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98 posts. Alias of Michael Adair 897.

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The Pathfinder Beta release was the main reason I started going to GenCon, and I've been going every year since.

Your game is fantastic and you treat your customers/rabid fans with pride and respect. I am very proud of Paizo and plan to have my beaten up copy of my Beta on my gaming shelf for years to come. It reminds me that there are gaming companies that want to create a good game, and that the input of their players actually means something to them.

That keeping a loyal following requires consistent, if not constant, interaction with customers for their input and feed back.

Making the Alpha and Beta versions of the Pathfinder RPG a free interactive experience with the developers of the game was the crowning stroke of brilliance for this wonderful game.

Thank you for the PRPG, and I look forward to purchasing Paizo Products for years to come.


A rather brilliant idea a friend of mine came up with that I am using for my own version of Warforged is making their 1st level "Warforged Armor" feats (Mithral/Adamantine/Composite) as their Alternate Racial Traits such as the ones created in the Advanced Players Guide.

It provides options for a starting Warforged PC, and it doesn't kill their 1st level Feat anymore.

If you're keeping a lot of their same immunities from 3.5 when converting to Pathfinder then I wouldn't worry about giving them Toughness as a bonus feat, they've already got plenty of boons without having an extra set of hit points - which if they really want they could just either get a high CON or use their Favored Class bonus for extra HP.

I also agree that the Warforged should have either a Wisdom OR a Charisma penalty, whichever feels more appropriate to you. Both reasons are valid and I like the sort of naivete it places on the young race that they just don't understand the other people or things around them.

Hope that helps, and good luck with your version of Warforged.


My only concern with making Dragonmarks as sorcerer bloodlines or Oracle mysteries, and Aberrant marks as Witch Archetypes is the implied power of NPCs in the setting. Now, everyone's version of Eberron differs by their own perceptions but I always liked the idea that most notable NPCs with Dragonmarks, such as most of the House leaders, had a lot of hit dice to be able to gain the dragonmark Feats but their class levels were almost always NPC levels.

If suddenly every NPC with a dragonmark is a sorcerer/oracle/witch that shakes part of the assumptions of the campaign setting.

Making them part of the Eldritch Heritage feat tree is not a bad idea but I think you can get more mileage and less of a headache out of adjusting the original trio of Dragonmark Feats than trying to create 10+ sorcerer/oracle bloodlines/mysteries and then shoehorn what abilities NPCs could get from the Eldritch Heritage feats.

As for the Varisian Tattoo feat I believe there were very similar feats printed in the Dragonmarked book (though many of the feats in there were fairly crappy), but I think this is closer to the answer you're looking for.

The Tattooed Sorcerer is an interesting archetype however and I could see how it would be intriguing to use in Eberron, especially with Dragonmarked characters. I think it would work well as a "Dragonmarked Heir" archetype or that the abilities could be used as a skeleton model for what you're looking for in a super-dragonmarked-character.

Always willing to share my two cents on Eberron, good luck with finding your version of it. =)


ROCK OOOOOOOOOOOOOOOOOOOOOOONNNNNNNNNNNNNNNNNNNNNNNNN whoa whoa...whoa whoa...whoa yeah heahehaehea...


Dragonmarks seemed to be, in 3.5 at least, modeled to allow someone to take the Least feat at 1st level, the Lesser feat at 6th lvl and the Greater feat at 9th level, with the Siberys Prestige Class being available at 12th Level.

To Reflect the feat change progression in Pathfinder I would suggest changing the level prerequisites to 1st, 5th, 9th.

The Dragonmarks themselves are rather powerful weak as currently written as well, while I have simply made them more powerful in my own version of Pathfinder Eberron that may not be what you are looking for.

Just my two coppers.


For wilderness exploration as well as showing the various aspects of the Eldeen Reaches I think the first two Kingmaker modules work very well in Eberron. Take what you want, because there are ideas a-plenty. Particularly you can use the various Eldeen Ranger factions if you want as there are at least four if I recall correctly - one of which (The Greensingers?) are attached to the Fae.

There are also pockets of demon infestations in the Reaches if I remember correctly which you can use a lot of hooks with.

If your question is "Would this work in Eberron?" then my answer is "YES!"

Are there any more specific queries you have such as where to fit in particular parts or events from the modules? Any parts of Eberron you want to make sure gets used?


Cool, thank you Tilnar.


This actually brings up a question about the Ranger though. They don't actually get a Caster Level until level 4 when they gain access to 1st level spells. I assume that a Ranger below level 4 cannot use a wand of CLW simply because he does not have access to magic yet. Is this correct?

If so I assume it works the same way with Paladins.


Ello again everyone. Not sure if this is technically a "conversion" appropriate thread but this is where I usually post anything related to Eberron so I figured why not?

I'll be starting up a pathfinder eberron mini-campaign (4-5 adventures long) and while I have a general outline of the plot, I could always use some extra insight from other forumites and fellow eberron fans.

Anyways the model of this campaign is after the B.P.R.D. organization from Hellboy, a mismatched group of somewhat supernatural/talented adventurers called in to investigate things that other people just can't deal with. There are things that go bump in the night. These are the groups that bump back.

