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Eberron Campaign Setting; Chapter 2 (Classes)


Conversions

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As I look over the artificer and glance other peoples conversations I have some things that pop in my mind. First, part of converting the artificer is easy, it as very few 'empty levels' but on the other hand one of it's main features has to be scrapped and replaced or rebuilt from the ground up.

This makes me wonder why I don't use one someone else's conversions or the one out of Tome of Secrets. Firstly I don't use ToS because it has empty levels and for others I realize lack of options. Pathfinder classes have different options for the chars.

Alas I am having trouble thinking of them right now, so I look to the boards to help at least some ideas I can run with.

My other intention for this chapter is right up some fluff on the paizo classes that are not originally in ECS to give examples how those classes would fit in Eberron.


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I would not recommend the ToS artificer as weird science is beyond broken. Recently I made a list of all the Artificers that I know of. I can't link to it now, but if you search Homebrew for "list of Artificers" it should pop up. Or go to my profile and hit threads. It's somewhere in there.


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Here you go, sir.


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I'm looking forward to seeing how the artificer works out. I always liked it as a Eberron Class.


Which ones are best, Cheapy?


This is just me, but I kinda imagined the Artificer being an archtype or alternate class for the Alchemist. Maybe trading poison use for trap sense, and bombs for an easier time making magic items


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I recall liking Pluvia's, Delvo's engineer, and the Ardwright the most. But it's been a while.


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I think this one is the best Artificer conversion I've seen so far.
http://dl.dropbox.com/u/2669279/Artificer.pdf

It's from here.
http://www.enworld.org/forum/pathfinder-rpg-discussion/306822-artificer-con version.html


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Cheapy wrote:
Here you go, sir.

Thanks @Cheapy, if I find one I like I will just endorse that when and get to classes fluff .


I am slowly tweaking an artificer that is based on summoner - with construct companion replacing eidolon, prepared Intelligence-based arcane spells instead of spontaneous Charisma-based ones, bonus item creation feats and one of: (i) creating temporary magic items that remain magical as long as attuned to artificer, (ii) some kind of blast rod allowing firing a limited number of energy rays, (iii) some other, as of yet not determined option.

Of course such artificer could play with exact abilities of his construct companion using construction points - probably mixing animated item construction points with some evolutions.


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As I read over the extra base classes and the classes chapter of the ECS to write class example stories I am running into some problems. First I have ten classes if I include the Ninja and the Samurai. How to split them into groups? 5 and 5 or perhaps 3, 3 and 4 and what should each group get?

Next what class to race? My first thoughts are a Gnome Alchemist, Warforged Gunslinger, Human Inquisitor of the Silverflame, Mark of Shadow Elf Ninja.

Gunslinger proves a unique problem as Eberron does not have guns. I know some (if not alot) are against guns/guns mechanics of PF and probaly think I should just leave it alone but I am trying to open all the material up, I will leave it up to GM's to decide what to use or not. So, I need to think of a background to firearms in ECS. First thoughts are to keep it at the 'Emerging Guns' 'mechanic'. Of course they are a result of the Last War and I am thinking it be best if they were outside of any Dragonmark House's direct control, in fact I am thinking House Cannith probaly doesn't like firearms from a business aspect.


Ad Guns in Eberron: I can see firearms being replaced with "blast rods" or "shock lances" that are created with a mix of alchemy and artifice magitech, using powdered dragonshard residue as main ingredient in making the ammo or being powered by minor elemental spirits.

I am not exactly envisioning Warforged as Gunslinger, I'd see warforged more attuned to melee classes... Warforged Cavalier Of The Order Of The Blades riding warforged horse! Wait, Eberron Cavalier should be halfling with dinosaur mount. Maybe half-elf or dwarf gunslinger?


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Drejk wrote:

Ad Guns in Eberron: I can see firearms being replaced with "blast rods" or "shock lances" that are created with a mix of alchemy and artifice magitech, using powdered dragonshard residue as main ingredient in making the ammo or being powered by minor elemental spirits.

I am not exactly envisioning Warforged as Gunslinger, I'd see warforged more attuned to melee classes... Warforged Cavalier Of The Order Of The Blades riding warforged horse! Wait, Eberron Cavalier should be halfling with dinosaur mount. Maybe half-elf or dwarf gunslinger?

