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<blockquote data-quote="collin" data-source="post: 4910412" data-attributes="member: 6757"><p>I uploaded the Artificer to the PF database and then made a few changes. </p><p></p><p>I changed the infusions/day advancement from the other classes. I think the Bard's and Sorceror's advancement in terms of level of spells/infusions that could be cast per level was way too slow in the final PF rules, but I thought a Wizard's or Cleric's advancement would be too quick (especially for having such a small pool of infusions to begin witH) so for game balance I created an advancement chart that is unique to artificers. I don't see this as a problem since artificers are already a little different than other magic users from the get-go.</p><p></p><p>I had forgotten about the XP rule being dropped for magic craft item creation, so to compensate, I of course eliminated the craft points for artificers but created 3 new feats which would be automatically granted to the artificer: Reduced Materials, Improved Reduced Materials, and Greater Reduced Materials. The materials refers to the cost (gold pieces) needed in order to have all of the materials necessary to produce a magic item. These feats allow the user (anyone with a prerequisite of an item creation feat) to create magic items cheaper and faster than the standard 8 hours/item.</p><p></p><p>I flipped back and forth on the hit die, but finally decided to make it a d8 considering it fit the PF rules more with having the medium BAB of a cleric as opposed to a wizard.</p><p></p><p>I also gave the character a few more weapon choices. Nothing too drastic (again, for game balance) but at least they can gain a little more umpf if they run out of infused items and get into a melee fight.</p><p></p><p>As it stands, I agree having a super-duper level 20 ability is not necessary, however for this class I think it would be worth it if someone can come up with something that makes sense.</p></blockquote><p></p>
[QUOTE="collin, post: 4910412, member: 6757"] I uploaded the Artificer to the PF database and then made a few changes. I changed the infusions/day advancement from the other classes. I think the Bard's and Sorceror's advancement in terms of level of spells/infusions that could be cast per level was way too slow in the final PF rules, but I thought a Wizard's or Cleric's advancement would be too quick (especially for having such a small pool of infusions to begin witH) so for game balance I created an advancement chart that is unique to artificers. I don't see this as a problem since artificers are already a little different than other magic users from the get-go. I had forgotten about the XP rule being dropped for magic craft item creation, so to compensate, I of course eliminated the craft points for artificers but created 3 new feats which would be automatically granted to the artificer: Reduced Materials, Improved Reduced Materials, and Greater Reduced Materials. The materials refers to the cost (gold pieces) needed in order to have all of the materials necessary to produce a magic item. These feats allow the user (anyone with a prerequisite of an item creation feat) to create magic items cheaper and faster than the standard 8 hours/item. I flipped back and forth on the hit die, but finally decided to make it a d8 considering it fit the PF rules more with having the medium BAB of a cleric as opposed to a wizard. I also gave the character a few more weapon choices. Nothing too drastic (again, for game balance) but at least they can gain a little more umpf if they run out of infused items and get into a melee fight. As it stands, I agree having a super-duper level 20 ability is not necessary, however for this class I think it would be worth it if someone can come up with something that makes sense. [/QUOTE]
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