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Created page with "Is sufficiently advanced technology - sufficiently advanced ''progress'' - indistinguishable from magic? This and more are the preeminent questions sought to be answered by an Artificer in the Realms of Terror. Across the demiplane there are those whose intellects persist in cajoling them to pursue not higher dimensions of thought, but perfect understanding of Nature through the lens of Art. Physicians, natural philosophers, academics and alienists all may find refuge in..."
 
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An Artificer leaves the workshop for manifold reasons. Materials, funds, bare knowledge - those that do manage to survive on inspiration alone almost certainly serve another master in the Realms of Terror. Their discoveries demand field testing and exposure to new parameters, for which travel among a group is most suited.
An Artificer leaves the workshop for manifold reasons. Materials, funds, bare knowledge - those that do manage to survive on inspiration alone almost certainly serve another master in the Realms of Terror. Their discoveries demand field testing and exposure to new parameters, for which travel among a group is most suited.


== Ideology and Alignment in Artificers ==
== Ideology and Alignment ==
Artificers, contrary to surface optics, are often as faithful to ideas as would a [[Cleric]] to their dogmas. Yet their altar is not enshrined with prayer, but progress and the pursuit of thereof. Those who find themselves pulled to be ethically lawful do so because they are uncovering the unspoken laws of the world through their craft, where those who are ethically chaotic are more open to being held aloft by dramatic, almost religious inspiration. For most, the Great Work replaces in their heart where connection to divinities would, some believing that by achieving their ''magnum opus,'' they will find apotheosis. Others yet disclaim all affinity for the divine, suggesting that only through their designs will they ever have understanding.
Artificers, contrary to surface optics, are often as faithful to ideas as would a [[Cleric]] to their dogmas. Yet their altar is not enshrined with prayer, but progress and the pursuit of thereof. Those who find themselves pulled to be ethically lawful do so because they are uncovering the unspoken laws of the world through their craft, where those who are ethically chaotic are more open to being held aloft by dramatic, almost religious inspiration. For most, the Great Work replaces in their heart where connection to divinities would, some believing that by achieving their ''magnum opus,'' they will find apotheosis. Others yet disclaim all affinity for the divine, suggesting that only through their designs will they ever have understanding.


Artificers in [[Cordova]] are expected to create equivalence between their Great Work and the infinite facets of [[Law (ideoligion)|Law]] Himself. As such those who are recognized by the Church of Law are more likely to be devout, though the Council's continued rulings disambiguating the rights and application of Artificers within the Empire suggests that this trust is far from absolute.
Artificers in [[Cordova]] are expected to create equivalence between their Great Work and the infinite facets of [[Law (ideoligion)|Law]] Himself. As such those who are recognized by the Church of Law are more likely to be devout, though the Council's continued rulings disambiguating the rights and application of Artificers within the Empire suggests that this trust is far from absolute.


== Origins for Artificers ==
== Origins ==
Artificers are by nature geniuses - some would claim the ''only'' geniuses in the Realms of Terror that matter. They are often taught through apprenticeship to lodges or individual masters, though others will come upon the spark of innovation on their own. In especially learned societies such as [[Dementlieu]], Cordova, [[Lamordia]] or the nation formerly known as [[Necropolis (Darkon)|Darkon]] they are cosmopolitan and held generally in fine esteem. Conversely in less developed countries such as [[Barovia]] or [[Falknovia]] Artificers are treated with measured distrust by domain authorities, though rarely ever reaching into the bounds of illegality like their arcane "peers". In such regions often they will presume a more appropriate lay profession such as doctoring or simple scholarship, keeping their more spectacular achievements outside public knowledge. Those that do embed into society may find themselves seen as too valuable, or dangerous, to be left alone to their own devices.
 
== Races ==
Humans are the most common kind of Artificer and are well-suited, owing to an adaptable nature and lifespan which encourages the drumbeat of progress. Dwarves are also well-suited, having perspectives which naturally lend to the Art. Sylvan Artificers are rare and those who do exist consider their work to be a form of self-expression not unlike an artist. Halflings have an innate curiosity which may appeal to artifice, should they practice requisite discipline. Half-elves who take after their human parent inherit much of their ease for the craft therein. Caliban are an unique case, as many cultures may themselves allege they are created by the sort of freak, mad science that becomes of malevolent artifice. Those who do find the passion and the means are just as culpable to the task as any other, however.
 
