| DragoonV |
So, I'm running an Eberron Campain, and decided to test the pathfinder rules at the same time. So far the group is loving it but I have come across a problem. A new player was wondering if they could play an artificer. I have no problem with this, but as I continued to think about it, I saw a major problem.
Anybody familiar with Eberron knows that the Artificer is a core part of the entire world. They are meant to be the reason "pratical magic: exists the way it does. The problem I have with this is the changes to 0 level spells. Artificers however to not have any 0 level spells(although they have a few of the original 0 level spells on their list as 1st level spells).
Basically, I'm just worried that the player playing teh Artificer will begin to just be completely overshadowed by the Sorcerer and Cleric in the group because of their 0 level spell utility. In the Original 3.5, this wasn't a problem due to 0 level spells having a daily limit.
Personally, I'm pretty terrible at class balance myself, so I was wondering if anybody had any suggestions on bringing the Artificer a bit more in line with the other spellscasters.
My orginal idea was to simply create a list of 0 level spells for them, basically moving any similar spells (Light for example, which is normally a 1st level spell for artificers) to the 0 level spell list. I'm unsure however if this would cause the Artificer to become a bit unbalanced. I just don't know.
Any other ideas? Is mine a good one? (Thinking about it, it would really only cause 3 or 4 spells to actually become 0 level) is it enough?
Another idea I had was to allow the Artificer to cast any 0 level spells on any arcane/divine spellcasting list(Or just the magewright list?you know, the npc spellcaster =P), but it took a full round action, and required the artificer to make a spellcraft check(DC 20).
What do you think?
Alice Margatroid
|
Well, my much longer post original was eaten, but...
Artificers aren't primary spellcasters, in fact they don't cast at all, hence why their infusions are full-round actions. It sets them apart flavour-wise from the true spellcasters to not have at-will magic, I think. Furthermore, half-casting classes like paladins and rangers don't have at-will cantrips either. I don't think this needs a change.
You should look at the craft reserve though. With crafting in PFRPG changed to have no XP loss, it becomes superfluous. What should be done with it--removed completely, or maybe a floating GP pool (say 5 * craft reserve)?
I also recall reading somewhere that you can craft for a few hours a day (something like 4 hours iirc) even if you're out adventuring, rather than needing weeks of downtime to do everything. But I can't for the life of me remember where I read that now...
Must remember: copy THEN post!
| Dorje Sylas |
The changes in the PFRPG crafting rules highly favor the artificer in many ways. Since they no longer need the craft reserve and have more options to make small items (like scrolls) while adventuring this makes up for the lack of 0-level powers.
The only discrepancy I see their ability to break down items to add to their reserve (which is superfluous). I'm not sure a floating GP pool is an appropriate replacement. When I get home later tonight I'll to look at finding a good suggestion. Perhaps a bonus to the crafting check would be in order.
Yes, under current PFRPG web enhancement item creation rules you can work in the field. 4 hours of work gives you 2 toward completion (thus 4 days to make a 1000, gp or less item). Some scrolls and potions can be created in 4 hours in the field if the base cost is less then 250 gp. I suggest you download and read the web enhancement, should be in the announcements someplace, and let your artificer player see how that impacts his character.