Overview: A long time ago during the Age of Demons the Rakshasa Rajahs waged war against the forces of the Dragons and the Couatls across Eberron. At the end of this time all of the Rajahs were defeated, though most were simply bound as killing them proved to be nearly impossible.
One such Rajah is the dreaded Raan Iishiv, who when defeated was taken to the continent of Sarlona and bound underneath the land near the country of Adar (where the Kalashtar are from). The anger of this bound Rajah caused the land to explode, forming a volcanic mountain where he was kept. To channel the rage of this demon the Dragons created an Artifact made of Three Connecting Dragonshard - a khyber, siberys, and eberron respectively. This came to be called "The Teeth of the Three" and is the reason for the strange weather around Adar.

What begins as an investigation into a Brelish intelligence agent turned rogue turns into a world-spanning trip to discover the machinations of the Lords of Dust, a group of powerful Rakshasas who wish to free their Rajah masters and once again gain control of the world...

The adventures I *want* to use for this story are...(in the order I hope to run them)
The party starts at lvl 5 and the goal is to end the campaign at lvl 10.

Adventures:
#1 "Whispers of the Vampire's Blade" - a good introductory adventure for people who are new to Eberron. It has an interesting plot, some really awesome set piece encounters and throws the PCs onto just about every major moving vehicle in the setting and they get to fight on it. One of the set pieces for this adventure involves an intelligent weapon called the Soul Blade whose goal is to return to Karrnath. In my version of this, the intelligence of the blade is due to a bound demon (using the "possessing an item" rules to give it the magical properties) that has laid dormant for decades, merely listening and recording all of the things it heard. In the course of its slumber it heard some of the key words it was told to listen for - something called "The Teeth of the Three" and its effect on a bound demon lord.

#2 "Christmas in Karrnath" - I'm working on writing this one for myself, so it's not based on anything so far. With the blade hopefully apprehended and interrogated, the PCs learn that the master it was to report to lies somewhere in the city of Atur (I'll need to double check to make sure I have my names right) - more specifically that the Rakshasa master it served created a nice underground lair for itself in the same vaults that now house the waiting undead army of karrnath.
I want to make this adventure less combat heavy and more focused on investigation and RP, as well as be a little more lighthearted. To that effect an angelic being (haven't decided what yet) from Syrania (or possibly Irian) tracked the Rakshasa and defeated it some time ago...now living in its lair to slowly analyze the decades of notes, schemes, and items it has lying about its lair.
Due to a creature from Syrania living in a place that was supposed to be devoid of life, many of the intelligent undead that had been lying dormant have begun to wake up from its influence and are not quite sure what to do with themselves...especially with these...happy feelings...
The goal of this adventure is to deal with the angelic being and the restless undead, and to find something that points them in the right direction for their next goal...but at the moment I can't figure out which that is. Here are my next two options.

#3 or #4 "Crucible of Chaos" - I want to throw in some Cult of the Dragon Below kinda stuff in the mix, and a Shoggoth is always fun. Exploring an ancient ruin in Xen'drik to find the next clue is also fun. The assumption of the adventure is the discovery of a golden compass that points unerringly to the ruined city. I could have this be either a gift from the Rakshasa's lair from the previous adventure OR if I run it after The Harrowing it could be a gift from the demiplane of stories. But I think there being a record of the creation of an artifact called the "Teeth of the Three" and its purpose could be somewhere in the City's records...

#3 or #4 "The Harrowing" - I've been *dying* to run this adventure since it came out. One of the last bits of information (thought I don't know what this information *is* yet - possibly where the item is *located* taken from the lyrics of an ancient song) the party will need to put the pieces together and race to Sarlona to stop the Lords of Dust from freeing Raan Iishiv upon the world.

#5 "The Teeth of the Three" - the party must make its way to the mountainside guarded by blue dragons and (they also need to find a golden key that grants entry to the mountain...so need to figure out where that comes from too...maybe *that* could be the gift from #2). After facing a number of challenges by the draconic gods the PCs finally make their way to the Chamber of the Three and must defeat the opposing forces found there to protect the world.

Other factions I'd like to use somehow.
The order of the emerald claw is always fun. I'm considering throwing them in under the sway of the Lords of Dust, essentially as possessable hosts for their demons. Vol herself might be okay with this as anything that can hurt dragons is probably okay with her.

The Dreaming Dark - one of my favorite factions in the world. I like their complexity, and one of the PCs is a Kalashtar so I have to mess with him a bit. They could be both enemies and possibly allies in the course of this campaign. While the Rajah escaping would benefit them in the short term - by allowing them to make a full attack on Adar - it would upset the balance of the world with a Rajah loose again...and the ultimate goal of the Dreaming Dark is stagnation rather than destruction.

So please fellow eberron fans take a look, and let me know what you think. I'm always open to criticism and if any of these adventure summaries give you ideas please share them. =)


xorial wrote:

First the Vodoni hit Sarlona. It has worked to isolate itself from the world, so the reasoning is take them out & few are likely to notice. They accomplish some of this with an artifact created when the gods of Vodonispace where trapped. A large crystal that allows the Fleet Commander to isolate large areas of a world from planar contact.

1. Combined with other magics, the Quori are effectively ejected from Sarlona.

2. Next major target will be the Demon Wastes. They don’t want rakshasa trying to take over after they conquer everything. Also, the use of the artifact isolates a major part of Khorvaire from the planes.

