Author Topic: High-power artificer build  (Read 3651 times)

Offline Belial666

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High-power artificer build
« on: August 19, 2010, 05:06:31 PM »
Here is a second, simpler, more elegant build - though in this one Kara has delved into questionable practices;
Quote


Kara Avani
High Concept: Indian Enchantress Trouble: The Mandarin's Legacy
Other Aspects: Lady of the Rings, Very Liberated, Progressive Technomancer, Grey Is Cooler Than Black And White, Everyone Has a Price
Fate Points: 3  Physical OOOO armor 3  Social OOOO  Mental OOOO

The daughter of the powerful asian dark warlock and artificer known as the Mandarin and an enchantress whose name and ethnicity she has never revealed, Kara Avani inherited tremendous potential from both her parents as well as her father's greatest creation. Unfortunately, her father's association with dark magic was also passed on and after her father's demise at the hands of a Council strike team led by her mother, Kara has lived on her own by choice. Very independent in a country that rarely endorses it, she has often used her power to impose her will. Unlike both her mother and father, she is a master of grey magics, usually refraining from blasting mortals that annoy her but not above intimidating them and using her power to ruin them - or sending a small army of golems and jade soldiers to pay a visit. Still, her practicing war through magic even indirectly and her belief that it is right has labeled her a Lawbreaker in many eyes; it is only through an extensive network of contacts, her vast fortune and the fact that she rarely interferes in events directly that she'd avoided a clash with the White Council.
Lacking -or perhaps never bothering to develop- a talent for evocation, Kara more than makes up for it with her skill in enchanting items. She has gathered a huge fortune by selling shielding crystals that can erect wards, deployable landmines, boomsticks more destructive than tank cannons and even healing rods. She also makes golems for customers with the big bucks and enchanted items for other practitioners.

SKILLS

+6 Lore, Discipline
+5 Craftmanship, Resources
+4 Conviction, Weapons, Contacts
+3 Endurance, Athletics, Presence
+2 Guns, Rapport, Fists, Scholarship
+1 Driving, Stealth, Deceit, Might

POWERS

[-3] Thaumaturgy - Conjuration Control +1, 4 potion slots
[+0] Wizard's Constitution
[-8] Refinement: Conjuration Complexity +2, Crafting Power +3, Crafting Frequency +4, Crafting Power Focus +3, Crafting Frequency Focus +4
[-2] Refinement: 8 potion or enchanted item slots
[-2] Hands of the Jade Dragon (IoP)
      * Indestructible
      * It is what it is: weapon 2 gauntlets
      * True Strike - for all attack rolls with enchanted items
      * Flight - similar to wings, only magical
      * Rings of Power; 4 gemstones that function as enchanted rings fused to each gauntlet
[+0] Armor of the Jade Dragon (IoP)
      * Indestructible
      * It is what it is: exceptionally crafted armor 3 vs many types of attack
      * Glamered: as per human guise, only affects the armor.
[-2] Lawbreaker 1st

ITEMS
Kara's base power of her enchanted items is 12 shifts and her skill is Epic, Legendary+1 for items bearing lethal magic. Each item can be used a minimum of 9 times and since enchanted items can also be fueled by her innate magic instead of expended, she is almost never out of magical ability. Her potions rarely take the form of actually imbibed solutions; she crafts them into seals, crystal rods, amulets or carved runes, using her esoteric magical knowledge, amazing mental focus, and superb crafting skills and access to the best materials to enhance their potency. It is those magic items she sells on demand that have made her well-known to many underground organizations dealing in magical commodities. Her personal enchanted items are usually rings; not only is she influenced by her father's legacy, the eight rings of power she wields as a pair of gauntlets, but also rings are small enough to pass unnoticed and their understated elegance she has found goes well with her indian/european appearance. The eight rings of power are as follows;
Fire: weapon 12 attack vs athletics (lightning bolt)
Water: weapon 10 one-zone attack vs endurance (acidic mist)
Air: athletics 10 effect for 3 exchanges (speed of the wind)
Earth: might 12 effect (control gravity)
Metal: armor 6 or block 12 for 1 exchange (ironskin)
Mind: 1-zone 10-shift thaumaturgy veil (greater invisibility)
Spirit: 12-shift warding (retribution)
Void: weapon 10 area spiritual attack vs discipline (sever soul)
Her remaining enchanted items are less permanent and tend to change over time; she sometimes has enchanted items that heal, lay landmines, summon minor golems, conjure barriers and small fortifications, even short-range teleportation and gateways to the Nevernever.



