Forgeron
An engineer who treats magic as a resource to be understood, harnessed, and built into reliable technology.
The Forgeron is an engineer who treats magic not as mystery but as a resource - to be understood, harnessed, and built into reliable technology. Where others pray or chant, the Forgeron measures, machines, and trusts the work of their own hands.
At their side runs the Chem Injector, a precision device that delivers healing in measured doses and recharges from a single potion many times over. Whether mending bodies like complex machines, fielding an arsenal of autonomous devices, or reconstructing raw arcane energy into something consistent and controllable, the Forgeron makes the unpredictable behave.
- STR
- d6
- AGI
- d6
- RES
- d6
- FCS
- d6
- INT
- d8
- Core Attributes
- INT · RES
- Innate Skills
- crafts, engineering, magicka, lore/nature/alchemy/first_aid
- Innate School
- Arcane
- Armor
- Light · Medium
Starting EquipmentCommon hammer. Light or medium armor. Toolkit (smithing tools or medical kit).
Core Abilities
Abilities and talents that define the class at its core - granted at creation, or available as early signature picks.
Chem Injector
EquipmentA mechanical device that can deliver healing substances with precision. Use a 1/2 Action to heal 1d6+4 HP to a target adjacent to you. Can be loaded with different healing potions for enhanced effects. Can be used as a Free Action on yourself. Must use a Bonus Action to recharge, with a potion. If loaded with stronger than Minor Potions, scale healing according to the potion used. Recovers WP when loaded with Will Potions. You get 3 charges out of a single potion when used in the Injector.
Master Engineer
TalentYou gain levels in Engineering equal to half your level (rounded down). This may exceed the normal level limit and does not count toward levels bought with SP.
Mechanical Intuition
TalentGain +2 when disarming mechanical traps. You can spend a Bonus Action to grant an ally +2 on their next check involving a device or mechanism.
Arcane-Charged Attack
AbilityL314 SP8 WPYou may spend a Bonus Action when making an Attack to increase damage equal to your INT Bonus. Additionally, the damage is converted to Force damage.
Path of Advancement
Levels 2–10. Each level lists the dice that step up and the core-attribute bonuses your character must have reached to take it.
| Level | Dice Ups | Required Bonuses |
|---|---|---|
| 2 | — | INT 5 · RES 4 |
| 3 | FCS Up | INT 7 · RES 4 |
| 4 | INT Up | INT 8 · RES 6 |
| 5 | Free Up | INT 10 · RES 8 |
| 6 | — | INT 12 · RES 9 |
| 7 | RES Up | INT 14 · RES 10 |
| 8 | Free Up | INT 16 · RES 12 |
| 9 | Free Up | INT 18 · RES 14 |
| 10 | — | INT 20 · RES 14 |
Specializations
Sawbones
12Approaches the body as a complex machine, replacing intuition with precision tools and methodical repair.
Machinist
11Never fights alone, commanding an arsenal of autonomous devices that extend their reach across the battlefield.
Arcaneer
11Reconstructs and redirects arcane energy through sophisticated engineering, making magic consistent, controllable, and mechanical.
General Class Picks
Picks available to every Forgeron, before a specialization is chosen.
Level 1
Chem Injector
A mechanical device that can deliver healing substances with precision. Use ½ Action to heal 1d6+4 HP to target adjacent to you. Can be loaded with different healing potions for enhanced effects. Can be used as a Free Action on self. Must use Bonus Action to recharge, with a potion. If loaded with stronger than Minor Potions, scale healing according to potion used. Recovers WP when loaded with Will Potions. You get 3 charges out of a single potion when used in the Injector.
Details →Master Engineer
You gain level to Engineering equal to half your level (rounded down). This may exceed the normal level limit and does not count towards levels bought with SP.
Details →Gain +2 when disarming mechanical traps. You can spend a Bonus Action to grant an ally +2 on their next check involving a device or mechanism.
Details →Equipment: Spell Capacitor
Use Full Action to charge, Bonus Action to Discharge. You create a temporary magical storage device that can hold one spell of level equal to character level or lower. When you cast the spell into the capacitor, you pay the WP cost, but the spell doesn't take effect. As a Bonus Action on your turn, you can discharge the capacitor, causing the stored spell to take effect without requiring additional costs. The capacitor lasts for 8 hours or until discharged.
Details →Equipment: Aether Diffuser
Use 1 Action to release a cloud of medicinal vapor from your Aether Diffuser in a 3-meter radius around you. Allies in the area (including yourself) reduce the level of any one condition (Exhausted, Fatigued and Dying not included) by 1 and gain your INT Bonus HP.
Details →Regenerative Solution
Use 1 Action to load the Chem Injector with a special solution that promotes regeneration and administer it to an ally within range. The target gains regenerates HP equal to your INT Bonus at the start of their turns for 3 rounds.
