Artificer

| Attribute | Value |
|---|---|
| Hit Die | d8 |
| HP/level | 5 |
| Weapon Prof. | Guns, bows, finesse melee weapons, others TBD |
| Armor Prof. | Light, medium |
| Saving Throws | Dex, Int |
| Level | Special Ability |
|---|---|
| 1 |
- 1 Invention per odd level
- 1 Upgrade per even level
- Infusion max = some sort of formula
Upgrades
Upgrades are enhancements made to your held/worn objects.
Rank 1
Defense
- Armor Plating: Add +prof bonus to AC to a piece of armor.
Enhancement
- Embiggen: Gain +size, along with +4 bonus to Str, -2 to Dex, etc.
Mobility
- Leapin' Loafers: Gain a Jump movement type equal to walking speed. Also nullifies falling damage.
Rank 2
Defense
- Ablative Armor: Gain 1 charge of Ablative 10% per prof bonus.
Rank 3
Inventions
Weapons / Handheld
- Dragonfire Gauntlet: a rocket-powered fist that shoots fire
- Freeze Ray: Mei.
- Shield Projector: bracer projects force shields, walls of force, bursts of force that push enemies, etc
- Lightning Gun
Armor
- Power Armor: heavy armor that neutralizes its Strength requirement through servos etc, enhances natural attacks
Eyes
- Etheric Goggles: see the unseen, x-ray vision, etc
Back
Rank 2
- Jetpack: Gain levitation movement speed equal to walking speed.
Rank 3
- Jetpack, mk2: Proper Rocketeer jetpack.
Misc
- Chronometer: watch that lets you modify the flow of time
Golems
- Rank 1
- Homonculus
- Iron Defender
- Warforged
- Rank 2
- Wood Golem
- Shield Guardian
- Clay Golem
- Rank 3
- Nimblewright
- Stone Golem
- Warforged Titan
- Rank 4
- Mithral Golem
- Silver Golem
- Rank 5
- Adamantine Golem
- Gold Golem
Inventions
Dragonfire Gauntlet
- Flame Jets: Recharge 33%, std, cone 5; medium fire damage. (Overload: cone 10, heavy fire damage)
- Rocket Punch: Recharge 33%, std; you fly up to 10 squares, then (optionally) deliver a punch for heavy bludgeoning fire damage. (Overload: also cause push 10, and another heavy bludgeoning fire damage burst 2 on impact)
- Fireball: Recharge 33%, std, ranged, burst 3; medium fire damage. (Overload: burst 6, heavy fire damage)
Upgrades
- Ignition: all fire damage done by the gauntlet also causes half the damage on turn start (Dex ends).
- Wall of Fire (rank 2)
Shield Projector
- Force Shield: at-will, swift; you activate a shield of force, allowing you to block for medium damage as long as you wield it.
- Shield Wall: at-will, swift; you create a shield wall, extending one square to your left and right, and rising to 10 feet high. All hostile attacks crossing the shield affect the shield first. It has Hit Points equal to a maximum heavy damage roll. Once out of HP, it is no longer useful. It regenerates fully with a short rest.
- Shield Bubble: recharge 33%, swift, ranged; target gains Absorb 100% (limit: heavy damage).
Overload
As a reaction, you can cause a close burst 3, pushing enemies outside of the radius, then erecting a dome-shaped shield in a 3 square radius, which absorbs all damage to a limit equal to 200% of a heavy damage roll, and blocks all movement and line of effect until taken down.
Upgrades
- Regenerating Shield: your shield's max HP increase by 100%. It regenerates 25% of its maximum on your turn start, assuming it hasn't been reduced to 0. Otherwise, it must spend an entire turn regenerating to 1 HP, then it can regenerate normally.
- Force Capacitor: all damage you absorb with your force shields can be tallied. Any time you make a physical attack, you can add the tallied amount to your damage as force damage, depleting it. Tallied damage is lost at the end of the encounter if not used.
Portal Gun
Shoots two portals, which stick to walls, floors, and ceilings. Anything entering one is teleported to the other, with its momentum intact.
Freeze Ray
- dps + slow
- frost block
- ice wall
Orb Launcher
- launch flame orbs, frost orbs, and lightning orbs
- overdrive: chromatic orb
Neuralyzer
- can put people to sleep
- can stun/confuse
- at higher level, can modify memory
Farhand
- telekinesis (gravity gun from Half Life)
Gravity Manipulator
- create zones of lesser or greater gravity, or even anti-gravity
De-resolution Beam
- Disintegrate
Aetheric Engine
- ethereal jaunt
- banishment
- ghost touch
Aquakinetic Gauntlet
- telekinetically control water
- can dehydrate enemies
- has water storage if there's no water around
Missile Launcher
- launch 2+1/rank seeking missiles that do light explosive damage
- other stuff?
Plasma Sword
it's a lightsaber
Power Armor
- Increase Strength by (prof bonus times 2)
- Slam attack: heavy damage, Str-based
- AC of 10 + (prof * 2)
- No Str requirement
- Gain Absorb 50% (all), limit equals your max HP. When expended, the armor stops working.
Upgrades
Lots of em.
Quantum Imbalancer
Modifies the fundamental properties of the universe, allowing for probability control. (Luck rolls, etc)
Dev Notes
Instead of mana, each Invention will have an Overdrive ability, which has a chance to disable the device until repaired, cause a blowback or malfunction, or, at minimum, render it useless (or in a low power state) until it can recharge.