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View Full Version : Pathfinder Gearmage Class (PEACH)



continuumg
2018-10-07, 08:00 PM
Hit Die d8
Skill Ranks 4 + Intelligence Modifier
Class Skills: Appraise, Craft, Disable Device, Fly, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Planes), Perception, Profession, Ride, Spellcraft, and Use Magic Device

Starting Wealth: 4d6x10 (140 Average)




Level
Base Attack Bonus
Fort
Ref
Will
Features


1
+0
0
0
2
Cantrips, Inspiration, Discovery


2
+1
0
0
3
Discovery


3
+2
1
1
3
Enhancement Cartridges, Repair 1d4


4
+3
1
1
4
Discovery


5
+3
1
1
4
Bonus Feat


6
+4
2
2
5
Discovery


7
+5
2
2
5
Repair 2d4


8
+6/+1
2
2
6
Discovery


9
+6/+1
3
3
6
Bonus Feat


10
+7/+2
3
3
7
Discovery


11
+8/+3
3
3
7
Repair 3d4


12
+9/+4
4
4
8
Discovery


13
+9/+4
4
4
8
Bonus Feat


14
+10/+5
4
4
9
Discovery


15
+11/+6/+1
5
5
9
Repair 4d4


16
+12/+7/+2
5
5
10
Discovery


17
+12/+7/+2
5
5
10
Bonus Feat


18
+13/+8/+3
6
6
11
Discovery


19
+14/+9/+4
6
6
11
Repair 5d4


20
+15/+10/+5
6
6
12
Discovery



Weapon and Armor Proficiency
A gearmage is proficient only with all simple weapons.

Cartridges PreparedSpells per Day
Lvl0123456Lvl123456
142-----11-----
253-----22-----
364-----33-----
4642----431----
5643----542----
6644----643----
76542---7431---
86543---8442---
96544---9543---
1065542--105431--
1166543--115442--
1266544--125543--
13665542-1355431-
14666543-1455442-
15666544-1555543-
16666554216555431
17666654317555442
18666654418555543
19666655419555544
20666665520555555

Clockwork Casting
A gearmage has devised a powerful programmable clockwork device which allows him to mimic the effects of arcane spellcasting. A gearmage casts spells from the Gearmage spell list. A gearmage must prepare pre-programmed cartridges containing the data for the spells he will cast that day. These cartridges are not expended when the spell is cast. Instead, he can cast a spell from any prepared cartridge, consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the gearmage must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an gearmage’s spell is 10 + the spell’s level + the gearmage’s Intelligence modifier.
A gearmage can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Gearmage under “Spells per Day.” In addition, he receives bonus spells per day if he has a high Intelligence score.
A gearmage may know any number of spells, but the number he can prepare each day is limited. At 1st level, he can prepare four 0-level cartridges and two 1st-level cartridges each day. At each new gearmage level, the number of cartridges he can prepare each day increases, adding new spell levels as indicated on Table: Cartridges Prepared. Unlike the number of spells he can cast per day, the number of cartridges a gearmage can prepare each day is not affected by his Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of cartridges a gearmage can prepare.
A gearmage must prepare his cartridges ahead of time by getting 8 hours of sleep and spending 1 hour programming them. While doing so, he decides what spells or metamagic to prepare and refreshes his available spell slots for the day.
Unlike other spellcaster’s, a gearmage can prepare a metamagic feat he knows in place of a spell of the same level as the metamagic feat’s effective spell level increase while preparing his cartridges. A gearmage can apply prepared metamagic cartridges to a spell as he casts it, without an increase in casting time.
A gearmage can not prepare spells with metamagic feats applied, or add metamagic feats to a spell that he has not prepared as a cartridge.


0-Level Spells
Dancing Lights, Detect Magic, Flare, Ghost Sound, Know Direction, Light, Message, Ray of Frost, Sift, Spark

1-Level Spells
Alarm, Blurred Movement, Disguise Self, Feather Fall, Flare Burst, Hold Portal, Identify, Illusion of Calm, Invisibility Alarm, Mage Armor, Magic Missile, Obscuring Mist, Produce Flame, Shield, Shock Shield, Silent Image, Stunning Barrier, Theft Ward, Vanish

2-Level Spells
Obscure Object, Discovery Torch, Distracting Cacophany, Ablative Barrier, Bullet Shield, Flame Blade, Flaming Sphere, Scorching Ray, Sound Burst, Spontaneous Immolation, Blur, Disguise Other, Fog Cloud, Glitterdust, Invisibility, Minor Image, Silence, Silent Table, Time Shudder

