Artificer

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> Artificer Class
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> Art by @dananddice
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> Game mechanics
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> ### Strt. age
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> 12 + 4d4 years (optional)
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> ### Core attb.
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> Intellect
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> ### Base health
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> [10] + 1/2 physique MDV
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> ### Base vigor
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> [13] + 1/2 will MDV
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> ### Base slots
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> 2
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> ### Max. slots
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> 6
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> ### Trnd. skills (Choose 3)
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> Aethereal knowledge, crafting, investigation, mechanics or vehicle handling
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> ### Proficn.
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> Light melee weapons, all ranged and support weapons. Light armors. Mechanic's toolset. Light vehicles.
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> Starting equipment
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> ### Strt. wealth
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> -
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> Beyond 1st level
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> ### Health incr.
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> [2] per even level
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> ### Vigor incr.
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> [3] per even level
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> ### Slot incr.
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> 1 slot per odd level
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> "Lorem ipsum dolor sit amet, consectetur adipiscing elit. Mauris non commodo nibh, ac vestibulum dolor. Nam neque urna, rhoncus in lorem at, vehicula hendrerit urna."
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## Endless invention

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You may want to play artificer if you:

* Prefer to use wits over brawn.
* Enjoy finding the logical solution to any and all challenges.
* Would love to build and use outlandish mechanical contraptions.

### Artificers in Arveir

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### Power runes & runecarving

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### Artificer blueprints

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## Artificer class talents

A character that belongs to the artificer class can take talents from the following list:

