Zavas |
Your conversion looks great! I've used a lot of the material for my home games, and my players like it.
Two quick questions, though:
Are you going to do a magewright conversion? Because to me, that seemed rather iconic to Eberron.
Second, what google website template did you use? I'm making my own site for my homebrew world, and I really like your template.
tzizimine |
Zavas,
I haven't planned on doing a magewright conversion, but only because it hasn't come up much in my campaigns. Maybe once I am done going over the implants and symbionts, I might revisit that part.
As for the site template, it was loosely modeled after the d20pfsrd.com site but a lot of the pages, I had to write up my own templates, so it was really done by hand in a lot of places.
Thanks again and feel free to report any mistakes or recommendations.
Dan
Zavas |
Zavas,
I haven't planned on doing a magewright conversion, but only because it hasn't come up much in my campaigns. Maybe once I am done going over the implants and symbionts, I might revisit that part.
As for the site template, it was loosely modeled after the d20pfsrd.com site but a lot of the pages, I had to write up my own templates, so it was really done by hand in a lot of places.
Thanks again and feel free to report any mistakes or recommendations.
Dan
Ah. I've done a quick conversion of the magewright if you'd like it.
Thanks for the info, though!
tzizimine |
Implants have been revisited using the mechanics presented in the Technology Guide. Next: Symbionts...
@Zavas, I would be interested in looking at it, but the only thing that jumped out at me with a quick glance was a difference in the spell list and the Spell Mastery ability, which for an NPC class is largely inconsequential. Did you do anything significantly different?
tzizimine |
Evening everyone,
The symbionts have been redesigned and priced more appropriately to fit with the magic items that they duplicate. I have also detailed the process for designing your own symbionts, based very much on the intelligent magical item creation rules.
At this point, I am going to concentrate on more of the site specific to the campaign I am planning, but if anyone has ideas or questions, feel free to post them.
Happy Gaming
Dan
AinvarG |
This sounds like quite the epic project, Tzizimine! I had to read through the thread before I tried to take on the actual conversion, so my first question isn't from the conversation, but from your original sources list - perhaps this has been updated on the site.
Did you/have you looked at the Races of Eberron sourcebook?
And a belated congratulations to you and Mrs. Tz on your nuptials!
Zozh |
As many have said I'm very thankful of all your work, so much fun and interesting stuff in Eberron.
I do have a critique/question though. The Renegade Mastermaker was one of my favorite things from Eberron and I think your use of the implants rules from the Tech Guide is great for allowing people to choose what tech the put in themselves. However the capstone ability seems a bit weaker and/or restrictive than the original. Comparing it to the original you loose both your racial traits and a free warforged feat and instead gain the warforged racial traits instead. Which if I'm reading it all right amounts to just 'Construct Mind' and Natural Plating once you discount what they gain from the living construct type.
It's possible the original way was to strong, I'm just not to good at judging that sort of thing. It's just after I saw the art done for that PrC, I just enjoyed the balance of sitting more in the area of 'cyborg of the original race' rather than a warforged with a curious shape and left over fleshy bits.
EDIT: Ah forget to ask about some things. If a character takes the "mighty arm" implant twice I assume the "Improved Battle Fist" feature of RMm only applies to one of them (chosen when you gain the ability, if you have two at that point). If so it might be worth clarifying that to prevent shenanigans.
Also I'm unclear on if making an implant from scratch (paying 50% its cost instead of 25%) means that you don't have to go and cut bits out of someone else. I know its kind of a stupid question but the way it's worded in the implants section was a little fuzzy on that point.
tzizimine |
Extremely useful, been using it for quite some time!
By any chance would you have all of this in a downloadable form? Over the years I've seen resources I still wanted to use go offline, so bit of a hoarder habit, I like to download backups just in case.
At this point, there is no offline version, mostly because it is still a work in progress. When I am satisifed that nothing more could be added for a long time, then perhaps a word document version or a pdf, maybe.
tzizimine |
It seems that the changes you have made to the artificiers enables them to cast any spell a full caster of two levels lower could cast at the drop of a hat and without any meaningful expenditure of resources. That seems grossly unbalanced to me.
