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Sometime in the future, I'm planning on running an Eberron game for my group of players. I ran an Eberron game several years ago, but we had to drop it for various reasons. I now wish to start it back up, and convert to the Pathfinder system.

Most of the conversions are pretty easy, and I've been having a lot fun with it.

I've been working on a conversion for the Artificer class. I am posting the link below, and I would appreciate some constructive feed back about the class. I will summarize the changes below.

Here: PF Artificer Draft

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Summary of Changes

A link to the original 3.5 Artificer can be found here for reference.

Infusions
This is the only part I haven't done yet, but I was thinking of pulling primarily from the Alchemist spell list, and adding some Eberron spells. What do you think?

Craft Reserve
I've changed the points in the crafting reserve from XP to a gold piece value. The reserve will represent an essence of magic that the artificer can call on to replace gold (instead of XP) in the crafting process. The numbers you see here have been converted from XP in the old 3.5 system to an amount equal to half the value in gold that XP is normally worth. This seems in line with Pathfinder's rules regarding crafting.

The biggest change here is that I'm allowing players to carry-over excess reserve to new levels, whereas old rules required players to spend all their reserve or lose it on level-up. To temper this ability a bit, I'm requiring that no more reserve than is default for that level can be spent on any single magic item, so players cannot save up several levels worth of reserve and blow it all on some ungodly powerful item way earlier than expected.

Artificer Knowledge
I've changed and upgraded this ability to represent the Artificer ability to discern the nature of magical items. I feel the upgrade is in line with powers similar to Pathfinder's powers.

Item Creation
This is roughly the same as the original, except that I've removed the ability to create "weak" versions of spell scrolls and simplified it. Now artificers simply create items at an effective level +2, period.

Bonus Feats
I removed most of the old feats and added a ton of pathfinder feats that I feel are in line with the artificer. I'm retaining some old Eberron feats for this game, however, and you'll see some here.

Craft Homunculus
I completely gutted the original rules and replaced them with Paizo's rules for making Homunculi. The rules presented here are a direct copy from the PFSRD.

Transfer Essence
This ability replaces "Retain Essence" which allowed players to basically eat magic items and add it to their reserve (which was lost on level-up). Instead, I'm making it so players must eat the item during the creation of a brand new item, so that they can't just add to their reserve indefinitely; the gained essence will have to be spent on the brand new item, and any excess bonus reserve is lost.

Metamagic Spell Completion
Only changes here is that I lowered DC to use this ability (the x3 modifier seemed a bit much), and now the uses per day are taken from the Artificer Knowledge ability above.

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If you have been reading to this point, I applaud you good sir and/or madam. Please leave any comments, criticisms, or new ideas that you may have. I'm happy to read them, and may even use a few.

Thanks for reading!


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Well, this thread makes me nervous.

I'm about to starting DMing this game. The majority of my players, unlike me, are looking forward to some real high level content, so I want to do my best to preserve the bulk of the mythic stuff, but I also understand some things have got to be house-ruled.

Here were my thoughts, based on some of the posts I have read so far:

1. Limit in-game quest boons/ tailor them more to player.
2. Ability score bonus divided into two +1 increases to two different stats.
3. Amazing Initiative power for extra standard action now costs 4 mythic points to use, or 2 mythic points for a move action.
4. Use Scorpion's adjusted enemy stats.
5. Add minions to singular boss battles.
6. When selecting mythic path powers and mythic feats, players must spread their selections between offenseive, defensive, and neutral options; judged on a case by case basis.

Do you think this might be enough to keep the game from going completely insane? I don't mind if there are crazy moments as that's what mythic is all about, but I am striving to push the power level down a bit without severely restricting options.


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Groundhog's Day was late 80's wasn't it?

And who could forget the ultimate in Val Kilmer: Top Secret. Holy God I love that movie.

And I can't believe no one has mentioned The Nightmare of Elm Street series. Tsk tsk, really.

Or Gremlins! Ugh! I am highly disappointed in you people.


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Anything Uwe Boll does.

He has graced us with such masterpieces of awful as "Bloodrayne" and "House of the Dead."

P.S. Nothing But Trouble is stupid, but it is funny. ;)

And Fifth Element?? Come on! That movie was all kinds of awesome!


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...And this is why I ban most of the supplements after the Completes. Defeating Big D at CR 33 in 3 rounds isn't awesome. It's disappointing.

Split Ray Avasculate and Mountain blah blah. Ridiculous.

Oh, please don't take my remarks as to discourage your own style of play! It's just my own personal preference of game-play is simply anathema to all those crazy over-powering spells and magic items.

I'm running Savage Tide now and the thought of this year-long campaign coming to an end like that fills me with abject horror.

...Still. So disappointing. :(