04-27-2013, 07:55 AM
I find it difficult to justify a second class specializing in alchemical items, but a lot of it really depends on the mechanics. If the mechanics are really slick and interesting, I might be persuaded to forget the overlap.
But I have to wonder; is there even enough material to make it a base class?
But I have to wonder; is there even enough material to make it a base class?