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Artificer-Wizard

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Dungeon Fantasy 4: Sages · p.7

Open source p.7
+50 points

Artificer-Wizard

+50 points
The artificer-wizard never wants for options. If mana or FP
runs low, he can conjure miracles with Gizmos. When out of
Gizmos, spells offer him myriad alternatives.
Advantages: Magery 2 [25].*
Skills: Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1].
Special Abilities: 23 points total in wizardly spells, which will
be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery.
* Gives +2 to Thaumatology.
BECOMING AN ARTIFICER
Anybody would benefit from learning the artificer’s craft,
but it’s hard to take up this career later in life. Quick
Gadgeteer, the profession’s core ability, costs 50 points all by
itself; thus, the role doesn’t lend itself to 50-point lenses like
those in Dungeon Fantasy 3: The Next Level. Players who are
desperately in love with the idea can use the following, some-
what minimalist lens if they can scrape together 70 points. It
works best with high-IQ professions – bard, cleric, druid,
scholar, thief, and wizard.
Artificer Lens
+70 points
Advantages: Dungeon Artificer 2* [10]; Equipment Bond (any)
[1]; Gizmos 1 [5]; Quick Gadgeteer [50].
Skills: Alchemy (VH) IQ-3 [1]†; Engineer (Gadgets) (H) IQ-2
[1]; Fast-Draw (Gadget) (E) DX [1]; Scrounging (E) Per [1]†.
* Gives +2 to Alchemy, Armoury, Engineer (Gadgets), Fast-
Draw (Gadget), Scrounging, and Traps.
† Delvers who already know Alchemy or Scrounging should
instead spend the point in that skill to improve Engineer or
Fast-Draw by +1.
• Gizmos: A “use” of a concoction created on the spot
with Alchemy is simply one dose. Items whipped up from
random junk using Engineer are jury-rigs. They last until
interacted with: a lock lasts until picked or broken, but can’t
be relocked; caltrops can be strewn once, and then are scat-
tered and lost; a trap can be sprung once; and so on. Where
interaction isn’t destructive, the Gizmo lasts long enough to
allow one success roll; e.g., a Lockpicking attempt with
jury-rigged lockpicks.
• Quick Gadgeteer: Expensive creations cobbled togeth-
er from cheap junk obey the same jury-rig rules as Gizmos.
• Wild Talent: Recalled skills last for one success roll. For
a task that involves several rolls, a delver can burn multiple
levels of Wild Talent, one per roll. Spells cast via Wild
Talent work the same way. The caster can maintain the
spell, but once he stops, his “use” is over. Rolls against
effective spell level when the spell resists Dispel Magic or
other spells don’t count as “uses.”
SCHOLARS
Scholars are masters of book-learning. Unprepared, the
scholar is often a bumbling, book-laden burden to his compan-
ions. With time to study suitable lore, though, he can literally
do almost anything.
ADVANTAGES FOR SCHOLARS
Scholars derive their incredible gifts from special forms of
two advantages.
Modular Abilities
see p. B71
Scholars use a Modular Abilities variant that’s similar
to Super-Memorization but more restricted. Full literacy –
Native comprehension in a written language (p. B24) – is a
prerequisite!
Book-Learned Wisdom: By reading suitable manuals, you
can temporarily learn or improve IQ-, Will-, or Per-based
skills, Cultural Familiarities, and Languages. Maps will suffice
for Area Knowledge specialties. You can acquire spells and
special skills if you have appropriate manuscripts, but you
aren’t exempt from their prerequisites – including Magery and
other spells – so mundane knowledge is usually more worth-
while. For more on books, maps, and spellbooks, see Writings
(pp. 13-16).
Each Book-Learned Wisdom slot can hold one piece of
knowledge at a time. To fill the slot with a capability, you must
study a suitable work for two hours per character point.
Maximum points are the lower of the points you have in the
slot and the points your source is rated for. A Speed-Reading
roll halves study time, but the GM rolls in secret and any fail-
ure means your memory fails you the first time you try to use
your newfound wisdom for an adventuring task! As with all
Modular Abilities, switching points into a new ability means
losing the one to which those points were previously assigned.
Given the time requirement, memorizing new abilities is
typically done in camp. In light of the weight of books, it might
even be best to prepare whatever you think you’ll need before
you leave town! Still, there will be times when it’s sensible for
the whole party to pause while you refresh your memory on
obscure lore from a book in your pack.