3-Level Spells
Banish Seeming, Blinding Ray, Daylight, Deeper Darkness, Dispel Magic, Fireball, Firestream, Invisibility Purge, Lightning Bolt, Nondetection, Protection from Energy, Greater Stunning Barrier, Dimensional Anchor, Adjustable Disguise, Displacement, Invisibility Sphere, Jester’s Jaunt, Major Image, Haste, Slow

4-Level
Dimension Door, Mass Enlarge Person, Greater Invisibility, Locate Creature, Minor Creation
Mass Reduce Person, Scrying, Illusory Wall, Solid Fog, Zone of Silence, Lesser Globe of Invulnerability, Resilient Sphere, Shout, Life Bubble, Sonic Thrust, Lesser Spellcrash, Telekinetic Charge, Unbearable, Brightness, Communal Protection from Energy, Communal Nondetection, Greater Flaming Sphere, Discordanct Blast, Ball Lightning, Minor Creation

5-Level
Major Creation, Teleport, Overland Flight, Dismissal, Spell Resistance, Wall of Force, Greater Dispel Magic, False Vision, Persistent Image, Leashed Shackles, Fire Snake, Icy Prison, Lightning Arc, Damnation Stride, Elude Time, Telekinesis

6-Level
Cone of Cold, Banishment, Sequester, Spell Turning, Mass Invisibility, Plane Shift, Greater Teleport, Acid Fog, Programmed Image, Greater Scrying, Antimagic Field, Chain Lightning, Globe of Invulnerability, Freezing Sphere, Dimensional Lock, Greater Shout, Getaway, Dimensional Bounce, Hostile Juxtaposition, Walk Through Space, Chains of Fire, Cold Ice Strike, Lesser Create Demiplane, Spellcrash, Disintegrate, Reverse Gravity, Phase Door



Cantrips
Gearmages can prepare a number of cantrips, or 0-level spell cartridges, each day as noted on Table: Spells Prepared. These spell cartridges are cast like any other spell cartridge, but they do not consume spell slots. 0-level cartridges can contain only spell data, and can’t be used to apply metamagic or enhancements.

Inspiration (Ex)
A gearmage is beyond knowledgeable and skilled—he also possesses keen powers of ingenuity that far surpass the abilities of others. A gearmage typically uses these powers to aid in their inventing, but can also use these flashes of inspiration in other situations.
A gearmage has the ability to augment skill checks and ability checks through his brilliant inspiration. The gearmage has an inspiration pool equal to 1/2 his gearmage level + his Intelligence modifier (minimum 1). A gearmage’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An gearmage can only use inspiration once per check or roll. The gearmage can use inspiration on any Craft, Disable Device, or Use Magic Device skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the gearmage’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Discovery
At 1st level, 2nd level, and every two levels following, the gearmage makes a discovery from the list of gearmage discoveries.

Trapfinding
The gearmage adds ½ his class level to perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). The gearmage can use Disable Device to disarm magic traps.

Clockwork Ally
The gearmage has designed a clockwork ally. He gains either the Familiar Bond or the Animal Ally feat without meeting the prerequisites, except his familiar or animal companion gains the Construct type and Clockwork subtype.
The gearmage must be at least level 6 before selecting this discovery

Improved Clockwork Ally
The gearmage has fitted his clockwork ally with a miniaturized version of his clockwork casting device. The ally can cast a number of spells as a gearmage of its master’s level - 6, using its master’s intelligence score in place of its own. The clockwork ally must be given cartridges taken from the gearmage’s normal allotment in order to use this device.
The gearmage must have the clockwork ally discovery before selecting this discovery.

Light Clockwork Armor
The gearmage creates for himself a suit of armor with clockwork enhancements. This armor is treated as a masterwork lamellar cuirass. The gearmage also becomes proficient with light armor, and does not suffer arcane spell failure chance while wearing his light clockwork armor.

Medium Clockwork Armor
The gearmage creates for himself a suit of armor with clockwork enhancements. This armor is treated as a masterwork breastplate. The gearmage also becomes proficient with medium armor, and does not suffer arcane spell failure chance while wearing his medium clockwork armor.
The gearmage must have proficiency with light armor before selecting this discovery.