3. Namely Eberron's Fey from the Eldeen Reaches.

4. Their next goal, begin invading Khorvaire proper. Open with the artifact over Sharn. Destroys the manifest zone & most of the towers crumble. A terror attack of massive proportions. Now the kingdoms can’t produce more airships. Vodoni have cannon & firearms. They have air superiority. This stage is a war.

5. Towards the end, the dragons finally react & help drive off the invaders. Captured intel allows Spelljamming & PCs are tapped to go look for help. Pretty sure that if something isn’t done, the invaders will return. This starts the core part of the Under the Dark Fist module.

Now, what the PCs will be doing during this:...

Hey Xoriael. Had a little while to think about your campaign idea and wanted to throw some ideas at you. It sounds like you have a really solid foundation which is the hardest part (in my opinion) of starting an AP.

1. I have to admit I had a little schadenfreude at the idea that the Quori get their asses kicked off of Sarlona. Though this artifact does bring possible side effects. If it only affects Sarlona, keep in mind that there are Inspired ambassadors all across khorvaire that (if they are possessed) return to Dal Quor every night - and time travels differently there. I believe they have three days versus our 8 hours of night.

If there is the possibility of a counterattack or at least figuring out what is going on the Quori would probably be the fastest to *realize* especially if they suddenly cannot go back to Riedra. This of course would likely cause the social collapse of the entire country without the Quori to guide the people there. How fast they do so is up to you.

Edit: If this effect covers the entirety of Sarlona (and not just Riedra) then this could adversely affect the Kalashtar of Adar as well. Possibly even killing them all by ripping half of their soul apart.

2. I can't really find out anything bad about taking out the demon wastes. It makes sense from a power point of view, and would probably throw people off from sensing that something terrible is about to happen. After all a bunch of demons just disappeared, that's a cause of celebration to me. Maybe the barbarians that live there could have an idea that something is coming - but who would believe them? Plus I don't believe they usually ever leave the demon wastes.

3. The population of the Eldeen Reaches would realize something terrible is happening - in particular probably the Gatekeeper faction of (traditionally half-orcs). This would be another way to "get the word out" or at least have rumors start spreading.

4. It sounds like you want an independence day scenario of "Holy crap aliens and they're exploding all of our nice things." Depending on how wide spread you want this destruction to be there are some nice floating arcane schools in Aundair, Flamekeep in Thrane, the ziggurat of the Twelve in Karrnath, and I'm sure the Lord of Blades has some sort of precious location in the Mournlands.

5. Bringing the Dragons in is a difficult thing to do. You don't really give an indication of *how soon* they will be brought in to help, and I'm not really familiar the adventure module you're using so I'm not sure how much of this AP you're working on is supposed to take place on Eberron or not. BUT if the dragons are aware of what was going to happen because of their Draconic Prophecy and that people would need a way to escape to the stars then it all kind of works out. One of the things I would suggest if the players are concerned with "There is a continent of Dragons and they're only NOW coming to help us after everything has exploded!?" is that the concerns of dragons are not the concerns of other mortal races.
The last time the Dragons of Argonesson stepped in to fix a problem? they burned Xendrik to the ground

One last thing to keep in mind is that often when an area is attacked by an outside force, many people are willing to set aside their differences to repel the invader. While the Quori and the Dreaming Dark are considered antagonists their goal is stagnation not evil - they just view the world differently than we do.
An interesting possibility would be for all the different "factions" at work in Eberron to work together to find a way to repel these Vodoni. Such as the Daelkyr providing weird cthulhu-esque technologies so they can travel through different dimensions of space. Dragons providing lost technology and magic usually considered too advanced for the other 'young' races. The Quori acting as intelligence gatherers and providing weapons and psionics.

Just a bunch of ideas I figured I'd throw at ya. =)


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So she's a more likeable asian version of Morrigan from Dragon Age? I am totally okay with this.

...and now she's a tsundere in my head.


xorial wrote:
I know, I know. Not another one. Well, thanks to the new playtest, there is another one. Also, this is about finding the original poster of the document I am going to link here for Eberron Conversion & House Rules. If you recognize your handywork, please let me know. I have edited the file, but not that much. I used the ARG Playtest, but some of the racial abilities had no analog, so I had to wing it. It would take a long time to explain all of my reasoning, but suffice to say I like them & will be trying them out soon. If you have specific questions on the races, I will answer them, but I am not changing them. LOL, your reasoning may be different. I am waiting to see what happens in game play. Maybe you will offer your takes on these races instead, because somebody may like yours better.

=) my converted traits and religion chart! I hope they've been of use to you.

Seeing that just made my day. ^_^


Flotsam, Jetsam, now I've got her boys. The boss is on a trollllllllll....


As long as the entire kingdom regularly gathers around to listen to their charismatic leader sing a robust version of "New York New York" this will work out fine.


Kydeem de'Morcaine wrote:

I've got a Warforged cohort from Ebberon.

Warforged do not normally get fatigued.
But would magical fatigue like from the Waves of Fatigue spell affect it?

As a living construct with a specified immunity to the Fatigued condition then yes, they should be immune to the effect of Waves of Fatigue. It's one of the benefits of being a Warforged.


Well, for a fairly high level spell the effects don't seem game breaking. Powerful, but not game breaking. I'd throw a ballpark range of about 7th-8th lvl Cleric spell, and 4th lvl Ranger spell.

