Anyone doing other settings? Eberron?


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What the topic said.
Curious if anyone is trying Eberron or FR or any other older settings with the new rules.
Eberron would take a bit of doing, with the warforged and all.


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I’d be super curious to see how people tackled dragonmarks.


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Dragonmarks will definitely be focus spells, written as a feat chain with both minimum level and the previous version of a Dragonmark as prerequisites. These feats would be Ancestry feats because Dragonmarks are always tied to race. Least Dragonmarks would be a level 1 Ancestry feat, Lesser level 5, Greater level 9, and Siberys level 13.

A Dragonmarked Heir archetype can also be easily modeled on the sorcerer multiclass archetype, granting you thematic spells depending on your dragonmark of choice and proficiency increases in the corresponding dragonmarked skill (Least = Trained, Lesser = Expert, Greater = Master, Siberys = Legendary).

Aberrant marks could simply be replicated by picking up a sorcerer multiclass.

The Exchange

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While Eberron is also on my list, as of right now, I'm working on a Realms campaign with 2E rules. But at the moment, there won't be much rules conversions, it's just using the setting (1372 DR) with the 2E core rules. I'll probably start converting stuff, when I've read the Game Mastery Guide


Lady Funnyhat wrote:
Dragonmarks will definitely be focus spells, written as a feat chain with...

You, uh, sound like you put a bit of thought into that. If you type anything up, shoot me a link!


I'm going to be running some Planescape. I've got a game booked for a week out, and looking forward to it.

At the moment, I'm not expecting to add a lot of rules-stuff. I'm running the game at the local game store (Black Diamond Games, in Concord, CA). I picked up my PF2e there, and wanted to offer a sample game for folks interested in the new edition.

Dropping in Planescape specifically got me three players locked in - I've got a total of seven. Since it's a "try the new edition", I'm going more or less rules as written, with some various Sigil and Planar lores and such.

Although, I'm already eyeing the Rising Phoenix (3rd party) Aasimar & Tiefling Ancestry pdf.


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My group is playing in the Warhammer Fantasy setting, since we've all been binging on Total War lately.

Honestly not a lot of houseruling went into it. We changed some languages and switched out a few weapons on Ancestry feats, and that's pretty much it.

We did handwave the whole winds of magic system though, and are using the Vancian system. Nobody in the party is a spellcaster, so it's not terribly important.

PF2 is probably not the system if you want a grim WHFRP style game, but we're playing elven pirates, so there's nary a ratcatcher in sight.


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Barnabas Eckleworth III wrote:
Lady Funnyhat wrote:
Dragonmarks will definitely be focus spells, written as a feat chain with...
You, uh, sound like you put a bit of thought into that. If you type anything up, shoot me a link!

I'm probably going to wait for a few more books to drop before starting on anything. Notably the GM's Guide, APG playtest, and the 5e Eberron books that are coming out end of this year.

Liberty's Edge

Shifter breeds and warforged chassis options make phenomenally good heritage options. Likewise kalashtars as a human heritage.

Divorcing magical item crafting from being a caster means that the artificer is not required for the setting to make sense.


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Shisumo wrote:

Shifter breeds and warforged chassis options make phenomenally good heritage options. Likewise kalashtars as a human heritage.

Divorcing magical item crafting from being a caster means that the artificer is not required for the setting to make sense.

I'm actually thinking to base the artificer class on Alchemist; no spells, but a whole lot of crafting options, including the ability to add temporary runes to gear.

The Starfinder Mechanic class is another inspiration. The artificer could easily have one of 2 focuses: a homunculus companion (sort of like a miniature golem), or a set of custom gear. Class feats can easily let them mimic spellcasting by recharging wands.

As for races, Shifter heritages are pretty easy to convert. Shifting itself could be handled like barbarian rage, but I'm also curious to see how skinwalkers are handled in 2e so as to avoid anything too incompatible.

Changeling is probably the hardest one to handle. I'm tempted to make shapechanging an innate cantrip.


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If I like 2E I'll be using Eberron. I do have the pdf, but havent made a character yet.


I am definitely keen on using PF2 for Eberron.

I recently began running a 5e solo campaign set in the Nentir Vale for a complete TTRPG novice. As a general practice exercises for PF2 character creation, I have been converting some of the NPCs that are part of the player's squad. Most conversions are fairly easy; however, a few character options lack direct correspondences.

I did convert the Half-Elf Celestial Warlock to a Half-Elf Angelic Sorcerer. I made an incomplete Dragonborn Champion (paladin) using Kobold Press's Dragonkin for PF1 as a guide. I have not converted the Tiefling Wizard yet.

I am excited about the APG next year, because I already know that some possibilities, such as tieflings or aasimar of other ancestries or even half-orc dwarves would potentially fit more to what I would possibly want for a few of the NPC character concepts. And one character who is now a Rogue would arguably fit either the Swashbuckler or Investigator better. And that aforementioned Angelic Sorcerer would likewise potentially make for an appropriate Oracle.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I'm planning on converting some Forgotten Realms content. Goliath and Dragonborn ancestries are completed but not checked/balanced yet.