Your Cavalier suggestion is great...for an NPC and I can't help think robocop, wielding a Gunarm. Halfing with a dinosaur was already done in the example...though I was thinking maybe a Witch Halfing with the dino familiar but I am on the fence with a shifter witch too.


I took the artificer's(ToS) ability to strip an item for its gold value and added it onto the Eberron version to replace the XP mechanic that the Eberron version had.


Another decent option for cavalier would be Valenar Elf - using either Emissary or Luring Cavalier archetype as it seems the most appropriate for their style of mounted combat.

Also possible options: gnome Summoner (ok, this was done to death but Eberron gnomes *are* world's experts in summoning and binding) or drow summoner with scorpion-like eidolon (as gnomes stole binding secrets from drow).

Halfling witch with dinosaur familiar sounds right. Your shifters IIRC had Intelligence penalty that would hamper shifter witch.


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These are just fluff write ups, like those in chapter 2, to help those get a feeling and place. Also, not everyone builds to mechanics. The example wizard in chapter 2 is a shifter...in that case maybe a changeling witch and a shifter oracle...


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Also my take on Summoner is they are more like sorcerors then wizards.


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I thought there was a saves/bab/HD chart some where but I can't seem to find it.


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


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I don't see why Eberron shouldn't have guns.

But then, I don't see why Eberron shouldn't have steam engines. (I cannot believe that the lightning rail is less expensive than a railroad. You could even have a bound fire elemental working the boiler, which would probably save on long-term coal costs. Eventually.)

Shardfinder sounds good.


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Some of the ideas so far, some of it is duh, and some is borrowed.

Artificer Rough

BAB: Med Save: Will Good HD Type: d8

Skills: Appraise (Int), Disable Device (Dex), Knowledge (arcane)(Int), Knowledge (engineering)(Int), Knowledge (the planes)(Int), Profession (Wis), Perception (Wis), Spellcraft (Int) and Use Magic Device (Cha)

The Basics: Replaces Artificer`s Knowledge; Artificer gains the following spell like abilities that he can use at will: Mend, Read Magic, Light and Detect Magic. These spell like abilities use the artificer`s class levels for their caster level.
[This was inspired or taken from another person`s build but it is perfect]

Infusions: (Up for Reevaluation, Errata and Infusions Per Day). As per pg. 31, ECS except for the to learn new infusions is lowered to 15+spell level. If planning to switch action points with hero points, one could use hero points instead of action points in the infusion entry. [Thinking of the Infusion per Day should be equal to maybe the alchemist`s `spell` list]

Artisan Bonus: as pg. 31, ECS but with the following addition: at class level 10 this bonus because a +4 instead of a plus +2.

Trapfinding: Replaces disable trap, as per the Rogue class feature, pg. 68, PRGC.

Scribe Scroll: Gain Scribe Scroll as a bonus feat.

Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 15+spell level of emulated prerequisite) to emulate each spell normally required to create the item. This check can be avoided if the spell is being provided by another source.
The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete. If he comes to the end of the crafting time and he has still not successful emulated one of the powers, he can make one final check-his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time and money expended to craft the item are lost.
For purposes of meeting item prerequisites, an artificer`s effective caster level equals his artificer level+2. If the item duplicates a spell, however, it uses the artificer`s actual level as its caster level.
An artificer can also make Us Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand or scroll.
An artificer`s infusions do not meet spell prerequisites for creating magic items. Magic items created by an artificer are considered neither arcane nor divine.

Bonus Feat: (review after going through feat section of EBC and review PRGC for feats.) An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll Scroll as a bonus feat at 1st Level, Brew Potions at 2nd Level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th Level, Craft Rod at 9th Level, Craft Staff at 12th Level, and Forge Ring at 14th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or feat from the following list: Attune Magic Weapon, Craft Construct, Exception Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

Craft Homunculus (Ex): At 5th level, an artificer can create a homunculus (any homunculus) as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending and mirror image) as normal for making a magic item, and he must pay all the usual costs. An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp.
If an artificer gives his homunculus more than 6 Hit Dice, it can becomes a Small creature and advances as described in the Bestiary. The homunculus also gains 10 extra hit points if it becomes a Small construct.
An artificer`s homunculus can have as many Hit Dice as its master`s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Skill Mastery: The same.