It mostly reminds me of a variant Oath Bow. While the auto Crit is a nice initial ability, and the range of the arrow is increased it does not fly unerringly to the target or anything like that so if you're able to take cover/concealment the arrow might just miss you in the first place.

It also doesn't negate things like Deflect Arrows.

The Will save aspect of the spell's "Full Effect" makes it much more powerful for a Cleric as they're likely to have the higher save DC, but the Ranger would probably hit more often.

Mostly the spell combines a number of lower level spell abilities into one.

1. Instant Greater Magic Weapon on the initial attack, increase in range.
2. Somewhat buffed version of "Prayer" and similar spells if they fail the will save.
3. "Locate Creature" with a specific circumstance attached to it.
4. Confirm all crits automatically - similar to Bless Weapon from the Paladin list.
5. When within 5ft/caster level can do sacred/profane damage up to 10d6 so a moderately powerful damaging attack - the real power comes from it being sacred/profane.

Just a couple thoughts. =)


Robert Ranting wrote:

You should check out the 3.5 Pathfinder adventure "Escape from Old Korvosa" which has rules for a brutal sport called Blood Pig. To get a feel for the idea, here's the blog preview for it...

Who's up for a game of Blood Pig?!

Blood Pig is the best sport ever. EVER. Robert Ranting can back me up on this.

Any Urban Barbarian would be nuts to not like it.


Akumamajin wrote:

The titel says it all :D

In my campaign I fill the year of the building up of Kelmerane with watered down kingdom building rules and some side adventures and now this idea hit me like a ton of brick: let the circus come to town, but with the most dark of feys in tow, the overall despised pugwampies.

Most of the setting could be transferred into a sand setting without too much hassle, there would be no ice carving, but maybe big blocks of salt of tufftstone. The Ice Labyrinth could be erected in the pesh field, with nasty peshdream-induced madness later on.

The queen of the grove is easily substituted by a character I have already established: Beshvary, the nymph by the waterfalls near Kelmerane, who helped the characters during the taking of the city from the gnolls.

And for a worthy boss type monster in style of the frozen rider? Well, I could just use his stats as given, but sit him on a camele and use fire and sand styled attacks ... or I could make him a Visitor of Leng, a little weakened, but still very nasty, this would even tie in good with the later part of the AP.

Oh, and don't forget the pugwampies :D There aught to be scores of the little pests, many with class levels and lot and lots of pugwampi madness. I know that my players will hate me for this ever after, but that will only sweeten the deal :D And I think that this here would be one of the last times pugwampies could be used to full effect.

So, any thoughts?

....

......pugwampies are, to me, the single most hated low level monster in existence. Any DM, that would consider running not only Pugwampies with *levels* but in a scenario such as the Carnival which involves a time limit for saving villagers from grizzly deaths, during most of which they would likely be cursed...as *well* as rolling twice on just about every d20 roll that would matter....

You sir, are evil.

However I shall take no small amount of Schadenfreude from the horrors inflicted upon your poor PCs.


Clearly what is actually called "Holy Water" is in fact a mud-brick of silver that you break over some undead schmucks head. That's why it costs so much.


My first Gen Con was the year the Pathfinder Beta came out.
That Pathfinder Beta now sits, though somewhat worn, on my gaming shelf with pride alongside a number of other Pathfinder products. Looking forward to the Paizo booth again this year.


The BBEG cannot decline a rock off challenge?


Momar wrote:
I just forsee long table arguments about if guy x qualifies as working against Karnath. I'm considering smite anything, but making it more in line with the cavalier's challenge to compensate. Probably it would be just charisma to hit and level damage with none of the other bells and whistles. Or maybe not allow paladin levels to so they'll cap out at 2 or 3 per day with less damage. It's hard to say if the cavalier's challenge is supposed to be balanced with the paladin's smite in a vacuum or if it's all balanced against the rest of the class features.

Hm...I see your point. If I recall correctly the situation for determining if they were "working against karrnath" were things like resisting arrest, carrying contraband into the country, to give it a super-cop kind of feel. But I do like your point about making it similar to a cavalier's challenge.

Let me know how your summoner synthesist turns out if you decide to go with it! Again thanks for the input on all this.


Hey Momar, sorry for the delay in the response.

Double checked the standard pathfinder PrC save progression, and you're right the PrCs I converted get a bump a level before they should and I never realized it. I'll go back and edit the save progression the next time I start working on game stuff. Thanks for noticing. =)

At your advice I've re-worded master of the white banner to be a little less wordy.

Profane Bond was listed on lvl 1 of BK to indicate that if you had previous levels in paladin that it would stack to determine it's effect, otherwise you gain the Profane Bond ability at 2nd level.

I've not had a player that was a BK but I did have a recurring NPC Paladin/BK of the Blood of Vol run into my party on occasion. He was a decent combatant when the party burst into an unhallowed church where the inhabitants had been turned into zombies. The Paladin/BK was giving a sermon while the party fought the zombies and his negative channels every round. It was a pretty rough fight - sending a Paladin after the party is harsh.

