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I hope this doesn't violate you asking not to discuss other conversions because it is a suggestion for your conversion:
I stumbled across another eberron conversion while looking for this one (being too lazy to actually come to this thread and follow your link) and while I think yours stands heads above every other one I've seen, it had something really neat that I think you should consider. Dragonmarked bloodline for sorcerer. I don't care for the execution so much, though I do think it is a great idea (and each mark having different spells is a stroke of genius).
On that same page under cavalier there's another take on the bone knight that's worth looking at, and possibly using. Makes me wonder how many of the prcs should really be archetypes anyways. Did you ever consider going that route?

tzizimine |

I hope this doesn't violate you asking not to discuss other conversions because it is a suggestion for your conversion:
I stumbled across another eberron conversion while looking for this one (being too lazy to actually come to this thread and follow your link) and while I think yours stands heads above every other one I've seen, it had something really neat that I think you should consider. Dragonmarked bloodline for sorcerer. I don't care for the execution so much, though I do think it is a great idea (and each mark having different spells is a stroke of genius).
On that same page under cavalier there's another take on the bone knight that's worth looking at, and possibly using. Makes me wonder how many of the prcs should really be archetypes anyways. Did you ever consider going that route?
Not a problem.
I kinda did go that route for some situations. A lot of the prestige classes in 3.5 material were replaced with whole base classes, like the Alchemist Savant to Alchemist or the racial substitution rules being removed with recommendations for class archetypes that would fit instead, or some combination of the two. Most of this listed in the Removed Material page.
I didn't start creating archetypes for classes because I couldn't see a situation where a 3.5 character would need to be converted to PF and lose the _Flavor_ of the character. The exact game mechanics would of course change and in situations where some nick-picking over a specific class ability, I would have player rebuild it again a different way to cover it within PF rules or call him out on being a munchkin (which was WAY easy to do in 3.5).
As for the Dragonmarked sorcerer bloodline, it is a interesting idea but since there was nothing like it in the original source material, there wouldn't be place on the site for it until I started doing my own originally created material (although I would question any sorcerer bloodline option that would not be available to every race).

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You have been doing your own material though. Minotaur for example. And there are bloodlines meant for single races already, imperious and kobold (and arguably orc).
On a different topic, have you considered doubling the skill bonus for the dragonmark skills at 10 ranks like other Pathfinder skill feats?

tzizimine |

You have been doing your own material though. Minotaur for example. And there are bloodlines meant for single races already, imperious and kobold (and arguably orc).
The new material was specifically requested by my gaming group for our campaign that started in 3.5 and moved to Pathfinder. The group doesn't have a sorcerer and there were no new bloodlines in the printed material.
That said, it's not a bad idea and I wouldn't decline the idea to review and redesign it later. I just want to go over the information that has already been converted before adding anything new. Same reason I haven't done anything with armor specifically design for warforged.
On a different topic, have you considered doubling the skill bonus for the dragonmark skills at 10 ranks like other Pathfinder skill feats?
I gave it some thought, but the benefit of a spell-like ability makes that overpowered.

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ShadowcatX wrote:You have been doing your own material though. Minotaur for example. And there are bloodlines meant for single races already, imperious and kobold (and arguably orc).The new material was specifically requested by my gaming group for our campaign that started in 3.5 and moved to Pathfinder. The group doesn't have a sorcerer and there were no new bloodlines in the printed material.
That said, it's not a bad idea and I wouldn't decline the idea to review and redesign it later. I just want to go over the information that has already been converted before adding anything new. Same reason I haven't done anything with armor specifically design for warforged.
Let it percolate, if something good comes out of it, that's great, if not, then no worries. :) And I'm sorry if I came across pushy, I don't mean to be that's just my style. Especially at midnight when I'm half asleep.
Quote:On a different topic, have you considered doubling the skill bonus for the dragonmark skills at 10 ranks like other Pathfinder skill feats?I gave it some thought, but the benefit of a spell-like ability makes that overpowered.
I've always thought the dragonmark feats were somewhat under powered, but now that you bring up they might be over powered, you've got me thinking about how powerful they can really be, especially with early entry into prcs, I wonder what kind of shenanigans we can pull off with them.

