Artificer
Would sufficiently advanced technology—sufficiently advanced progress—be indistinguishable from the arcane? For an Artificer in the Realms of Terror, proving the premise of this question comes with an almost instinctive ease. Across the demiplane there exists those whose intellects all but cajole them to pursue not only higher dimensions of thought, but perfecting their understanding of Nature through the lens of Art. Physicians, natural philosophers, academics and alienists all may answer this calling in domains where the study of miracles (and magic) is misunderstood, feared, or altogether forbidden for artifice, so they say, is Reason where those miracles only distort it, and what sublime Reason it is when applied to their Great Work.
Only fools promise that artifice is safe, however.
Countries who boast no law to address the worst outcomes of this craft either haven’t experienced those outcomes yet, or believe them temporary. Black powder, living and unliving constructs, debilitating narcotics and poisons each could owe their creation to the wayward inspiration found in any Artificer beyond the Misty Border.
Artificers as Adventurers
An Artificer may be drawn out of their workshop for manifold reasons. Materials, funds, knowledge—those who do manage to subsist on inspiration alone, serve another master in the Realms of Terror. Discoveries demand field tests, their projects require new parameters, genius necessitates an audience. These are only a few for why an Artificer would find travel among a group most suitable.
Ideology and Alignment
Contrary to surface optics, an Artificer is as likely to be faithful to their ideas as would a Cleric to their dogmas. Yet no altar of theirs should be consecrated with prayer, but progress and the pursuit thereof. Those who find themselves pulled to lawful ethics do so because they are uncovering the unspoken formula of the universe through there craft, where those who fancy chaos are more open to holding themselves aloft through dramatic, almost religious inspiration. For most, their Great Work replaces in their heart where connections to the divine would be, believing that achieving their magnum opus—in whatever way they can visualize it—will be tantamount to apotheosis. Others still discredit any affinity for such beliefs, suggesting that only through their designs they will ever have true understanding.
Artificers in Cordova are expected to make equivalent their Great Work with the infinite facets of Law Himself. Those who are recognized by the Church of Law are likely to be devout in this way, though the Axiomatic Council’s continued rulings regarding the rights and applications of such Artificers within the Empire suggests a trust far from absolute.
Origins
Artificers are by their nature geniuses—by their own account, possibly the only geniuses whose work matters in the Realms of Terror. They are taught often through apprenticeship to lodges or as the ward of individual masters, though others come upon this life with nothing more than a talent for innovation. In learned societies such as those in Dementlieu, Cordova, Lamordia or the nation formerly known as Darkon they are cosmopolitan and held generally in good esteem by their peers (with some required deference). Conversely in less developed countries like Barovia or Falknovia Artificers are met with suspicion by authorities, though only rarely ever reaching to illegality like their arcane “counterparts”. In these regions it is common for an Artificer to presume a more appropriate lay profession such as doctoring or scribing, keeping their more exceptional achievements away from the public. Those who do choose to embed deeply into society may find their work seen as too valuable or too dangerous to be left alone.
Races
Humans make for the most represented Artificer and are well-suited for their adaptable natures and comparatively short lifespans, each encouraging the eternal drumbeat of progress. Dwarves are also well-suited, espousing perspectives which lend to the Art. Elven Artificers are rare and those who are likely consider their Great Work to be a form of self-expression not unlike that of an artist. Halflings have an innate curiosity which may appeal to artifice, should they also practice requisite discipline. Half-elves who take after their human parent inherit much of their ease for the craft therein. Caliban are unique as many cultures allege that they are the product of the freak, mad science which characterizes malevolent artifice. Those who do find the passion and the means are just as culpable to the task as any other.
Other Perspectives
Artificers occupy a niche uniquely their own, a quality not unnoticed by prospective parties. As companions they may be considered trustworthy and useful given the benefits which they may bring—others might not be so optimistic nor so laissez-faire however, treating their benefits with an air of fearful nonunderstanding. Students and bodies of the arcane such as Wizards or Sorcerers and followers of ideoligions might find scattered pieces of an Artificer’s worldview to share, be it likening formulae to spellcraft or miracle-making to veneration of their Great Work, yet all would fail to completely define an Artificer by comparing subjective experiences. This is, of course, to the Artificer’s preference.
