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Eberron Campaign Setting; Chapter 4 (Prestige Classes)


Conversions


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

Dragonmark Heir:
Tabled while figuring out Dragonmarks

Eldeen Ranger:
As in the book, pg. except where stated below: Requirement Changes - Knowledge (nature) 3 Ranks, Survival 5, Feat requirement removed.
Hit Die changed to d10.
Fort Save and Ref Save gets Good Saves and Will gets Average.
Skills are now: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Stealth (Dex), Acrobatics (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), Swim (Str), and Escape Artist (Dex)
Hated Foe - If using Hero Points, change Action Points to Hero Points.
Sect Ability II - Ashbound - Ferocity (Ex): An Ashbound Eleen ranger gains the Universal Monster Ability Ferocity.
Sect Ability III - Wardens of the Wood - Smile Evil (Su): As per the paladin class feature, replacing paladin levels with the Eldeen Ranger levels. Ignore the part about outsiders, the Eldeen Ranger only gains one use of this ability.

The Exorcist of the Silver Flame:
The same except where stated below: Skill Requirement, change Knowledge (religion) to 5 ranks.
Saves: Fort and Will Good, Ref Average
Skills are now: Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Flame of Censure (Su): Now reads: An exorcist of the Silver Flame can use his channel positive energy ability to ward off outsiders with the evil subtype.
When you active this power, as a standard action, all outsiders with the evil subtype are stunned for 1 round unless your character level is twice or more the outsider`s Hit Dice, then instead the outsider is sent back to its home plane. The outsiders gain a Will save to negate these effects. The DC is 10+Exorcist of the Silver Flame Levels + Cha modifier. Using this ability uses up one of the character`s channel energy uses.
Darkvision (Ex): Gains the following: If the character already has Darkvision, he gains +20 feet at 3rd level and another +20 feet at 6th level.
Smite Evil (Su): Change to: Gain another use of Smite Evil per day while using the combine levels from cleric, paladin and exorcist of the silver flame to determine the effect. If character does not have access to Smite Evil then they gain access to the ability, gaining one use per day and using cleric and exorcist of the silver flame levels.[/s'poiler]

[spoiler=Extreme Explorer] The same except where stated below: This version is adapted for Hero Points
Requirements: Change the Required feat to Hero`s Fortune
Saves: Ref Good, Fort and Will Average
Skills: Change skills to Acrobatics (Dex), Climb (Str), Linguistics (Int), Disable Device (Dex), Escape Artist (Dex), Jumpt (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Ride (Dex), Perception (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha)
Additional Action Points: Change to Additional Hero Points: An Extreme Explorer`s maximum Hero Points increases by 1.
Trap Sense: As the Rogue Class Feature, +1
Extreme Hustle (Ex): Change to an extreme explorer can spend a her point to gain an extra full round action, this can only be done once per day.
Bonus Feat: Remove Action Boost, Heroic Spirit, Purse. Add Step-Up, Blood of Heroes.
Extreme Action: Replace with Luck of Heroes: Gain Luck of Heroes as a Bonus feat.

Heir of Siberys:
The same except where stated below: Requirements - Change needed skill ranks to 12. Change needed feat to Hero`s Fortune.
Saves: All Good
Additional Action Points: Change to Addition Hero Points: At 1st level, an heir of Siberys`s dragonmark begins to form and his maximum here points increases by 1.
Bonus Feat: Remove Action Boost, Action Surge, Pursue. Add Hero`s Fortune, Blood of Heroes, Step-Up

Master Inquisitive:
The same except where stated below: Requirements: Change needed Skills to Diplomacy 3, Perception 3, Sense Motive 3, remove Feat Requirement.
Skills: are now Bluff (Cha), Linguistics (Int), Diplomacy (Cha), Knowledge (local) (Int), Perception (Wis), Sense Motive (Wis)
Saves: Ref Good, Will and Fort Average
Zone of Truth: Change action points to hero points.
Bonus Feat: Remove Heroic Spirit, Research, Track, Urban Tracking, Negotiator. Add Hero`s Luck.
Discern Lies: Replace action points with hero points.
True Seeing: Replace action points with hero points.

