Artificer

Artificer
"'Kilvin glanced at the schema, then grinned proudly and chuckled deep in his chest. “Good. Good. What if the arrow has a head of bone or ivory?”""“The runes for bone aren’t trusted to a lowly Re’lar like myself,” I said.""“And if they were?” Kilvin asked.""“Then I still wouldn’t use them,” I said. “Lest some child doing a cartwheel triggers the arrowcatch with a thin, quickly moving piece of his skull.”""Kilvin nodded his approval. “I was thinking of a galloping horse,” he said. “But you show your wisdom in this. You show you have the careful mind of an artificer.”""- Patrick Rothfuss, The Name of the Wind"

Meta Ability Bonuses: +2 to estimation, initiative, and talent

Primary Role: Utility Magic

Secondary Role: Conjuration

Description: Artificers are masters of on-the-fly enchantment of weapons, magical trap-setting, and a special type of energy redirection known as "sygaldry". Artificers and Runepriests use the same runic system to perform their magic, although Artificers do so without so many scruples. Artificers are often craftsmen who delved so deep into the study of their art that they began to realize the potential of their mastery over matter could be used to augment their own strength and allow them to navigate the physical world with more power than commonly realized. Artificers are unable to invoke runes using verbal command words like Runepriests. Instead, Artificers inscribe runes wherever they can find a place to do so, making this class largely open ended and dependent on player creativity.

Lore:

Weapon Proficiencies at 1st Level: Martial Weapons

Armor Proficiencies at 1st Level: Cloth, Leather

Major Skill Proficiency Choices: Seamanship, Swimming, Grappling, Balance, Meditation, Research, Runecraft, Planar, Glamourrie, Grammarrie

Special Mechanics: Sygaldry (Runecraft must be chosen as a knowledge skill, and intelligence modifier must therefore be at least +1)

Class Features:

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Cantrips at 1st Level:

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