The war with Dravania rages on, brutal and unrelenting. With no end in sight, the Holy See grows desperate. As his dragoons lay down their lives in defense of their home, Ishgard turns to technology to protect his sons and daughters. Great cannons and ballistae now line the city walls, plucking dragons from the sky. Following the example of Cid Garlond, who has demonstrated the potency of magitek, the Skysteel Manufactory works tirelessly on the development of advanced armaments. As new and devastating weapons are brought to the fray, a new class of champion arises to wield them―the machinist.
The machinist is an archetype of the gunner class.
Archetype Main Ability Scores:
The machinist mainly focuses on DEX for martial combat and INT for their class features.
Archetype Feature Replacements:
2nd – Precision Aiming, Gunnery Talent. 3rd – Cover Fire. 4th – Flanking Fire, Gun Training, Gunnery Talent. 5th – Improved Gunner Style. 6th – Gunnery Talent. 7th – Disengage, Hairtrigger. 8th – Gunnery Talent. 10th – Gunnery Talent, Gunner Style Mastery. 12th – Gunnery Talent. 14th – Gunnery Talent. 16th – Gunnery Talent. 18th – Gunnery Talent. 20th – Gunnery Talent.
Wily Gunner
A machinist uses his Intelligence rather than Wisdom for all gunner class features as well as this archetype.
Reload (Ex)
At 2nd level, as a move-equivalent action, the machinist can load his firearm with five rounds of special ammunition. No more than five rounds can be loaded at one time.
This ability replaces precision aiming.
Split Shot (Ex)
At 2nd level, as a standard action, the machinist can make a shot that will hit an opponent adjacent to the target. Make two ranged attacks with a -2 penalty to the first target and a -5 to the second target that is adjacent to the first. At 7th level, the penalty to the second target decreases to -2. Reload Effect: While using Reload’s special ammunition, the next Slug Shot damage increases by 2d6. This damage doesn’t stack with the gauss barrel effect. Gauss Barrel Effect: While under gauss barrel, the machinist has a 50% chance to increasing Slug Shot damage by 1d6 and allowing him to use Slug Shot as a swift action.
This ability replaces a gunnery talent gained at 2nd level.
Clean Shot (Ex)
At 3rd level, as a standard action, the machinist can make a shot that ignores cover.
This ability replaces cover fire.
Slug Shot (Ex)
At 4th level, as a standard action, the machinist can make a shot that ignores damage reduction equal to the machinist’s Intelligence modifier. Reload Effect: While using Reload’s special ammunition, the next Clean Shot damage increases by 2d6. This damage doesn’t stack with the gauss barrel effect. Gauss Barrel Effect: While under gauss barrel, the machinist does full damage against objects and has a 50% chance to increasing Clean Shot damage by 1d6 and allowing him to use Clean Shot as a swift action.
This ability replaces a gunnery talent gained at 4th level.
Autoturrets (Ex)
At 4th level, a machinist can build an autoturret. Autoturrets are unintelligent constructs that follow the machinist’s instructions unfailingly. Deploying an autoturret requires a standard action to deploy and has a range of 30 feet. Once deployed, it becomes stationary, unable to move, but floats 5 feet above the ground. A machinist can redeploy or fold away an autoturret by spending a standard action while adjacent to the autoturret. If an autoturret is destroyed, the machinist must rebuild from scratch, costing him 100 gil per hit dice in material components, to rebuild his autoturret. Remaking a destroyed autoturret requires 8 hours of uninterrupted work.
Autoturret
STARTING STATISTICS
Size: Tiny; Speed: —; AC: +1 natural armor; Ability Scores: Str 3, Dex 17, Con -, Int -, Wis 10, Cha 1; Special Qualities: Construct traits, Float status.
Table: Autoturret Statistics
Class Level | HD | BAB | Save | Armor Bonus | Dex Bonus | Special |
---|---|---|---|---|---|---|
4th | 2 | +1 | +0 | +1 | +0 | Fine-Tuning |
5th | 2 | +1 | +0 | +1 | +1 | — |
6th | 3 | +2 | +1 | +1 | +1 | — |
7th | 3 | +2 | +1 | +2 | +2 | — |
8th | 4 | +3 | +1 | +2 | +2 | — |
9th | 4 | +3 | +1 | +2 | +2 | — |
10th | 5 | +3 | +1 | +3 | +3 | Improved Fine-Tuning |
11th | 5 | +3 | +1 | +3 | +3 | — |
12th | 6 | +4 | +2 | +3 | +3 | — |
13th | 6 | +4 | +2 | +4 | +4 | — |
14th | 7 | +5 | +2 | +4 | +4 | — |
15th | 7 | +5 | +2 | +4 | +4 | Stout Servant |
16th | 8 | +6 | +2 | +5 | +5 | — |
17th | 8 | +6 | +2 | +5 | +5 | — |
18th | 9 | +6 | +3 | +5 | +5 | — |
19th | 9 | +6 | +3 | +6 | +6 | — |
20th | 10 | +7 | +3 | +6 | +6 | — |
- Class Level: The character’s gunner level.
- HD: This is the total number of ten-sided (d10) Hit Dice the autoturret possesses.
- BAB: This is the autoturret’s base attack bonus.
- Saves: These are the autoturret’s base saving throw bonuses. An autoturret has poor saving throws.
- Armor Bonus: The number noted here is the autoturret’s base total armor bonus. This number is modified by the autoturret’s base form. An autoturret cannot wear armor of any kind, as the armor interferes with the machinist’s operation of the autoturret. A machinist can enchant his autoturret’s body as if it were armor.
