You are an artificer, an expert alchemist and forge master, gear priest, and black powder savant. You might be a reclusive tinker, a burly gadgeteer, a fume-addled apothecary, or a haughty steamsmith.
Hammer in hand and hellfire at your belt, you travel abroad in search of inspiration, putting your unique devices to the test. Most folk brand you a menace; a heretic meddling in secret and unstable forces, destined for an early grave. And perhaps they’re right. Yet no man lives forever, and all kingdoms fade; what matters is whether your next discovery will change the world.
**Key Attribute**
Intelligence (Min 15)
**Hit Points**
Equal to Con score + Level.
**Weapons**
One-handed [[weapons]], light crossbows, sling, and Alchemy & Mechanica weapons.
**Armour & Shields**
Light and Medium [[armour]].
**Class Starting Gear**
Heavy Hammer (1d8), Leather (+1 AC), Toolkit.
**Skills**
Apothecary, General Lore, plus **roll 1d12** three times: (i) Acrobatics, (ii) Animal Lore, (iii)
Athletics, (iv) Deception, (v) Detection, (vi) Divine Lore, (vii) Gather Information, (viii) Persuasion, (ix) Watercraft (x) Sleight of Hand, (xi) Stealth, (xii) Traps & Locks.
| Level | AB | Ability |
| ----- | --- | ----------------------------- |
| 1 | +0 | Alchemy & Mechanica |
| 2 | +1 | New Skill, Troubleshooter |
| 3 | +2 | Unique Feature |
| 4 | +2 | +1 AC |
| 5 | +3 | New Skill, Major Breakthrough |
| 6 | +4 | Unique Feature |
| 7 | +5 | Supercharged |
| 8 | +5 | +1 AC, New Skill |
| 9 | +6 | Unique Feature |
## Alchemy & Mechanica
As an artificer, you are privy to secret lore governing the fundamental forces of the natural world, enabling you to invent unique devices and admixtures. By 1st level, you have crafted a number of inventions equal to your Int modifier; **roll 1d12** on the below list. With each new level, learn one additional invention of your choosing.
You begin an adventure with **one use of this ability per level.** Unless noted otherwise, you may expend a use of this ability as part of your normal action, choosing one invention to apply. Abilities that expend uses cannot be activated more times than your **Int modifier** per day. If an invention requires an Int check, you may use a *[[Rerolls|Reroll]]*. You may regain expended uses by taking Short or Long Rests.
| 1d12 | Alchemy & Mechanica |
| ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Black Powder Weapon.** You have created one (and only one) prototype black powder weapon: Two-handed, Far Range, 4d4 damage, Nat 19 *[[Missile Trauma]]* (1d8+4), reload as crossbow, and damage dice are exploding. Firing is loud, preventing stealth. On a fumble, the gun malfunctions, rendering it a club until repaired. Once created, you may wield the weapon like any other (does not require expending uses of *Alchemy & Mechanica*). If the weapon is lost or destroyed, you may create a replacement during during Downtime. |
| 2 | **Chaintooth Weapon.** You have created one (and only one) prototype chainsaw melee weapon (or other mechanized melee device, eg: piston hammer, torch mace, etc): Two-handed, 2d4+1 damage, Nat 19 *[[Blade Trauma]]* (1d6+6), and damage dice are exploding. The weapon is loud, preventing stealth. On a fumble, the weapon malfunctions, rendering it a club until repaired. Once created, you may wield the weapon like any other (does not require expending uses of *Alchemy & Mechanica*). If lost or destroyed, you may create a replacement during Downtime. |
| 3 | **Breathing Mask.** You may trigger this ability as part of your action or in response to a gas attack. With a successful Int check, you are immune to gas attacks and may breathe underwater for 2d6 minutes. In some situations, you may be able to share your air supply with others, dividing the duration by the number of users (GM’s call). |
| 4 | **Corroding Spray.** You cause a single metallic object within Melee range (eg: [[Weapons\|weapon]] or [[armour]]) to rust, crack, or otherwise be destroyed. If the target object is carried, a *[[Luck]]* (Dex) save resists. Enchanted objects or special metals (eg silvered) are immune. |
| 5 | **Flash Rig.** When hit by a melee attack from a sight-based opponent, you may trigger a blinding flash (requires an Int check) via a modified bracer or other worn item, imposing a 66% miss chance on the attack. |
| 6 | **Fume Flask.** Spend an action to hurl a gas device up to Far range (an attack roll is generally not required; GM’s call), causing one of the following non-magical but [[Spell List\|spell]]-like effects in a Close area (your choice): *[[Dark Slumber]], [[Fetid Fog of the Pit People]],* or *[[Place of Perfect Night]].* An Int check is required; on a failure, the flask malfunctions, and the effect is centered on you instead. The cloud duration is 2d6 minutes. |
| 7 | **Hellfire Glass.** Spend an action to hurl an explosive device up to Close range (an attack roll is generally not required; GM’s call), blasting a Melee area for 2d4 damage plus 1d4 every odd level beyond 1st (no save). Damage dice are exploding. An Int check is required; on a failure, the weapon malfunctions, and the effect is centered on you instead. Hellfire glass cannot be used if you are within Melee range of an enemy. May also be set as a trap using a fuse, tripwire, etc. Expended uses of this ability to create traps cannot be recovered while the traps persist. |
| 8 | **Ironward.** When hit by a metal-based attack (eg sword, arrow, etc), you may make an Int check to trigger a magnetic pulse to deflect the attack (via a modified chest plate or other worn item). The pulse makes a loud humming noise, ruining stealth. |
| 9 | **Thunder Gauntlet.** Spend an action to channel a shockwave at a single target within Melee range, hurling it up to Close range. A creature gains a *[[Luck]]* (Con) save to resist. If thrown into a wall or other hard surface, the target suffers 1d8 damage. An Int check is required; on a failure, the device glitches, and you are *[[Stunned]]* instead. Larger than man-sized targets, or fixed objects, are generally immune (GM’s call). You may launch yourself using this ability. |
| 10 | **Truth Serum.** If injected or ingested, this serum causes the target to blurt out honest answers to questions posed for 2d6 rounds (*[[Luck]]* (Will) save resists). |
| 11 | **Mutagen.** These highly unstable and taxing concoctions grant a random benefit for 2d6 rounds. Only one mutagen may be active at a time. When a mutagen expires, make an Int check or suffer a *[[Toxin Trauma]]* (1d12) for 1d6 hours. Roll 1d8 on the Mutagen table for the effect. |
| 12 | **Xray Goggles.** Make an Int check to gain x-ray-like vision up to Close range. A thin sheet of lead blocks the effect. The effect lasts one round. |
> ### Optional
> For a more **Alchemist** styled class, remove *Black Powder Weapon* and *Chaintooth Weapon*, and replace with **[[Rules/Poison|Poison]]** below. Similarly, you might **reflavour** other device abilities as some form of alchemical effect instead (eg Ironward is a distorting smoke, Breathing Mask a pill, and so on).
