Fluxionist

Advanced Human class — see Classes for the full list.

Fluxionist Attack Throws

LevelAttack Bonus
1-2+0
3-4+1
5-6+2
7-8+3
9-10+4
11-12+5
13-14+6

The fluxionist practices a nearly-lost magical art, concocting magical infusions with the power to imbue everyday objects with magical ability. An fluxionist in Sair might be a scion of the Dragon House of Cannith, a renegade experimenter, or an adventuring alchemist.

fluxionistLevel Progression / fluxionistInfusion Progression

ExperienceLevelLevel TitleHit Dice123456
01Apprentice1d41-----
1,5002Journeyman2d42-----
3,0003Magewright3d421----
6,0004Initiate4d422----
12,0005Architect5d4221---
24,0006Forgewright6d4222---
50,0007Exemplar7d43221--
100,0008Ascendant8d43322--
200,0009Fluxionist9d433321-
300,00010Fluxionist, 10th level9d4 + 1*33332-
400,00011Fluxionist, 11th level9d4 + 2*433321
500,00012Fluxionist, 12th level9d4 + 3*443332
600,00013Fluxionist 13th level9d4 + 4*444332
700,00014Grand Fluxionist9d4 + 5*444433

Fluxionist Saving Throws

LevelParalysisDeathBlastImplementSpells
1-313+13+15+11+12+
4-612+12+14+10+11+
7-911+11+13+9+10+
10-1210+10+12+8+9+
13-149+9+11+7+8+

Combat Characteristics

As many of their infusions are meant to be applied in battle, artificers have combat training on par with that of a cleric or thief.

Combat Proficiencies: Fluxionists are proficient with hammers, maces, axes, and flails, as well as all missile weapons . They are proficient with light, and very light armor. They are trained to fight with a weapon in two hands, and to fight with a weapon and shield, but not to fight with two weapons.

Combat Progression: Fluxionists advance in attack throws as clerics and in saving throws as mages. They can cleave after felling a foe a maximum of once per round per every two class levels (rounded down).

Starting Class Powers

Artifice: The fluxionist knows how to concoct and apply artificial infusions. The fluxionist can have a number of infusions in his repertoire as shown on the table above, modified by his INT bonus. Concocting infusions requires access to implements of artifice as well as special capsules and components depending on the level of the infusion to be concocted. See Artifice for complete details.

Fluxionist Training: The house Cannith provides artificers with education in magical and alchemical principles. All artificers begin play with one rank each of Alchemy and Magical Engineering as bonus proficiencies.

Sensing Power: The character can detect spellcasters within 30’ and estimate their level of power relative to his own. He can tell when arcane or eldritch magic has been used within the last 24 hours within the same vicinity and identify the spell signature of the effect. The character cannot necessarily sense whether an item is magic unless it has been used in the last 24 hours. Sensing power requires one full round of quiet concentration to activate. The effect lasts as long as the character continues to concentrate, to a maximum of one round per level. The effect can be used once per turn (10 minutes). This is effectively the Sensing Power proficiency selected as a class power.

Additional Class Powers

Minor Magical Research (5th): The fluxionist can research spells, scribe magical scrolls, and brew potions. Rules for magic research can be found in Campaigns.

Major Magical Research (9th): The fluxionist can create more powerful magic items such as weapons, rings, and staffs.

Sanctum (9th): By acquiring a sanctum (often a great tower) worth at least 15,000gp, the fluxionist can attract followers to his service. 1d6 apprentices of 1st – 3rd level plus 2d6 apprentices of 0th level arrive to serve him as followers within 1d3 months of him acquiring the sanctum. If the fluxionist already has a sanctum, the followers arrive to serve him within 1d3 months of him reaching 9th level. The apprentices function as assistants in magical research (see Magical Research). If performing magic research, the apprentices must be provided food and lodging but need not be paid wages. (If asked to accompany the mage on an adventure, the apprentices must be paid wages as henchmen.) If the fluxionist builds a dungeon beneath or near his sanctum, monsters will start to arrive to dwell within, often followed by adventurers seeking to fight them. Additional rules for sanctums are detailed in Campaigns.

Supreme Magical Research (11th): The fluxionist can learn and perform ritual infusions of great power (7th, 8th, and 9th level) and craft magical constructs.

Class Proficiencies

Proficiency Progression: At 1st level, fluxionist select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 6th and 12th, level. They select an additional general proficiency at 5th, 9th, and 13th level.

