flight-journal/6e/book/classes/artificier.gmi

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2020-08-15 14:19:46 +00:00
# Artificier
The Artificier is a class defined by their ability to fashion genius creations out of other things. These genius creations are highly breakable (depending on the materials) and there is a limit to how many times the forge engine can be used in a limited amount of time.
## Basic Rules
At character creation, count the number of empty inventory slots you have and roll that many four-sided dice. Multiply the result by five. This gets you your starting gold.
As an Artificier, you can spend an hour to create a mundane non-consumable object.
After your fourth and eighth advancements, gold to create genius creations increases by 10.
When you're in town, you can spend 25gp to auction off your active genius creations, clearing out your creation bubbles.
Your basic attacks do d6 damage.
### Forge Engine
The Artificier carries a handheld forge engine with them (it does not take up an inventory slot) that can be used to make various genius creations. This forge engine takes gold and materials, then creates something using it. The materials fed into the forge engine influence the effect of the creations. The following table will help the Dungeon Master balance the creations:
```
| Material | Strength |
|:--------------|:---------|
| Foraged Wood | 2 |
| Wood | 3 |
| Foraged Metal | 4 |
| Metal | 5 |
```
The Strength of a given material influences how many failed (or partially failed) rolls the creation can survive before it will break (this should be taken as a soft guideline for the Dungeon Master, not a hard one). Genius creations will also only be active for twice as many turns as the strength shows. The more gold something costs, the more materials it will require (the Dungeon Master can help decide if there are enough materials to craft something).
Crafting with the forge engine requires being clever, so rolls for crafting things are rolls for cleverness. When you attempt to create a genius creation, spend the stated gold and roll for cleverness. On a 7-9, choose one of the following effects. On a 6-, choose neither:
* Your creation is successful
* There isn't an energy discharge that stalls the device for one turn
The Artificier can also pre-create genius creations in a tavern or other safe space and store them in their inventory, provided they have room and materials for them.
### Genius Creations
This list is not complete and will be added to as facts and circumstances emerge.
* **Alchemical Elixir** - 10 gp, 1 weight. With an empty flask in your possession, you create one of the following elixirs: Healing - Heal 2d4+INT HP, Resilient - Gain +1 Armor, Brave - +1d4 to attack rolls for a short time, Flight - Drinker gains flight for a short time
* **Arcane Ballista Cannon** - 25 gp, 3 weight. You create a small magical bipedal cannon. It shares your initiative count, but acts after you do. It has +2 Armor and HP equal to four times your level. It attacks for 1d6 damage. This uses a creation bubble when deployed.
* **Arcane Protector Cannon** - 4 weight, 30 gp. You create a small magical bipedal cannon that emits a burst of positive energy which heals 1d6 nearby allies for 1d6+LEA. It shares your initiative count, but acts after you do. It has +1 Armor and HP equal to four times your level. This uses a creation bubble when deployed.
* **Enhance Weapon** - 15 gp. Imbue a weapon of your choice with magical energy, providing +1 to attack and damage rolls.
* **Enhance Defense** - 15 gp. Imbue a shield or armor of your choice with magical energy, providing a +1 armor bonus.
* **Enhance Focus** - 20 gp. Boost an allys aura granting +1 to spells.
### Advancements
This is just a list of suggestions, make your own if you feel these aren't good enough.
- **Genius** - Gain +1 Clever.
- **Robust** - Gain +1 Tough.
- **Shifty** - Gain +1 Quick.
- **Worldly** - Take an advancement from another class (pick a cool one, not an attribute bonus).
- **Artillery** - Increase the damage die for your Arcane Ballista Cannon.
- **Improved** - Affect +1 to max Genius Creations.
- **Inspired** - You can attack twice per turn, rather than once.
- **Arcane Inspiration** - Your Arcane Ballista Cannon can attack twice per turn.
- **Arcane Efficency** - Contribute double the GP cost towards a Creation to add +1 to all its effects (available after 5 advances).
- **Flash of Genius** - Attach the forge engine to your armor or weapon for a permanent +1 buff and damage die increase (available after 5 advancements).