You excel at making and repairing things.  You can easily tell what something is made of and easily deal with traps. You aren't a warrior but you aren't completely clumsy in a fight either. You would leave the talking and spell casting to others though. You are also the master inventor of the arcane.

Profession Artificer
Role Support
Starting Gear A standard set of tools for weapon crafting and armor crafting, 1 black ylem stone
Pay Rate 100 shillings per game week

Gen Dice 

  • Vitality     Creation     1d8         Level Up/Rest    1d6
  • Soul         Creation     1d20       Level Up/Rest    1d8
  • Power     Creation     1d12       Level Up/Rest    1d4
Weapon & Armor Types 
  • Deal 50% more damage with war hammers and mallets
  • Can wear light and medium armor.
Speciality: 

Artificers are master tinkerers and craftsmen. They can choose to use one of their nodes to empower their created object by double its XP cost as a percent, or they can sacrifice anything they crafted at a rate of 2 shillings of value = 1 XP.

Artificers are all about crafting, whether it be the mundane or the arcane.

Effects on Weapon Usage

Deal 50% more damage with war hammers and mallets

Effects on Armor Usage

Can wear light and medium armor.

Profession Level Progression

Artificers are masterful arcane crafters. 

Artificers progress following the Artificer Node Chart.

  • In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
  • Each node cost XP to acquire.
  • You can only acquire the nodes for your profession.
  • You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
  • You get your gen dice rolls for Vitality, Soul, and Power at each new level.

Skills

An artificer is a crafter of arcane artifacts.

Artificer Skill Progression 

Artificer Skills

Artificer Skills are categorized into Crafter Skills and Arcanist Skills.

Crafter Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Basic Crafting 🔮 Support Action ⚒️ Crafting N/A self 1 hour Easy Insight

Allows you to create basic items.

N/A

Carry 🔮 Support Action 🛠️ Utility 1 Power self 1 hour Normal Athletics

Increase weight limit by 50% for 1 hour.

N/A

Contraptions 🔮 Support Action ⚒️ Crafting N/A self instant Normal Insight

Build small mechanical tools: grapples, lock picks, clockwork beetles, noisemakers. All that is needed is the material.

Item Combination

Custom Lockwork 🔮 Support Action ⚒️ Crafting N/A touch permanent Challenging Insight

Rework a gun's lock to lower its misfire range by 1 (not below 1; Overcharge ranges are untouched).

Gun Tinkering

Design Improvement 🔮 Support Action ⚒️ Crafting N/A 1 item 1 hour Normal Insight

Lets you improve blueprints. Each improvement is a skill check and must get approval.

Item Combination and Basic Crafting

Greater Crafting 🔮 Support Action ⚒️ Crafting N/A self 6 hours Challenging Insight

Allows you to craft greater items.

Novice Crafting

Gun Design Theory 🔮 Support Action ⚒️ Crafting N/A self 1d10 hours Easy Insight

Study a gun's lock, barrel and loading before working on it. For 1d10 hours, add 1d4 to checks to build, repair, modify or inspect guns. Inspecting a gun shows its misfire range, wear and fitted enhancements.

N/A

Gun Tinkering 🔮 Support Action ⚒️ Crafting N/A touch instant Normal Insight

Repair guns, clear clogs and fouling, and fit gun enhancements in the field.

Gun Design Theory

Invention 🔮 Support Action ⚒️ Crafting N/A self 1 day or longer Challenging Insight

Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval.

Design Improvement and Novice Crafting

Item Combination 🔮 Support Action 🛠️ Utility N/A self instant Easy Insight

Lets you combine a number of items to make a new item:

  • 2 Items: Easy Insight Check
  • 3 Items: Normal Insight Check
  • 4 Items: Hard Insight Check
  • 5 Items: Impossible Insight Check

N/A

Jury-Rig 🔮 Support Action ⚒️ Crafting 2 Soul touch 1d4 hours Normal Insight

Make an item work, or alter it, without the right materials or tools. The fix lasts 1d4 hours, then it needs a real repair.

Basic Crafting

Masterful Crafting 🔮 Support Action ⚒️ Crafting N/A self 10 hours Hard Insight

Allows you to craft masterful items.

Greater Crafting

Material Identify 🔮 Support Action 🔍 Identify/Investigate N/A 1 item you can see instant Easy Perceive

You can identify what a material is and its properties.