Kara Avani
High Concept: Indian Enchantress Trouble: The Mandarin's Legacy
Other Aspects: Lady of the Rings, Very Liberated, Progressive Technomancer, Grey Is Cooler Than Black And White, Everyone Has a Price
Fate Points: 3  Physical OOOO armor 3  Social OOOO  Mental OOOO

The daughter of the powerful asian dark wizard and artificer known as Mandarin and an asian enchantress whose name she has never revealed, Kara Avani inherited tremendous potential from both her parents and two of her father's greatest creations. Unfortunately, her father's association with dark magic was also passed on and after her father's demise at the hands of a Council strike team led by her mother, Kara has lived on her own by choice. Very independent in a country that rarely endorses it, she has often used her power to impose her will. Unlike both her mother and father, she is a master of grey magics, refraining from blasting mortals that annoy her but not above intimidating them and using her power to ruin them - or sending a small army of golems and jade soldiers to pay a visit.
Lacking -or perhaps never bothering to develop- a talent for evocation, Kara more than makes up for it with her skill in enchanting items. She has gathered a huge fortune by selling shielding crystals that can erect wards, deployable landmines, boomsticks more destructive than tank cannons and even healing rods. She also makes golems for customers with the big bucks and enchanted items for other practitioners.

SKILLS

+6 Lore, Weapons
+5 Alertness, Discipline, Resources
+4 Athletics, Scholarship, Craftmanship
+3 Endurance, Presence, Conviction
+2 Guns, Rapport, Contacts, Fists
+1 Driving, Stealth, Deceit, Might

POWERS

[-3] Thaumaturgy - Conjuration Complexity +1, 4 potion slots
[+0] Wizard's Constitution
[-3] Crafting Power +3, Crafting Frequency +2 (Refinement 3x)
[-3] Items of Power (includes one-time discount)
     Armor of the Dragon Emperor
      * Indestructible
      * It is what it is: armor 3
      * +3 crafting power focus (Refinement 1x plus 1/2 from wearer)
      * Flight - similar to wings, only magical
     Jade Gauntlets
      * Indestructible
      * It is what it is: weapon 2
      * +4 crafting frequency focus (Refinement 2x)
      * True Strike - for all weapon rolls with enchanted items
[-1] Weapon Focus: +1 weapon rolls with enchanted items
[-1] Warcrafter: +2 stress with enchanted items
[-6] 24 enchanted item slots (Refinement 6x)

ITEMS

Rings of Power
As her personal items, Kara has eight rings of three enchanted bands each. Each triple ring is three enchanted items and can generate three different effects of stength 12, 7 times each before needing recharge. The rings are as follows;
Fire A triple band of what looks like gold, with three rubies for stones.
Flamebolt: weapon 12 single target attack vs athletics
Fireball: weapon 10 one-zone attack vs athletics
Firestorm: weapon 8 three-zone attack vs athletics
Air A triple band of what looks like silver, with three shaphires for stones.
Teleport: 12-shift athletics for instant move, defensive
Windwalk: 8-shift zone-wide athletics for move for 3 exchanges
Windcall: 10-shift zone-wide might effect, throwing objects and creatures around.
Water A triple band of what looks like jade, with three pearls for stones.
Disintegrate: weapon 12 single taget attack vs endurance
Entropic Ward: 12-shift ward, defensive
Bloodrage: target has weapon skill of 10 for 3 exchanges
Earth A triple band of what looks like iron, with three emeralds for stones.
Ironskin: block 11 or armor 5 for 2 exchanges, defensive
Kinetic Throw: 12-shift might effect, throwing or moving the target around.
Bulwark: 12-shift conjuration effect, conjuring a huge amount of stone in the shape desired by the caster.
Spirit A triple band of what looks like copper, with three diamonds for stones.
Invisibility: 12-shift veil, self only, defensive
Mass invisibility: 10-shift zone-wide veil
Greater Dispel: spell of strength 12 or less is ended
Mind A triple band of what looks like flint, with three pieces of emery for stones.
Torpor: weapon 12 mental attack vs discipline. Takeout puts the target to deep sleep.
Mindgrip: 10-shift mental "grapple" vs discipline, 3 exchange duration
Binding: 12-shift binding, usually used for controlling summoned/conjured creatures.
Body A triple band of what looks like bronze, with three pieces of obsidian for stones.
Paralysis Curse: weapon 12 mental disruption attack. Takeout turns target into a quarduplegic.
Break Enchantment: 12-shift mental disruption "attack". Takeout transforms target into their natural form.
Void A triple band of what looks like lead, with three black diamonds for stones.
Energy Void: block 11 or armor 5 for 2 exchanges, defensive
Spiritcall: contacts 12 effect to summon an entity. You need to use other effects to contain and bind the entity
Gateway: 12-shift opening to the Nevernever, defensive