If you're referring to the Charge Storing ability, I would point out threr things. First, it requires a significant amount of ingeniuty points, which has a limited pool size and is used for a number of effects, so while the artificer could mimic any one effect, he isn't able to do it as often as full spellcasters. Second, you have to charge the item with on action and release it with another. It isn't until 9th level that an artificer can do this in the same round. Lastly, while not a huge limiter, the artificer does need to have the minimum ranks in the appropriate knowledge skill.
My beta test has a artificer in it and so far, it has provided some useful solutions, but the sorcerer and the cleric still out-cast him for damage and combat effectiveness.
But, if you have detailed examples otherwise, please let me know.
tzizimine |
As many have said I'm very thankful of all your work, so much fun and interesting stuff in Eberron.
I do have a critique/question though. The Renegade Mastermaker was one of my favorite things from Eberron and I think your use of the implants rules from the Tech Guide is great for allowing people to choose what tech the put in themselves. However the capstone ability seems a bit weaker and/or restrictive than the original. Comparing it to the original you loose both your racial traits and a free warforged feat and instead gain the warforged racial traits instead. Which if I'm reading it all right amounts to just 'Construct Mind' and Natural Plating once you discount what they gain from the living construct type.
It's possible the original way was to strong, I'm just not to good at judging that sort of thing. It's just after I saw the art done for that PrC, I just enjoyed the balance of sitting more in the area of 'cyborg of the original race' rather than a warforged with a curious shape and left over fleshy bits.
EDIT: Ah forget to ask about some things. If a character takes the "mighty arm" implant twice I assume the "Improved Battle Fist" feature of RMm only applies to one of them (chosen when you gain the ability, if you have two at that point). If so it might be worth clarifying that to prevent shenanigans.
Also I'm unclear on if making an implant from scratch (paying 50% its cost instead of 25%) means that you don't have to go and cut bits out of someone else. I know its kind of a stupid question but the way it's worded in the implants section was a little fuzzy on that point.
As for the class balance and capstone ability, I will need to double check the math and get back to you. Same for the bonus to multiple Mighty Arms. But the creation of Mighty Arms requires Craft Implants (Constructs) which has a talismanic cost of harvesting the body part. So, yes, that part is still there, harvesting and 25% price.
Zozh |
But the creation of Mighty Arms requires Craft Implants (Constructs) which has a talismanic cost of harvesting the body part. So, yes, that part is still there, harvesting and 25% price.
Thanks for the quick response and for considering my questions, tho theres a bit I'm still unsure on.
In regards to the implant question, I know needing a donor is true for almost all cases, but I'm confused by the text in the Cost section of the implants page.
"Cost
[Explains how normal cost is derived and the donor requirement]. The only exception is certain undead, deathless and construct implants. Assuming the donor material is appropriate, these types of implants can be made with both the appropriate Craft Implant feat and either the appropriate spells and, in the case of construct implants, the Craft Construct feat. The construction cost for implants made in this fashion is the normal half of the base price because the donor material [is] new and not 'seasoned' with experiences. The creator does not have [to] spend the money to create an entire new creature, but does have to pay for any material components that would normally be used in the effects to create the creature. All of the construction costs listed are assumed that the effort was made to track down and capture a donor, not create one from scratch."
To me this sounds as if paying 50% of the base cost plus spell material components allows the crafting of implants without the capture & harvesting process. Maybe also in the case of a construct implant, the body material cost of the construct who's legs or w/e is being made is also needed (e.g. Clockwork Soldier - 1000gp's worth of clockwork pieces), as the text just says 'material components' without specifying spells but I'm really not sure on that.
If I am wrong and you have to go whole hog and harvest from an existing construct or go and build the whole construct to then harvest from, then ok, but in that case this text could do with amending for clarity.
tzizimine |
tzizimine wrote:But the creation of Mighty Arms requires Craft Implants (Constructs) which has a talismanic cost of harvesting the body part. So, yes, that part is still there, harvesting and 25% price.Thanks for the quick response and for considering my questions, tho theres a bit I'm still unsure on.
In regards to the implant question, I know needing a donor is true for almost all cases, but I'm confused by the text in the Cost section of the implants page.