My focus in the changing of their smite evil ability was to emphasize the shades of grey in Eberron. While Alignment tries to define things in black and white, I think it disagrees with the noir feel of the setting especially since clerics don't have to be the same alignment of any god they worship.
But I still wanted some manner of defining characteristic a BK could use to smite an enemy - it also allows BKs to be slightly more 'neutral' than a normal paladin - what with their undead use and all.


Enough talk. WE MUST KUNG FU FIGHT!


email:
Note which e-mail you'd like me to send the files to via spoiler tags please. =)


Dragon78 wrote:

-lots of sea monsters like the Kraken, sea serpents, scylla, charabdis, giant crabs, etc.

-Aguatic fey
-A magical ship of some sort
-A creature that looks like an island
-Stats for the Leviathan
-Legandary ships and/or ship captains
-A graveyard of ships

+1 for all these.

Considering the paizo crews love of researching mythological creatures, I would like to point out this (to my knowledge) little known sea-worthy spirit/fae. The Klabautermann.

http://en.wikipedia.org/wiki/Klabautermann

Having one as a guardian spirit of your ship would be neat. Heck having a ship that can "level up" throughout the course of the AP - possibly even becoming an intelligent item would be awesome.


Momar wrote:

Unless I missed it in my search there doesn't seem to be a conversion lying around for this already, but if there is please point me to it.

The big one:
Should this PrC be limited to paladins? As is I feel that taking this class on a PF paladin is a pretty bad idea- you lose smite, some auras, the capstone, a CL, and BAB in exchange for some necromancy abilities and a considerable amount of immunities and earlier DR. Overall I'd say you gain a little ground defensively, but lose a lot offensively, which is pretty weak sauce for the paladin. Paladins are already hard to kill but lacking in damage vs. non evil, and it seems to me that tipping the balance even more and removing the evil killing will give one of those characters that a DM tends to ignore because he is ridiculously hard to kill but has anemic damage. I will admit that I haven't looked into necromancy in PF yet so I don't know how much changes the equation, but with only the paladin's spells the bone knight would be very limited in what he could do in that regard.

If you're interested Momar, I made a list of all the Eberron prestige classes from their 3.5 line and "pathfinderized" them for my own game. I could send you my version of Bone Knight if you like.

My take on the class was that it is in fact easier to enter it as a paladin than a cleric. Entering it at 5th level is not a big deal either, as most eberron prestige classes are intended to be able to get into them quick. Most are just five level prestige classes as well.

Granted I made this document before the APG and Ultimate Magic came out, so there are a couple things that could be changed about it. Making it a cavalier prestige class would be interesting to say the least.

In keeping with the version of paladin in pathfinder I think it's a good idea to offer a "Profane bond" rather than a skeletal steed should they choose one. You could grant them immunity to critical hits/sneak attack or just 75% fortification at 10th level, depending on your choice.

One thing I did make sure to do was allow them to heal or hurt undead with their Lay on Hands ability. However their channeling permanently changes to negative energy (though they can heal themselves with this still).

Hope some of this helps. And good luck with your bone knight.


My only suggestion for the time being would be to change the skill requirements on the Lesser Dragonmark from six ranks to either five or seven, since they would have to wait until one or the other to take the feat anyways.


wolflord wrote:

Do they sound fun to play, balanced, too complicated, interesting? Are there any that you would take every time or never take at all? Please try and give constructive feedback if you don't like something. How would you fix it, in keeping with the spirit without rewriting the entire thing?

I look forward to your responses. Here we go...

----------------

Warforged Favored Class Options:

Alchemist- Add +1/4 to the natural Armor Bonus granted by Mutagen. I like it, kinda gives it an armor power up kinda feel. And the 1/4 progression makes it strong but not overpowered.

Barbarian- Add 1 to the barbarian's total number of rage rounds per day. a good standard bonus

Cleric- Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. it would be a little stronger, but instead of granting extra uses of a domain power perhaps making a change to Channel Energy so that it can completely affect construct/living constructs instead of healing only for half?

Fighter- Add +1 to the fighter’s CMD when resisting a bull-rush or dirty-trick. both abilities make a warforged harder to move and harder to trick, so it definitely adds to that mental image of a line of karrnathi undead crashing upon warforged defensive lines Sparta style. Good choices.

Inquisitor- Add +1/2 to the CMB when attempting a Reposition or Dirty Trick Combat Maneuver.

Paladin- Add +1/2 to the bonus against fear granted by Aura of Courage
Aura of Courage is a nice ability, but it's rare for others to get the bonus and fear effects just don't come up all that much. This isn't a bad ability, it's just a little weaker than others. How about +1/2 HP healed to living constructs with Lay on Hands?

Wizard- Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier.

----------------

Warforged Alternate Racial Traits:

It was hard to come up with stuff that you could swap out so I came up with a list of things that are a result of how the warforged was constructed in the first place. Most of them present something new and positive in trade for something new and negative. They are meant to be...

Cyborg- Some warforged have a brain-pan inside of them that has living brain cells attached. These brain continue to grow new cells and learn, but are a bit more susceptible to mental fatigue. They lose all immunities to sleep effects and require 4 hours of sleep per night. They gain +1 skill point per level. this is a little macabre, especially for a race that is less than a 100 years old. especially considering the implications of where the brain would have to come from. I could see this as one of Merrix's creations but...it feels a little off still. +1 skill point is pretty powerful too. I would recommend making it 8 hours of sleep instead of 4.

