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Artificer

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Summary

Creators of everything from Golems to Auto-Firing-Steam-Powered Cross Bows, Artificers pride themselves on the quality of their work. Whether it is a mechanical bird built as a means of spying for the government or a toy for a stranger’s child, both will be treated with the up most care and both can be assured of high-quality craftsmanship. In order to become an Artificer, two actions must be performed. The first is finding a teacher who would be willing to pass on the craft and the second is creating your own portable forge. Forge crafting is an art all on its own and one that Artificers take as seriously as their own craft, for without a forge an Artificer cannot create, an artist without a brush.

Role

Artificers are capable with sword, shield, gun, armor, and just about anything else they can create with their hands. Usually found near the back supporting other players with weapon enhancements and using constructs to do their bidding, Artificers use their Intelligence to help strategize a battle before going in them self.


Leveling

HD: d8


Alignment: Any Non-Chaotic


Skill Points per Level: 4+Int Modifier


Artificer Skills: Appraise, Alter Device, Bluff, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Engineering), Knowledge (History), Linguistics, Perception, Profession, Spellcraft, Use magic Device

Level

Base Attack Bonus

Saving Throws

Special

1

+0

F:+1 R:+1 W:+1

Summon Forge, Path of Artifice, Blueprint

2

+1

F:+2 R:+1 W:+1

3

+2

F:+3 R:+1 W:+2

Blueprint

4

+3

F:+3 R:+2 W:+2

Forge Walk, Forge Limit: 2,

5

+4

F:+4 R:+2 W:+3

Blueprint Alteration, Blueprint

6

+5

F:+4 R:+3 W:+3

7

+5

F:+5 R:+3 W:+4

Blueprint

8

+6/+1

F:+6 R:+4 W:+4

Crafted Digits, Forge Limit: 3

9

+6/+1

F:+6 R:+4 W:+5

Blueprint

10

+7/+2

F:+7 R:+4 W:+5

Blueprint Alteration

11

+7/+2

F:+8 R:+5 W:+6

Blueprint

12

+8/+3

F:+9 R:+5 W:+6

Forge Limit: 4

13

+8/+3

F:+9 R:+6 W:+7

Blueprint

14

+9/+4

F:+10 R:+6 W:+7

15

+9/+4

F:+10 R:+6 W:+8

Blueprint, Blueprint Alteration

16

+10/+5

F:+11 R:+7 W:+8

Forge Limit: 5

17

+11/+6/+1

F:+11 R:+7 W:+9

Blueprint

18

+11/+6/+1

F:+12 R:+7 W:+9

19

+12/+7/+2

F:+13 R:+8 W:+10

Blueprint

20

+12/+7/+2

F:+13 R:+8 W:+10

Forge Limit: 6, Blueprint Alteration, Craft Reality



Special

Weapon and Armor Proficiency: An Artificer’s weapon proficiency is based off of the Path of Artifice that an Artificer chooses. An Artificer who chooses the Melee path is proficient with all Simple Melee Weapons, in addition to any weapon they can craft. An Artificer who chooses the Ranged path is proficient with the following: Long Bow, Cross Bow, Short Bow, Percussion Pistol (.22), Percussion Rifle (.357), and Derringer (.45) in addition to any weapon they can craft. An Artificer who chooses the Construct path is proficient with the following: Long Bow, Cross Bow, Quarter Staff, Dagger, and Short Sword. An Artificer is proficient with all Light and Medium Armor.


Summon Forge (Sp): At level 1 the Artificer gains the ability to summon a small work place in front of him. The Artificer cannot summon a forge unless a clear 6 x 3 foot space is in front of them, it is in contact with the ground when summoned, and neither the forge nor the Artificer may be under water. The forge may be summoned or unsummoned at any point in a 24 hour period, however 24 hours must pass before the forge may be summoned again. When a forge is summoned, the previous forge is automatically unsummoned. At level 4, the Artificer gains the ability to place multiple forges without unsummoning the previous forge (to a limit) or to summon all forges to a single location, allowing larger items to be constructed.


Forge Walk (Su): Starting at 4th level, the Artificer gains the ability to transport once per day between his forges and he may carry with him 1 additional creature for every 3 Artificer levels he has. The preparation to do so takes 1 Minute, plus 30 second for each additional creature. The Will save to negate transport is 10 + ½ Artificer level + the number of forges the Artificer may place.


Blueprints (Ex): Every other level, an Artificer may choose to study one subject from his selected path for 1 Hour to learn how to craft it. The subject cannot exceed his CR, or else the Blueprint is wasted. This Blueprint may be recovered by studying a new subject for 8 hours. For specifications on weapons, see Table: Weapon and Item CR. Any Blueprint may be modified when the criteria is met after 24 Hours are spent re-designing the Blueprints and existing items may not be modified using these Blueprints (a new item with these properties must be made). Blueprints may not be modified to have more than 1 alteration made to them.

Table: Weapons and Items CR

Weapon Type

CR: Masterwork

Keen

Increased Range

Place for different metals

Place for different metals

Place for different metals

Simple

1

3

3

Ranged

1

3

3

Martial

2

4

4

Exotic

3

5

5

Place for Guns

Place for Engines

Place for Misc. Things




Blueprint Alteration (Ex): Every 5th level, an Artificer may alter their Blueprints with a specific trait that aligns with their chosen path. This requires 8 hours of study to alter a Blueprint and requirements for certain alterations must be met before an alteration may be selected. Blueprint Alterations may be found below:

Blueprint Alterations:

· Universal

o Burning

o Freezing

o Shocking

· Melee

o Vibrating

o Piercing

· Ranged

o Explosive

o Piercing

· Construct

o Flight

o Greater Claws

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