== Other Perspectives ==
Artificers occupy a niche of their own that is not unnoticed by prospective parties. As companions, they may be considered trustworthy and respectfully given the boons which an Artificer may bring - others are not so laissez-faire, and treat their many benefits with an air of fearful nonunderstanding. Students and bodies of the arcane such as [[Wizard|Wizards]] or [[Sorcerer|Sorcerers]] and shepherds of the divine may find scattered pieces to commiserate with the Artificer on, whether similarities of formulae to spellcraft or miracle-making and veneration of the Great Work, yet never so wholly nor as succinctly as true, mutual understanding.
 
Stark, then, is the divide between the Artificer and followers of the very Nature that their Art seeks to reproduce. [[Druid|Druids]] and [[Hunter|Hunters]] who are aligned with ancient practices may believe any Artificer to be a walking, talking representative for the consumptive forces of "progress" they have learned to resist with every waking breath.
 
== Artificers in ''The Domains of Dread'' ==
For the first two levels, an Artificer has at least <code>3/4 BAB</code> and <code>d6 Hit Dice</code>, and begin with <code>(4 + INT) x 4 Skill Points</code>. All Artificers are eligible for the [[Alchemy]] crafting [[Professions|profession]].
 
=== Alchemist <small>(Alc)</small> ===
'''Requirements''': None
'''BAB''': 3/4
'''Hit Dice''': d6
'''Weapon Proficiencies''': Simple
'''Skill Points per Level''': 4 + INT
'''Primary Saving Throw''': Will
'''Class Skills''': [[Appraise]], [[Concentration]], [[Handle Device]], [[Handle Lock]], [[Handle Magical Device]], [[Handle Medicine]], [[Knowledge]], [[Lore]], [[Search]], [[Spellcraft]]
Intelligence determines how powerful the formula an Alchemist may execute, how many formulae they may execute per rest, and how difficult those formula are to resist.
{| class="wikitable"
|+The Alchemist
!Level
!BAB
!Fort Save
!Ref Save
!Will Save
!Special
!Formulae per Rest
|-
|1st
|<code>+0</code>
|<code>+0</code>
|<code>+0</code>
|<code>+2</code>
|''Scribe formula'', general feat
|<code>∞ - - - - - - -</code>
|-
|2nd
|<code>+1</code>
|<code>+0</code>
|<code>+0</code>
|<code>+3</code>
|''Discovery''
|<code>∞ 0 - - - - - -</code>
|-
|3rd
|<code>+2</code>
|<code>+1</code>
|<code>+1</code>
|<code>+3</code>
|''Alchemic aptitude'', ''stabilize tincture'', general feat, bonus alchemist feat
|<code>∞ 1 - - - - - -</code>
|-
|4th
|<code>+3</code>
|<code>+1</code>
|<code>+1</code>
|<code>+4</code>
|''Discovery,'' ASI
|<code>∞ 2 0 - - - - -</code>
|-
|5th
|<code>+3</code>
|<code>+1</code>
|<code>+1</code>
|<code>+4</code>
|Bonus general feat
|<code>∞ 3 1 - - - - -</code>
|-
|6th
|<code>+4</code>
|<code>+2</code>
|<code>+2</code>
|<code>+5</code>
|''Stabilize tincture'' +2, ''discovery,'' general feat, bonus alchemist feat
|<code>∞ 3 2 0 - - - -</code>
|-
|7th
|<code>+5</code>
|<code>+2</code>
|<code>+2</code>
|<code>+5</code>
|''Consecrate sigil''
|<code>∞ 3 3 1 - - - -</code>
|-
|8th
|<code>+6/+1</code>
|<code>+2</code>
|<code>+2</code>
|<code>+6</code>
|''Discovery,'' ASI
|<code>∞ 4 3 2 0 - - -</code>
|-
|9th
|<code>+6/+1</code>
|<code>+3</code>
|<code>+3</code>
|<code>+6</code>
|''Stabilize tincture'' +3, general feat, bonus alchemist feat
|<code>∞ 4 4 2 1 - - -</code>
|-
|10th
|<code>+7/+2</code>
|<code>+3</code>
|<code>+3</code>
|<code>+7</code>
|''Discovery'', bonus general feat
|<code>∞ 4 4 2 1 0 - -</code>
|-
|11th
|<code>+8/+3</code>
|<code>+3</code>
|<code>+3</code>
|<code>+7</code>
|''Trapfinder''
|<code>∞ 4 4 3 1 1 - -</code>
|-
|12th
|<code>+9/+4</code>
|<code>+4</code>
|<code>+4</code>
|<code>+8</code>
|''Discovery, stabilize tincture'' +4, general feat, bonus alchemist feat, ASI
|<code>∞ 4 4 3 2 1 0 -</code>
|-
|13th
|<code>+9/+4</code>
|<code>+4</code>
|<code>+4</code>
|<code>+8</code>
|''Consecrate sigil'' +2
|<code>∞ 4 4 4 2 1 1 -</code>
|-
|14th
|<code>+10/+5</code>
|<code>+4</code>
|<code>+4</code>
|<code>+9</code>
|''Discovery'', capstone alchemist feat
|<code>∞ 4 4 4 3 2 1 0</code>
|}

