The Fuser

Hit Die: d8

Class Skills: Appraise, Concentration, Craft, Decipher Script, Disable Device, Forgery, Intimidate, Knowledge (Arcana), Knowledge (Achitecture and Engineering), Knowledge (Geography), Knowledge (Local), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot, Use Magic Device, Use Rope

Skills/Level: 6 + Int mod (*4 at 1st level)

Table 1: The Fuser

Level BAB Fort Ref Will Special
1 0 2 2 0 Salvage 1, Utility Belt, Black Powder Training
2 1 3 3 0 Trapfinding, Trap-laying
3 2 3 3 1 Salvage 2
4 3 4 4 1 The Basics of Combat, Crafting Prodigy
5 3 4 4 1 Salvage 3, Trap Sense +1
6 4 5 5 2
7 5 5 5 2 Salvage 4
8 6 6 6 2 Trap Sense +2
9 6 6 6 3 Salvage 5
10 7 7 7 3 Special Ability, Heat-resistant 1
11 8 7 7 3 Salvage 6, Trap Sense +3
12 9 8 8 4
13 9 8 8 4 Salvage 7, Special Ability
14 10 9 9 4 Trap Sense +4
15 11 9 9 5 Salvage 8
16 12 10 10 5 Special Ability
17 12 10 10 5 Salvage 9, Trap Sense +5
18 13 11 11 6
19 14 11 11 6 Salvage 10, Special Ability
20 15 12 12 6 Trap Sense +6, Heat-resistant 2

Class Features:

Weapon and Armor Proficiencies: Fusers are proficient with all simple weapons, and with the light hammer, handaxe, light pick, sap, short sword, heavy pick, warhammer, falchion, greatclub, halberd, longbow, and shortbow. They are proficient with light and heavy shields, and with light, medium, and heavy armor.

Salvage: If a fuser can find a weak spot in a construct’s chassis or in an item’s build, he can strike the construct or item wielder for extra damage. If his enemy is wielding an item or is a construct, the fuser may study his opponent for 2 rounds. If the fuser then makes a successful melee attack against the opponent, he will deal an extra 1d8 damage (the extra damage applies only to the first successful attack). While studying the intended victim, the fuser may undertake other actions as long as his attention remains focused on the target and the target either does not detect the fuser, recognize the fuser as an enemy, or is unable to comprehend what the fuser is attempting to do. This damage can only be dealt to constructs or item-wielding creatures, but can be dealt even to those that are immune to critical hits (these creatures are, however, still immune to critical hits). Should a fuser score a critical hit on a salvage attack, the extra damage is not multiplied. The fuser must make a successful Salvage attack within 2 rounds of completing his study of the target, or will have to complete another 2 rounds of study in order to try again. Every two levels after 1st level, the fuser may choose to increase Salvage’s damage potential by another +1d8, or may choose an effect from the list below in place of the extra damage.

