Eberron Character concepts

I was thinking Indy for the skill set, not the motivation. Whether he's hired by a museum or handles things on his own, the skills he's going to want are going to be the same.

J
 

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I just picked up Sharn: City of Towers, which has a three level prestige class that is a wand expert. They get the ability to quick draw wands, fire two wands at once, and increase the DC of saving throws from their wands, as well as a couple of other neat powers.

If you're thinking of playing an wand-slinging antequarian in Eberron, then I highly suggest the artificer, with an eye towards the prestige class I just mentioned. After all, in Eberron's magic-rich setting, many antiques and archeological finds are magical in some way or have something to do with magic, so it makes perfect sense for an artificer to be involved in their trade. Put lots of ranks into the appraise skill, and quite a few into knowledge (history) (a nice DM might even let you have a synergy bonus between the two when appraising artifacts of historical significance).

The artificer is a well-rounded class, and can be customized to fill one of several different roles in the party. At first, they don't seem to be exceptional combat characters, but their ability to make lots of magic items without expending xp gives them a fair amount of flexibility and power. At first level, carry a bunch of scrolls. As soon as you can, start making wands, and pick up the Wand Mastery feat. By the way, you can use weapon focus (ray) and Point Blank Shot with your wands.

For an optional character (sorry, this is a little off-topic), consider an artificer who creates single-use magic items out of cards, each of which casts summon monster.
 

If you're looking to be brutal with wands you could try for an artificer/rogue. Remember any spell that has a to hit roll (I.E. Rays and orbs) can be used to sneak attack within 30'.

Quick draw/ Improved initiative - Or go for that wandslinger class, but keep improved init.

Wand of Enervation + 3d6 sneak attack damage = Set phaser on debone.
 

nonamazing said:
I just picked up Sharn: City of Towers, which has a three level prestige class that is a wand expert. They get the ability to quick draw wands, fire two wands at once, and increase the DC of saving throws from their wands, as well as a couple of other neat powers.

If you're thinking of playing an wand-slinging antequarian in Eberron, then I highly suggest the artificer, with an eye towards the prestige class I just mentioned. After all, in Eberron's magic-rich setting, many antiques and archeological finds are magical in some way or have something to do with magic, so it makes perfect sense for an artificer to be involved in their trade. Put lots of ranks into the appraise skill, and quite a few into knowledge (history) (a nice DM might even let you have a synergy bonus between the two when appraising artifacts of historical significance).

The artificer is a well-rounded class, and can be customized to fill one of several different roles in the party. At first, they don't seem to be exceptional combat characters, but their ability to make lots of magic items without expending xp gives them a fair amount of flexibility and power. At first level, carry a bunch of scrolls. As soon as you can, start making wands, and pick up the Wand Mastery feat. By the way, you can use weapon focus (ray) and Point Blank Shot with your wands.

For an optional character (sorry, this is a little off-topic), consider an artificer who creates single-use magic items out of cards, each of which casts summon monster.

But I heard that you have to have the Mark of Making and I am playing a gnome, not a human. I have never liked playing humans in fantasy game, especially D&D.

The other one, I thought about that as well, that will be too "geeky".. :)
 
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tecnowraith said:
But I heard that you have to have the Mark of Making and I am playing a gnome, not a human.

The Mark of Making is not a prerequisite for the Artificer class - it just gives you some spell-like abilities that happen to work well with it. Anyone saying you "have to" have it is using hyperbole.

J
 


According to Keith Baker (Eberron author), the best class to play an investigator (in his opinion) is the bard. Even Indiana Jones would be a bard/extreme explorer.

If you don't want the music abilities, just don't add ranks to perform (which Keith has mentioned as being what he'd do to build Indy).

You get:
- Light armor
- Decent weapons
- lots of skills
- lots of divination magic
- use magic device (for those wands you don't have spells for)
- bardic knowledge

If your DM allows it, trade in the bardic music for trapfinding, uncanny dodge, improved uncanny dodge, evasion and improved evasion (from the rogue progression).

Or check out the Bardic Sage from Unearthed Arcana.
 

hmmmm, maybe on the bard. I am trying to think how would the "bardic talent (music)" would work with being a merchant or dealer.
 
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