Newsflash: fuck clerics. I'm replacing them with Gadgeteer* and merging some cleric-related ideas with wizard/arcanist. Yeah, I started playing Wiz8 again.
Hit die: d4, gains 2hp/level after level 9.
Equipment restrictions: can't use armors heavier than light, two-handed melee weapons (outside of staves), and can't dual wield without usual penalties. They can, however, freely use one-handed melee weapons and ranged weaponry, including complicated multi-barreled meta-guns and paleoblasters.
Prime Attribute: Intelligence* (+5% bonus experience for 13+, +10% for 16+).
Saving throw bonus: Gadgeteers gain +2 bonus to saving throw against non-magical explosions and chemical effects.
Special abilities:
- Blueprints**: just as Arcanists are all about different spells, Gadgeteers are all about blueprints. While everyone can, given enough time, funds, and knowledge, eventually craft some items, Gadgeteers are the only ones that can do so, seemingly, on the fly. Doing so, however, requires a successful skill throw, directly related to one of the three categories: explosives, mechanics, or chemistry. As long as the components aren't destroyed or unusable anymore (after all, there's only so much sulfuric acid you can travel with), the Gadgeteer can attempt crafting again. The amount of blueprints you can carry with depends on your Intelligence***.
- Jury rigging: at 4th level, Gadgeteers gain an uncanny ability to fix any mundane item with items just remotely similar. No more extended cog hunting to fix your nuclear-powered clockwork spider drone! Fix your Basher's advanced heavy armor with just a few pieces of junk lying around! At first, this ability has 50% chance of succeeding (11+ on d20) and increases by
10 5% each level, up to 90% on level 13. The Referee may deem some items broken beyond repair or impose additional penalties due to time restrictions.
- Monkey wrench!: at 2nd level, Gadgeteer can disable a piece of working machinery with just a few clicks, jabs, and knocks for 1d6 rounds. Requires a full round to complete.
- Establish laboratory: should the Gadgeteer reach 10th level, he/she may establish a laboratory (preferably in a secluded location -- while common folk think Gadgeteers are useful on their own, spontaneous explosions aren't). In about a week, it will attract 1d4 aspiring 1st level Gadgeteers, focused on their own experiments and coming up with more blueprints for your character to use.
* INT in my system is now a measure of education, IQ, deductive skills, and so on, not "this is how good you are at being magic-man". I renamed WIS to "Resolve" simply because of it, which is now a Prime Attribute for Arcanists/Magic-users.
** these can be really anything. Granted, the three categories are somewhat arbitrary, but they work so far -- if you enjoy Arcanum, some things should be familiar. "Chemistry" combines various things from medicine and chemistry, "explosives" are self-explanatory, and "mechanics" combines everything from gun-smithing to traps and constructs.
*** I'm leaning towards the system where the amount of spells/blueprints/songs known/memorized is equal to (respectively) RES/INT/CHA + level. For example, a 2nd level Weaver with 10 CHA can memorize songs which amount to 12 in level. This doesn't mean much, really, since you'll get your spells/songs/blueprints randomly and the usual "non-vancian" shit still applies. I just enjoy this level-agnostic stuff too much, I guess.
EDIT: I'm retarded and can't into numbers