Steam Engine- Some warforged were built a little bit dirtier and a lot noisier, using a combustion device as the primary power source. They can burn almost anything as fuel and usually have one or more exhaust pipes that constantly vent black smoke. Often these warforged emit a loud steam whistle when charging opponents. Due to the incredible burst of steam, their natural slam attack damage becomes a d8. However, because they are so noisy and emit smoke constantly, they receive a -4 penalty to Stealth and handle Animal checks and never receive a class skill bonus for them. "Bulkier" is the image I get from this description. Most of what this alternate racial trait does, is what the Warforged Juggernaut is designed to do. I would recommend changing the flavor text as well since Steam Engines don't really exist but some magical equivalent is easily doable. Perhaps increasing their natural slam attack damage on a Charge Attack? Or is this ability supposed to be kind of a BIG-O kind of punch?

Glowing Eyes- Many warforged were created specifically to fight underground, indoors, or at night. The eyes of these warforged are magically enhanced with special lenses or gems that glow brightly, allowing them to see in the dark. This focused vision does make them somewhat less aware of their surroundings. While the eyes are illuminated, these warforged gain Darkvision 60ft and their eyes emit light as a torch. They can turn off the light and the Darkvision as a free action. This ability replaces Light Fortification.
I like it. Very imaginitive, useful, and replaces a decently powerful ability to make up for it. I assume the "less aware of their surroundings" is why they lose their Light Fortification?

Extend-able Arms- (Go, Go Gadget arms!) Some experimental warforged filled a specific roll as crowd control. These warforged have telescopic arms that can extend out far beyond a normal creature's reach. However, the nature of the telescoping arms limits the structural strength of the arms. These warforged have a -2 Strength score, but all one-handed weapons wielded are considered to have reach. This means that they threaten a 10 foot area around them. Two-handed weapons and weapons with reach are too massive and heavy for the arms to support, and function as normal without the benefit of the extend-able reach. granting a creature reach, albeit with only specific weapons, is still a powerful ability. I would recommend restricting the armor decision they can have (such as Adamantine Body being too heavy/restricting to be able to use this trait effectively) and also removing Light Fortification since they need more flexibility. I am interested to see how this would play out though.

Wheeled- Some warforged were built with one or more wheels rather than legs. This gives them incredible bursts of speed, but limits their terrain mobility. The base speed of a wheeled warforged is 30 ft. These warforged gain X 3 movement during a hustle or charge movement. However, because they have no legs, they receive a -4 penalty to Swim and Climb checks and never receive a class skill bonus for them.
isn't the base speed of a warforged already 30? otherwise not a bad ability.

Tracked- Some warforged were built to handle any terrain without slowing down. Often they carried heavy loads or even transported other warriors across difficult terrain. These warforged have one or more revolving treads, rather than legs. They gain Slow and Steady as a Dwarf would; They have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. In addition they may cross encumbered or difficult terrain with no movement penalty.
again an interesting ability. permanently reducing the base speed to 20 makes this a good choice for an Adamantine Body warforged. Now they are pretty much a walking tank

Quadruped- Some warforged either have four legs or were crafted to move using their arms and legs like living animals. These warforged are more stable and faster, but have limbs that are not as muscular. The base speed is 40 ft. They have a -2 Strength score, but gain a +4 CMD against trip attempts. gorilla-esque is the image that comes to mind, so I'm not sure about the penalty to their strength score. The bonus vs. trip is nice due to the extra "limbs" maybe something else to make up for it instead of a strength penalty?


There is a large Eberron adventure for 3.5 called Eyes of the Lich Queen.

The middle of the adventure (about lvl 7-8 or so) is all about finding the location of a haunted island called Trebaz Sinara in the Lhazaar Principalities (which is pretty much the Caribbean from the Pirates movies), and locating an ancient burial chamber on it. It was a lot of fun to run you just need a reason to go there if used out of context.


Treasure of Chimera Cove (for 7th lvl characters I believe) is a pretty fun nautical adventure. It's intended as a sequel to Tower of the Last Baron but you could run it on its own. Both are Paizo products but I think pre Pathfinder Final.


Obligatory.
http://www.youtube.com/watch?v=ebI8H5nq5L4

But yes, it's possible to build a vigilante detective hero as a bard. If you're trying to keep the stoicness of Batman choosing a bardic performance might be difficult, but spell selection can focus on misdirection and interrogation - both things a bard can do well.

The skill points are there for being a wealthy playboy (diplomacy, bluff, etc) as well as an accomplished physical athlete.

Gadgets are a bit harder but that's more of what you select as the character.


stardust wrote:

Feat: Arcane Talent You can use fatiguing arcane effects related to your chosen arcana-type a number of times per day equal to 3 plus the associated ability modifier.

Feat: Arcane Training You can use fatiguing arcane effects related to the chosen arcana 2 times per day. This stacks with the benefit provided by Arcane Talent.

Feat: Arcanum You can use a single arcanum a number of times per day equal to 1 plus the associated ability modifier.

