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<blockquote data-quote="LRonKnieval" data-source="post: 133397" data-attributes="member: 686"><p>glad you guys got a chance to look at it. </p><p></p><p>My reply to the comments, </p><p>The class doesn't need more feats, I felt that would only make the class weaker, especially if they were centered around the spelljack because the rules are already there for it. Basically, the craft spelljack ability provides them with the unique ability to make spelljacks and the exclusive knowledge spell is what determines there ability to make modifications to it.</p><p>Thats also why I alloted them more skill points than a sorcerer or wizard, to invest in spelljack creation and modification.</p><p>They can also apply metamagic feats to the spelljack.</p><p></p><p>The real advantages to spell jackers are </p><p>1) They suffer no chance of spell failure from armor.</p><p>2) They don't need material components, (except when adding a spell).</p><p>3) I think i forgot to write it into the revision but, releasing a spell from a spelljack is identical to using a use activated item. That means that the spelljacker can release a spell without provoking an attack of opportunity and does not require concentration. It can also be triggered as a partial action... all three of these features are huge advantages.</p><p></p><p>Lichtenhart is 100% right about use the magic device skill, it should be included as a class skill. I hope i was clear enough in the text that spelljackers weren't really wizards. As far as disable device, I thought it was unnecessary, the Knowledge (spelljacking) should cover it for disabling, salvaging, or manipulating other people's spelljacks. Perhaps the problem is the Knowledge (spelljacking) skill name- it should really be a Craft or profession skill, actually it should just be 'Spelljacking' skill , like 'Alchemy'.</p><p></p><p>Finally, the other devices Leopold suggested aren't really 'spelljacking' things but more like straight machinery that produce magical effects. I thought about that kind of thing too but it treads dangerously close to the gnome artificer PrC in the magic of Faerun book. To me it seemed like more advanced or specific items might be better for a PrC. I was also concerened about unbalacing the class.</p><p></p><p>There is something else 'riot gear' mentioned in his original text, clockwork golems called steamjacks.</p><p>I don't believe they are in the DF setting at the moment so I left them out of the revision. riot gear's text read that spelljackers were the only people that could create these creatures. If we were to include the, Perhaps here is where we could apply a feat Craft Steamjack- prerequisite : Spelljacker 5 level.</p><p> But we'd need a nice write up for the clockwork golem.</p></blockquote><p></p>
[QUOTE="LRonKnieval, post: 133397, member: 686"] glad you guys got a chance to look at it. My reply to the comments, The class doesn't need more feats, I felt that would only make the class weaker, especially if they were centered around the spelljack because the rules are already there for it. Basically, the craft spelljack ability provides them with the unique ability to make spelljacks and the exclusive knowledge spell is what determines there ability to make modifications to it. Thats also why I alloted them more skill points than a sorcerer or wizard, to invest in spelljack creation and modification. They can also apply metamagic feats to the spelljack. The real advantages to spell jackers are 1) They suffer no chance of spell failure from armor. 2) They don't need material components, (except when adding a spell). 3) I think i forgot to write it into the revision but, releasing a spell from a spelljack is identical to using a use activated item. That means that the spelljacker can release a spell without provoking an attack of opportunity and does not require concentration. It can also be triggered as a partial action... all three of these features are huge advantages. Lichtenhart is 100% right about use the magic device skill, it should be included as a class skill. I hope i was clear enough in the text that spelljackers weren't really wizards. As far as disable device, I thought it was unnecessary, the Knowledge (spelljacking) should cover it for disabling, salvaging, or manipulating other people's spelljacks. Perhaps the problem is the Knowledge (spelljacking) skill name- it should really be a Craft or profession skill, actually it should just be 'Spelljacking' skill , like 'Alchemy'. Finally, the other devices Leopold suggested aren't really 'spelljacking' things but more like straight machinery that produce magical effects. I thought about that kind of thing too but it treads dangerously close to the gnome artificer PrC in the magic of Faerun book. To me it seemed like more advanced or specific items might be better for a PrC. I was also concerened about unbalacing the class. There is something else 'riot gear' mentioned in his original text, clockwork golems called steamjacks. I don't believe they are in the DF setting at the moment so I left them out of the revision. riot gear's text read that spelljackers were the only people that could create these creatures. If we were to include the, Perhaps here is where we could apply a feat Craft Steamjack- prerequisite : Spelljacker 5 level. But we'd need a nice write up for the clockwork golem. [/QUOTE]
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