* **Booster pack (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the booster pack artifact as a passive talent. You can build such artifact by spending an amount of gold equal to 80% of its listed cost in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Clockwork assistant (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the clockwork assistant construct as a passive talent. You can build such construct by spending 50gp in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Clockwork explorer (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the clockwork explorer construct as a passive talent. You can build such construct by spending 25gp in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Clockwork marauder (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the clockwork marauder construct as a passive talent. You can said such construct by spending 75gp in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Clockwork messenger (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the clockwork messenger construct as a passive talent. You can build such construct by spending 15gp in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Flash of genius (6pts).** You can choose to employ flash of genius as a reaction whenever you make an attribute check that uses intellect or wisdom as its attribute die for the check. If you do, you automatically succeed on said check without rolling any dice.
* **Omnilauncher (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the omnilauncher artifact as a passive talent. You can build such artifact by spending an amount of gold equal to 80% of its listed cost in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Outwit danger (6pts).** You can choose to outwit danger as a reaction whenever you are forced to make a saving throw that uses dexterity as its attribute die for the check. If you do, you can use intellect instead of dexterity as attribute die for that check.
* **Power gauntlets (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the power gauntlets artifact as a passive talent. You can build such artifact by spending an amount of gold equal to 80% of its listed cost in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Rebreather (N/A).** Artificer blueprint. You posses the knowledge necessary to construct the power gauntlets artifact as a passive talent. You can build such artifact by spending an amount of gold equal to 80% of its listed cost in mechanical components and devoting an amount of downtime (at the scribe's discretion) to put it all together.
* **Rune of access (6pts).** Power rune. You can choose to inscribe a rune of access as a conscious action during your turn, etching the rune over a medium or smaller non-magical object within immediate range (5ft/1.5m) from where you stand that you are able to touch, and that is capable of opening or closing itself (such as drawers, chests, doors, windows, etc). If you do, and the object is locked by a non-magical mechanism when inscribing the rune, it opens instantly as if you had used a key on it; If it is unlocked, on the other hand, the target becomes magically locked and cannot be opened for the duration. You can set a password that can be used to temporarily suppress the effects of the rune for the next 60 seconds. This rune remains active unless you choose to inscribe a different rune of access elsewhere, the object is destroyed, the password is spoken, or the rune is dispelled by magical means.
* **Rune of anchoring (6pts).** Power rune. You can choose to inscribe a rune of anchoring as a conscious action during your turn, etching this rune over a point in a surface within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, the surface becomes a trap for the duration, any creature other than you that enters, or starts its turn inside a space within immediate range (5ft/1.5m) from where the rune stands activates its effects. If it does, all creatures within short range (10ft/3m) from where the rune stands (including you) are forced to make a saving throw using physique as its attribute die for the check. On a failed save, the target receives the restrained condition for the next 60 seconds or until it succeeds on a saving throw using physique as its attribute die for the check at the end of its turn. This rune remains active until triggered, you choose to inscribe a different rune of anchoring elsewhere, the surface is destroyed, or the rune is dispelled by magical means.
* **Rune of alarm (4pts).** Power rune. You can choose to inscribe a rune of alarm as a conscious action during your turn, etching the rune over a point in a surface within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, the surface becomes a trap for the duration, any creature other than you that enters, or starts its turn inside a space within immediate range (5ft/1.5m) from where the rune stands activates its effects. If it does, the alarm is triggered and you (And only you) hear a chime inside your head that reveals the presence of intruders. The chime is loud enough to awaken you if you are sleeping under natural circumstances, and you are able to hear it even if you are inside an area of silence. This rune remains active until triggered, you choose to inscribe a different rune of alarm elsewhere, the surface is destroyed, or the rune is dispelled by magical means.
* **Rune of blasting (6pts).** Rune of Blasting (6pts). Power rune. You can choose to inscribe a rune of Blasting as a conscious action during your turn, etching the rune over a point in a surface within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, the surface becomes a trap for the duration, any creature other than you that enters, or starts its turn inside a space within immediate range (5ft/1.5m) from where the rune stands activates its effects. If it does, all creatures within short range (10ft/3m) from where the rune stands (including you) are forced to make a saving throw using dexterity as its attribute die for the check. On a failed save, the target receives an amount equal to [1] + 1/2 your will MVD + 1/2 your level aetherial damage. This rune remains active until triggered, you choose to inscribe a different rune of blasting elsewhere, the surface is destroyed, or the rune is dispelled by magical means.
* **Rune of capacitance (6pts).** Power rune. You can choose to inscribe a rune of capacitance as a conscious action during your turn, etching the rune over an idle rune-powered artifact or construct within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, the target becomes active for the duration. Constructs powered in this way become creatures of a level equal to 1/2 yours that possesses their own initiative, and follow your mental commands (no action required) to the best of their abilities. This rune remains active unless you choose to inscribe a different rune of capacitance elsewhere, the active artifact or construct is destroyed, or the rune is dispelled by magical means.
* **Rune of decoding (2pts).** Power rune. You can choose to inscribe a rune of decoding as a conscious action during your turn, etching the rune over a point in a surface within immediate range (5ft/1.5m) from where you stand that you are able to touch, and that has written text on itself (such as books, engraved surfaces or painted signs). If you do, you are capable of inferring the meaning of said text (up to 250 words) even if you don't have proficiency with the language in which it is written. The rune disappears immediately afterwards.
* **Rune of enhancing (6pts+).** Power rune. You can choose to inscribe a rune of enhancing as a conscious action during your turn, etching the rune over a weapon, an armor or a shield within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, the item gains a +1 enhancement bonus for the duration. Additionally, for every 2 points you choose to increase the total cost of this talent, the bonus goes up by 1 (Up to a +3). This rune remains active for the next 60 seconds unless you choose to inscribe a different rune of enhancing elsewhere, the object is destroyed, or the rune is dispelled by magical means.
* **Rune of finding (2pts).** Power rune. You can choose to inscribe a rune of finding as a conscious action during your turn, etching the rune over an object within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, you are able to discern the direction and approximate distance to the nearest instance of a creature, object, or place you can name that is somehow related to (at the scrive's discretion), or has been in contact with the target as long as it exists on the same plane of existence and isn't obscured by any width of lead, 1ft (30cm) of stone or 5ft (1.5m) of soil. The rune disappears immediately afterwards.
* **Rune of hampering (6pts).** Power rune. You can choose to inscribe a rune of hampering as a conscious action during your turn, etching this rune over a rune-powered construct within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, the target is then forced to make a saving throw using intellect as its attribute die for the check. On a failed save, the target receives the stunned condition until the end of its next turn. On the event of a fumbled roll on the saving throw, the target looses its power altogether and is deactivated. The rune disappears immediately afterwards.
* **Rune of revealing (4pts).** Power rune. You can choose to inscribe a rune of revealing as a conscious action during your turn, etching the rune over a point in a surface within immediate range (5ft/1.5m) from where you stand and that you are able to touch. If you do, you are capable of sensing the presence of hidden compartments and/or traps (If any) within an area of short range (10ft/3m) centered on the rune. The rune disappears immediately afterwards.
* **Rune of protection (4pts).** Power rune. You can choose to inscribe a rune of protection as a swift action during your turn, etching the rune over a worn item that you are carrying and that you are able to touch. If you do, you gain the benefits of taking a brace action until the start of your next turn. The rune disappears immediately afterwards.

