Artificer

Artificer is the name given to adventuring tinkerers, inventors and scientists who use their gadgets and technical know how to get by in the world. An Artificer carries with him a special weapon, a gun or energy weapon, that they constantly modify and customize. Artificers likewise carry a small host of tools which set comfortably in their hands which can be used as weapons in a pinch; some tools can make for especially gruesome weapons. Most Artificer wear medium or heavy armors which are often specially modified for the adventurer’s life.

Starting Feats:

Modular Armor: The armors manufactured by industrial societies are particularly dependable and versatile and may be worn in combat.

Guns: Character can wield a hand gun in combat without penalty.

Long Guns: Character can wield a rifle or shot gun in combat without penalty.

Energy Weapons: Character can wield an energy rifle in combat without penalty.

Tools: Character can wield any tool as a weapon in combat without penalty.


Engineering (Int+CR+1d10) Ranged Damage

Engineers are tinkerers and inventors, building small devices, reverse engineering strange technology, dismantling or disarming dangerous technology. When using engineering creatively the Artificer interacts with some man made technology, whether it be in the environment or an improvised device made and used on the spot.

Crafting:

Level Ranks of Mastery Creative Roll (CR) Ability
1 1 +1 Weapon Mods: Guns in the hands of an Artificer gain +1 to Hit, +2 for the Artificers Weapon.
2 1 +2 Armor Mods: Movement Speed in medium and heavy armors is increased 50%.
3 2 +2 Dismantle
4 1 +3 Rocket Pod: Every second round the Artificer gains an additional attack to fire a small rocket from his Artificers Weapon, dealing 1d4 damage on a successful hit. Half of this damage ignores shields.
5 1 +4 Armor Mods: Armor grants +1 increased protection.
6 2 +4 Bobble Grenade
7 1 +5 Weapon Mods: The Artificers Weapon gains an additional attack per round.
8 1 +6 Armor Mods: Armor grants +2 increased protection.
9 2 +6 Player Designed Ability
10 1 +7 Weapon Mods: Guns in the hands of an Artificer gain +2 to Hit, +4 for the Artificers Weapon.
11 1 +8 Armor Mods: Movement Speed in medium and heavy armors is increased 100%. Armor grants +3 increased protection.
12 2 +8 Rocket Propelled Grappling Hook
13 1 +9 Rocket Pod: The Rocket Pod may be used every round.
14 1 +10 Armor Mods: Medium and Heavy armors grant a Dexterity bonus of 1.
15 2 +10 Hologram Bullet
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Dismantle: While in melee range the Artificer may forgo all other action and dismantle an opponents weapon rendering it useless. Mechanical devices such as a gun or chainsaw can be recovered and reassembled after battle but simple weapons such as swords and bows are damaged beyond use and may require the attention of an expert to be repaired. Out of combat this ability can be used to disassemble locks, or sabotage currently unused weapons. Rolled against Tech Defense.

Bobble Grenade: Once per encounter but never more than three times per day the Artificer may forgo all other actions and operate a self propelled, remote control grenade. The grenade is loaded with a cartridge which allows it to propel ball bearings in a full 360 degree spray on the command of the Artificer. Everything within 15 yards of the grenade at the time of detonation is struck by a wall magnetically projected ball bearings, destroying fragile objects and damaging others. Living creatures take damage equal to the Ability Roll (Intelligence + Engineering Creative Roll Modifier + 1d10) minus an active Combat Defense roll plus 2d6. The bobble grenade moves at about the pace of a running humanoid but can accelerate in its second round of straight line movement to five times that, over smooth terrain or three times that over rough terrain. In addition to being able to control its directional motion remotely, the Artificer can cause the grenade to hop as high as 6 feet in the air.

Rocket Propelled Grappling Hook: Once per encounter the Artificer can forgo all other actions fire a high pressure rocket propelled grappling hook dragging a light weight super tensile cord suitable for supporting weights in excess of 1000 pounds. The Artificer may remotely activate drag pins to cause the hook’s trajectory to curl and catch. Shot straight up the pressure rocket will carry the hook and cord 100 yards, laterally the hook can travel 250 yards. Using the existing function of the device a savvy Artificer can entangle an upright humanoid with the cord. If rolled successfully against an active Combat Defense the target will be tightly bound arms and torso by the cord. Unsuccessfully rolled this attack is thwarted by some environmental condition or mismanaged rocket trajectory in any case the target takes 1d4-1 (0-3) damage from an out of control rocket propelled grappling hook.

