ARTIFICER
(art by Angelique Shelley and Igor Kieryluk)
HIT DICE: D6
ATTACK BONUS: +1
Artificers get +1 to Fortitude saves.
Artificers can use all simple weapons and firearms.
Artificers can wear leather armor.
Artificers can recognize magical devices on sight. They can dismantle or reconfigure magical items given tools and time (and a roll on the Artificer Jury-Rigging table). Artificers add their INT bonus to this roll. (1)
Artificers can pick locks and disarm traps (even magical ones) given tools and time. (2)
Artificers begin with a construct, either a servo or a thopter. Artificers can see through the eyes of their construct if they concentrate. (3)
Artificers know alchemy. They begin with one random alchemical formula. Artificers can learn more alchemical formulae by performing research during downtime, raiding the labs of rival alchemists, or drinking unknown potions. (4)
Artificers can attempt to invent new magical devices starting at level 7. (5)
1. Artificers are encouraged to screw around with any magical items the PCs find. This roll is penalized if the artificer is rushing or in danger or has no tools.
2. This is like the thief ability except artificers can attempt to pick magical locks too.
3. I pinched this from riggers in Shadowrun. Artificers get a little robo-buddy that follows their commands. Constructs will get their own post but briefly servos are little metal dudes and thopters are little metal flying machines.
4. I'll put the alchemy rules another time (plus all the other stuff I have to put up "another time") whenever I have them in a legible form. Mostly this feature is included to encourage artificers to drink the random potions they find.
5. So an artificer should be able to BUILD new magic items right? Yeah, but uh I never got around to doing anything with that. So I kicked it down the road for another day. My vague ideas for creating new magic items is cribbed from the mad scientist invention rules from old school Deadlands. An artificer will need to spend a variable amount of time and money plus have the necessary magical resources to craft an item. It won't be the kind of thing they can do on the fly (that's what the Jury-Rigging table is for), it'll be more of a downtime activity.
ARTIFICER JURY-RIGGING
d10
1. Explode: Oops! The device explodes, dealing damage to everything in the area. (Amount of damage and blast radius determined by the DM, based on the size and power of the device.)
2. Summon: You've disrupted the arcane energies inside the device, cracking open a rift in reality and letting something weird slither through. The DM will determine what kind of creature appears, but it won't be friendly. (Also the device is ruined.)
3. Melt: The device melts into a puddle of hot slag, potentially damaging anyone and anything touching it.
4. De-Powered: Welp, it's ruined. The device no longer has any magical function.
5. Short-Circuit: A small burst of arcane electricity zaps you for d4 damage.
6-7. Overcharged: You overclocked it! For the next hour, any hard impact makes the device explode.
8-9. Improved: Nice! The device now functions better than before. Whatever it did, it now does it better. (DM will determine specifics.)
10. Eureka! Hell yeah! You've discovered an entirely new function of the device. The DM has the final say on what the new function is but it'll be something good.