The Warlock and Warden classes have some historical significance to my campaigns so I plan on converting those but not until I have a lot more 2e experience.


Enderrin wrote:

I'm planning on converting some Forgotten Realms content. Goliath and Dragonborn ancestries are completed but not checked/balanced yet.

The Warlock and Warden classes have some historical significance to my campaigns so I plan on converting those but not until I have a lot more 2e experience.

Dragonborn is pretty easy to convert since each heritage is just a different dragon color. I'm hoping for draconic heritages to be released proper in PF2e though.

Warlock should work somewhat like sorcerer, with a different tradition depending on patron (Divine for fiend, celestial and undead, Occult for great old ones, Primal for fey, etc). Although given the amount of options available for sorcerers already, I actually think it would be easier to wait until Witch comes out in APG (playtest in October) and just make a sorcerer with witch multiclass archetype. All you really need is homebrew the Eldritch Blast cantrip.


I've started some preliminary design thoughts for an Eberron conversion.

* Dragonmarks - I'm think of handling these as ancestry feats
* Half-Orcs, Half-Elves, getting split back out into their own Ancestries again.
* Warforged, and Shifter are in. Ancestry feats built from old feat lines in the 3.5 material.
* A generic heritage or specific background for being raised in house.
* Psionics are out right now
* Alchemist re-tooled for Alchemist (I think I saw someone else mention this upthread as well)
* Generic heritages or specific background option for each of the five nations
* Elf - Aernal, Valenar, Khorvaire (Five nations elf as opposed to the other two).
* Halfling - Talenta, Khorvaire (see above)

I've got more on my list but those are kind of my initial thoughts. Anyone have any input?


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evil homer wrote:

I've started some preliminary design thoughts for an Eberron conversion.

* Dragonmarks - I'm think of handling these as ancestry feats
* Half-Orcs, Half-Elves, getting split back out into their own Ancestries again.
* Warforged, and Shifter are in. Ancestry feats built from old feat lines in the 3.5 material.
* A generic heritage or specific background for being raised in house.
* Psionics are out right now
* Alchemist re-tooled for Alchemist (I think I saw someone else mention this upthread as well)
* Generic heritages or specific background option for each of the five nations
* Elf - Aernal, Valenar, Khorvaire (Five nations elf as opposed to the other two).
* Halfling - Talenta, Khorvaire (see above)

I've got more on my list but those are kind of my initial thoughts. Anyone have any input?

Half human races don't actually need their distinctive ancestries; you just need a heritage prerequisite for their respective Dragonmarks. The 2e core book already has heritage-specific ancestry feats.

House Scion should be handled though separate backgrounds. Each House would offer different skill and ability bonuses, a skill feat, plus Guild Lore. Jorasco, for instance, would give +2 Wisdom or Intelligence, +2 free, the Medicine skill, and Battle Medicine.

Psionics would be out, but with Occult sorcerers and bards, it wouldn't be too difficult to just refluff. Most magical performers in Eberron are Dragonmarked elves or other mundane characters with minor training (eg a rogue with a spellcaster multiclass), not truly bards.

I'm the one who mentioned basing Artificers on Alchemist. I wouldn't replace Alchemist, as a ton of "mundane healers" (eg in Jorasco healers) would not be Clerics, but rather Alchemists. This was represented in a very flawed manner back in 3.5 by making them rogues with alchemy related feats and prestige classes. Similarly, it would make sense for Vadalis magebreeders to be familiar with mutagens.

The various national backgrounds shouldn't really be heritages or backgrounds, but rather just handled the same way as Golarion nations. Regional feats (or similar rules) will show up in the Lost Omens World Guide. I'd wait for that book to come out and start with repurposing/refluffing the rules there.

Finally, onto heritages, Keith Baker himself actually mentioned that the various Eberron cultures of elf, dwarf, etc, are not subraces (explicitly to answer a 5e question about whether Valenar elves are wood elves and Aerenal elves are high elves). Because of that I would probably make ancestry feats and backgrounds related to being of Valenar, Aerenal, Talenta plains, etc, but not separate them into heritages. The default ones work well enough for Eberron races.


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The Planescape run in Pathfinder 2e last night went very well (one player called it an "elegant adventure") :) The five players unanimously requested more sessions.

For the next game - different players - I'm considering adapting the Norse / Viking-ish setting from Dragon Heresy (a D&D 5e adaption itself). Much of it is in the setting - there's various rules bits, especially shields, that I think are already or adequately covered in Pathfinder 2.


Sounds like (one of) my group(s) is about to start up a PF2 game. We're going home to Eberron.

A side-effect of the extreme nerfing of the game makes it feel much more appropriate for Eberron than PF1 did. PF1 and Golarion are (okay, were) much more epic in scope than the gritty Eberron setting. It's kind of ironic that along with infusing more Golarion into PF2, the overall design is having us do less Golarion.