Degoon Squad |

Personally, I would have no problem with sorcerers with the draconic bloodline, elven or otherwise. What made Lady Vol so different was that she was elf with the half-dragon (green) template and the Least Dragonmark of Death. The half-dragon template should have meant she could not use or even have the dragonmark, but even the dragons don't know all the rules. When they found out something their centuries of rule-lawyering didn't cover, they table-flipped the entire elven house to death (an exaggeration, I know, but it still works). In the centuries later, dragons and elves have an uneasy truce, and dragons of...
Thanks for the reply.
But one of ththings I introduced in my game is that lady Vol does have breeding program(For lack of a better term)That has resulted in Sorcerers of Aberrant,Draconic.Elemental, etc bloodline,. She is not of course the only one responsible for these bloodline and what she is looking for is not known at present, but you can bet its not for altruistic purposes.These sorcerers are proof that there is power in the blood to the blood of Vol.

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So I've looked over the least dragon marks. This is just my opinion.
First, not all the marks spell like abilities are even close to equally as good. For example, Medani, get their choice of cantrips, which they can cast twice a day. Orien on the other hand gets their choice of 2 first level spells or a 2nd level spell all once per day, and while detect magic will never be totally useless, Orien's dimensional leap can, literally, be a life saver (especially for casters in a grapple). Also, one other (slight) advantage in Orien's favor is that their dragon mark granting a 2nd level spell like ability can open up prestige classes easier, 0 level spells (in general) do not. Finally, it should be noted that the feats that grant +1 use per day to a dragonmark benefit the more powerful spell likes more than they benefit the weaker spell likes (which generally already have multiple uses per day).
Both dragon marks also grant the same caster level, which can allow access to things like arcane strike which can be somewhat useful, but isn't amazing.
Then we get to the skill bonuses. House Medani's skill bonus is perception, which is the most used skill in the game. Meanwhile House Orien's skill is knowledge: geography, which is, to be kind, not nearly as useful. However, I don't think that is enough to make House Medani's mark as good as House Orien's, much less better.
So why should marks get the +2 improvement at 10 skill points? First, it would be in keeping with Pathfinder's design philosophy. All other skill feats double their bonus with 10 ranks. The reason for this is that by the time you have 10 ranks in a skill the +2 that you got from your feat isn't nearly as important as it was when you had 1 rank in the skill.
Second, I don't believe that granting the +2 at 10 ranks will unbalance anything. It will help keep the skill bonus from the feat relevant, but by 10th level you're already getting to the point where skills are becoming less and less important and spells are dominating more and more of the game.
That said, it isn't a big deal either way.
One other thing I noticed while looking through the least dragonmark feat is the comment that the dragonmarks are considered the lowest level spell that they are listed as. That isn't generally Pathfinder design philosophy, instead defaulting to wizard, then cleric, then druid, then blah blah blah. This has some repercussions, both good and bad. (Personally, I have no care one way or the other, I'm just bringing this up to make sure you're aware of it.)
1) It prevents house Jorasco from using lesser restoration as a 2nd level divine spell for entry into mystic theurge. (Like House Orien can do with their dragonmark on the arcane side.)
2) It allows them to craft wands of lesser restoration that have a caster level of 1 and cost 750, rather than the normal cleric requirements of 3rd caster level and spell level 2. (Which I think is VERY in keeping with the setting.)

tzizimine |

Correct me if I am wrong, but I don't believe you can use spell-like abilities to create magical items.
As for the prestige class prereq, I have never been a fan of that ruling from Paizo. I use, because of consistency, but that is what it is.
As for +2 again at 10 ranks, I agree it fits the Paizo theme, but for a feat that provides both a +2 to a skill and a spell-like ability, I think that would be a bit much for a single feat.

tzizimine |

tzizimine wrote:Correct me if I am wrong, but I don't believe you can use spell-like abilities to create magical items.Given that it now counts as casting the spell for the purpose of prerequesites, I don't see why you couldn't.
I would point to this thread
for the exact wording questions. In the case of a Lesser Restoration potion via way of the Least Mark of Healing, it would be similar to a paladin that took Brew Potion. It would technically be CL 1 x SL 1 x 50 gp, so 50 gp, but paladins with Brew Potion are rare in the extreme.
In the same vein, the Houses are out to make a profit, so if the common adventurer is used to paying 300 gp for a Potion of Lesser Resto, the House isn't going to tell him that they can make for 1/3 the cost of their competition.