Spellpoints All adepts (casters) have spellpoints equal to twice the number of arcana available to them, plus their caster level.
Whenever a caster makes a fatiguing use of arcana, her current spellpoints decrease by 1 (or more). When she has half her total spellpoints (rounded down), she becomes fatigued until she can rest for eight hours. When she has spellpoints equal to half her caster level (minimum 1), she becomes exhausted until she can rest for 24 hours. If a caster continues to use fatiguing arcana when she has 0 spellpoints, she takes 1d6 nonlethal damage. When fatigued, a spellcaster suffers a -4 penalty to spellcraft checks to avoid further fatigue. When exhausted, a spellcaster suffers a -8 penalty to spellcraft checks to avoid further fatigue.

Seems like a solid method of laying the groundwork for a Blue Rose conversion. I agree that the magic system would be the most complex to convert, and this seems...clunky so far, but it still maintains the basic feel that magic is physically draining and incredibly versatile which is important.

Have you been working on other Pathfinder conversions of Blue Rose or just the magic system specifically?
Looking good so far keep up the good work! =)


Why not change the flavor of Hangman's Noose to make it a sort of prologue to the Carrion Crown AP? It would add to the attachment of Professor Lorrimor if that adventure was where the PCs first met him and each other.

Saving the day as young adventurers (or just bystanders, and Hangman's is how they become drawn into that lifestyle or are at least given a taste of it) and then finding out that the man who helped get them through that terrible night died could help bring the party together.

There would be a couple of bits of flavor in Hangman's that would be rearranged but otherwise not too great of a hassle. There would be the possibility of making Lorrimor out as the "hero" of the first adventure - all with the help of these up and coming youngsters of course.

Just a thought.


Just like the Gloves of Dueling it enhances a class ability that you already have, but it doesn't give you the ability in question. You'd need to be Fighter 3 to benefit from the item.


ALWAYS I WANT TO BE WITH YOU AND MAKE BELIEVE WITH YOU...


philip nicholls wrote:

I was wondering if anyone has done a Conversion for the Blue Rose RPG(produced by Green Ronin) specifically for the races: Vata-an, Vata-sha, Night-Folk & Rhy Creatures?

I guess you could base the Vata on Half-elfs, and the Night-folk on half-elfs, but i have no idea on how to stat the Rhy-creatures (esp. the Rhy Cats)

Any help would be appreciated.

I've played Blue Rose a couple of times (fun setting btw, you can either run it as a very light Disney-esque setting or explore a lot of the corruption that runs through the magic kingdom (tm) )

The Vata-An and Vata-Sha always just struck me as re-skinned elves and dark elves so that would be a good place to start.

The Rhy creatures are a bit tougher since it's usually assumed that PCs in Pathfinder are humanoid instead of intelligent animals. I would suggest looking at either the individual animals from the Druid Animal Companion list or straight from the Bestiary (The druid animals are a little more watered down if I recall). You could let them gain levels like other classes after that point, which would be an interesting experiment.

Hope this helps.


WHEN I WAS....


In a strange sense one could look at it as coming from a family with a tradition of alcoholism or drug abuse. You might not actually gain any sustenance from it, or actually need it to survive but if exposed to it you could become fascinated by it. Not even necessarily a desire to drink it, a Dhampir could be enamored with how blood looks when it's pouring from an open wound or how it tastes. I couldsee a Dhampir carrying around a vial of blood that has been gentle reposed (or something similar) who just swishes it around in the vial for entertainment - watching it like a macabre lava lamp. Mostly it seemed like a good RP opportunity for a Dhampir PC or NPC.


I have always found it a bit personally aggravating that arcane casters have more effective ways of dealing with undead than divine casters...has anyone else experienced something similar?


Obligatory for medusa heads.
http://www.youtube.com/watch?v=S5a2cjNyQ8o&feature=related


Quickened True Strike + Telekinesis (Combat Maneuver version)

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don't provoke attacks of opportunity, you use your caster level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier. No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Goodbye to your uber weapon Mr. Fighter. Or again to throw someone down a pit. With easily about +35 to your CMB for this roll it's highly unlikely anyone will be able to defend against it.


Urizen wrote:
It's made of McGuffins.

99% pure cut McGuffinite. And 1% dolemite.


CrackedOzy wrote:
Bofdm wrote:
Alternatively Dimension Door is still a really good spell, and using it a lot more frequently has the capacity for abuse but since it ends your turn I can see that as a balancing factor if you would like to keep it.

What if we add the restriction of Self-Only to Dimension Door? That'd bring it down a little more too. Haste technically is a lower level spell, but I fear that would be too useful.

I think there needs to be an immediate cost, or it'd be too easy for you to time it so the fatigue only hits you after combat when it basically doesn't matter anymore. What if we lower it to 1,3,5 rounds?

Hmmm...tempting Traits that have associations of wealth/fame as well as good role playing opportunities...magical abilities that can be used multiple times but still have a handicap if used in combat but that could be exciting in itself.

Adding self-only to Dimension Door would be a good balancing factor but I think it would hinder part of the House of Passage's abilities if it couldn't take other people with them (alternatively if you want to have like a Dragonmark Rod or some similar Dragonshard powered item that would allow the Dimension Door to take multiple people that would work).