Warforged Juggernaut:
The same except where stated below: Skills: Remove Jump
Saves: Fort Good, Will and Reflex Average
Construction Perfection I: Remove the part about critical hits.
Healing Immunity: after `healing subschool` add `that heal hit point damage.` Add to the end `At 5th level, the warforged juggernaut becomes immune to the effects of all spells from the healing subchool.` (This is from the Errata)

Weretouched Master: Requirements:
The same except where stated below: Change Skill Rank for Survival to 5 Ranks.
Hid Die: Change to d10
Change Skills to: Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Stealth (Dex), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Survival (Wis) and Swim (Str).
Saves: Will Average, Ref and Fort Good.
Wild Empathy (Ex): As the Ranger class feature. Weretouched Master Levels stack with Druid and Ranger Levels for this ability. In addition if the animal is the same as the chosen ancestor he gets a +4 to the check.
Alternate Form (Su): Change to the following: At 5th level, a weretouched master can change into the form of its ancestral heritage instead of using his usual shifting traits. Costing a round of shifting to change into, a weretrouched master can transform into animal form as if using the polymorph spell on himself. The weretouched master does not gain any of the normal benefits granted by shifting while this ability is active and the weretouched master can`t use this ability at the same time that he is normally shifting. Only the specific animal form indicated for the lycanthrope heritage can be assumed. A slain weretouched master reverts to his normal humanoid form, although he remains dead. Separated body parts retain their animal form, however.
Heritage Animal Form
Bear Bear, Grizzly (CR 4)
Boar Boar, Dire (CR 4)
Rat Rat, Dire (CR 1/3)
Tiger Tiger (CR 4)
Wolf Wolf, Dire (CR 3)
Wolverine Wolverine, Dire (CR 4)
(This is from Errata and my Conversion of it)
Weretouched III (Ex): At 5th level, a weretouched master gains an additional bonus to one or mor ability scores while shifting. These bonuses stack with all other ability score bonuses granted during shifting (such as from weretouched I).
Heritage Animal Form
Bear +4 Str
Boar +6 Con
Rat +6 Dex
Tiger +2 Str, +4 Con
Wolf +2 Str, +2 Dex, +2 Con
Wolverine +2 Dex, +4 Con
(This is from the Errata)


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

Dragonmark Heir:
Requirements: Change needed skill ranks to 4.
Skills are now Appraise (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Perform (Cha), Ride (Dex), Sense Motive (Wis), Linguistics (Int) and Spellcraft (Int).
Saves: All Good
Additional Action Points: Replace with Addition Hero Point: A Dragonmark Heir`s Hero Point maximum increases by 1.
Improve Least Dragonmark: Replace with `At 2nd level she can select a second spell-like ability associated with the least dragonmark of her house that using up the same uses per day of her least Dragonmark and gains another use per day of her least dragonmarks.`
Improved Lesser Dragonmark: Replace with `At 3rd level she can select a second spell-like ability associated with her lesser dragonmark of her house that uses up the same uses per day of her lesser dragonmark and gains another use per day of her lesser dragonmarks.`
Improve Greater Dragonmark: Replace with `At 5th level she can select a second spell-like ability associated with her Greater dragonmark of her house that uses up the same uses per day of her lesser dragonmark and gains another use per day of her greater dragonmark.`
Spells Per Day: At level 2nd and 4th, a Dragonmark Heir gains +1 level of existing class spells per day or a Bonus Feat that they qualify for if they do not have a class that casts spells.


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

I guess these are good?


I'm using Eberron now. I just got rid of the Master Inquisitive. While the concept is the best thing EVAR, the crunchy bits of the class just bugged me.

In Pathfinder, most of the classes abilities can be done with Rogue Talents. The spells didn't really fit the kind of thing I had in mind (Mostly I had Bogart's Sam Spade).

I don't remember if "Contacts" is a talent or not (I think it is) but overall, the class abilities can be replaced easily with Talents and I would do that. (Maybe modify the Investigator Archetype)

Qadira

Journ-O-LST-3 wrote:

I'm using Eberron now. I just got rid of the Master Inquisitive. While the concept is the best thing EVAR, the crunchy bits of the class just bugged me.

In Pathfinder, most of the classes abilities can be done with Rogue Talents. The spells didn't really fit the kind of thing I had in mind (Mostly I had Bogart's Sam Spade).

I don't remember if "Contacts" is a talent or not (I think it is) but overall, the class abilities can be replaced easily with Talents and I would do that. (Maybe modify the Investigator Archetype)

The problem I'm having right now with the Master Inquisitive, and why I have to keep it, is essentially because of the adventure Chimes at Midnight in Dungeon 133, and its sequels in Dungeon 150, and Hell's Heart. It's a great mini-series of adventures that I highly recommend. The problem is that the main bad guy is a master inquisitive 4, and you can't really rebuild him otherwise considering his contacts being used against the PCs for information to use against them later, or his spell-like abilities to interrogate them.


Pathfinder Adventure Path Subscriber

There's kinda a similar PrC in new golarion PrC book, called "sleepless detective" which might work for a substitute.

Qadira

Dreaming Psion wrote:
There's kinda a similar PrC in new golarion PrC book, called "sleepless detective" which might work for a substitute.

Interesting. Haven't picked that book up yet.

I was also thinking of going inquisitor 5 to make up for the levels, but problem with that is the guy is godless. Even though deities exist, he doesn't believe in them or want them.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game, Tales Subscriber

If you're running the adventure in an Eberron setting, the existence of the gods is something that many people do indeed question - despite clerical powers.

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