Eberron Sandbox: Eberron Classic

Game Master Garden Tool

An organic, free-form Eberron campaign, which will begin with an adventure in the Demon Wastes, and might go just about anywhere from there.


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Dark Archive

Hello, everyone.

Longtime GM and potential first-time PbPGM here. Putting my feelers out for possible interest in an Eberron game. My DM style is embodies a fairly strict RAW approach, and campaigns that I run tend to be PC-centric with organic plots stemming from in-character decisions and self-set goals (as opposed to structured, module-style play).

This would be a classically-Eberron game with a small party using a RAW approach to character creation and the rules, and using a bare minimum of non-core content. PC-NPC transparency is in full effect: NPCs can't do anything the PCs can't do, and vice versa.

We'd be using a daily Action Point system as opposed to an "earned" Action Point system. Action Points otherwise function normally. The rules and requirements would be as follows:

Recruitment Rules:

> I'd be looking for 4-5 players.

> I'd be providing fairly standard conversions of the Eberron-specific races.

> Characters would begin at third level, with a 20 point-buy.

> Psionics would be equivalent to a sorcerer bloodline of my own creation (the Psionic bloodline) and to ki powers. Monks, ninja, and ki-using archetypes may be considered "psionic" or not on a character-by-character basis. We will not be using any third-party material.

In other words, you could write up a kalashtar sorcerer or a Riedran monk and call the character "psionic" if you like.

> Any alignment is fine, but PvP conflict is off the table.

> Allowable sources would include: the Eberron Campaign Setting (all content subject to the official Conversion Guide), the Core Rulebook, the Advanced Player's Guide, Ultimate Combat, Ultimate Magic, the Gamemaster's Guide, and all three Bestiaries. Monstrous PCs with no racial Hit Die are acceptable, (though I prefer it when my Eberron players avoid playing drow). We would not be using the Hero Points system, but all other rulesets from the Advanced Player's Guide, Gamemaster's Guide, Ultimate Combat, and Ultimate Magic would be eligable. If you have a question about a feat or mechanic converted from the Eberron Campaign Setting, I'd make a ruling.

Generally speaking, aside from the races and the Psionic bloodline printed below, NO OTHER SOURCES shall be permissable, INCLUDING Eberron sourcebooks. I want to keep this simple, and I don't want to dilute the Pathfinder ruleset with a whole lot of converted 3.5 material (as excellent as most of the Eberron sourcebooks are). If you really need to use content from an Eberron sourcebook to realize a character concept, I'll review it, but the odds are good that I'm going to say no.

If you'd be interested, drop a third-level character concept in the thread (not necessarily a stat block, just a concept). If I get more than 5 considerable instances of interest, I'll be picking the four-or-five that best seem to make up a well-rounded party. To that end, provide a little detail when submitting concepts.

"A halfling rogue" isn't as useful to me as "a House halfling rogue with a fondness for animals and kids, optimized for Stealth, morally questionable but probably non-evil, will make a good party face and skirmisher."

EDIT: I should note that - in the spirit of "magic as technology" - there are NO firearms in my Eberron. Firearm rules and archetypes which reference them are off the table.

That's about it - I'll be watching this thread closely, and I'll make a decision sometime next week.

Liberty's Edge

Dotting for interest.

I have at least three possible ideas in mind, any of which I would be happy to play:

1) Flametouched, a warforged oracle of flame (it believes it has been touched by the Silver Flame, much to the consternation of the Church); party role would be healer and secondary meleeist, alignment LG

2) Cassella d'Thuranni, elf ninja (a supporter of Cyre during the War, she believes the "lucky" escape of all the ranking members of House Phiarlan was more than just coincidence) - party role would be skill specialist and secondary melee/ranged, alignment LN; would have the Mark of Shadow

3) Kamlann d'Orien, human magus (a hardhearted killer, he protects his shipments with utter disregard for any who get in his way, something of a Man With No Name type); primary melee and backup arcanist, alignment LE; would have the Mark of Passage

I'd be happy to pick whichever of the three would work best for the party.

Dark Archive

@ Shisumo: my converted Warforged has stats which work out to +2 Con, +2 Wis, -2 Cha. Maybe not ideal for an oracle, if you're the optimizing type (unless you can avoid DC-based spells). Otherwise, all three concepts sound good. An oracle worshipping the Silver Flame as a concept (as orcacles do) and not as a god per se is actually a really interesting spin.

Also, into Lawful alignments much? ;-)

Dark Archive

@ Rosa: Provided you're playing a tiefling straight out of the Bestiary (and can responsibly play a CN half-fiendish character), I'd have no problems with a demon-descended tiefling cleric.

As a longtime Eberron fan, you have me stumped, though. Who or what is Patton? Is that one of the obscure drow gods? I have also never heard of Sigal.

Are you familiar with the Eberron Campaign setting?

Liberty's Edge

Garden Tool wrote:
Also, into Lawful alignments much? ;-)

I am today.... ;)

I would easily work with those stats. I optimize to concept, not to theory, so I'll take what I'm given. :D

Dark Archive

Shisumo wrote:
I optimize to concept, not to theory...

Good man.

I'm leaving the the office (and so to, the thread) for today. Interest seems passingly high, though. Tomorrow I'll provide the details on those racial conversions, though they're pretty standard.


Sorry guys going to drop out, hope the game gos well


Ignore the crunch (don't rememter what it was at this point), I just like the name and wasn't accepted in a previous Eberron campaign.

I was thinking Changling Spymaster. Background wise, a spy for hire, someone who crafts numerous identities for themselves, complete with backstory and mannerisms. I figured it wouldn't even remember who he/she was anymore so confused by the identities it has assumed over the years, and maybe now is trying to learn who it is.

Crunch wise not certain yet how to pull it off right. I think Spymaster is the right prestige class for what I'm going for, but will have to look into building it if selected.

Dark Archive

@ Xzot: Sounds perfectly Eberron. Spymaster is a pretty ridiculous PrC, too.


Lothar Noson LN Duergar Zen Archer. Lothar was taken as an infant when his parents were killed in one of the endless border skirmishes between the Duergar and there shallower dwelling brethren. Unwilling to kill an infant, but also unwilling to raise the child of their enemy, Lothar was passed around until he was given to a monastery that straddled the human and Elven lands. Growing up there, he learned the human monastic traditions, as well as the most typical of elven weapons, the bow. he adapted both to better suite his own natural abilities. Lothar has a strong sense of honor, but no sense of humor and little charity.

Dark Archive

@ SuperUberGeek: Crazy concept (and probably mechanically strong, given the stats and immunities on the duergar) but Eberron can be just the place for that sort of thing.

RPG Superstar 2009 Top 16

I'm intrigued, considering a melee based veteran of the Lastwar, possibly a member of House Deinith. Fighter, Cavalier, Magus are all possibilities.


i'm tossing one out there.

i'm thinking a shifter savage skald from the eldeen wastes who sees the thrill of battle and the savagery of nature as something of an art.

i should mention i am not all that familiar with eberron but have the campaign guide pdf and can look it over for whatever is needed.


Garden Tool said wrote:
@ SuperUberGeek: Crazy concept (and probably mechanically strong, given the stats and immunities on the duergar) but Eberron can be just the place for that sort of thing.

Thank you. I have never played Eberon. The group that I game with uses mostly home brew and switched to PF about six months after I joined them. I would love the chance to play some Eberon. I do have access to a lot of old 3.5 books that friends own. is there anything you would recommend I takes a look at for an Eberon campaign.

Dark Archive

@ Mark Thomas 66: A Deneith cavalier would be spot-on, and a Deneith magus could be very, very interesting.

@ billjoet: Sounds good. Shifter is a very Eberron "choice," and savage skald is a very "shifter" choice.

@ SuperUberGeek: Just the ECS, and maybe a skim of the Player's Guide to Eberron, especially the Mror Holds and duergar/dwarf entries.

Also, in my opinion, the Dragonmarked book really does a good job of giving readers a better "feel" for each of the Dragonmarked Houses.