N/A

Novice Crafting 🔮 Support Action ⚒️ Crafting N/A self 3 hours Normal Insight

Allows you to craft novice items.

Basic Crafting

Prototype 🔮 Support Action ⚒️ Crafting N/A self a tenth of the build time Normal Insight

Build a rough, temporary version of an item in a tenth of the time, at half cost, to test a design or combination before committing to it. Only items your crafting skills could already build. It breaks after 1d4 uses or one day.

Item Combination

Trap Crafting 🔮 Support Action ⚒️ Crafting N/A 1 space until triggered Normal Insight

Build and set mechanical traps.

Contraptions

 Arcanist Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Arcane Materials 🔮 Support Action 🪄 Runic Tech Spent Soul touch instant Normal Arcana

You can increase one value of a material at a rate of +1 for every 2 Soul spent, with Intellect being the maximum improvement allowed. 

Material Identify

Basic Runic Crafting 🔮 Support Action 🪄 Runic Tech 4 Soul self 3 hours Challenging Arcana

Allows you to craft basic runic items.

Arcane Materials and Novice Crafting

Basic Runic Traps 🔮 Support Action 🪄 Runic Tech 4 Soul 1 space until triggered Normal Arcana

Bind a rune stone's spell into a trap that fires on one target when triggered. Works with the Adventurer's Set Magical Trap.

Arcane Materials

Contingency Devices 🔮 Support Action 🪄 Runic Tech 6 Soul worn gear until triggered Challenging Arcana

Build gear that fires on its wearer's own condition to perform a desired effect. Some example triggers are: "when my Vitality falls below half," "when this armor takes fire damage."

Novice Runic Crafting

Elemental Imbuing 🔮 Support Action 🪄 Runic Tech 4 Soul touch instant Challenging Arcana

Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone.

Arcane Materials

Enchantment 🔮 Support Action 🪄 Runic Tech 6 Soul 1 item 1 hour Hard Arcana

Bind a spell stored in a rune stone into a weapon, armor, or trinket, at the cost of that rune stone. The item must first be given an element through Elemental Imbuing. Once per day, the wielder can cast the bound spell from the item without paying its Soul cost, and may cast it an additional number of times per day equal to their Arcana at half the spell’s Soul cost. The bound spell must match the item’s element, and any wielder can cast it regardless of their own element. An item can hold only one enchantment.

Elemental Imbuing

Greater Runic Crafting 🔮 Support Action 🪄 Runic Tech 8 Soul self 12 hours Hard Arcana -2

Allows you to craft greater runic items.

Novice Runic Crafting and Masterful Crafting

Greater Runic Traps 🔮 Support Action 🪄 Runic Tech 8 Soul up to a 2x2 space area until triggered Hard Arcana

Runic traps hold two charges, or trigger on a chosen condition (an element, a race, anyone carrying a named item).

Novice Runic Traps

Masterful Runic Crafting 🔮 Support Action 🪄 Runic Tech 10 Soul self 16 hours Impossible Arcana

Allows you to craft masterful runic items.

Greater Runic Crafting

Masterful Runic Traps 🔮 Support Action 🪄 Runic Tech 10 Soul up to a 2x2 space area permanent Hard Arcana -2

Create a ward: a permanent runic trap that recharges from a Ylem core.

Greater Runic Traps

Novice Runic Crafting 🔮 Support Action 🪄 Runic Tech 6 Soul self 8 hours Hard Arcana

Allows you to craft novice runic items.

Basic Runic Crafting and Greater Crafting

Novice Runic Traps 🔮 Support Action 🪄 Runic Tech 6 Soul up to a 2x2 space area until triggered Challenging Arcana

Runic traps can cover an area of up to 2x2 spaces.

Basic Runic Traps

Runic Tech Combination 🔮 Support Action 🛠️ Utility 1 Soul self instant Easy Arcana

This skill allows you to combine two or more runic tech items to make a new runic tech item, the check roll difficulty depends on how many items are combined:

  • 2 Items: Easy Arcana
  • 3 Items: Normal Arcana
  • 4 Items: Hard Arcana
  • 5 Items: Impossible Arcana

Item Combination

Runic Tech Creation 🔮 Support Action 🪄 Runic Tech N/A self 1 day or longer Hard Arcana

With this skill you can create new runic tech, including components to upgrade runic tech.

