Tzizimine's Eberron to Pathfinder Conversion


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DEXRAY wrote:

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.

thanks for the info. out of curiosity, how much are you using the 1st level infusion to create a 1 shot wand on the fly?


tzizimine wrote:
DEXRAY wrote:

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.

thanks for the info. out of curiosity, how much are you using the 1st level infusion to create a 1 shot wand on the fly?

Not very much. The dc is for knowlege is a take 10 but, UMD is very high. Some times I used all my infusions per day to create no item.


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I am the GM of DEXRAY's game, and I can very much confirm his findings.

From my end of the table, the artificer makes an interesting addition to the group, especially because we only have one primary caster (witch) with limited healing capability. Without DEXRAY's character, the warforged barbarian would have long been dead :)

DEXRAY's notion of potentially gamebreaking effects are something I was very worried about in the beginning, but over time I noticed several conditions a game apparently need to fulfil for these gamebreakers to actually happen, which my game just doesn't (warning, wall of text incoming).

Time, for starters. During the first levels of the game, there was precious little time for the artificer to do anything elaborate save writing the odd scroll. The party ventured down to the Forgotten Forge, engaged a bit in side-plots afterwards, only to accept Lady Elaidren's next assignment (Shadows of the Last War, with a few modifications). So they went into the Mournland, spend a looong time fighting and exploring in Whitehearth (which in my game was a mega-dungeon because Cannith is awesome), stole a prototype elemental airship from the Blackwheel Company and ended up in Q'barra to lay low for a while. Also, to sell the ridiculous amount of treasures they had amassed (their combined WBL times four of five, IIRC). They were level 4 by then, mind you.

Only then, for the first time in months, had the artificer enough time and resources to actually DO something with his more advanced creation abilities. Thing is, Newthrone isn't exactly Sharn, so the party sold some stuff but reached the limits of the local economy pretty quick (amusing side note: I never before saw players go out on a shopping frenzy to buy all available reagents for magic item creation from every low-level caster in the area). Still, the artificer started to create some items from the party's wishlist, and their overall gear so far is still within a healthy limit. Except the airship, which they continuously try to sell at full price (which they kinda guessed) on the black market, but that's another story - or maybe not, since they used said airship to go on a search & rescue mission for the witch's mother, made a planar jump to Kythri, rescued some people from demon-worshipping driders, made the jump back to Eberron (which included the use of alchemical bombs to blast their way through a glacier), and are now shipwrecked on an island because the ship's elemental is for some reason suppressed and doesn't activate itself. By now the party is at level 5.

So now, even though the artificer has a laboratory and two Wrights on the ship, circumstances limit his capabilities in what he can build. Right now they are pondering what remaining magic items to recycle... Had the group decided to go back to Sharn, Wroat, or any other huge city within the five nations with easy access to supplies of all kind, I'm pretty sure my players would likely have shattered the game to pieces and set the remains on fire.

They still have huge amounts of gold and magic items and the airship, but they either end up in places where they cannot sell everything at once, or nothing at all (like the Mournland, or the island right now). So even though the party is dancing somewhat close to the "OMG it'll brake the game" line, so far nothing has happened in that regard.

Also, I upped the overall game a bit. A party of six Pathfinder characters, most of which are at least semi-optimized, are really hard to challenge. The driders in Kythri were CR7 each, and they fought 2 of them per encounter. There wasn't a single time where I thought the artificer was overshadowing the other characters in any way - he might dominate out-of-combat activities, but everyone benefits from that.

I am however curious how the artificer will change the game at later levels, like 8-10.


Antariuk wrote:

I am the GM of DEXRAY's game, and I can very much confirm his findings.

From my end of the table, the artificer makes an interesting addition to the group, especially because we only have one primary caster (witch) with limited healing capability. Without DEXRAY's character, the warforged barbarian would have long been dead :)

DEXRAY's notion of potentially gamebreaking effects are something I was very worried about in the beginning, but over time I noticed several conditions a game apparently need to fulfil for these gamebreakers to actually happen, which my game just doesn't (warning, wall of text incoming).