> - **Poison**. Apply a single dose of a contact or ingestion [[Rules/Poison|poison]] to a [[Weapons|weapon]], consumable, or surface p.57. An Int check is required; on a failure you inadvertently poison yourself suffering *[[Toxin Trauma]]* (1d12) for 1d6 hours. Poison effects are immediate when triggered. Unactivated doses such as uneaten poisoned food turn inert after one minute. Each time you gain this ability, learn one [[Rules/Poison|poison]] from entries 3, 7, 8, or 16 p.226.
Generally speaking, other classes do not have the expertise (including making on the fly calibrations and dosing adjustments) or acquired tolerances to make effective use of your inventions.
### Mutagens
| 1d8 | Mutagen |
| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 1 | Increase **Str** to **17.** |
| 2 | Increase **Dex** to **17.** |
| 3 | Increase **Str & Dex** to **17.** |
| 4 | Spend an action to **Spit Poison** at a single target up to Close range. _Luck_ (Con) save or paralysed for 1d4 hours. Unused spit turns inert when the mutagen expires. |
| 5 | You exude **Eye Watering Fumes** within Melee range. All creatures must make a _[[Luck]]_ (Con) save or *[[Blind]]* for 1d4 rounds. |
| 6 | As ***[[Hunger For Blood]]*** (self only). |
| 7 | **Heal 1d10 hit points** each round at the end of your turn. This effect ceases if you are reduced to zero hp. |
| 8 | **Stoney Skin.** Reduce all physical damage by 5 points (minimum 1). |
---
## Troubleshooter
Once per point of Int modifier per adventure, you may attempt to improvise a jury rigged device or ad hoc mixture to **bypass a current obstacle,** disarm a trap, or assist the party in some other way. Your toolkit and a successful **Int check** are required (*[[Rerolls|Reroll]]* available), modified at the GM’s discretion.
The device is fashioned from spare parts and chemicals, scavenged or adapted from nearby materials, borrowed from allies, etc. The GM determines whether a proposed item is possible in the circumstances, and how long it takes to create.
Some examples might include: a primitive but serviceable parachute, acid that melts a lock in a few moments before turning inert, one shot flare gun or magnetic grapple, or a fusing agent to bind two objects together or to climb a sheer wall. The devices and mixtures are temporary and makeshift, lasting up to 1d4 hours at best. At the GM’s option, highly improbable or complex items might also cost **1 point of *[[Luck]]*.**
## Unique Feature
At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45.
## New Skill
At 2nd, 5th, and 8th level, you gain one new skill (the skill need not be on your class list).
## Major Breakthrough
At 5th level, you make a major breakthrough or new discovery, enabling the following benefits:
- **Field Repair.** Once per adventure, you may spend 1d6 x 10 mins to repair a broken or damaged item (eg shield, [[Weapons|weapon]]) in the field, using your carry tools, spare parts, etc.
- **Replacement Limb.** During Downtime at a cost of at least 1,000 sp (GM’s call), you may permanently replace a lost limb with a clockwork, steam, and/or canned lightning powered facsimile, eliminating injury penalties. The subject loses 1 point of Dex permanently, but gains +2 to their max hp. Secret compartments, tools, or [[Weapons|weapon]] attachments might also be possible at the GM’s option. Maximum one limb per subject.
- **New Alchemy & Mechanica.** During Downtime you create a new Alchemy & Mechanica invention, adding it to your known abilities. Work with your GM to determine the details, subject to playtesting, etc, like a Unique Feature.
## Supercharged
At 7th level, you may spend one *[[Rerolls|Reroll]]* use to [[Rerolls|reroll]] any or all *Alchemy & Mechanica* related damage dice, number of targets affected, or Mutagen effect.
## Beyond 9th Level
If you survive this long, you retire as Master Mechanica to an artificing facility, complete with a mine, forge, workshop, laboratory, and several dutiful apprentices.