## Artificer prestige classes

Starting al level 6, a character belonging to the artificer class can obtain a prestige class from the following list by spending 3XP, as long as they meet the prestige class' prerequisites. Gaining a prestige class grants access to an expanded list of class talents as well as an exclusive prestige perk. Any player character may only have one prestige class, so choose wisely.

## Class features

### Prge. perk

Haphazard maintenance. You are able to perform any attribute check that would normally require the use of a specific set of tools even if you don't have access to them, you make the check with a -4 penalty as long as you use another item that could serve as an improvised tool for the same purpose.

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* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.

## Prerequisites

### Spcl. skills

Aethereal knoledge, crafting, and sleight of hand

## Class features

### Prge. perk

Versatile runecarving. You are capable of swapping the effects of one of your active runes with those of another rune you know by spending a full-turn action to do so as long as the new rune's VP cost is the same as the previous or lower.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Mauris non commodo nibh, ac vestibulum dolor. Nam neque urna, rhoncus in lorem at, vehicula hendrerit urna. Nulla facilisi. Donec enim felis, egestas consequat ligula quis, facilisis dictum lectus. Phasellus enim tortor, rhoncus quis quam eget, consectetur elementum turpis. Donec vehicula justo scelerisque neque pharetra varius. Aliquam eu ante nisi. Praesent augue elit, dictum ac auctor ullamcorper, blandit iaculis justo. Mauris viverra euismod vestibulum.

* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.

## Prerequisites

### Spcl. skills

Aethereal knowledge, crafting, and insight

## Class features

### Prge. perk

Reverse engineering. You are able to discern the recipe for crafting any magical or non-magical item, as long as you expend an appropriate amount of time (at the scribe's discretion) examining it.

Maecenas nibh ex, ultrices elementum urna et, rhoncus commodo velit. Phasellus vulputate, arcu ac bibendum condimentum, felis velit hendrerit dui, sit amet sagittis turpis nisi vel mauris. Ut eleifend felis tortor. Vivamus quis sapien at eros placerat rutrum eu at dolor. Mauris scelerisque et arcu non sodales. Nam pulvinar placerat blandit. Vivamus blandit pellentesque sapien, sit amet fringilla tortor faucibus eget. Sed euismod porttitor erat, eu venenatis lorem vulputate eu. Sed hendrerit vulputate neque. Nunc leo mauris, pellentesque ac pellentesque ut, laoreet nec ligula. Phasellus id nulla pulvinar, elementum mi sit amet, rhoncus eros. Proin laoreet ligula vitae fermentum vulputate. Proin consectetur ipsum et ipsum finibus dapibus. Ut aliquam eleifend dolor ac pulvinar. Sed condimentum vel lorem sed venenatis. Donec tempus nisl mauris, eu aliquet libero fermentum id.

* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.
* **Talent name (cost).** Is spell?. Talent description. Requires concentration?.