Artificer

They make stuff.

Inventions

Your powers are known as "Inventions".

Assault

Tier 0

Tier 1

Tier 2

Tier 3

Control

Tier 1

Tier 2

Tier 3

Debilitation

Tier 1

Tier 2

Tier 3

Defense

Tier 1

Tier 2

Tier 3

Enhancement

Tier 1

Tier 2

Tier 3

Mobility

Tier 1

Tier 2

Tier 3

Shaping

Tier 1

Tier 2

Tier 3

Summoning

Tier 1

Tier 2

Tier 3

Utility

Tier 1

Tier 2

Tier 3

Paths

Path Description
Armor Jockey You wear a massive suit of powered armor; your inventions are integrated into it.
Ethernaut You use a spooky power source called Ethergon to enable metaphysical devices
Gunslinger Specialist in the Artificer's signature weapon: firearms.
Golem Lord You are served by an automaton, which you enhance with your inventions.
Magitech You blend magic with Artifice. (Heresy!)

Design Notes

Three School Approach

Maybe consider a three-school approach instead of slots. Works pretty well for the casters, right?

Ideas:

They have a few permanent items (such as guns) and a whole bunch of powered inventions (comparable to spells), many of which modify the permanenent items.

Example:

Resources

If not the above, how about tapping the ideas to improve resources?

Instead of Energy, we'll use Phlogiston and Energists.

As a rule of thumb, an invention that acts like a spell will consume Phlogiston, and an invention that acts like a permanent magic item will require a slotted Energist.

Power Reorg

Change Log

Artificer x.0 (Jul 22 2020)

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