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)
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 16 | - | - |
| Mind | 20 | - | - |
| Sense | 8 | - | - |
| Heart | 18 | - | - |
| Cunning | 22 | - | - |
| Fate | 18 | - | - |
A Minor has no attribute mechanics: the scores describe the creature, they do not roll.
Passives
Entropy Ward
Within 30 ft, decay slows to a crawl. Rust stops, rot ceases, erosion pauses. Broken things hold together.
Maneuvers
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.
Repair
Touches a damaged object, structure, or construct. A construct regains 1 Vigor; an object is mended, even one thought beyond mending.
Reactions
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.