Cost per slot: 5 points base + 2 points per point of abilities.
Example: Mandrake the Mad buys three Book-Learned
Wisdom slots. Base cost is 5 points/slot, so this comes to 15
points. Two slots can each hold one piece of memorized lore
worth up to 2 points, and so cost 4 points apiece. The third can
hold up to 4 points of wisdom, for 8 points. Total cost is 31
points. This appears on Mandrake’s character sheet as “Book-
Learned Wisdom 3 (2, 2, 4) [31].”
Before departing for the frigid Ice Caverns, Mandrake stud-
ies the party’s map of the Caverns for 4 hours and acquires Area
Knowledge (Ice Caverns) (E) IQ+1 [2]. He buys a manual on
arctic survival and peruses that for 4 hours, gaining Survival
(Arctic) (A) Per [2]. Finally, he purchases a guide to the ice-troll
language, pores over it for 8 hours, and ends up with Ice
Trollish (Accented) [4].
In the Caverns, Father Mulberry – the party cleric – ends up
unconscious after a failed exorcism. Nobody knows what to do,
but fortunately, Mandrake has a rare manuscript on holy med-
icine in his pack. It was dead weight . . . until now. Since the
Caverns have ice weasels but no ice trolls, he concludes that he
doesn’t need his new language. Mulberry is turning chartreuse,
so Mandrake risks Speed-Reading. He studies the manual for 4
hours and shifts 4 points from Ice Trollish to Esoteric Medicine
(Holy) (H) Per [4]. He then tries to undo the curse, hoping his
hasty reading will suffice . . .
Wild Talent
see p. B99
This advantage works as usual in dungeon fantasy, but
scholars buy it with the following enhancement.
New Special Enhancement
No Advantage Requirements: You can use any skill – even a
bardic skill, a chi skill, or a clerical, druidic, or wizardly spell –
without regard for such prerequisite advantages as Magery,
Power Investiture, and Trained by a Master. +50%.
SCHOLAR
250 points
You consider the wizard’s claim to be “the only truly
learned delver” a conceit, if not a lie. Wizards know magic –
but also distraction, in the form of superstition, easy power,
and demons. Knowledge is your reward, and you don’t stop at
the magical. You seek to solve all mysteries, from beasts’
names for themselves to the secrets of lost civilizations, and
you’re not above learning practical skills in order to plumb
dungeons for forgotten truths.
Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
Secondary Characteristics: Damage /; BL 20 lbs.; HP 10
[0]; Will 15 [0]; Per 15 [0]; FP 12 [0]; Basic Speed 6.00 [0];
Basic Move 6 [0].
Advantages: Book-Learned Wisdom 2 (2, 2) [18]; Eidetic
Memory [5]; Intuition [15]; and Wild Talent 1 (No Advantage
Requirements, +50%) [30]. • 30 points chosen from among
ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3
[10/level], Will +1 to +5 [5/level], Per +1 to +5 [5/level],
Absolute Direction [5], Acute Senses (any) [2/level], Cultural
Adaptability [10], Fearlessness [2/level] or Unfazeable [15],
Higher Purpose (Seek Knowledge)† [5], Language Talent
[10], Languages (any) [2-6/language], Luck [15] or
Extraordinary Luck [30], Signature Gear [Varies], Speak
With Animals [25], Wealth (Comfortable or Wealthy) [10 or
20], Wild Talent 2 (No Advantage Requirements, +50%) [30],
more and/or larger Book-Learned Wisdom slots, or improve
Eidetic Memory [5] to Photographic Memory [10] for
5 points.
Disadvantages: Curious (12) [-5]. • -20 points chosen from
among Absent-Mindedness [-15], Bad Sight (Mitigator,
Corrective Spectacles, -60%) [-10], Intolerance (Stupid peo-
ple – IQ 10 or less) [-5], Obsession (Learn one specific, dan-
gerous thing) [-5], Overconfidence [-5], Truthfulness [-5*],
Xenophilia [-10*], or worsen Curious from (12) to (9) [-7] for
-2 points or (6) [-10] for -5 points. • A further -25 points cho-
sen from among the previous traits or Bad Temper [-10*],
Clueless [-10], Hard of Hearing [-10], Jealousy [-10],
No Sense of Humor [-10], Oblivious [-5], Odious Personal
Habits [-5 to -15], Post-Combat Shakes [-5*], Sense of
Duty (Adventuring companions) [-5], Skinny [-5], or
Stubbornness [-5].
