Armorer

**Alignment:** Any

**Hit Die:** D8

**Class Skills:** +4+ Int mod. Appraise, Craft, Drive, Knowledge (Engineering), Perception, Use Computer, Use Magic Device

**Role:** The Armorer specializes in making weaponry and armor for themselves and allies, and controlling golems.

**Proficiencies:** All armor, all simple and martial weapons

**Engineer:** At first level, you gain a +2 bonus on all craft and Knowledge (engineering) checks. This bonus increases by +1 per 4 levels you have in this class (max +7 at 20th level).

**Armory:** At first level, you begin to build your armory. Select one weapon, suit of armor, or construct in your possession that you have crafted. It becomes part of your armory, applying your relevant Tinker Traits to it. You may add another weapon, suit of armor, or construct to your armory every level, however doing so takes one day and 1,000 gold for the second, and increases per previous number of items in your Armory (at 5th level, adding a 5th item to your armory would cost 5 days and 5,000 gold). You may also add a new item to your arsenal by replacing an old one, however this takes time and gold as if it were the newest addition (so replacing the item you added at first level would still require the 5 days and 5,000 gold if you were 5th level)

**Tinker Traits:** At second level, you begin tinkering. You gain a Tinker trait at this level, and every even level thereafter.

**Crafter:** At third level, you gain Craft Magical Arms and Armor as a bonus feat. At fifth level, you gain Craft Wondrous Item, and at 7th level, you gain Craft Construct as a bonus feat.

**Speedy Crafting:** At ninth level, you treat the cost of any item or construct you craft as being 100 gold/level cheaper than it is for the purpose of how long it takes to craft (minimum one day).

**Marvel of Engineering:** At eleventh level, you may eschew certain prerequisites of crafting items by making a special craft check. The base DC for this is equal to the Craft DC for the item, adding the following to ignore prerequisites and an additional +2 to the DC for each prerequisite ignored beyond the first;

* Ability Score: If crafting the item requires a certain ability score, you may increase the DC by the difference of your ability score and the target to ignore it.
* Spell: You may add twice the Spell level of the spell to the DC to ignore it.
* Size: You may add +2 to the DC per size category difference to ignore it.
* Race: If it is of the same type, +2 to DC. Of a different type, +4.
* Alignment: +4 per step of alignment difference.
* Class levels: +2/ class level

**Armory Link:** At thirteenth level, you may select a number of items in your armory equal to your Int mod. They are treated as equipped to you no matter where they are, as long as they are not in possession of another creature and are on the same plane of existence.

**Salvage:** At fifteenth level, you decrease the actual price of any constructs you craft by 1,000 per 4 levels (max of 5,000 gold less). This includes construct modifications.

**Walking Weapon:** At seventeenth level, your tinkering has expanded to your own body. You may apply construct modifications to yourself as if you were a construct (except Construct Armor).

**Improved Armory Link:** At nineteenth level, your Armory Link functions across planar boundaries, even if the items are in possession of another creature.

**Living Arsenal:** At twentieth level, you may treat every item in your possession or that you have crafted (including yourself) as part of your armory for a number of rounds per day equal to your intelligence modifier. These rounds need not be consecutive.