Artificer
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Special Abilities
Inventions
Your powers are known as "Inventions".
- They are quasi-magical in nature.
- This means that, although they rely on quasi-magical properties (such as the energy contained within phlogiston), they are not full magical effects, and cannot be dispelled, disjoined, or suppressed by antimagic.
- You gain free knowledge of two inventions per level.
- You may purchase knowledge of more invention at the going rate for scrolls.
- Whenever you gain knowledge of an invention, it may either be one of the ones already created below, or a custom-made invention (see Creating Your Own Inventions).
- There are three ways to power an invention:
- Energists are rare, self-recharging devices, which can power devices all day long.
- Power Cells are single-use cells, and are relatively cheap to make. You can prepare Int+level power cells for free per day; excess cells have a cost (but last forever, until expended).
Invention Level |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
---|---|---|---|---|---|---|---|---|---|---|
Cell Cost (gp) |
10 |
60 |
120 |
200 |
320 |
640 |
1280 |
2560 |
5120 |
10240 |
As for "spell knowledge", see List of Inventions.
List of Inventions
System 6 damage metrics in effect. Translation:
- Light damage: 1d4 at level 1, +1d4 per spell level heightened.
- Medium damage: 1d8, same logic as above.
- Heavy damage: 1d12, same logic as above.
- Range: not sure.
Level 0
- Assault
- Steam Pistol: A one-handed firearm that uses a fire energist and a water reservoir to produce burst of steam sufficient to launch bullets. This mechanism can be reset much more quickly than a powder musket.
- 1d10 piercing, range 30/120, ammunition, light. Requires a fire energist.
- Defense
- Shield Gauntlet: A single gauntlet that uses an air energist to deflect attacks. You gain a +2 shield bonus to AC while wielding the gauntlet, and can expend 1 power cell as a reaction to gain resistance to damage until your next turn.
Level 1
- Assault
- Dragon's Maw: A hefty, two-handed barrel, typically wrapped in ornate metalwork to evoke a dragon's maw, packed with incendiary fuels, and set off by a power cell, producing a massive gout of flame that can produce a piercing jet or be swept across a wide arc. Choose:
- 15-ft cone, Dex half; 3d6 fire damage.
- 30-ft line (5-ft wide), Dex half; 3d10 fire damage.
- Defense
- Debilitation
- Web Launcher: Encounter, swift, long range, circle 6, 3 rds; subjects suffer 50% movement penalty while inside area. (Snare, +1 for area, -1 for cooldown)
- Mobility
- Rocket Boots: Clearly built by someone who doesn't understand lever arms and moment of inertia, these rockets fit any™ normal boots and allow for brief burst of intense speed...for those who have learned to master them. Bonus action; gain +90-ft of movement speed for 1 rd (+30 per level heightened).
- Utility
Level 2
- Assault
- Lightning Gun: A two-handed ranged weapon that creates a beam of lightning. Although the weapon has a short range, the lightning can jump to multiple targets if they are close enough.
- 2d8 lightning damage, range 15, chain 3/5-ft, recharge 3-6. Requires a lightning energist.
- Debilitation
- Transmogrification Ray: Recharge 33%, swift, medium range; subject is polymorphed into a useless animal. Fort ends, damage ends. (Seed: Transform)
- Defense
- Invisibility Belt: Encounter, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed. (Seed: Invisibility, no extras).
- Mirror Image Generator: Encounter, swift, 5 rds; you create 4 illusionary duplicates of yourself, which duplicate your motions, so as to confuse your enemies. The images have 1 hp each, and are immune to area effects. (Seed: Duplication, +2 for extra images, -1 for Reduce, -1 for non-independent images)
Level 3
Level 4
Level 5
Death Ray
Crafted Items
Rank 1
- Enhancement
- Sniper Scope: 1000 gp, 1 day. Attaches to firearm. As a single action, you can gain advantage and double range to your next ranged attack. Must concentrate to maintain.
- Utility
- Alarm-o-bot 5000: 2000 gp, 1 day. Bot can patrol a 60' radius, has low-light vision, perception equal to your level + Int, and is generally about as useful as the Alarm spell, but slightly larger in radius, and can only make physical alarms.
- P.K.E. Meter: 2000 gp, 1 day. Handheld device measures the strength of psychomagnotheric energies (and other metaphysical phenomena) about as well as Detect Magic.
- Universal Translator: 4000 gp, 2 days. Handheld device shows a written translation (in a single language chosen upon creation) of the loudest intelligible language it can overhear (hears as well as an ordinary human), and can be set to scan written text within a 30-ft cone and provide a similar translation. It is fluent in over 6 million forms of communication, though it does not grasp nuance, metaphor, or artistic intent, nor does it understand glyphs, imagery, or anything but cold transliteration. It can be particularly humorous to feed the output of one translator into another, and back again. (Refer to Comprehend Languages).
Templates
List:
Golem Lord
Nothing like a menagerie of golems to keep you company!
Golem Servitor
At level 2, you gain the service of a dedicated automaton known as a golem. It can transform to suit the task at hand. It has the following forms:
Form | Purpose | Abilities |
---|---|---|
Pack Mule |
Carrying gear |
Carry x4, no combat |
Defender |
Holding vigil, deflecting attacks |
Defense +x, movement -y |
Artillerist |
Ranged damage |
Ranged attacks +x, defense -y |
Gunslinger
Gunslingers gain +2 to attacks with firearms.
Energized Arms
At level 2, you may slot energists into your weapons (including Inventions), gaining bonuses as follows:
- Fire Energist: The weapon inflicts 1d6 bonus fire damage, plus same ongoing for 3 rounds (1 action ends).
- Frost Energist: The weapon inflict 1d6 bonus frost damage, plus -2 to movement and attacks (Con reduces by 1, stacks up to 3 times).
- etc...
You can also slot energists into armor:
- Earth Energist: Armor grants +2 AC.
The other guys use energists for golems, etc.