Time, for starters. During the first levels of the game, there was precious little time for the artificer to do anything elaborate save writing the odd scroll. The party ventured down to the Forgotten Forge, engaged a bit in side-plots afterwards, only to accept Lady Elaidren's next assignment (Shadows of the Last War, with a few modifications). So they went into the Mournland, spend a looong time fighting and exploring in Whitehearth (which in my game was a mega-dungeon because Cannith is awesome), stole a prototype elemental airship from the Blackwheel Company and ended up in Q'barra to lay low for a while. Also, to sell the ridiculous amount of treasures they had amassed (their combined WBL times four of five, IIRC). They were level 4 by then, mind you.

Only then, for the first time in months, had the artificer enough time and resources to actually DO something with his more advanced creation abilities. Thing is, Newthrone isn't exactly Sharn, so the party sold some stuff but reached the limits of the local economy pretty quick (amusing side note: I never before saw players go out on a shopping frenzy to buy all available reagents for magic item creation from every low-level caster in the area). Still, the artificer started to create some items from the party's wishlist, and their overall gear so far is still within a healthy limit. Except the airship, which they continuously try to sell...

Awesome report. Thank you very much. My own playtest just finished the Forgotten Forge and the artificer hasn't really began to shine just yet.

The campaign is on Obsidian Portal here.

So far, it has just be the regular use of Repair Light Damage for the warforged and the occasional Lesser Armor Augmentation. They will be starting the Shadows of the Last War (mostly as is) this Thursday.

Again, thanks a lot.


Dedicated Wright :
If three Dedicated Wrights work for me. Could I order them to create three different level 1 Scrolls at the same day ? Or do all share the one magic item per Day limit?


Dedicated Wrights can each work on their own project. They are still limited to their own individual 1 magic item per day limit.

Edit: Yes, this means that Dedicated Wrights are there specifically to help with the time-crush issue of making magical items faster. I would point out that they are still homunculi (sp?) and thus still freak out if their creator is more than 1 mile away (i.e. If the GM is not taking this opportunity to have a little, defenseless construct attempt to hand-deliver a fully charged wand or an expensive cloak to its master who is adventuring in the hills seven leagues away, he is being _really_ easy on the players).


I think every artificier would try to find a way to take the dedicated wrights on adventuring. Since they are tiny constructs they perfecly fit into a portable hole or a bag of holding and a compleate laboritory, too.

Master craftsmen:
I think there is no real advantage. He is still limited to work for 8 hours and must work 8 for all potions and scrolls over 250gp. It takes 2 hours for a level 1 and level 2 scrolls and level 1 potions. So with master craftsmen he could create 4 potions of cure light wounds per day. This is a special abillity i needed at level 1 to 4 :-).


DEXRAY wrote:

I think every artificier would try to find a way to take the dedicated wrights on adventuring. Since they are tiny constructs they perfecly fit into a portable hole or a bag of holding and a compleate laboritory, too.

Master craftsmen:
I think there is no real advantage. He is still limited to work for 8 hours and must work 8 for all potions and scrolls over 250gp. It takes 2 hours for a level 1 and level 2 scrolls and level 1 potions. So with master craftsmen he could create 4 potions of cure light wounds per day. This is a special abillity i needed at level 1 to 4 :-).

The extradimensional space trick works fine for some kinds of magical items. I personally would not let it work with anything that involves metal as it needs a forge or similar fire source.

As for the master craftsman class feature, I will check with my own group and get back to you.


Hi again,

now at level 6 my artificier could create 9 spell storing fireball items. Ok, sometimes I failed on DC 29 and it cost 2430 GP but it is very effective in combat.

At level 7 I will take "cooperate crafting" feat to focus all dedicated wrights on one item. Damm, I haven't seen this feat earlier. I must get a better strategy against all that roleplay, combat and plot things that cost time and prevent me from crushing the campaign and flooding eberron with magic items at unbeatable prices.

