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 Artisan

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Join date : 2015-12-01

PostSubject: Artisan    Thu Dec 03, 2015 6:32 pm

Hit Dice: d6

Starting Wealth: 3d6 x 10 gp (average 105gp)
Class Skills

The artificer’s class skills are Appraise (Int),Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Knowledge (warp) (Int), Knowledge (engineering) (Int), Perception (Wis),Persuasion (Cha), Pilot (Dex), Profession (Int), and Use Tech (Int).

Skill Ranks per Level: 5 + Int modifier.
Table: Artificer

Level Base Attack Bonus Fort Save Ref Save Will Save Special Inventions: 1 2 3 4
1st +0 +2 +0 +2Elbow grease, jack of all trades, weird science 1
2nd +1 +3 +0 +3 Item creation2
3rd +2 +3 +1 +3 Brew Chem, bonus feat21
4th +3 +4 +1 +4 Craft Drug, Ability Point31
5th +3 +4 +1 +4 Craft arms and armor, salvage311
6th +4 +5 +2 +5 Pyske science, elbow grease +4, Bonus Feat3 2 1
7th +5 +5 +2 +5 Craft Minor Tech322
8th +6/+1 +6 +2 +6Elbow Grease +5, Ability Point422
9th +6/+1 +6 +3 +6 Bonus Feat432
10th+7/+2 +7 +3 +7 Elbow grease +6433
11th+8/+3 +7 +3 +7 Improved weird science4331
12th +9/+4 +8 +4 +8 Craft Tech , Bonus feat, Ability Point543 1
13th +9/+4 +8 +4 +8 Improved jack of all trades5441
14th +10/+5 +9 +4 +9 Forge5442
15th +11/+6/+1 +9 +5 +9 Bonus Feat5542
16th +12/+7/+2 +10 +5 +10 Ability Point5543
17th +12/+7/+2 +10 +5 +10 Elbow Grease +8  5 5 5 3
18th +13/+8/+3 +11 +6 +11 Bonus Feat 5554
19th +14/+9/+4 +11 +6 +11Shadow of Lost Tech5554
20th +15/+10/+5 +12 +6 +12 Exemplar5555
Class Features
All of the following are class features of the artificer.

Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, with light armor, and with shields (except tower shields).

Elbow Grease
The artificer gains a +2 bonus to all Craft checks. This bonus raises to +4 at 6th level, and +6 at 10th level, and finally +8 at level 17.

Jack of All Trades
The artificer has picked up a smattering of even the most obscure skills. They may use any skill untrained.

Weird Science
An Artisan is not a Psyker, but instead possesses the ability to imbue items with an essence of the warp. This weird science allows the Artisan to create devices that combine the effects of one or more psyke traits.

An Artisan has access to warp knowledge, and Psyker powers, but only up to 4th level. Any number of properties can be combined into a single device.

Weird science devices must be invented in advance, however -- they cannot be created on the fly. The time to create such devices is 4 hours per pyke level used. As such, an Artisan usually has a fixed collection of regularly-carried devices.

Weird science devices are temporary and unreliable. They are able to be used reliably a number of times per day equal to 1 plus half the class level of the artificer who built the device (rounding up, naturally). The device may be used by anyone -- but if used by someone other than the Artisan who built it, it requires a Use Tech roll at DC 15 to activate (a failed roll indicates that the device fails to activate for that user, and a roll of 1 means that the device breaks down for good).

If the device is used more times than allowed (by anyone), it requires a Use Tech skill check with a DC equal starting at 20 and rising by 1 every additional time the device is used. A failed roll means that the device breaks down and may not be used again (the Artisan will have to build another).

Combining multiple psyke effects into a single device means that both effects function simultaneously upon activation (effectively using two or more powers at once) -- but such devices are even more unstable than usual: The Use Tech check for extra activations starts at DC 25 + the number of effects used, and goes up for each additional usage by the number of effects used.

Item Creation
At second level, an Artisan’s invention ability expands to include the creation of tech items, even if the Artisan does not have access to blueprints or schematics. The Artisan must make a successful Craft check (DC 20 + psyke power level) to emulate each property normally required to create the item. This ability does not stack with the Master Craftsman feat.

Salvage
At 5th level, an Artisan gains the ability to salvage the gold piece value from a Tech item and use those funds to create another Tech item. The Artisan must spend a day with the item, after that one day, the item is destroyed and the Artisan gains the gold value it took to create the item. This value  cannot be spent as gold, it may only be used in the creation of another tech item. In other words, the Artisan destroys the original Tech item (even if it is not usable) and salvages the tech components in which to use for another device.

Psyke Science
At 6th level, an Artisan gains the ability to apply a warp feat he knows to a tech trigger item (such as ammo or a weapon). He must have the appropriate item creation feat for the tech trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective psyke  levels the warp feat would add to a psyke power.

Improved Psyke Science
At 11th level, an Artisan gains the ability to apply a warp feat he knows to a power completion item (chem or drug, for example). He must have the appropriate item creation feat for the power completion item he is using. These are one shot, one use items, with variable durations.

Improved Jack of All Trades[/b]
All skills are now considered class skills for the Artisan, receiving the usual +3 bonus given to class skill checks.

Forge
The Artisan can now create his own Forge.  She picks the location of this Forge (presumably somewhere secure) and may hold items there.  This counts as a fixed location, and has its own defensive measures, living quarters, and minor rations and supplies unless the Artisan stocks it.  

While in her forge, all crafting times are halved, and the Artisan gains 1/2 her Artisan levels to her Crafting Skill checks while in this locations.  In addition salvaged materials increase by 1+1/2 the original cost of the materials salvaged from her Salvage ability

If the location is compromised or destroyed, the Artisan must move to a new location to establish her forge, this occurs during game down time and takes a week (7 real time days) to reconstruct.

Shadow of Lost Tech
The golden age is gone, now Terra is picked apart for whatever scraps of the past's marvels in tech that can be found.  The Artisan's experience with such tech has pushed him to the utmost limits of Tech possible.

She can craft past Tech.  Albiet a watered down and poor excuse for it.  The Artisan rolls her craft skill at a DC of 20, all bonuses apply, to give a permanent +1 to any device she creates.  This +1 increases all numerical values of the Device.

At DC 25, the bonus increases to +2
At DC 30, the bonus is increased to +3
At DC 40 the bonus is creased to +4
And at DC 50, the Artisan can bestow a +5 bonus to items.

In addition, the Artisan can make a Device permanent, and become a true Tech Device.   The Device is limited to one Psyke effect however, any more makes them unstable, but the permanent +5 can be added as well.

The Cost of creating true tech is steep, for each lvl of the Psyke power, the cost to create the object goes up by 1000 gold, starting at lvl 0 effects.  To place the bonus from Shadow of Lost Tech (the +1-5) each bonus is another 1000 gold.  Crafting such tech takes time, 1 day for each effect added to the device (each SoLP bonus counts as 1 effect for the purpose of this time).

Naturally an Artisan would not want to create such a Device from a sub par piece of machinery, so the crafting element of the base item needs to be Masterwork, which is created in advacne, with all costs and requirements needing to be met.

Exemplar
The Artisan's Jack of All Trades ability reaches its zenith: The Artisan may now add half his class level to all untrained skill checks.
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