Heavy Clockwork Armor
The gearmage creates for himself a suit of armor with clockwork enhancements. This armor is treated as masterwork full plate. The gearmage also becomes proficient with heavy armor, and does not suffer arcane spell failure chance while wearing his heavy clockwork armor.
The gearmage must have proficiency with medium armor before selecting this discovery.

Clockwork Wings
The gearmage integrates a set of wings into his clockwork armor. This allows him to cast fly on himself as an extraordinary ability by winding a built-in clockwork mechanism as a full-round action, except it only lasts 1 round per gearmage level. Additionally, he always takes half the normal damage from falling, and can glide, moving horizontally up to half the vertical distance fallen.
The gearmage must be at least 10th level and have any clockwork armor discovery before selecting this discovery.

Clockwork Musculature
The gearmage develops a system inside his clockwork armor to enhance his strength and assist with lifting. This triples the gearmage’s carrying capacity, and allows him to move at full speed while wearing his medium clockwork armor. Additionally, he can cast bull’s strength on himself as an extraordinary ability by winding a built-in clockwork mechanism, except it only lasts 1 round per gearmage level.
The gearmage must be at least 10th level and have any clockwork armor discovery before selecting this discovery.

Clockwork Turret
The gearmage installs advanced weaponry into his clockwork armor. A heavy crossbow is mounted on the armor’s shoulder, which reloads automatically at the start of each of the gearmage’s turns. He can fire this crossbow as if he were wielding it. Additionally, by winding a built-in clockwork mechanism as a full-round action, he can, for a number of rounds equal to his gearmage level, fire it as a swift action. The crossbow has a slot for an enhancement cartridge.
The gearmage must be at least 10th level and have any clockwork armor discovery before selecting this discovery.

Clockwork Shield
The gearmage creates for himself a shield with mechanized components. This is treated as a light or heavy steel shield. In addition, he gains proficiency with shields (but not tower shields), and does not suffer arcane spell failure chance when wielding shields. He treats his hand as free while wielding his clockwork shield in that hand.

Improved Clockwork Shield
The gearmage enhances his shield with advanced technologies. He no longer suffers an armor check penalty from his clockwork shield. In addition, he can wind his shield as a full-round action in order to apply his shield bonus to AC against touch attacks for a number of rounds equal to his gearmage level.

Armor Enhancement Cartridges
The gearmage can use his enhancement cartridge slots with his clockwork armor or shields. In addition, he can apply the following qualities to prepared enhancement cartridges: balanced, bitter, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storing.
These qualities can be applied only to armor.
The gearmage must have the any clockwork armor or clockwork shield discovery before selecting this discovery.

Clockwork Weapon
The gearmage can select one kind of martial weapon. He gains proficiency with weapons of that type, and creates a masterwork clockwork version of that weapon. He treats his hand as free when casting a spell while wielding his clockwork weapon in that hand. Additionally, any feat that the gearmage possesses that affects a specific kind of weapon, such as Weapon Focus, always apply to the clockwork weapon.

Improved Clockwork Weapon
The gearmage can select another kind of weapon of any type. He gains proficiency with weapons of that type. By winding his clockwork weapon as a full-round action he can, for a number of rounds equal to his gearmage level, reconfigure his clockwork weapon into the newly selected weapon type or back as a free action. This discovery can be selected multiple times. Each time it applies to another variety of weapon.

Clockwork Gauntlets
The gearmage creates a pair of gauntlets that allow him to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him, and is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
The gearmage must be at least 4th level before selecting this discovery

Clockwork Trap
The gearmage learns two ranger traps. The gearmage may use these traps a number of times per day equal to ½ the gearmage’s level + his Intelligence bonus (minimum 1). The DC for the trap is equal to 10 + ½ the gearmage’s level + his Intelligence bonus, and it lasts 1 day per gearmage level.
The gearmage can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2. This discovery can be selected multiple times. Each time he learns two additional traps.

Improved Clockwork Trap
The gearmage learns one ranger trap. He can now set supernatural traps. These traps only last 1 hour per gearmage level.
The gearmage must have the clockwork trap discovery before selecting this discovery.

Clockwork Bombs (Ex)
The gearmage learns to craft explosives similarly to an alchemist, but extraordinary, rather than supernatural, in nature. Each bomb the gearmage creates consumes one of his cartridge slots that day. The bombs deal damage as the bombs of an alchemist his level, except that the target of the bomb takes additional damage equal to the level of the cartridge consumed to create the bomb, and the save DC to halve the splash damage is increased by the same amount.

