Gearmaster (Mechanic Archetype)
In the reaches of space, few individuals are as sought-after as gearmasters, genius tinkers who study a wide variety of crafts in order to develop a solution to most any problem. Given enough time to prepare, there are few problems which a skilled gearmaster cannot meet.
Proficiencies
Gearmasters 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 modifies weapon and armor proficiencies.
Combat Training (Ex)
An gearmaster is considered a ProficientSoM practitioner, gaining spheres and talents as appropriate, and uses Intelligence as their practitioner modifier.
This replaces the mechanic tricks gained at 4th, 8th, 12th, 16th, and 20th level.
Engineering Expertise (Ex)
At 1st level and every odd-numbered level thereafter, a gearmaster gains a combat talent from either the AlchemySoM, EquipmentSoM, TechIH, or TrapSoM spheres. Whenever the gearmaster rests for 8 hours (or the equivalent), they may change any and all combat talents gained from this class feature, choosing new spheres and new talents. Although devices you have created do not break if you no longer possess the talents used to create them, you cannot repair or recharge devices that you do not possess the spheres needed to create them. This ability replaces artificial intelligence.
Scrapworker (Ex)
Through adventuring, a gearmaster harvests viable electronic components from their environment. The gearmaster gains a pool of scrap every level, which they may use to aid in crafting technological items as shown on Table 1: Scrap. Scrap is measured in credits and may be spent in place of cp to cover the raw material cost for creating technological items. No more than 50% of the cost of creating an item may be covered by scrap; the rest must be covered by conventional means.
Table 1: Scrap
| Level | Scrap | Level | Scrap |
|---|---|---|---|
| 1 | 500 | 11 | 25,000 |
| 2 | 700 | 12 | 35,000 |
| 3 | 1,000 | 13 | 50,000 |
| 4 | 1,500 | 14 | 67,500 |
| 5 | 2,000 | 15 | 90,000 |
| 6 | 4,500 | 16 | 125,000 |
| 7 | 6,000 | 17 | 170,000 |
| 8 | 8,000 | 18 | 227,500 |
| 9 | 12,000 | 19 | 300,000 |
| 10 | 16,000 | 20 | 400,000 |
System-Unique Wealth by Level
The Starfinder Roleplaying Game and Pathfinder Rolepplaying Game have different expectations for how much wealth characters should possess at various levels. As a result, the typical progression of the scrapworker class feature may not work as well in a game where Pathfinder wealth by level is utilized. Similarly, the progression of the essence pool class feature of the essence smithSAES blacksmith archetype may not work well in a game with Starfinder wealth by level. If a character is using a gearmaster character in a Pathfinder game, it is advised they use the essence smith’s Table 2: Magical Essence in place of Table 1: Scrap. Similarly, an essence smith in a Starfinder game should use Table 1: Scrap in place of Table 2: Magical Essence.
Table 2: Magical Essence
| Level | Magical Essence | Level | Magical Essence |
|---|---|---|---|
| 1st | 100 gp | 11th | 15,000 gp |
| 2nd | 500 gp | 12th | 18,000 gp |
| 3rd | 1,000 gp | 13th | 21,000 gp |
| 4th | 2,000 gp | 14th | 24,500 gp |
| 5th | 3,000 gp | 15th | 28,000 gp |
| 6th | 4,500 gp | 16th | 32,000 gp |
| 7th | 6,000 gp | 17th | 36,000 gp |
| 8th | 8,000 gp | 18th | 40,500 gp |
| 9th | 10,000 gp | 19th | 45,000 gp |
| 10th | 12,500 gp | 20th | 50,000 gp |
Extra Kick (Ex)
At 11th level, the gearmaster learns how to draw additional power out of an item in emergencies. By spending a Resolve Point as a swift action, the gearmaster may grant one gadget or drone they have prepared a number of charges equal to the gearmaster’s practitioner modifier. At 17th level, the gearmaster may use this ability with all gadgets or drones they have prepared. Charges granted through this ability last for one hour per gearmaster level and do not stack from multiple uses of this ability.
This ability replaces coordinated assault and control net.
Mechanic Tricks
The following new mechanic tricks can be selected by any mechanic but work particularly well for gearmasters.
2nd-level tricks
Ample Supply
Increase your maximum charge pool size by your practitioner ability modifier
Improved Expertise
You gain an additional talent from the Alchemy, Equipment, Tech, or Trap sphere that you meet the prerequisites for. This talent can be exchanged for another whenever you would be able to exchange talents with the engineering expertise class feature. You may take this mechanic trick multiple times.
Insight
You can select a technical insight (as a technician) in place of a mechanic trick. You must meet the prerequisites of the technical insight and cannot select a technical insight that requires prerequisite technician levels unless those levels are gained from another source.
Surprising Trap
Whenever a creature fails a save against one of your traps, they are flat-footed until the beginning of their next turn.
8th-level tricks
Expert Rigging
your dart traps extend to medium range and your snare traps double their normal area.
Full Bandolier
You double the number of formulae or enhanced poisons you can have prepared at any one time.
Got a Spare
By spending a Resolve Point as a full-round action, you may produce a copy of one gadget that you have prepared. This copy lasts for a number of hours equal to your gearmaster level before breaking down and is not created with any charges.
Impressive Loadout
You increases the number of crafted gadgets you can have prepared at any one time by your practitioner ability modifier.