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ShadowcatX wrote:tzizimine wrote:Correct me if I am wrong, but I don't believe you can use spell-like abilities to create magical items.Given that it now counts as casting the spell for the purpose of prerequesites, I don't see why you couldn't.I would point to this thread
That thread where SKR specifically states that spell like abilities can be used to create magic items post FAQ?
EDIT 5/6/13: Found some rules text in the early part of the Magic Items chapter that fortunately reverses the above (Core Rulebook page 461, Requirements section, paragraph 2). Hooray! Simpler! More fun!
for the exact wording questions. In the case of a Lesser Restoration potion via way of the Least Mark of Healing, it would be similar to a paladin that took Brew Potion. It would technically be CL 1 x SL 1 x 50 gp, so 50 gp, but paladins with Brew Potion are rare in the extreme.
In the same vein, the Houses are out to make a profit, so if the common adventurer is used to paying 300 gp for a Potion of Lesser Resto, the House isn't going to tell him that they can make for 1/3 the cost of their competition.
Because undercutting the competition is a bad thing? But really, in a world where the primary house of healing makes potions at 1/3rd the cost, are adventurers ever going to get used to paying 3x that much?

tzizimine |

@ ShadowcatX: I agree it is possible to make Lesser Resto potions really cheaply with the dragonmark, but the way I see it, the majority of House jorsaco do not have the mark or that specific type of mark. The majority of the potion making is done by alchemists and artificers at the normal price, thus maybe 10% of their potion production is done by the mark. I would also imagine those with that mark are part of their emergency care unit, saving their uses for when people are rushed to a healing house.
@toascend: Awesome!!! I am going to be using the material for a 20th level / 1 tier game this winter. Please let me know how your game goes.

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I've been thinking, it seems that no one ever does anything farther east on Khorvaire than Cyre. What would you think about replacing some of the east (probably Q'barra) with something like the Lonely Coast? Or the lazhere principalities / whatever with Razor Coast? Would that mess up anything important in Khorvaire? Alternatively have you ever done anything cool / different / anything really on the east coast?
(I know this is highly subjective, of course.)

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I've been thinking, it seems that no one ever does anything farther east on Khorvaire than Cyre. What would you think about replacing some of the east (probably Q'barra) with something like the Lonely Coast? Or the lazhere principalities / whatever with Razor Coast? Would that mess up anything important in Khorvaire? Alternatively have you ever done anything cool / different / anything really on the east coast?
(I know this is highly subjective, of course.)
The Lhazaar Principalities are important to the history of Khorvaire, as they are where the first human migrants settled after they arrived from Sarlona.
So I suppose it depends on how attached you are to the history.

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ShadowcatX wrote:I've been thinking, it seems that no one ever does anything farther east on Khorvaire than Cyre. What would you think about replacing some of the east (probably Q'barra) with something like the Lonely Coast? Or the lazhere principalities / whatever with Razor Coast? Would that mess up anything important in Khorvaire? Alternatively have you ever done anything cool / different / anything really on the east coast?
(I know this is highly subjective, of course.)
The Lhazaar Principalities are important to the history of Khorvaire, as they are where the first human migrants settled after they arrived from Sarlona.
So I suppose it depends on how attached you are to the history.
But is there something there that's important to that, or could they have just as easily landed on the Razor Coast to begin with?