Hologram Bullet: Three times per day the Artificer can load a round into his Artificers Weapon with a mounted holographic micro-projector causing that shot to deal triple damage. If the shot would miss the intended target, the characters Armor Computer can remotely confer with the projector to displace the hologram ‘clones’ in an attempt to hit the target. This means that a miss will always hit and if the miss was by a difference of 5 or fewer the miss will deal double damage. Critical strikes result in quadruple damage.


Computer Sciences (Cha+CR+1d10) Tank/Caster

An Artificer skilled in computer sciences can do things with a computer or synthetic intelligence, that, for most, are only possible in the movies. Since most buildings, clothing, armor and weapons have computers in them interacting on wireless networks the adventuring computer scientist is most dangerous in modern technological environments. This also means that the computer scientist can upgrade and optimize the computer systems of his own personal gear or stronghold. When rolled creatively the artificer is usually interacting with a computer or synthetic intelligence, this does not include Cerebelle.

Crafting:

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Shield Mods: +3 Shields, Requires shield battery.
2 1 +2 Holographic Targeting: The Artificer may forgo all other attacks in a round to line up a shot which will neither miss, nor crit.
3 2 +2 Diagnostic Scanner
4 1 +3 Shield Mods: +6 Shields, Requires shield battery.
5 1 +4 Weaponry: +2 Energy weapon damage, +1 to hit with tools.
6 2 +4 Hologram Armor
7 1 +5 Shield Mods: +9 Shields, Requires shield battery.
8 1 +6 Weaponry: +4 Energy weapon damage, +2 to hit with tools.
9 2 +6 Player Designed Ability
10 1 +7 Shield Mods: +2 Shield regeneration per round.
11 1 +8 Hologram Shield: The Artificer’s armor projects a holographic, hands-free pavis offering 2 static defense and a cover bonus of 2.
12 2 +8 Shield Pulse
13 1 +9 Shield Mods: +12 Shields, Requires shield battery.
14 1 +10 Weaponry: +6 Energy weapon damage, +4 to hit with tools.
15 2 +10 Synthetic Intelligence
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Diagnostic Scanner: The Artificer’s armor is equipped with a Diagnostic Scanner and on-board data analysis computer. This set up can give the character vital information about his surroundings and increases all sensory checks by 6 for the duration. Unfortunately this rig is so power hungry that in order to run it the Artificer must redirect power from both the targeting computer and the shield generator.

Hologram Armor: Once per encounter the artificer may raise an holographic armor screen adding 1d6+4 armor bonus to his Combat Defense. This effect lasts a number of rounds equal to half of the total roll. The emitters can be adjusted to project the hologram screen to include friendly targets within 5 yard radius but this use of the ability provides only 1d4 armor bonus to all within the area of effect.

Shield Pulse: Once per round, the Artificer may re-purpose his armor’s shield emitters to project a pulse with enough force to topple (and sometimes punt) a humanoid sized target, budge a large rock, or project playground balls with alarming velocity. This ability, when used against humanoids, is rolled against the target’s Active Combat Defense. A successful roll knocks the target back 3 yards per hp of shields, resulting 1d4 damage plus 1 damage for every 2 hp of shields and causing them to spend the next round finding their way to their feet (defense penalty of 5) or scramble to cover (defense penalty of 3); an unsuccessful roll knocks the target off balance, causing it to forgo any action for the next round except to defend itself. This ability requires the Artificer to have at least 2 hp in shields, these are expended if the roll is successful. Target(s) must be in melee range.

Synthetic Intelligence: Once per day the Artificer can unleash an Intelligent Program on his enemies. This Synthetic Intelligence can be asked to perform a special task in a target computer network such as “Disable enemy defense turrets.” or “Falsify sensor readings for then next ten minutes.” Or may be used in combat to damage a group of enemies’ combat computers when rolled against their Technical Defenses. A successful roll permanently disables the targets shields and causes their armor to falsely read zero on the ammo counter forcing a reload action before their current weapon may be fired again. An unsuccessful roll results only in the false ammo read.