Revision as of 01:31, 15 March 2025

Is sufficiently advanced technology - sufficiently advanced progress - indistinguishable from magic? This and more are the preeminent questions sought to be answered by an Artificer in the Realms of Terror. Across the demiplane there are those whose intellects persist in cajoling them to pursue not higher dimensions of thought, but perfect understanding of Nature through the lens of Art. Physicians, natural philosophers, academics and alienists all may find refuge in artifice in domains where the study of miracles (and magic) is misunderstood, feared, or altogether forbidden as artifice, so they say, is Reason where miracles and magic seek to distort it, and what sublime Reason it is where applied to their endless, boundless chase of the Great Work.

Only fools portend that artifice is safe, however. Countries boasting no laws to address the worst outcomes of their craft haven't experienced those outcomes yet. Black powder, golems, debilitating narcotics and poisons all may owe their creation to the inspirations of any wayward Artificer beyond the Misty Border.

Artificers as Adventurers

An Artificer leaves the workshop for manifold reasons. Materials, funds, bare knowledge - those that do manage to survive on inspiration alone almost certainly serve another master in the Realms of Terror. Their discoveries demand field testing and exposure to new parameters, for which travel among a group is most suited.

Ideology and Alignment

Artificers, contrary to surface optics, are often as faithful to ideas as would a Cleric to their dogmas. Yet their altar is not enshrined with prayer, but progress and the pursuit of thereof. Those who find themselves pulled to be ethically lawful do so because they are uncovering the unspoken laws of the world through their craft, where those who are ethically chaotic are more open to being held aloft by dramatic, almost religious inspiration. For most, the Great Work replaces in their heart where connection to divinities would, some believing that by achieving their magnum opus, they will find apotheosis. Others yet disclaim all affinity for the divine, suggesting that only through their designs will they ever have understanding.

Artificers in Cordova are expected to create equivalence between their Great Work and the infinite facets of Law Himself. As such those who are recognized by the Church of Law are more likely to be devout, though the Council's continued rulings disambiguating the rights and application of Artificers within the Empire suggests that this trust is far from absolute.

Origins

Artificers are by nature geniuses - some would claim the only geniuses in the Realms of Terror that matter. They are often taught through apprenticeship to lodges or individual masters, though others will come upon the spark of innovation on their own. In especially learned societies such as Dementlieu, Cordova, Lamordia or the nation formerly known as Darkon they are cosmopolitan and held generally in fine esteem. Conversely in less developed countries such as Barovia or Falknovia Artificers are treated with measured distrust by domain authorities, though rarely ever reaching into the bounds of illegality like their arcane "peers". In such regions often they will presume a more appropriate lay profession such as doctoring or simple scholarship, keeping their more spectacular achievements outside public knowledge. Those that do embed into society may find themselves seen as too valuable, or dangerous, to be left alone to their own devices.