  • Salvage Abilities:
    • Levels 3-9:
      • Salvage Sunder: On a Salvage attack, the fuser benefits from the Improved Sunder feat even if he does not qualify for it.
      • Sabotage: The fuser may attempt to foul the inner workings of a construct or a weapon with moving parts by making a swift strike at a critical joint or wire, etc. After his rounds of study, the fuser may make a Salvage attack. Instead of doing damage, have the target make a Fortitude saving throw (DC 10 + ½ the fuser’s class level + the fuser’s Int modifier) if it is a construct, or a Reflex saving throw if the target is wielding a weapon with moving parts. If the target is a construct and fails the saving throw, treat the target as entangled for 1d6 rounds plus 1 round per 2 fuser levels. If the target is a creature wielding a weapon with moving parts and fails its saving throw, its weapon is treated as a club of the appropriate size class for the remainder of the battle.
      • Jury Rig: The fuser may attempt to quickly repair a construct. He must complete his rounds of study, then must succeed on an unarmed close combat attack. If he succeeds, the normal damage from his unarmed strike is ignored. Instead, the construct is healed of a number of d8s equal to his normal Salvage die total.
      • Scuttle: By spending an extra round of study, the fuser may use his Salvage attack to remove pieces of a target construct. The normal rules of Salvage apply, but instead of doing damage on a successful attack, roll a Craft (blacksmithing) check modified by your Strength in place of Intelligence. If the result is higher than the target’s AC, do no damage. Instead, a number of pounds of chassis material equal to the difference is ruined and removed from the construct’s body and its natural armor is reduced by 1 for every 10 pounds of total material removed, rounded down, to a minimum of 0. If the result of the Craft check is lower than the target’s AC, deal your normal damage plus 1d8 Salvage damage.
    • Levels 11-19:
      • Appropriate Resources: By spending two extra rounds of study, the fuser may make a Scuttle Salvage attack, but he uses his Intelligence modifier in place of Strength for the attack roll. The other rules of Scuttle apply, except that the material removed from the construct is now recoverable and may be used for crafting.
      • Welding: The fuser gains combat proficiency with the magma torch (an exotic weapon equivalent to an oxyacetylene welder). It is a one-handed weapon that does 2d6 fire damage on a successful melee attack; it is not a reach weapon; and it requires the fuser to wear tinted goggles and a fuel supply that must be replenished after 10 rounds of use (equal to a minute of straight usage). The rounds need not be consecutive. This is not a crafting tool and may not be used to speed the crafting process. With this weapon, the fuser may make an attempt to blind a foe (full-round action). He may spend one round of study instead of the normal two and then make a Salvage attack against a foe with discernible eyes. On a successful attack, do no damage; the foe must pass a reflex save (DC = 5 + fuser’s Int mod) or be permanently blinded. If the foe passes the save, it is blinded for only one round.
      • Modular Pieces: The fuser may modify his armor in the heat of battle in order to increase his defenses against one foe. It is a full-round action to activate this ability—which requires no study rounds—and this action provokes attacks of opportunity from any enemies within reach. This ability allows the fuser to increase his AC against one enemy by up to +1 for every 5 class levels (to a maximum of +4), but his AC against all other enemies is decreased by -1. This is treated as an insight bonus, and it is an extraordinary ability.
      • Deadeye: The fuser may make Salvage attacks with projectile and thrown weapons if the foe is within 30 ft. A ranged Salvage attack does less damage, using d4s instead of d8s. This may not be combined with other Salvage Abilities.
      • Sapper Extraordinaire: At the end of his two rounds of study, the fuser may choose to forgo his regular attacks and instead make one melee attack at his full base attack bonus against each opponent within reach. This ability may not be combined with any other Salvage Ability, and the fuser gives up any bonus or extra attacks granted by other feats, spells, or abilities. This is considered a full attack.

Utility Belt: Fusers have a full complement of masterwork tools for many occasions. As long as he is in possession of this belt, he gains a +2 circumstance bonus on Craft checks in which he has training, Appraise checks, Decipher Script checks, Disable Device checks, Escape Artist checks, Open Lock checks, Search checks, and Use Rope checks.

Black Powder Training: Fusers have extensive experience with explosive powders and never need to make a save to avoid being hurt while working with gunpowder.

Trapfinding: Fusers can find traps in the same way that a rogue can.

Trap-laying: Once per day per point of Intelligence bonus, the fuser may take an hour to build a simple, pressure- or tripwire-activated trap. The quick nature of the build decreases the efficacy of the trap, reducing its base DC by 5. For every 10 ranks in Craft (traps) the fuser has, however, the trap’s DC is increased by 1. This is an Extraordinary ability.

The Basics of Combat: The fuser automatically becomes proficient with any martial weapon he crafts. If he crafts an exotic weapon, instead of taking the normal -4 penalty to attacks when wielding it, he becomes semi-proficient and only takes a -2 penalty. If he chooses to take an exotic weapon proficiency as a feat, this merely grants him full proficiency and does not grant him a bonus in combat.

Crafting Prodigy: For every 5 ranks invested in the appropriate Craft skill, the fuser reduces the crafting time and price of items he crafts by half. This does not allow a fuser using Trap-laying to build a trap in a half-hour, but does reduce the cost.

Trap Sense: As the rogue ability of the same name.

Heat Resistant: At 10th level, the fuser has worked in the heat of forges for so long he no longer notices it. He gains Resistance to Fire 5 and Resistance to Molten 1. At 20th level these increase to 10 and 2, respectively.

Special Ability: At 10th level and every 3 levels following, the fuser may choose a special ability from the list below: Combat Trapping (may choose multiple times; learn one new combat trap each time), Evasion, Uncanny Dodge, Slippery Mind; or the fuser may choose a bonus feat instead of a special ability.

Also See: The Magus
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The Fuser

Mage Knight: Machination Vognarian