Anvil, warforged combat artisan
Fluff coming, but my head feels like it's full of wet rags.
Craft (weaponsmith or armorsmith) 8 ranks, Martial Lore 2 ranks, Use Magic Device 4 ranks
Any Craft feat
Ability to use 2nd level maneuvers, including at least one strike and one stance.
Ability to use 1st level infusions.
Appraise, Balance, Climb, Concentration, Craft, Disable Device, Intimidate, Jump, Knowledge (architecture and engineering), Knowledge (arcana), Knowledge (the planes), Martial Lore, Open Lock, Profession, Search, Spellcraft, Swim, Tumble and Use Magic Device.
Skill-points per level:
|1st||+1||+2||+0||+0||Craft reserve, martial craftsman||--|
|2nd||+2||+3||+0||+0||Craft wondrous item||+1 of existing infusion using class|
|3rd||+3||+3||+1||+1||--||+1 of existing infusion using class|
|5th||+5||+4||+1||+1||Craft magical arms and armor||+1 of existing infusion using class|
|6th||+6||+5||+2||+2||--||+1 of existing infusion using class|
|7th||+7||+5||+2||+2||Stance of unmaking||--|
|8th||+8||+6||+2||+2||Craft wand||+1 of existing infusion using class|
|9th||+9||+6||+3||+3||--||+1 of existing infusion using class|
|10th||+10||+7||+3||+3||Warrior craftsman stance||--|
|Level||Man. Known||Man. Readied||Stances Known|
At each level except 1st, 4th, 5th, 8th and 9th, a combat artisan gains new maneuvers known from the Diamond Mind, Iron Heart or Stone Dragon disciplines. You must meet a maneuver's prerequisite to learn it. You add your full combat artisan levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At levels 4th and 9th, you gain additional maneuvers readied per day.
At 1st and 6th levels, you learn a new martial stance from the Diamond Mind, Iron Heart or Stone Dragon disciplines. You must meet the stances prerequisites to learn it.
At each level except 1st, 4th, 7th and 10th, a combat artisan gain an increase in caster level as if you had also gained a level in a infusion-using class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained(except Craft Reserve, see below). If you had more than one infusion-using class before becoming a spirit craftsman, you must decide to which class to add each level for the purpose of determining caster level.
Your combat skill and item creation talents begin to grow with equal measure. Your artificer and combat artisan levels stack for determining your craft reserve.
Martial Craftsman (Ex):
Your skill for creating and enhancing tools of war improve a great deal. Whenever crafting weapons, armor or shields(including creating or enhancing magical versions) you may decrease the the crafting time and XP cost by 25%. Additionally, any infusions you can use to enhance weapons or armor are cast with a +1 to caster level.
Craft Wondrous Item:
At 2nd level, you are capable of using your skill to create magical tools for almost every circumstance. You gain the Craft Wondrous Item feat as a bonus feat. If you already have this feat you may instead take another Item Creation feat for which you qualify.
Wandstrike Stance (Su):
At 4th level, you gain a unique stance that allows you to use wands you have as substantial martial weapons. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, you may treat any wand you have as a weapon capable of delivering devastating magic. Wands used in this respect are treated as light maces with no enhancement bonus(unless otherwise stated in the wand's description) but are still treated as magic for overcoming damage reduction.
Additionally, whenever you strike an opponent with one of your wands, you may choose to spend one of the charges in the wand and effect the stricken opponent with the spell in the wand. This method of wand use will allow multiple uses of the spell, if capable of making multiple attacks through high base attack bonus or haste. Any one opponent cannot be effected by the same wand more than once a round. Some spells can be used in this fashion, but may not be well suited to, with fireball
as an example.
Craft Magical Arms and Armor:
At 5th level, you are capable of crafting the very tools of war you use yourself. You gain the Craft Magical Arms and Armor feat as a bonus feat. If you already have this feat you may take another Item Creation feat for which you qualify.
Stance of Unmaking (Su):
Your talent for making is incredible, and with this stance attained at 7th level, so is your talent for unmaking. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, you are capable of obliterating or repressing the magic within magic items or constructs. If you make a melee attack against a magical item or construct of any kind that deals damage to it, you may choose to unbind the magic within it. If stricken, the item or construct must make a Fortitude save (DC 10+half initiator level+Int modifier) or be rendered completely unmagical for 24 hours. Magical items become either useless, or in the case of weapons, armor and shields, simply masterwork. In the case of constructs, they become inert until the 24 hour duration is complete. This does not work on artifacts of any sort.
At 8th level, you become capable of making the items charged with many uses of magical energy. You gain the Craft Wand feat as a bonus feat. If you already have this feat, you may instead take an Item Creation feat for which you qualify.
Warrior Craftsman Stance (Ex):
At 10th level, your ability to craft, enhance and fight are all fused into one element. You take a swift action to lose the benefits of any stance you're in to gain the benefits granted by this stance. When in this stance, and initiating a martial maneuver with an initiating time of 1 standard action or less, you may opt to use it as a full-round action and use any infusion you know as a swift action in the same round. Additionally, any magical weapon, armor or shield you have on your person has an effective enhancement bonus of one higher than it actually is. This cannot push a magic item's effective enhancement bonus beyond +10. Finally, if any magic item on your person is ever sundered, you may opt to instead make it magically inert for 1d4+1 hours instead of having it destroyed forever.