I know this has, quite possibly, been done to death, but I'm eagerly seeking the critical eyes of the people most enthusiastic about Pathfinder. Basically, I am play testing this class, so that my local gaming groups might have it back under Pathfinder. However, I'd be grateful for criticisms, praises, and suggestions before I go beta with it. These could save us a tremendous amount of time, and/or improve our game while we do this.
I am interested in balance, playability, notions of scalability of the class as it levels, and more generally whether or not it looks fun.
I did come to build these classes after reading Toyrobots' and Anburaid's Ardwright, so many thanks to them. Also, feel free to run with any of the ideas I'm putting forward, in your own projects.
Without further adieu:
The rationale for the existence of this class is that: a crafting class does not currently exist. A class that better utilizes items, re purposes items, and crafts quickly does not exist and shouldn't step on the toes of other classes. It is versatile enough to cover functions of some full classes, but (hopefully)is not full class plus. Also, the existence of this class helps the DM, with not having to fudge monster treasures to include convenient items.
Version 1 is a class with a very rigid progression. Differentiation comes with choice of feats and items. It is limited by the availability of money.
Google Doc Artificer Version 1.
Version 2 is more in line with Pathfinder core classes, but may be more exploitable. It's progression is more in the hands of the player, and although it cannot make everything (due to skill availability), it can be specialized and looks to me like it would be more apt to meet players' visions of their specific characters. It is limited by a mechanic similar to bardic performance rounds/ monk ki.
I renamed it Artisan, because I felt it was distinct enough from the artificer version 1 to deserve its own name.
Google Doc Artisan Version 2.
Thank you for any feedback.
|