It looks like I have something like five potential players. A quick rundown of the PC possibilities for those still thinking about submitting:

- a melee character with arcane, healing, or skill-based support
- a combat-heavy bard
- a skill-based specialist/trickster and master of disguise
- a ranged character with incredibly good saves and immunities
- a solid front-line melee character with possible arcane support

Liberty's Edge

Should the five of us wind up playing, I would likely play Flametouched, since healing appears to be the weakest link for the group as things stand.


I'm very interested, got a couple of concepts in mind, will give it some thought over night as I need to head to bed.

Dark Archive

Have a few ideas but just wondering if you would be allowing shifters and if so what stat build you are using for them? (ie straight from the book or one of the various ones floating about this website.)

RPG Superstar 2009 Top 16

So either honor guard Cavalier,of House Deinth or Bladebound Magus of House Deinith. will get to work on it later today.


Ok, sounds interesting. :)

Here's my idea:

Za'Ris:
--------------------------------------------------------------------------- -
BACKGROUND
The child of a archaeologist and her bodyguard, Za'Ris grew up (well, the first 5 years at least) moving from place to place, in the middle of wilderness, etc. That all changed when, at age 5, his parents became part of a Xen'drik expedition to study a series of ruins. They thought by taking the young boy with them that they were protecting him. The problem was, that they needed protection for themselves.
Za'Ris doesn't remember much about that time, which is probably a good thing. The expedition was wiped out, and Za'Ris left abandoned in the remains of the camp. Found and adopted by a dark elf monk, Za'Ris grew up learning his secrets. As he grew older, he learned the skills from the elf, but also awoke his own mental power. He also found himself wondering about his past. His adoptive parent had kept a journal, which turned out to be his mother's, which he had found among the ruins of the encampment.
As Za'Ris matured, he found himself with a need to know his own people. He left the dark elf in the middle of the night, and made his way to the coast where he, after some convincing on his part, found passage from there on a ship bound for Sharn. While traveling, he read in his mother's journal that they had left a younger sibling with an aunt in Sharn. When he arrived in Sharn he went seeking the Aunt, but was told she had died and her husband had given the child away.

Character Goals: Hopes to find his sister; discover who it was that destroyed the camp and killed his family; Learn more of the world to follow in mother's footsteps.
---------------------------------------------------------------------------

I see him as a Monk/Sorceror(Psionic Bloodline) In 3.5 Eberron, he would have had the feats that combine Psion with monk levels for AC, Unarmed and Flurry bonuses. I think it was the Ascetic Psion and Tashalatara feats. Will there be anything like that for sorcerers?

Dark Archive

@ Monkeygod: Look forward to hearing about your concepts.
@ Kevin Mack: I will be allowing the core races from the ECS. I converted the Eberron races (and the artificer) myself, more or less the day I picked up the Pathfinder Core Rulebook, so we'll be using my own conversions. I plan to post them to this thread shortly.

Stat-wise, the shifters come down to a +2 Dex, +2 Wis, -2 Int, and a shifting mechanic that works a little like like rage.

@ Arknight: Za'Ris sounds conceptually solid, but - I'm sorry to say - the feats you refer to are more or less off the table. Like it says in the original post: I'm sticking to the ECS, and that's about it. I'd have to rework the class hybridization feats you're talking about to bring them in line with Pathfinder's class feature progressions, and the psion/monk feat in particular would need a lot of conversion guesswork since the "psion" is now a type of sorcerer.

However, if you do decide that you're serious about playing and Za'Ris "makes the cut," you might consider substituting monk for ninja. Charisma is a primary attribute score for both ninja and sorcerer, and with the right ninja tricks, a ninja can feel a lot like a monk (ki pool and ki powers, Improved Unarmed Strike, great shuriken attacks, very similar skills, and so on).

Dark Archive

Okay, guys! What I'd like to do now is just ask those players really interested in playing to maintain a presence in the thread between now and Monday, when I expect to make a decision. I'm not looking for anyone to blow up the thread - I just want to see my potential players have the ability and the motivation to post at least once or twice a day.

This includes all existing prospects AND new submitters. The posters I end up selecting will be the posters with a daily posting schedule, good manners, high enthusiasm, and solid concepts fitting necessary and useful character roles.

Within the next hour or so, I'll be posting my conversions of the Eberron races. I'll also post my converted artificer class and my version of the "psionic bloodline" sometime today.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

What generation rules are you planning on using? I created a gnome artiicer for an Eberron PBP, but the game succumbed to GM fatigue.


Are you allowing any of the Eberron PrCs?

Dark Archive

As promised, please find my converted Eberron races, below.

The Shifter and Warforged feats from virtually every sourcebook are also converted and provided below, as well. This includes the extra shifter traits (dreamsight, truedive, etc.)

Next up: The artificer and the psionic bloodline.

Changeling:
CHANGELING RACIAL TRAITS
+2 to one Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their varied natures.
Shapechanger: Changelings are humanoids with the shapechanger subtype.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Changelings have a base speed of 30 feet.
Minor Shapechange: Changelings have the supernatural ability to alter their appearance at will, though the ability affects only their bodies, never their possessions. Used to create a disguise, this ability grants the changeling a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action that does not provoke an attack of opportunity, and a changeling may make a Disguise check as a part of the same action. This ability is not an illusory effect, but a physical alteration of the changeling’s physical features. Changelings revert to their natural forms when slain. A true seeing effect reveals a changeling’s natural form.
A changeling using this ability does not incur the usual penalties on Disguise checks for impersonating a member of another gender, as the changeling's gender effectively changes as desired, when using this ability.
Natural Linguist: Changelings add Linguistics to their list of class skills for any class they adopt.
Slippery Mind: Changelings receive a +2 racial bonus on all saving throws against sleep and charm effects due to the slippery natures of their minds.
Socially Intuitive: Changelings receive a +2 racial bonus on Bluff, Intimidate, and Sense Motive skill checks thanks to their inherent ability to deceive and intimidate.
Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Giant, Gnome, Halfling and Terran.

Kalashtar:
KALASHTAR RACIAL TRAITS
+2 to one Ability Score: Kalashtar characters get a +2 bonus to one ability score of their choice at creation to represent their varied natures.
Medium: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kalashtar have a base speed of 30 feet.
Dual Spirits: Kalashtar receive a +2 racial bonus on all saving throws against possession and mind-affecting spells and abilities as their dual spirits help them resist effects that would target their minds.
Kalashtar Immunities: Kalashtar are immune to dream and nightmare spells and effects, as well as any other dream-based spell or effect.
Naturally Psionic: A Kalashtar with the psionic sorcerer bloodline increases the DCs of all bloodline powers by +1, and adds Greater Spell Focus (divination), Greater Spell Focus (enchantment), and Improved Iron Will to the list of bloodline bonus feats.
Pass for Human: A kalashtar receives the Pass for Human feat as a bonus feat, even though kalashtar normally do not meet the feat’s racial prerequisites.
Subtle Psychic: Kalashtar receive a +2 racial bonus on Bluff, Diplomacy, and Intimidate skill checks through their commanding presence and subtle telepathic abilities.
Languages: Changelings begin play speaking Common and Quor. Kalashtar with high Intelligence scores can choose from the following: Draconic and Riedran.

Shifter:
SHIFTER RACIAL TRAITS
+2 Dexterity, +2 Wisdom, –2 Intelligence: Shifters are lithe, agile and alert, but their fundamentally bestial natures detract from their ability to reason.
Shapechanger: Shifters are humanoids with the shapechanger subtype.
Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shifters have a base speed of 30 feet.
Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light.
Animalistic: Shifters receive a +2 racial bonus on Acrobatics and Climb skill checks due to their enhanced physical abilities and animalistic heritage.
Shifting: A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. A shifter can enter or leave this state as a free action, though a shift must last for one full round before it can be ended. A shifter can enter this bestial state for a number of rounds per day equal to 4 + his Constitution modifier. Each shifter feat that a shifter acquires increases the number of rounds per day by two. Temporary increases to Constitution, such as those gained from shifting and spells like bear's endurance, do not increase the total number of rounds per day that a shifter can enter his shifted state. The total number of rounds of shifting per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
Each shifter has one of ten shifter traits that manifest while the character is shifting. Each shifter trait bestows a +2 bonus to one of the character’s physical ability scores, and grants some other benefit as well. See below for a description of each shifter trait.
Languages: Shifters begin play speaking Common. Shifters with high Intelligence scores can choose from the following: Elven, Gnome, Halfling, and Sylvan.

