Savage Eberron: Artificers

I've seen quite a few artificer conversions that I feel are usually overly complicated. They typically try to create a new Arcane Background and implement some form of craft reserve. My recommendation is to not bother with any of that. Stick to the concept and feel rather than a literal translation.

The easiest way to create an artificer is to simply use the Arcane Background (Weird Science) Edge and the Gadgeteer Edge. Weird Science allows for artificers to create magic items that have their own reserve of power points based on existing powers, much like the artificer. Power Edges help to augment those items. Gadgeteer simulates infusions well enough. I would substitute the two science-related Knowledge at d6 requirements for Knowledge Arcana at d8 (or whatever you think works for your campaign).

Finally, if you want to mess with things a bit, you could use or modify the Creation Edges from the Fantasy Gear Toolkit. (I'm curious to see what the upcoming Fantasy Companion has to offer, too).

1 comments:

  1. Bingo.

    You said it in your first Eberron post (which is why I came back to check for more), "Artificers in Eberron can be handled with the Arcane Background (Wierd Science) Edge, the Gadgeteer Edge, and the Relic Creation Edges from the Fantasy Gear Toolkit."

    Simple. Concise. Fast. Furious. Fun.

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