Artificer (Gykesis, Mad Scientist) Character Class:
Gykesis: Carcosan Black Man, loosely translates into "Mad Scientist or Artificer".
Kab'Mekis: Old Yhtillic for "Maker of Machines"
Bogorek: Old Yhtillic for "Repairer"
Goskoro: Old Yhtillic for "Creator, Inventor"
Su'Kesis: Old Yhtillic for "Alchemist"
Akehsis: Carcosan Black Man for "Alchemist".
Note: Artificers are rare in this setting. Those that exist most likely were part of Restorative Orders, apprenticed to Mad Scientists or at one time lived under the watchful eye of Space Alien overlords in a high tech Arcology. Any zero level character who wishes to become an Artificer should seek out a teacher or come from a background which would explain such knowledge. (Most NPC Artificers will actually be Alchemists.)
Description:
The Artificer, also known as Alchemist or Mad Scientists are individuals who either are aliens or those who lived among them or stole their secrets of science & technology. They tend to mix old school alchemy with high tech science to take short cuts to achieve similar results as alien technologies. You are highly prized in societies who need someone to fix the alien tech they have stolen. This makes you less likely to be killed, but instead taken prisoner by those who know about your skills.
Recharge: The Artificer has the "Recharge" statistic. This is how many Gizmos they can recharge while maintaining them.
Please note an Artificer can not Maintain/Charge more individual Gizmos per day than their Intelligence score.
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: [Dabbler Alchemist]
Affiliation Modifier: Law +5
Attributes: INT + 1
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Can Perform Formulae,
Class Upgrades: N/A
Combat: N/A
Equipment: Gadget Utility Belt w/pouches, Tool Kit
Hit Points: +1D4+4+(CON modifier)
Power Points: +2 PP,
Recharge Points: +1 RP,
Sanity: +1D4
Saving Throws: +1 Will Save
Skills: Mechanisms + 1, Science + 1, Tech Ops + 1, Lore + 1
Specializations: Alchemy + 1 (Lore Specialization),
Weapon Proficiency: N/A
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First Level ~ Artificer Abilities:
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Can perform Formulae:
These are similar to spells/rituals, but are for the creation of alchemical potions, salves, etc... You cannot perform any that require Sorcery however. (This uses Lore + Alchemy Specialization.)
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Second Level:
2 Title: [True Alchemist]
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Extrapolations of Alchemy,
Class Upgrades: N/A
Combat: N/A
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +1 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +1 Science, +1 Lore
Specializations: +1 Salvage Tech (Lore specialization), +2 Plants & Fungi (Lore specialization)
Weapon Proficiency: N/A
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Second Level ~ Artificer Abilities:
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Extrapolations of Alchemy:
At second level, the Artificer may experiment with divergent variations of Formulae he/she has knowledge of. This is always a difficult task. If successful you will have created a new Formulae that is somewhat similar to an existing Formulae. The GM will determine what components you will require when you declare your intent of the divergent alchemy and if it is allowable in his/her game.
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Third Level:
3 Title: [Alchemical Mechanist]
Attributes: N/A
Bonus Skill Points: +2
Bonus Specialization Points: +3
Class Abilities: Jury Rig Alien Tech, Create Gizmos,
Class Upgrades: +1 "Any Class Upgrade" (Not Artificer Class Abilities),
Combat: +1 to Hit
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +2 RP,
Sanity: +1D6 (+WIS modifier)
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save
Skills: +1 Mechanisms, +1 Science, +1 Tech Op, +2 Pilot
Specializations: +2 Craft Tools (Craft specialization)
Weapon Proficiency: +1 Weapon Proficiency
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Third Level ~ Artificer Abilities:
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Create Gizmos:
You can create simple plot convenient gizmos. (Think Adam West Bat Man utility Belt.) You can have as many gizmos as you character level plus INT modifier per game session. The upkeep cost to replace these gadgets is (500 gp in tech salvage x character level) divided by the highest of any of the three skills: Mechanisms, Repair or Science. The more simple the gadget, the lower the difficulty rating to roll against when using it. Use either Mechanisms, Tech Op, whichever has the higher bonus. You only need define the function of the gadget prior to rolling. If the gadget does not go off as intended, it can be salvaged to attempt again later, but it is now a 'Defined' one use gadget with a specific purpose. Each level after 1st, the base price of tech salvage drops by 25gp as the Artificer becomes more efficient in his/ her gadget design.
