Artificer

. . | Hit Die ||d8 (8 HP at level 1, 5 each level thereafter) | | --- | | Proficiencies ||Finesse melee weapons, light armor, guns | | Saving Throws ||Dex, Int | | Skills ||At level 1, choose two from: TBD |

. .

Level Abilities Energists
1 #Inventions 3
2 #Template 4
3 - 5
4 Ability score improvement 5
5 - 6
6 #Template Advancement 6
7 - 7
8 Ability score improvement 7
9 - 8
10 #Template Advancement 8
11 - 9
12 Ability score improvement 9
13 - 10
14 #Template Advancement 10
15 - 11
16 Ability score improvement 11
17 - 12
18 #Template Advancement 12
19 - 13
20 Ability score improvement 13

Artificer

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Special Abilities

Inventions

Your powers are known as "Inventions".

| 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:

Level 0

;Assault:

;Defense:

Level 1

;Assault:

;Defense:

;Debilitation:

;Mobility:

;Utility:

Level 2

;Assault:

;Debilitation:

;Defense:

Level 3

Level 4

Level 5

Death Ray

Crafted Items

Rank 1

;Enhancement:

;Utility:

Templates

List:

Armor Jockey

Mecha-suit = extra slots = more infusions!

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:

You can also slot energists into armor:

The other guys use energists for golems, etc.