The discoveries of a typical alchemist involve complex biological equations and considerations, but a machinist eschews most of this in favor of a more mechanical outlook on things. A machinist has an intimate understanding of machinery and its functions, especially when determining whether a piece of technology is redundant, in need of improving, or requires countless hours of research for an incredibly small increase in efficiency; it is all the same.
Trade Tradition
If this is this character’s first level in any class, the machinist may select a trade tradition of their choice, and have a competent trade rank.
This replaces the alchemist’s normal class skills.
Skill Expertise (Ex)
The machinist is a Journeyman operative, gaining skill spheres and talents as described in Using Spheres of Guile.
This replaces the alchemy class feature (but not bomb or mutagen), but may be altered or replaced by other archetypes.
Tinkerer (Ex)
The machinist gains the Artifice sphere as a bonus sphere, although he must select the (fabrication) or (gear) package.
This replaces Brew Potion.
Routine Creation (Ex)
The machinist gains a competence bonus to Craft checks equal to 1/2 his alchemist level.
This replaces poison use, but may be altered or replaced by other archetypes.
Alchemical Ingenuity (Ex)
At 6th level, the machinist gains the Convenient Designs Artifice talent as a bonus talent, as well as the following flourish:
- Self-Coating Canister: This flourish can be added to armor, clothing, or a weapon. The machinist can expend one of his bombs (or similar splash weapon) as a standard action, storing the volatile solution within the flourish (and choosing any discoveries to add to the bomb when inserted, if necessary). A weapon with this flourish deals an additional 1d6 points of energy damage on a successful attack; the damage type is determined by the type of damage dealt by the bomb inserted within the canister. This persists for a single successful attack, plus an additional attack for every odd alchemist level he possesses beyond 1st. Armor or clothing with this flourish gains energy absorption equal to 3 x 1 per odd alchemist level he possesses; the damage type being determined by the type of damage dealt by the bomb inserted within the canister. Damage is applied to this absorption after applying resistances and vulnerabilities. This energy absorption lasts for 1 hour per alchemist level he possesses.
This replaces swift poisoning.
Machinagen (Su)
The machinist gains the ability to create a machinagen, a mutagen-adjacent concoction that changes the body and mind to be more mechanical than biological for 10 minutes per alchemist level. When consumed, the machinist gains the benefits of light fortification (which grants a 25% chance to negate a critical hit or source of precision damage), DR 2/adamantine, but suffers a -2 penalty to his Wisdom score. This otherwise functions like the standard mutagen class feature and interacts with other effects as though it were a mutagen.
This replaces mutagen.
Persistent Creations (Ex)
At 14th level, whenever the machinist creates a trinket or flourish, he can create it so that the flourish does not need maintenance, or a trinket that he has created does not fall apart. The machinist can only have a number of trinkets or flourishes created this way equal to 1 + his operative ability modifier (minimum 1).
This replaces persistent mutagen.
Machinist Discoveries
The machinist can select from the following alchemist discoveries, in addition to general alchemist discoveries.
Grand Machinagen (Su) (requires greater machinagen, machinist 16)
The machinist’s machinagen now grants a 100% chance to negate a critical hit or source of precision damage, reducing all hit point damage from all sources by an amount equal to his operative ability modifier (minimum 1), and a -6 penalty to his Wisdom score.
Greater Machinagen (Su) (requires machinist 12)
The machinist’s machinagen now grants the benefits of moderate fortification (granting a 50% chance to negate a critical hit or source of precision damage), hardness equal to his operative ability modifier (minimum 1), and a -4 penalty to his Wisdom score.
| Spheres of Guile by Drop Dead Studios | ||||
|---|---|---|---|---|
| Using Spheres of Guile | ||||
| Classes | ||||
| Advisor (DRS) | Agent | Conduit (DRS) | Courser | Envoy |
| Genius | Mastermind | Professional | ||
| Spheres | ||||
| Artifice | Bluster | Body Control | Communication | Faction |
| Herbalism | Infiltration | Investigation | Navigation | Performance |
| Spellhacking | Study | Subterfuge | Survivalism | Vocation |
| Other Rules | ||||
| Operative Feats | Operative Gear | Skill Rules | Trade Traditions | Running Guile Games |
| Get Spheres of Guile | ||||









