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Eberron Campaign Setting; Chapter 1 (Races)


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I have decided that one day I will run Eberron using Pathfinder but some converting needs to be done so I am doing the whole book. This is biggest task I have done for a DM and I am looking for second opions and general backboarding. So, starting with Chapter 1, races.

My first thought and try was to use the ARG playtest race builder. I figure that it can be a rough draft until the actaul ARG comes out. When I finished I was not satisfied, specialy after I read the Conversion document. I also realized that perfect 10 isn't that big of a deal to me as I allow most races when it comes to ECS.

I present my initial ARG playtest builds along with my thoughts for my second try.

Changeling:

Changeling

Humanoid (shapechanger) 0 RP (Total 0)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Nome -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
Slippery Mind 2 RP approx (Total 2)
Minor Change Shape 4 RP approx (Total 6)
Gift of Tongues 2 RP (Total 8)
Skill Bonus Sense Motive 2 RP (Total 10)

So I am thinking of giving Changeling the Human Heritage Modifier.

Other Races coming in next post.


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Kalashtar:

Kalashtar

Humanoid (Kalashtar) 0 RP (Total 0)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Nome -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
+2 on saving throws for mind affecting 2 RP approx (Total 2)
Immunity to Dream affecting 1 RP approx (Total 3)
Spell-Like Ability Mindlink 1/day 1 RP (Total 4)
Natural Psionic 1 RP approx (Total 5)
Movement Standard 0 RP (Total 5)
+2 to Disguise as a human 1 RP approx (Total 6)
Skill Bonus Bluff 2 RP (Total 8)
Skill Bonus Diplomacy 2 RP (Total 10)

For the second version I am thinking of going with the standard ability score modifiers, first thoughts +2 in Con and Wis for being strong in mind and body but -2 in Cha for dual mindness.


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Nice job!


I'd give Kalashtar a +2 to One Mental Ability Score. I think it's balanced; less useful than Humans/Half-breed's, but still pretty nice.


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Shifter:

Shifter

Humanoid (shapeshifter) 0 RP (Total 0)
Size Medium 0 RP (Total 0)
Base Speed Normal 0 RP (Total 0)
Ability Mod Shifter -1 RP approx (Total -1)
Langauge Standard 1 RP (Total 0)
Shifting 4 RP approx (Total 4)
Movement Standard 0 RP (Total 4)
Low-light Vision 1 RP (Total 5)
Skill Bonus Climb 2 RP (Total 7)
Skill Bonus Acrobatics 2 RP (Total 9)

So the shifter was harder, trying to figure the cost of shifting. Part of me thinks it to low still so maybe I will drop it to three in the second try along with giving them the standard ability modifiers. Doing standard ability mods doesn't feel quite right but but it regular scores arn't Pathfinder. Maybe drop the Int penalty for 1 RP?


I would give Changelings +2 to single ability score and Kalashtar +2 to single mental ability score. Or even drop bonus to Bluff and Diplomacy and get them +2 to Intelligence and Charisma representing their high intelectual ability and force of personality.

And I'd give them Humanoid (human, shapechanger) for Changelings and Humanoid (human, quori) types.


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Warforged:

Warforged

Humanoid (Living Construct) 7 RP (Total 7)
Size Medium 0 RP (Total 7)
Base Speed Normal 0 RP (Total 7)
Ability Mod Warforged -1 RP approx (Total 6)
Langauge Xenophobic 0 RP (Total 6)
Rule Break Slam Natural Attack 1RP (Total 7)
Composite Plating 3 RP approx (Total 10)
Movement Standard 0 RP (Total 10)

So I made the decision to just keep Living Construct but not sure the price so I just added everything else and gave the the rest to Living Construct. I don't think it is that far off. Again double ability negs not very Pathfinder but Then is the feel...I will leave that alone. I dropped Light Fortification because I think it was suppose to represent an aspect of constructs being immune to crits and sneaks but PF does not do that so goodbye.


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Drejk wrote:

I would give Changelings +2 to single ability score and Kalashtar +2 to single mental ability score. Or even drop bonus to Bluff and Diplomacy and get them +2 to Intelligence and Charisma representing their high intelectual ability and force of personality.

And I'd give them Humanoid (human, shapechanger) for Changelings and Humanoid (human, quori) types.