The 1,3,5 rounds of fatigue would be a really good balancing factor. Have the rounds stack on top of themselves if they repeatedly use their Mark successively as well. A playtest could reveal if this needs anymore tweaking, since I believe fatigue would affect a fighter-y character much more than a spellcaster.

from the PRD as well
Exhausted: An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Perhaps if a character uses their mark successively it'll overlap from Fatigue into Exhaustion for an equal amount of time? For example if a character uses his Least mark he becomes Fatigued until his next turn, if on his next turn he uses his Lesser mark he is still only Fatigued (since rounds would not over lap), but if he uses his Lesser again on Round 3 (making it 2 rounds of Fatigue left, then adding another 3 it could become Exhaustion rather than Fatigue for those five remaining rounds?)


Oh I like that! Arcane Sight would be really neat for Detection. As for Dimension Door...hmm...

In following the idea of the Mark of Passage being about "Getting places fast, and around obstacles." Instead of Spider Climb my only other suggestion I can think of at the moment would be Phantom Steed.

It can get up to crazy speeds (100ft as a move) and gains abilities like water walk and eventually fly. It can be made for other people as well and lasts hours per level. I think it really enforces the whole Unicorn "safe passage" image of their House as well. The image of the postman on a horse also brings a grin to my face, and powering a lightning rail with "horse power" ba-dum tish.

http://paizo.com/pathfinderRPG/prd/spells/phantomSteed.html#phantom-steed

Alternatively Dimension Door is still a really good spell, and using it a lot more frequently has the capacity for abuse but since it ends your turn I can see that as a balancing factor if you would like to keep it.

Edit: In regards to the Fatigue rules, the barbarian version is 2 rounds per round spent in rage...making it a full minute would reduce a lot of the utility for in-combat dragonmarks. If you're going for (and from what I can tell it looks like it lines up this way) 1 Round for Least, 5 Rounds for Lesser, and 1 minute for Greater that could work but having it immediately affect PCs after using the ability still provides a problem. Maybe something like having a delayed onset of a minute or so? Like a kind of magical backlash or the magical "adrenaline" leaving your system.


My apologies Cracked, if I came off as derisive or antagonistic I did not intend to be. I'll take a proverbial step back to look at what you're going for.

Since you're making them a series of traits I can see the downscaling a little bit, a good call. *thumbs up* And again how many a PC can start with is entirely on the GM.

If you're trying to decide on a method of how often they can be used per day, from the suggestions you've listed above "gold, hp, or levels of fatigue" I believe that HP or Levels of Fatigue would be the right direction to go, making the use of a Dragonmark a much more internal ability rather than needing shiny gold to be able to use the magical tattoo on your skin. It gets tricky at this point, if using a mark costs HP, how much? It would seem a little silly to make it more than what could be healed by the Mark of Healing otherwise why ever use it on yourself? Perhaps something like 1Hp/3HP/5HP for Least/Lesser/Greater?

Levels of Fatigue could work maybe something akin to how a Barbarian suffers Fatigue for a number of rounds or minutes after coming out of a rage? Or a Fort save that increases based on how many times per day a mark is used?

Of the SLA you have listed above the only ones that jump out at me as possibly being rather strong for their level are Dimension Door from Passage and True Seeing from Detection. Perhaps Dimension Step or Clairaudience/voyance instead?

Hope the feed back helps.


I think you're overcomplicating things by trying to make the Spell-like Abilities cost something other than simple uses per day. If you want to remove the skill rank requirement for the feats you could just change it to a simple level requirement instead.

As for providing a flat bonus to begin with, if I recall there is a list of associated skill for each House? (though I may have made this myself I'll need to double check). Why not have the first time you take the Least feat either provide a +2 bonus to one of the associated skills of the house OR make one of the associated skills of the house a permanent class skill for the character. This effectively makes someone who takes the feat either better at what their House is good at, or grants them an intuitive knowledge of how their particular profession works.

Again though why the change to the actual spells, from what I can see you're actually downgrading some of the SLAs provided by the dragonmarks. Are you molding them after the 4e versions rather than the 3.5?

In the Eberron games I've ran, making the marks be a 3/day SLA at your character level being the caster level made them more powerful than in the 3.5 version and without the need to make it "ritual" magic for it to still be useful to players *and* NPCs.

There are numerous ways written into the original version as well to gain increased uses of your dragonmarks. It's like stretching a magical muscle you never knew you had, the more feats that associate using your dragonmark, the more times you can use it per day.

Again if you're planning on making these Traits as well someone would have to take Extra Traits to get all of them, possibly at two different levels. Which becomes rather strong for a Trait.


How would this affect the nature of the Dragonmark Dynasties? Would they be able to use their house-specific technology from some sort of lingering magical force of their Least Mark? Or do the movers and shakers of the Dragonmarked houses have to have these traits as NPCs and then be at least level...5? 6? to take the Lesser and Greater marks? How would this affect the Dragonmarked Heir prestige class?

What about Aberrant marks? Do they just grant you the ability to take 10 on a random skill check?

In addition, why the change to the Dragonmarks?


Oversized Starknife perhaps to represent the boomerang cross instead of an actual boomerang?

Honestly I think an Inquisitor or a Ranger would work better for a Belmont instead of a Fighter. I like the Dhampir Paladin idea too.

...your 5th player should be a summoner.
CHARLOTTE! JONATHAN! CHARLOTTE! JONATHAN!


Enemy Hammer + any Create Pit spell.

They can save to keep their actions, but you still get to fling them thirty feet. Oh look a handy extra-dimensional pit with acid at the bottom. Good luck climbing back out.

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