Artisan
Designed by
About this class
your SPECIAL CONSTRUCT is like the Artifercs Metal Compaion but can be just a item as well as a ACTUAL COMPAION.
When you create a ” Construct” in combat it only lasts for the scene of combat, and if you want to make what you made PERMANT then proceed to make it as your Down time action Project. If you want to not wait for your downtime then by dm’s choice THE PLAYER must pass a Knowledge roll of passing a 18 dc. Failure equals the item breaks, but the process to make it during your downtime action gets longer.
(NOTE. you can use any crafting prosses you think is more fun or so.)
You can upgrade your “Special Constructs” as a downtime action discus what process you do to upgrade them: If its a Gear item ex. armor, weapon you follow the weapon path of getting the next tier in stats. That includes of using one of your Infusions to make Gear different. Ex “You have a short sword and you swap the Great sword Reroll ability for the shorts word” that can be done by means of downtime action or spending the stress if in combat” If its a Consumable, then follow the features list of what the potions do.
AT DMS DISSCRESTION “if you allow your Players to CREATE THEIR OWN POTIONS, then be sure you don’t let them create game breaking stuff.”
Included subclasses
Domains
Codex
Valor
Starting stats
Hope feature
Class features
-
Infusions
infuse a item/gear in your possession or a willing allies gear with a temporary infusion. (Infusion last the scene or till a task you need it to do is "complete"
Infusion effects
-Swap Damage types of your weapons or an allies weapon you close range of.
-Swap a feature with another gear/items feature
- Cast a status effect to an target with close range
-increase item/gears stats by player/s chosen stat. (Player choose the stat they want said weapon/armor to be proficient with) -
Special Construct
At Start of Character creation Craft a construct or gear that is Yours.
-Special Tool; From weapon to any gear talk to dm what the tool can be and does.
-Personal Construct; Can perform tasks, fight 14Eva, 4Hp, 6/12 threshold d8. Access to class domains as well
(Level ups by tiers with each tier getting +1 to all stats and uses your Proficiency for its Die)
Class items
- Notebook of Ideas, bag/tool box for your creations, something that's worn and used for crafting your "projects"
Character questions
Background prompts
- what made you take up the Craft?
- How did you learn this craft?
- what was it like when you saw one of your "Creations" work?
Connection prompts
- Do you have any Rivals back where you form?
- How did they see your little Creations when they first meet ya?
- if you two use the Creations to be "Mischievous" what was the first instances of it?
Subclass cards
Printable via header menu
Metallier
Foundation
SPELLCAST TRAIT: Knowledge
Novice Smith: Any Infused item given to another player the item gains a Bonus of a number d4 dices of player's choice stat. Can craft constructs up to your tier level.
Poor Construct: Forge a small construct to assist along side Can craft one type, at a time.
Minion Type, 6hp 9/13 thresholds, D8 of Phy/Mag 10Eva
Horde Type, 9hp (x3) 8/14 thresholds d10 Phy/Mag 11Eva
Reforged: Spend a Number of Hope to recover Spent Armor Slots instead.
Metallier
Specialization
Apprentice Smith: Up to Two infusions can now be Placed on a item/Constructs at a time. infusions gains a Bonus of +4
Adept Construct: Constructs can be crafted with the following traits. Size up to Medium
Bruiser type, 8hp 14/18 Thresholds, d10, 14Eva.
Constructs can be controlled/command by an ally
can make two of any type
Overdrive: Roll a number d4s equal to your Spell cast trait Stat to give extra Temporary Armor or Stress to a ally in melee range.
Metallier
Mastery
Master Smith: Four infusions can be Applied at a time to any gear/construct
Masterpiece: Any to all Constructs can be upgraded on the spot with one of the following traits.
+3 to all stats
All Allies can control least one construct that grants them advantage on rolls during said scene
Ether-Chemist
Foundation
SPELLCAST TRAIT: Knowledge
Brewer: All potions that get a infusion gain a bonus to the effects value by +2.
Splash of Fun: Can Create a Potion you never created/seen before when you get effected by said potion, also gain the ability with any potion you craft now has a counter token to how many times you can drink the same potion before needing to recreate it. Follow the original tier labels for counters.
Teir 1- 4
Tier2- 6
Ether-Chemist
Specialization
Mixologist: Combine more then one Potion effect into a singular potion.
Token Counter
Tier3- 8
Mad Alchemy: "Creature's Blessing": Choose 1 ability of a creature, for the duration of the scene you gain the creature's ability.
Spicy feeling: Craft combative potions at tier 3, with following stats
Bomb; d12 direct damage, Far range
Magic Oil; d10, melee/very close Apply Oil on item to effect
Ether-Chemist
Mastery
Brew Master: Amongst the lists of Potions you can now create a potion that can temporary grant you ONE race Feature for a short time by replacing the corresponding race feature of your own. (Last for a scene or takes serve damage) potion Name "Grant me Thy Power"
Counter Token
Tier4-10
Relic Drinks: Infuse A relic into a consumable item to grant a extra boost in the scene. it bypass the rule of One relic at a time for it being a One time use item.
Artisan
your SPECIAL CONSTRUCT is like the Artifercs Metal Compaion but can be just a item as well as a ACTUAL COMPAION.