Runic Tech Upgrade, and either Invention or Basic Runic Crafting

Runic Tech Repair 🔮 Support Action 🪄 Runic Tech N/A 1 item 1 hour or longer Normal Arcana

You can repair runic tech as long as you have what you need to repair it with.

Runic Tech Combination

Runic Tech Upgrade 🔮 Support Action 🪄 Runic Tech N/A 1 item 1 hour Challenging Arcana

With this skill you can upgrade your runic tech using new and better components.

Runic Tech Combination 

Artificer Abilities

These are abilities that are unique to the artificer profession. Only artificers can obtain and use these abilities:

Ability Ability Type Effects Requirements
Arcane Crafting 🛡️ Passive Ability

Runic Crafting skills cost half as much Soul.

N/A

Arcane Trap Sense 🛡️ Passive Ability

+2 Perceive to spot magic traps and wards.

Basic Runic Traps skill

Awaken Elemental Construct ⚡ Activated Ability

One of the things you can create using the Runic Crafting skills is an elemental construct. This ability allows you to awaken it, having it as your familiar. All you must do is give it a portion of your Vitality, Soul, and Power. However much you give it is what the construct will have. The rest of the basic stats will come from the construct's blueprints and design.

Novice Runic Crafting skill

Basic Armor Fitting 🛠️ Utility Ability

One suit of armor gains +1 Defense or Spirit (must be chosen) for a day.

Repair

Basic Material Efficiency 🛡️ Passive Ability

Each build needs 1 less unit of its main material (minimum 1).

Material Identify skill

Basic Quick Build 🛡️ Passive Ability

Build times are 1 hour less (minimum 1 hour).

Basic Crafting skill

Basic Refined Blueprints 🛡️ Passive Ability

+50 Design Points when designing a construct.

Awaken Elemental Construct

Basic Totem Capacity 🛡️ Passive Ability

Totems store 5 more of each stat, and can power your inventions.

Create Magical Totem

Basic Trained Endurance 🛡️ Passive Ability

Skills (not spells) cost 1 less Soul or Power, minimum 1.

N/A

Basic Weapon Tuning 🛠️ Utility Ability

One weapon gains +1 Attack for a day.

Repair

Bore Polishing 🛠️ Utility Ability

A gun you tune gains +5 range for a day.

Gun Tinkering skill

Budget Crafting 🛠️ Utility Ability

Materials recovered with Salvage count as new materials of the same kind when you build.

Salvage

Carving 🛠️ Utility Ability

This ability allows you to carve wood and stone. With it you can make sculptures, tokens, spears, arrow and spear heads, and much much more. Basic wood carving requires no skill, but more difficult carving may require a crafting skill or difficulty check.

N/A

Chain Reaction 🛠️ Utility Ability

Link up to three of your traps so one triggers the others.

Remote Trigger

Compact Space 🛡️ Passive Ability

Applied after Space Saving, each item in your bags or packs takes 1 less space, to a minimum of 0.01.

Space Saving

Construct Bond ⚡ Activated Ability

See and hear through your construct for 1 hour (2 Soul).

Awaken Elemental Construct

Construct Improvement 🛠️ Utility Ability

This ability allows you to help improve your construct further. You can give it stat points or trait points from your character. You can use skills like Design Improvement, Runic Tech Combination, or Runic Tech Upgrade to improve your construct, and so much more.

Runic Profession

Create Magical Totem 🛠️ Utility Ability

You are able to create magical totems with your Runic Crafting skill. Magical Totems allow you to store a certain amount of Vitality, Power, or Soul dependent upon the level of skill you are using. When you run out of that stat which you have stored in a magical totem, the amount of stat in the totem is transferred to you and the totem is gone. You can only have one magical totem equipped at a time, equipped as a relic. 

  • Basic Runic Crafting: 5 Vitality, Soul, or Power
  • Novice Runic Crafting: 10 Vitality, Soul, or Power
  • Greater Runic Crafting: 15 Vitality, Soul, or Power
  • Masterful Runic Crafting: 20 Vitality, Soul, or Power

Arcane Crafting ability, Basic Runic Crafting skill

Elemental Creations 🛡️ Passive Ability

All items you use or create are increased by your Runic Power.