Clockwork Battery
The gearmage develops a clockwork battery that he can wind up in advance in order to power his other devices. He can give the battery one charge by winding as a full-round action. As long as the battery remains charged, he can wind another of his devices as a swift action, expending a charge. The battery can hold a number of charges equal to the gearmage’s Intelligence modifier (min 1).

Fast Winding
All gearmage discoveries and class features that require winding now take less time to perform. A full-round action becomes a standard action, and a standard action becomes a move action. This discovery can be selected twice.

Scholarly Inspiration (Ex)
The gearmage can add his inspiration die to any attempted Knowledge, Linguistics, or Spellcraft skill check without expending a use of inspiration, so long as he is trained in that skill.

Investigator Talent
The gearmage can select one of the following Investigator Talents as a Gearmage Discovery, treating his gearmage level as his investigator level:
Amazing Inspiration, Applied Engineering, Combat Inspiration, Item Lore, Tenacious Inspiration, Unconventional Inspiration
This discovery can be taken multiple times; each time grants a different talent.

Arcane Discovery
The gearmage can select one of the following Wizard Arcane Discoveries as a Gearmage Discovery, treating his gearmage level as his wizard level:
Arcane Builder, Defensive Feedback, Golem Constructor, Knowledge is Power, Resilient Illusions
This discovery can be taken multiple times; each time grants a different discovery.



Enhancement Cartridges (Su)
Starting at 3rd level, a gearmage can prepare cartridges with weapon enhancement data, rather than with spell or metamagic data. These provide a total enhancement bonus equal to their cartridge level. This bonus stacks with any existing enhancement bonus the weapon might possess.
If applied to a 2nd level cartridge or higher, these bonuses can be used to add any of the following weapon properties: dancing, distance, flaming, flaming burst, frost, icy burst, keen, nimble shot, returning, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. At least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the cartridge is prepared and cannot be changed until the next time the gearmage prepares cartridges.
The gearmage has developed slots for weapons that he can insert these cartridges into. He is able to maintain a number of these slots equal to his Intelligence modifier. (min 1) A cartridge can be inserted as a move action and ejected as a swift action.
The gearmage can wind up any weapon with such a cartridge inserted into its slot as a full-round action in order to apply the enhancements of that cartridge to the weapon for a number of rounds equal to the gearmage’s level. This does not consume the cartridge.
A weapon can have multiple cartridge slots, but can only benefit from one at any given time, chosen when the weapon is wound.
The dancing, keen, and vorpal qualities apply only to melee weapons, and the distance, nimble shot, and returning qualities apply only to ranged weapons.

Repair (Ex)
At 3rd level, the gearmage is proficient at quickly repairing broken or damaged items. As a full-round action, the gearmage can restore 1d4 hit points to a damaged object or construct touched. The damage repaired from this ability increases by 1d4 at 7th level, and every four levels following.

Bonus Feats
At 5th level, 9th level, and every four following levels, the gearmage may select an item crafting or metamagic feat as a bonus feat.

nineGardens
2018-10-08, 01:42 AM
Windings is a seriously cool mechanic, and the flavour is right on... although I don't know how it will play in game. I especially like the clockwork battery.

I am not sure how I feel about the winding bonus on the weapon... or more accurately, I would like the option for OTHER bonuses on the weapon as well (shapeshifting weapon is cool, but could I also get an weapon with lightning damage attached as a seperate feat?)


Nice use of "Clockwork items don't use up hands"

Can we please have a couple wind up abilities on the clockwork companion?


Can I please have wings (possibly attacked to the armour?)

Having different grades of armour allowing different add ons could be interesting (Light armour compatible with wind up wings, heavy armour compatible with wind up Strength bonus??? Wind up energy resistance, wide up )


I do feel like having every Discovery have the word "Clockwork" in it is perhaps a bit weird.


As a strange possibility (probably a bad idea, but will toss it out there), what happens if you need SOME ELSE to wind you up... or perhaps just for some of the items (wide up wings for example).
I don't know- I want to encourage team work, but maybe this leans to much in the territory of "using up your teammates time" etc.



Something else that comes to mind is the possibility of having a bit more non-combat utility in the discoveries. You've got some nice utility tricks in the spell list, but having some of it in the utilities (possibly reusable via winding) could be cool.
I'm not sure what kind of effects lend themselves well to "You can have infinite per day, but it takes a while in combat to wind up"....