Degoon Squad |

I've been thinking, it seems that no one ever does anything farther east on Khorvaire than Cyre. What would you think about replacing some of the east (probably Q'barra) with something like the Lonely Coast? Or the lazhere principalities / whatever with Razor Coast? Would that mess up anything important in Khorvaire? Alternatively have you ever done anything cool / different / anything really on the east coast?
(I know this is highly subjective, of course.)
Well every GM can and will change what they want to. For example in my world the Ice White Islands are a second Dwarven homeland and the Dwarves there are more primitive then those in MrorHolds(Think Medieval Iceland.) and Stormreach has a rather larger percentage(about 10%) of Drow. But Im not sure this is the place to discuss them.

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ShadowcatX wrote:Well every GM can and will change what they want to. For example in my world the Ice White Islands are a second Dwarven homeland and the Dwarves there are more primitive then those in MrorHolds(Think Medieval Iceland.) and Stormreach has a rather larger percentage(about 10%) of Drow. But Im not sure this is the place to discuss them.I've been thinking, it seems that no one ever does anything farther east on Khorvaire than Cyre. What would you think about replacing some of the east (probably Q'barra) with something like the Lonely Coast? Or the lazhere principalities / whatever with Razor Coast? Would that mess up anything important in Khorvaire? Alternatively have you ever done anything cool / different / anything really on the east coast?
(I know this is highly subjective, of course.)
It was a bit off the topic of the thread, but given that I was asking for input from the O.P. (and whomever else) and that this thread hadn't been bumped in several days, I figured that was an acceptable compromise.

Degoon Squad |

It was a bit off the topic of the thread, but given that I was asking for input from the O.P. (and whomever else) and that this thread hadn't been bumped in several days, I figured that was an acceptable compromise.
Fair enough. perhaps we could have a thread on thing we changed or think should be changed in Eberron.
The catalyst for me to change the inhabitants of the Ice White Island from Seal hunting humans To Dark Age Dwarves was I had a player who likes playing Dwarf Barbarians and the Dwarves of Mrorland just seemed to civilized to give rise to Dwarf Barbarians and I was never too happy with Humans in the Ice White islands.First since human originated in Sarlona, how did they get to the Ice White island and why would they choose to live there?
.Yes I know they could go by Boat . but its a a bit of a distant to travel near lands inhabited by unfriendly people in Waters that are not safe in the best of times.And why would they stay there once they got there since its a cold and bleak place and chances of them having the survival skills to live there are slim.
But for the Dwarves coming from Frostfell, not only is the trip a short distances from home, the Island would seem to be a Tropical paradise compared to the land they just left.
Add to the fact I dont think anything but a short blurp has ever ben written about the Ice White Islands it was wasy for me to change thing.
So in my World the Ice White Islands have a climate similar to Iceland and is inhabited by Dwarves similar to 10 century Icelandic Vikings.

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After thinking about it, while I was trying to get Tzizimine's input you may be right, this might not be the best place to discuss things like this. (If so, I apologize.)
I went ahead and made a separate thread in 3pp to discuss the Lonely Coast and how it can be adapted to various campaign settings.

Degoon Squad |

After thinking about it, while I was trying to get Tzizimine's input you may be right, this might not be the best place to discuss things like this. (If so, I apologize.)
I went ahead and made a separate thread in 3pp to discuss the Lonely Coast and how it can be adapted to various campaign settings.
No apology needed. Im a Chaotic evil when it comes to stealing good ideas from other GM's(:=) )
But pardon my ignorance what is 3pp, as I would like to go check out any ideas , as there are some place in Eberron that are fairly blank like the shargoth teeth islands and other large islands near Xendrik.
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3pp stands for 3rd party publishers. Its companies other than Paizo who make material for Pathfinder. (Although one could argue that Paizo is, themselves, a 3pp making material for dnd.)
Lonely Coast is an area of land that's meant to be generic enough to be dropped in pretty much anywhere. Razor Coast is a campaign setting and an adventure (although the adventure part of it would be difficult to make work because of Eberron's lycanthrope issues) (not wanting to give too much away). But as to the setting itself it would be easy to take the principalities and replace them pretty much whole scale with the Razor Coast, toss in a couple shifters and a Kalashtar and a dragon mark or two and call it a day.
The Lonely Coast is put out by Raging Swan. The Razor Coast is put out by Frog God Games.