I disagree with giving them human has they are not products of one human parent and one X parent, they are breed true races. Giving the kalashtar quori would need to include outsider native too but I agree something should be added and that is Psionic.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

I have actually ran both shifter's and warforged in my pathfinder and I will say happy to see another thread on conversion. That said I usually convert them over to either the +2 in any one stat or the +2,+2,-2 setup, these are meant to be balanced player races so they should get buffed more to match the rest of the races as they now exist in pathfinder. For the warforged I went with +2 in any stat of your choice since I feel like that represents how they can be built to work in almost any field be it fighter or wizard, while for the shifter I gave them +2 Dex, +2 Wis, -2 Int to show how they are more lithe, agile, and natuarlly cunning but not as good at learning new things and have been for the most part left without access to a lot of khorvaires higher education.

Warforged:
+2 in any one stat of their choice

Shifter:
+2 Dex, +2 Wis, -2 Int


Well, in Pathfinder the standard races went from one +2 modifier and one -2 modifier to two +2s and a single -2. So it stands to reason that the Eberron races which were originally unbalanced with two -2 modifiers could have one them removed and still be at the same level (stat-wise) and the basic races.

Shadow Lodge

Pathfinder Adventure Path, Companion Subscriber

Sort of, by 3.5 standards the average race should come out as a "+2" meaning that when you add up all the +2 and -2 for ability modifiers you should have a total of +2.

example: Pathfinder dwarf
+2 con
+2 wis
-2 cha
= +2 race

if you look this math hold true for all the standard races.


John Templeton wrote:
Drejk wrote:

I would give Changelings +2 to single ability score and Kalashtar +2 to single mental ability score. Or even drop bonus to Bluff and Diplomacy and get them +2 to Intelligence and Charisma representing their high intelectual ability and force of personality.

And I'd give them Humanoid (human, shapechanger) for Changelings and Humanoid (human, quori) types.

I disagree with giving them human has they are not products of one human parent and one X parent, they are breed true races.

Half-elves also breed true and yet they are still treated as humans in addition to their elf blood. The same may or may not apply to half-orcs.

Quote:
Giving the kalashtar quori would need to include outsider native too but I agree something should be added and that is Psionic.

Good enough, I thought about it as well. Using quori subtype is mostly the matter of defining quori subtype for Pathfinderized Eberron


Stats typically work as follows
+2 Physical stat
+2 Mental Stat
-2 Any stat

Or +2 any stat.


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@Drejk, quori is a subtype of outsider in ECS. Only quori and the Insired have the quori subtype but the inspired are possed by quori. I think it important to keep that line separate. Half-elves are freaks like that and will let them be the exception to the rule.

@clff rice, I know but I went with the Originial stats at first because 1, I hadn't read the conversion guide yet and I thought sticking to the Originial mods was importanten but I have changed my mind.


Hate to show my ignorance, but I was just looking for any conversions. I don't understand what all the numbers mean, for example warforged:

Humanoid (Living Construct) 7 RP (Total 7)
Size Medium 0 RP (Total 7)
Base Speed Normal 0 RP (Total 7)
Ability Mod Warforged -1 RP approx (Total 6)
Langauge Xenophobic 0 RP (Total 6)
Rule Break Slam Natural Attack 1RP (Total 7)
Composite Plating 3 RP approx (Total 10)
Movement Standard 0 RP (Total 10)

I realize there appears to not be any usable "hero lab" files for a Pathfinder version, as I was just there looking, so I assume you're doing characters by hand?


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Everything was written with the assumption that you have Eberron Campaign Setting and the Advance Race Guide playtest in hand. The 'final version' (at least until the actaul ARC comes out and I get it in hand) will be more written out. I do have plans to make Hero Lab files of all my conversions and would like beta testers.


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@doc the grey, I disagree with giving Warforged a +2 any mod as the were built to be soldiers and used as such for the most part. I will use the suggestion for the shifters though, thank you.


@John, that's the magic information I was missing, the ARG. I have the ECS, but knew nothing about the ARG. Now you're cryptic 7RP and such makes more sense.


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Will post my 'final' versions before the end of the weekend then I will start on Chapter 2 and the race HL files.


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Sorry about the delay but here are my 'finished' versions or at least until ARG comes out and I get my hands on it.