Maybe lighting? Sounds? I can really see things like "Invisibility alarm" and stuff lending themselves well to being Winding abilities- infinite casts at later levels, but not super fast.

Maybe a social feat, or a swimming device, or something to protect from the elements? I'm not sure precisely what would be considered over powered in this vein.

Another cool feat would be something that causes your other devices to wind down slightly slower (buys you an extra round or so on all time limited wind downs?)


I can see this being a really fun to play... but don't know enough to comment on balance.

continuumg
2018-10-08, 08:39 PM
Thank you so much for your comments!



I am not sure how I feel about the winding bonus on the weapon... or more accurately, I would like the option for OTHER bonuses on the weapon as well...

Actually, the enhancement cartridges allow you to do this starting at 4th level without discoveries.



“Can we please have a couple wind up abilities on the clockwork companion?”

Ooh, I’ll have to look into that.



Can I please have wings (possibly attacked to the armour?)

The improved light armor adds wings



Having different grades of armour allowing different add ons could be interesting...

Yeah, I could probably make the armor more modular



As a strange possibility (probably a bad idea, but will toss it out there), what happens if you need SOME ELSE to wind you up... or perhaps just for some of the items (wide up wings for example).

I’ll think about it



Something else that comes to mind is the possibility of having a bit more non-combat utility in the discoveries. You've got some nice utility tricks in the spell list, but having some of it in the utilities (possibly reusable via winding) could be cool.

I’ll have to consider this as well; possibly when I look into the armor upgrades



Another cool feat would be something that causes your other devices to wind down slightly slower (buys you an extra round or so on all time limited wind downs?)

Yeah I like the sound of that

FlameUser64
2018-10-17, 12:59 AM
Would it be okay to make it so you can put enhancement cartridges in the clockwork ally to boost their natural attacks (or natural armour if you use an Armor Enhancement Cartridge)? You would of course still have to wind them to activate the cartridge's effects just as you do weapons or armour. Also, I would consider making Clockwork Ally also count as having the Iron Will feat for purposes of prerequisites of feats that also have Familiar Bond as a prerequisite. That's up to you, though, since it's already pretty good.

Also, I presume you didn't outright forget the class skills and that that's still in progress. Also, you haven't listed starting gold.

I presume that preparing metamagic is intended to require a cartridge with a spell level equal to or greater than the increase in effective spell level the metamagic would normally impose? It's not outright specified, so I felt I should ask.

Also, I'm not sure how this class is really supposed to function at 1st level. I feel like maybe you should get a choice between Clockwork Weapon, Clockwork Trap, or Clockwork Bombs as a bonus discovery at 1st level, purely so you have something to work with as a core combat ability. (Since Clockwork Bombs works by consuming spells prepared rather than spell slots and thus can be used with cantrip cartridges, I feel it would still be useful offensively even at 1st level.) As-is, at 1st level you… basically get a relatively small list of utility spells, which you can cast probably 2 of per day, along with Inspiration which is primarily an out-of-combat ability, and a sorely lacking list of cantrips. Compare the alchemist who gets bombs and mutagen both in addition to their probably 2 extracts per day, or the wizard who gets an arcane school power and a far more expansive spell list (and like 3 or 4 1st-level spells per day thanks to school specialization and/or arcane bond), or the sorcerer who gets a bloodline power, or the investigator who at least has proficiency in a smattering of martial and exotic weapons, or the magus who starts with their arcane pool and spell combat abilities as well as proficiency in all martial weapons and in light armour. Additionally, the sorcerer and wizard have Daze as a cantrip, so they always have something they can attempt to contribute, and their list of 1st-level spells contains such gems as Grease and Color Spray.
As a 1st-level gearmage, you don't have access to a good weapon to "autoattack" with (because you don't have martial weapon proficiency) and you don't have any good offensive powers at your disposal. And sure, later on you can really abuse that +1d6 to Use Magic Device checks you get from Inspiration, but at 1st level you're not going to have any magic items to use it with because you won't have the budget.

Finally, this spell list is… odd. Mass Enlarge Person, but not Enlarge Person? Mass Reduce Person, but not Reduce Person? Deeper Darkness, but not Darkness? Overland Flight, but not Fly? No Jolt or Daze or Mage Hand? No Shocking Grasp? No Rapid Repair or Disable Construct? Lack of Mending and Make Whole makes some sense because they'd become redundant at 3rd level, but having Mending on the spell list for those first two levels might be appreciated regardless, and Greater Make Whole absolutely would not be redundant.