I personalty think there are too many possibilities to emulate just the right spells in every possible situation. Furthermore I think a artificier shouldn't be able to supply a wizard with a scroll of every spell out of the box, since it wasn't possible in original eberron. And I think a artificier should be able to create the cheapest scroll or potion variant. And I think a artificier shouldn't be able to create restricted spells like "only Ranger" spells so easy. To address all these thinks I created this rule (but it isn't in use yet because I am not a GM):

To emulate a spell a artificier needs a scroll of that spell. His minimum Artificier level must be equal or higher the lowest possible level of the class who originality created that scroll. The maximum casterlevel of the emulated spell is the casterlevel of the class who originaly created that scroll. The emulated spell has the same characteristics as the original spell (spelllevel , base attribute and divine/arcane) but the casterlevel can be set in the given borders .The scroll is not consumed at this process.

Example:
A level 4 artificier possesses every variant Scroll of "Returning Weapon" and wants to create a copy of every scroll by emulating the spell and using scribe scroll:

Returning Weapon (Level bard 2, cleric 2, inquisitor 1, magus 1, ranger 1, sorcerer/wizard 2, witch 2)

CL = Casterlevel, SP = Spelllevel

(Source Scroll : possible target Scrolls)
Scroll 1 sorcerer CL 5 Cha based : arcane SP 2 CL 3-4 Cha based.
Scroll 2 wizard CL 4 Int based : arcane SP 2 CL 3-4 Int based.
Scroll 3 bard CL 7 Cha based : arcane SP 2 CL 4 Cha based.
Scroll 4 cleric CL 3 Wis based : divine SP 2 CL 3-4 Wis based
Scroll 5 inquisitor CL 2 Wis based: divine SP 1 CL 1-4 Wis based
Scroll 6 magus CL 1 Int based : arcane SP 1 CL 1-4 Int based
Scroll 7 ranger CL 1 Wis based : divine SP 1 CL 1 Wis based

I am sure there are some possibilities to improve this ruling but I think this would resolve some problems I personally see.


tzizimine wrote:

Greetings, everyone.... *stuff* ....

Enjoy.

Just wanted to add my feedback that this conversion is well-presented and thorough. Nicely done, and thank you.


Hi all. Sorry I haven't been as active. Getting engaged does that sort of thing to your free time.

@DEXRAY

Thanks for the input. However, the spell emulation from different classes was possible in the original Eberron. Granted, the minor spell lists (paladin / ranger / etc) didn't have as much development as Pathfinder does, but as my test group isn't having a problem with it so far, I will be leaving it as is.

@RAuer2

Thanks for the compliment


tzizimine wrote:

Hi all. Sorry I haven't been as active. Getting engaged does that sort of thing to your free time.

@DEXRAY

Thanks for the input. However, the spell emulation from different classes was possible in the original Eberron. Granted, the minor spell lists (paladin / ranger / etc) didn't have as much development as Pathfinder does, but as my test group isn't having a problem with it so far, I will be leaving it as is.

@RAuer2

Thanks for the compliment

Congrats there Been Married 23 year as of April 8.

Though at times I think my wife is really a Drow as she petite, pretty but bosses me around with ease.


I have made a minor update to the Armor Enhancement and Weapon Augmentation chains after being shown a logic error that would allow the infusions to do more than it is intended.

The biggest change is now the comparison is done to straight GP value of the total enchantment. While this didn't have much of an impact for Armor Enhancement, the Weapon Augmentation chain did need a significant rewrite.

Let me know if any of you have questions.

Happy Gaming

Dan


It is possible to add bane to my dagger +2 with personal weapon augementation or is the price difference too high?

Does weapon augmentation stack with magus abillity to expand an arcane pool point to increase weapons entchantment bonus and a magic weapon?


@Dexray

Thanks for the questions

Since the dagger is already +2 before the infusion, then yes you can. The cost limit imposed by the infusion is only for the special qualities chosen by the infusion.