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Jury Rig Alien Tech:
At 3rd level the Artificer gains the ability to quickly jury rig a broken or malfunctioning alien device. This is potentially dangerous. If you do so without appropriate salvage parts, the item is good for 1D4 uses on a successful roll (2D4 on a critical roll) though if used further than that it has a chance of a serious side effect before being destroyed as a result of the tampering. You must roll UNDER your current character level on D20 to avoid a Jury Rig Side Effect roll. (See Chart Below) If the roll IS lower than your current level, the device simply burns out and may not be jury rigged again, but at the GM's discretion may be salvaged and/or repaired properly with the right abilities, skills and salvaged items. The GM should apply difficulty to your roll based on how damaged the device is.
Jury Rig Side Effect Chart:
1
2
3
4
5
6
7
8
9
10
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Fourth Level:
4 Title: [Xeno Mechanist]
Attributes: +1 INT
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Repair Space Alien Tech,
Class Upgrades: N/A
Combat: N/A
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +2 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +2 Repair
Specializations: +1 Salvage Tech (Lore specialization)
Weapon Proficiency: N/A
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Fourth Level ~ Artificer Abilities:
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Repair Space Alien Tech:
At 4th level the Artificer gains enough understanding of the technologies of the space aliens that he/she can do some repairs of such technologies and build simple re-chargers for weapons/devices. The base difficulty challenge for such projects is 15 at 4th level and drops by one for each level afterwards. Please note that if the character had the Repair skill prior to 4th level from Tech Level, Race or other background modifier, he/she can still attempt to repair such technologies, but the difficulty rating is at a base of 25 until reaching 4th level in this class.
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Fifth Level:
5 Title: [Great Formulator]
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Invent New Formulae, Invoke Algarithms, +1 Algarithm, +1 Formulae,
Class Upgrades: +1 "Artificer Class Ability" (Not "Any Class Upgrade"),
Combat: +1 to Hit, +1 Parry, +1 Dodge
Hit Points: +1D4+4+(CON modifier)
Power Points: +2 PP,
Recharge Points: +2 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +1 Science
Specializations: +2 Alchemy (Lore specialization) +1 Craft Tools (Craft specialization)
Weapon Proficiency: N/A
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Fifth Level ~ Artificer Abilities:
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Invent New Formulae:
At 5th level the Artificer gains enough understanding of biology and alchemy to start developing his/her own Formulae and potions. This is trail and error. Such Alchemy is contested with ones Lore skill with any bonus for Alchemy specialization. (Formulae are from "Realms of Crawling Chaos" book by Goblinoid Games.) This is an upgrade of "Extrapolation of Alchemy" in that is allows a totally new alchemical creation not just a variation of existing formulae. In addition the Artificer will begin to figure out a new Formulae every odd level, starting
with one at fifth level.
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Invoke Algarithms:
At 5th level the Artificer gains not only the ability to Invoke Ancient Yithian Algarithms, but can do so to their full potential, based upon
character level/difficulty roll limitations only, unlike some other classes that are restricted to the lower functions. Starting at 5th level
and every level afterwards, the Artificer can learn one new Algarithm.
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Sixth Level:
6 Title: [Xenomechanical Inventor]
Attributes: N/A
Bonus Skill Points: +2
Bonus Specialization Points: +3
Class Abilities: Re-purpose Alien Tech, +1 Algarithm,
Class Upgrades: +1 "Any Class Upgrade" (Not Artificer Class Abilities),
Combat: +1 to Hit
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +3 RP,
Sanity: +1D6 (+WIS modifier)
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save
Skills: +1 Tech Ops, +1 Repair
Specializations: +1 Salvage Tech (Lore specialization),
Weapon Proficiency: +1 Weapon Proficiency
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Sixth Level ~ Artificer Abilities:
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Repurpose Alien Tech:
At 6th level the Artificer gains the ability to reverse engineer a number of space alien technologies and build crude version of such items. This requires salvaged parts and some alchemical mods, so adventuring will still be required to get the parts you need for these devices. The base difficulty challenge for such projects is 15 at level 10 and drops by two points per level afterwards. This also allows the character to attempt to create cybernetics/cyborgs and modify/manipulate life. Such experiments should have reasonably high challenge ratings to overcome until new Formulae has been perfected for specific proceedures. At this level the character could even rebuild lesser versions of space alien vehicles at great costs in resources and time.