tzizimine |

amethal wrote:But is there something there that's important to that, or could they have just as easily landed on the Razor Coast to begin with?ShadowcatX wrote:I've been thinking, it seems that no one ever does anything farther east on Khorvaire than Cyre. What would you think about replacing some of the east (probably Q'barra) with something like the Lonely Coast? Or the lazhere principalities / whatever with Razor Coast? Would that mess up anything important in Khorvaire? Alternatively have you ever done anything cool / different / anything really on the east coast?
(I know this is highly subjective, of course.)
The Lhazaar Principalities are important to the history of Khorvaire, as they are where the first human migrants settled after they arrived from Sarlona.
So I suppose it depends on how attached you are to the history.
Sorry, been away with work stuff...
The lands east of Cyre (to me) are very important. The Talenta Plains with their halflings and dinosaurs, Valenar with the elves and riders, Q'barra with jungle landscapes, the Lhazaar Principalities with the their roving pirates, and Karrnath and the Mror Holds with their proximity to the forces of Lady Vol.
If you use the adventures already published, a number of them go through these areas (Eyes of the Lich Queen is almost a tour from Q'Barra north to the Mror Holds).
As for what's happening there? It may not be the center of political intrigue like western Khorvaire is, but that makes it much like the Wild Wild East (think 1800's America in reverse). House Kundarak and House Lyrandar both have important facilities on the east coast, not to mention Dreadhold, Khorvaire's version of Alcatraz.
While each game is also adjusted to taste, I don't see the need to replace it. There's plenty of plot hooks there waiting to be used.

Degoon Squad |

here was another thing I am wondering about is how would most of the world would look upon some one who was half Drow with either a Human or Aerenal/Valenar Elf as the other parent.
I think Half Drow would be very Rare but not unheard of , but more common then in most Fantasy worlds as the Drow are not as isolated as the Drow of say, the Forgotten Realms .
I think the Drow would look down on such a halfbreed whether the other parent was Elf or Human, but being both pragmatic and family oriented A half Drow could earn a place in the community with enough effort. They would just have to be a better Warrior, or a better Wizard or just more valuable to the tribe then anyone else.
For the elves and half Elves, I think although they would also look down on some one of mixed blood , they would be more of a curiosity then anything else. Kind of like the Child of a 19 century English explorer and an Amazon Indian living in Victorian London.
And I dont think most Human could tell the difference or care

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Correct me if I'm wrong, but aren't Eberron Drow an entirely distinct race from standard elves and not capable of interbreeding with either elves or humans?
That aside, I think they'd probably be rarer than in other worlds because the drow are more distant. As in on an entirely different content. You might be able to find one or two down in Stormreach (or whatever the name of the Khorvaire type city on Zen'drick is) but I wouldn't bet on even that.

tzizimine |

Correct me if I'm wrong, but aren't Eberron Drow an entirely distinct race from standard elves and not capable of interbreeding with either elves or humans?
That aside, I think they'd probably be rarer than in other worlds because the drow are more distant. As in on an entirely different content. You might be able to find one or two down in Stormreach (or whatever the name of the Khorvaire type city on Zen'drick is) but I wouldn't bet on even that.
Actually, no, drow are still very much related to the common elf.
The difference between the two is the result of the same parent race, being separated for 400,000 thousand years. Elves (both common and drow) were originally a slave race for the giants of Xen'Drik. When the giants were destroyed (for reasons best left to plot), the elves that survived had a collective choice. Stay and survive in what remained of the giant's civilization or leave and resettle.
The branch that became the drow decided to stay and reclaim everything giant-based as their right for generations of slavery. The branch that decided to leave migrated to Aerenal. Since the jungle in Xen'Drik is so dense that sunlight does not penetrate to the ground, those that stayed adapted to the darkness.
The relations between the common elf and the drow in Eberron are not as black and white as they might be in other worlds. At the worst, the drow accuse the common elf for leaving their real ancestral home behind and giving up on what is rightfully theirs. The common elf, in response, points out how far they have come as a civilization outside of Xen'Drik and foundation of the Undying Court.
As for other races, drow hostilities come from the fact that they are VERY territorial and would see any would-be soft-skinned treasure hunters as thieves and invaders. If one could stand toe-to-toe with a drow in traditional fight and has no interest in taking what the drow see as theirs, then the drow might accept them as a foreign warrior, never a family member, but someone worthy of honor.