SHIFTER TRAITS
Each shifter has one of the following supernatural traits, which is selected at character creation.

Beasthide: While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
Cliffwalk: While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet. Gaining a climb speed grants the shifter a +8 racial bonus on Climb skill checks.
Dreamsight: While shifting, a beasthide shifter gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effects of a speak with animals spell. Additionally, a shifter with this trait gains a +2 racial bonus on Handle Animal skill checks and a +2 bonus wild empathy checks, even while not shifting.
Gorebrute: While shifting, a beasthide shifter gains a +2 bonus to Strength and manifests a pair of powerful horns that can be used as natural weapons as a part of a charge attack, though the horns are too awkward to use as a natural weapon in any circumstance other than a charge. The horns deal 2d6 points of damage with a successful charge attack. A gorebrute shifter may not combine his horns with any other attack, even if he has the ability to make more than one attack as a part of a charge.
Longstride: While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.
Longtooth: While shifting, a longtooth shifter gains a +2 bonus to Strength and manifests fangs that can be used as a natural weapon, dealing 1d6 points of damage plus one additional point of damage for every four levels the shifter possesses. The bite is a primary attack.
Razorclaw: While shifting, a razorclaw shifter gains a +2 bonus to Strength and manifests a pair of claws that can be used as natural weapons, dealing 1d4 points of damage plus one additional point of damage for every four levels the shifter possesses. The claws are primary attacks.
Swiftwing: While shifting, a swiftwing shifter gains a +2 bonus to Dexterity and manifests leathery flaps of skin, similar to the wings of a bat, which grant him a fly speed of 20 feet with average maneuverability. While airborne, the shifter can’t use his hands except to hold or carry objects. The shifter cannot fly while carrying a medium or heavy load, or while wearing medium or heavy armor.
Truedive: While shifting, a truedive shifter gains a +2 bonus to Constitution and has a swim speed of 30 feet. Gaining a swim speed grants the shifter a +8 racial bonus on Swim skill checks. A shifter with this trait can hold his breath for a number of rounds equal to 5 x his Constitution score before he risks drowning, even while not shifting.
Wildhunt: While shifting, a wildhunt shifter gains a +2 bonus to Constitution and gains the scent special ability. Additionally, a shifter with this trait gains a +2 racial bonus on Survival skill checks, even while not shifting, due to the lingering effects of his scent ability.

Shifter Feats:
SHIFTER FEATS
The following feats are available only to shifter characters. Each shifter feat that a shifter acquires increases the number of rounds per day that a shifter can spend shifting by two.

BEASTHIDE ELITE [SHIFTER]
Your beasthide trait improves.
Prerequisite: Shifter with the beasthide trait
Benefit: While shifting, your natural armor bonus increases to +4.
Normal: Without this feat, a beasthide shifter gains a natural armor bonus of +2 while shifting.

CLIFFWALK ELITE [SHIFTER]
Your cliffwalk trait improves.
Prerequisite: Shifter with the cliffwalk trait
Benefit: While shifting, your climb speed improves by an additional 10 feet.

DREAMSIGHT ELITE [SHIFTER]
Your dreamsight trait improves.
Prerequisite: Shifter with the dreamsight trait
Benefit: While shifting, you can use a full-round action to gain extraordinary visual powers. For the duration of your shifting, you gain a +5 bonus on Perception skill checks and can see invisible creatures and objects as if under the effects of a see invisibility spell.

EXTRA SHIFTER TRAIT [SHIFTER]
You manifest a second shifter trait while shifting.
Prerequisites: Shifter, two other shifter feats
Benefit: Select a second shifter trait from those described under the shifter racial description. You manifest all the benefits of the second trait except for the temporary bonus to an ability score, and you may qualify for feat prerequisites as though you actually possessed the selected trait.

GOREBRUTE ELITE [SHIFTER]
Your gorebrute trait improves.
Prerequisite: Shifter with the gorebrute trait
Benefit: You can attempt to trip an opponent that you successfully hit with your horn attack during a charge as a free action that does not provoke an attack of opportunity. You gain a +2 bonus on the combat maneuver check made to trip the opponent.

GREAT BITE [SHIFTER]
You know how to hit where it hurts with your fangs.
Prerequisites: Shifter with the longtooth trait, +6 base attack bonus
Benefit: Your fangs gain a critical hit multiplier of x3.
Normal: Without this feat, your fangs have a critical hit multiplier of x2.

GREAT REND [SHIFTER]
You know how to hit where it hurts with your claws.
Prerequisites: Shifter with the razorclaw trait, +4 base attack bonus
Benefit: When you hit an enemy with both of your claw attacks in any given round, you can latch onto your opponent’s body, tearing the flesh for additional damage equal to 1d4 plus one half of your Strength bonus, plus one additional point of damage for every four levels that you possesses.

GREATER SHIFTER DEFENSE [SHIFTER]
You have developed a greater ability to ignore damage while shifting.
Prerequisites: Shifter, Shifter Defense, four other shifter feats
Benefit: While shifting, your damage reduction improves to 4/silver.

HEALING FACTOR [SHIFTER]
When your shifting ends, you heal a limited amount of damage.
Prerequisites: Shifter, Constitution 13
Benefit: When you stop shifting, you immediately heal a number of hit points equal to 3 x the number of rounds that you spent in the shifted state.

LONGSTRIDER ELITE [SHIFTER]
Your longstrider trait improves.
Prerequisite: Shifter with the longstrider trait
Benefit: While shifting, your base land speed improves by an additional 10 feet.

LONGTOOTH ELITE [SHIFTER]
Your longtooth trait improves.
Prerequisite: Shifter with the longtooth trait
Benefit: Each time a living creature receives damage from the bite attack granted by your longtooth trait, it also receives one point of Constitution damage.

RAZORCLAW ELITE [SHIFTER]
Your razorclaw trait improves.
Prerequisite: Shifter with the razorclaw trait
Benefit: When you charge, you can attack with two claws at the end of the charge.
Normal: Without this feat, a character can only make a single attack as part of a charge.

REACTIVE SHIFTING [SHIFTER]
You can shift with a mere thought.
Prerequisites: Shifter, Improved Initiative
Benefit: You can activate your racial shifting ability as an immediate action.

SHIFTER AGILITY [SHIFTER]
Your heritage of speed and ferocity has honed your reflexes, allowing you to avoid attacks.
Prerequisite: Shifter with the cliffwalk, longstrider, or swiftwing trait
Benefit: While shifting, you gain a +1 dodge bonus to Armor Class and a +1 bonus to Reflex saves.

SHIFTER DEFENSE [SHIFTER]
You have developed the ability to ignore a little damage from every attack while shifting.
Prerequisites: Shifter, two other shifter feats
Benefit: While shifting, you gain damage reduction 2/silver.

SHIFTER FEROCITY [SHIFTER]
You can continue to fight when others would succumb to pain and injury.
Prerequisites: Shifter, Wisdom 13
Benefit: While shifting, you gain the ferocity ability. You still die when your hit point total reaches a negative amount equal to your Constitution score.

SHIFTER INSTINCTS [SHIFTER]
Your heritage has given you sharp senses and quick reflexes, and you have learned to trust your equally sharp instincts.
Prerequisite: Shifter
Benefit: You gain a +2 bonus on Perception and Sense Motive skill checks, and a +2 bonus on initiative checks.

SHIFTER MULTIATTACK [SHIFTER]
You are skilled at making attacks with your natural weapons.
Prerequisites: Shifter with the longtooth or razorclaw trait, base attack bonus +6
Benefit: Your secondary attacks with natural weapons take a -2 penalty.
Normal: Without this feat, your secondary natural weapons take a -5 penalty.