Details →Mechanical Assistant
Use 1 Action to deploy a small mechanical assistant made of arcane energy that follows your commands for 10 minutes. It can perform simple tasks like fetching items, opening doors, or activating mechanisms, one per turn. The assistant has HP equal to 5× your level, speed of 12m and can carry up to 10 kg. The Assistant takes its actions at any point during your turn, all at once.
Details →Arcane Infusion
Use 1 Action and infuse a non-magical weapon, armor or shield with arcane energy for 10 minutes. The item gains +1 to its primary stat (damage, AR or Block).
Details →Equipment: Arcane Amplifier
As a Bonus Action on your turn, empower your next Arcane, Fire or Alteration spell. It gains damage equal to your FCS Bonus and range equal to your INT Bonus in meters (melee spells gain range from this as well). Condition Rating caused by the spell is increased by 1. Usable once per combat.
Details →Blueprint Mastery I
You maintain a collection of blueprints, allowing you to craft any non-magical item you've successfully analyzed (Checks required during analysis). You gain +2 to all crafting checks for items in your blueprint collection, and crafting time is halved for those items.
Details →Level 2
Emergency Protocols
When you would be reduced to 0 HP, you automatically activate an emergency system that grants you temporary HP equal to twice your INT Bonus and allows you to immediately move up to half your movement speed. You also avoid gaining Exhausted. Can be used once per Rest.
Details →Blueprint Mastery II
Requires: Pick: Blueprint Mastery I
You've learned to craft more complex devices and your blueprint collection has expanded. You can craft uncommon magic items you have analyzed.
Details →Any equipment you possess may be used as a weapon for attacks. Gain +2 to Hit and Damage when using Improvised Weapons for attacks.
Details →Gadget Expert
You have a deeper understanding of the workings of magical items. When you use a non-combat magical item or device that has a chance for unwanted results, roll a dice. On an even roll, you avoid the negative effects. Usable once per Rest.
Details →Level 3
Your mastery of arcane energy flow reduces the WP cost of your Specialization Abilities by 2 (min. 2 WP). Additionally, once per rest, you may cast a level 1 spell you know without WP Cost.
Details →Equipment: Grapple Launcher
Use 1 Action to fire a mechanical grappling hook with a reinforced line up to 20 meters. You can use it to quickly traverse terrain, pull objects weighing up to 100 kg, or create improvised rope bridges. If used against a small enemy, they must succeed on a STR Save against your STR Check (You gain +4 to the Check) or be pulled 10 meters toward you.
Details →It's Just Mechanics
You are able to overcome any conventional mechanical device with ease. Once per rest, you may choose to succeed one Crafts roll without rolling.
Details →Level 4
You modify your Chem Injector with a universal delivery attachment. When loaded with a Poison Vial, your Chem Injector functions as a melee weapon dealing Piercing damage and inflicting Poison(2) on hit. Additionally, you may split any single-use potion of Rare rarity or lower into two half-doses, each delivering half the potion's effect to separate targets.
Details →The Lobber
You construct a compact mechanical launcher for alchemical containers with a fixed range of 20 meters. Use a ½ Action and a Spell Attack Roll to lob a flask or vial at a target or location. The target may only Dodge to defend. On a miss, roll a D8 to determine scatter direction - 1 lands directly opposite the trajectory, with remaining numbers distributed clockwise in equal increments around the target. The difference between your attack roll and the target's defense roll determines scatter distance in meters, up to a maximum of 5 meters. The lobbed item lands in the nearest unoccupied space to the determined point. Allies in range may use the Catch action to intercept a lobbed item before it lands. Reloading costs a Bonus Action. The effect of the lobbed item applies normally on landing.
Details →Level 6
Alchemical Projector
You construct a wrist-mounted projector that disperses alchemical contents in a directed cone. Load a flask as a Bonus Action. On activation, make an INT Check - each target in the cone rolls an AGI Save against your result. On a failed Save, the flask's contents affect the target fully. On a success, the target avoids the effect entirely. Choose cone type on activation: - **Wide Cone:** 6 meters long, 6 meters wide at end - **Narrow Cone:** 9 meters long, 4 meters wide at end
Details →You construct a compact targeting device that calculates optimal projectile trajectories in real time. Your Ranged Attacks and Ranged Spell Attacks, and those of allies within 2 meters of you, gain +2 to Hit rolls.
Details →Level 8
Gyro-Assisted Aversion Apparatus
Once per combat, when you successfully defend against an attack, your apparatus automatically triggers. You may immediately Disengage and Step up to 2 meters in any direction without provoking offensive reactions from enemies.
Details →Level 10
Overclock Circuitry
Until the start of your next turn, all rolls made by you and your active constructs may each be rerolled once, keeping the new result. Actions you take this turn may be Quickened.
Details →