Fluxionist Proficiency List: Alchemy, Arcane Dabbling, Art, Battle Magic, Collegiate Wizardry, Combat Trickery (disarm, knock down, sunder), Contemplation, Counterspelling, Craft, Elementalism, Endurance, Engineering, Expanded Repertoire, Experimenting, Fighting Style Specialization, Knowledge, Language, Loremastery, Magical Engineering, Mastery of Matter Manipulation, Personal Conduit, Precise Shooting, Swashbuckling, Transmogrification, Unflappable Casting, Weapon Focus

Fluxionist Templates

3d6 RollTemplateProficienciesStarting Equipment
3 – 4WretchMastery of Matter Manipulation Streetwise GamblingTorn and ragged tunic and pants, tattered wool cloak, leather belt, high boots, dagger, experimentation notebook with dead end and spring shoes, padded armor, small sack, 1 week’s iron rations, waterskin, tinderbox, 3 wax candles (enc. 3 4/6 stone)
5 – 6Outcast AlchemistArcane Dabbling Bargaining Collegiate WizardrySlightly singed tunic and pants, embossed leather belt, low boots, mace, experimentation notebook with wall of heat and illuminating stick, implements of artifice, padded armor, backpack, 1 week’s iron rations, waterskin, 4sp (enc. 4 stone)
7 – 8VeteranBattle Magic Manual of Arms Military StrategyGrey tunic and pants, leather belt, high boots, flail, experimentation notebook with counterspelling salve and blinding blast, implements of artifice, leather armor, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, mess kit (enc. 6 2/6 stone)
9 – 10CutterSwashbuckling Seafaring NavigationMariner’s tunic and pants, fancy red sash, high boots, hand axe, experimentation notebook with ice floe and sharpness, implements of artifice, leather armor, large sack, 1 week’s iron rations, waterskin, grappling hook, 50’ rope (enc. 6 1/6 stone)
11 – 12Crack ShotPrecise Shooting Survival TrackingGreen tunic and pants, brown leather cloak, leather belt, high boots, morning star, crossbow, case with 20 bolts, experimentation notebook with cast stone and bane-rune, implements of artifice, leather armor, backpack, 1 week’s iron rations, waterskin, tinderbox, 6 torches, 4gp (enc. 7 2/6 stone)
13 – 14ScholarLoremastery Collegiate Wizardry Knowledge (history)Blue scholar’s robe, leather cloak, leather belt, high boots, warhammer, sling, pouch with 30 sling stones, experimentation notebook with orb of magic revealing and silksteel shirt, implements of artifice, small crystal ball (10gp), leather armor, wooden shield, backpack, 2 weeks’ iron rations, waterskin, tinderbox, lantern, 2 pints common oil, 2 pints military oil, quill and ink, 2gp (enc. 9 4/6 stone)
15 – 16PolymathExpanded Repertoire Naturalism LanguageBlue scholar’s robe, leather cloak, embossed leather sash, high boots, flail, crossbow, case with 20 bolts, experimentation notebook with knockout gas, swift boots, and one infusion of player’s choice, implements of artifice, leather armor, steel shield, backpack, waterskin 2 weeks’ iron rations, tinderbox, lantern, 2 pints common oil, quill and ink, 6gp, 4sp (enc. 9 stone)
17 – 18AristocratUnflappable Casting Riding RomancePristine tunic and pants, Fancy gold sash, high boots, mace, experimentation notebook with alluring amulet and silent sandals, implements of artifice, leather armor, steel shield, backpack, waterskin, 2 weeks’ iron rations, tinderbox, lantern, 2 pints common oil, quill and ink, medium riding horse, riding saddle and tack, saddlebag, 4sp (enc. 9 5/6 stone)

Notes: Most characters of this class have above average Intellect, and the templates above reflect that. Each template assumes that the character has an INT attribute of between 13 and 15, qualifying him for one bonus proficiency and one bonus infusion. The bonus proficiency and bonus infusion that each template begins with are noted last. For characters with INT of less than 13, delete the third proficiency and the second infusion. For characters with INT higher than 15, select the appropriate number of additional general proficiencies and ask your Judge to determine what additional infusions your character knows.

The Polymath can select one 1st level infusion for his expanded repertoire.

Prime Requisite:STR and INT
Requirements:None
Hit Dice:1d6
Maximum Level:14