When you create a ” Construct” in combat it only lasts for the scene of combat, and if you want to make what you made PERMANT then proceed to make it as your Down time action Project. If you want to not wait for your downtime then by dm’s choice THE PLAYER must pass a Knowledge roll of passing a 18 dc. Failure equals the item breaks, but the process to make it during your downtime action gets longer.
(NOTE. you can use any crafting prosses you think is more fun or so.)
You can upgrade your “Special Constructs” as a downtime action discus what process you do to upgrade them: If its a Gear item ex. armor, weapon you follow the weapon path of getting the next tier in stats. That includes of using one of your Infusions to make Gear different. Ex “You have a short sword and you swap the Great sword Reroll ability for the shorts word” that can be done by means of downtime action or spending the stress if in combat” If its a Consumable, then follow the features list of what the potions do.
AT DMS DISSCRESTION “if you allow your Players to CREATE THEIR OWN POTIONS, then be sure you don’t let them create game breaking stuff.”
Domains
Codex + Valor
Starting Evasion
10
Starting Hit Points
7
Class Items
- • Notebook of Ideas, bag/tool box for your creations, something that's worn and used for crafting your "projects"
Artisan’s Hope Feature
Light the Forge : Give all allies temporary boosts to their gears by using one of their own stats. If they don't have mag damage output they now can for the duration of the scene.
Class Features
Infusions
infuse a item/gear in your possession or a willing allies gear with a temporary infusion. (Infusion last the scene or till a task you need it to do is "complete" Infusion effects -Swap Damage types of your weapons or an allies weapon you close range of. -Swap a feature with another gear/items feature - Cast a status effect to an target with close range -increase item/gears stats by player/s chosen stat. (Player choose the stat they want said weapon/armor to be proficient with)
Special Construct
At Start of Character creation Craft a construct or gear that is Yours. -Special Tool; From weapon to any gear talk to dm what the tool can be and does. -Personal Construct; Can perform tasks, fight 14Eva, 4Hp, 6/12 threshold d8. Access to class domains as well (Level ups by tiers with each tier getting +1 to all stats and uses your Proficiency for its Die)
Artisan Subclasses
Choose either the Metallier or Ether-Chemist subclass.
Metallier
Gear head that creafts mostly gear, along with summoning Adds to help.
Spellcast Trait
Knowledge
Foundation Features
Novice Smith: Any Infused item given to another player the item gains a Bonus of a number d4 dices of player's choice stat. Can craft constructs up to your tier level.
Poor Construct: Forge a small construct to assist along side Can craft one type, at a time.
Minion Type, 6hp 9/13 thresholds, D8 of Phy/Mag 10Eva
Horde Type, 9hp (x3) 8/14 thresholds d10 Phy/Mag 11Eva
Reforged: Spend a Number of Hope to recover Spent Armor Slots instead.
Specialization Feature
Apprentice Smith: Up to Two infusions can now be Placed on a item/Constructs at a time. infusions gains a Bonus of +4
Adept Construct: Constructs can be crafted with the following traits. Size up to Medium
Bruiser type, 8hp 14/18 Thresholds, d10, 14Eva.
Constructs can be controlled/command by an ally
can make two of any type
Overdrive: Roll a number d4s equal to your Spell cast trait Stat to give extra Temporary Armor or Stress to a ally in melee range.
Mastery Feature
Master Smith: Four infusions can be Applied at a time to any gear/construct
Masterpiece: Any to all Constructs can be upgraded on the spot with one of the following traits.
+3 to all stats
All Allies can control least one construct that grants them advantage on rolls during said scene
Ether-Chemist
Potion making SPECIALTY, ranges to make consumables on the fly and OWN EXTRA FUN STUFF
Spellcast Trait
Knowledge
Foundation Features
Brewer: All potions that get a infusion gain a bonus to the effects value by +2.
Splash of Fun: Can Create a Potion you never created/seen before when you get effected by said potion, also gain the ability with any potion you craft now has a counter token to how many times you can drink the same potion before needing to recreate it. Follow the original tier labels for counters.
Teir 1- 4
Tier2- 6
Specialization Feature
Mixologist: Combine more then one Potion effect into a singular potion.
Token Counter
Tier3- 8Mad Alchemy: "Creature's Blessing": Choose 1 ability of a creature, for the duration of the scene you gain the creature's ability.
Spicy feeling: Craft combative potions at tier 3, with following stats
Bomb; d12 direct damage, Far range
Magic Oil; d10, melee/very close Apply Oil on item to effect
Mastery Feature
Brew Master: Amongst the lists of Potions you can now create a potion that can temporary grant you ONE race Feature for a short time by replacing the corresponding race feature of your own. (Last for a scene or takes serve damage) potion Name "Grant me Thy Power"
Counter Token
Tier4-10Relic Drinks: Infuse A relic into a consumable item to grant a extra boost in the scene. it bypass the rule of One relic at a time for it being a One time use item.
Background Questions
Answer any of the following, or create your own.
- • what made you take up the Craft?
- • How did you learn this craft?
- • what was it like when you saw one of your "Creations" work?
Connections
Ask one of the following, or improvise.
- • Do you have any Rivals back where you form?
- • How did they see your little Creations when they first meet ya?
- • if you two use the Creations to be "Mischievous" what was the first instances of it?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.