Chemical Sciences (Int+CR+1d10) Caster/Ranged Damage

Adventuring chemists do chemistry, for adventure. Concocting solvents, adhesives, acids, chemical bombs, and rad-away, to name a few, are his means for solving the problems that arise in his travels. Creative use of these skills brings him into contact with chemicals, chemical apparatus, or allows the use of a chemical or controlled chemical reaction.

Crafting:

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Ablative Armor: Ablative Armor Bonus while wearing armor +2.
2 1 +2 Ammo Mods: Guns receive a bonus of 1 to hit.
3 2 +2 Ablative Solvent
4 1 +3 Flame Thrower: Once per encounter the Artificer may launch a 25 yard jet of flame from his Artificers Weapon’s chemical thrower dealing 1d6 damage. A crit deals normal damage but damages armor to a penalty of 2.
5 1 +4 Ammo Mods: Guns receive a bonus of 2 to hit.
6 2 +4 Contact Explosive
7 1 +5 Ablative Armor: Party mates gain an Ablative Armor Bonus of 2 while wearing armor.
8 1 +6 Ammo Mods: Guns receive a bonus of 3 to hit and 1 to damage. This damage is subject to ablative armor penalties.
9 2 +6 Player Designed Ability
10 1 +7 Frost Thrower: Once per encounter the Artificer may launch a 25 yard spray of super cooled subatomic particles from his Artificers Weapon’s chemical thrower dealing 3 damage. A crit deals normal damage but freezes the target brittle, causing physical damage taken to double for 2 rounds.
11 1 +8 Ammo Mods: Guns receive a bonus of 4 to hit and 2 to damage. This damage is subject to ablative armor penalties.
12 2 +8 Chemical Lubricant Spray
13 1 +9 Ablative Armor: Ablative Armor Bonus while wearing armor +4.
14 1 +10 Ammo Mods: Guns receive a bonus of 5 to hit and 3 to damage. This damage is subject to ablative armor penalties.
15 2 +10 Combat Stimulant
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Ablative Solvent: Three times per day but never more than once per encounter the Artificer may spray an armor-dissolving solvent from his Artificer’s Weapon, foregoing all other non-movement action that round. Successfully rolled against the target’s Combat Defense modified to ignore armor, this solvent reduces the target’s armor contribution to Combat Defense by 50% or 2, whichever is higher and completely removes any protection bonus the armor offered to directed energy attacks. An unsuccessful roll reduces the target’s armor contribution to Combat Defense by 1. This attack is a slow moving vapor which cannot be blocked by most types of shielding. This attack only dissolves the Ablative Armors found on infantry, vehicles and military equipment, it is useless against natural armors such as bone, bark, shell, chitin, etc.

Contact Explosive: Thrice daily the Artificer may activate and throw an unstable solid, foregoing all other combat actions that round. A successful roll against the targets Combat Defense results in 3d4 damage to the target and half that to everything within a 10 yard radius. A failed roll results in 4 damage to the target. Remember when calculating damage that half of explosive damage ignores shields. This ability may be used out of combat but the explosion generated by the explosive is generally too weak for metal or stone demolition work. The solid is extremely unstable and prone to explosion from only a relatively small amount of friction care must be used when rigging mines or traps with a contact explosive. When it’s not being used the explosive comes in two small mundane blocks and only becomes volatile seconds before use when the blocks are combined.

Chemical Lubricant Spray: Three times per day but never more than once per encounter the Artificer may spray a super-lubricant from his Artificer’s Weapon, foregoing all other non-movement action that round. 9 Square yards of surface may be coated in lubricant, rendering it frictionless. Targets whose Combat Defense is not high enough will slip rendering themselves prone for 1d3 rounds targets with high enough Combat Defense will manage to catch themselves before slipping and may attempt to find a way around the affected area at half speed. Lubricant is nonflammable and after 1 hour becomes unstable and fast-evaporates.

Combat Stimulant: The Artificer may inject himself with a stimulant, increasing visual acuity, focus and speed for a short time. This stimulant grants bonuses of +2 to Defenses, +2 to hit and sensory checks and allows two additional actions per round for three rounds. Use of this ability more than once per day may result in any number of harmful side effects as determined by the GM.

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Artificer

Exile Violus