Stark, then, must be the divide between an Artificer and stewards of the very Nature their Art seeks to reproduce. Druids and Hunters aligned with the Cycle may believe any Artificer to be a walking, talking, sentient representative for the consumption of their beloved Nature and all in the name of a “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 begins with (4 + INT) x 4 Skill Points
. All Artificers are eligible for the Alchemy crafting profession.
Class Features
Formulae (Ex)
: 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 (Ex)
: 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 (Ex)
: 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 seal/sigil (Ex)
: When executing a formula tagged as a seal or sigil, the Artificer may choose to consecrate it, bestowing +2 CL
for purposes of duration and overcoming SR
.
Trapfinder (Ex)
: The Artificer allocates trapfinder as a bonus feat, allowing them to disarm traps of supernatural origins should they defeat its base DC
.
Alchemist (Alc)
Requirements
: NoneBAB
: 1/2Hit Dice
: d6Weapon Proficiencies
: SimpleSkill Points per Level
: 4 + INTPrimary Saving Throw
: WillClass Skills
: Appraise, Concentration, Handle Device, Handle Lock, Handle Medicine, Knowledge, Lore, Search, SpellcraftUnavailable Skills
: Handle Animal, Handle Magical Device
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.
Alchemists are versatile supports, specializing in the delivery of various ablative and enhancing effects to their allies through execution of formulas and stabilized tinctures, allowing them to have effect durations comparable to other casting archetypes. By pushing into thaumaturgical studies in the Alchemy crafting profession, these alchemists synthesize all manner of effects, including reproducing those associated with other class archetypes. Consequently they are less sturdy than their peers and do not have medium attack progression.
Level | BAB | Fort | Ref | Will | Special | Formulae per Rest
|
---|---|---|---|---|---|---|
1st | +0
|
+0
|
+0
|
+2
|
Scribe equation, general feat | ∞ - - - - - - -
|
2nd | +1
|
+0
|
+0
|
+3
|
Discovery | ∞ 1 - - - - - -
|
3rd | +2
|
+1
|
+1
|
+3
|
Alchemic aptitude, stabilize tincture, general feat, bonus alchemist feat | ∞ 2 - - - - - -
|
4th | +3
|
+1
|
+1
|
+4
|
Discovery, ASI | ∞ 2 1 - - - - -
|
5th | +3
|
+1
|
+1
|
+4
|
Bonus general feat | ∞ 3 2 - - - - -
|
6th | +4
|
+2
|
+2
|
+5
|
Stabilize tincture +2, discovery, general feat, bonus alchemist feat | ∞ 3 2 1 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate seal/sigil | ∞ 3 3 2 - - - -
|
8th | +6/+1
|
+2
|
+2
|
+6
|
Discovery, ASI | ∞ 4 3 2 1 - - -
|
9th | +6/+1
|
+3
|
+3
|
+6
|
Stabilize tincture +3, general feat, bonus alchemist feat | ∞ 4 3 3 2 - - -
|
10th | +7/+2
|
+3
|
+3
|
+7
|
Discovery, bonus general feat | ∞ 4 4 3 2 1 - -
|
11th | +8/+3
|
+3
|
+3
|
+7
|
Trapfinder | ∞ 4 4 3 3 2 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, stabilize tincture +4, general feat, bonus alchemist feat, ASI | ∞ 4 4 4 3 2 1 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate seal/sigil +2 | ∞ 4 4 4 3 3 2 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone alchemist feat | ∞ 4 4 4 4 3 2 1
|
Archetype Features
Alchemic aptitude (Ex)
: The Alchemist enjoys +2 effective crafting level
for the Alchemy crafting profession.