"Cost[Explains how normal cost is derived and the donor requirement]. The only exception is certain undead, deathless and construct implants. Assuming the donor material is appropriate, these types of implants can be made with both the appropriate Craft Implant feat and either the appropriate spells and, in the case of construct implants, the Craft Construct feat. The construction cost for implants made in this fashion is the normal half of the base price because the donor material [is] new and not 'seasoned' with experiences. The creator does not have [to] spend the money to create an entire new creature, but does have to pay for any material components that would normally be used in the effects to create the creature. All of the construction costs listed are assumed that the effort was made to track down and capture a donor, not create one from scratch."
To me this sounds as if paying 50% of the base cost plus spell material components allows the crafting of implants without the capture & harvesting process. Maybe also in the case of a construct implant, the body material cost of the construct who's legs or w/e is being made is also needed (e.g. Clockwork Soldier - 1000gp's worth of clockwork pieces), as the text just says 'material components' without specifying spells but I'm really not sure on that.
If I am wrong and you have to go whole hog and harvest from an existing construct or go and build...
Ah, I see what you mean. With deathless and construct implants, it is possible to create the implant without harvesting. The 50% of the base cost is factored from price of the implant, like a normal magical item. The material components mentioned refer to whatever spells are needed to create the creature that the implant would normally be harvested from.
Example: Some artificer wanted to create Adamantine Skin. One way would be to track down, immobilize and remove the skin from a metal construct that has damage reduction overcome by adamantine. That would be the 25% & harvest method, costing 27,750 gp, but would require finding a iron golem or something similar and not just killing it, but subduing it for a long time.
Plan B would be to create just tye skin, which requires the Craft Construct feat. The artificer would then need to decide on the cheapest metal construct with DR X / adamantine that he would make. While the list of constructs is long, we know that stone golem won't work because it is made of stone, not metal. We know the clockwork servant won't either because it lacks DR X / adamantine. But thr clockwork soldier does work because it has both. The cost for doing it this way would be the 50% of the price, so 55,500 gp, plus the cost of Geas/Quest and Heroism since they are what is required to make a Clockwork Soldier.
I hope that helps and yes, knowing which constructs are available in a campaign world does change the total cost of those additional spells. If clockwork soldiers don't exist, then something else more costly would be needed.
tzizimine |
I have gone back to the Renegade Mastermaker. The Mighty Arms benefit does not apply to all multiple implants, but can be divided among multiple Mighty Arm implants if you have them.
As for the capstone ability, given that to qualify for it, you need to be a non-warforged with a spellcasting class that significantly helps warforged, I didn't want to go much bigger than the race change. However, I can see your point about it being a weak capstone, particularly if you spent a bunch of GP on construcy implants only to have them be significantly less useful once you were a warforged. Thus, I have added a bonus feat, after the race recalculation is done, and the option to get a free recycle of construct implants if desired.
Let me know what you think.
Zozh |
All that sounds great. Crafting an implant in that way makes sense and seems fair, as does having to consider what constructs that fit the requirements are available in the play setting.
Being able to divide the bonus between limbs is a good option to have with out it being OP. And your additions on top of the race change for the capstone sounds like a good way to make it flexible without giving the player too much, good call.
Thanks for your help and continued work on this great resource.
Zozh |
Gah, just missed the edit timer cut off. It seems as soon as you answer one thing something else pops into my head, I'll try and make it quick.
The capstone is fair and balanced mechanically, but as a by product the loss of all dragonmark feats due to the initial racial requirment, replacement feats are given, so from the player perspective they can just decided to take that last level or not.
Thematically tho it both does and doesn't make sense. I'm just curious as to your thoughts, and those of anyone else on here for that matter, on it as the Marks, Houses and prophecy are big parts of the Eberron setting.
Zozh |
You are correct that marks would be lost. Hence the title of RENEGADE Mastermaker. House Cannith shuns those that follow this prestige class because it costs the continuation of the bloodline.
Good point, I never really thought about the meaning of the name that much, think because it's one of the clunkier PrC names. Thanks again.
RedRobe |
Subdomains are great and all, but for example Kol Korran has four domains that don't exist aside from a possible sub-domain or two. That leaves him with two domains that are currently in PF. What I guess I should have asked is what domains have DMs replaced the 3.5 domains that don't exist now with?
Eltacolibre |
Look for domains which looks like other domains in pathfinder basically.