Changeling:

Changeling Racial Traits - Humanoid (shapechanger) (0 RP)

+2 to One Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their adaptive nature. (0 RP)

Medium: Changelings are Medium creatures and have no bonus or penalties due to their size. (0 RP)

Normal Speed: Changelings have a base speed of 30 feet (0 RP)

Slippery Mind: +2 racial bonus on saving throws against sleep and charm effects; Changelings have elusive minds (approx 1 RP)

Minor Change Shape: see pg 13, ECS (approx 4 RP)

Gift of Tongues: Changelings gain a +1 racial bonus on Bluff and Diplomacy checks and they learn one additional language everytime they put a rank in the Linguistics skill. Changelings are naturally skilled in deception and information, this talent translates to the use of languages. (2 RP)

Empathy: +2 racial bonus on Sense Motive skill checks. They cannot read thoughts as doppelgangers but can read people like books. (2 RP)

Languages: Changeling begin play speaking Common. Changelings with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Giant, Gnomes, Halfing and Terran (1 RP)

(Total 10 RP)

Kalashter:

Kalashtar Racial Traits - Humanoid (kalashtar, psionic) (0 RP)

+2 to Dex, Int and -2 to Str: Kalashtar are strong in mind, quick of body but physicality weak. (0 RP)

Medium: Kalashtar are Medium creatures and have no bonus or penalties due to their size (0 RP)

Normal Speed: Kalashtar have a base speed of 30 feet (0 RP)

Dual Spirits: +2 racial bonus on saving throws against mind-affecting spells and abilities and possession. Kalashtars merged souls helps resist attacks on their mind. (approx 2 RP)

No Dreams: Immunity to spells and effects that deals with dreams. Kalashtar do not have dreams. (approx 1 RP)

Naturally Psionic: Kalashtar gain 1 extra power point per character level by being born as psionic beings. (approx 1 RP)

Psionic Gift: Kalashtar's psionic nature gives them the psi-like ability Mindlink 1/day. This power manifests as a wilder level equal to the kalashtar's Hit Dice. If not using Expanded Psionic Handbook or Psionics Unleashed, see the ehntry in ECG, pg 18. (approx 1 RP)

Human Disguise: Kalashtar get a +2 racial bonus to Disguise checks when portraying to be human as they look so similar. (approx 1 RP)

Social Masters: Kalashtar get a +2 racial bonus on Bluff and Diplomacy checks. This gift is granted by a commanding presence and subtle psychic influences. (4 RP)

Languages: Kalashtar begin play speaking Common and Quor. Kalashtar with high Int scores can choose from the following: Draconic and Riedran. (1 RP)

(Total 11 RP)

Shifter:

Shifter Racial Traits - Humanoid (shapechanger) (0 RP)

+2 Dex, +2 Wis and -2 Int: Shifters are quick in body and strong instincts that guide them but cloud their intellect. (0 RP)

Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Shifters have a base speed of 30 ft. (0 RP)

Animalistic Heritage: Shifters receive a +2 racial bonus to Climb and Acrobatic checks, the wild blood in their veins help them move about the world. (4 RP)

Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light. (1 RP)

Shifting: See ECS, pg 19 but with the following changes: A shifter can shift for a number of rounds per day equal to 4+ her Con modifier. Every shifter feat a shifter takes increases the rounds per day by two. Temporary increases to Con, such as those gained from shifting or spells, do not increase the total number of rounds a shifter can shift per day. A shifter can start and stop shifting as a free action with a minimum of one round spent. The total number of rounds of shifting per day is renewed after resting 8 hours, although these hours do not need to be consecutive. (approx 4 RP)

Languages: Shifters begin play speaking Common. Shifters with high Int scores can choose from the following: Elven, Gnome, Halfing and Sylvan. (1 RP)

(Total 10 RP)

Warforged:

Warforged Racial Traits - Humanoid (Living Construct, pg 23 ECS) (approx 6 RP)

+2 Con, +2 Wis and -2 Cha: Warforged's construct nature makes them tough and observant but seem distant or rude to other humanoids. 6 RP)

Medium: Warforged are medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Warforged have a base speed of 30 ft. (0 RP)

Natural Attack: Warforged possess a slam natural attack that inflicts 1d4 damage on a successful hit. This is a primary attack. (1 RP)

Composite Plating: See pg 23, ECS (approx 3 RP)

Language: Warforged begin play speaking Common and have no access to bonus languages. (0 RP)

(Total RP 10 RP)

There it is, time to work on data files for HL and begin working on chapter 2. Constructive criticism and discussion always incuriaged.


How do you plan to handle healing for the warforged?

Are you just going to use half healing like the campaign book says?

Grand Lodge

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Detect Magic wrote:
I'd give Kalashtar a +2 to One Mental Ability Score. I think it's balanced; less useful than Humans/Half-breed's, but still pretty nice.

It's not really "less useful" if you're planning on taking a psionic class as most Kalashtar players generally do.


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Kydeem de'Morcaine wrote:

How do you plan to handle healing for the warforged?