SHIFTER SAVAGERY [SHIFTER]
The bestial fury of your lycanthrope ancestors allows you to deal devastating strikes with your natural weapons.
Prerequisites: Shifter with the gorebrute, longtooth, or razorclaw trait, base attack bonus +6, rage
Benefit: While shifting and raging simultaneously, the threat range of your natural weapons are doubled and the base damage for your natural attacks increases by two steps, as if your size had increased by two categories.
The critical threat range expansion effect doesn’t stack with any other effect that expands the threat range of a weapon.

SHIFTER STAMINA [SHIFTER]
Yours is a heritage of endurance and tenacity, and you can shrug off bruises and fatigue.
Prerequisites: Shifter with the beasthide, truedive, or wildhunt trait, Endurance
Benefit: While shifting, you are immune to non-lethal damage, and the effects of fatigue and exhaustion are suppressed. When your shifting ends, any fatigue or exhaustion effects that would have taken effect during your shifting (or effects that were in effect while you began shifting) take effect normally.

SWIFTWING ELITE [SHIFTER]
Your swiftwing trait improves.
Prerequisite: Shifter with the swiftwing trait
Benefit: While shifting, your fly speed improves by 10 feet, and your maneuverability improves to good.

TRUEDIVE ELITE [SHIFTER]
Your truedive trait improves.
Prerequisite: Shifter with the truedive trait
Benefit: While shifting, your swim speed improves by 10 feet. In addition, you take none of the regular penalties on melee attack or damage rolls normally applicable to underwater combat for a creature with a swim speed.
Normal: Without this feat, a character with a swim speed takes a -2 penalty on melee attack rolls made with bludgeoning or slashing weapons while underwater, and deals half damage with such weapons.

WILDHUNT ELITE [SHIFTER]
Your wildhunt trait improves.
Prerequisite: Shifter with the wildhunt trait
Benefit: While shifting, your scent ability and non-visual senses improve to such a degree that you gain the blindsense ability out to a range of 30 feet.

Warforged and Warforged Scout:
WARFORGED RACIAL TRAITS
+2 Constitution, +2 Wisdom, –2 Charisma: Warforged are resilient and vigilant, but their difficulty in relating to other creatures can make them seem aloof or even hostile.
Living Construct: Warforged are constructs with the living construct subtype (see below). As living constructs, warforged cannot heal naturally, do not breathe, eat, or sleep, and are immune to disease, energy drain, exhaustion, fatigue, nausea, paralysis, poison, sickening, or sleep effects.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Warforged have a base speed of 30 feet.
Composite Plating: Warforged receive a +2 armor bonus from the plating used in their construction. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. The plating can be enhanced just as armor can be, though the character must be present for the entirety of the time that it takes to enhance the armor.
Composite plating also causes a warforged to incur a 5% arcane spell failure chance.
Limited Experiences: Warforged do not select traits at character creation. Additionally, warforged take a –2 penalty on untrained Wisdom-based skill checks. As a young race, they remain largely ignorant of practices, professions, and habits considered by most to be matters of common sense.
Warforged Vulnerabilities: A warforged takes damage from chill metal and heat metal effects as if he were wearing metal armor. A warforged is repelled by a repel wood effect, and is affected by rusting grasp effects and a rust monster’s attacks as a ferrous, metallic creature would be.
Slam: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Languages: All warforged can speak Common, but may not choose additional languages at creation.

WARFORGED SCOUT RACIAL TRAITS
+2 Dexterity, +2 Wisdom, –2 Charisma: Warforged scouts are alert, quick, and strong for their size, but their difficulty in relating to other creatures can make them seem aloof or even hostile.
Living Construct: Warforged scouts are constructs with the living construct subtype (see below). As living constructs, warforged cannot heal naturally, do not breathe, eat, or sleep, and are immune to disease, energy drain, exhaustion, fatigue, nausea, paralysis, poison, sickening, or sleep effects.
Small: Warforged scouts are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Warforged scouts have a base speed of 20 feet.
Composite Plating: Warforged scouts receive a +2 armor bonus from the plating used in their construction. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged scout cannot wear armor or magic robes. The plating can be enhanced just as armor can be, though the character must be present for the entirety of the time that it takes to enhance the armor.
Composite plating also causes a warforged scout to incur a 5% arcane spell failure chance.
Limited Experiences: Warforged scouts do not select traits at character creation. Additionally, warforged scouts take a –2 penalty on untrained Wisdom-based skill checks. As a young race, they remain largely ignorant of practices considered by most to be matters of common sense.
Warforged Vulnerabilities: A warforged scout takes damage from chill metal and heat metal effects as if he were wearing metal armor. A warforged scout is repelled by a repel wood effect, and is affected by rusting grasp effects and a rust monster’s attacks as a ferrous, metallic creature would be.
Languages: All warforged can speak Common, but may not choose additional languages at creation.

THE LIVING CONSTRUCT SUBTYPE
Living constructs with 1 Hit Die exchange their construct Hit Die for the class features of a PC or NPC class. Living constructs with more than 1 Hit Die are the only living constructs that make use of the features of the construct type. A living construct possesses the following traits:
> Unlike other constructs, a living construct does not gain low-light vision or darkvision.
> Unlike other constructs, a living construct has a Constitution score, can be raised and resurrected, and is affected by spells that target living creatures as well as those that target constructs.
> Unlike other constructs, a living construct gains no immunity to ability damage, ability drain, death or necromancy effects, mind-affecting abilities, nonlethal damage, or stunning. Additionally, though they do not sleep, a living construct must still rest for 8 hours before preparing spells.
> Living constructs do not eat or drink, but a do gain all the usual benefits from consumable items such as potions, or from heroes feast and similar spells.
> Spells from the healing subschool and supernatural abilities that restore hit point damage or ability damage provide only half their normal benefits to a living construct. Like ordinary constructs, living constructs do not heal naturally.
> When reduced to 0 hit points, a living construct is disabled, just like a living creature. When a living construct’s hit points are negative, but equal to or greater than its Constitution score, it is inert – helpless and unconscious, but stable and not at risk of losing additional hit points.

Warforged Feats:
WARFORGED FEATS
The following feats are available only to warforged characters (a warforged scout is a warforged in all respects, and qualifies for warforged feats just as a Medium-sized warforged does).

ADAMANTINE BODY [WARFORGED]
At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisite: Warforged, 1st-level only
Benefit: Your armor bonus is increased to +9 and you gain damage reduction 2/adamantine. Your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, an arcane spell failure chance of 35%, and a -5 penalty on all skill checks that armor check penalties apply to.
Normal: Without this feat, a warforged character has an armor bonus of +2.
Special: Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.

COLD IRON TRACERY [WARFORGED]
Cold-forged iron that runs through your body allows you to overcome the supernatural defenses of certain creatures and protect against some magical attacks.
Prerequisite: Warforged
Benefit: Your natural weapons are treated as cold iron weapons for the purposes of overcoming damage reduction. You gain a +1 bonus on Will saves against spells and spell-like abilities.

CONSTRUCT LOCK [WARFORGED]
Your knowledge of construct nature allows you to deal extra damage to or even immobilize such foes.
Prerequisite: Warforged, base attack bonus +2
Benefit: You gain a +2 bonus on damage rolls against constructs. If you roll a critical threat against a construct, you may forgo the confirmation roll and deal damage normally in order to make another attack roll using the same modifier. If this second attack also hits and deals at least one point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) or be rendered helpless for 1 round, as though paralyzed.
Special: If you spend an action point on an attack roll against a construct and the attack hits, you may use and gain the benefits of this feat even if the attack roll was not a critical threat.

IMPROVED DAMAGE REDUCTION [WARFORGED]
You gain damage reduction or improve your existing damage reduction.
Prerequisite: Warforged
Benefit: You gain damage reduction 1/adamantine or improve your existing damage reduction by 1.
Special: If you have the Adamantine Body or Ironwood Body feats, you can take this feat multiple times. If you have the Ironwood Body feat, you can take this feat multiple times, gaining damage reduction 1/adamantine or improving your damage reduction 2/slashing by two points each time.

IMPROVED RESILIENCY [WARFORGED]
You gain a construct’s resistance to nonlethal damage.
Prerequisite: Warforged
Benefit: You gain immunity to nonlethal damage, but lose the ability to benefit from fast healing or regeneration, even if you would gain those qualities through magic or the application of a template.
Normal: Living constructs gain no resistance to nonlethal damage.

