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General Tabletop Discussion
*Dungeons & Dragons
Proficiencies don't make the class. Do they?
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<blockquote data-quote="MoonSong" data-source="post: 6623444" data-attributes="member: 6689464"><p>Ok, how about something like this:</p><p></p><p>Artificer, HD: d8 </p><p>Profs: all simple weapons, medium armor, shields. Skills: -something tools: thieves tools, and another set of tools.</p><p></p><p>1st level </p><p>Infusions: Artificers can cast infusions they know as Rituals, and only as Rituals, those infusions act as if they were spells. An artificer learns all infusions available to him/her at the given levels. (1st level at 1st, 2nd level at third, and so on) </p><p>Magical tinkering: Artificers can use all magic items, including those that require an specific spell list, or class level. When using such an item, the artificer makes a UMD check (Cha-mod + prof bonus)</p><p>Scribe Scroll: Artificers can scribe scrolls, each scroll needs a material support (costing 50 gp for a 1st level spell), an artifier needs an hour to scribe a scroll, if the scroll has a spell not in the Artificer infusion list, the artificer must make an UMD check (DC 15+spell level) or he/she fails. If the spell has a costly component, it must be spent when scribing the scroll. scroll writing fades after a day, unless the artificer keeps it. After the scroll is used or the writing fades, the support can be reused. ARtificers can only keep up to 3 scrolls at the same time.</p><p>2nd level</p><p>Slots: artificers gain spell slots -like a paladin/ranger-. The slots regenerate with a long rest, but only those that aren't in current use. those slots can be used for the following activities:</p><p>Wand crafting: The artificer can craft wands containing a single spell, each charge on a wand requires devoting a spell slot of the appropriate level for the spell. If the artificer cannot cast the spell, he/she must make the UMD check. Wands have a limit of 7 charges, and these don't regenerate. During a long rest the artificer can choose to let go of a wand and regain the slots.</p><p>Wand charging: The artificer can move a slot to add a single charge to a wand, whether it is a permanent one or a wand he/she crafted. </p><p>3rd level</p><p>Expertise </p><p>subclass pick (golems/homunculus, melee like combat style-mediumarmor-eventualsecond attack, crazy stuff with wands, more castery feel with cantrips...)</p><p>5th level</p><p>Craft permanent magic items...</p><p>SPend twice the slots to quickly cast an infusion in combat...</p><p>6th level</p><p>Spend a slot to cast an infusion in a superior slot level when ritual casting.....</p><p></p><p> and soo on</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6623444, member: 6689464"] Ok, how about something like this: Artificer, HD: d8 Profs: all simple weapons, medium armor, shields. Skills: -something tools: thieves tools, and another set of tools. 1st level Infusions: Artificers can cast infusions they know as Rituals, and only as Rituals, those infusions act as if they were spells. An artificer learns all infusions available to him/her at the given levels. (1st level at 1st, 2nd level at third, and so on) Magical tinkering: Artificers can use all magic items, including those that require an specific spell list, or class level. When using such an item, the artificer makes a UMD check (Cha-mod + prof bonus) Scribe Scroll: Artificers can scribe scrolls, each scroll needs a material support (costing 50 gp for a 1st level spell), an artifier needs an hour to scribe a scroll, if the scroll has a spell not in the Artificer infusion list, the artificer must make an UMD check (DC 15+spell level) or he/she fails. If the spell has a costly component, it must be spent when scribing the scroll. scroll writing fades after a day, unless the artificer keeps it. After the scroll is used or the writing fades, the support can be reused. ARtificers can only keep up to 3 scrolls at the same time. 2nd level Slots: artificers gain spell slots -like a paladin/ranger-. The slots regenerate with a long rest, but only those that aren't in current use. those slots can be used for the following activities: Wand crafting: The artificer can craft wands containing a single spell, each charge on a wand requires devoting a spell slot of the appropriate level for the spell. If the artificer cannot cast the spell, he/she must make the UMD check. Wands have a limit of 7 charges, and these don't regenerate. During a long rest the artificer can choose to let go of a wand and regain the slots. Wand charging: The artificer can move a slot to add a single charge to a wand, whether it is a permanent one or a wand he/she crafted. 3rd level Expertise subclass pick (golems/homunculus, melee like combat style-mediumarmor-eventualsecond attack, crazy stuff with wands, more castery feel with cantrips...) 5th level Craft permanent magic items... SPend twice the slots to quickly cast an infusion in combat... 6th level Spend a slot to cast an infusion in a superior slot level when ritual casting..... and soo on [/QUOTE]
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General Tabletop Discussion
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Proficiencies don't make the class. Do they?
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