- Dex Bonus: Add this modifier to the autoturret’s Dexterity score.
- Fine-Tuning (Ex): The autoturret gains the Evasion If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage.
- Improved Fine-Tuning (Ex): The autoturret gains the Improved Evasion Even if it fails a Reflex saving throw against an attack, it takes half damage.
- Stout Servant (Ex): The autoturret is more durable and resilient. The autoturret gains DR 5/-.
There are two types of autoturrets, the rook and bishop autoturrets, as detailed below.
- Rook Autoturret: This autoturret has a range of 50 feet and can fire a single shot, dealing 2d6 points of piercing damage plus its Dexterity modifier and its hit dice. Hypercharge effect: While under hypercharge, damage increases by 2d6, this extra damage is not multiplied upon a critical hit. Promotion Effect: While under promotion, the rook autoturret stops firing and provides a Fast Healing effect in a 10-ft.-radius equal to half of its hit dice.
- Bishop Autoturret: This autoturret creates a blast of lightning energy around it in a 15-ft.-radius burst. All creatures within the area of effect take 1d6 points of lightning damage per two HD it has, a successful Reflex (DC 10 + half of its HD + its Dexterity modifier) reduces the damage by half. Hypercharge Effect: While under hypercharge, damage increases to 1d6 points of lightning damage per HD instead. Promotion Effect: While under promotion, the bishop autoturret stops releasing lightning energy and provides a MP Regen effect in a 10-ft.-radius of 1 plus an additional 1 per three HD after its 4th HD.
This ability replaces gun training.
Hypercharge (Su)
At 4th level, the machinist increases the effectiveness of his autoturrets. It lasts for a number of rounds equal to the machinist’s Intelligence modifier and can be used a number of times per day equal to his Intelligence modifier.
This ability replaces flanking fire.
Promotion (Su)
At 5th level, the machinist harnesses the bit of magitek inside his turrets to provide special benefits. It lasts for a number of rounds equal to the machinist’s Intelligence modifier and can be used a number of times per day equal to his Intelligence modifier.
This ability replaces improved gunner style.
Reassemble (Ex)
At 6th level, as a swift action, the machinist can make the next firearm attack a confirmed critical hit if it hits. He can use this ability a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces a gunnery talent gained at 6th level.
Quick Reload (Ex)
At 7th level, the reload ability requires only a swift action and increases the number of special ammunition to 10.
This ability replaces disengage.
Gauss Barrel (Ex)
At 7th level, as a swift action, a machinist can attach a gauss barrel to his firearm. This causes all standard action class features (except gauss round) to become full-round actions, but increasing their damage by +2d6, this extra damage is not multiplied upon a critical hit. This damage increases to +4d6 at 12th level and to +6d6 at 17th level. In addition, split shot and slug shot abilities have an additional effect while under the gauss barrel effect. As a swift action, the machinist can remove the gauss barrel.
This ability replaces hairtrigger.
Foot Graze (Ex)
At 8th level, as a standard action, the machinist can make a shot that can knock a creature prone. If this attack hits, he can make a free trip combat maneuver attempt, using his gunner level as his CMB and his Dexterity modifier in place of his Strength modifier.
This ability replaces a gunnery talent gained at 8th level.
Rapid Fire (Ex)
At 10th level, while under gauss barrel effect, the machinist can reduce full-round action class features back to standard actions. This ability lasts a number of rounds equal to the machinist’s Dexterity modifier and can be used a number of times per day equal to his Dexterity modifier.
This ability replaces gunner style mastery.
Hot Shot (Ex)
At 10th level, as a standard action, the machinist can fire a shot, causing the creature to be distracted and be flat-footed until the start of its next turn.
This ability replaces a gunnery talent gained at 10th level.
Spread Shot (Ex)
At 12th level, as a standard action, the machinist can fire shots in a 20-ft.-cone. All creatures within the area of effect can make a Reflex save (DC 10 + half of the gunner’s level + his Dexterity modifier) to reduce the damage by half.
This ability replaces a gunnery talent gained at 12th level.
Gauss Round (Ex)
At 14th level, as a standard action, while under gauss barrel effect, the machinist can fire an explosive shot, hitting all creatures in a 10-ft.-radius burst from the target. All creatures except the target within the area of effect takes an additional 5d6 points of fire damage, but can make a Reflex save (DC 10 + half of the gunner’s level + his Dexterity modifier) to reduce the damage by half.
This ability replaces a gunnery talent gained at 14th level.
Head Graze (Ex)
At 16th level, as a standard action, the machinist can make a shot that can that grazes a target’s head, causing him to become dazed for 1 round.
This ability replaces a gunnery talent gained at 16th level.
Ricochet (Ex)
At 18th level, as a standard action, the machinist can make a shot that can hit secondary targets. When the machinist uses this ability, and hits his target, it can hit secondary targets as long as it is within 30 feet of the previous one, allowing him to make additional ranged touch attacks and dealing damage to the secondary targets if he hits. The machinist can’t target the same creature more than once with this ability. If he misses any target with ricochet, the attack ends there. Each target struck after the first takes half the damage dealt to the first target.
This ability replaces a gunnery talent gained at 18th level.
Grenado Shot (Ex)
At 20th level, as a standard action, the machinist can fire a grenade, hitting all creatures in a 20-ft.-radius burst. All creatures within the area of effect takes 10d6 points of fire damage and must make a Reflex save (DC 20 + his Dexterity modifier) to reduce the damage by half.
This ability replaces a gunnery talent gained at 20th level.