Artificer¶
You are an artificer, an expert alchemist and forge master, gear priest and black powder savant. You might be a reclusive tinker, a burly gadgeteer, a fume addled apothecary or an arrogant steamsmith.
Hammer in hand and hellfire at your belt, you travel abroad in search of inspiration, putting your unique devices to the test. Most folk brand you a menace; a heretic meddling in secret and unstable forces, destined for an early grave. And perhaps they're right. Yet no man lives forever, and all kingdoms fade; what matters is whether your next discovery will change the world.
- Key Attribute: Intelligence (Min 15).
- Hit Points: 1d3+3 (plus Con bonus if any) per level up to 9th level, then 1 hp/level.
- Armour and Shields: Light, Medium armour.
- Weapons: One handed weapons, light crossbow, sling.
- Skills: Apothecary, General Lore plus 4 of the following: Acrobatics, Animal Lore, Athletics, Deception, Detection, Gather Information, Insight, Persuasion, Sailing, Sleight of Hand, Stealth, Traps & Locks.
| ARTIFICER ATTACK BONUS | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| Bonus | 0 | 1 | 2 | 2 | 3 | 4 | 5 | 5 | 6 | 7 | 8 | 8 |
Alchemy & Mechanica (1st level)¶
As an artificer, you are privy to secret lore governing the fundamental forces of the natural world, enabling you to invent unique devices and mixtures. By 1st level, you have crafted a number of inventions equal to your Int modifier. Each level thereafter you create one additional invention, and if desired, may substitute one known invention for another.
You begin an adventure with one use of this ability per level. You may regain expended uses by taking short or long rests (p.81). Each time you use this ability, choose one of your inventions to apply. If an invention requires a Int check, you may use your Reroll Pool.
- Black Powder Weapon: You have created one (and only one) prototype black powder weapon: Two handed, Range 120 ft, 4d4 damage, reload as crossbow. Damage dice that roll 4 are rolled again and accumulate. On a natural 19 attack roll, a random body part is injured (roll 1d6 and consult the Injuries & Setbacks table). The weapon is loud, preventing stealth. On a fumbled attack, the weapon malfunctions, rendering it a club until repaired (per shield rules p.62). Once created, you may wield the weapon like any other (does not require expending uses of Alchemy & Mechanica). If the weapon is lost or destroyed, you may create a replacement during downtime.
- Breathing Mask: You may activate an independent air supply as part of your action or in response to a gas attack. You are immune to gas attacks and may breathe underwater for 1d6 x 10 mins. In certain situations you might be able to share your air supply with others, dividing the duration by the number of users (GM discretion).
- Chaintooth Weapon: You have created one (and only one) prototype chainsaw melee weapon (or other mechanized melee device, eg: piston hammer, torch mace): Two handed, 2d4+1 damage, damage dice that roll 4 are rolled again and accumulate. On a natural 19 attack roll, a random body part is injured (roll 1d6 and consult the Injuries & Setbacks table). The weapon is loud, preventing stealth. On a fumbled attack, the weapon malfunctions, rendering it a club until repaired (per shield rules). Once created, you may wield the weapon like any other (does not require expending uses of Alchemy & Mechanica). If the weapon is lost or destroyed, you may create a replacement during downtime.
- Corroding Spray: As part of your action you may cause a single metallic object within 5 ft (eg: weapon, armour) to rust, crack or otherwise be destroyed. If the target object is carried, a Luck (Dex) save resists. Enchanted objects or special metals (eg silvered) are immune.
- Flash Rig: When hit by a melee attack from a sight based opponent, you may activate a blinding flash via a modified bracer or other worn item, imposing a 66% miss chance on the attack.
- Fume Flask: You may spend an action to hurl a gas device up to 90 ft, causing one of the following non-magical but spell like effects in a 10 ft radius (your choice): Sleep, Stinking Cloud, or Fog Cloud. The cloud duration is 1d6 x 10 mins.
- Hellfire Glass: You may spend an action to hurl an explosive device up to 90 ft, blasting a 10 ft radius for 2d4 damage plus 1d4 every odd level beyond 1st (no save). Damage dice that roll 4 are rolled again and accumulate. Hellfire glass may not be used if the artificer is within an enemy's melee reach. The device may also be set as a trap using a fuse, timer, tripwire orsimilar. If multiple devices are combined into a single trap, each additional glass alternates between adding 1d4 damage or increasing the blast radius by 5 ft (maximum 20 ft).