IRONWOOD BODY [WARFORGED]
Your body is crafted with a layer of hard ironwood that cushions blows.
Prerequisite: Warforged, 1st-level only
Benefit: Your armor bonus is increased to +3 and you gain damage reduction 2/slashing. You are considered to be wearing light armor and you have a +4 maximum Dexterity bonus to AC, an arcane spell failure chance of 20%, and a -3 penalty on all skill checks that armor check penalties apply to.
Normal: Without this feat, a warforged character has an armor bonus of +2.

JAWS OF DEATH [WARFORGED]
Gnashing teeth and a powerful set of jaws allow you to bite foes.
Prerequisite: Warforged
Benefit: You gain a primary bite attack that deals 1d6 points of damage (or 1d4 points of damage for a warforged scout).

MITHRAL BODY [WARFORGED]
At the cost of mobility, a warforged character’s body can be crafted with a layer of mithral that provides effective but lightweight armor.
Prerequisite: Warforged, 1st-level only
Benefit: Your armor bonus is increased to +5, and you are considered to be wearing light armor. You have a +5 maximum Dexterity bonus to AC, an arcane spell failure chance of 15%, and a -2 penalty on all skill checks that armor check penalties apply to.
Normal: Without this feat, a warforged character has an armor bonus of +2.
Special: Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor.

MITHRAL FLUIDITY [WARFORGED]
At the cost of mobility, a warforged character’s body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisite: Warforged, Mithral Body
Benefit: The maximum Dexterity bonus of a warforged with the Mithral Body feat can apply to Armor Class is increased by one. In addition, the armor check penalty on skill checks to which armor check applies is reduced by one (to a minimum of zero).
Special: This feat may be taken multiple times.

SECOND SLAM [WARFORGED]
You have learned to use your form to the utmost, and can make two slam attacks.
Prerequisite: Warforged, slam attack, base attack bonus +6
Benefit: You can make a second attack with your slam attack whenever you make a full attack action that includes your slam attack. This second slam is a primary weapon, but takes a -5 penalty on attack rolls.

SILVER TRACERY [WARFORGED]
Alchemical silver tracery covers your body, allowing you to overcome the supernatural defenses of certain creatures and protect against some magical attacks.
Prerequisite: Warforged
Benefit: Your natural weapons are treated as silver weapons for the purposes of overcoming damage reduction. You gain a +1 bonus on Fortitude saves against spells and spell-like abilities.

SPIKED BODY [WARFORGED]
Your body is overlaid with hundreds of protruding spikes that can deal great damage to foes.
Prerequisite: Warforged
Benefit: Whenever you make a successful CMB to deal damage to your opponent in a grapple, you deal 1d6 additional points of damage (or 1d4 points of damage for a warforged scout). Additionally, your slam attack deals both bludgeoning and piercing damage.

UNARMORED BODY [WARFORGED]
Your body is crafted without its normal layer of armor.
Prerequisite: Warforged, 1st-level only
Benefit: You lose your Composite Plating racial ability, thus gaining the ability to wear armor and magical robes to their full effect.
Normal: Without this feat, a warforged character has an armor bonus of +2 and may not equip armor or magical robes.


It will be interesting to see the artificer conversion. I have heard them mentioned, but I have never seen one played.

Dark Archive

@ LazarX: Like it says in the original post, this will be a RAW Pathfinder game (not 3.X) using content converted from the Eberron Campaign Setting per the Conversion Guide.

A gnome artificer sounds delightful, and I'll be posting my own conversion of the artificer class, shortly.

@ Monkeygod: The PrCs from the Eberron Campaign Setting are fair game (I've personally converted all but one of them). At this time, the weretouched master has not yet been converted, but I can remedy that if your heart is set on it.

PrCs from Eberron sourcebooks outside of the ECS are off the table. If you're interested in one of the "core" Eberron PrCs, just let me know which one, and I'll post it.

Liberty's Edge

Working under the assumption that I will be playing Flametouched, I've started playing around with an actual build, and the concept has evolved a little (as these things usually do at this point). Because we're starting above 1st level and my idea for its backstory was that it had a "battlefield conversion" experience, I wanted to take a level in a class that would represent what its function was before it became an oracle. After kicking around the options, I finally settled on barbarian - which of course necessitated a shift to NG alignment (I said it was just yesterday!) - and started the build. I thought it would boost its combat prowess a little bit, and possibly open up the rage prophet prestige class later. I also thought it was a nice thematic connection: the burning rage transforming into the purifying flame...

However, as soon as I did that, I realized that Pathfinder barbarians are incredibly potent with warforged, thanks to their built-in immunity to fatigue. I waited til this morning to see if they still had it in your conversion, but now that I see they do, I thought I'd bring the issue up.

A couple ideas I've come up with for addressing the issue:

I could go back to LG alignment, making Flametouched an ex-barbarian; this would fix the problem completely, but I'd be a little disappointed to lose the option to rage. I'd still have fast movement and proficiency in martial weapons, and more skill points than I would have gotten out of a level of fighter, but I'd gotten attached to the idea of religious fervor just overwhelming it every once in awhile.

We could institute something like fatigue, just for the purpose of rage - call it "overstress" or something, with the same mechanics. This would probably be the easiest fix, and is likely my preferred option. It would also help if someone else has the same idea I did, and fewer scruples.

I guess you could also ban warforged from taking the barbarian class or just say they can't rage, but that would make me a sad panda.

Also, a separate question, looking down the road - I found a feat in Faiths of Purity that I would love to be able to use (though it wouldn't come up until 7th level at the earliest), just because it's so perfect for the build: Glorious Heat. I know Faiths of Purity isn't on your list of approved sources, but I thought I'd ask anyway because of how well the feat suits my idea. The link has the corrected (not utterly uberbroken) text I would be using, if you gave the go-ahead.


Garden Tool wrote:

@ Arknight: Za'Ris sounds conceptually solid, but - I'm sorry to say - the feats you refer to are more or less off the table. Like it says in the original post: I'm sticking to the ECS, and that's about it. I'd have to rework the class hybridization feats you're talking about to bring them in line with Pathfinder's class feature progressions, and the psion/monk feat in particular would need a lot of conversion guesswork since the "psion" is now a type of sorcerer.

However, if you do decide that you're serious about playing and Za'Ris "makes the cut," you might consider substituting monk for ninja. Charisma is a primary attribute score for both ninja and sorcerer, and with the right ninja tricks, a ninja can feel a lot like a monk (ki pool and ki powers, Improved Unarmed Strike, great shuriken attacks, very similar skills, and so on).

I forgot about the Ninja. A Ninja/Sorceror definitely fits Za'Ris better. ESP. Since I always pictured the dark elf who raised him as an assassin. :)

Looking forward to seeing the details on the Psionics bloodline. I'd like to compare it to a couple of other bloodlines for use .

Also, a weapon I pictured him with was a Xendric Boomerang made out of Deep Crystal. Is that a workable idea or should that be adjusted too?

Looking forward to seeing this game work :)

Dark Archive

@ Shisumo: Warforged can gain morale bonuses (as nonmindless constructs) and are immune to fatigue, and thus make great barbarians.

Furthermore, I realize that nothing stops you from raging (as a free action) and then ending your rage (as a free action) each round, although you won't really gain the benefits of your increased Will save or Con score (and Fort save) that way.

A "controlled rage" is appropriate for an emotionally-muted construct, I think. Also realize that the Furious Finish feat (if you were planning on using it), bypasses immunity to fatigue, by RAW.

Consider that (unless you give it up for an archetype) you will lose fast movement if you choose anything heavier than light plating.

As for the Faiths of Purity feat - anything from a non-Eberron sourcebook is off the table, and even content from an Eberron sourcebook is likely to be declined. Not because it's broken, but because when I'm building NPCs or making world-building decisions, I want to have a managable, balanced, PC-NPC transparent pool of resources to draw from. Since I have to draw the line somewhere, and every sourcebook or ruleset I allow is another sourcebook or ruleset I have to consider when NPC-or-world-building, the line is drawn at the CRB, APG, UM, UC, and Bestiaries.

