I'll get a table of characters up LaterTM today. And set a deadline of, I think, May 9. Let me know if that's too close or far, I don't remember how speedy recruitment here goes.
The artificer can generally tune their power to fit a campaign, plus while it's possible for an artificer to just become a better melee, skill monkey, and sometimes caster than their teammates, all at the same time even, this is just an OOC issue common to all tier 1 casters. Most such players have the sense that the best way to use tier 1s is to use their abilities in a way that benefits the party overall.
So generically I'm not too bothered with cost reduction tricks since the benefits should distribute among the party in the end, providing the player in question is being conscientious. Of course, the industrial-scale distilled joy farm is off the table, and with regard to demiplane traits re: genesis, I might cap it at something like Dal Quor's 10x. Is there a published plane with a faster time flow?
Anyways, speaking of artificer, it occurs to me the class has abilities with action points built in. Do you have a preferred way of handling this? No APs for this adventure.
If you're wondering about time, XP, or wealth:
- Around important events, time will progress at the usual D&D adventure pace, which is slow. But otherwise I'll either be asking "what are you doing today" and have things progress on the scale of days, or break days up into 4 hour pieces, etc. This is a pointcrawl, so the passage of time should be a running theme.
- We'll have a more PF-like XP reward system for combat and out-of-combat feats, plus I'm generally scaling XP and removing relative level cutoffs. I haven't decided yet how much I'm scaling, but I'm aware how slow PbP can go, I don't want the game to get bogged down at the 21st level XP grind. This is a pointcrawl, so encounter balance isn't as much of a concern.
- Same with wealth. As a pointcrawl, NPCs and encounters will have treasuries befitting their role, rather than follow the monster drop table to the coin. If you kill a level 13 king and rob his treasury, you're going to get a lot more than the drop table for the appropriate CR encounter. As before, I don't want PCs to get bogged down with the PbP pace.
I don't believe they do. As I recall, infusions are explicitly neither arcane nor divine. There are other tricks to get arcane caster levels, of course.
Ah, no, actually I just wasn't looking carefully enough. It's a one-sentence thing but it's stated. The general spellcaster and psionics variants are OK with me.
The CL advances per the generous interpretation. A divine caster is not an arcane spellcasting class of course, but with Southern Magician they can absolutely cast arcane spells and are still a class, so satisfies the requirement of being an arcane spellcasting class.
This interpretation is of course subject to rebuttal, e.g. "arcane spellcasting class refers to features innate to the class and not feat-enabled abilities". But, you know, this line of reasoning is not specifically printed anywhere AFAIK, and for builds especially I want to sit on the permissive side of RAW.
If you can source this spell I can make a ruling.
Yes. We'll inherit PF's approach here and simplify affairs. If you have any levels in a class that considers it a class skill, it's a class skill.
Let me shelf this for now, see Archmage1's post about buy off levels. I'll work out your concept later on my end.
Practical optimization is OK. Wanna build an Incantatrix, OK. Wanna get free wishes with Dweomerkeeper, not OK.
If you're building powerful, build something that can be played in a way that doesn't step on other players' toes.
By my reading you don't lose class features when you lose prerequisites unless it's explicitly stated that you do. Also it looks by a careful RAW reading this doesn't even preclude continuing in the class after losing prerequisites, unless explicitly noted.
I wasn't expecting this, but huh, I learn a new thing every day.Originally Posted by SRD