- Ironward: When hit by a metal based attack (sword, arrow, trap blade), you may make an Int check to activate a magnetic pulse, deflecting the attack at the last moment.
- Thunder Gauntlet: You may spend an action to channel a shockwave at a single target within 5 ft, hurling it 2d4 x 5 ft. A creature gains a Luck (Con) save to resist. Larger than man sized targets, or fixed objects, are generally immune (GM discretion). You may launch yourself using this ability.
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Mutagen: You may use one of these highly unstable and taxing concoctions as part of your action, granting a random benefit for 2d6 rounds. Only one mutagen may be active at a time. When a mutagen expires, there is a 50% chance the artificer suffers 1 point of attribute loss (determine randomly, excluding Int). Roll 1d8 to determine the effect:
- Str increases to 17.
- Dex increases to 17.
- Str & Dex increase to 17.
- Spend an action to spit poison at a single target up to 15 ft (Luck (Con) save or paralysed for 1d4 hours). Unused spit turns inert when the mutagen expires.
- You exude eye watering fumes, causing all creatures within 5 ft to make a Luck (Con) save on their turn or suffer blindness until the start of their next turn.
- As Haste (self only).
- As Stoneskin.
- Restore 1d10 hp each round on your turn (ends if reduced to zero hp).
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Truth Serum: If injected or ingested, this serum causes the target to blurt out honest answers to questions posed for 2d6 rounds (Luck (Will) save resists).
- Xray Goggles: For one round, you gain xray like vision in a 30 ft cone with a 10 ft base, able to penetrate 1 ft of metal, stone, earth or wood. A thin sheet of lead blocks the effect.
Generally speaking, other classes do not have the expertise (including making on the fly calibrations and dosing adjustments) or acquired tolerances to make effective use of your inventions.
Troubleshooter (2nd level)¶
Once per point of Int modifier per adventure, you may attempt to improvise a jury rigged device or ad hoc mixture to bypass a current obstacle, or assist the party in some other way. A successful Int check is required (Reroll Pool available), modified at the GM's discretion. The device is fashioned from spare parts and chemicals, scavenged or adapted from nearby materials, or borrowed from companions. The GM determines whether a proposed item is possible in the circumstances, and how long it takes to create. Some examples might include:
- A primitive but serviceable parachute.
- Tailored acid that melts through a lock in a few moments before turning inert.
- One shot flare gun or magnetic grapple.
- Fusing agent to bind two inanimate objects together.
- Sticky gloves to climb a sheer surface.
The devices and mixtures are temporary and makeshift, lasting up to 1d4 hours at best. At the GM's option, highly improbable or complex items might also cost 1 point of Luck
Unique Feature (3rd, 6th, 9th and 12th level)¶
See pages 15, 43.
New Skill (4th and 8th level)¶
At 4th and 8th level, you gain one new skill (the skill need not be on your class list).
Major Breakthrough (5th level)¶
At 5th level, you make a major breakthrough or new discovery, enabling the following benefits:
- New Alchemy & Mechanica: During downtime, you create a new Alchemy & Mechanica invention, adding it to your known abilities. Work with your GM to determine the details, subject to playtesting, etc, like a Unique Feature.
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Field Repair: Once per adventure, you may spend 1d6 x 10 mins to repair a broken or damaged item (eg shield, weapon) in the field, using your carry tools, spare parts, etc.
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Replacement Limb: During downtime, at a cost of at least 1,000 gp (GM determines), you may permanently replace a lost limb with a clockwork, steam and/or canned lightning powered facsimile, eliminating injury penalties. The subject permanently loses 1 Con but gains +1 AC. Secret compartments, tool and/or weapon attachments might also be possible at the GM's option. Maximum one limb per subject.
Supercharged (7th level)¶
At 7th level, you may reroll any or all Alchemy & Mechanica related damage dice, or your initial Mutagen roll. Each individual die to be rerolled costs one Reroll die.
House of Gears (10th level)¶
At 10th level, you may establish an artificing facility, complete with a mine, forge, workshop, laboratory and apprentices. As Master Mechanica, you set the facility's goals and objectives, and direct the activities of your crews.