Oh, one last warforged note: make sure you understand that warforged may not select traits (see the Limited Experiences ability in the warforged entry).

Dark Archive

@ Arknight: Stand by for the psionic bloodline.

The Xen'drik boomerang is definately in.

The power-point system is out (the bloodline is good, but pretty standard), and therefore so is the deep crystal special material. However, I have no problem deciding that Xen'drik mithral has a bit of a "crystalline" shine, and if the weapon is magical (+1 enhancement bonus or better), you can flavor it's appearance just about any way you like.

Dark Archive

the Psionic Bloodline:
PSIONIC BLOODLINE

Class Skill: Sense Motive

Bonus Spells: hypnotism (3rd), detect thoughts (5th), clairaudience/clairvoyance (7th), detect scrying (9th), telekinesis (11th), forbiddance (13th), greater teleport (15th), mind blank (17th), foresight (19th)

Bonus Feats: Alertness, Improved Counterspell, Improved Initiative, Iron Will, Silent Spell, Still Spell, Spell Focus (divination), Spell Focus (enchantment)

Bloodline Arcana: Whenever you target one or more living, non-mindless creatures with a divination or enchantment spell, increase the DC of the spell by +1. Other characters and creatures with the psionic bloodline arcana are unaffected by this ability.

Bloodline Powers: You can draw upon the power of the mind, reshaping your own mental landscape, and those of other living creatures, to your own purposes.

Mind Thrust (Su): At 1st level, you can deliver a blast of mental energy at one target within 30 feet, inflicting 1d10 points of damage + 1 for every two sorcerer levels you possess. This ability requires no attack roll, but a Will save negates the effect. This ability can only harm living creatures with Intelligence scores. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Psionic Precognition (Su): At 3rd level, you gain a +1 insight bonus to AC. At 9th level, this bonus increases to +2.

Tower of Intellect (Ex): At 9th level, you gain a +2 inherent bonus to your Intelligence. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Ego Whip (Su): At 15th level, you can unleash a torrent of psychic power as a ranged touch attack with a range of 60 feet. This ray deals 2d4 points of Charisma drain, and causes the target to become dazed for one round. A Will save halves the Charisma damage and negates the daze effect. You can use this ability once per day.

Reality Revision (Sp): At 20th level, you can cast wish once per week as a spell-like ability. This spell-like ability benefits from the Silent Spell and Still Spell metamagic feats, but its spell level is unchanged.

Liberty's Edge

Garden Tool wrote:

@ Shisumo: Warforged can gain morale bonuses (as nonmindless constructs) and are immune to fatigue, and thus make great barbarians.

Furthermore, I realize that nothing stops you from raging (as a free action) and then ending your rage (as a free action) each round, although you won't really gain the benefits of your increased Will save or Con score (and Fort save) that way.

True, but I also won't take the hit to my AC... and man, my AC is not gonna be great. ;)

But hey, if you're cool with it, I'm cool with it.

Garden Tool wrote:

A "controlled rage" is appropriate for an emotionally-muted construct, I think. Also realize that the Furious Finish feat (if you were planning on using it), bypasses immunity to fatigue, by RAW.

Consider that (unless you give it up for an archetype) you will lose fast movement if you choose anything heavier than light plating.

Mithral Body, almost certainly. Oracles aren't proficient in heavy armor either, so Adamantine Body's pretty much right out. I did think about taking Unarmored Body so I could wear a breastplate, but decided not to worry about it, since it's only +1 AC and is less thematic.

Garden Tool wrote:
As for the Faiths of Purity feat - anything from a non-Eberron sourcebook is off the table, and even content from an Eberron sourcebook is likely to be declined. Not because it's broken, but because when I'm building NPCs or making world-building decisions, I want to have a managable, balanced, PC-NPC transparent pool of resources to draw from. Since I have to draw the line somewhere, and every sourcebook or ruleset I allow is another sourcebook or ruleset I have to consider when NPC-or-world-building, the line is drawn at the CRB, APG, UM, UC, and Bestiaries.

Well, that's a bummer, but I get your reasoning. No worries.

Garden Tool wrote:
Oh, one last warforged note: make sure you understand that warforged may not select traits (see the Limited Experiences ability in the warforged entry).

Yep, I got it. If you wind up offering campaign traits, I would likely pick one to explain my presence, but it would just be flavor. Otherwise, I'm good. It's an interesting balancing mechanic, and I approve - I also liked the Wisdom-based skill penalty, which provides a nice "echo" of their original stat modifiers while still being in line with Pathfinder core races. Good touch.


I've loved the concept of a Shifter Ranger, going Weretocuhed Master, unlocking the fury of nature inside his heart and being a sort of avenging angel of the land.


Gotta ask, Quick Change from Races of Eberron, allowed? Not a big deal if not.


Garden Tool wrote:

@ Arknight: Stand by for the psionic bloodline.

The Xen'drik boomerang is definately in.

The power-point system is out (the bloodline is good, but pretty standard), and therefore so is the deep crystal special material. However, I have no problem deciding that Xen'drik mithral has a bit of a "crystalline" shine, and if the weapon is magical (+1 enhancement bonus or better), you can flavor it's appearance just about any way you like.

What about keeping it in and requiring Ki point expenditure instead? This would seem to fit with the Ki as Psionics theme....

Dark Archive

THE ARTIFICER

Artificers are perhaps the ultimate magical dabblers, have an amazing facility with magic items and constructs, and in many ways, they keep the magical world of Eberron running.

Role: Artificers bring an unparalleled versatility to both using and creating magic items. Though they can fight reasonably well, few artificers are inclined to engage in front-line melee combat.

Alignment: Any

Hit Die: d8

Base Attack Bonus: Medium

Good Save: Will

Class Features
1st: artifice, infusions, reserves, Scribe Scroll
2nd: Brew Potion
3rd: Craft Wondrous Item
4th: Craft Homunculus, bonus feat
5th: Craft Magic Arms and Armor
6th: Craft Wand, retain essence (20%)
7th: Metamagic spell trigger
8th: Bonus feat
9th: Craft Rod
10th: Retain essence (40%)
11th: Metamagic spell completion
12th: Craft Staff, bonus feat
13th: Skill mastery
14th: Forge Ring, retain essence (60%)
15th: Extend infusion
16th: Bonus feat
17th: Skill mastery
18th: Retain essence (80%)
19th: Eternal infusion
20th: Bonus feat, forge artifact

CLASS SKILLS
The artificer’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES
The following are class features of the artificer.

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Infusions (Su): An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list. They function just like spells and follow all of the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.
An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a spontaneous spellcaster, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level that he can use.
To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. The saving throw DCs for an infusion are Intelligence-based.
Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score.
An artificer’s infusions can only be imbued into an item or a construct, like a golem or a warforged character. Many infusions have long casting times, often one minute or more. An artificer can spend an action point to imbue any infusion in one round (like a spell that takes one round to cast).
Like a spellcaster, an artificer can apply metamagic feats to his infusions. Like a spontaneous caster, an artificer applies a metamagic feat to an infusion spontaneously, but doing so requires extra time.
An artificer cannot automatically use a spell completion or spell trigger item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.
An artificer must focus his mind to refresh his infusions by getting eight hours of sleep and spending fifteen minutes in concentration.

Level...Infusions per Day
........1st.....2nd.....3rd.....4th.....5th.....6th
1.......1
2.......2
3.......3
4.......3.......1
5.......4.......2
6.......4.......3
7.......4.......3.......1
8.......4.......4.......2
9.......5.......4.......3
10......5.......4.......3.......1
11......5.......4.......4.......2
12......5.......5.......4.......3
13......5.......5.......4.......3.......1
14......5.......5.......4.......4.......2
15......5.......5.......5.......4.......3
16......5.......5.......5.......4.......3.......1
17......5.......5.......5.......4.......4.......2
18......5.......5.......5.......5.......4.......3
19......5.......5.......5.......5.......5.......4
20......5.......5.......5.......5.......5.......5

Artifice (Su): An artificer ignores spell requirements when crafting magic items, and may treat the number of ranks that he possesses in any given Craft skill as his caster level for the purposes of creating magic items. An artificer may use any such Craft skill to create the item, and the DC to create the item still increases normally for any other necessary requirements that the item has, using the normal DCs for Use Magic Device. An artificer can also use Disable Device to disarm magical traps.
Additionally, an artificer gains a +2 bonus on Craft and Profession skill checks, and on Use Magic Device skill checks made to activate an item for which he has the prerequisite item creation feat.
Finally, an artificer with at least one rank in the Knowledge (arcana) skill can make a DC 15 check to determine whether or not an item has magical properties. The check does not reveal the properties of the item, though a Spellcraft check reveals them as though the artificer were using detect magic.

