The Craftsman Adventurer
Difficulty Skill Effect
2 Boobytrap (Tier 1) does 4D damage to anyone who steps on trap
2 Alchemy (Tier 1) allows user to create Tier 1 potions as a ritual
3 Modify Weapon (Tier 1) permanently adds +1 to damage of any weapon modified
3 Snare* (Tier 1) immobilizes anyone who steps on it
3 Boobytrap (Tier 2) does 4D+1 damage to anyone who steps on trap
3 Masterful Mind (Tier 1) adds +2 to any crafting roll, passive
3 Quick Fix (Tier 1) adds a bonus of +2 to repair or first aid skill and takes 1/2 the turns
3 Alchemy (Tier 2) allows user to create Tier 2 potions as a ritual
3 Modify Armor (Tier 1) permanently adds +1 to armor bonus
4 Inscribing (Tier 1) allows user to create "eefa" inscriptions
4 Boobytrap (Tier 3) does 4D+2 damage to anyone who steps on trap
4 Modify Weapon (Tier 2) permanently adds +2 to damage or +1 to hit rate of weapon
4 Alchemy (Tier 3) allows user to create Tier 3 potions as a ritual
4 Golemcraft (Tier 1) allows user to create lesser and standard golems
4 Structural Weakness (T1) spend 1 turn studying target, gain +1d+2 to disable/damage
5 Quick Extraction create a tier 1 or 2 potion as a standard action
5 Boobytrap (Tier 4) does 5D damage to anyone who steps on trap
5 Modify Weapon** (Tier 3) permanently adds +1D to damage or +2 to hit rate of weapon
5 Alchemy (Tier 4) allows user to create Tier 4 potions as a ritual
5 Modify Armor (Tier 2) permanently adds a bonus of +2 to armor bonus
5 Transmute (Tier 1) transform one metal into another, ritual
5 Alchemical Wedding (T1) brew and combine 2 potions in the time for one
6 Inscribing (Tier 2) allows user to create regular inscriptions
6 Boobytrap (Tier 5) does 5D+1 damage to anyone who steps on trap
6 Modify Weapon** (Tier 4) permanently adds +1D+1 to damage or +1D to hit rate of weapon
6 Alchemy (Tier 5) allows user to create Tier 5 potions as a ritual
6 Golemcraft (Tier 2) allows user to create greater golems and golemlings
6 Panacea (Tier 1) craft a potion of resurrection, ritual, lasts 1 hour
Using a potent combination of alchemy, engineering, rituals, and enchantments, the Demiurge is emerging as a new school of Dayoklan. From potions and poultices to basic imbuances to mighty golems, their creations can turn the tide of any adventure. It is by far the newest group of skills for adventurers and does not have an academy proper as the other schools do, nor any aygeemya it swears loyalty to. Skills are bought entirely with coin usually although bewaya of any color is accepted. Those wishing to learn these skills must find a master craftsman of whichever ability they wish to train in or take classes at the University.
*lasts till hit with a difficulty of 13 for 6 damage, or strength of 15 is rolled, or a crafting roll of 10 or mental roll of 12, 1 turn
**weapons modified in this way may only be used by someone with a modify weapon skill of this level
† only one golem may be given a command per turn
key skill: crafting