As for stacking, yes to that as well, but in keeping with a valid choice, a magic weapon cannot have same special quality more than once and some choices may directly conflict with each other. But if a magus already has Flaming on his weapon, an artificer can place Bane (Undead) as well.

The entries for Weapon Augmentation and Armor Enhancement have been updated to help clarify that.

Dan


hi,

our eberron campaign has come to its end. It was very funny to play the artificier from level 1 to 7 in one and a half year. If you have any questions please ask.


Bummer to hear that, Dexray.

I will probably want to pick your brain later this summer once the new class guide comes out. The artificer in my group is noticing a bit of a power / action economy / effectiveness issue compared to the sorcerer and the cleric in the group. That coupled by the lack of a 20th capstone ability means that the artificer is probably going to a thorough review come fall time.

Separate question, how much of the other material from my site did your group use? Any typos / house rules / questions / etc?

Thanks again


tzizimine wrote:

Bummer to hear that, Dexray.

I will probably want to pick your brain later this summer once the new class guide comes out. The artificer in my group is noticing a bit of a power / action economy / effectiveness issue compared to the sorcerer and the cleric in the group. That coupled by the lack of a 20th capstone ability means that the artificer is probably going to a thorough review come fall time.

Separate question, how much of the other material from my site did your group use? Any typos / house rules / questions / etc?

Thanks again

We used the artficer, artificier related feats, infustion list (only the standard infusions from eberron campaing book). Homuniculi Monsters and prestige classes but as most time nobody want one.

I think the artificer isnt a combat class. But if you know your enemy and have time to prepare there is no better class.


Do you know if there will be any updates to the storyline in 5th ed? I am hearing there will be a 5th ed Eberron "support" or whatever.


Unofficially, I suspect Mr. Baker has high hopes and probably for good reason. That said, if there is 5th ed material for Eberron, my site will not be converting any of it unless someone wants to buy me the books.


DEXRAY wrote:
tzizimine wrote:

Bummer to hear that, Dexray.

I will probably want to pick your brain later this summer once the new class guide comes out. The artificer in my group is noticing a bit of a power / action economy / effectiveness issue compared to the sorcerer and the cleric in the group. That coupled by the lack of a 20th capstone ability means that the artificer is probably going to a thorough review come fall time.

Separate question, how much of the other material from my site did your group use? Any typos / house rules / questions / etc?

Thanks again

We used the artficer, artificier related feats, infustion list (only the standard infusions from eberron campaing book). Homuniculi Monsters and prestige classes but as most time nobody want one.

I think the artificer isnt a combat class. But if you know your enemy and have time to prepare there is no better class.

Agreed, the artificer is not a combat class. It was always a puzzle-solver class. Once the Advanced Class Guide is released, we'll see if that changes.


I want to ask a simple question here.
What is your take on the Average Blood of Vol Worshipper.
I know that the Blood of Vol is a massive pyramid scheme but I for one am attracted to its central message in that Power and Divinity is in each one of us. I could see people who follow the Blood of Vol Principals who are Neutral or even good and who spend their time trying to master themselves instead of trying to become undead monsters. Or even a order of Monks similar to the Shaolin who teach mastery of self and are for the most part decent people.. I could even See Lady Vol encouraging such Monks and Philosophers since they would make great cover for her less then nice agents.
And of course what would a lawful good Monk or followers of Vol do when they find out the top of their Order are not very nice people.


Actually, that is pretty much spot on from the Faiths of Eberron book. The rank and file of the Blood of Vol often have no idea about the dealings of the higher echelons of the faith.


Well, since it's popped up here on the messageboards, I figured I'd ask:

Any thoughts on making the warforged capable of different sets of bonuses like the tiefling and aasimar racial heritages? I always got the impression that Cannith had different batches made for different purposes, and since they had no say in the matter their bonuses and penalties just stuck. A warforged linebreaker, for instance, would necessarily be built for bull rushes and high strength, but not need much in the way of intelligence. Likewise, one of the new[est] models built with some arcane capabilities would be built with less material engaged in the frame and more invested in the processing/spirit core stuff.