Races

Humans are the most common kind of Artificer and are well-suited, owing to an adaptable nature and lifespan which encourages the drumbeat of progress. Dwarves are also well-suited, having perspectives which naturally lend to the Art. Sylvan Artificers are rare and those who do exist consider their work to be a form of self-expression not unlike an artist. Halflings have an innate curiosity which may appeal to artifice, should they practice requisite discipline. Half-elves who take after their human parent inherit much of their ease for the craft therein. Caliban are an unique case, as many cultures may themselves allege they are created by the sort of freak, mad science that becomes of malevolent artifice. Those who do find the passion and the means are just as culpable to the task as any other, however.

Other Perspectives

Artificers occupy a niche of their own that is not unnoticed by prospective parties. As companions, they may be considered trustworthy and respectfully given the boons which an Artificer may bring - others are not so laissez-faire, and treat their many benefits with an air of fearful nonunderstanding. Students and bodies of the arcane such as Wizards or Sorcerers and shepherds of the divine may find scattered pieces to commiserate with the Artificer on, whether similarities of formulae to spellcraft or miracle-making and veneration of the Great Work, yet never so wholly nor as succinctly as true, mutual understanding.

Stark, then, is the divide between the Artificer and followers of the very Nature that their Art seeks to reproduce. Druids and Hunters who are aligned with ancient practices may believe any Artificer to be a walking, talking representative for the consumptive forces of "progress" they have learned to resist with every waking breath.

Artificers in The Domains of Dread

For the first two levels, an Artificer has at least 3/4 BAB and d6 Hit Dice, and begin with (4 + INT) x 4 Skill Points. All Artificers are eligible for the Alchemy crafting profession.

Alchemist (Alc)

Requirements: None
BAB: 3/4
Hit Dice: d6
Weapon Proficiencies: Simple
Skill Points per Level: 4 + INT
Primary Saving Throw: Will
Class Skills: Appraise, Concentration, Handle Device, Handle Lock, Handle Magical Device, Handle Medicine, Knowledge, Lore, Search, Spellcraft

Intelligence determines how powerful the formula an Alchemist may execute, how many formulae they may execute per rest, and how difficult those formula are to resist.

The Alchemist
Level BAB Fort Save Ref Save Will Save Special Formulae per Rest
1st +0 +0 +0 +2 Scribe formula, general feat ∞ - - - - - - -
2nd +1 +0 +0 +3 Discovery ∞ 0 - - - - - -
3rd +2 +1 +1 +3 Alchemic aptitude, stabilize tincture, general feat, bonus alchemist feat ∞ 1 - - - - - -
4th +3 +1 +1 +4 Discovery, ASI ∞ 2 0 - - - - -
5th +3 +1 +1 +4 Bonus general feat ∞ 3 1 - - - - -
6th +4 +2 +2 +5 Stabilize tincture +2, discovery, general feat, bonus alchemist feat ∞ 3 2 0 - - - -
7th +5 +2 +2 +5 Consecrate sigil ∞ 3 3 1 - - - -
8th +6/+1 +2 +2 +6 Discovery, ASI ∞ 4 3 2 0 - - -
9th +6/+1 +3 +3 +6 Stabilize tincture +3, general feat, bonus alchemist feat ∞ 4 4 2 1 - - -
10th +7/+2 +3 +3 +7 Discovery, bonus general feat ∞ 4 4 2 1 0 - -
11th +8/+3 +3 +3 +7 Trapfinder ∞ 4 4 3 1 1 - -
12th +9/+4 +4 +4 +8 Discovery, stabilize tincture +4, general feat, bonus alchemist feat, ASI ∞ 4 4 3 2 1 0 -
13th +9/+4 +4 +4 +8 Consecrate sigil +2 ∞ 4 4 4 2 1 1 -
14th +10/+5 +4 +4 +9 Discovery, capstone alchemist feat ∞ 4 4 4 3 2 1 0