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Neat stuff Cheapy, thanks!
So here's what I think I'm gonna go with. Let me know if you think this seems like a fair trade off of abilities.
LOSE
01 - Mutagen, (ability to identify potions with Craft: Alchemy)
02 - Poison Use, Poison Resistance +2
03 - (ability to apply poisons as a move action)
05 - Poison Resistance +4
06 - Swift Poisoning
08 - Poison Resistance +6
10 - Poison Immunity
14 - Persistent Mutagen
18 - (ability to apply poisons as a immediate action)
GAIN
- Apprentice Crafter: At 1st level, an Artificer may use Item Creation feats to create any item, without needing access to particular spells. Spell completion items made by an Artificer may not be used by any other class, except by use of a UMD check.
- Identify Items: At 1st level, an Artificer may identify any item's magical properties as using Detect Magic.
- Artificer Knowledge: At 2nd level, an Artificer adds half his artificer level to Appraise, Spellcraft & Use Magic Device.
- Bonus Feat: At 3rd level and every 3 levels after, an Artificer gains a bonus feat that must be taken from the Item Creation list. He must meet the requirements for these feats.
- Journeyman Crafter: At 7th level, an Artificer may cut the time needed to craft magic items in half. Generally this will mean only needing 4 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in 1 hour, if under 250 gp.
- Master Crafter: At 14th level, an Artificer may cut the time needed to craft magic items in half again (reducing it to a quarter of the normal time). Generally this will mean only needing 2 hours for every 1,000 gp in the item's base price. Scrolls & potions may be finished in a half hour, if under 250 gp.
EDIT: Fixed the crafting times, as per Cheapy's post.