Using their vast mechanical imaginations, these armorists modify the platonic forms of the weapons and armor others bind and summon, forming new creations with their minds.

Proficiencies: Inventioneers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters proficiencies.

Blended Training (Ex): Whenever an inventioneer would gain a magic talent from her class levels (not the 2 bonus talents gained when first gaining the casting class feature), she may instead choose to gain a combat talent. Inventioneers use their casting ability modifier as their practitioner modifier.

This alters magic talents. This archetype may be combined with other archetypes that replace magic talents; she cannot gain a combat talent in place of a magic talent the other archetype loses.

Bound Invention (Su): The inventioneer gains inventions as the technician class feature, summoning and dismissing them as bound equipment. An invention uses a bound equipment slot, gains enhancement bonuses accordingly, and may benefit from special abilities that would apply to it. A single invention only gains this bonus as if it was a piece or armor/shield or a weapon, not both (so an independent invention with a siege weapon gains the bonus to AC or to the siege weapon’s attack and damage rolls). If the inventioneer possesses multiple bound weapons, she may spend a second bound equipment slot to enchant a bound invention as both weapon and armor. If the bound invention is an independent invention, it counts as being in the inventioneer’s possession until the end of any turn she is not adjacent to it, on or in it, or spending an action to operate it. Bound inventions start with 1 improvement and gain an additional improvement at 5th level and every 4 levels thereafter (9th, 13th, 17th).

This replaces but otherwise counts as bound equipment. Abilities that alter bound equipment instead apply to bound inventions. The additional binding arsenal trick may not be used to grant or alter an additional bound invention.

This alters bound equipment. The inventioneer may not bind equipment other than inventions.

Summon Gadget (Su): At 1st level, the inventioneer may spend a spell point as a standard action to create and activate a gadget as per the technician’s class feature. Once the gadget’s normal duration has expired, it disappears. The inventioneer does not require any materials to create these gadgets.

This replaces summon equipment.

Inventioneer Insight (Ex): At 3rd level, the inventioneer may choose a technical insight from the technician class feature. The inventioneer counts as possessing this insight for the purpose of modifying her summoned gadgets and bound inventions.

She may choose an additional insight every four levels thereafter (7th, 11th, 15th, and 19th).

This replaces armor training.

Infinite Gadgets: At 20th level, the inventioneer no longer needs to spend a spell point to summon gadgets.

This replaces infinite arsenal.

Arsenal Tricks: An inventioneer gains exclusive access to the following arsenal tricks.

  • Miniaturize: As a full-round action, the inventioneer may reduce the size of one independent invention that she has summoned as per the Size Change talent of the Alteration sphere, treating her class level as her caster level. This does not stack with caster levels from other sources. This alteration persists until she dismisses or re-applies it as a full-round action. She may reduce the required action to apply or dismiss this effect to a swift action by spending a spell point. If the invention becomes too small to contain creatures currently within it, they are shunted outside without taking damage. This effect does not reduce the bonus hit points the invention had from its normal size.
  • Repair Invention: As a standard action, she may spend a spell point to touch a bound invention to restore 1d8 hit points, + 1d8 at 3rd class level and every odd class level thereafter (5th, 7th, 9th, etc.).
  • Share Invention: As part of summoning a bound invention, she may cause it to appear in the possession or adjacent to an allied creature within 30 feet. This bound invention remains for 1 minute per class level before disappearing.
  • Share Invention, Greater (requires share invention): Shared inventions now last for 1 hour per class level before disappearing.

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