HeapThaumaturgist
First Post
I'm thinking of using the Eberron setting for the next GrimTales game I run. I'm trying to find ways of incorporating all the little bits of campaign flavor that were added into the setting, like Artificers and Dragonmarks.
The Artificer core class adds quite a few unique abilities to the game, while messing with quite a few things already in there. For some things (Skill bonuses, Item Creation feats) the increased feat allocation of GT can simulate those abilities without any need for rule additions or changes.
For some unique abilities, I think some feats and talents would be necessary.
Here are a few I'm thinking of. If anybody has any comments, any suggestions, any additions, I'd be glad to hear them.
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Infusions: I think Infusions can be recreated with the GT spellcasting rules as-is (or in whatever configuration I put them) with the "Extra Time" option. Seeing as Artificers can speed up their Infusing in D&D with an AP, and GT casters can use an AP on their caster level checks, it should level out. What's specific about Infusions is really the spell list, which the GM is in control of anyway in GT.
Craft Reserve: I'm thinking of making this a feat tied to level as per the Artificer table in the Eberron book. I'm not quite sure how their calculation works, but I'd rather do something that creates a number from the level of the character when it takes the feat, and let those points carry over until used.
Artisan Knowledge: I'm contemplating folding this ability (to detect whether an item is magical or not) into the Appraise Magical Value feat from Complete Adventurer and allowing that into the game (sort of a spell-free Identify ritual).
Retain Essence: I'm thinking of making this an Advanced Talent (Smart) with a prereq of Magical Adept, but otherwise keeping it as-is.
Item Creation: Artificers can create items by emulating the spells needed (since their own "Infusions" never count for spell requirements). I'm thinking of making this a general addition to item creation feats, as I doubt there would be anybody out there taking Item Creation feats and lots of ranks in Use Unknown Device who isn't going for an "Artificer" concept.
Everything else in the class I think is already a feat in GT, which can be taken as normal to make a "concept" character. Skill Focus, for instance, and synergy bonuses, Item Creation feats, etc. Metamagic item-use ... I'm questionable on. Not sure if I really need it.
--fje
The Artificer core class adds quite a few unique abilities to the game, while messing with quite a few things already in there. For some things (Skill bonuses, Item Creation feats) the increased feat allocation of GT can simulate those abilities without any need for rule additions or changes.
For some unique abilities, I think some feats and talents would be necessary.
Here are a few I'm thinking of. If anybody has any comments, any suggestions, any additions, I'd be glad to hear them.
-----------------
Infusions: I think Infusions can be recreated with the GT spellcasting rules as-is (or in whatever configuration I put them) with the "Extra Time" option. Seeing as Artificers can speed up their Infusing in D&D with an AP, and GT casters can use an AP on their caster level checks, it should level out. What's specific about Infusions is really the spell list, which the GM is in control of anyway in GT.
Craft Reserve: I'm thinking of making this a feat tied to level as per the Artificer table in the Eberron book. I'm not quite sure how their calculation works, but I'd rather do something that creates a number from the level of the character when it takes the feat, and let those points carry over until used.
Artisan Knowledge: I'm contemplating folding this ability (to detect whether an item is magical or not) into the Appraise Magical Value feat from Complete Adventurer and allowing that into the game (sort of a spell-free Identify ritual).
Retain Essence: I'm thinking of making this an Advanced Talent (Smart) with a prereq of Magical Adept, but otherwise keeping it as-is.
Item Creation: Artificers can create items by emulating the spells needed (since their own "Infusions" never count for spell requirements). I'm thinking of making this a general addition to item creation feats, as I doubt there would be anybody out there taking Item Creation feats and lots of ranks in Use Unknown Device who isn't going for an "Artificer" concept.
Everything else in the class I think is already a feat in GT, which can be taken as normal to make a "concept" character. Skill Focus, for instance, and synergy bonuses, Item Creation feats, etc. Metamagic item-use ... I'm questionable on. Not sure if I really need it.
--fje