Degoon Squad |

One thing I would like to ask other who are interested in Eberron is have they had any luck finding figures for Eberron specific miniatures, namely Warforged, Shifters, Dinosaur riding haflings and Scorrow.
I have managed to get a good collection of Warforged from both Heroescape and D&D mini's and a few shifters, but unfortunately no female shifters. I have a total of Just one Dinosaur mounted hafling(From the Old D&D mini game).I know Reaper has one figure that can be used as a Scorrow, but Im hoping to locate some old Lance and Laser Scorpion men from their Runequest line , but I cannot find any in stock.
Rapier Minitures in the UK seems to have a nice line of Scorpion men but I have not seen any in person but their web site is here.
http://www.rapierminiatures.co.uk/page/Range/28mm_Beastmen.html

tzizimine |

One thing I would like to ask other who are interested in Eberron is have they had any luck finding figures for Eberron specific miniatures, namely Warforged, Shifters, Dinosaur riding haflings and Scorrow.
I have managed to get a good collection of Warforged from both Heroescape and D&D mini's and a few shifters, but unfortunately no female shifters. I have a total of Just one Dinosaur mounted hafling(From the Old D&D mini game).I know Reaper has one figure that can be used as a Scorrow, but Im hoping to locate some old Lance and Laser Scorpion men from their Runequest line , but I cannot find any in stock.
Rapier Minitures in the UK seems to have a nice line of Scorpion men but I have not seen any in person but their web site is here.
http://www.rapierminiatures.co.uk/page/Range/28mm_Beastmen.html
Best I could recommend is going to Reaper Mini. Some of the minis are close, and with the right paint job, it could look close enough.

toascend |

I want to update you on the game i've been running using your rules+mythic.
We are going into our 5th session, each is an Heir of Siberys given as a sort of pseudo Gestalt. They are loving the game so far, and the rules are working out just great!
I've been statting out different cult factions for each of the Daelkyr lords, Dreaming Dark, and eventually i'll tackle an elite faction for each major kingdom.
https://mythic-eberron.obsidianportal.com/
That being said, if anyone is in the New Orleans area, feel free to swing by and join in. Thanks a bunch for your conversion work!

tzizimine |

I want to update you on the game i've been running using your rules+mythic.
We are going into our 5th session, each is an Heir of Siberys given as a sort of pseudo Gestalt. They are loving the game so far, and the rules are working out just great!
I've been statting out different cult factions for each of the Daelkyr lords, Dreaming Dark, and eventually i'll tackle an elite faction for each major kingdom.
https://mythic-eberron.obsidianportal.com/
That being said, if anyone is in the New Orleans area, feel free to swing by and join in. Thanks a bunch for your conversion work!
Awesome!!

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Paladinosaur wrote:Hey Tzizimine, do you plan to make any changes to shifters now that we have the skinwalkers?I am not sure which skinwalker you are referring to, but probably not unless it is really really close to what was published in 3.5
Player Companion: Blood of the Moon was released on October 30th. It possesses skinwalkers, who are Golarion's version of shifters. I don't have the book, however, to be able to comment as to how close mechanically they are.

tzizimine |

tzizimine wrote:Player Companion: Blood of the Moon was released on October 30th. It possesses skinwalkers, who are Golarion's version of shifters. I don't have the book, however, to be able to comment as to how close mechanically they are.Paladinosaur wrote:Hey Tzizimine, do you plan to make any changes to shifters now that we have the skinwalkers?I am not sure which skinwalker you are referring to, but probably not unless it is really really close to what was published in 3.5
Ah, I don't have that either. Thematically, it sounds like there would a lot of similarity, but mechanically, who knows. My biggest concern about shifters vs. skinwalkers is whether or not skinwalkers have an ability similar to shifting (1/day, improvable-able, related to feats taken, etc.) and whether or not skinwalkers can pass on lycanthropy. I will keep my eyes open for it when I have money to spend.

