True20 system questions - not setting related in any way- no controversy here

Regarding Stone Dog's question, and using just the True20 system as presented in the Blue Rose book, most of the things are relatively easy.

Clerics by your vision of them would become multi-class adept/experts, or possibly pure experts if you didn't mind not being able to pick the feat for "turning" undead (and demons and other such things on the same go). Otherwise you need at least one level.

Porting another system for arcane magic would probably not be worth the trouble. I'd just run with an adept, and possibly add new arcana and/or arcane feats (personally favoring the latter). Fire-based arcane casters would probably get a feat to make Fire Shaping (normally usable to light somebody/-thing on fire, to douse a fire, or to create a light) into a touch attack with damage bonus equal to half ranks, then another feat that gave it a range of 30ft and allowed a Ref save for half damage (takable multiple times to get a greater range), then a third feat that gave it a 10ft burst area, the latter two having rank requirements so they wouldn't be available at first level. Note that in Blue Rose, characters get a feat every level, and multiple ones at first level, selectable from the general list or the list for their class.

Druidic shapeshifting is a bit harder. I'd probably just go with Enhance Self, which can give up to +5 bonus to Str or Dex, or split evenly (note that the stats in BR are what is called the stat modifier in normal DnD), and give it the flavor of gaining animalistic features. Add the Enhance Senses arcana, and feats like Improved Climbing, and you're pretty close to shape-shifting. For truely drastic physical changes, you can get Flesh Shaping, but its use is corrupting and slow.

Bards are quite doable as experts, perhaps picking up a couple of psychic arcana.

The artificer archetype, I feel, is quite needless in the True20 system. Seeing as there isn't really any item crafting as characters are presumed to get by mostly with mundane equipment, the character's best niche is lost. You could probably, however, do a working character with Earth Shaping and Enhance Other arcana, to create an image of somebody with power over items (Earth Shaping for altering quite a few different kinds of objects, Enhance Other with the right flavor to show "enhancing" items).

But really, I think you might be a bit too worried over losing the standard classes to make a transition to True20. Because you will lose them all. The only class that makes the change relatively unchanged is the fighter class. I might even say that you're thinking of porting DnD to True20 instead of porting Eberron to it. Eberron would survive the change relatively unscathed. Magic would change its look hugely (there is no teleportation or even flight magic in the standard BR rules, you'd have to use Move Object for flight), and other stuff like that, and you probably wouldn't have a magewright in every corner of Sharn, but it would still be recognizable as Sharn.

Hmm... maybe I need to run Forgotten Forge with True20 here on the forums to get a bit of a feeling how it goes... Stay tuned for that, I just might do it.
 

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Thanks. Just about everything sounds like it will work out just fine then or at least promising enough that it becomes a bit more worth getting the book.

Clerics look like they will slide right over easily enough, and giving druids simple body enhancing powers and saying that the special effect is wild shape sound pretty fine. It seems to fit right in with what I kind of wanted them to do anyway.

Artificers might be needless in Blue Rose, but Eberron needs to have some sort of character who has the knack of fitting magic into things and taking it back out again. A lot of handwaving can be done with Dragonshards just generally making magic items somewhat easy to make, but SOMEthing needs to happen. Even if it is just changing the target on existing arcana to enchant items instead of people.

I'm not to worried about losing standard classes actually. I'm not at all concerned with rangers or paladins or monks or anything else, but divine wonder workers, arcane spell casters, animist shape shifters, mysterious psychics and cunning artificers are the five flavors of magic that I need to keep a hold of in some way here and there.

Anyway, it will be quite some time before I actually NEED all this info, but I do like to try and have it hashed out early. Thanks again.
 

Stone Dog said:
Clerical magic bugs the living hell out of me. What I want out of clerics is turning/rebuking undead, bardic music (inspiring/motivating parables, preaching.. that sort of thing) and some faith based bonuses. The Priest class from Dark Legacies blended a bit with the Piety rules from testament seems just about perfect for what I want, but I just can't seem to track down a copy of the former.

The Dark Legacies priest class does sound like exactly what you'd want. Sorry to hear you're having difficulty finding the Player's Guide. We have a retail locator here: http://www.redspirepress.com/retail.htm and it should also be available at most gaming stores. Drop me a line if you're having any problems. Cheers. :)
 

Dalamar said:
Druidic shapeshifting is a bit harder.

The artificer archetype, I feel, is quite needless in the True20 system.

If you can wait for the early Summer release of the Blue Rose companion you will see a shape-shifting arcana, and rules for imbue items with power. Also it looks like a good ritual system might be in place too. It looks like the Companion will be a good extension to the rule set.
 



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