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| #1Elton74Aug 09, 2014 14:35:39 | Awe, crap, I don't have the PHB, so why am I posting this?
--- Well, since I am running a Pathfinder game on the Paizo site, I thought I try some ideas to get mileage out of your ECS or Eberron Player's Guide.
This does require two extra books. Pathfinder Player's Companion: Blood of the Moon and Pathfinder's Advanced Player's Guide. But this is my loose and fast ideas for running Eberron in 5e using your 4e Player's Guide. When I actually get the 5e PHB, I can do a more detailed conversion.
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| #2PapatazAug 14, 2014 12:00:36 | hmm intresting let us know how that is working out for the artificers. no artificer no eberron. |
| (Reply to #2)Elton74 |
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| #4Elton74Aug 19, 2014 11:20:11 | Okay, I started on an Artificer conversion using the Alchemist as the base.
http://phaeselis.wikia.com/wiki/Artificer |
| #5Captain_KoboldAug 23, 2014 8:18:46 | I think I'd prefer the Eberron concept of the Artificer as a magical technician rather than the mechanical tinker style. When I built a pathfinder Artificer I used the Alchemist class as well. Swapped Bombs for extra magic item charges, some of the discoveries for Magus, Wizard or Rogue capabilities relevant to magical items and other class abilities for item creation feats.
In 5th Ed terms, a Bard might be the closest. Shift emphasis to Intelligence instead of Charisma. Include benefits of Combat Inspiration with the base Inspiration ability, but require that it be applied to a specific item and the type of benefit chosen in advance. (So when you grant inspiration, you might choose to apply it to a weapon, for attack or damage, armour for AC, cloak for save, tools for skill roll etc.) Replace spell list with some buffs, and spells affecting objects rather than charms. Give Rogue Use Magic Device ability.
Ultimately though: I'd wait for the DMG to come out before trying to homebrew an artificer. Creation and use of magical items is pretty pivotal to the class and we'd probablt need the info in there to get a better idea of how to go about it. |