Are you just going to use half healing like the campaign book says?

Yes, I am keeping living construct the same. That is why I just put te page number in ECS. Plan to use the craft skill too, but that is another chapter


John Templeton wrote:
Kydeem de'Morcaine wrote:

How do you plan to handle healing for the warforged?

Are you just going to use half healing like the campaign book says?

Yes, I am keeping living construct the same. That is why I just put te page number in ECS. Plan to use the craft skill too, but that is another chapter

I too am a fan of the eberron setting. I have been working on the Warforged for my pathfinder game. I did a custom living construct build and did a few changes to the eberron one. Here it is how I have written it.I would also love any critique you might have on it. I did make some changes from the traditional eberron warforged but I thought it fit in better this way with Pathfinder.

Living Construct – 10PR total

Living constructs are immune to sleep, paralysis, disease, poison, fatigue, exhaustion, energy drain and effects that cause the sickened condition. 8PR

Living constructs only receive half the benefit/detriment from positive and negative energy effects and resting (minimum 1 -4PR

Living constructs do not need to eat, breath or sleep but can benefit from the effects of consumed spells and effects such as heroes’ feast and potions. A living construct spell caster still needs to “rest” for 8 hours before preparing spells. During this time the living construct can take no strenuous activity. 3PR

Living constructs have a +2 Natural Armor bonus 3PR

Living constructs cannot wear armor, robes or other items that occupy the body slot. A living construct can have their body and natural weapons enchanted as a magic item but must remain with the enchanter for the entire process and can do no other actions. 0PR

Living constructs have an unusual physical construction that makes them vulnerable to certain spells and effects that do not normally affect other living creatures. Living constructs take damage from spells such as heat metal and chill metal as if they were wearing metal armor. A living construct is also subject to spells such as repel metal or wood as if they were wearing metal armor. The metal in a living constructs body also makes them vulnerable to rusting grasp, taking 2d6 pts of damage from the spell. A living construct takes the same damage from a rust monster’s touch. Spells such as warp wood and wood shape affect objects only and thus cannot be used on a living construct. -1PR

Living constructs due to their highly magical nature are vulnerable to areas of no magic. For every hour spent in such an area a living construct gains 1 negative level. If a living construct is reduced to 0 levels they cease to function till they are removed from such an area. Once out of an area of no magic negative levels are removed at a rate of one per day. -1PR

Living constructs are hardy and receive +2 Con. 0PR (variation of human heritage except stat is always set to Con)

Living constructs have a standard language array 1PR

Living constructs have low light vision 1PR


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Banecrow wrote:

I too am a fan of the eberron setting. I have been working on the Warforged for my pathfinder game. I did a custom living construct build and did a few changes to the eberron one. Here it is how I have written it.I would also love any critique you might have on it. I did make some changes from the traditional eberron warforged but I thought it fit in better this way with Pathfinder.

Living Construct – 10PR total

Living constructs are immune to sleep, paralysis, disease, poison, fatigue, exhaustion, energy drain and effects that cause the sickened condition. 8PR

Living constructs only receive half the benefit/detriment from positive and negative energy effects and resting (minimum 1 -4PR

Living constructs do not need to eat, breath or sleep but can benefit from the effects of consumed spells and effects such as heroes’ feast and potions. A living construct spell caster still needs to “rest” for 8 hours before preparing spells. During this time the living construct can take no strenuous activity. 3PR

Living constructs have a +2 Natural Armor bonus 3PR

Living constructs cannot wear armor, robes or other items that occupy the body slot. A living construct can have their body and natural weapons enchanted as a magic item but must remain with the enchanter for the entire process and can do no other actions. 0PR

Living constructs have an unusual physical construction that makes them vulnerable to certain spells and effects that do not normally affect other living creatures. Living constructs take damage from spells such as heat metal and chill metal as if they were wearing metal armor. A living...

Before I start breaking it down, were you going for Race Living Construct or creature Type Living Construct because it looks like you made your own version of the warforged race and called it Living Construct.


Guess I was going with my own version of the Warforged race and trying to put them into the Pathfinder world. Some of the things from the old version of the warforged just do not make sense anymore, such as the 25% fortification. Constructs are no longer immune to criticial hits so why should the warforged have it. Also there are areas of no magic and wild magic in the pathfinder world and as a living construct I could totaly see that tie to needing magic to be "alive". I guess it was more of a creature type living construct.


