Artificer
Is sufficiently advanced technology - sufficiently advanced progress - indistinguishable from magic? This and more are the preeminent questions to be answered by an Artificer in the Realms of Terror. Across the demiplane there are those whose intellects persist in cajoling them to pursue not higher dimensions of thought, but perfect understanding of Nature through the lens of Art. Physicians, natural philosophers, academics and alienists all may find refuge in artifice in domains where the study of miracles (and magic) is misunderstood, feared, or altogether forbidden as artifice, so they say, is Reason where miracles and magic seek to distort it, and what sublime Reason it is where applied to their endless, boundless chase of the Great Work.
Only fools portend that artifice is safe, however. Countries boasting no laws to address the worst outcomes of their craft haven't experienced those outcomes yet. Black powder, golems, debilitating narcotics and poisons all may owe their creation to the inspirations of any wayward Artificer beyond the Misty Border.
Artificers as Adventurers
An Artificer leaves the workshop for manifold reasons. Materials, funds, knowledge - those that do manage to survive on inspiration alone almost certainly serve another master in the Realms of Terror. Their discoveries demand field testing and exposure to new parameters, for which travel among a group is most suited.
Ideology and Alignment
Artificers, contrary to surface optics, are often as faithful to ideas as would a Cleric to their dogmas. Yet their altar is not enshrined with prayer, but progress and the pursuit of thereof. Those who find themselves pulled to be ethically lawful do so because they are uncovering the unspoken laws of the world through their craft, where those who are ethically chaotic are more open to being held aloft by dramatic, almost religious inspiration. For most, the Great Work replaces in their heart where connection to divinities would, some believing that by achieving their magnum opus, they will find apotheosis. Others yet disclaim all affinity for the divine, suggesting that only through their designs will they ever have understanding.
Artificers in Cordova are expected to create equivalence between their Great Work and the infinite facets of Law Himself. As such those who are recognized by the Church of Law are more likely to be devout, though the Council's continued rulings disambiguating the rights and application of Artificers within the Empire suggests that this trust is far from absolute.
Origins
Artificers are by nature geniuses - some would claim the only geniuses in the Realms of Terror that matter. They are often taught through apprenticeship to lodges or individual masters, though others will come upon the spark of innovation on their own. In especially learned societies such as Dementlieu, Cordova, Lamordia or the nation formerly known as Darkon they are cosmopolitan and held generally in fine esteem. Conversely in less developed countries such as Barovia or Falknovia Artificers are treated with measured distrust by domain authorities, though rarely ever reaching into the bounds of illegality like their arcane "peers". In such regions often they will presume a more appropriate lay profession such as doctoring or simple scholarship, keeping their more spectacular achievements outside public knowledge. Those that do embed into society may find themselves seen as too valuable, or dangerous, to be left to their own devices.
Races
Humans are the most common kind of Artificer and are well-suited, owing to an adaptable nature and lifespan which encourages the drumbeat of progress. Dwarves are also well-suited, having perspectives which naturally lend to the Art. Sylvan Artificers are rare and those who do exist consider their work to be a form of self-expression not unlike an artist. Halflings have an innate curiosity which may appeal to artifice, should they practice requisite discipline. Half-elves who take after their human parent inherit much of their ease for the craft therein. Caliban are an unique case, as many cultures may themselves allege they are created by the sort of freak, mad science that becomes of malevolent artifice. Those who do find the passion and the means are just as culpable to the task as any other, however.
Other Perspectives
Artificers occupy a niche of their own that is not unnoticed by prospective parties. As companions, they may be considered trustworthy and respectfully given the boons which an Artificer may bring - others are not so laissez-faire, and treat their many benefits with an air of fearful nonunderstanding. Students and bodies of the arcane such as Wizards or Sorcerers and shepherds of the divine may find scattered pieces to commiserate with the Artificer on, whether similarities of formulae to spellcraft or miracle-making and veneration of the Great Work, yet never so wholly nor as succinctly as true, mutual understanding.
Stark, then, is the divide between the Artificer and followers of the very Nature that their Art seeks to reproduce. Druids and Hunters who are aligned with ancient practices may believe any Artificer to be a walking, talking representative for the consumptive forces of "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
: 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
: 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
: 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
: 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
: 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
: 3/4Hit 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.
Level | BAB | Fort | Ref | Will | Special | Formulae per Rest
|
---|---|---|---|---|---|---|
1st | +0
|
+0
|
+0
|
+2
|
Scribe equation, general feat | ∞ - - - - - - -
|
2nd | +1
|
+0
|
+0
|
+3
|
Discovery | ∞ 0 - - - - - -
|
3rd | +2
|
+1
|
+1
|
+3
|
Alchemic aptitude, stabilize tincture, general feat, bonus alchemist feat | ∞ 1 - - - - - -
|
4th | +3
|
+1
|
+1
|
+4
|
Discovery, ASI | ∞ 2 1 - - - - -
|
5th | +3
|
+1
|
+1
|
+4
|
Bonus general feat | ∞ 3 1 - - - - -
|
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 1 - - - -
|
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 4 2 1 - - -
|
10th | +7/+2
|
+3
|
+3
|
+7
|
Discovery, bonus general feat | ∞ 4 4 2 1 1 - -
|
11th | +8/+3
|
+3
|
+3
|
+7
|
Trapfinder | ∞ 4 4 3 1 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, stabilize tincture +4, general feat, bonus alchemist feat, ASI | ∞ 4 4 3 2 1 1 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate seal/sigil +2 | ∞ 4 4 4 2 1 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone alchemist feat | ∞ 4 4 4 3 2 1 1
|
Archetype Features
Alchemic aptitude
: The Alchemist enjoys +2 effective crafting level
for the Alchemy crafting profession.
Stabilize tincture
: 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, 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.
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 | ∞ 3 1 1 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate seal/sigil | ∞ 3 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 3 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 1 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, sublime infusion, general feat, bonus architect feat, ASI | ∞ 3 3 3 1 1 1 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate seal/sigil +2 | ∞ 3 3 3 2 1 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone vitaler feat | ∞ 3 3 3 2 2 1 1
|
Archetype Features
Construct golem
: 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
: 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
: 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
: 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
: 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 a Vitaler may execute, how many formulae they may execute per rest, and how difficult those formula are to resist.
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 | ∞ 2 - - - - - -
|
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 | ∞ 3 1 1 - - - -
|
7th | +5
|
+2
|
+2
|
+5
|
Consecrate seal/sigil | ∞ 3 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 3 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 1 1 - -
|
12th | +9/+4
|
+4
|
+4
|
+8
|
Discovery, sublime mutagen, general feat, bonus vitaler feat, ASI | ∞ 3 3 3 1 1 1 -
|
13th | +9/+4
|
+4
|
+4
|
+8
|
Consecrate seal/sigil +2 | ∞ 3 3 3 2 1 1 -
|
14th | +10/+5
|
+4
|
+4
|
+9
|
Discovery, capstone vitaler feat | ∞ 3 3 3 2 2 1 1
|
Archetype Features
Vitalize homunculi
: 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
: 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
: 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
: The Vitaler perfects their mutagenic serum now increasing or decreasing the target's AB by 3, total HP by 24, and Str by 4
.