However, I will admit that I've just been giving warforged for PF a +2 to any trait like humans, half-orcs, and half-elves, with a racial penalty to Charisma-based skill checks. This is the first time I've seen your conversions, up until now I've just been doing it all myself! Nice to see that a lot of our tweaks mesh. Great work.


I kept the conversion as true to the published material from 3.5 edition as possible. While I did have _some_ artistic license with it (for example having warforged Medium and Small sizes), the site is not for the introduction of new material (at least not yet).

As for Warforged racial builds, I don't plan on giving them the flexible attribute as they were never designed that way. A lot of the Warforged Body feats were chucked, but a few remained. As for the different Cannith designs, that is true, but my interpretation was the difference between Medium and Small size and the difference of the body (basic metal, basic wood, adamantine or psicrystal)


Yeah, that's what I like about the conversions. They seem pretty straightforward. I've read a few of the novels, and though it's been a bit since I went over the splats, are small-sized warforged ever mentioned? I know there are crazy variants all over the place, and even those ancient ones in Xen'Drik, but I've never actually thought of allowing the race to be small. I might have to think about introducing that. They're a cool race. My group might be doing an AP that I'll set in Eberron, so I'm super stoked to be going back there.

Grand Lodge

I don't know if they're ever in any of the novels, but I know they had a full stat writeup in the 3rd or 4th Monsters Manual under "Warforged Scout."


Oh, that explains why then. I was never very good at picking up the gazillions of MMs. Mostly because I was a teenager and didn't have money...


If you're playing Eberron, MM3 is worth grabbing, even with Pathfinder (it uses the old 3E stablocks though). It was the unofficial "Eberron Bestiary" and has lots of critters with infoboxes about how and where you would encounter them in Khorvaire and beyond.

I read the majority of available Eberron novels and don't remember seeing a warforged scout in any of them, which is a damn shame.

@tzizimine: did you pick up the ACG yet? Or are you waiting for the PRD update? I would love to hear your thoughts on the new content and how to use (or not to use) it in Eberron.


Oh man, the Investigator looks like it'll fit in seamlessly. The Sleuth is a really fun archetype. Same with Swashbuckler for Lyrandar-types. Warpriests seem like they'd get a ton of use if players decided they wanted to go with a Last War campaign (which are fun =) )


I haven't picked up my copy yet. The local gaming store around here closed earlier this summer and it's an hour drive to the next closest one, so I might have it by the weekend.

I agree with Puna'chong that there will probably be a quite bit of use, but in particular, the artificer needs a 20th level capstone ability but doing so officially opens the doors to adding all new material as the original class didn't have one or anything close to it.


Sure, that's something one might consider, and I absolutely salute you for being so respectful to the original material. But I think even if you did that with the Artificer, what's the worst that can happen? So far you have done an outstanding job integrating the new into the old, so there's nothing to worry (from my side of the screen anyway), and how many people are going to play and experience a 20th level Artificer? Realistically?


Alternatively, it'd be easy enough to have a section for your own recommended changes or houserules. That could include an Artificer capstone, alternative dragonmark spells, archetypes, etc. whatever that you want. The foundation is strong enough that I'm sure if you enjoy twiddling with things like I do people wouldn't mind seeing how you've adjusted things.


Antariuk wrote:
Sure, that's something one might consider, and I absolutely salute you for being so respectful to the original material. But I think even if you did that with the Artificer, what's the worst that can happen? So far you have done an outstanding job integrating the new into the old, so there's nothing to worry (from my side of the screen anyway), and how many people are going to play and experience a 20th level Artificer? Realistically?

