GT/Eberron - Artificer Talents

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
 

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I really like this idea of running Eberron with Grim Tales.

Until now I have been a player in an Eberron campaign, but I have no particular love for the setting as a D&D setting. (For me D&D is for traditional heroic fantasy.) However, use it with Eberron, and it becomes great IMO. Personally I would even go a step further. First, I would remove elves, dwarves, and halflings, and would emphasize the Eberron specific races (warforged, etc.). Then, I would add firearms: normal firearms would be gunpowder muskets and pistols, but there also would be a few magical ray guns (as much as there is magical trains). And lastly, I would erase the D&D/fantasy aspect, and replace it with a Barsoom-like world. For those who have Iron Lords of Jupiter (a d20 Modern mini campaign that appeared in a Dungeon magazine), using it for flavoring Eberron should work great!

In any case, post the complete description of your Artificer talents, then present the combo (which classes and feats and talents) that would best recreate an artificer. They would be useful for many other campaigns, not just an Eberron/GT. I would like to have them anyway. :)
 

One of the big problems is that, in GT as-is, Item Creation is for high-level characters, if at all. With the Caster level requirements, and casting starting so late, you'd have to be 9th level to make a potion:

3rd: Magical Adept (Caster Level 1)
5th: Improved Caster Level (Caster Level 2)
7th: Improved Caster Level (Caster Level 3)
9th: Feat: Craft Single-Use Item

You can get scrolls at 3rd, but have to wait until middle-late levels for anything else. I'd suggest knocking the Caster Level requirements down by 2 to make them a little more available. Probably add Craft feats to the bonus feats list for Smt/Ded/Chr. The overall low caster levels will keep things in check. Eberron seems to be generally reduced in power to, say, Greyhawk, but more common in magical application.

--fje
 

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