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Gnomish Artifact Hunter PrC for critique
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<blockquote data-quote="silasfly" data-source="post: 27445" data-attributes="member: 1524"><p>Thanks for the comments, I edited the orginal post to take out sneak attack.</p><p></p><p>Scent: I put in there for a couple of reasons. First, gnomes are supposed to have a keen sense of smell, so I wanted to give them a way to capitalize on that. Second, I was thinking of it as a foundation for the Sense Magic and Locate Object abilities that come later. As for how it relates to the class: I dunno, I just thought it made sense (just imagine a little gnome leading the party around the dungeon with his big nose up in the air, until suddenly they run right into the ole' treasure chamber!). I know the rules for Scent only talk about it in relation to other living creatures, but I think there are other uses for it as well.</p><p></p><p>Uncanny Dodge: I took out uncanny dodge and included the avoid traps part of it in Trap Study.</p><p></p><p>Class Skills:</p><p> Alchemy: I don't know... gnomes have an alchemy bonus... they're hanging out with a bunch of Loremasters... some of the alchemical thingies might be useful at times... But you're right it doesn't really have anything to do with being an archaeologist. taking it out... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> Craft: It's not the focus of their profession, but neither is it the focus of any of the other classes that have it on their list. I don't see any reason to take it out, especially since gnomes are supposed to be inventive and stuff.</p><p></p><p> Swim: As with Craft, I think there's less reason to take it out than to leave it in. If that makes any sense...</p><p></p><p> Use Magic Device: I wouldn't want to deny a player the choice of playing an immoral artifact hunter who wants to keep all the magic items for himself! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> Spellcraft: I was thinking that being able to identify glyphs, spells, magical materials, and "unique magical effects" might be pretty important to them. But then again, this would make them better at scribing spells than wizards so... taking it out.</p></blockquote><p></p>
[QUOTE="silasfly, post: 27445, member: 1524"] Thanks for the comments, I edited the orginal post to take out sneak attack. Scent: I put in there for a couple of reasons. First, gnomes are supposed to have a keen sense of smell, so I wanted to give them a way to capitalize on that. Second, I was thinking of it as a foundation for the Sense Magic and Locate Object abilities that come later. As for how it relates to the class: I dunno, I just thought it made sense (just imagine a little gnome leading the party around the dungeon with his big nose up in the air, until suddenly they run right into the ole' treasure chamber!). I know the rules for Scent only talk about it in relation to other living creatures, but I think there are other uses for it as well. Uncanny Dodge: I took out uncanny dodge and included the avoid traps part of it in Trap Study. Class Skills: Alchemy: I don't know... gnomes have an alchemy bonus... they're hanging out with a bunch of Loremasters... some of the alchemical thingies might be useful at times... But you're right it doesn't really have anything to do with being an archaeologist. taking it out... :) Craft: It's not the focus of their profession, but neither is it the focus of any of the other classes that have it on their list. I don't see any reason to take it out, especially since gnomes are supposed to be inventive and stuff. Swim: As with Craft, I think there's less reason to take it out than to leave it in. If that makes any sense... Use Magic Device: I wouldn't want to deny a player the choice of playing an immoral artifact hunter who wants to keep all the magic items for himself! :) Spellcraft: I was thinking that being able to identify glyphs, spells, magical materials, and "unique magical effects" might be pretty important to them. But then again, this would make them better at scribing spells than wizards so... taking it out. [/QUOTE]
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