Artificer
Table of contents
- Vitality Gen Dice is 1d8, +1d4 per level
- Soul Gen Dice is 1d20, +1d20 per level
- Power Gen Dice is 1d12, +1d8 per level
- Artificers can use rods, hammers, mallets, revolvers, and throwing weapons.
- Artificers can only wear light armor and cannot use shields.
Artificers are master inventors of the arcane as well as master crafters.
The Artificer profession is all about creating tools, weapons, armor, and other arcane constructs.
Effects on Weapon Usage
Artificers can use rods, hammers, mallets, revolvers, and throwing weapons.
Effects on Armor Usage
Artificers can only wear light armor and cannot use shields.
Effects of Leveling Up
The following table shows what you get for leveling up no matter your profession:
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill |
3 | 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell |
4 | 1 profession skills, 1 non profession skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell |
6 | 2 skills of your choice, profession or non profession; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills profession or non profession |
10 | 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, profession or non profession |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
You also get the following bonuses for leveling up your Artificer.
Level | Artificer Bonuses for Level |
---|---|
2 | +2 to Endure; +1 to Arcana, Stamina, and Athletics; 1 Ability |
4 | +2 to Arcana; +1 to Endure, Grip, Focus; 1 Ability |
6 | +1 to Insight; +1d20 to Weight Limit; 1 Ability; +2 to Power Save |
8 | + 1d6 to Intellect; +2 to Insight; +1 to Focus, Perceive; 1 Ability |
10 | +1d4 to Offensive Power; +1d8 to Fortitude; +1 to Endure, Brace, Athletics, Arcana, Insight, and Grip; 2 Abilities; +2 to Soul Save |
14 | +1 to all Intellect traits; 1d4 abilities; +2 to Vitality Save |
18 | +1d10 to Strength; +1d6 to Wisdom; +2 to Arcana |
20 | +1 to all Wisdom traits; 1d4 abilities |
Skills
An artificer is a crafter of arcane artifacts as well as an experience crafter and alchemist.
Skill
|
Stat Cost
|
Range
|
Area
|
Duration
|
Requirements
|
Effects |
Success Roll
|
---|---|---|---|---|---|---|---|
Carry | 1 power per 10 pounds over weight limit | self | self | 1 hour | N/A | This skill allows you to carry more than you normally can carry for a short time. It increases your weight limit by 50%. | Athletics |
Basic Crafting | 1 Soul | self | self | 1 hour (required time) | N/A | This skill allows for basic crafting. | Insight |
Material Identify | 1 Soul | 1 object | line of sight | instant | N/A | This skill allows you to identify a material and its properties. | Perceive -2 |
Create Basic Potions | 1 Soul | self | self | 30 minutes | N/A | This skill allows you to create basic potions. | Insight |
Novice Crafting | 2 Soul | self | self | 2 hours (required time) | Basic Crafting |
This skill allows for novice crafting. |
Insight -2 |
Basic Runic Crafting | 2 Soul | self | self | 1 hour | Novice Crafting and Arcane Materials |
This skill allows you to create basic runic technology from blueprints. This includes basic elemental contructs. |
Arcana |
Invention | 2 Soul | self | self | 1d6 days | Design Improvement and Novice Crafting |
This skill allows you to create new designs from scratch. You must get the approval from the GM of the design you wish to create. You will be creating the blueprint, afterwards you will need to make the item from the blueprint so you should ensure you have the correct crafting skill. The GM will set the crafting skill needed for the blueprint. |
Insight -5 |
Create Novice Potions | 2 Soul | self | self | 1 hour | Create Basic Potions |
This skill allows you to create novice potions. |
Insight -2 |
Create Basic Arcane Potions | 2 Soul | self | self | 1 hour | Create Basic Potions |
This skill lets you create basic magic effect potions. |
Arcana -2 |
Better Crafting | 3 Soul | self | self | 3 hours (required time) | Novice Crafting |
This skill allows for better crafting. |
Insight -4 |
Create Better Potions | 3 Soul | self | self | 1 hour 30 minutes | Create Novice Potions |
This skill allows you to create better potions. |
Insight -4 |
Create Novice Arcane Potions | 4 Soul | self | self | 2 hours | Create Basic Arcane Potions and Create Novice Potions |
This skill lets you create novice level magic effect potions. |
Arcana -4 |
Elemental Imbuing | 4 Soul | 1 target | 1 target | instant | Arcane Materials |
This skill allows you to give the material the element of the spell stored in a rune stone, at the cost of the rune stone. This grants the material its elemental properties. |
Arcana |
Novice Runic Crafting | 4 Soul | self | self | 2 hours | Basic Runic Crafting and Better Crafting |
This skill allows you to create novice runic technology from blueprints. This includes novice elemental contructs. |
Arcana -2 |
Runic Tech Repair | 4 Soul | 1 object or item | 1 target | 1 hour | Repair and Arcane Crafting |
This skill allows you to repair runic technology by 20% per use, including elemental constructs. |
Insight -4 |
Create Advanced Potions | 4 Soul | self | self | 2 hours | Create Better Potions |
This skill allows you to create advanced potions. |
Insight -6 |
Advanced Crafting | 4 Soul | self | self | 4 hours (required time) | Better Crafting |
This skill allows for advanced crafting. |
Insight -6 |
Create Better Arcane Potions | 6 Soul | self | self | 3 hours | Create Novice Arcane Potions and Create Better Potions |
This skill lets you create better level magic effect potions. |
Arcana -6 |
Better Runic Crafting | 6 Soul | self | self | 3 hours | Novice Runic Crafting and Better Crafting |
This skill allows you to create better runic technology from blueprints. This includes better elemental contructs. |
Arcana -4 |
Create Advanced Arcane Potions | 8 Soul | self | self | 4 hours | Create Better Arcane Potions and Create Advanced Potions |
This skill allows you to create advanced level magical effect potions. |
Arcana -8 |
Advanced Runic Crafting | 8 Soul | self | self | 4 hours | Better Runic Crafting |
This skill allows you to create advanced runic technology from blueprints. This includes advanced elemental contructs. |
Arcana -8 |
Runic Tech Combination | N/A | self | self | depends | N/A |
This skill allows you to combine a number of runic items to make a new item. These are not components but actually completed items that you are combining. This does not include elemental constructs.