Basic Runic Crafting skill

Emergency Repair ⚡ Activated Ability

Once per day, when your construct hits 0 Vitality, you instantly restore it by 1d8.

Construct Improvement

Greater Armor Fitting 🛠️ Utility Ability

One suit of armor gains +3 Defense or Spirit (must be chosen) for a day. Replaces Novice Armor Fitting.

Novice Armor Fitting

Greater Material Efficiency 🛡️ Passive Ability

Each build needs 3 less units of its main material (minimum 1). Replaces Novice Material Efficiency.

Novice Material Efficiency

Greater Quick Build 🛡️ Passive Ability

Build times are 3 hours less (minimum 1 hour). Replaces Novice Quick Build.

Novice Quick Build

Greater Refined Blueprints 🛡️ Passive Ability

+150 Design Points. Replaces Novice Refined Blueprints.

Novice Refined Blueprints

Greater Totem Capacity 🛡️ Passive Ability

Totems store 15 more of each stat. Replaces Novice Totem Capacity.

Novice Totem Capacity

Greater Trained Endurance 🛡️ Passive Ability

Skills cost 3 less Soul or Power, minimum 1. Replaces Novice Trained Endurance.

Novice Trained Endurance

Greater Weapon Tuning 🛠️ Utility Ability

One weapon gains +3 Attack for a day. Replaces Novice Weapon Tuning.

Novice Weapon Tuning

Hidden Glyphs 🛡️ Passive Ability

Your runic traps take a Hard Perceive check to spot.

Arcane Trap Sense

Identify Weak Points ⚡ Activated Ability

1d8 Piercing Damage straight to Vitality against a target whose armor you have studied (Normal Perceive Check).

Material Identify skill

Masterful Armor Fitting 🛠️ Utility Ability

One suit of armor gains +4 Defense or Spirit (must be chosen) for a day. Replaces Greater Armor Fitting.

Greater Armor Fitting

Masterful Quick Build 🛡️ Passive Ability

Build times are 4 hours less (minimum 1 hour). Replaces Greater Quick Build.

Greater Quick Build

Masterful Trained Endurance 🛡️ Passive Ability

Skills cost 4 less Soul or Power, minimum 1. Replaces Greater Trained Endurance.

Greater Trained Endurance

Masterful Weapon Tuning 🛠️ Utility Ability

One weapon gains +4 Attack for a day. Replaces Greater Weapon Tuning.

Greater Weapon Tuning

Masterwork 🛡️ Passive Ability

Weapons you craft gain +1 Attack and Parry; armor you craft gains +1 Defense and +1 Spirit.

Greater Crafting skill

Modular Design 🛡️ Passive Ability

Items you build have one extra modification slot.

Design Improvement skill

Novice Armor Fitting 🛠️ Utility Ability

One suit of armor gains +2 Defense or Spirit (must be chosen) for a day. Replaces Basic Armor Fitting.

Basic Armor Fitting

Novice Material Efficiency 🛡️ Passive Ability

Each build needs 2 less units of its main material (minimum 1). Replaces Basic Material Efficiency.

Basic Material Efficiency

Novice Quick Build 🛡️ Passive Ability

Build times are 2 hours less (minimum 1 hour). Replaces Basic Quick Build.

Basic Quick Build

Novice Refined Blueprints 🛡️ Passive Ability

+100 Design Points. Replaces Basic Refined Blueprints.

Basic Refined Blueprints

Novice Totem Capacity 🛡️ Passive Ability

Totems store 10 more of each stat. Replaces Basic Totem Capacity.

Basic Totem Capacity

Novice Trained Endurance 🛡️ Passive Ability

Skills cost 2 less Soul or Power, minimum 1. Replaces Basic Trained Endurance.

Basic Trained Endurance

Novice Weapon Tuning 🛠️ Utility Ability

One weapon gains +2 Attack for a day. Replaces Basic Weapon Tuning.

Basic Weapon Tuning

Over Capacity 🛡️ Passive Ability

One Overdrive per session does not add to the malfunction range.

Overdrive

Overdrive ⚡ Activated Ability

Push an item or your construct past its limits: spend 2 Soul or Power to add range, area or duration, skip a cooldown, or cut an activation time. Each Overdrive rolls 1d20 to malfunction on a 1; the range grows by 1 with every Overdrive that session.