Reserves (Ex):
An artificer receives a pool of material resources (see below) that he can spend in place of gold pieces when crafting magic items. When the artificer gains a level, leftover reserves are carried over.

THE ARTIFICER’S RESERVES PER LEVEL
Level...Reserve...Level...Reserve...Level...Reserve...Level...Reserve
1.......20gp......6.......150gp.....11......500gp.....16......2,000gp
2.......40gp......7.......200gp.....12......700gp.....17......2,500gp
3.......60gp......8.......250gp.....13......900gp.....18......3,000gp
4.......80gp......9.......300gp.....14......1,200gp...19......4,000gp
5.......100gp....10......400gp.....15......1,500gp...20......5,000gp

Bonus Feats (Ex)
An artificer gains Scribe Scroll as a bonus feat at first level. He also gains Brew Potion as a bonus feat at second level, Craft Wondrous Item at third level, Craft Homunculus at fourth level, Craft Magic Arms and Armor at fifth level, Craft Wand at sixth level, Craft Rod at ninth level, Craft Staff at twelfth level, and Forge Ring at fourteenth level.
An artificer also gains a bonus feat at fourth level and every four levels thereafter. For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Field Repair, Skill Focus (any Craft skill, Disable Device, or Use Magic Device), or Wand Mastery.

Metamagic Spell Trigger (Su)
At seventh level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (such as a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the effective spell levels the metamagic feat would add to a spell.
An artificer cannot use this ability when using a spell trigger item that does not have charges.

Retain Essence (Ex)
At sixth level, an artificer gains the ability to salvage components from magic items and use those resources to create another magic item. The artificer must spend eight hours with the item and must also have the appropriate item creation feat. After eight hours, the item is destroyed, and the artificer adds to his reserves a value equal to twenty percent of the gold it took to craft the item.
At tenth level, and every four levels thereafter, an artificer recovers a reserves value worth an additional twenty percent of the gold pieces that it took to craft a magic item salvaged in this way.

Metamagic Spell Completion (Su)
At eleventh level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (such as a scroll). He must have the appropriate item creation feat for the spell trigger item he is using. The DC for any Use Magic Device check required to use the item increases by three times the modified level of the spell.

Skill Mastery (Ex)
At thirteenth level, and at every four levels thereafter, the artificer becomes so confident in the use of two of his skills that he can use them reliably even under adverse conditions. The artificer can take 10 even if stress and distractions would normally prevent him from doing so. The artificer must choose from the Appraise, Craft, Disable Device, Profession, Spellcraft or Use Magic Device skills.

Extend Infusion (Su)
At fifteenth level, an artificer can cause any infusion that he casts with a duration other than “instantaneous” to function at twice its normal duration, once per day.

Eternal Infusion (Su)
At nineteenth level, an artificer can cause one infusion that he affects with his extend infusion class feature to become permanent. This ability lasts until the artificer chooses to use this ability to make another infusion permanent, at which time the previous infusion reverts to its original duration.

Forge Artifact (Su)
At twentieth level, an artificer gains the ability to create one minor artifact in his lifetime, and can do so at no cost. Crafting the minor artifact requires eight hours of work each day for one month.

Liberty's Edge

Two last questions:

1) How much money will we start out with? The standard WBL for 3rd, which is 3000 gp?

2) Can warforged repair themselves with a Craft check, the way they used to be able to?

Dark Archive

@ Monkeygod: I'll convert the weretouched master tonight or this weekend, then. I've been meaning to, anyway.

@ Xzot: Actually, yes, I'll definately allow Quick Change. It's Eberron material, it's kind of a big deal for changelings, and it doesn't interact with any nonexisting subsystems.

@ Arknight: I'd rather stick to the aforementioned books. I don't want to rework subsystems or cherry-pick, and a ninja could end up with a ki pool much larger than the typical "Wild Talent" character might've, back in the day. It's probably tame, balance-wise, but I'd just rather not convert anything outside of the ECS. Stand-alone content requiring no real conversion might get a pass, but not the deep crystal.

Consider picking up Stunning Fist and a ki focus boomerang, later on?

Dark Archive

@ Shisumo: Yes to the Craft mechanics. As for starting wealth, it'll be 3,000 - but one of my very few house rules interacts with "wealth-by-level" since I always start PCs at third level. Baiscally, I don't make PCs pay for mundane gear, or the mundane aspects of masterwork and better gear.

The rule is: you can have all the nonexpendable, nonmasterwork, nonmagical mundane gear you want (watch your carrying capacity!), as long as each individual item is worth less than 1,000 gold (so no spyglasses, no castles, no warships). The exception is armor, which you can "buy" for free, even if it costs 1,000 or more. Magical items must be paid for with your 3,000 WBL budget, but you can ignore the mundane cost of the item as long as you pay the masterwork and magical costs.

In other words, a +1 weapon always costs 2,300 gold, and +1 armor always costs 1,150 gold (even +1 full plate).

I also don't track nonmasterwork, nonmagical ammunition (though your character sheet needs to account for the weight of a full quiver).

I'll go over all this again before we get "official".

Dark Archive

Just for sh_ts and giggles, and because it IS Eberron core material...

Dolgrim:
DOLGRIM RACIAL TRAITS
Dolgrim are defined by their class levels-they do not possess racial Hit Dice. A dolgrim's challenge rating is equal to its class level.
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma: Horrifyingly strong for such small creatures, the dolgrim are nonetheless about as dim-witted and awful as one would expect an abberation fused together from the bodies of two goblins would be.
Aberration: Dolgrim are aberrations with the goblinoid subtype.
Small: Dolgrim are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Dolgrim have a base speed of 20 feet.
Damage Reduction: Dolgrim gain DR 5/byeshk.
Dual Conciousness: A Dolgrim has two brains coordinating itss attacks. In addition to providing a +2 racial bonus on Will saves, the dual-brain reduces the penalty for attacks with a dolgrim's primary hand by two, and for one of his three off-hands by six. See Two-Weapon Fighting in the Combat chapter of the Core Rulebook.
Extra Arms: A dolgrim has four arms fully under its control. These arms do not allow the dolgrim to take any extra attacks or actions per round, though the arms can weild weapons and shields, and make attacks. Each arm also has its own "hand" and "ring" magic item slots, though the dolgrim can still only wear two magical rings and two magical hand-slot items at a time.
A dolgrim also gains a +2 racial bonus on Climb checks and on CMB checks made to perform or maintain a grapple.
Languages: Dolgrim begin play speaking Undercommon. Dolgrim with high Intelligence scores can choose to speak Common, as well.

Note that - like the noble drow - the dolgrim has a "level adjustment" of +1.


I am going to borrow your sugested Ebberon books when I go over to my buddy's on Sunday for our weekly game.

Dark Archive

@ SuperUberGeek: Are you leaning toward "artificer" or toward "zen archer" or toward something else?

Shisumo's warforged oracle (melee + healing) and Xzod's changeling master spy (tricks + skills) are looking to be likely candidates for play. That leaves a pretty broad range of roles available.

A word of warning to anyone considering the artificer: When possible, stick to the items already in print. We will NOT be going crazy with the custom magic items, and I'm not going to be ad-hoccing prices left and right. A few custom items are to be expcted, but if the guidelines produce a magic item that is reasonably priced and appropriately-powerful, I'll allow it. If they don't, the item is off the table. I won't be repricing it or fine-tooth-combing it.


Flametouched, as it looks right now. Still working on a few bits here and there, but the general outline's in place.