Stabilize tincture (Ex)
: When executing a formula tagged as a tincture, the Alchemist may choose to stabilize it, bestowing it +2 CL
for purposes of duration and overcoming SR
. A stabilized tincture does not lose its efficacy on rest. The Alchemist may have a number of unused stabilized tinctures equal to the amount listed, minimum 1. Should an unused stabilized tincture no longer be wanted, the Alchemist may choose to destabilize all remaining stabilized tinctures on rest.
Architect (Ach)
Requirements
: NoneBAB
: 3/4Hit Dice
: d8Weapon Proficiencies
: Simple, ExoticSkill Points per Level
: 4 + INTPrimary Saving Throw
: WillClass Skills
: Appraise, Concentration, Handle Device, Handle Lock, Handle Medicine, Knowledge, Lore, Poise, Search, SpellcraftUnavailable Skills
: Handle Animal, Handle Magical Device
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.
Machinists and armorers, architects invest their power into enhancing equipment and their innate ally, a golemoid construct. This renders them more sturdy than their peerage, functioning together with their golem to absorb damage and create openings for other allies. With investment Architects may become self-sufficient damage sources, relying on their infusions to bolster their direct combat capabilities as well as the capabilities of their golem. As a result they lack the versatility of other archetypes, having less formulae per rest.
Level | BAB | Fort | Ref | Will | Special | Formulae per Rest
|
---|---|---|---|---|---|---|
1st | +0
|
+0
|
+0
|
+2
|
Scribe formula, general feat | ∞ - - - - - - -
|
2nd | +1
|
+0
|
+0
|
+3
|
Discovery | ∞ 1 - - - - - -
|
3rd | +2
|
+1
|
+1
|
+3
|
Construct golem, general feat, bonus architect feat | ∞ 1 - - - - - -
|
4th | +3
|
+1
|
+1
|
+4
|
Discovery, ASI | ∞ 1 1 - - - - -
|
5th | +3
|
+1
|
+1
|
+4
|
Bonus general feat | ∞ 2 1 - - - - -
|
6th | +4
|
+2
|
+2
|
+5
|
Minor infusion, discovery, general feat, bonus architect feat | ∞ 2 1 1 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate seal/sigil | ∞ 2 2 1 - - - -
|
8th | +6/+1
|
+2
|
+2
|
+6
|
Discovery, ASI | ∞ 3 2 1 1 - - -
|
9th | +6/+1
|
+3
|
+3
|
+6
|
Major infusion, general feat, bonus vitaler feat | ∞ 3 2 2 1 - - -
|
10th | +7/+2
|
+3
|
+3
|
+7
|
Discovery, bonus general feat | ∞ 3 3 2 1 1 - -
|
11th | +8/+3
|
+3
|
+3
|
+7
|
Trapfinder | ∞ 3 3 2 2 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, sublime infusion, general feat, bonus architect feat, ASI | ∞ 3 3 3 2 1 1 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate seal/sigil +2 | ∞ 3 3 3 2 2 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone vitaler feat | ∞ 3 3 3 2 2 1 1
|
Archetype Features
Construct golem (Ex)
: The Architect, harnessing inorganic material and animating principles, brings forth a friendly construct under their command. The golem levels with the Architect, gaining new capabilities every 3 levels beyond the 3rd. Should the golem no longer be wanted, it may be deconstructed into an itemized version into the inventory. Constructing a new golem after deconstruction incurs an action time of 60 seconds
IRT which may be interrupted by failing Concentration checks if attacked or targeted by a hostile effect.
Minor infusion (Ex)
: The Architect imbues a temporary modifier onto a piece of equipment which does not consume a modifier slot, bestowing +1 enhancement bonus
, immunity to corrosion
, 1d4 untyped damage
if on a weapon and 2/- DR
if on a shield or armor. The infusion fades on rest.
Major infusion (Ex)
: The Architect improves their infusion schema, now bestowing +2 enhancement bonus
, immunity to corrosion
, 1d6 untyped damage
if on a weapon and 4/- DR
if on a shield or armor.
Sublime infusion (Ex)
: The Architect perfects their infusion schema, now bestowing +3 enhancement bonus
, immunity to corrosion
, 1d8 untyped damage
if on a weapon and 6/- DR
if on a shield or armor.
