Builders who use their talents in order to create constructs and other artificial beings, animating them with magic.
Artificers increase these skills;
+1 Rank to Arcana, Remember Detail, Research, Ritual, and Symbology.
Artificers receive the following skills;
Math (Algebra and Geometry) at Trained Rank.
Artificers don't receive any special equipment as part of their occupation.
Artificers increase their wage per month by 85 Silver.
Artificers learn the Ritual Inanimate to Animate, and the Spells Inanimate and Animate listed below. These spells are specific to the Artificer occupation, however the Ritual can be learned by non-Artificers if taught by an Artificer. Consult GMs for the ruling on that.
Inanimate to Animate
Items Required: A statue, suit of armor, or similar form to be animated; burnt yarrow sprinkled around the ritual circle
Chant: Harc, ese tous efreita (Dwarven for "Come, magic of (my) ancestors"
Ritual Check: 20 + the sum of the Construct's ability scores (not sub-ability scores)
MPI: (15 * the sum of the Construct's ability scores) / 5
Duration: Permanent | Casting Time: 1 day per 100 MPI
Description: Following with the ancient Dwarven ritual of animating stone guardians, this ritual was adopted by Artificers and blended into their craft with vague references to its Dwarven origins such as the ritual chant being in Dwarven still. Regardless, this ritual is used to create an artificial servant for the caster to employ under their service. Only one construct can be made in this way at one time, each time the ritual is performed the old creation crumbles to dust as the new one emerges. This makes the creation function much like a familiar rather than an impersonal golem to obey simple commands.
Constructs created in this manner have the following attributes; Physique (10), Dexterity (6), Intellect (-), Wisdom (6), Charisma (2), the sub-attributes are up to you as the creator.
Inanimate
Spellcasting Check: 35 | MP Cost: 6 | Duration: 1 round per point of Secondary Attribute
You point at a Construct and attempt to force it to lose its spark keeping it active, forcing it into a state of being an inanimate object once more. After making your Spellcasting check to cast the spell you roll another Spellcasting as an attack against the Construct's Bodily Defense. On a successful hit the Construct 'deactivates', becoming lifeless and unmoving. This lasts for 1 round per point of your Secondary Attribute, after which the Construct returns to being active once more (assuming it isn't destroyed beforehand).
Animate
Spellcasting Check: 40 | MP Cost: 12 | Duration: 1 round per point of Primary Attribute
Resting your hand upon an inanimate object you can briefly give it the capacity of acting on its own as if it were a Construct. This object will receive a 4 sq. Fly speed, and can act as if it were a creature for the duration. It uses its Integrity for Hit Points, and can make a 2d10 bludgeoning slam attack (or other applicable attack if a weapon is animated). All attack rolls the object makes are equal to half of your Spellcasting bonus plus 5. These objects act on your turn instead of gaining their own initiative, have a Physical Defense equal to 15 + your Primary Attribute + Secondary Attribute, and finally it is counted as having a Stamina Pool of 20 with a d10 Stamina Recovery.
Artificers use their talent of creating and understanding constructs to be their ultimate maker or destroyer, and costs 6 TP in order to take it as a Promotion to the Artisan.
Artificers also do well when combined with any Magician occupations.
Constructor: Artificers are crafters and creators of constructs first and foremost, and utilize their latent magical powers to 'give life' to their creations and animate them. These can come in two forms; permanent, or temporary. Permanent creations are made using the Inanimate to Animate Ritual listed above, whereas temporary creations can be made through the simple expenditure of Magic Points and by casting the Animate Spell above. Permanent creations last until they are destroyed or replaced whereas temporary creations last a number of minutes equal to the Artificer's primary attribute. Lastly, Artificers receive a +5 bonus on all skill checks made in relation to crafting parts for constructs or creating constructs as a whole.
Artificial Weakness: Artificers are capable of affecting the Resolve and Sanity of Constructs with spells, and spells they cast which inflict Sleep as a status effect instead inflict Stasis on Constructs. Lastly they are capable of inflicting paralysis to Constructs despite their immunity, renaming the status to Disabled and involve the joints and working mechanisms of the Construct seizing or succumbing to spasms which make movement difficult if not impossible.