I'm pretty sure I've seen these threads a dozen times before, but why not.
Spellcasting: Ability to cast 2nd level arcane spells.
Skills:8 ranks in any one of the following: Knowledge: Architecture and Engineering; Knowledge: Arcana; Knowledge: Martial Lore
Feats: Combat Casting
Level BAB Fort Ref Will Special Spellcasting 1st +0 +0 +0 +0 The Direct Approach -- 2nd +1 +0 +0 +0 Terrible Life Choices +1 level of existing spellcasting class 3rd +2 +1 +1 +1 Fightwizard (3rd) +1 level of existing spellcasting class 4th +3 +1 +1 +1 Put A Dollar In The Jar +1 level of existing spellcasting class 5th +3 +1 +1 +1 Fightwizard (4th) +1 level of existing spellcasting class 6th +4 +2 +2 +2 The Best Toys +1 level of existing spellcasting class 7th +5 +2 +2 +2 Fightwizard (5th) +1 level of existing spellcasting class 8th +6 +2 +2 +2 Strategy Doesn't Mean Subtlety +1 level of existing spellcasting class
Weapon and Armor Proficiencies: A Wildfire Artifex gains proficiencies with martial weapons, light armor, and shields (but not tower shields).
Spellcasting: At each level except 1st, the Artifex may advance his spells per day (and spells known, if applicable) as if he had also gained a level in one spellcasting class he had before entering the class.
The Direct Approach (Su): Artifices come from many walks of life, with many different backgrounds; arcane lore, esoteric martial styles, physical sciences. But they all inevitably turn their discipline to the same common end.
At 1st level, the Artifex learns to create a special weapon. The style of this weapon is irrelevant; anything from an anachronistic plasma cannon made in a cave with a box of scraps to a chi-focusing bracer that projects the wielder's will in arrows of force is possible. Rumors that a master artifex can simply pick up a random appropriately-sized object (say, a fire poker) and shoot sword blasts from it are unverified. Creating this weapon requires six hours of appropriate work, but no appreciable material cost (unless the weapon is enchanted, see below). The weapon does not work for anyone but the Artifex, ceases to function in an antimagic field, and is essentially worthless if sold, but the Artifex may create new weapons in this fashion whenever he likes.
An Artifex's special weapon deals 1d6 slashing, piercing, or bludgeoning damage as appropriate, with a critical hit multiplier of x2 on a natural threat range of 20. It can be designed as a light, one-handed, or two-handed weapon at his option, and can be wielded in melee or as a ranged weapon with unlimited ammunition and a range increment of 60 feet. It counts as a normal weapon of whatever type the Artificer wants for the purposes of any abilities that require a specific weapon, regardless of its appearance (for example, an Artifex may create his backpack mortar launcher and declare that it counts as a boomerang) but this type must be selected at creation and cannot be changed.
When creating a special weapon, the Artifex may enchant it as if he had the appropriate item creation feat. He meets all spell prerequisites automatically, and treats his caster level as being equal to his hit dice. The first such weapon created requires the use of expensive material components equal to the item's normal full market price, but no XP. Any additional weapons after the first that the Artifex crafts after the first one cost only half as much gold, as he incorporates lessons from the first into future designs.
While designing his special weapon, the Artifex may select Intelligence, Wisdom, Charisma, or Dexterity. The weapon uses the selected attribute for both attack and damage for both ranged and melee attacks.
Terrible Life Choices (Ex): At 2nd level, the Artifex's sense of self-preservation and life planning skills completely atrophy. He becomes immune to fear effects, and indeed to fear itself, despite the worrying psychological consequences of such a condition. Instead, in any situation that could be reasonably described as "overwhelming odds" or "complete suicide", he gains a +1 morale bonus to attack rolls, saving throws, and skill checks.
Fightwizard (Su): All Artifices are magical nerds that secretly wish they were fighters. At 3rd level, an Artifex learns to bridge this gap to a degree. He may select one martial maneuver from any discipline of no greater than 3rd level, regardless of its prerequisites, and convert it into a spell. If he is a spontaneous spellcaster, he automatically adds this maneuver to his spells known or to his fixed spell list. If he is a prepared caster, he may prepare it as a normal spell. At 5th level, he selects another maneuver of up to 4th level. At 7th level, he selects a third maneuver of up to 5th level.
Put A Dollar In The Jar (Su): At 4th level, the Artifex learns to overhaul any item with one hour of work and the expenditure of materials costing 1000 gp per pound mass of the item being enhanced. This refinement may take many forms; objects can be inscribed with magical runes, plated with advanced alloys, or wrapped in an obscure type of invisible non-magical force. An item so treated becomes completely indestructible by anything short of 9th-level magic (Disjunction, Wish, Miracle or the like). Armor treated in this way may convert up to half of its armor bonus to a deflection bonus, at the Artifex's option. All objects treated in this way are able to touch and strike incorporeal targets as though they were created by a force effect.
The Best Toys (Su): An Artifex knows the importance of the right tool for the job, so he generally keeps every conceivable tool on hand. At 6th level, any storage space the Artifex possesses has its capacity doubled, and any item he carries on its person has its weight halved. Once per round as a free action, he may draw any item that he has carried on his person or in a personal container or swap it with an item currently in hand. Additionally, he can get twice as many uses out of any consumable item; every use of a wand only consumes half a charge, for example. This even applies to single-use items like scrolls, although half-burned scrolls are useless to anyone but another Artifex. Items that replicate spells with expensive material components or XP components cannot be preserved in this way.
Strategy Doesn't Mean Subtlety (Su): By 8th level, the Artifex has learned that mere firepower is insufficient for some targets. This doesn't significantly slow him down.
Whenever the Artifex spends a standard or full-round action casting a spell that does not directly damage a creature and does not allow a saving throw (unless it has the "harmless" descriptor), or doing nothing but moving, he may also make a single melee or ranged attack with each held weapon as part of the same action.