Adjule |

From the Blood of the Moon thread in the products line, it looks like they are very similar to shifters. They get a +2, -2 all the time, and a +2 when in their more bestial form. They can switch once per day and it lasts all day, giving them certain bonuses. They can take feats that give them extra abilities, but I think they have to choose which abilities take effect when they shift. And I think each skinwalker feat they take they get an extra use per day. I am unsure if the number per day is modified by an ability score mod or not (I don't have the book either).
I do not think they can pass on lycanthropy, but there is a new Oracle mystery (lunar) that allows the oracle (I think the level 20 revelation) to spread lycanthropy willy-nilly, and from the sound of it, can create werehamsters or werebunnies as well as the traditional werewolves.

tzizimine |

Is it correct, that Extraordinary Artisan and Exceptional Artisan both reduce the time to create a magic item ? In ECS "Extraordinary Artisan" reduces the costs.
Thanks for catching that, Dexray
Exceptional Artisan [Item Creation]
Prerequisite: Any item creation feat
Benefit: When determine the time you need to craft any magical item, reduce the final base time by 25%, rounding up to the nearest whole hour.
Source: ECB, pg. 52
Extraordinary Artisan [Item Creation]
Prerequisite: Any item creation feat
Benefit: When determine the time you need to craft any magical item, reduce the final base price by 25%, rounding up to the nearest whole gold piece.
Source: ECB, pg. 53
The short answer is no, they don't both reduce the time. Looks like a copy and paste error.
I have since updated the site to reflect that correction.

DEXRAY |

I have played your artificier conversion about 7 month from level 1 to 5. We are a group of 6 players and play E10 so level 10 will be max.
I specialized the character on item creation to support the group.
STR:13, DEX:12, CON:12, INT:17, WIS:8, CHR:14
Skills:
Level 1 Use Magic Device 12
Level 2 Use Magic Device 13
Level 3 Use Magic Device 14
Level 4 Use Magic Device 19 (Circlet of Persuasion)
Level 5 Use Magic Device 20
Spellcraft 16
....
Feaths and Traits:
Hedge Magician (Trait) -5% Magical Item creation cost
Magical Aptitude (Feat) 1.lvl +2 Spellcraft +2 User Magic Device
Skill Focus(Use Magic Device) (1 lvl Feat) +3 Use Magic Device
Skill Focus(Spellcraft 3 lvl Feat) +3 Spellcraft
Extraordinary Artisan -25% Magical Item creation cost (lvl 4 Bonus-Feat)
Craft Wand (Feat at lvl 5)
Magic Items:
Circlet of Persuation (+3 on CHA based Checks)
2 x Dedicated Wraiths (Item creation Humunculus)
....
Some observations :
create Scrolls, Potions, Spell storing Item:
From level 1 to 3 was very, very difficult to create those items. The DC to emulate a 1 level spell is 22 so a 50% chance to fail. Now at level 5 it is a smaller problem to create 1,2 and 3 level Scrolls or potions. I think the cap where thinks are always easy is a Use Magic Device Skill at 21 + level.
So, I think from level 1 to 10 Feats with bonus to Use Magic device are a must have.
Wondrous Items, Weapons, Armor:
Very, very easy even without emulation of Spells, Feats... Most time you don’t have to emulate anything. Since it is allowed to take 10 on Spellcraft checks and not on Use Magic device. Is easy to create everything in your "Character Wealth by Level" borders without rolling dice. Most time even with a accelerated work (+5 DC). Example: Belt, Minotaur DC = 19 you need a Spellcraft skill of 9. I think this is easy reached on level 3 even without extra feats.
Retain Essence:
Since a magic item could be sold for 50% base price, there is no need to gather 25% without the possibility to get the dragonshards used at creation. I think if we ever go to Xen'drik or Cyber without the possibility to sell or buy this could be very nice.
Item Price:
I have combined "Extraordinary Artisan" and "Hedge Magician" to reduce the item creation price to 35% Base Price so a Bag of Holding IV (10,000) could be created for 3.500 GP and sold for 5.000 GP. Since every Articifier could create unlimited "Dedicated Wrights" and every Wright could earn 600 GP per Day. There much game breaking potential.

