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<blockquote data-quote="Shirt Guy John" data-source="post: 278743" data-attributes="member: 2356"><p>Hey Jester, I just went and checked yours out. Cool man, but it's not quite what I'm looking for in my campaign world... (you created that for the fantasy campaign setting competition too? Cool.)</p><p></p><p>I'm looking for a few things, and I think I need to add a few things for you guys: </p><p></p><p>*I' extremely doubtful that the automatons, as they are now, would be practicle for use outside of the Artificer's home. They would be damn heavy, and since they're not always "on", it would take forever for them to walk the whole way...</p><p></p><p>*The Creation Points values for the Automaton abilities are just adlibbed.... I haven't tested them at al for balance...</p><p></p><p>*The Artificer spell list (originally planned to be an alternate jumble of Wizard/alt. Cleric spells), has evolved into a list of almost completely unique spells... Most of these are PH spells altered to target Constructs only. I was wondering if the spells per day might be a bit low....</p><p></p><p>*Although not currently important, the Artificer is going to be on eof the few classes with the ability to use firearms in the campaign. Automatons will be able to be crafted with firearm attachments, with an appropriate skill check, of course</p><p></p><p>*Speaking of skill checks, I need to add a Craft requirement on the abilities that add a weapon. You shouldn't be able to create a sword for free.</p><p></p><p>*All suggestions and comments welcome</p><p></p><p>I've updated the main post (It's too long to re-post), and added a bunch more spells and a few more abilities (New stuff has been bolded on my first post, for your convinience).</p></blockquote><p></p>
[QUOTE="Shirt Guy John, post: 278743, member: 2356"] Hey Jester, I just went and checked yours out. Cool man, but it's not quite what I'm looking for in my campaign world... (you created that for the fantasy campaign setting competition too? Cool.) I'm looking for a few things, and I think I need to add a few things for you guys: *I' extremely doubtful that the automatons, as they are now, would be practicle for use outside of the Artificer's home. They would be damn heavy, and since they're not always "on", it would take forever for them to walk the whole way... *The Creation Points values for the Automaton abilities are just adlibbed.... I haven't tested them at al for balance... *The Artificer spell list (originally planned to be an alternate jumble of Wizard/alt. Cleric spells), has evolved into a list of almost completely unique spells... Most of these are PH spells altered to target Constructs only. I was wondering if the spells per day might be a bit low.... *Although not currently important, the Artificer is going to be on eof the few classes with the ability to use firearms in the campaign. Automatons will be able to be crafted with firearm attachments, with an appropriate skill check, of course *Speaking of skill checks, I need to add a Craft requirement on the abilities that add a weapon. You shouldn't be able to create a sword for free. *All suggestions and comments welcome I've updated the main post (It's too long to re-post), and added a bunch more spells and a few more abilities (New stuff has been bolded on my first post, for your convinience). [/QUOTE]
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