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Banecrow wrote:
Guess I was going with my own version of the Warforged race and trying to put them into the Pathfinder world. Some of the things from the old version of the warforged just do not make sense anymore, such as the 25% fortification. Constructs are no longer immune to criticial hits so why should the warforged have it. Also there are areas of no magic and wild magic in the pathfinder world and as a living construct I could totaly see that tie to needing magic to be "alive". I guess it was more of a creature type living construct.

I got rid of fortification for the same reason. I disagree with some of your pricing.

The half on negative energy is an interesting twist but can make sense given the positive side but I believe the original warforged still got full effects of negative energy (aka damage).

A loop hole in your wording about healing, but probably not your intent is while positive energy and resting only gives back half, heroes feast or similar spell could restore full. Also giving warforged some form of natural healing is also interesting. Something to think about is how will the spell Make Whole effect your version?

Why the choice for Natural Armor bonus vs a straight Armor bonus? Decision for low light vision?

I am ify about the 'magic nature' as a PC race weakness. One, rather open to wide interupation (Mana Wastes? Anti-magic fields?) and it is pretty severe yet not. Sure, they don't die die, but if the rest of the party does they might be as well unless the DM plot devices the char out of the area some how.

Body slot, this you might want to change. As I toil to make my artificer class conversation, I have come to discover something. Pathfinder uses some different slots. 3.5 had twelve, one of them being Body which covered robes and armor but Pathfinder distinctly calls out 15, which robes and armor are separate slots. This has caused me to start re-eveluating my warforged build.


Pathfinder Roleplaying Game Subscriber

Hi John. Here's some stuff I did a while back that you may like for comparison.


John Templeton wrote:

I got rid of fortification for the same reason. I disagree with some of your pricing.

The half on negative energy is an interesting twist but can make sense given the positive side but I believe the original warforged still got full effects of negative energy (aka damage).

A loop hole in your wording about healing, but probably not your intent is while positive energy and resting only gives back half, heroes feast or similar spell could restore full. Also giving warforged some form of natural healing is also interesting. Something to think about is how will the spell Make Whole effect your version?

Why the choice for Natural Armor bonus vs a straight Armor bonus? Decision for low light vision?

I am ify about the 'magic nature' as a PC race weakness. One, rather open to wide interupation (Mana Wastes? Anti-magic fields?) and it is pretty severe yet not. Sure, they don't die die, but if the rest of the party does they might be as well unless the DM plot devices the char out of the area some how.

Body slot, this you might want to change. As I toil to make my artificer class conversation, I have come to discover something. Pathfinder uses some different slots. 3.5 had twelve, one of them being Body which covered robes and armor but Pathfinder distinctly calls out 15, which robes and armor are separate slots. This has caused me to start re-eveluating my warforged build.

First off Heroes Feast will be no problem. With Heroes feast it cures all sickness and nausea and allows you to benefits from both neutralize poison and remove disease. These are things the living construct is already immune to. It also gives temporary hit points and moral saves and saves vs poison. All ok, temporary hit points are not positive energy or healing effects.

I have been thinking of getting rid of the negative energy part of the healing limitations though. While I believe it makes sense, I feel it could constitute too much of an advantage and thus making the -4 I gave the 1/2 healing problem worth less than I was trying to calculate. On the upside I think if I do that I would allow them to have full healing from spells such as Make Whole, or other "healing" spells that effect constructs.

Well the choice for low light vision made because normal constructs have both dark vision and low light. I was going on the theory that a living construct while having many of the advantages of its construct nature it is still less than a normal construct. I removed the dark vision and left them with low light.

After reading the play test rules I decided to go with the natural armor bonus instead of normal armor. I look at a living construct and see their body itself as tough and durable, made of wood, metal and such. But it is still THEIR body, natural armor is something a creature gets from having a tough body, scales and such. While armor bonuses come from putting on a second skin if you will, something that is not a part of your natural body.

I am thinking of maybe just making them unable to wear armor (after all they can take a feat such as mithral body or adamantine body to have more armor if they want), but letting them wear vests and robes and such. You are right with the extra slots that does hit very hard.

While with anti-magic fields and such have no effect on normal golems, per the book "has no effect golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they are summoned, in which case they are treated like any other summoned creatures)." The spark of life comes at a cost, they are no longer self supporting. They are "alive" all living things need something to sustain themselves. Normal creatures eat, drink etc, a living construct soaks up background "magic" and without this present they slowly "starve" till they are exhausted and and shut themselves down till such a time as their reserves start to be replenished.

Well those are my reasonings behind the way I built it, I would be curious to hear your thoughts and get your input. Also you said you disagreed with some of my pricing, please explain and let me know how you would have priced.