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Seventh Level:
7 Title: [Xenorobotic Manipulator]
Attributes: +1 to any one attribute except INT
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: , +1 Algarithm, +1 Formulae,
Class Upgrades: N/A
Combat: N/A
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +3 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +1 Pilot, +1 Lore, +Mechanisms
Specializations: +1 Program Robots (Tech Ops specialization), +1 Repair Robots (Repair specialization)
Weapon Proficiency: N/A
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Seventh Level ~ Artificer Abilities:
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Eighth Level:
8 Title: [Exaulted Inventor]
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Invention, +1 Algarithm,
Class Upgrades: N/A
Combat: N/A
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +3 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +2 Repair, +1 Mechanisms, +1 Science, +1 Tech Ops
Specializations: +2 Plants & Fungi (Lore specialization)
Weapon Proficiency: N/A
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Eighth Level ~ Artificer Abilities:
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Invention:
At 8th level the Artificer can begin to develop his/her own types of technologies. The DM has final say on if they are allowable or not and what resources and challenge ratings are required in it's construction. A rough guideline is that the item should be usable level times per day if it's a multi-use device. Vehicles should have level hours usage time and ranged weapons should be level shots/ammo limit. All these affected by Intelligence modifier as well.
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Ninth Level:
9 Title: [Innovator Supreme]
Attributes: N/A
Bonus Skill Points: +2
Bonus Specialization Points: +3
Class Abilities: , +1 Algarithm, +1 Formulae,
Class Upgrades: +1 "Any Class Upgrade" (Not Artificer Class Abilities),
Combat: +1 Attack, +1 to Hit
Hit Points: +1D4+4+(CON modifier)
Power Points: +1 PP,
Recharge Points: +4 RP,
Sanity: +1D6 (+WIS modifier)
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save
Skills: +1 Mechanisms
Specializations: +1 Alchemy (Lore specialization), +2 Craft Tools (Craft specialization)
Weapon Proficiency: +1 Weapon Proficiency
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Ninth Level ~ Artificer Abilities:
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Tenth Level:
10 Title: [Fabricator of all Instruments]
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Create Multi-Tool, +1 Algarithm,
Class Upgrades: +1 "Artificer Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Parry, +1 Dodge
Hit Points: 2+(CON modifier)
Power Points: +2 PP,
Recharge Points: +4 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +1 Repair, +1 Science
Specializations: +1 Salvage Tech (Lore specialization)
Weapon Proficiency: N/A
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Tenth Level ~ Artificer Abilities:
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Create Multi-Purpose Scientific Instrument:
At level 10, your character can create a device that can project and simulate spell like effects. (Like the 'Science!' ability of Scientist class in Hulks & Horrors book, by John S. Berry.) The basic use of your own created device is difficulty 5 for standard uses. Using one created by another Mad Scientist will be difficulty 15, unless they have instructed you in it's use, then it drops to 10. An Artificer of less than 10th level can attempt to use a found/stolen device, though the base penalty is 25, plus one for every level the character is below 10. (A first level Artificer would have a difficulty rating of 34 to use a found/stolen device from another Artificer.) Artificers less than level 10 do not get a bonus to understand the device, even if instructed by another Artificer.
