend 1 hour searching a settlement or suitable location to receive raw materials in gil. The amount of raw materials gained depends on the location. See the chart below.

Settlement/Location Resources obtained in Gil
Thorp 1d4 + your machinist level
Hamlet 1d6 + Your machinist level
Village 1d8 + your machinist level
Small Town 1d4 times half of your Machinist level
Large Town 1d6 times half of your Machinist level
Small City 1d8 times half of your Machinist level
Large City 1d10 +5 times your Intelligence modifier
Metropolis 1d12 + 10 times your Intelligence Modifier
Junkyard 1d20 times half your Machinist level times your Intelligence Modifier
Decadent Ruins 1d8 times your Intelligence Modifier
Huge or Colossal Construct 1d20 + 10 times your Intelligence Modifier
Single Large Structure or Object (a Building, an airship, etc) 1d10 +3 times half your Machinist level
Above or Underground Dungeon 1d100 + 10 times half your Machinist level

Raw materials received in this manner can be used to pay the material cost of creating or repairing items, or as material to be used in conjunction with certain tools. They cannot be sold for gil.

Mechanical Safety Precautions (Ex)

Be it from the searing heat of a forge or the haphazard zaps of a lab; the machinist is used to the dangers presented in his workspace. At 6th level, the machinist gains elemental resistance 10 against fire and lightning. This increases to resistance 15 at 13th level. This resistance stacks with other forms of elemental resistance, except from spells-or spell-like effects.

Quick Craft (Ex)

At 7th level, a machinist reduces the time it takes to craft mundane and masterwork items by half the normal time. In addition, the machinist reduces the time it takes to salvage items for raw materials by half (rounded down).

Magitek Armory (Su)

At 7th level, so long as the machinist has 1 charge of Battery, all combat tools, weapons he holds (melee and ranged), and ammunition he fires deal an additional +2d6 Lightning damage. This additional damage is multiplied on a critical hit against constructs but not in other instances. The machinist can suppress or activate this ability as a free action.

Magitek Retrofit (Ex)

At 8th level, a machinist grows more accustomed to working the infusions of magic into weapons and gear. The machinist learns to retrofit weapons and armor. During an 8-hour period, the machinist can perform a special procedure, the machinist must have tools related to the creation of the gear present (such as smithing tools or artisans tools). The machinist can transfer the enhancement bonus of an enchanted weapon, armor or shield into another. This requires the machinist to make a Craft check with a DC equal to the item’s craft check + 5 per enhancement bonus you attempt to transfer. A failure makes the contained magic lash out and ruin your materials - giving both items (the original item and the transferee) the broken condition. So long as either item remains broken, you cannot attempt to retrofit either item until they are repaired. The machinist can only transfer magic qualities (such as flaming) if the original item as well as the new item has at least one +1 enhancement bonus. Once all the enhancement bonuses leave the previous item, it is destroyed. Further, a machinist can only transfer a single +1 enhancement bonus at a time at 8th level. He can transfer a +2 enhancement bonus at 12th level, and a +3 bonus at 16th.

Machinist’s Ricochet (Ex)

At 8th level, the machinist’s firearm training reaches new heights. Upon landing a successful ranged attack with a firearm, you can spend an Immediate action to make another ranged attack to a second creature within 10ft of the first, using the same ammunition. The second attack does not consume ammunition.

Item Mastery (Ex)

At 9th level, the machinist laces his creations with durable materials and toughness to outlast the worst strain. Weapons, armor, and gear crafted by the machinist receive bonus hit points equal to half his machinist level (rounded down) upon the time of creation. This benefit extends to constructs he creates at 15th level. In addition, when the machinist uses the Make Something action of the Craft skill to craft a non-magical or masterwork item, he only pays 1/4th of the item’s price as the raw material cost instead of 1/3rd.

Aethero-Upgrade (Su)

At 9th level, The machinist upgrades the Aetherotransformer with new, subsidiary functions. The Aetherotransformer gains the following options at the cost of 10 battery:

  • As a standard action, the machinist can have one weapon or 10 pieces of ammunition to deal an additional +2d6 points of lightning damage for 2 rounds. If the machinist touches his own weapons, it is a swift action.
  • The machinist can spend a full round action that provokes attacks of opportunity to increase the efficiency of his allies’ gear. The machinist makes the transformer unleash a wave of electricity to charge all manufactured weapons and armor within 30ft. For 3 rounds, his allies receive the Hasted status so long as they are not disarmed of their weapons and armor.