The "Investigator Talent" discovery doesn't let you take Combat Inspiration, Inspired Alertness, or Inspirational Expertise? Those seem like natural fits for the class so that's a bit odd to me.

Edit: Also, please add Merciful to the list of magic weapon abilities that can be added using an enhancement cartridge imo.

continuumg
2018-10-18, 04:29 PM
Wow, thanks!
Looks like I have some work to do.
It appears I accidentally spliced two different versions of the class’s spell list together when I was pasting it all in. That’s gonna take a while to fix.
Think I have the class skills and gold in a google doc. Should have those up in a jiffy.

FlameUser64
2018-10-18, 05:54 PM
Class skills are about what I expected. The addition of Knowledge (Planes) is nice, though.
I would, however, recommend giving the class a social skill, at least. Sense Motive seems like the easiest fit? It feels bad to have literally no skills with which to contribute to social encounters.
Edit: Also I just noticed they don't have Sleight of Hand. That seems odd.

Finally, I'd like to note that 2+Int mod skill ranks seems to run counter to giving the class Inspiration. I understand your reasoning: The class is an Int-based caster, so they will have a high Int that will give them a lot of skill ranks. However, the same holds true for Investigator itself, and that class still gets 6+Int mod skill ranks per level. I would recommend a compromise of 4+Int mod skill ranks per level.

continuumg
2018-10-18, 06:41 PM
Skill ranks boosted to 4; Combat Inspiration added; 1st level Bonus Feat swapped for an extra discovery.
I am considering starting repair at 1st and swapping its progression with the bonus feats

FlameUser64
2018-10-18, 08:45 PM
As much as repair at 1st level would be really cool, I personally think you're better off with the first bonus feat hitting at 5th. At 5th level, you can actually cast a +1 metamagic'd 1st-level spell. Additionally, that's when Craft Magic Arms and Armour becomes available.


Edit:
A couple more criticisms:
— Rather than saying that the Gearmage always knows all spells of their level, their Clockwork Casting feature instead says that they "may know any number of spells", which gives no rules for how many spells they know and what their method of learning spells is. I presume that the Gearmage is intended to have access to all spells in their list that are of a level they can cast.
—Enhancement Cartridges do not state whether or not their enhancement bonus is intended to stack with any magic enhancement bonus a weapon already possesses. I presume that they are intended to, in a manner similar to the Magus's Arcane Pool?
— Although there is information on how many enhancement cartridge slots a Gearmage may have, it does not provide any details as to any limitations on how many cartridge slots an individual weapon may have. I presume that it is meant to be limited to one per weapon, and that additional slots are intended to be used on backup weapons, the Armor Enhancement Cartridge discovery, and allies' weapons. An alternative possibility is that each weapon is intended to be able to have multiple slots, but only able to have one cartridge active at a time. Regardless, it is unclear as written.
— Clockwork Armors cannot be made magical through crafting, because they are not masterwork.
— Armor Enhancement Cartridge should merely require any Clockwork Armor discovery as a prereq rather than specifically Light Clockwork Armor. After all, what if you get medium armor proficiency from another source and use it to qualify for Heavy Clockwork Armor?

Anywho, despite all this criticism I've been throwing out left, right, and centre, I really do love the idea of this class, assuming I'm understanding the intention correctly.

Edit2:
— Improved Clockwork Ally does not function as written, because gearmage is an Int-based caster, and no familiar or animal companion will have a high enough Int to cast spells as a gearmage. Well, I guess a familiar will be able to cast cantrips at 9th level, 1st-level spells at 11th level, 2nd-level spells at 13th level, 3rd-level spells at 15th level, 4th-level spells at 17th level, and 5th-level spells at 19th level (that last one is interesting because it means they get access to 5th-level spells from their gearmage casting at the same level as they get high enough Int to use them), because familiars progress Int with their master's effective Wizard level. But given that you can take this discovery as early as 8th, and that an animal companion clockwork ally will never be able to cast gearmage spells, this feels like it is probably unintended.
The easiest solution would be to have them use their master's Int for purposes of casting.

continuumg
2018-10-27, 03:33 PM
Thanks for all the awesome input!
I believe I got most of those fixes in now.
Haven’t had time to update the spell list yet.