tzizimine |

Some observations :create Scrolls, Potions, Spell storing Item:
From level 1 to 3 was very, very difficult to create those items. The DC to emulate a 1 level spell is 22 so a 50% chance to fail. Now at level 5 it is a smaller problem to create 1,2 and 3 level Scrolls or potions. I think the cap where thinks are always easy is a Use Magic Device Skill at 21 + level.
So, I think from level 1 to 10 Feats with bonus to Use Magic device are a must have.Wondrous Items, Weapons, Armor:
Very, very easy even without emulation of Spells, Feats... Most time you don’t have to emulate anything. Since it is allowed to take 10 on Spellcraft checks and not on Use Magic device. Is easy to create everything in your "Character Wealth by Level" borders without rolling dice. Most time even with a accelerated work (+5 DC). Example: Belt, Minotaur DC = 19 you need a Spellcraft skill of 9. I think this is easy reached on level 3 even without extra feats.
Thanks, Dexray.
These two parts were as I expected and is the same in my own playtest. I will point out that the artificer in our group took the Pragmatic Activator trait (Ultimate Campaign) to use Int instead of Chr for Use Magic Device, but he's hitting the same odds.
Retain Essence:
Since a magic item could be sold for 50% base price, there is no need to gather 25% without the possibility to get the dragonshards used at creation. I think if we ever go to Xen'drik or Cyber without the possibility to sell or buy this could be very nice.
That is kinda what I expect. This hasn't come up in my own playtest yet. The change from XP & GP to just GP really changed item creation from 3.5 to Pathfinder. I am beginning to suspect that the 25% might need to be increased, but by how much is something I am waiting on.
Item Price:
I have combined "Extraordinary Artisan" and "Hedge Magician" to reduce the item creation price to 35% Base Price so a Bag of Holding IV (10,000) could be created for 3.500 GP and sold for 5.000 GP. Since every Articifer could create unlimited "Dedicated Wrights" and every Wright could earn 600 GP per Day. There much game breaking potential.
That is exactly why those GM disclaimers at the end of the artificer page are there. Artificers _do_ radically change the wealth by level that effect increases with level.
Let me ask a few things.
Is your group using psionics? If so, is there a psionic character in the group?
How many potions, scrolls, wands and other limited use items has your artificer used up during this campaign? My expectation is that is more than other spellcasters, but I would like to know if this really occurs.
Also, how often as your artificer created a scroll/potion/wand etc that the party does not have access to otherwise? (i.e. druid spells if there is no druid, paladin if there is no paladin, etc). That versatility is supposed to be the trade off for the low success rate.
Thanks again.

DEXRAY |

We have a inquisitor, a witch, a ranger, a barbarin and a rouge in our group. Yes, no real combat healing.
To reduce complexity we dont use psionics on kovahire. Almost every day I tried to create a scroll or potion but failed very often. I think i have created 15 level 1 scrolls and 2 level 2. The limitation of one magic item per day prevents me from creating a toolbox full of usefull spells. Most time in a special situation there is no time or place to create a special scroll. So it is better to buy scrolls and out of combat almost everybody could use them with use magic device. With no mishap you could retry until it works. In combat it tuns out that scrolls are a bad idea. If you dont reach the UMD dc you do nothing and if it works the caster level is too low and the saving throw dc too. Most times now i use one bless and bane spell.
But craft wondrous items works great especialiy with a 65% discount. i have a long list of orders from my group. This realy helps slowing down the campaign if 6 persons want cheap items.