Artificer Starting Gold: 4d6 x 10 GP (average 140 gp)

The metamagic abilities I plan to have in some form from the artificer options I plan to put, similiar to discoveries but thinking of calling them something like Specliazations or Expertises.

Cheliax

Warforged Samurai devoted to House Cannith. I'm sure Merrix would absolutely adore that. Also, a Karnathi Order of the Star Cavalier devoted to the Blood of Vol leading a horde of undead into battle sounds excellent.

Grand Lodge

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Evil Midnight Lurker wrote:

I don't see why Eberron shouldn't have guns.

But then, I don't see why Eberron shouldn't have steam engines. (I cannot believe that the lightning rail is less expensive than a railroad.

It's not about expense, it's about theme. Eberron is not a place where technology is replacing magic. It's a world where magic has developed to the point where it IS a technology of it's own. The lightning rail has a major advantage over a coal fueled engine... it doesn't need to carry fuel which is a major point since there aren't supply depots for refueling between the very few major stations.


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I am still going to try and fit guns in, development probaly related to the Last War. Maybe created by a dwarf/gnome team or group but I also like @Drejk ideas.


The Artificer's ability to "fake" spellcasting in order to create magic items is a bit redundant in Pathfinder, since everyone gets to do that (except instead of requiring a separate roll to do it, the DC to craft the item increases).

I would suggest something like this instead:
Item Creation (Ex): An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 2 rather than 5 for each prerequisite he is missing.

What number to increase the DC level by is of course up for debate, but I think that this would be a more elegant way of handling the ability, playing into the way item creation works for everyone else in Pathfinder.


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Staffan Johansson wrote:

The Artificer's ability to "fake" spellcasting in order to create magic items is a bit redundant in Pathfinder, since everyone gets to do that (except instead of requiring a separate roll to do it, the DC to craft the item increases).

I would suggest something like this instead:
Item Creation (Ex): An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 2 rather than 5 for each prerequisite he is missing.

What number to increase the DC level by is of course up for debate, but I think that this would be a more elegant way of handling the ability, playing into the way item creation works for everyone else in Pathfinder.

This is not completely true, spell trigger, spell activation and potions do not allow the increase DC. Either you have it or you don't for these things. Now Master Craftsmen Feat allows non caster classes to make Magical Arms and Armor and Wondrous Items (Still have to buy those feats after buying Master Craftsmen) BUT most GMs will probaly limit players to items that their skill applies to (ie, your 5 rank armorer isn't going to be making swords).

Even with this said, you do have a point. The Artificer's Item Creation ability could first allow him to have the increase DC for magical items that do not normally allow it. This is not a bad idea at all along with allowing Use Magic Device to completely substitute Spellcraft (in essence a version of the Master Craftsmen Feat).

Could also extend Arisan Bonus to crafting of items, just not activating.

Foods for thought.


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Just posting sections that have gain additional changes. Honestly this is the easy stuff, making up all new stuff is the hard stuff.

Artificer:

Infusions: As per pg. 31, ECS except for the following: replace "Infusions never allow saving throws" with "The save DC is Intelligence-based." (This is as per the Errata),the first sentence of the eight paragraph should read "Like a spellcaster, artificer can apply metamagic feats he knows to his infusions(as per the errata), An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or divine focus, the artificer uses the arcane material component or arcane focus (as per the Errata), to learn new infusions is lowered to 15+spell level. If planning to switch action points with hero points, one could use hero points instead of action points in the infusion entry. Replace ECS Infusions Per Day table with APG`s Extracts Per Day table.

Artisan Bonus: as pg. 31, ECS but with the following addition: at class level 10 this bonus because a +4 instead of a plus +2. This bonus also applies to checks to make magical items.

Item Creation (Ex): An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 3 rather than 5 for each prerequisite he is missing. Additionally the Artificer can create create potions, spell-trigger and spell-completion magic items without meeting their spell prerequisites, unlike other spell casters. This modified DC also applies to accelerated crafting, but only when using Use Magic Device.
For purposes of meeting item prerequisites, an artificer`s effective caster level equals his artificer level+2. If the item duplicates a spell, however, it uses the artificer`s actual level as its caster level.
An artificer can also make Us Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand or scroll.
An artificer`s infusions and powers granted by The Basics class feature do not meet spell prerequisites for creating magic items. Magic items created by an artificer are considered neither arcane nor divine.

Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll Scroll as a bonus feat at 1st Level, Brew Potions at 2nd Level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th Level, Craft Rod at 9th Level, Craft Staff at 12th Level, and Forge Ring at 7th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or feat from the following list: Attune Magic Weapon, Craft Construct, Exception Artisan, Extra Rings, Extraordinary Artisan, Wand Mastery, Arcane Strike* (ignore the prerequisite).


Just for comparison: my Tinker archetype for Alchemist I proposed for Dragonlance gnomes.

BTW: Do you intend to allow craft reserve? Maybe as a pool of points that act as virtual gold purely to pay for crafting of magic items? I'd limit however expenditure of craft reserve to no more than half of the actual cost of item, enforcing some real expenditures while creating items. Obviously number of points in craft reserve should be adjusted, probably bassing them on some fraction of expected wealth per level.


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Drejk wrote:

Just for comparison: my Tinker archetype for Alchemist I proposed for Dragonlance gnomes.

BTW: Do you intend to allow craft reserve? Maybe as a pool of points that act as virtual gold purely to pay for crafting of magic items? I'd limit however expenditure of craft reserve to no more than half of the actual cost of item, enforcing some real expenditures while creating items. Obviously number of points in craft reserve should be adjusted, probably bassing them on some fraction of expected wealth per level.

Yes and no. Craft Reserve and Retain Essence are both purely based on XP and with Pathfinder completely removing that issue, keeping them is more an issue of spirit then mechanics.

One point I was with you on the idea of a Craft Reserve for GP BUT I am planning to keep Extraordinary Artisan (25% less GP) for my future Eberron Pathfinder game. I do not think Craft Reserve for GP would mix well with Extraordinary Artisan. Technically, now that I have looked at it, I don't think it needs to be replaced.

On the other hand we have Retain Essence which I think is a key Artificer feature that needs to be reborn somehow, and with it most likely a form of Craft Reserve.


The thing about Retain Essence in 3.5e is that it was pretty much a trap. Retain Essence destroyed a magic item and recovered the XP spent in creating it (reduced for a partially charged item), at a rate of 1 XP per 25 gp base price.

1 XP in 3.5e is generally priced at 5 gp. That's the conversion used for buying the services of a spellcaster, as well as increasing the cost for a magic item requiring more XP than usual to be spent (e.g. a scroll of limited wish). So, essentially, you would destroy an item in order to get a resource worth 5 gp per 25 gp worth of item. OR, you could sell the item and gain half the item's cost in actual gold.

If you want to keep Retain Essence for flavor reasons, but make it actually useful, just say that you can use half the market price of one magic item to pay the cost for creating another. That would be more useful than the 3.5e version anyway.


John Templeton wrote:
Yes and no. Craft Reserve and Retain Essence are both purely based on XP and with Pathfinder completely removing that issue, keeping them is more an issue of spirit then mechanics.

One point I was with you on the idea of a Craft Reserve for GP BUT I am planning to keep Extraordinary Artisan (25% less GP) for my future Eberron Pathfinder game. I do not think Craft Reserve for GP would mix well with Extraordinary Artisan. Technically, now that I have looked at it, I don't think it needs to be replaced.

Quote:
On the other hand we have Retain Essence which I think is a key Artificer feature that needs to be reborn somehow, and with it most likely a form of Craft Reserve.

I thought about it allowing to 'disenchant' items into material components of worth being about 1/4th of the item base price, allowing for the recycling the items for materials that would be later improved to 1/2 of the item base price. This way initially it would be way for artificer work their craft in uncivilized areas, where possibility of buying components for crafting is near zero while making it suboptimal option to selling items when in civilized areas. After acquiring improved retain essence the artificer would no longer need to sell unneeded magic items to buy components for creation of new ones. I would prefer to avoid too complex mathematics concerning this, despite the temptation of making it something like retain essence 20%, retain essence 40%, etc.


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Alchemist:

Warforged Alchemist: Given extracts only (minus a discovery), effect their creator what about the warforged and cure spells? I see a few options: 1) unchanged, 2) ignore the half healing rule for their extracts, 3) have repair spells replace cure on warforged list, 4) add repair spells to warforged alchemist list or 5) just add repair spells to the alchemist list.

