Note: I [i]might[/i] have adapted a D&D character of mine by accident, kind of. Half-way through I realized I was basically making a version. If this needs to be nerfed or fixed up, I can do so. Hell, didn't even consult the Artificer playguide when making this, I just went off what I remembered. Plus, I love the class, they're so much fun, who doesn't love being able to carry a portable boat with you? Hope this is fun to read! [hider=Artificer Saint] [center][h1] Saint of Knowledge [/h1][/center] [hider=Original Self] [img]https://img.roleplayerguild.com/prod/users/b98315f9-f737-4951-9d36-30b13672f52d.jpg[/img] [/hider] [hider=Current Self] [img]https://preview.redd.it/2cjdgf6mmso01.jpg?width=640&crop=smart&auto=webp&s=2343bbaacd0ff1269047c09a42a532942178a2ca[/img] [/hider] [b]Name:[/b] Henry Drake [b]Age:[/b] 18(Origin), 22(Rebirth) [b]Gender:[/b] Male [b]Race:[/b] Human(Origin), Lizardmen(Rebirth) [b]Mental Pros:[/b] Careful, cautious, inquisitive, calm, reserved. In other words, as benefiting of his Saint legend, he's a studious person, and is always seeking new knowledge. [b]Mental Cons:[/b] Over-zealous, excitable, one track mind, irritable. While this may sound counter to what has been stated, due to his love and obsession with knowledge, he can become focused on one task at hand, to the point of shutting all else out, even proper manners. This can work well when he needs to work on something, but isn't good when say, the team needs him. When interrupted, he can get snappy. [b]Background:[/b] Some of the class were geniuses in math and science, gifted athletes, brilliant debaters. But every class has their oddities. Henry was one of them. He was a brilliant writer and history minded fellow, but often at the expense of other fields, especially like social skills. Whereas even his classmates could be a tad social, he was the type to often shut himself in his room, writing, when not in class. His dream? To build a grand library to rival those of the past. To become a legendary writer. And some had even called him the next Tolkien. But it happened in a flash. Death came, as it does for all, but for this group, early. He was asleep when it happened, clueless to what happened, as he had spent the night before writing extensively. He had been looking forward to exploring the sites around the land. But instead...he's falling face first into an alien world. Regardless of what he recalls of the past...hopefully this life will be good, right? [b]Extra:[/b] If he had been awake when it happened, he would have remarked about never finishing a book. What that meant, no one would have ever known for sure. He was, despite his image as a prolific writer and shutin, a gamer, and often spent time playing video games as able. [b]Hero Class:[/b] Artificer [b]Class Notes:[/b] A relatively "new" class in the sense that it represents the future. Artificers are known to constantly push to understand both ancient magical items and technologies, but also push towards the future, with new discoveries and research. They generally fit one of three backgrounds, Artisan, Archeologist, and Anthropologist. While all three work well together, the first is considered the most common, with the second acting as the "loneliest" type of Artificer, due to their tendency to be at the fringes of society for long periods of time, if not their entire life. Artificers are at best, support, while they can deal damage, their skills excel in research, development, and magical item study and construction. Artificers tend to have one or two sub-types, alchemists, who focus along alchemical means to discover secrets, while others may go along future ranged weapons(aka hand cannons). In this case, its more than likely the Saint of Knowledge is an alchemist. Artificers can create a variety of magical items, and thus are the go to for when a team wants to go out and about, without having to rely on shops run by others, or random loot. What they lack in physical might, they make up for in brains. [b]Legend:[/b] It is said that among the Lizardmen, there was once a great and wise scholar, who was the envy of all, for he was a collector of priceless tomes and magical artifacts. He strived to discover a way to extend his people's life spans, to give back to the people who he was of. The legend varies as to his origins. Some say he was a noble lizardman, who, like another world's figure, lost interest in his life of luxury, and seeked instead wisdom and knowledge. Others say he was a commoner, whose talents with magic had made him a court mage. But all agree on one thing, he was the one they turned to when they could not find an answer in their books. He was the one who conducted research into ancient ruins, seeking knowledge, sometimes forbidden, if it meant advancing his people, and by extension, the world. Some say he vanished on a trip to a faraway land, some say magic went wrong, and still others say he found the secret to immortality, and kept living on, alone, as most Artificers would. [b]Notable Items:[/b] Alchemist's Pouch: A special item that can be used to create alchemical formulas. Mostly random stuff, like an item that slows people down, stun stones, healing drinks, and some minor offensive stuff, in the form of Alchemical fire and alchemical acid. It always seems to have the materials needed for the formulas, but will reclaim the materials if not used. If destroyed, it can be replaced, but generally takes about a week to replace. It is said that the Goddess gave him this item, as a sort of reward for his deeds. Crossbow: Everyone needs a way to defend, and crossbows are convenient. Currently has thirty bolts. [b]Stamina:[/b] 5 [b]Strength:[/b] 4 [b]Dex:[/b] 5 [b]Intelligence[/b] 10 [b]Faith:[/b] 1 [b]Physical Abilities:[/b] Lizardmen Makeup: Basically tougher and stronger than the average human, or other non-armored person. Grants a bit of extra strength, and means they can take more of a beating. Makes wearing hats and putting clothes on tricky though. Marksmanship: Just means being able to shoot straight. Crossbows are a lot easier than normal bows. So nothing too good. Dancing: He can dance alright. Great for amusing people. Historical Knowledge: Has a chance, of knowing just what the hell he walked into. Basically allows them to look at a structure, determine its age. Items older than a hundred years can have their value determined. Smooth Writing: Seems unimportant, but he knows how to write well, and clearly. [b]Magical Abilities:[/b] Detect Magic: Lets you know if there's anything magical around. Magical Item Creation: Allows a person to make magic items, so long as they know how. Magical/Non-Magic Item Analysis: Allows the person to figure out what the hell an item does. Alarm: Ritual that when set up, sets off a magic alarm if tripped. Has a small range. So if someone comes in a different way, well, yeah. Fireball: A simple fire spell that sends a fire ball forward. Nothing fancy Lightning Bolt: Fires a bolt of electrical energy, arcs towards the target, or a lightning rod. [b]Additional Notes:[/b] Not all the items or spells or stuff that I guess could be included, but decided to not go overboard. [/hider]