Committed practitioners of artifice. Disciplined students of Ravias latest technology.As rumors of growing power in Driz, Mendio has mobilized artifacts across the Principality into the defense of the realm.
While some of these pressed artisans object profusely to the militarisation of this burgeoning technology, the integration of expert machinists has greatly improved the effectiveness of Aria's Manacore regiments.
Artificer Tradesperson 6
Perception +14
Languages Common
Skills Arcana +12, Crafting +15, Diplomacy +13, Medicine +12, Nature +14, Occultism +12, Religion +12, Society +14
Str +2, Dex +2, Con +1, Int +4, Wis +3, Cha +0
Quick Repair 1 minute (Interact) Artificers are able to conduct repairs in one minute. While this doesn't mean the repairs are completed, only the effects of repair will begin to apply.
Sage's Analysis (concentrate) The sage studies a creature, attempting an Arcana, Nature, Occultism, Religion, or Society check against the creature's Recall Knowledge DC. On a success, the sage gains a +2 circumstance bonus to attack rolls and AC against that creature and deals an additional 2d6 damage to the creature with weapon attacks. These benefits last for 1 minute or until the sage uses this ability again.
Reverse Engineer an Artificer gains a +2 circumstance bonus to Crafting checks to reverse engineer a formula from an item. Furthermore, Artifacers can use Crafting instead of Thievery to Disable a Device or Pick a Lock.
Manacore Companion The Artificer maintains a manicure companion as a specialized shop assistant.
Manacore Squad Arterficers have assumed the role of squad sergeants of Manacore regiments in Aria. it is not unusual for an artificer to be accompanied by 3-6 Manacore soldiers that respond to the artificer's commands.
Items Spanner
AC 22; Fort +10, Ref +12, Will +16
HP 86
Speed 25 feet
Melee spanner +12 ( two-hand d8), Damage 2d6+8 bludgeoning
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