Kol Korran domains:
Charm = Charm
commerce + trade = Travel with Trade subdomain, not much else to say there.
Theft = Thievery subdomain (in trickery)
Pact = Loyalty subdomain
Wealth = Solitude subdomain , wealth domain seems to be about protecting possessions and Solitude subdomain does it close enough.
Of course, you could just use the domains as you see them, and feel free to do so if you want to write down domain powers etc and the likes. I just find it easier to use something that's close enough.
Swish! |
An incredible amount of work has obviously gone into this, and thus I tip my hat to Tzizimine for his hard work.
I do have a question about the Wand Mastery feat. It says one of it's prereqs is caster level 9th. The Artificer class has Wand Mastery listed as one of the bonus feats it can take but it needs to be able to qualify for it. As I understand, Artificers do not have a caster level because Infusions are not truly spells. Is it intended that Artificers qualify for the feat at 9th level?
tzizimine |
An incredible amount of work has obviously gone into this, and thus I tip my hat to Tzizimine for his hard work.
I do have a question about the Wand Mastery feat. It says one of it's prereqs is caster level 9th. The Artificer class has Wand Mastery listed as one of the bonus feats it can take but it needs to be able to qualify for it. As I understand, Artificers do not have a caster level because Infusions are not truly spells. Is it intended that Artificers qualify for the feat at 9th level?
Artificer do have a caster level, in same way that alchemists have caster levels. Infusions still use the caster level variable for determining the effects of the infusions (duration, range, etc.) The only difference is that infusions are not spells, just like extracts are not spells.
Swish! |
Swish! wrote:Artificer do have a caster level, in same way that alchemists have caster levels. Infusions still use the caster level variable for determining the effects of the infusions (duration, range, etc.) The only difference is that infusions are not spells, just like extracts are not spells.An incredible amount of work has obviously gone into this, and thus I tip my hat to Tzizimine for his hard work.
I do have a question about the Wand Mastery feat. It says one of it's prereqs is caster level 9th. The Artificer class has Wand Mastery listed as one of the bonus feats it can take but it needs to be able to qualify for it. As I understand, Artificers do not have a caster level because Infusions are not truly spells. Is it intended that Artificers qualify for the feat at 9th level?
I assumed that's the way it worked thanks for the clarification!
Swish! |
It looks like the cost for the Armbow is too low (5750gp). The original was 20,000gp. At bare minimum it's a +2 weapon with an additional bonus (so likely at least a +3 weapon)
Also the bonus feats for Artificer are different from the description to the Table Summary (at 2nd and every 4 levels in the description; 2nd and every 2 levels in the Table).
I'll let you know if I find anything else.
tzizimine |
It looks like the cost for the Armbow is too low (5750gp). The original was 20,000gp. At bare minimum it's a +2 weapon with an additional bonus (so likely at least a +3 weapon)
Also the bonus feats for Artificer are different from the description to the Table Summary (at 2nd and every 4 levels in the description; 2nd and every 2 levels in the Table).
I'll let you know if I find anything else.
Eep and double eep.
Thanks for the catches. The description is correct. The Table had a copy and paste error. Likewse, the Armbow was missing a '2', so it should have been 25,750 gp price and construction of 12,825 gp. Both have been corrected.
Super Ashura Events and Community Manager - Tier Zer0 Gaming |
Absolutely adore your site, Tzizimine. I can finally use that Inspired Blade of Orien I've been thinking about doing my own conversions for. I noticed you were having a bit of an issue with Shifters earlier, and was wondering if you were accounting for the existence of Skinshifters in official Paizo material.
tzizimine |
I have looked at them and I see them, mechanically, as the ancestors a few generations back when lycanthropes were in the process of intentionally weakening their bloodline to survive. Shifters, as per the site, would be the great-grandchildren of skinshifters from Paizo. In particular, the _eventual_ ability to infect others is still available to skinshifters at very high levels. Regular shifters never get that ability and that is why they survived the Silver Purge.
Super Ashura Events and Community Manager - Tier Zer0 Gaming |
I have looked at them and I see them, mechanically, as the ancestors a few generations back when lycanthropes were in the process of intentionally weakening their bloodline to survive. Shifters, as per the site, would be the great-grandchildren of skinshifters from Paizo. In particular, the _eventual_ ability to infect others is still available to skinshifters at very high levels. Regular shifters never get that ability and that is why they survived the Silver Purge.