I am in favor for options 4 and 5, with 5 being the most likely winner.

Cleric:

In addition to the extra or adjusted rules for clerics in Eberron, I am thinking of having Verstile Channeler only lowering by 1 instead of 2. Thoughts?

Fighter:

Warforged Fighters: Warforged's Composite Plating and versions of it modified by feats are effected by the fighter's class features of armor training and armor mastery.

Inquisitor:

Should inquisitors follow the alternate rules that clerics due on page 35 of the ECG?

Witch:

Warforged Witch: If a warforged witch chooses the hexes healing or major healing to heal wounds, it can use this ability to repair its own damage or damage sustained by other constructs and constructlike beings, as well as wounds sustained by its nonwarforged companions. This ability functions as either curative or repair magic, as appropriate to the subject.


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


Alchemist: Add repair extracts to alchemist list. This will allow warforged alchemists to repair themselves eaily and allow alchemists with infuse discovery repair warforged easily with oils of repair.

Cleric: Channeling type should be determined by deity/pantheon regardless of the Cleric's individual alignment. Also, to keep with theme of corrupted clergy the Eberron Clerics should be independent of alignment restrictions.

Inquisitor: Should be independent of alignment restrictions.

Witch: I am not sure of this. If you would decide to do this, then it would be only fair to apply similar rule to Warforged Paladins (Lay On Hands) and Monks (Wholeness Of Body).


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Cleric:
Both books say this and I am not talking about changing that.

Witch:
I am.


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I am giving in and making the artificer an altnernate class of the alchemist. Now getting to work.

Grand Lodge

have you thought about using it as a magus archtype or rogue?...or bard?


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No, specially when I am making this for an actaul Eberron Game that will use the PF rules.


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Alternate Alchemist Class So Far

Artificer:

Starting Wealth: 4d6 x 10 gp (140 gp average)

Class Skills: Appraise (Int), Disable Device (Dex), Knowledge (arcane)(Int), Knowledge (engineering)(Int), Knowledge (the planes)(Int), Profession (Wis), Perception (Wis), Spellcraft (Int) and Use Magic Device (Cha)

Skill Rank per Level: 4 + Int Modifier

HP: d8

BAB: Medium

Good Save: Will

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

The Basics (Sp): Artificer gains the following spell like abilities that he can use at will: Mend, Read Magic, Light and Detect Magic. These spell like abilities use the artificer`s class levels for their caster level. (Gained at Level 1)

Infusions: As per pg. 31, ECS except for the following: replace "Infusions never allow saving throws" with "The save DC is Intelligence-based." (This is as per the Errata),the first sentence of the eight paragraph should read "Like a spellcaster, artificer can apply metamagic feats he knows to his infusions(as per the errata), An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or divine focus, the artificer uses the arcane material component or arcane focus (as per the Errata), to learn new infusions is lowered to 15 + spell level. If planning to switch action points with hero points, one could use hero points instead of action points in the infusion entry. (Gained at Level 1)

Artisan Bonus: as pg. 31, ECS but with the following addition: at class level 10 this bonus because a +4 instead of a plus +2. This bonus also applies to checks to make magical items. (Gained at Level 1)

Trapfinding: As per the Rogue class feature, pg. 68, PRGC. (Gained at Level 1)

Item Creation (Ex): An Artificer has learned how to channel magic in a particular way well-suited for crafting magic items. While he can't actually cast the spells needed to do so, he can use Use Magic Device as the skill used for creating the item. When doing so, the DC for creating the item only increases by 3 rather than 5 for each prerequisite he is missing. Additionally the Artificer can create create potions, spell-trigger and spell-completion magic items without meeting their spell prerequisites, unlike spell casters. This modified DC also applies to accelerated crafting, but only when using Use Magic Device.
For purposes of meeting item prerequisites, an artificer`s effective caster level equals his artificer level+2. If the item duplicates a spell, however, it uses the artificer`s actual level as its caster level.
An artificer can also make Us Magic Device checks to emulate non-spell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand or scroll.
An artificer`s infusions and powers granted by The Basics class feature do not meet spell prerequisites for creating magic items. Magic items created by an artificer are considered neither arcane nor divine. (Gained at Level 1)

Bonus Feat: (review after going through feat section of EBC and review PRGC for feats.) An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll Scroll as a bonus feat at 1st Level, Brew Potions at 2nd Level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th Level, Craft Rod at 9th Level, Craft Staff at 12th Level, and Forge Ring at 7th level.
In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or feat from the following list: Attune Magic Weapon, Craft Construct, Exception Artisan, Extra Rings, Extraordinary Artisan, Wand Mastery, Arcane Strike* (ignore the prerequisite).

