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<blockquote data-quote="Rae ArdGaoth" data-source="post: 3547352" data-attributes="member: 21064"><p>100 craft points is a hard hit, especially in a world where CP are relatively hard to come by. Speaking of CP, that's an interesting aspect that this class doesn't address. Should gaining levels in MC grant some additional CP? I think that would be reasonable.</p><p></p><p>On the +1 caster levels: I'm completely unfamiliar with the crafting rules, so I just took a look at them. It appears that all magic items require not just a spell, but a caster level. So taking this class really cripples a crafter, even at 5th level when he gets the eldritch/cerebral ability. That's completely against the flavor of the class, methinks. So I suggest either full caster progression or changing eldritch/cerebral to allow the crafter to emulate a higher caster level.</p><p></p><p>Or... here's a thought. A level 1 MC ability that allows the crafter to emulate a higher CL limited by his character level + his MC level. That way his MC levels count double, or if he's split between two casting classes he can compensate for the level loss. This way he gets a high CL for crafting purposes only, and the spell progression doesn't have to change.</p><p></p><p>Imbue Item: I agree, +2 weapon bonus is unimpressive. But it's a <em>very</em> versatile weapon bonus. I mean, normally if a character has a flaming longsword and goes up against a fire creature, he's kinda screwed unless he buys a new, very expensive, weapon. If the MC plays his cards right, he can have a ice weapon or a fire weapon or a holy weapon or... whatever. He can't have a brilliant energy weapon, but those are pretty powerful.</p><p></p><p>Maybe changing the number of times per day it can be used would help compensate, trading power for versatility. Otherwise, making weapon abilities cost 1.5x as much is just complicated.</p></blockquote><p></p>
[QUOTE="Rae ArdGaoth, post: 3547352, member: 21064"] 100 craft points is a hard hit, especially in a world where CP are relatively hard to come by. Speaking of CP, that's an interesting aspect that this class doesn't address. Should gaining levels in MC grant some additional CP? I think that would be reasonable. On the +1 caster levels: I'm completely unfamiliar with the crafting rules, so I just took a look at them. It appears that all magic items require not just a spell, but a caster level. So taking this class really cripples a crafter, even at 5th level when he gets the eldritch/cerebral ability. That's completely against the flavor of the class, methinks. So I suggest either full caster progression or changing eldritch/cerebral to allow the crafter to emulate a higher caster level. Or... here's a thought. A level 1 MC ability that allows the crafter to emulate a higher CL limited by his character level + his MC level. That way his MC levels count double, or if he's split between two casting classes he can compensate for the level loss. This way he gets a high CL for crafting purposes only, and the spell progression doesn't have to change. Imbue Item: I agree, +2 weapon bonus is unimpressive. But it's a [i]very[/i] versatile weapon bonus. I mean, normally if a character has a flaming longsword and goes up against a fire creature, he's kinda screwed unless he buys a new, very expensive, weapon. If the MC plays his cards right, he can have a ice weapon or a fire weapon or a holy weapon or... whatever. He can't have a brilliant energy weapon, but those are pretty powerful. Maybe changing the number of times per day it can be used would help compensate, trading power for versatility. Otherwise, making weapon abilities cost 1.5x as much is just complicated. [/QUOTE]
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