Primary Skills: Cartography, Hidden Lore (Demons,
Elementals, Faeries, Lost Civilizations, Magic Items,
Magical Writings, Spirits, or Undead), Hidden Lore (second
choice), Hidden Lore (third choice), Research, and Speed-
Reading, all (A) IQ [2]-15.
Secondary Skills: Teaching and Writing, both (A) IQ-1 [1]-14. •
Five of Architecture, Hazardous Materials (Magical),
Heraldry, Hidden Lore (another
choice), Occultism,
Prospecting, or Traps, all (A) IQ-1 [1]-14; Diagnosis,
Naturalist,
Pharmacy
(Herbal),
Philosophy
(any),
Physiology (any), Poisons, Psychology (any), Strategy,
Theology (any), or Veterinary, all (H) IQ-2 [1]-13; or
Alchemy, Surgery, or Thaumatology, all (VH) IQ-3 [1]-12.
• One of Crossbow (E) DX+2 [4]-14; Lasso or Throwing,
both (A) DX+1 [4]-13; or Sling (H) DX [4]-12. • One of
Broadsword, Rapier, Saber, Shortsword, Smallsword, Staff,
or Whip, all (A) DX+2 [8]-14. • One of Shield or Shield
(Buckler), both (E) DX+2 [4]-14; Cloak (A) DX+1 [4]-13; or
raise main Melee Weapon skill to DX+3 [12]-15.
Background Skills: Observation (A) Per-1 [1]-14; Scrounging
(E) Per [1]-15; and Search (A) Per-1 [1]-14. • Four of
Climbing, Riding, or Stealth, all (A) DX-1 [1]-11; First Aid or
Savoir-Faire (High Society), both (E) IQ [1]-15; Connoisseur
(any) or Navigation (any), both (A) IQ-1 [1]-14; Hiking (A)
HT-1 [1]-11; Meditation (H) Will-2 [1]-13; or Survival (any)
Per-1 [1]-14.
* Multiplied for self-control number; see p. B120.
† Gives +1 to any roll made to bargain for books, decipher
runes, communicate with sphinxes, etc.
Customization Notes
Scholars must balance Book-Learned Wisdom with Wild
Talent. “Substitute casters” will favor the latter, but the former
allows unrivaled pre-adventure prep – especially with some
quirk points converted to cash for books! Remaining choices
define three major archetypes.
The curator researches the locations and safeguards of lost
civilizations’ strongholds, and then relieves them of artifacts
“for safekeeping.” This is dangerous work – consider higher
ST, DX, or HT, or Luck. Valuable Hidden Lore specialties are
Lost Civilizations, Magic Items, and Magical Writings.
Secondary
skills
customarily
include
Architecture,
Prospecting, and Traps. Lasso and Whip do double duty as
combat skills and means of grabbing trapped items.
Connoisseur pays off for identifying finds.
The professor genuinely seeks knowledge. Better IQ and a
few Languages are fitting. Hidden Lore still runs toward Lost
Civilizations, Magic Items, and Magical Writings, but other
skills reflect key academic interests – e.g., magical theory
(Alchemy,
Occultism,
and
Thaumatology),
medicine
(Diagnosis, Pharmacy, and Surgery), and arcane beliefs
(Occultism, Philosophy, and Theology). Saber is traditional for
academic dueling. Background skills like Connoisseur, Riding,
and Savoir-Faire suit a privileged thinker.
The wise man is often a hamlet’s stand-in for a true caster.
Extra Wild Talent is useful for recalling Stone to Flesh when
the cleric is petrified or Remove Curse when the wizard suc-
cumbs to Suspend Magery. This often accompanies knowledge
of the supernatural; typical Hidden Lore specialties are
Demons, Elementals, and Spirits. Plant, animal, and healing
skills (e.g., Naturalist, Pharmacy, and Veterinary) also fit,
while youthful experience justifies Staff, Climbing, and Hiking.
LENSES FOR SCHOLARS
Scholars are always ready to expand their skills and thus
often change professions. The lenses below enable a scholar to
add a second role in play. They work like those in Dungeon
Fantasy 3: The Next Level.