Force Rod (Su): In the artificer`s learning of raw magical energies and the creation of magical items his first creation his the Force Rod. It services as a training aid at first then becomes a potent tool in the artificer`s box of options.
An artificer can channel raw magical blasts through the Force Rod a number of times per day equal to his class level + his Intelligence Modifier. Channeling a blast takes a standard action that provokes an attack of opportunity. Blasts have a range increment of 40 feet. Force Rod is considered a weapon and can be selected for feats like Weapon Focus and Point-Blank Shot. Artificer`s blasts inflicts 1d4 damage force damage + Intelligence Modifier. Creatures hit by the blast are knocked prone unless the succeed on a Reflex save (DC 10+ 1/2 Class Level + Intelligence Modifier). The damage of an artificer`s blasts increases 1d4 for every odd artificer level (this bonus is not multiplied by critical hits or feats like Vital Strike.)
Force Rods are personal objects attuned to their owners and fueled by their essence. Force Rods to not function in other character`s hands, including other artificers. Force Rods can be concealed following the rules for daggers. (Gained at Level 1)

Breakthroughs (Su): At 2nd level, and every then again every 2 levels after (up to level 18th) the artificer makes outstanding Breakthroughs. Unless otherwise noted, an artificer can only take each Breakthrough once. Some Breakthroughs have prerequisite that must be met before they can be taken, like other breakthroughs. Breakthroughs that modify the Force Rod`s blast with an asterisk (*) can only be applied to the blasts do not stack. Only one such breakthrough can be used with a blast at a time. The DC of any saving through called out by a Breakthrough is 10 + 1/2 class level + Intelligent Modifier.

Craft Homunculus (Ex): An artificer can create a homunculus (any homunculus) as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending and mirror image) as normal for making a magic item, and he must pay all the usual costs. An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp.
If an artificer gives his homunculus more than 6 Hit Dice, it can becomes a Small creature and advances as described in the Bestiary. The homunculus also gains 10 extra hit points if it becomes a Small construct.
An artificer`s homunculus can have as many Hit Dice as its master`s Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small. An artificer must be 6th level before taking this breakthrough.

Concussive Blast*: When ever the artificer launches a blast he can choose to do sonic damage instead of force. A creature hit with a concussive blast is deafen for 1 minute unless it succeeds at a Fortitude save. An artificer must be 6th level to take this breakthrough.

Alchemist Discovery: Instead of taking a Breakthrough, an artificer can take one of the following Alchemist Discoveries; Dilution, Enhance Potion, Eternal Potion, Extend Potion.

Frost Blast*: When the artificer fires a blast, he can choose to have it inflict cold damage instead of force damage. Creatures that take a direct hit from a frost blast are staggered on their next turn unless they succeed on a Fortitude save.

Shock Blast*: When the artificer fires a blast, he can choose to have it inflict electricity damage instead of force damage. Creatures that take a hit from a shock blast are dazzled for 1d4 rounds.

Fire Blast*: When the artificer fires a blast, he can choose to have it inflict fire damage instead of force damage. Creatures that take a hit from a fire blast also take 1d6 fire damage in the following round.

Shaped Blast: An artificer can learn to refocus the blast into a burst instead. When you take this breakthrough, the artificer selects cone burst or a sphere burst. The artificer concentrates the blast, sacrificing potential damage to create the burst.
If the artificer choses cones he may sacrifice 2d4 to create a 15 foot cone or 4d4 to create a 30 foot cone. If the artificer chose sphere he can sacrifice 1d4 to create a 5 foot sphere, 2d4 to create a 10 foot sphere or 4d4 to create a 20 foot sphere.
Creatures caught in the burst can make a Reflex save for half damage. An artificer can select this breakthrough again, selecting the other burst option. An artificer must be at least 6th level to select this breakthrough.