Crystal Rods
Kara has perfected this type of "potions" over decades. Not actually needing to be drunk in order to work, crystal rods are still crafted and used as potions are. Kara has a base strength of 12 for her rods and each can be used 7 times befoe crumbling to dust but she habitually uses her resources to buy the best materials, her crafting skills to craft them to very great detail and her superb discipline to perform the ritual perfectly (using those aspects applied via skills). She may also expend a fate point to invoke her Indian Enchantress high concept. So the final strength could be as much as 20.

Crystal Shield
This rod contains wardings that are applied by scribing a rune on the building or area. They are usualy weaker than the really serious thaumaturgy wardings some wizards pull off with big rituals but the advantage is that the device is portable and can be activated where it is needed. Besides, it contains seven wardings; if the enemy brings down a warding, just raise another.
Landmine Stylus
Similar to the crystal shield, this rod creates landmines by scribing a rune. Perfect for protecting a place as well as discouraging pursuit by enemies - or sending somebody a letter with "explosive runes" on it. Also good for demolishing buildings if you ever have reason to.
Boomstick
A wizard's version of the rocket launcher; like normal enchanted items that blast but more damaging. Effect is zone-wide. Just point the business end towards the enemy, not you. A good memory is the best defense against being blasted to tiny pieces.
Healing Rod
This gleaming white rod contains an effect similar to but far more poweful than the Reiki healing spell. Using it is not instant so it doesn't help in combat but having broken ribs go away in half an hour is still awesome.


« Last Edit: June 16, 2011, 02:46:52 PM by Belial666 »

Offline luminos

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Re: High-power artificer build
« Reply #1 on: August 19, 2010, 06:42:26 PM »
I don't have the rules on me, but I seem to remember that you can only use one focus item for any one task.  I could be mistaken, but if I'm not, then your strength and frequency bonuses don't apply together.
Lawful Chaotic

Offline Belial666

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Re: High-power artificer build
« Reply #2 on: August 19, 2010, 08:33:52 PM »
You can use multiple foci. You just can't stack bonuses of the same type. (you also can't use a focus to craft a better focus but that doesn't apply here)
Besides, she could just as easily have taken one more crafting power specialization instead of focus, shifted her conjuration focus into focus improvement and put all 7 remaining focus bonuses into her armor for the same refresh cost and the same end result. But that would make the gloves so much less cool :)


Offline Ala Alba

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Re: High-power artificer build
« Reply #3 on: August 19, 2010, 11:17:44 PM »
Your bonuses to Thaumaturgy don't seem to add up. It looks like you have a +1 and 2 +2's.

Offline fatty

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Re: High-power artificer build
« Reply #4 on: August 20, 2010, 01:03:04 AM »
I was just making something like this.
Polka will never die!

Offline Biff Dyskolos

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Re: High-power artificer build
« Reply #5 on: August 20, 2010, 04:22:08 AM »
Your bonuses to Thaumaturgy don't seem to add up. It looks like you have a +1 and 2 +2's.

That stumped me too. I think this...
[-3] Thaumaturgy - Conjuration +1, 4 potion slots

is shorthand for...

[-3] Thaumaturgy - Conjuration (+1 Complexity, +1 Control), 4 potion slots

But I could be wrong.

Offline Belial666

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Re: High-power artificer build
« Reply #6 on: August 20, 2010, 09:26:40 AM »
Fixed it. Thanks for pointing it out.

Offline Ala Alba

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Re: High-power artificer build
« Reply #7 on: August 20, 2010, 01:29:14 PM »
Fixed it. Thanks for pointing it out.

It looks like you forgot to change the refresh cost from -2 to -3.