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[Spots Filled] Curse of the Cold Sun (Pathfinder, Eberron, RHoD)
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<blockquote data-quote="Kaodi" data-source="post: 6126299" data-attributes="member: 1231"><p>I worked on an artificer conversion quite a while ago that made things a little different from the bomb ability. I may have cribbed the basic idea from someone else's conversion of the ability. </p><p></p><p>Basically you could do something like call the ability "Blast Rod" instead of "Bomb" and have it do a close rage (25 ft + 5 ft/level) ranged touch for 1d6+Int Fire damage, 3+Int/day, with damage increase on the same schedule as bomb. </p><p></p><p>I thought artificers might have a Dicovery-like "Invention" list as well with a couple of changes and additions from the alchemist's. I think a schedule like 2nd, 6th, 10th, 12th, 14th, 16th, 18th, 20th may be better, so that once they stop gaining crafting feats there is still extra to look forward to.</p><p></p><p>[code]</p><p>Acid Blast, like Acid Bomb</p><p>Blinding Blast, like Blinding Bomb</p><p>Concussive Blast, like Concussive Bomb</p><p>Confusing Blast, like Confusing Bomb</p><p>Dispelling Blast, like Dispelling Bomb</p><p>Enhance Potion</p><p>Enhance Scroll, like Cypermage</p><p>Explosive Blast, like Explosive Bomb, but 5' radius. </p><p>Extend Potion</p><p>Extend Scroll, like Cyphermage</p><p>Extend Wand (min. lvl 6)</p><p>Fast Blast, like Fast Bomb</p><p>Force Blast, like Force Bomb</p><p>Frost Blast, like Frost Bomb</p><p>Improved Blasting Rod, damage dice increases by 1 step (1d6 to 1d8, 1d4 to 1d6, et cetera)</p><p>Madness Blast, like Madness Bomb</p><p>Master's Ego, +6 saves vs. being dominated by intelligent items</p><p>Power Substitution, may substitute a use of Blast Rod for a wand, rod, or staff charge</p><p>Shock Blast, like Shock Bomb</p><p>Staff-Like Wand (min. lvl 12), like Wizard Arcane Discovery</p><p>Sunlight Blast, like Sunlight Bomb</p><p>Wand Dancer (Dex 13, min. lvl 6, does not need to meet other regular requirements), Feat (also works with Blast Rod)</p><p>[/code]</p></blockquote><p></p>
[QUOTE="Kaodi, post: 6126299, member: 1231"] I worked on an artificer conversion quite a while ago that made things a little different from the bomb ability. I may have cribbed the basic idea from someone else's conversion of the ability. Basically you could do something like call the ability "Blast Rod" instead of "Bomb" and have it do a close rage (25 ft + 5 ft/level) ranged touch for 1d6+Int Fire damage, 3+Int/day, with damage increase on the same schedule as bomb. I thought artificers might have a Dicovery-like "Invention" list as well with a couple of changes and additions from the alchemist's. I think a schedule like 2nd, 6th, 10th, 12th, 14th, 16th, 18th, 20th may be better, so that once they stop gaining crafting feats there is still extra to look forward to. [code] Acid Blast, like Acid Bomb Blinding Blast, like Blinding Bomb Concussive Blast, like Concussive Bomb Confusing Blast, like Confusing Bomb Dispelling Blast, like Dispelling Bomb Enhance Potion Enhance Scroll, like Cypermage Explosive Blast, like Explosive Bomb, but 5' radius. Extend Potion Extend Scroll, like Cyphermage Extend Wand (min. lvl 6) Fast Blast, like Fast Bomb Force Blast, like Force Bomb Frost Blast, like Frost Bomb Improved Blasting Rod, damage dice increases by 1 step (1d6 to 1d8, 1d4 to 1d6, et cetera) Madness Blast, like Madness Bomb Master's Ego, +6 saves vs. being dominated by intelligent items Power Substitution, may substitute a use of Blast Rod for a wand, rod, or staff charge Shock Blast, like Shock Bomb Staff-Like Wand (min. lvl 12), like Wizard Arcane Discovery Sunlight Blast, like Sunlight Bomb Wand Dancer (Dex 13, min. lvl 6, does not need to meet other regular requirements), Feat (also works with Blast Rod) [/code] [/QUOTE]
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