Wednesday, August 19, 2026

Born Without Sin (GLoG Class: Artificer)

My humble Glåugust submission. A class that is neither a fighter, a wizard, a cleric, nor a thief. 

 
Pompeo Batoni

"I shall not bore you with a catalog of her virtues and beauties; you would have to see her and hold her to judge her justly. Her bitter blade was an ell in length, straight and square-pointed as such a sword's should be. Man-edge and woman-edge could part a hair within a span of the guard, which was of thick silver with a carven head at either end."

"Her grip was onyx bound with silver bands, two spans long and terminated with an opal. Art had been lavished upon her; but it is the function of art to render attractive and significant those things that without it would not be so, and so art had nothing to give her."
Shadow of the Torturer [108]

ARTIFICER

Skill: 1. Chiselling. 2. Forging. 3. Sculpting. 4. Weaving.

Starting Items: Spiced sausage, dark bread, copper canteen of water, a bronze torch fuelled with pig fat, a thick leather apron (light), and a long awl, hand ax, or hammer (light). You also carry two Great Works.

You are Tubal-Cain, forging shining metal over red fire. You are Prometheus, crafting Man from a womb of wet clay. You are Pygmalion, chiselling perfection from alabaster. While others despoil, kill, mutate, and enslave, you create anew. Your hands are instruments of primogenital reproduction, birthing life in a immaculate conception of base substance and divine inspiration.

+1 to SKLL and HP per template

A: Breath Of Life, +1 AD
B: Honest Man's Hands, Investiture, +1 AD
C: Master Of The Craft, +1 AD
D: Blood Sweat Tears, +1 AD

As an Artificer, you have proficiency with hand tools like axes, hammers, picks, and spades. You can also wield any weapon you have animated. You can wear medium armour and still use your abilities.


Peter Paul Rubens

BREATH OF LIFE
You gain Anima Dice (AD). These expend and regenerate as Magic Dice do, but are otherwise distinct.

Spend AD and a dungeon turn to animate an object for turns equal to [highest]. It can't have higher HD than [dice]. It follows your commands to the letter, with a tendency to misinterpret broad directives. Animated objects do not fly, unless they would otherwise be capable of doing so. They typically locomote by hopping or dragging themselves, forming makeshift limbs to walk on if their anatomy allows it.

Get inventive with your animations. Command doors and chests to unlock or lock. Barrels full of gunpowder to roll themselves into enemies. Carriages to carry you without any horses. Ropes to climb up steep inclines and tie themselves off at the top. And of course, weapons to kill your foes.

Determine AC and HD using the guidelines below. Animated objects have maximum HP per HD, make one attack per round, have a to-hit equal to [templates], and deal damage equal to their HD. Choose a relevant statistic for the object to specialise in (generally MOVE or SNEK, but you could argue a book would have SKLL and a spyglass INIT). It gains a bonus to this statistic equal to [templates].

Armour Class:
- Cloth, glass, paper, straw. AC 10.
- Wood, bone, ceramic. AC 12.
- Reinforced wood, thin metal or stone. AC 14.
- Solid rock or metal. AC 16.

Hit Dice:
- Handheld objects. Knives, bottles, plates, books. 1/2 HD.
- Dog-sized objects. Longswords, chairs, shields, rope spools. 1 HD.
- Man-sized objects. Doors, suits of armour, greatswords, statues, treasure chests. 2 HD.
- Large objects. Doubledoors, wagons, heroic statues, rowing boat, 3 HD.
- Massive objects. City gates, portcullis, golem-sized statues, sailing boats, 4 HD.

HONEST MAN'S HANDS
Some say their tools are an extension of their bodies. Your hands are the tools themselves. 

Your hands and forearms up to your elbow joint become indestructible. Only forces capable of destroying magic items can damage them. You can grab a red-hot bar from a forge, plunge your arm into acid, ladle boiling water with your palm, or shove your limb into the path of a trap without any deleterious effect.

So long as you have one hand free, you are counted as carrying a shield (though you cannot sunder it). Where your grip strength is in question, such as grappling or climbing, add [templates] to the roll. If you attempt to grapple someone, they do not get a free attack against you.

INVESTITURE 
I think, therefore I am. You can now animate an object permanently by investing one or more AD

Your progeny are sentient, following your commands as a son does a father, with ML equal to 7 + SAVE. They add the number of AD invested to their to-hit and damage, and count as magical. The only way to refund the AD is for your child to die, which they avoid like any living creature would.

MASTER OF THE CRAFT
You can now spend AD to craft an item in a single dungeon turn. This has the same size limits as animating objects, so 1 AD is sufficient to weave a rope or forge a sword. Raw materials and tools are still required, but only in the loosest sense. Convert a pile of nails and logs into a wagon. With access to a forge, you can turn a lump of raw iron, a dead cow, and an old bedsheet into a suit of plate mail.

This also enables you to animate objects with a single action, so long as you touch them. Animate the sword in a man's hand and bid it to kill him, or entomb him in his own armour. However, objects animated in this fashion only last for [highest] rounds, instead of dungeon turns.

BLOOD SWEAT TEARS
You pour your body and soul into your work. When creating a permanent animated object, you can sacrifice d6 maximum HP in exchange for an additional AD to spend, though you can't go beyond 4 AD. As per usual, the invested HP is refunded upon your progeny's death. 


Luca Giordano

GREAT WORKS

  1. Wax. Lump of beeswax and bundle of wicks, enough to make a hundred candles. 2 slots.
  2. Builder's Nails. Ornate wooden box filled with a thousand nails. 2 slots.
  3. Glue Pot. Thick animal glue, fiendishly sticky when dried. 1 slot.
  4. Rope. 60' length, neatly bundled onto a wooden spool. 1 slot.
  5. Clay. Jar of smooth clay and empty wooden mold. Good for taking key impressions. 1 slot. 
  6. Portable Forge. Fat-bellied forge with clawed feet like a bathtub. Can be sealed tight enough to create charcoal through pyrolysis, which can then be used to fuel it. 4 slots.
  7. Treekiller. Razor-sharp felling saw. A -1 massive weapon, in a pinch. 3 slots.
  8. Workman's Lunch. Insulated flask of beer, deliciously cold and sweet. Drinking the entire thing gets you wonderfully drunk and regenerates +1 AD. 1 slot.
  9. Donkey. And an accompanying wooden cart, capable of hauling 20 slots of equipment (2 HD, AC as unarmoured, 10 morale, +1 to hit, bite 1d6 or kick).
  10. Striker. Broad-shouldered apprentice lacking better prospects (Burl A, 7 HP, AC as unarmoured, 7 morale, +2 MOVE, +0 to hit, sledgehammer 1d10+2).
  11. Cherub. Balsa wood statuette with articulable wings of paper and wax. Capable of flight. Uncanny and disturbing appearance. Makes children cry. 1 slot.
  12. Scarecrow. Woven from fresh flowers, long grass, and thatch. Armed with a light sicklesword. Man-sized, but lightweight enough to count as a 1 HD object. 2 slots.

No comments:

Post a Comment

Popular Posts