Meleezation: This breakthrough allows an artificer to build a collapsible melee weapon in their force rod. The artificer may select one of the following weapons to build into the force rod: ideas?
The force rod must be in hand to call forth the melee weapon which takes a swift action. Any infusions placed on the melee weapon have their duration doubled. The artificer can still focus blasts through the rod when the weapon his extended. Feats and abilities that are selected for the Force Rod do not apply to the collapsible weapon but any feats chosen that match the chosen collapsible weapon apply to it.
(Thinking making this me multiable selected for different weapons, maybe including a gold cost to make it masterwork/+1 enhancement)

Improved Homunculus (Ex): As per Magic of Eberron, pg. 49.

Metamagic Spell Trigger (Su): As per ECS, pg. 32. Artificer must be level 6th before taking this breakthrough.

Metamagic Spell Completion (Su): As per ECS, pg. 32. Artificer must be level 12th and have taken metamagic spell trigger breathrough before selecting this breakthrough.

Skill Mastery: As per ECS, pg. 32. (Gained at Lv. 13)

Grand Breakthrough: -


Pathfinder Adventure Path Subscriber
John Templeton wrote:

Alternate Alchemist Class So Far

** spoiler omitted **...

Darn you, lol. I JUST started doing this, myself. Interestingly enough, it is very similar to what I started. I would up the blast to d6s though. Seeing as it would likely be a Evocation type of attack, being a force effect, then it will actually be subject to Spell Resistance, unlike Alchemist's Bombs.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber
xorial wrote:
John Templeton wrote:

Alternate Alchemist Class So Far

** spoiler omitted **...

Darn you, lol. I JUST started doing this, myself. Interestingly enough, it is very similar to what I started. I would up the blast to d6s though. Seeing as it would likely be a Evocation type of attack, being a force effect, then it will actually be subject to Spell Resistance, unlike Alchemist's Bombs.

Your probaly correct on this feature having to deal with Spell Resistance and I should state that but 1d4 damage is for the fact very few things have resistance/immunity to force along with the fact that the knock done feature still applies to the energy variant breakthroughs as they are currently written.


Pathfinder Adventure Path Subscriber
John Templeton wrote:
xorial wrote:
John Templeton wrote:

Alternate Alchemist Class So Far

** spoiler omitted **...

Darn you, lol. I JUST started doing this, myself. Interestingly enough, it is very similar to what I started. I would up the blast to d6s though. Seeing as it would likely be a Evocation type of attack, being a force effect, then it will actually be subject to Spell Resistance, unlike Alchemist's Bombs.
Your probaly correct on this feature having to deal with Spell Resistance and I should state that but 1d4 damage is for the fact very few things have resistance/immunity to force along with the fact that the knock done feature still applies to the energy variant breakthroughs as they are currently written.

True, but the original Warlock's Eldritch Blast was a force effect & did d6s. That was unlimited, but this will only be for a limited number of times a day.


Pathfinder Adventure Path Subscriber
John Templeton wrote:
xorial wrote:
John Templeton wrote:

Alternate Alchemist Class So Far

** spoiler omitted **...

Darn you, lol. I JUST started doing this, myself. Interestingly enough, it is very similar to what I started. I would up the blast to d6s though. Seeing as it would likely be a Evocation type of attack, being a force effect, then it will actually be subject to Spell Resistance, unlike Alchemist's Bombs.
Your probaly correct on this feature having to deal with Spell Resistance and I should state that but 1d4 damage is for the fact very few things have resistance/immunity to force along with the fact that the knock done feature still applies to the energy variant breakthroughs as they are currently written.

True, but the original Warlock's Eldritch Blast was a force effect & did d6s. That was unlimited, but this will only be for a limited number of times a day.

Also, for inspiration for archetypes, I recommend reading The Unofficial Artificer Guide. It was originally posted at the WotC boards, but I decided to put it on Google Docs or reference.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

I made the decision for d4 damage mostly because the alchemist's force bomb discovery for force reduces to d4. I figured if I kept the knock down on the variants it sort of make up for less damage and keep people from just taking a variant then only doing that variant just for the higher damage.


Pathfinder Adventure Path Subscriber
John Templeton wrote:
I made the decision for d4 damage mostly because the alchemist's force bomb discovery for force reduces to d4. I figured if I kept the knock down on the variants it sort of make up for less damage and keep people from just taking a variant then only doing that variant just for the higher damage.

