Artificer: Difference between revisions
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|<code>+4</code> | |<code>+4</code> | ||
|''Discovery,'' ASI | |''Discovery,'' ASI | ||
|<code>∞ | |<code>∞ 1 0 - - - - -</code> | ||
|- | |- | ||
|5th | |5th | ||
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|<code>+4</code> | |<code>+4</code> | ||
|Bonus general feat | |Bonus general feat | ||
|<code>∞ | |<code>∞ 2 1 - - - - -</code> | ||
|- | |- | ||
|6th | |6th | ||
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|<code>+5</code> | |<code>+5</code> | ||
|''Minor mutagen'', ''discovery,'' general feat, bonus vitaler feat | |''Minor mutagen'', ''discovery,'' general feat, bonus vitaler feat | ||
|<code>∞ 3 | |<code>∞ 3 1 0 - - - -</code> | ||
|- | |- | ||
|7th | |7th | ||
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|<code>+5</code> | |<code>+5</code> | ||
|''Consecrate sigil'' | |''Consecrate sigil'' | ||
|<code>∞ 3 | |<code>∞ 3 2 1 - - - -</code> | ||
|- | |- | ||
|8th | |8th | ||
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|<code>+6</code> | |<code>+6</code> | ||
|''Discovery,'' ASI | |''Discovery,'' ASI | ||
|<code>∞ | |<code>∞ 3 2 1 0 - - -</code> | ||
|- | |- | ||
|9th | |9th | ||
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|<code>+6</code> | |<code>+6</code> | ||
|''Major mutagen'', general feat, bonus vitaler feat | |''Major mutagen'', general feat, bonus vitaler feat | ||
|<code>∞ 4 | |<code>∞ 4 3 2 1 - - -</code> | ||
|- | |- | ||
|10th | |10th | ||
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|<code>+7</code> | |<code>+7</code> | ||
|''Discovery'', bonus general feat | |''Discovery'', bonus general feat | ||
|<code>∞ 4 | |<code>∞ 4 3 2 1 0 - -</code> | ||
|- | |- | ||
|11th | |11th | ||
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|<code>+7</code> | |<code>+7</code> | ||
|''Trapfinder'' | |''Trapfinder'' | ||
|<code>∞ | |<code>∞ 4 3 2 1 1 - -</code> | ||
|- | |- | ||
|12th | |12th | ||
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|<code>+8</code> | |<code>+8</code> | ||
|''Discovery, sublime mutagen'', general feat, bonus vitaler feat, ASI | |''Discovery, sublime mutagen'', general feat, bonus vitaler feat, ASI | ||
|<code>∞ 4 4 3 | |<code>∞ 4 4 3 1 1 0 -</code> | ||
|- | |- | ||
|13th | |13th | ||
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|<code>+8</code> | |<code>+8</code> | ||
|''Consecrate sigil'' +2 | |''Consecrate sigil'' +2 | ||
|<code>∞ 4 4 | |<code>∞ 4 4 3 2 1 1 -</code> | ||
|- | |- | ||
|14th | |14th | ||
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|<code>+9</code> | |<code>+9</code> | ||
|''Discovery'', capstone vitaler feat | |''Discovery'', capstone vitaler feat | ||
|<code>∞ 4 4 4 | |<code>∞ 4 4 4 2 2 1 0</code> | ||
|} | |} | ||
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|<code>+4</code> | |<code>+4</code> | ||
|''Discovery,'' ASI | |''Discovery,'' ASI | ||
|<code>∞ | |<code>∞ 1 0 - - - - -</code> | ||
|- | |- | ||
|5th | |5th | ||
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|<code>+4</code> | |<code>+4</code> | ||
|Bonus general feat | |Bonus general feat | ||
|<code>∞ | |<code>∞ 2 1 - - - - -</code> | ||
|- | |- | ||
|6th | |6th | ||
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|<code>+5</code> | |<code>+5</code> | ||
|''Minor infusion'', ''discovery,'' general feat, bonus architect feat | |''Minor infusion'', ''discovery,'' general feat, bonus architect feat | ||
|<code>∞ 3 | |<code>∞ 3 1 0 - - - -</code> | ||
|- | |- | ||
|7th | |7th | ||
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|<code>+5</code> | |<code>+5</code> | ||
|''Consecrate sigil'' | |''Consecrate sigil'' | ||
|<code>∞ 3 | |<code>∞ 3 2 1 - - - -</code> | ||
|- | |- | ||
|8th | |8th | ||
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|<code>+6</code> | |<code>+6</code> | ||
|''Discovery,'' ASI | |''Discovery,'' ASI | ||
|<code>∞ | |<code>∞ 3 2 1 0 - - -</code> | ||
|- | |- | ||
|9th | |9th | ||
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|<code>+6</code> | |<code>+6</code> | ||
|''Major infusion'', general feat, bonus vitaler feat | |''Major infusion'', general feat, bonus vitaler feat | ||
|<code>∞ 4 | |<code>∞ 4 3 2 1 - - -</code> | ||
|- | |- | ||
|10th | |10th | ||
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|<code>+7</code> | |<code>+7</code> | ||
|''Discovery'', bonus general feat | |''Discovery'', bonus general feat | ||
|<code>∞ 4 | |<code>∞ 4 3 2 1 0 - -</code> | ||
|- | |- | ||
|11th | |11th | ||
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|<code>+7</code> | |<code>+7</code> | ||
|''Trapfinder'' | |''Trapfinder'' | ||
|<code>∞ | |<code>∞ 4 3 2 1 1 - -</code> | ||
|- | |- | ||
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|<code>+8</code> | |<code>+8</code> | ||
|''Discovery, sublime infusion'', general feat, bonus architect feat, ASI | |''Discovery, sublime infusion'', general feat, bonus architect feat, ASI | ||
|<code>∞ 4 4 3 | |<code>∞ 4 4 3 1 1 0 -</code> | ||
|- | |- | ||
|13th | |13th | ||
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|<code>+8</code> | |<code>+8</code> | ||
|''Consecrate sigil'' +2 | |''Consecrate sigil'' +2 | ||
|<code>∞ 4 4 | |<code>∞ 4 4 3 2 1 1 -</code> | ||
|- | |- | ||
|14th | |14th | ||
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|<code>+9</code> | |<code>+9</code> | ||
|''Discovery'', capstone vitaler feat | |''Discovery'', capstone vitaler feat | ||
|<code>∞ 4 4 4 | |<code>∞ 4 4 4 2 2 1 0</code> | ||
|} | |} |
Revision as of 02:16, 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, 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.