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Eleventh Level:
11 Title: [Master Scientist]
Attributes: +1 INT
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: , +1 Algarithm, +1 Formulae,
Class Upgrades: N/A
Combat: N/A
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Recharge Points: +4 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save
Skills: +1 Tech Ops, +1 Lore, +Mechanisms
Specializations: +1 Program Robots (Tech Ops specialization)
Weapon Proficiency: N/A
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Eleventh Level ~ Artificer Abilities:
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Twelth Level:
12 Title: [Preeminent Xenotechnician]
Attributes: N/A
Bonus Skill Points: +2
Bonus Specialization Points: +3
Class Abilities: Grasp Ancient Alien Tech, +1 Algarithm,
Class Upgrades: +1 "Any Class Upgrade" (Not Artificer Class Abilities),
Combat: +1 to Hit
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Recharge Points: +5 RP,
Sanity: +1D6 (+WIS modifier)
Saving Throws: N/A
Skills: +1 Repair, +1 Science, +1 Repair
Specializations: +2 Medicine (Lore specialization)
Weapon Proficiency: +1 Weapon Proficiency
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Twelth Level ~ Artificer Abilities:
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Grasp Ancient Alien Tech:
At level 12, your character begins to get a simple grasp of the vastly alien technologies of the Mi-Go, Elder Things and Great Race of Yith. You can attempt to make a Tech Op skill roll to use devices of these creatures at a base difficulty of 15 at level 12, minus one difficulty per level afterwards. You may also attempt to repair damaged tech of these races, but the difficulty to your Repair skill roll will be 25 at level 12 and minus one difficulty each level afterwards. You can also ignore half the SAN penalty to any SAN checks related to using/repairing such vastly alien technologies.
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Thirteenth Level:
13 Title: [Ascendant Scientist]
Attributes: +1 to any one attribute except INT
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Upgrade Alien Tech, +1 Algarithm, +1 Formulae,
Class Upgrades: N/A
Combat: N/A
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Recharge Points: +5 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save
Skills: +1 Mechanisms
Specializations: +1 Alchemy (Lore specialization), +1 Salvage Tech (Lore specialization)
Weapon Proficiency: N/A
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Thirteenth Level ~ Artificer Abilities:
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Upgrade Alien Tech:
At level 13, your character can attempt to upgrade alien technology with his/her genius human insights which allows modification that the cold logical aliens might have overlooked. Such modifications should be limited to +2 damage, DR, etc... on a successful roll and twice that a critical roll. Though for damage on critical successes one may choose a full die bonus instead of +4 damage. The GM will determine what parts you will need to salvage to perform these upgrades.
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Fourteenth Level:
14 Title: [Great Progenitor of Life]
Attributes: N/A
Bonus Skill Points: N/A
Bonus Specialization Points: N/A
Class Abilities: Mastery of Life, +1 Algarithm,
Class Upgrades: N/A
Combat: N/A
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Recharge Points: +5 RP,
Sanity: +1D4 (+WIS modifier)
Saving Throws: N/A
Skills: +1 Science
Specializations: +2 Cybernetics (Lore Specialization), +2 Genetics (Lore Specialization)
Weapon Proficiency: N/A
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Fourteenth Level ~ Artificer Abilities:
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Mastery of Life:
At level 14, your character has a very strong grasp of genetics and can attempt to correct or create mutations and related powers in test subjects or upgrade them with cybernetics with little difficulty in appropriate lab conditions and available supplies.
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Fifteenth Level:
15 Title: [God of Science]
Attributes: +1 INT
Bonus Skill Points: +2
Bonus Specialization Points: +3
Class Abilities: Master of Technology, +1 Algarithm, +1 Formulae,
Class Upgrades: +1 "Any Class Upgrade" (Not Artificer Class Abilities), +1 "Artificer Class Ability" (Not "Any Class Upgrade"),
Combat: +1 Attack, +1 Parry, +1 Dodge, +1 Melee to Hit, +1 Ranged to Hit
Hit Points: 2+(CON modifier)
Power Points: +2 PP,
Recharge Points: +6 RP,
Sanity: +1D6 (+WIS modifier)
Saving Throws: +1 Fortitude Save, +1 Reflex Save, +1 Will Save
Skills: +1 Tech Ops, +1 Mechanisms, +1 Repair
Specializations: N/A
Weapon Proficiency: +1 Weapon Proficiency
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Fifteenth Level ~ Artificer Abilities:
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Master of Technology:
At level 15, you can eventually with the right tools and resources build technology equal to the Space Aliens themselves. At this point you can also difficulty rating to repair the exotic alien tech of the Mi-Go, Elder Things and Great Race of Yith drops to a base of 15 and you only take 1/4 the SAN penalty/loss related to using/repairing such vastly alien technologies.
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