Vitaler (Vit)
Requirements
: LE, NE, CE, LN, TN or CN alignmentBAB
: 3/4Hit Dice
: d8Weapon Proficiencies
: SimpleSkill Points per Level
: 4 + INTPrimary Saving Throw
: WillClass Skills
: Appraise, Concentration, Handle Device, Handle Lock, Handle Medicine, Knowledge, Lore, Search, SpellcraftUnavailable Skills
: Handle Animal, Handle Magical Device
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.
Cunning purveyors of thaumaturgical secrets called vitae, Vitalers specialize in imbuing the very physical construction of themselves and their allies, none moreso than their homunculus construct that they take into study inasmuch battle. These mutations are powerful effects with some initial drawbacks in exchange for raising the attribute floor and combat capacity of their patients. Vitalers, unlike other class archetypes, are able to weaponize these drawbacks by administering hostile versions of their mutagens into enemies, enervating their capabilities outright. They share the reduced formulae availability as well as the social, fictional consequence of such experimentation.
Level | BAB | Fort | Ref | Will | Special | Formulae per Rest
|
---|---|---|---|---|---|---|
1st | +0
|
+0
|
+0
|
+2
|
Scribe formula, general feat | ∞ - - - - - - -
|
2nd | +1
|
+0
|
+0
|
+3
|
Discovery | ∞ 1 - - - - - -
|
3rd | +2
|
+1
|
+1
|
+3
|
Vitalize homunculi, general feat, bonus vitaler feat | ∞ 1 - - - - - -
|
4th | +3
|
+1
|
+1
|
+4
|
Discovery, ASI | ∞ 1 1 - - - - -
|
5th | +3
|
+1
|
+1
|
+4
|
Bonus general feat | ∞ 2 1 - - - - -
|
6th | +4
|
+2
|
+2
|
+5
|
Minor mutagen, discovery, general feat, bonus vitaler feat | ∞ 2 1 1 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate seal/sigil | ∞ 2 2 1 - - - -
|
8th | +6/+1
|
+2
|
+2
|
+6
|
Discovery, ASI | ∞ 3 2 1 1 - - -
|
9th | +6/+1
|
+3
|
+3
|
+6
|
Major mutagen, general feat, bonus vitaler feat | ∞ 3 2 2 1 - - -
|
10th | +7/+2
|
+3
|
+3
|
+7
|
Discovery, bonus general feat | ∞ 3 3 2 1 1 - -
|
11th | +8/+3
|
+3
|
+3
|
+7
|
Trapfinder | ∞ 3 3 2 2 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, sublime mutagen, general feat, bonus vitaler feat, ASI | ∞ 3 3 3 2 1 1 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate seal/sigil +2 | ∞ 3 3 3 2 2 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone vitaler feat | ∞ 3 3 3 2 2 1 1
|
Archetype Features
Vitalize homunculi (Ex)
: The Vitaler, harnessing organic matter and thaumaturgic secrets, coalesces a friendly homunculi under their command. The homunculi levels with the Vitaler, gaining new capabilities every 3
levels beyond 3rd level
. Should the homunculus no longer be wanted, it may be dissolved into an itemized version into the inventory. Vitalizing a new homunculus after dissolution incurs an action time of 60 seconds
IRT which may be interrupted by failing Concentration checks if attacked or targeted by a hostile effect.
Minor mutagen (Ex)
: The Vitaler injects a living target that they can touch with either a positive or negative mutagen, increasing or decreasing their AB by 1, total HP by 8, and STR by 2
. All targets suffer -1 to AC
and -2 to INT
. Negative mutagens are resisted by a Fortitude save. The mutagen destabilizes at rest.
Major mutagen (Ex)
: The Vitaler improves their mutagenic serum, now increasing or decreasing the target's AB by 2, total HP by 16, and STR by 3
.
Sublime mutagen (Ex)
: The Vitaler perfects their mutagenic serum now increasing or decreasing the target's AB by 3, total HP by 24, and STR by 4
.