Builder, Architect, Inventor.
| Level | Base Attack Bonus | Actions Per Turn | Saves | Special | ||
| Reflex | Fortitude | Will | ||||
| 1 | 1 | 2 | 1 | 0 | 1 | Tinkerer, Construct |
| 2 | 1 | 2 | 2 | 0 | 2 | Construct Upgrades, Upgrade 1 |
| 3 | 2 | 2 | 3 | 1 | 3 | |
| 4 | 2 | 2 | 3 | 1 | 3 | Upgrade 2 |
| 5 | 3 | 2 | 4 | 1 | 4 | Spells, |
| 6 | 3 | 3 | 5 | 2 | 5 | |
| 7 | 4 | 3 | 6 | 2 | 6 | Upgrade 3 |
| 8 | 4 | 3 | 6 | 2 | 6 | |
| 9 | 5 | 3 | 7 | 2 | 7 | Upgrade 4 |
| 10 | 5 | 3 | 8 | 3 | 8 | Prestige Class: Constructor or Master Artificer |
| 11 | 6 | 3 | 9 | 3 | 9 | |
| 12 | 6 | 3 | 9 | 3 | 9 | Upgrade 5 |
| 13 | 7 | 3 | 10 | 3 | 10 | Bonus Feat |
| 14 | 7 | 4 | 11 | 4 | 11 | |
| 15 | 8 | 4 | 12 | 4 | 12 | Upgrade 6 |
| 16 | 8 | 4 | 12 | 4 | 12 | |
| 17 | 9 | 4 | 13 | 4 | 13 | HP Bonus |
| 18 | 9 | 4 | 14 | 5 | 14 | Upgrade 7 |
| 19 | 10 | 4 | 15 | 5 | 15 | Bonus Feat |
| 20 | 10 | 4 | 15 | 5 | 15 | Upgrade 8 |
Hit Die: 1D6
Skills: 4 + int mod (x4 at first level)
Class Skills: Craft, Burgling, Sleight of Hand, Stealth, Arcana, History, Investigation, Nature, Religion, Piloting, Insight, Perception, Deception, Performance and Persuasion
Weapon Proficiencies: Hammer
Special
Special
Tinkerer: Gain Craft: Tinkerer. Tinkering allows you to create constructs and mend broken items and objects. It also allows you to recreate traps and other mechanisms you come across.
To create a construct, you need to have a magic gem to power the Gem construct, as well as a base material to create the construct out of. You may use standard wood or stone, however, rarer materials will result in stronger, more specialized constructs.
Construct: You may create and use Gem constructs. You get one Magic Gem free, but others must be found in the wild. You may only control one construct at a time. Most constructs come in 3 models:
Thopter
HP: 1d4 HP
Speed: Flight, 20 ft. (4 squares)
Armor Class: 16, touch 16, flat-footed 10
Attack: Magic Shot +1 Ranged (1d4)
Space/Reach: 5 ft./30 ft.
Special Qualities: Flyby: you may move before and after you attack.
Saves: Fort +0, Ref +3, Will –
Crawler
HP: 1d12 HP
Speed: Walk, 30 ft. (6 squares)
Armor Class: 17, touch 15, flat-footed 12
Attack: Magic Shot +1 Ranged (1d4)
Space/Reach: 5 ft./30 ft.
Special Qualities: You may walk on surfaces as if it were flat solid ground.
Saves: Fort +3, Ref +5, Will –
Turret
HP: 1d8 HP
Speed: 0 ft. (0 squares)
Armor Class: 16, touch 16, flat-footed 10
Attack: Magic Shot +1 Ranged (1d8+int mod)
Space/Reach: 5 ft./30 ft.
Special Qualities: You may not take any movement actions.
Saves: Fort +3, Ref +5, Will –
The Construct may change form, but you may only do so during a full rest.
Construct’s HP is equal to the dice roll for each level you are. This is retroactive (if you get a new crawler at level 5, you would roll 5D12).
Construct Upgrades: Constructs’ gems and inner workings are upgraded at level 2 and every 3 levels after. Each upgrade may only be chosen once, and cannot be changed later. These upgrades are applied to each of your constructs. You may choose one of the following:
- Light Armor Upgrade: Gain 2 AC
- Medium Armor Upgrade: Gain 4 AC. -5 speed
- Heavy Armor Upgrade: Gain 6 AC. -15 speed
- Biometric Scrying Orb: Gain +2 to hit, +5 to perception, can scan for life forms within 1 mile
- Buff Synergy: Constructs receive all temporary buffs you do.
- Durability upgrade: Gain 25 HP
- Flight Capabilities: Gain flight 15 feet
- Healing Protocol: Gain Class skill Medicine, Class Skill +10. Can hold up to 3 potions. Potions may be used on other targets.
- Healing Synergy: As long as you are within 30 feet from each other, both you and your construct Heal 5 HP on your turn.
- Movement Synergy: As long as you are within 30 feet from each other, you both gain +10 speed.
- Piloting Compatibility: Gain Class Skill Piloting, +10 Piloting skill check, can uplink with ships, autopilot capabilities
- Pocket Construct: You may turn off constructs and put them in pocket mode, allowing you to carry them in a bag. They shrink down to a 3 inch by 3 inch cube.
- Remote Control: Operate your construct remotely within 1 plane
- Shield Protocol: Gain 3 Damage Reduction
- Skill Protocol Upgrade: Gain a class skill, get a +10 on skill checks for that skill
- Specialized Saves: Choose a saving throw. That save gains +6
- Speed Boost: +20 speed
- Tactical Defensive Systems: Gain +int mod to AC and to HP
- Tactical Offensive Systems: Gain +int mod to damage and to hit
- Targeting Protocol: Gain +5 to hit
- Translation Protocol: Gain the ability to translate any historically known language
- Weapon Enhancement: Gain +5 to damage on all attacks
- Weapon Proficiency Adaptability Circuits: Gain weapon proficiency with all regular weapons.
- Weapon Slot Upgrade: Gain an additional weapon slot
Spells: Artificers gain the ability to cast level 0 and level 1 spells at level 5, and may cast an additional level spell every 2 levels after that. See below for details.
| Player Level | Spell Levels Known | Player Level | Spell Levels Known | |
| 5 | 0, 1 | 12 | ||
| 6 | 13 | 5 | ||
| 7 | 2 | 14 | ||
| 8 | 15 | 6 | ||
| 9 | 3 | 16 | ||
| 10 | 17 | 7 | ||
| 11 | 4 | 18 | ||
| 19 | 8 |
Artificers may memorize up to int mod spells to cast from memory, and they may cast the same amount of spells each day. It requires a full rest to change these out with spells you have written down. You may cast other spells, however, you must read off of scrolls or a spells book. You may not cast spells while wearing Medium or heavy armor.
Prestige Class: Constructor or Master Artificer
Choose one:
Constructor: You may have up to 3 constructs at a time.
Each Construct may have different upgrades.
Constructs gain +5 to hit and damage.
Gain +5 Tinkering
Master Artificer: Spells you cast may be cast remotely through your construct.
Gain the ability to cast spells per day based on your level (Int mod + level)
Gain +5 to Arcana
Bonus Feat: Gain a Bonus Feat.
HP Bonus: Gain +25 HP to you and your constructs.