|
Insight -2 |
Runic Tech Upgrade | N/A | self | self | 1 hour | Runic Tech Combination and Design Improvement |
This skill allows you to craft upgrades for existing runic technology. You first have to develop a blueprint for these upgrades. |
Insight -2 |
Runic Tech Creation | N/A | self | self | 1d8 days | Runic Tech Upgrade and Invention |
This skill allows you to create new kinds of runic technology. You must get the approval from the GM of the design you wish to create. You will be creating the blueprint, afterwards you will need to make the item from the blueprint so you should ensure you have the correct crafting skill. The GM will set the crafting skill needed for the blueprint. |
Insight -6 |
Design Improvement | N/A | self | self | instant | Item Combination and Basic Crafting |
This skill allows you to improve blueprint designs to make a new blue print that would always allow for creating the improved design. You have to use this skill on each part of the blueprint you wish to improve: Attack, Block, Range, Physical, Magical. |
Insight -2 |
Item Combination | N/A | self | self | depends | N/A |
This skill allows you to combine a number of items to make a new item. These are not components but actually completed items that you are combining.
|
Insight |
Arcane Materials | Spent Soul | 1 target | 1 target | instant | Material Identify |
This skill allows you to increase one value of a material at a rate of +1 per 4 Soul. |
Arcana |
Enchantment | Spent Soul | 1 target | 1 target | instant | Elemental Imbuing |
This skill allows you to imbue elemental materials with spell effects. This means that the material that you gave an elemental property to can now cause a spell effect. For example, if you grant some steel the elemental property of life, you could then give it the magical effect of lightening strike, allowing you to make a sword for example of that steel that causes lightening strike spell damage with a critical hit. The metal can only hold so many charges however. The amount of charges you give the metal is 1 charge per 2 Soul. |
Arcana |
Abilities
An artificer can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.
Ability
|
Effects |
---|---|
Use Potion as Spell | You can use a potion as a magic action. |
Trained Endurance |
Decrease Soul or Power cost by half for skills that are not offensive in nature. |
Runic Profession |
Grants the elemental construct a profession to learn skills from. Must have Runic Carvings |
Runic Potion Empowerment |
All potions that you use or create are increased by your mental as a percentage. Must have Elemental Potions |
Runic Mage Empowerment |
You are able to apply Runic Mage skill effects to a magical item's effect values. Must have Runic Item Empowerment or Runic Potion Empowerment |
Runic Item Empowerment |
All items (except potions) that you use or create are increased by your mental as a percentage. Must have Elemental Creations |
Runic Carvings |
Carve a runic symbol into an elemental construct, increasing it's elemental power by 25%. Must have Carving |
Repair | Repair an item, weapon, or armor by spending 2 Soul per 20% repair, or 10 Soul for complete repair. Makes use of repair tools. |
Potion Recall | Normal Luck chance that the potion that you just used refills automatically. |
Mix Potions | With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration. |
Identify Weak Points | You are able to identify weak points in a target's armor increased the damage that you deal by 20%. |
Herbal Knowledge | This ability gives you a +1d6 bonus to your nature check to identify plants and their properties. |
Energy Enrichment |
Able to amplify a potion's effects by spending vital stat points into the potion during potion creation.
Must have Create Basic Potions |
Elemental Potions |
All potions you use or create have their values increased by your Arcana. Must have Energy Enrichment |
Elemental Creations |
All items you create or use have their effects increased by your Arcana. Must have Create Magical Totem |
Create Magical Totem |
Allows you to create magical totems that can be used as relics. You can create one effect per totem:
|
Carving | Allows you to carve wood, bone, and stone into different shapes. Can be used to make arrow heads, for example. |
Arcane Crafting |
Allows you to add spell components to your crafted items to make magical items. Must have Create Magical Totem ability and Basic Crafting skill |
Alchemical Identify | This ability gives you a +1d6 bonus to your Medicine check to identify potions and their properties. |
Airship Upgrade |
Allows you to upgrade airships with things that you make or purchase. Must have Airship Repair |
Airship Repair |
Able to use repair ability on airships. Must have Repair and Airship Operation |
Airship Operation | Allows for operation and use of simple, small air ships. |
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