← Back to classes

Class record

Artificer

Artisan / Utility

Tier
1
Difficulty
2 / 5
Main role
Artisan
Secondary role
Utility

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Artificing. You also gain 5 skill points to spend in Artifice, Magic, Flight, Linguistics, History or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Artificers were the great equalizers of the world.  In a land where magic was steeped into the fiber of every being, those who failed to understand its mysteries suffered a steep disadvantage.  During the Great Divine War where magic razed the land and powerful Divine Arms leveled cities, the desperation of the weak created the first artifices—artificial spirit circuits that used magical fuel to function.  This allowed even the magically inept, but studied warriors to brave the battlefield against the hellscape of fireballs and magic missiles.  Contained in compact shells, magical fuel was compressed into an easy to use form and inserted into the artifice which allowed devastating spell effects to ignite at the press of a button.

After the war, Artificers brought comfort and convenience to the world... filling the night streets with an easy to maintain source of light that didn't rely on dangerous gasses or fuels.  Their devices fed the world through agricultural technology and brought nations together with fleets of wondrous airships that brought trade and culture from far away lands.

To this day, Artificers are a staple in society... and some still take on the pioneering spirit of their ancestors, creating new wondrous tools for the future of the realm.

Tactical guidance

Playing Artificer

The artificer is an artisan class that functions as a utility class outside of crafting.

Your Blackbird is a very powerful scouting device, able to scout long distances at little cost. Unlike most other forms of scouting, the blackbird carries little risk even if its discovered only requiring an errand action to repair. Another errand action you have is repair artifice, which can be more useful than other repair skills thanks to Overclock. Overclock might give you that little bit of crafting boost that you need, at the cost of making the item start broken. It doesn't cost a crafting dice, you so don't need to use it unless the craft would otherwise fail.

Your final ability is Quick Artifice Reload. While weak when you start out, the more artifices you get the more use you'll get out of this as it allows you to use powerful artifices more than once per combat without having to spend a lot of AP reloading.

Artificer

Class features

Abilities unlocked

Complete rules for every ability granted by Artificer.

Key ability

Artificer Basics

Class feature

Benefit 1

You gain Artificer Core Crafting Abilities

Benefit 2

You can craft using non-advanced materials and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can now craft Artifices and Firearms. You are able to craft artifices that cost 2500 clim or less.

Benefit 4

You gain proficiency in the musket and the Artificer's Multitool.

No listed cost
Keywords
Interlude,Errand

 Errand. You repair a broken artifice.

Ability

Blackbird

1 AP1 Small Shell Other
Range
5ft

You deploy a Blackbird, a small artifice drone that outputs a grainy image to a device on your wrist.  The blackbird has a maximum range of 3000ft and can observe major movements and structures such as doors and enemies.  The drone cannot display fine movements or detail such as words in a book without being up close, but can see large signs.  The blackbird is the size of a walnut and is relatively quiet, and can only be heard by those with normal human hearing within 10 ft.

The fuel shell lasts for one flight, up to 15 minutes.  If your Blackbird is lost or damaged, you must create a new one as an errand action before you can use this again.

Ability

Overclock

No listed cost

You may add 1d10 crafting points to the item. The item starts in the Broken condition. Cannot be used for Alchemy crafting.

Requirements

Must be in a crafting session.