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Class record

Magitechnician

Artisan / Utility

Tier
2
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

Artificer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Artificing.
  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

Expert Magitechnicans are the true pioneers of artificing, creating new inventions out of piles of metal parts and magical fuel.  The most famous of which is the world renown artificer only known as "Angel".  During the annual Magitechnician Fair held by the Riannon Institute of Alchemy in Mothergreen, a mysterious artifice arrived as an entry.  It was a common Buster Weapon, but it was the intense modifications made to its efficiency that were the awe of all adventurers that laid eyes upon it.  Despite winning the 1st prize at the fair, no one came to claim the prize... and had become known as the "Angel-Type" Buster Artifice—named after the pseudonym used by the crafter.

Once an artifice only used by fighters, the Angel-Type Buster Artifice started to spread amongst more defensively oriented users—often placed on daggers for quick, practical deployment.  Despite the speculations as to Angel's identity, few suspected the creator was a local from their own town. Their inability to discover Angel's true identity was due to preconceived notions of who or what a renowned artificer should look like.

In reality, "Angel" was one of the early members of the Angel's Sword Guild—a notorious Adventurer's guild that created trouble wherever they went.  But quietly hidden away in her workshop, surrounded by plush toys and scattered mechanical parts, Ayrara Ravness—a young Fae who appears no older than a ten-year old human crafts some of the most innovative artifices in Axia.  She rarely takes commissions from outsiders, instead preferring to work exclusively with those whom her whims favor.  In truth, more often than not, her workshop finds itself closed due to the insistence of her half-sister Elly, who continually drags her away on yet another adventure. 

Tactical guidance

Playing Magitechnician

The magitechnician is an artisan class like the artificer.

Your first ability and one of your main tools is the artificer's glove. From these options, sigma glove is the most commonly useful one in combat allowing you to use an artifice more than once per turn which can be powerful when combined with buster artifices. Gamma glove is a specialized glove that's good against other artifice users while Delta glove is a specialized, but big boost in a skill of your choosing. Because it's easy to swap, you could use it to give yourself a +10 bonus to stealth before a stealth mission.

Your combat ability is your Secret Art: Entropic Magic Pulse. This EMP disables most temporary magic effects on top of disabling artifices. The disabling magic part is the main use of it, allowing you to remove effects like glittershards of walls whenever you want and make enemies vulnerable to your allies.

On the crafting side, expertise study is a simple 4 expertise points. Reverse Polarity reverses the roll, allowing you to turn a bad roll into a good one. If you save it for when you roll a 1 or a 2, it can give a massive boost to your crafting compared to keeping the roll.

Magitechnician

Class features

Abilities unlocked

Complete rules for every ability granted by Magitechnician .

Class feature

Benefit 1

You gain Artificer Advanced Crafting Abilities

Benefit 2

You are able to craft artifices that cost 10000 clim or less.

Benefit 3

You gain +1 Burden that must be spent on an artifice.

1 IP Other
Range
Self

You create a personalized Artificer’s Glove that only you have proficiency with.  Choose a glove type with properties of your choosing at the time of creation.  You can modify this glove for an errand action to change the property, but you can only have one property at a time and only one Artificer’s glove at a time.

Gamma Glove (Hacker): Artifice Jamming. For 1 RP you can Jam a small shell artifice within 120ft causing it to malfunction and be unusable until the user spends 1 AP to clear the jam.

Sigma Glove (Combat Artificer): Heat Sink.  0 RP, 1 mana.  Your glove emits frost energy that saps heat from an artifice, allowing it to bypass the once per turn limit a single time. Overcharge: 1 RP, the mana cost becomes 0.

Delta Glove (Specialist):  The glove is specialized for an expertise skill granting you +10 in that skill.  For instance, it might fire an arcane blast to propel you, granting you +10 to jumping. May not choose artisan or gathering skils.

No listed cost

You invert the roll result. (1 becomes 10, 2 becomes 9 etc)

Requirements

Must be in a crafting session.

No listed cost

You gain 5 expertise points in 3 different Artificing crafts.  You also gain one basic weapon proficiency or one specialized weapon proficiency of your choice.

1 RP2 MP
Range
200ft
Keywords
Secret Art,Dispel

You send out a wave of energy that disrupts spirit circuits that cancels all temporary magic effects in range. All non-permanent effects within range that are created by an ability with the Spell or Enchantment keyword are affected. Spells that do not have a time limit listed or create a permanent effect such as a Geomancer's fissure are not affected.

Bounded Fields and Secret Arts cannot be removed by this ability.

In addition, artifices cannot be used by anyone except you until the end of your next turn.