My big decision right now is whether to go weapon and slam for damage (longsword, maybe battleaxe) or slam and shield for something resembling defense (because my AC's pretty terrible). I keep waffling, so I haven't bought anything yet.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Put me down for a reincarnation of Liriel Opaline, gnome artificer extraordinare. What are you using for the Infusion List?

Liriel until recently has practised her trade as an engineer's assistant on the windship Krane's Folly, until the latter was seized by Sharn authorities on some legal pretext she neither understood nor cared to research. She's an itinerant tinker who makes a living out of occaisonally selling geegawws to curious well-to-do.

"We're traveling a mile and a half off of the ground, moving faster than the wind. this levitational is a precision instrument. Should I be one bit off in this adjustment, we're going to probably fall to our deaths. This requires the most precise adjustment with no margin for error!" WHAM!


I just remembered the existence of flametouched iron weapons. That pretty much sealed the deal.

Dark Archive

@ Shisumo / Flametouched: Flametouched looks good. If you care, the racial traits you listed under "weaknesses" are actually called "limited experiences" (not limited experience) and "warforged vulnerabilities" (not warforged weaknesses). I only point it out because it'd bother my OCD, if it were me. To be just as technical, you have "living construct immunities," not "warforged immunities."

:-P

One question about the build. Why not go for adamantine plating if you're dumping Dex? Also, adamantine is more similar to flametouched iron than mithral is (being a heavy metal). If you can accept the loss of fast movement, I'm sure there's an archetype out there for you. Casting your sun metal could be a way to fill that awkward "can't reach the bad guys yet" first round.

I like that Flametouched has a 12 Intelligence, by the way. Warforged are rarely very interesting to talk to.

Does Flametouched absolutely consider himself blessed by the Silver Flame, or is he not-quite-sure about the nature of the firey secrets that his mystery reveals to him?

@ Everyone: To those of you drafting characters with a little cash left over, I'd like to remind you all about the existance of byeshk weapons. That is all.

Dark Archive

@ LazarX: The infusion list comes straight out of the Eberron Campaign Setting. Conversions should be pretty self-evident / unnecessary. If you have a question about any particular infusion, though, fire away!

Liriel (I adore the name; don't know why. It's... melodic?) looks fine (except for being level 6, obviously). Don't forget to reassign your traits, though. I have not written any campaign- or setting-specific traits, so please stick to the non-campaign-specific traits from the Advanced Player's Guide.

Given that Flametouched has a near-definate place on the roster, a dedicated "crafts, wands, and infusions" artificer would be doubly effective. You know how warforged love their artificers.

Dark Archive

@ Monkeygod:

Weretouched Master:
THE WERETOUCHED MASTER

Weretouched masters are shifters who learn to enhance their shifting ability to accentuate the power of their lycanthrope heritage – mastering both the animal and hybrid forms of lycanthropes, seeking to enhance their combat ability through mastery of animal forms. Along with their growing mastery of their physical forms, weretouched masters become increasingly wild in spirit, becoming less comfortable in traditional societies.

REQUIREMENTS
To qualify to become a weretouched master, a character must fulfill the following criteria.
Race: Shifter
Base Attack Bonus: +4
Skills: 2 ranks in Knowledge (nature), 5 ranks in Survival
Feats: Any shifter feat

Hit Die: d8

Base Attack Bonus: Medium

Good Saves: Reflex and Will

Class Features
1st: weretouched form
2nd: bonus shifter feat, wild empathy
3rd: weretouched form
4th: bonus shifter feat, frightful shifting
5th: alternate form

CLASS SKILLS
The weretouched master class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.

CLASS FEATURES
The following are class features of the weretouched master.

Weapon and Armor Proficiency
Weretouched masters gain no proficiency with any weapon or armor.

Weretouched Form (Su)
At first level, a weretouched master chooses one animal type that best represents his lycanthrope heritage: bear, boar, rat, tiger, wolf, or wolverine. When shifting, his appearance changes to strongly resemble a hybrid lycanthrope of the chosen type. In addition, he gains one of the following extra benefits each time he shifts, depending on his lycanthrope ancestor:
Bear or Tiger: While shifting, the weretouched master gains a +2 bonus to Strength and manifests two claws that can be used as natural weapons. These claws deal 1d4 points of damage, plus an additional +1 for every four character levels that he possesses. If the character has the razorclaw shifter trait, his claw damage increases by one die size, instead.
Boar or Wolverine: While shifting, the weretouched master gains a +2 bonus to Constitution, and manifests a gore attack (boar) or a bite attack (wolverine) that can be used as a natural weapon, dealing 1d6 points of damage, plus an additional +1 for every four character levels that he possesses. If the character has the gorebrute or longtooth shifter traits, his bite or gore damage increases by one die size, instead.
Rat or Wolf: While shifting, the weretouched master gains a +2 bonus to Dexterity, and manifests a bite attack that can be used as a natural weapon, dealing 1d6 points of damage, plus an additional +1 for every four character levels that he possesses. If the character has the longtooth shifter trait, his bite damage increases by one die size, instead.
At third level, a weretouched master gains the scent ability. In addition, he manifests another special benefit derived from his lycanthrope ancestor, while shifting.
Bear: While shifting, the weretouched master gains the improved grab ability with claw attacks.
Boar: While shifting, the weretouched master gains a +4 bonus on Will saves.
Rat: While shifting, the weretouched master gains a climb speed of 20 feet. In addition, he can use his Dexterity modifier instead of his Strength modifier for Climb checks. If the character has the cliffwalker shifter trait, his climb speed increases by 10 feet.
Tiger: While shifting, the weretouched master gains the pounce ability.
Wolf: While shifting, the weretouched master gains the trip ability with bite attacks.
Wolverine: While shifting, the weretouched master flies into a berserk rage when damaged. If the character takes damage, it berserks on its next turn, gaining a +2 bonus to Strength and Constitution and a -2 penalty to Armor Class. This condition cannot be ended voluntarily and lasts until he or the opponent that injured him is dead, or until the shifting ends.

Bonus Shifter Feat (Ex)
At second level and again at fourth level, a weretouched master gains a bonus shifter feat for which he qualifies.

Wild Empathy (Ex)
A weretouched master can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The weretouched master rolls 1d20 and adds his weretouched master level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the weretouched master and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The weretouched master can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
A weretouched master’s class level stacks with levels in all classes with the wild empathy ability.

Frightful Shifting (Ex)
At fourth level, a weretouched master gains an unsettling presence when he uses his shifting ability or his alternate form ability. When he attacks or charges, opponents within 30 feet who witness his attack may become shaken for 5d6 rounds.
This ability affects only opponents with fewer Hit Dice or levels than the weretouched master’s character level. An opponent can resist the effect with a successful Will save (DC 10 + class level + the weretouched master’s Charisma modifier). An opponent who succeeds on the saving throw is immune to that weretouched master’s frightful shifting ability for 24 hours. This is a mind-affecting fear effect.

Alternate Form (Su)
At fifth level, a weretouched master can assume the animal form or hybrid form related to his lycanthrope heritage. Instead of using his normal shifting ability, he can shift into animal or hybrid form as though using beast shape II, except that the size and the ability score modifiers for each animal form are as follows:
Bear: Large; +4 Strength, +4 Constitution
Boar: Medium; +4 Strength, +6 Constitution
Rat: Small; +6 Dexterity, +4 Constitution
Tiger: Large; +6 Strength, +2 Constitution
Wolf: Medium; +4 Strength, +4 Dexterity, +2 Constitution
Wolverine: Medium; +4 Strength, +6 Constitution
In animal form, the weretouched master is indistinguishable from an animal of the same type and size. In hybrid form, the effect is more similar to an alter self effect in that weretouched master retains the use of weapons and armor.


Having an idea for a Goblin (no idea why but I am really stuck to an idea of having goblin character with a druid class... Wolf Shaman or Boar Shaman)

Nark was raised near the Seawall Mountains and was bullied and pushed around other members of his society. Spending his time in the woods, he became to appreciate the wildlife and learned the ways of the animals, particularly the way of lonely wolfes / might and strong boars.

Leaving and running away from others, trying to find some deeper meaning for his live he has started his journey for better life... with touch of nature within

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