Funny you mention that. The original inspiration for the conversion is because I ran a 3.5 game to 20th just before our group shifted to Pathfinder. Once the epic rules were released for Pathfinder, which caught me off guard being mythic, I started the conversion to Pathfinder to continue with 20th level/ 1st tier and continuing to 10th tier, fighting the Lord of blades and his army, Lady Vol in her castle and eventually taking the fight to the Inspired with the goal of reversing what turned Dal Quor into the plane of nightmares. Right now, I'm waiting for the mythic psionic rules from Dreamscarred Press since two of the PCs are psionic (psion and soulknife/illuminated soul/Warmind). The others include a barbarian, a transmuter, a wizard/eldritch knight and an artificer, so the 20th capstone ability will be important to this campaign.


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Here's my feedback:

- I think artificers' infusion knowledge should be changed to mirror an Alchemist's formula book. I know this is a change from the source material, but I generally despise classes where every character has the exact same spell list. :-)

- The various Warforged Body feats would be better handled as Alternate Racial Traits than feats. Either that or they should be buffed up slightly, and in my opinion, the "1st level only" requirement should be removed.

-Speaking of which, Alternate Racial Traits for all the Eberron races would be nice. The conversion here: http://pf-eberron.wikidot.com/ might provide some inspiration. The various Gearforged traits from Kobald Press' Midgard setting might too, for warforged.

- Every Paizo published race with a charisma penalty has at least one sorcerer bloodline that they get a bonus to, to cancel it out. Alas, there is no official bloodline that would be appropriate for shifters and warforged. The Protean bloodline almost fits for shifters, but not quite.

- Per "Races of Eberron", 3.5 changelings could switch sex or be functional hermaphrodites with no problem, but yours can't. Was this a deliberate change?


chaoticnipple wrote:

Here's my feedback:

- I think artificers' infusion knowledge should be changed to mirror an Alchemist's formula book. I know this is a change from the source material, but I generally despise classes where every character has the exact same spell list. :-)

- The various Warforged Body feats would be better handled as Alternate Racial Traits than feats. Either that or they should be buffed up slightly, and in my opinion, the "1st level only" requirement should be removed.

-Speaking of which, Alternate Racial Traits for all the Eberron races would be nice. The conversion here: http://pf-eberron.wikidot.com/ might provide some inspiration. The various Gearforged traits from Kobald Press' Midgard setting might too, for warforged.

- Every Paizo published race with a charisma penalty has at least one sorcerer bloodline that they get a bonus to, to cancel it out. Alas, there is no official bloodline that would be appropriate for shifters and warforged. The Protean bloodline almost fits for shifters, but not quite.

- Per "Races of Eberron", 3.5 changelings could switch sex or be functional hermaphrodites with no problem, but yours can't. Was this a deliberate change?

Chaoticnipple, allow me to respond inthe reverse order.

1. The alteration to changelings was deliberate, but the basis was mostly that only changelings born female have internal organs necessary to give birth. Much the same way a dwarf has Darkvision or a Gillman can breathe under water, only one gender can give birth. That said, I haven't seen a reason to review it until now.

2. Not to say that warforged and shifters don't deserve some sort of bloodline help, but between the lack of any appropriate bloodlines and the precedent set by the duergar dwarves for having a Charisma penalty and no bloodlone help, that isn't likely to change anytime soon.

3 and 4. Given the lack of alternate racial abilities for the other uncommon races and the lack of supporting material from 3.5, this isn't likely to change. As for the 1st level only feats, that was deliberate to prevent the munckinizing of the Adamantine Body and the Psi-forged body feats. If alternate racial abilities get introduced later, it will likely involve removing the body feats and replacing them with less powerful versions. That combined with the requirements for the Warforged Juggernaut, the entire process would require an exponential review. Sorry.

5. The infusion list was one of things about the artificer class that will probably get changed with help from the Advanced Class Guide. I agree that being a spontaneous caster with knowing all possible spells (or equivalent) was a step away from typical class design. I felt that keeping the infusion list very narrow, the balance factor would play out in the end. From Dexray's posts, it seemed like it did, but in some ways, the infusions did surpringly little to help. I will keep this thread posted as I start re-reviewing it this fall.