Ironworks (Ex)

At 10th level, the machinist can find the best parts to use for his creations. They can even sell them for a better price. When the machinist searches for raw materials to salvage, they increase the yield in gil by 20%. Should they sell any crafted items made of metal to a merchant, they can sell it up to 75% of its market price, rather than half. The machinist cannot sell gadgets and combat tools in this fashion.

Reassemble (Ex)

At 10th level, when the machinist spends downtime to craft an item (a minimum of 8 hours), he may choose to swap out a number of his current gadgets with other gadgets. He must meet the prerequisites of the gadgets he wishes to acquire. He may swap out an amount of gadgets equal to half his Intelligence modifier.

Robotics Expert (Ex)

At 11th level, the machinist can craft a slew of robotic creations to advance his goals. The machinist receives the Craft Construct feat as a bonus feat without needing to meet the prerequisites. They treat their effective machinist level as their caster level and may use Knowledge (engineering) instead of Spellcraft to craft a construct. A machinist can only use this feat to craft and create constructs with the clockwork or robot subtype or apply one of the subtypes to constructs they can create. Should a machinist already have the Craft Construct feat, they reduce the crafting cost to craft constructs by 20%.

Mechanic’s Focus (Ex)

At 12th level, during any round of combat where the machinist attempts to disable or rig a device (including traps and explosives), he can first make a concentration check (DC 15, using his machinist level as his caster level). Upon a success, he can use the desired skill without provoking attacks of opportunity and does not trigger the device or ruin materials on a failed Disable Device check.

Swift Gadgetry (Ex)

At 13th level, the machinist can activate a gadget that requires a standard action to use, as a swift action instead. He can perform this ability a number of times per day equal to his Dexterity modifier.

Magiteknical Mastery (Ex)

At 14th level, the machinist increases the rate he crafts magical items and gear by a factor of 4. A machinist that normally crafts at a rate of 1,000 gil (gp) per day now crafts at a rate of 4,000 gil per day. Any increases to the default rate also increase by a factor of 4. So if a machinist crafts at a rate of 1,200 gil, he now crafts at a rate of 4,800 gil per day.

Locked On (Ex)

At 15th level, whenever the machinist makes a ranged attack against an opponent with a firearm, they ignore concealment (except total concealment) if it is made within their first range increment. In addition, when a machinist critically hits with a firearm, they add a number of additional weapon dice equal to their Intelligence modifier to the damage roll.

Aethero-Enhancement (Su)

At 16th level, the Aethrotransformer is now an emitter-type battery. It can power any gadgets or combat tools within 60ft of the machinist. This allows the machinist to use battery based abilities even if he is not holding the corresponding gadget or device. However, this requires the machinist to send electronic signals, thus any solid obstructions (such as a wall) that is at least 5 inches thick prevents the machinist from powering his distant devices.

Master Magiteknician (Ex)

At 17th level, a machinist’s genius is always at the forefront of progress. The machinist can take 10 on all Use Magic Device and Spellcraft checks, even while under stress. The machinist can also convert charges of Battery into charges for magic items(such as wands) as a standard action. Every 5 charges of Battery equal one charge; this ability can restore daily use abilities provided by a magic item.

Outfitter's Opus (Ex)

At 18th level, the machinist's steadfast work ethic and resolve now translate fully into their craft. All items and constructs crafted by a machinist, mundane or magical, are immune to the broken condition. Gear he crafts can still be subject to damage from sunder attempts and spells that target objects, but do not suffer or instill the penalties of the broken condition onto their users. Weapons, armor and gear the machinist crafts can still be destroyed as normal. Mishaps from firearms and magic items (or similar effects) that afflict the broken condition ignore this immunity.

Master Crafter (Ex)

Starting at level 19, the Machinist may take 20 on any crafting check he performs (including Spellcraft).

Ultimate Machinist (Ex)

At 20th level, the Machinist is truly one with machines. The Machinist may repair themself with their Maintenance ability, and are immune to poison and diseases. They no longer suffer penalties from aging. If they die, they may be instead repaired back to life; much like a Construct, Automaton, or Gadget.

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