Class Features
Formulae
: An Artificer executes formula, which are drawn from the formula list. They obey all laws concerning spells and spell-like abilities as any caster does in The Domains of Dread, including dispel. An Artificer must choose and prepare their formulae ahead of time to allocate and/or replenish after a successful rest.
To learn, prepare, or execute a formula, the Artificer must have an Intelligence score equal to at least 10 + the formula level
.
Scribe equation
: The Artificer allocates scribe equation as a bonus feat. They may record a formula into an itemized form to execute without consuming a formula slot, contingent on paying the material and component price associated with the formula being recorded. They may record any formula they know that is a circle behind present capabilities, minimum 0, and no formula whose circle is above 5th. They may consume an equation to add the formulae contained permanently to their formulae known.
Discovery
: The artificer makes a discovery selected from the discovery list. Unless otherwise noted, an Artificer cannot select the same discovery twice. Certain discoveries are locked behind requirements such as other discoveries.
Consecrate sigil
: When executing a formula tagged as a sigil, the Artificer may choose to consecrate it, bestowing it +4 CL
for purposes of duration and overcoming SR
.
Trapfinder
: The Artificer allocates trapfinder as a bonus feat.
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.
Level | BAB | Fort Save | Ref Save | Will Save | Special | Formulae per Rest |
---|---|---|---|---|---|---|
1st | +0
|
+0
|
+0
|
+2
|
Scribe equation, 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
|
Vitaler (Vit)
Requirements: LE, NE, CE, LN, TN or CN alignment 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 a Vitaler may execute, how many formulae they may execute per rest, and how difficult those formula are to resist.
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
|
Vitalize homunculi, stabilize tincture, general feat, bonus vitaler feat | ∞ 1 - - - - - -
|
4th | +3
|
+1
|
+1
|
+4
|
Discovery, ASI | ∞ 1 0 - - - - -
|
5th | +3
|
+1
|
+1
|
+4
|
Bonus general feat | ∞ 2 1 - - - - -
|
6th | +4
|
+2
|
+2
|
+5
|
Minor mutagen, discovery, general feat, bonus vitaler feat | ∞ 3 1 0 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate sigil | ∞ 3 2 1 - - - -
|
8th | +6/+1
|
+2
|
+2
|
+6
|
Discovery, ASI | ∞ 3 2 1 0 - - -
|
9th | +6/+1
|
+3
|
+3
|
+6
|
Major mutagen, general feat, bonus vitaler feat | ∞ 4 3 2 1 - - -
|
10th | +7/+2
|
+3
|
+3
|
+7
|
Discovery, bonus general feat | ∞ 4 3 2 1 0 - -
|
11th | +8/+3
|
+3
|
+3
|
+7
|
Trapfinder | ∞ 4 3 2 1 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, sublime mutagen, general feat, bonus vitaler feat, ASI | ∞ 4 4 3 1 1 0 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate sigil +2 | ∞ 4 4 3 2 1 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone vitaler feat | ∞ 4 4 4 2 2 1 0
|
Architect (Ach)
Requirements: None BAB: 3/4 Hit Dice: d8 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 Architect may execute, how many formulae they may execute per rest, and how difficult those formula are to resist.
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
|
Construct golem, stabilize tincture, general feat, bonus architect feat | ∞ 1 - - - - - -
|
4th | +3
|
+1
|
+1
|
+4
|
Discovery, ASI | ∞ 1 0 - - - - -
|
5th | +3
|
+1
|
+1
|
+4
|
Bonus general feat | ∞ 2 1 - - - - -
|
6th | +4
|
+2
|
+2
|
+5
|
Minor infusion, discovery, general feat, bonus architect feat | ∞ 3 1 0 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate sigil | ∞ 3 2 1 - - - -
|
8th | +6/+1
|
+2
|
+2
|
+6
|
Discovery, ASI | ∞ 3 2 1 0 - - -
|
9th | +6/+1
|
+3
|
+3
|
+6
|
Major infusion, general feat, bonus vitaler feat | ∞ 4 3 2 1 - - -
|
10th | +7/+2
|
+3
|
+3
|
+7
|
Discovery, bonus general feat | ∞ 4 3 2 1 0 - -
|
11th | +8/+3
|
+3
|
+3
|
+7
|
Trapfinder | ∞ 4 3 2 1 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, sublime infusion, general feat, bonus architect feat, ASI | ∞ 4 4 3 1 1 0 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate sigil +2 | ∞ 4 4 3 2 1 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone vitaler feat | ∞ 4 4 4 2 2 1 0
|