Thanks for the input and happy gaming,

Tziz


While I was never an avid fan of Eberron, the Artificer class was by far my most favorite class in all of D&D. Sadly, I never actually got to play (I'm just a GM...sigh), but my enthusiasm always remained high. I didn't like 4th edition, and hated the idea that they took away such a unique thing as the Artificer not being Arcane or Divine caster, so I ran sort of my own Pathfinder Eberron game the last few years. Shame I stopped 2 years ago and only now I see your site, yet it does rekindle my desire to maybe run again. Either way I will eagerly await anything you put up on your site, especially if it pertains to Artificers and Warforged.


I want to thank everyone for their input so far. I am getting married today so I will not monitoring this thread for a few weeks, but when I get back, I plan on a massive site review to incorporate some of the new stuff that Paizo has released. See you all then.

And happy gaming

Daniel "Tzizimine" Clarke


Gratulations, man! I hear House Ghallanda throws a mean party if you know who to ask :)


Congratulations! Enjoy the wedded bliss.


Congrats there


Greetings all, I'm back and getting ready to go back and rework parts of the site. In particular, the artificer is getting a full review with the information from the advanced class guide, reviewing the rules for implants from the technology guide, add a few alternate racial abilities and syncing the new spells and feats from the stuff published this year.

Once I'm am done fitting the new material from Paizo,then I will start considering brand new material. If there is anything anyone wants to suggest, feel free to mention it.

Happy gaming.

Dan


Welcome back! Incorporating bits from the Technology Guide into the artificer sounds interesting, keep us posted.

As for suggestions... ever since I read the 'Moons of Eberron' article, I have been thinking about some class features/Prestige Classes that are based on lunar shenanigans. Since the article links them to specific dragonmarks, it wouldn't be hard to give a Prestige Class different paths a character could choose from, or make an expanded Lunar Mystery for the oracle. Not sure how feasable all this is, but I'd really love to do something with the moons (other than having them floating around).


Here zometbing I been wanting to ask.
Im not fond of most part of D&D 4th ed but I do like the alignment system where most natural cratures and people count as unalign as I feel it fits Eberron better. Even if you use the traditional 9 alignments Ifor one feel the definition of unalign fit Ebeeron works better then neutral.


I partially agree, but I prefer to use the alignment scale system from Ultimate Campaign. In addition giving the moral flexibility suitable for Eberron, it resolves the question of what happens when an alignment effect hits an unaligned creature.


Want to bump this up again.
One of the things I read over at Keith Baker web site was that unlike many game worlds most humanoids can interbreed but they will for game purpose resembles one of the parent races. So some one of human/dwarf parentage would be a tall Dwarf or a short and stocky human.
I already decide for my game some one of mixed human /hafling mix is a hafling tallfellow and if some one wants to make any other mixed race use use Keith Baker idea or use ultimate race and bring it in for 11 points or less, and its got to make sense to me.


Sorry for the abscence. Work has been more work-like than usual. As for races, Eberron has always been a place where just about anything can exist, so no reason why mixed races wouldn't either. The question becomes for of what does a new mixed race bring to the table that the parent races do not. I don't plan on bringing any races to the site but have fun with whatever ideas you do have.


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Holiday greetings, everyone.

The site has been updated with new alternate racial traits for the Eberron races. This included a recommendation made by a few different people to have the different Body Feats redesigned as alternate racial traits.

This, in turn, changed some of the prerequisites for other warforged feats and the warforged juggernaut

Next up, classes...

Happy gaming


Alright everyone, I have some pretty significant changes to the artificer class. Most notably, I have re-ordered some of the class features (as per Dexray's info) and added two new lines of class features to fill in a number of the dead levels that existed at the higher end of play, including a new mechanic called ingenuity (a pool used to augment or suppress magic items).

Please review and let me know if you have questions.

Happy gaming,

Dan

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