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Bad Call on me with Heroe's Feast, I was remebering it wrong.

As for pricing, I thought I deletedtht statement. After adding the stuff it comes out about right, refering to the more of the living construct type items. Though the pos/neg feature was a bit nice in price.

Soon I will be posting my re-edited Warforged.

Additional discovery; in the errata for the ECG, the feature about not being able to heal damage naturally is changed to cannot heal lethal damage naturally.


Pathfinder Adventure Path Subscriber

The Relluk are a 3pp race that has a living construct type that you could use.


John Templeton wrote:

Soon I will be posting my re-edited Warforged.

Looking forward to seeing what you come up with.


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Warforged:

Racial Traits (Humanoid - Living Construct)

+2 Con, +2 Wis and -2 Cha: Warforged`s construct nature makes them tough and observant but distant from others. (0 RP)

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Warforged have a base speed of 30 ft. (0 RP)

Natural Weapon: Warforged posses a slam natural attack that inflicts 1d4 damage on a hit. This is a primary attack or a secondary attack if the warforged wields a manufactured weapon. (1 RP)

Construct Immunities: Being a created creature the warforged has the following Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. (6? RP)

Unnatural: A warforged cannot heal lethal damage naturally, unless affected by a means that enhances natural healing. In this case warforged heal equal to half their character level (minimum of one). (-4? RP)

Artificial Life: A warforged can be affected by spells that target creatures as well as by those that target constructs. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. (2? RP)

Unusual Construction: Warforged's unique makeup makes them vulnerable to certain spells and effects. A warforged takes damage as if wearing metal armor from spells like heat metal and chill metal. Also they are repelled by repel wood spell. Lastly, they are vulnerable to rusting effects but only take half damage from them. (-4? RP)

Built to Last: When disabled a warforged can take standard actions (or any other strenuous activity) without taking damage. When dying a warforged automatically stabilizes. (5? RP)

No Need: A warforged does not need to eat, sleep or breathe but he can still benefit from the effects of consumable spells and magic items. Also he still needs to fulfill any prerequisites to recover spells and abilities based on class. (1? RP)

Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. This composite plating occupies the same space on the body as a suit of armor and thus a warforged cannot wear armor. This composite plating can be enchanted and modified just as armor can be and is already masterwork quality for such purposes. The character must be present for the entire process to enhance its plating. Also this composite plating provides a warforged with a 5% arcane spell failure chance but any class ability or feat that ignores the penalty for wearing light armor also ignores this penalty. (2? RP)

Weapon Familiarity: A warforged is always proficient in armor spikes. (1 RP)

Language: Warforged begin play speaking Common and has no access to bonus Languages. (0 RP)

Total 10 RP

Looking for feedback of course.


I think I'd word Unnatural as doesn't heal lethal damage naturally, period. Unless there is a precedent of a construct with fast healing or regeneration somewhere in the bestiary, I can't see warforged benefiting from such abilities. Besides, current wording allows me to slap blessed bandages on and get half natural healing, which I suppose is clearly not the intent. :)

Also, Composite Plating is not an advantage, it's a freaking feat tax. You more or less have to take one of the warforged special armor feat at level one to fit any given character concept. I'd like to see the feats included as alternate racial features instead, but effect on pricing and overall race balance could be more complicated to adjudicate, I guess.

Other than that, really good work, I like it a lot. It looks well balanced overall compared to, say, those stubborn dwarves and all their cool racial abilities. I've always been a fan of the warforged concept and execution, it's nice to see it revived like that.


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Valfen wrote:
I think I'd word Unnatural as doesn't heal lethal damage naturally, period. Unless there is a precedent of a construct with fast healing or regeneration somewhere in the bestiary, I can't see warforged benefiting from such abilities. Besides, current wording allows me to slap blessed bandages on and get half natural healing, which I suppose is clearly not the intent. :)

Honestly, I am not 100% sold myself on the idea of the situational healing either, it came with the idea of 'what if no one in the party had a means of repairing the warforged?' I put it in any ways to see what people think.

That being said, blessed bandages are practily pointless in Pathfinder to have but clearly would not cause a warforged to heal via Unnatural because it does not enhance the healing process, but simply stabilizes someone BUT one could argue your point. At minium it needs to be a reworded bit or detailed or maybe a ref or the healing part removed.

Also in the construct creature type it states that a construct can benefit from fast healing or regen if said ability is in it's entry.