Okay, wasn't aware of that. the Alchemist isn't a class I am really familiar with. That makes sense, then.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

I have a more developed Meleezation breakthrough and a new one.
Still thinking about Grand Breakthroughs, I have rough ideas but that is about it. Ideas: Something about Constructs, Something about Magicial items either building or using them, and something about the force rod.

Meleezation: This breakthrough allows an artificer to build a collapsible melee weapon in their force rod. The artificer may select any weapon he is proficient in wielding. The artificer must have masterwork version of the chosen weapon to incorporate it into the force rod.
The force rod must be in hand to call forth the melee weapon which takes a swift action. Any infusions placed on the melee weapon have there duration doubled. The artificer can still focus blasts through the rod when the weapon is extended. Feats and abilities that are selected for the Force Rod do not apply to the collapsible weapon but any feats chosen that match the chosen collapsible weapon apply to it.
This breakthrough can be taken multiple times, each time picking a different weapon then last time but no more then the artificer`s Intelligent modifier. Infusions or spells do not apply to all collapsible weapons, only the one they are casted on. The weapon does not need to be extended to have an infusion or spell casted on it.

Fast Blasting: An artificer with this breakthrough can quickly fire off blasts more than one in a single round. The artificer can shoot many blasts, shooting off additional blasts as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a ranged weapon. An artificer must be at least 8th level before selecting this breakthrough.


Greetings everyone.

Glad to see that there is still some efford taken to bring Eberron and PF together.

I am doing this for myself for some time now and wanted to add my 2 cents to this:

Regarding the Artificer, I came to a point when I asked myself:

Do we REALLY need a new class for this?

My suggestion:

Why not making the Artificer a new "Wizard School".
(or even a Sorcerer-Bloodline)

This way, we prevent a LOT of headache on how to make the class "PF-worthy" and would get rid of a potentially game breaking class.

Scanning through the Artificer abilities:

Spoiler:

medium BAB + weapons & armor: As a Wizard or Sorc, the ART would definitly lose some physical punch. But with "real" spells he could compensate this.

Infusions: Made into real spells without the target restrictions. would be a gain.

Craft Reserve: made obsolete py PF.

Artificer Knowledge: just use Detect Magic cantrip at will.

Artisan Bonus: never a big deal, as arcane caster mostly unnecessary.

Disable Traps: in PF only a bonus to DIS-DEV. Dis-Dev for magical traps nice but Dispel Magic as spell just as good.

Item Creation: As arcane caster no need for many/most Use-Mag-Dev rolls.

Bonus Feats: Now these are nice to get for free.

Craft Homunculus: Nice to get that early. But not that essential. Improving the Humunculus - possible under PF?

Retain Essence: Nice idea, but only when transfered to harvest materials (aka gold - only for item creation).

Metamagic Spell Trigger: Now this one is unique and nice!

Metamagic Spell Completion: Same as above, but need some thought about the Use-Mag-Dev skill check, as being an arcane spell caster now.

Skill Mastery: nice but not essential. might as well be a feat.

And that's it.


Hey everyone.

I just started a new (and my first) wiki, in an effort to have a place where we could collect and discuss all the different takes on the Eberron to Pathfinder conversions, since there will almost definitley never be an official version.

I hope there are many of you who like to participate by sharing their conversions, ideas or simply constructive critic.

As I said, it is my very first wiki, so if you have tips and tricks to help me manage it, you are very much welcome.

Click here to go there


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

I still like my alternate class I am working on @DracoDruid but still neat. Having trouble with Grand Breakthroughs.

Andoran

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber
LazarX wrote:
Evil Midnight Lurker wrote:

I don't see why Eberron shouldn't have guns.

But then, I don't see why Eberron shouldn't have steam engines. (I cannot believe that the lightning rail is less expensive than a railroad.

It's not about expense, it's about theme. Eberron is not a place where technology is replacing magic. It's a world where magic has developed to the point where it IS a technology of it's own. The lightning rail has a major advantage over a coal fueled engine... it doesn't need to carry fuel which is a major point since there aren't supply depots for refueling between the very few major stations.

No it's not it just bind an elemental and that's it. So basically it's just slavery of an outsider to do work for you. If it was train that was powered by decanter of endless water and some sort of fire/heat spell then it's magical technology.

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