KING
The Artificer Eternal

The Artificer Eternal

Celestial · Crown of Innovation

T4d10Minor

A broad, heavyset figure in a leather apron with arms covered in glowing tool-marks and burn scars. A halo of floating tools orbits its head. Its eyes burn with the intensity of ongoing revelation. It talks to itself constantly, muttering equations and sketching in the air.

Tier 4  ·  Role Minor  ·  Pool Vigor 4 (+4 overflow)  ·  AC 14  ·  ATK +6  ·  Save DC 17  ·  Dmg 4 (flat)

AC1414 base
Vigor4Tier, plus 4 overflow. Flees at 0, dies at 8 total damage
Move30 ft
Initiatived8rerolled each round
Attack+6d20 + bonus vs AC, two a turn
Damage4flat, crit d10, floored at 4
Save DC17Tier 4 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind20--
Sense8--
Heart18--
Cunning22--
Fate18--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Entropy Ward

Within 30 ft, decay slows to a crawl. Rust stops, rot ceases, erosion pauses. Broken things hold together.

Maneuvers

Maneuver

Breakthrough

Solves an impossible problem: repairs an irreparable object, bridges an unbridgeable gap, opens an unopenable lock. The solution always works but always has an unconventional element.

Maneuver

Repair

Touches a damaged object, structure, or construct. A construct regains 1 Vigor; an object is mended, even one thought beyond mending.

Reactions

Reaction

Entropy Shield

When an object, construct, or structure within 30 ft would be destroyed by decay, corrosion, or entropy, the Artificer negates the destruction.

Tactics

GM tactics

The Artificer fights through creation, not destruction. Uses Breakthrough to solve environmental challenges. Uses Repair to keep allies' equipment functional. Fights with Inventor's Hammer when forced, analyzing enemies to grant tactical bonuses. Entropy Ward passively protects everything nearby from decay. Against Brian the Brain's entropy, the Artificer builds things that last.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 4, then 4 more. Neither half regenerates.
  • A hit deals a flat 4, no roll. A crit (natural 20 only) rolls d10 and never lands below 4.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 8 kills it outright, and a single blow of 8 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.