Hmm... interesting. I'll take that into account in my own games. On another note, have you had to reconcile any weirdness from using both the Dreamscarred Press stuff and the Occult Adventures stuff? Say a player wants to be a Kalashtar Psychic, or maybe wants to know how the Spiritualist interacts with Possession and Exorcism, something along those lines.
tzizimine |
1 person marked this as a favorite. |
tzizimine wrote:I have looked at them and I see them, mechanically, as the ancestors a few generations back when lycanthropes were in the process of intentionally weakening their bloodline to survive. Shifters, as per the site, would be the great-grandchildren of skinshifters from Paizo. In particular, the _eventual_ ability to infect others is still available to skinshifters at very high levels. Regular shifters never get that ability and that is why they survived the Silver Purge.Hmm... interesting. I'll take that into account in my own games. On another note, have you had to reconcile any weirdness from using both the Dreamscarred Press stuff and the Occult Adventures stuff? Say a player wants to be a Kalashtar Psychic, or maybe wants to know how the Spiritualist interacts with Possession and Exorcism, something along those lines.
I have only recently gotten Occult Adventures and have not read most of yet. That said, since the Dreamscarred Press is closer mechanically to the original 3.5 material, I _personally_ am sticking with that and not planning to rewrite the conversion with a *Dreamscarred* version and an *Occult Adventures* version for psionics vs. psychic magic.
That said, I'm sure it could be done and I might change my mind after finishing reading the OA. Kalashtar would make for great spiritualists and I would find favored class options, feats, etc that concentrate on peaceful willing possession and performing exorcisms.
CullynDragon |
First off, Tzizimine, thanks for all the initial hard work on this project. Eberron has always been one of my favorite settings and as I'm just about to start a group in the world using Pathfinder rules this is an absolute godsend.
Secondly, thank you so much for continuing to work on this and maintain it as a living document. After I found it initially my main concern was that it would be a bit out of date. The fact that you continue to work on it years later shows that it's a labor of love that we, the RPG consuming public, greatly benefit from.
I plan on using this extensively and if I just wanted to make sure you knew that your work is appreciated.
Lady Funnyhat |
1 person marked this as a favorite. |
Super Ashura wrote:tzizimine wrote:I have looked at them and I see them, mechanically, as the ancestors a few generations back when lycanthropes were in the process of intentionally weakening their bloodline to survive. Shifters, as per the site, would be the great-grandchildren of skinshifters from Paizo. In particular, the _eventual_ ability to infect others is still available to skinshifters at very high levels. Regular shifters never get that ability and that is why they survived the Silver Purge.Hmm... interesting. I'll take that into account in my own games. On another note, have you had to reconcile any weirdness from using both the Dreamscarred Press stuff and the Occult Adventures stuff? Say a player wants to be a Kalashtar Psychic, or maybe wants to know how the Spiritualist interacts with Possession and Exorcism, something along those lines.I have only recently gotten Occult Adventures and have not read most of yet. That said, since the Dreamscarred Press is closer mechanically to the original 3.5 material, I _personally_ am sticking with that and not planning to rewrite the conversion with a *Dreamscarred* version and an *Occult Adventures* version for psionics vs. psychic magic.
That said, I'm sure it could be done and I might change my mind after finishing reading the OA. Kalashtar would make for great spiritualists and I would find favored class options, feats, etc that concentrate on peaceful willing possession and performing exorcisms.
I have taken the liberty somewhat to write an Occult version of your Kalashtar conversion, which I've been using in my home game. Here it is.
I've been doing some rather extensive conversions of Eberron Psionics to Pathfinder's Occult rules, because I find it thematically better for my *personal* tastes. If you ever change your mind about Occult Eberron conversions, I'd be willing to help.
Lady Funnyhat |
Lady Funnyhat, do you have a link to all of your work? I too prefer psychic magic to psionics.
Only the Kalashtar is online right now, because it's a playable race. The rest haven't been playtested or even finely edited yet, so they will have to wait.
When I'm done I'll post them here.