Valfen wrote:


Also, Composite Plating is not an advantage, it's a freaking feat tax. You more or less have to take one of the warforged special armor feat at level one to fit any given character concept. I'd like to see the feats included as alternate racial features instead, but effect on pricing and overall race balance could be more complicated to adjudicate, I guess.

Other than that, really good work, I like it a lot. It looks well balanced overall compared to, say, those stubborn dwarves and all their cool racial abilities. I've always been a fan of the warforged concept and execution, it's nice to see it revived like that.

It is a little bit of an advantage (specially for an arcane caster), maybe not a 2. I have also played one without taking the armor feats but you can also guess where my gold went.


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Warforged can do a lot that other races cannot - the fact that they do not need to breath is a big advantage, for one. Paying a feat-tax for that advantage is not inappropriate.


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Dabbler wrote:
Warforged can do a lot that other races cannot - the fact that they do not need to breath is a big advantage, for one. Paying a feat-tax for that advantage is not inappropriate.

The whole no breathing is very situational that could never come up in game or could save your parties entire life.

Also, PS looking for feedback on my other race conversions as well if anyone has any.


I agree I'm pushing it a bit with my blessed bandages jab, but the +4 to natural healing process is technically enhancing their natural healing. But I was half-joking anyway. Good catch about the fast healing details for construct type. Why not go for the same wording ?

I'd be wary about having a 5% arcane failure as a mage. It's the kind of thing that will bite at the worst of time, usually... But Dabbler as a fair point. The other abilities may very well be worth a feat tax, and it's not as severe in Pathfinder as in 3.5.

(I'm not familiar enough with the other races to give you a decent feedback on them, sorry. I can't see any glaring problems though.)


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John Templeton wrote:
Also, PS looking for feedback on my other race conversions as well if anyone has any.

See my link above.


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Valfen wrote:
I agree I'm pushing it a bit with my blessed bandages jab, but the +4 to natural healing process is technically enhancing their natural healing. But I was half-joking anyway. Good catch about the fast healing details for construct type. Why not go for the same wording ?

The wording would be redundant. Any Thing that would grant fast healing or regen would be covered by Artificial Life. After going over stuff and realizing a way of double stacking or shooting one self in the foot I am going to change Unnatural to just "cannot heal lethal damage naturally."

Valfen wrote:


I'd be wary about having a 5% arcane failure as a mage. It's the kind of thing that will bite at the worst of time, usually... But Dabbler as a fair point. The other abilities may very well be worth a feat tax, and it's not as severe in Pathfinder as in 3.5.

Well it is 5% less then the actaul +2 AC and this version you can still wear robes and no added wieght plus you save 300 gp for masterwork armor.

I might drop it to 1 but won't make it neg or 0. Though same adding to it I think is needed to gain benefit from Armor Mastery.

Valfen wrote:


(I'm not familiar enough with the other races to give you a decent feedback on them, sorry. I can't see any glaring problems though.)

Thanks still


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On a side note, planning to call the finished work Shardfinder, thoughts?


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The new new revised Warforged

Warforged:

Racial Traits (Humanoid - Living Construct)

+2 Con, +2 Wis and -2 Cha: Warforged`s construct nature makes them tough and observant but distant from others. (0 RP)

Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Warforged have a base speed of 30 ft. (0 RP)

Natural Weapon: Warforged posses a slam natural attack that inflicts 1d4 damage on a hit. This is a primary attack or a secondary attack if the warforged wields a manufactured weapon. (1 RP)

Construct Immunities: Being a created creature the warforged has the following Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain. (6? RP)

Unnatural: A warforged cannot heal lethal damage naturally. (-3? RP)

Artificial Life: A warforged can be affected by spells that target creatures as well as by those that target constructs. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. (1? RP)

Unusual Construction: Warforged's unique makeup makes them vulnerable to certain spells and effects. A warforged takes damage as if wearing metal armor from spells like heat metal and chill metal. Also they are repelled by repel wood spell. Lastly, they are vulnerable to rusting effects but only take half damage from them. (-3? RP)

Built to Last: When disabled a warforged can take standard actions (or any other strenuous activity) without taking damage. When dying a warforged automatically stabilizes. (5? RP)

No Need: A warforged does not need to eat, sleep or breathe but he can still benefit from the effects of consumable spells and magic items. Also he still needs to fulfill any prerequisites to recover spells and abilities based on class. (1? RP)

Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor. This composite plating occupies the same space on the body as a suit of armor and thus a warforged cannot wear armor. This composite plating can be enchanted and modified just as armor can be and is already masterwork quality for such purposes. The character must be present for the entire process to enhance its plating. Also this composite plating provides a warforged with a 5% arcane spell failure chance but any class ability or feat that ignores the penalty for wearing light armor also ignores this penalty. Any benefit that requires armor to be worn to be active treats the warforged as it is wearing armor. (1? RP)

Weapon Familiarity: A warforged is always proficient in armor spikes. (1 RP)

Language: Warforged begin play speaking Common and has no access to bonus Languages. (0 RP)

Total RP 10


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Hero Lab files in progress.