Jury-Rig skill

Pocket Contraption 🛠️ Utility Ability

Keep one contraption ready to use as a free action.

Contraptions skill

Reconfiguration 🛠️ Utility Ability

Swap one modification on your Signature Invention in 10 minutes, without a workshop.

Signature Invention

Redesign 🛠️ Utility Ability

Change one component of a finished construct without starting over (8 hours).

Basic Refined Blueprints

Remote Trigger 🛠️ Utility Ability

Set off one of your runic traps from up to 10 spaces away.

Novice Runic Traps skill

Repair 🛡️ Passive Ability

You are able to repair items, armor, and weapons as long as you have the right tools.

N/A

Rune Battery Mastery 🛡️ Passive Ability

Rune Stone Batteries you make hold more Soul. The amount of extra Soul that they can hold is equal to your Arcana trait.

Rune Stone Theory

Rune Reclaim 🛠️ Utility Ability

Disarm a magic trap and keep its rune stone.

Arcane Trap Sense

Rune Stone Theory 🛡️ Passive Ability

Allows you to create rune stones of a spell family once you have the spells of that family.

N/A

Runic Carvings 🛠️ Utility Ability

Able to carve runic runes onto surfaces. Primarily used by artificers to give magical properties to their runic constructs, these carvings can also be applied to anything made of stone or wood materials. This is basically a form of Witch Runes ability that the Runic Mages have, but limited to only materials and surfaces that are able to receive carvings or etchings. What makes these better is that they can't be washed away and will last forever.

Rune (Enhances) Effect Rune (Debuffs) Effect Rune (Effects) Effect

Soul Enhance

Apply to Armor

+1d10 Soul

Soul Drain

Apply to Weapon

1d6 Soul Drain from target

Protection 

Apply to Armor

+1d6 Armor Defense

Vitality Enhance

Apply to Armor

+1d10 Vitality

Vitality Drain

Apply to Weapon

1d6 Vitality Drain from target

Prevention

Apply to Armor

+1 Physical or Magical Armor

Power Enhance

Apply to Armor

+1d10 Power

Power Drain

Apply to Weapon

1d6 Power Drain from target

Haste

Apply to Armor

+1d8 Move

Evade Enhance

Apply to Armor

+2 Evade

Telegraphing Strike

Apply to Weapon

+1 Evade Modifier to target's weapon/attack
1d4 rounds

Slow

Apply to Weapon

-1d8 Move
1d6 rounds

Trait Enhance

Apply to Armor

+1 trait 
different rune per trait

Hinder

Apply to Weapon

-1 trait to target
1d4 rounds
different rune per trait

Impossible
Strength

Apply to Armor

Double Weight Limit

Stat Enhance

Apply to Armor

+1d4 Stat Points
different rune per stat

Cripple

Apply to Weapon

-1d3 Stat Points to target
1d4 rounds
different rune per stat

Burden

Apply to Weapon

Half Weight Limit
1d6 rounds

Carving

Runic Item Empowerment 🛡️ Passive Ability

All items you use or create have their effects increased by your Arcana.

Create Magical Totem

Runic Mage Empowerment 🛠️ Utility Ability

You are able to apply any Runic Mage skill effect that you have to the runic items you create affecting their values. For example, you could create a ring of Staggering Spell that gives the magic of the ring's wearer that skill's effect of dazing the target, or you could make a brooch for a cloak that gives the cloak Magical Vampirism effect. 

Elemental Creations

Runic Profession 🛠️ Utility Ability

With this ability you may assign a profession to your elemental construct, once it is awakened. This will allow the construct to grow following the path of that profession and learn skills and abilities from that profession. You can only assign one profession - an elemental construct cannot use dual professions. 

Awaken Elemental Construct

Salvage 🛠️ Utility Ability

Break down an item to recover half its materials.

Repair

Siege Engineering 🛠️ Utility Ability

Build barricades, ballistae and field fortifications.

Masterwork

Signature Invention 🛡️ Passive Ability

Choose one item as your life's work. It gains two slots beyond the normal limit, and can take one unusual property its type normally cannot (GM approval).

Modular Design

Space Saving 🛡️ Passive Ability

Things stored in your bags or packs take half as much storage space.

N/A