Hooray for Shardfinder. That's just nice play of words right there. :-)

I was wondering about a shardfinderizaton of the base races myself these days - especially regarding the shifters. I always found the shifting and it's durations and feats and stuff to be very troublesome. A subsystem of abilities you had to keep track of next to your actual abilities and class features.
In my version, I just didn't bother with durations and just gave the shifters +2 to any one ability score (they're half-human heirs to lycanthropes, after all) and one pick from a short list of animalistic features (among other things, like a little resistance to transmutation magic and so on). These features could be later on gained by a shifter by sacrificing normal feats for the benefit, resulting in advanced, "shifted" forms. Also, their animal traits would become more pronounced while agitated, resulting in a shifting that would seem like some kind of berserker rage for the people in-game but not altering their abilities rules-wise.
Otherwise, I think your final conversions are fine. Eberron was always my favorite D&D-Setting. :-)


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Minor change to my Shifter conversion.

Shifter:

Shifter Racial Traits - Humanoid (shapechanger) (0 RP)

+2 Dex, +2 Wis and -2 Int: Shifters are quick in body and strong instincts that guide them but cloud their intellect. (0 RP)

Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size. (0 RP)

Normal Speed: Shifters have a base speed of 30 ft. (0 RP)

Animalistic Heritage: Shifters receive a +2 racial bonus to Climb and Acrobatic checks, the wild blood in their veins help them move about the world. (4 RP)

Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light. (1 RP)

Shifting: See ECS, pg 19 but with the following changes: A shifter can shift for a number of rounds per day equal to 4+ her Con modifier. Every shifter feat a shifter takes increases the rounds per day by two. Temporary increases to Con, such as those gained from shifting or spells, do not increase the total number of rounds a shifter can shift per day. A shifter can start and stop shifting as a free action with a minimum of one round spent. The total number of rounds of shifting per day is renewed after resting 8 hours, although these hours do not need to be consecutive. (approx 4 RP)
-Razorclaw (Su): In the last sentence, remove ", but all her attacks in that round take a -2 penalty."
-Wildhunt (Su): Remove all references to the Track feat. In the last sentence remove "When not shifting,".

Languages: Shifters begin play speaking Common. Shifters with high Int scores can choose from the following: Elven, Gnome, Halfing and Sylvan. (1 RP)

(Total 10 RP)


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As far as Changelings go, I like the idea of tying their Ability Score increase with their Minor Change Shape ability. I know this sort of flexibility is quite powerful, but I just like it too much.

Minor Change Shape (Su) As per ECS, page 13. Additionally, once per day when using Minor Change Shape, a changeling may apply a +2 bonus to one physical Ability Score (Strength, Dexterity, or Constitution). This change lasts until the next time the changeling uses this ability to modify a physical Ability Score.


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Just want to thank every one so far for thier opions, catching what I miss and suggestions.


I would argue that WF should be +2 Con +2 Int -2 cha, seems strange to give them a +2 Wis when it was one of their two -2s


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@karlbadmanners I see your point but also felt strange giving a manufactured fighter race a bonus to Int.


John Templeton wrote:
@karlbadmanners I see your point but also felt strange giving a manufactured fighter race a bonus to Int.

Well, I always envisioned them as beings of logic. Think Spock or any of the Vulcans in Star Trek. Droids in Star Wars. The Qunari from Dragon Age: Origins. Even Vision from the Avengers comics.

Frankly, what ELSE would you give your warrior if you could build him yourself? He has to be durable, alright, so Con is the way to go. But the mental traits all come with some "role-playing baggage" attached. Wisdom means compassion in being the key ability for Sense Motive, Charisma equals people skills, and you don't want your fighter to waste his time exchanging quips with the enemy. You want him to come, see, and be victorious. ;-)
And if I were to compare mental stats to physical counterparts, I'd go Strength=Intelligence (raw power), Dexterity=Charisma (fluid grace and nimbleness) , and Constitution=Wisdom (endurance and wholeness).

Just my opinion on the matter.

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