I'm gearing up to run my homebrew setting. The final version of rituals is actually pretty similar to my homebrew rules for some magical effects. The only thing I am really missing is the final rules for Kobold npcs (which are a bier deal in my own setting)


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I might be working on something for Eberron: Shardfinder 2


John Templeton wrote:
I might be working on something for Eberron: Shardfinder 2

Nice. I'll forward that to the DM who's thinking about this.


Aaaw man. I was going to go homebrew but now you all have me jonesing for some Eberron. Expect some heritages and archetypes in the next few days. I think PF2e might be absolutely perfect for Eberron.


For people who don't have the Eberron book and who don't know - WotC is releasing a 5E Eberron campaign/adventure book later this year (releasing in November, though I'm not sure if they've got a Bricks 'n Mortar early release program for this release).


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Steve Geddes wrote:
For people who don't have the Eberron book and who don't know - WotC is releasing a 5E Eberron campaign/adventure book later this year (releasing in November, though I'm not sure if they've got a Bricks 'n Mortar early release program for this release).

Unless you have a strong aversion to PDFs, I would strongly recommend doing your research before buying. The D&D 5th edition books have been very much hit and miss. And while Keith Baker is one of the authors on the upcoming book and I don't intend to disparage his work, he is also limited by operating within the guidelines set by WotC and those guidelines could be what sucks.

When I first started playing D&D I bought a bunch of 3.5e Eberron books in 2008 and then bought the 4th ed books in 2009. I since bought some extra 3.5e books a few years ago in PDF. Here is my unbiased opinion on them as someone who might want to run the books with a different edition:

4th edition map of Khorvaire: This is hands down the best. I've got a physical version (came with the 4th ed book), you can find a digital copy here. I'd highly recommend printing it off in full size if you can. It's a great prop for gaming.

Eberron Campaign Guide (4th edition): This is the superior overview of Eberron IMO.

Eberron Player's Guide (4th edition): This may not be the best book. It has 41 pages of good flavour content that is PC oriented and not repeated in the 4th edition ECG. But that's it. it also has 30 pages worth of content as a player friendly overview of content for players as well.

The Wayfinder's Guide to Eberron (5th edition): This is kind of a beta version of the upcoming 5th edition book. It isn't as good as the 4th edition campaign book. If you were to run a 5th edition book it is invaluable. But to the rest of us it's crap. If your looking for a good player resource to accompany the 4th edition Eberron Campaign Guide this is not it.

Eberron Campaign Setting (3.5e): This is a combination of the 4th edition Eberron Campaign Guide and Eberron Player's Guide. As a positive it doesn't have the 4e races shoehorned in (although they're easily excised from the 4th edition books). IMO the player focused content on the player races isn't of very high quality. It also has quite a few pages taken up with mechanics that are completely irrelevant to a Pathfinder 2nd edition game. The setting content is good, but it's better laid out and better realised in the 4th edition book (IMO).

Sharn: City of Towers: This is a great sourcebook on running a game in one of Eberron's biggest city. 99% flavour and it's filled with ideas with detailed maps of the city. Obviously skippable if you don't intend to run a campaign in Sharn, but you'd be well advised to consider running it there.

Secrets of Xen'drik: This is a full sized sourcebook on the Eberron version of the Mwangi Expanse. Xen'drik was the continent populated by giants and their elven slaves millennia ago when Giants were one of the dominant races of Eberron. Today only ruins, giants who remember little of their history and drow survive. This is a great sourcebook and one of the best ones I've read from 3.5e. It was also written in part by Jason Buhlman back when he still thought 3.5e was a good rule system ;) Definitely not worth buying unless you plan to run a game in Xen'drik. But Xen'drik is definitely a good place to run a campaign or 10 inside.

Five Nations: A sourcebook on the 5 biggest nations in Eberron. Regardless of WHERE your game is set, this is an invaluable resource as whether it's in Xen'drik or Q'barra you will have people who are from the Five Nations and this can be a good resource to help flesh them out.

Faiths of Eberron: 144 pages of almost pure flavour. An in depth look into the different religions (and cults) of Eberron. Good content for anyone looking to bring the religion of Eberron alive.

Dragonmarked: 95 pages of pure flavour content. An in depth look into the Dragonmarked Houses. It does have 70 pages of rules content, but it's still a good book. This is a good book if you're looking to make a campaign focused on the Dragonmarked Houses. Otherwise you can get away with the information available in the campaign overview book of your choice.

Project Raptor: An "unofficial" Eberron sourcebook coming from Keith Baker himself. This will be on the planes which are extremely unique and extremely important to Eberron. No matter what sourcebook you use, you'll only get a brief overview of the planes which is enough to inspire you, but this will actually provide detailed information on them.

Dragonshards: An online resource: This has a series of free articles on Eberron. They're alright. Limited in their content due to the format. But it's free!

Keith Baker's Blog: This has a lot of good content on Eberron. It's not official (and it's becoming more and more unofficial as time goes on). But it's still got great ideas and good suggestions. Unfortunately it's laid out in an awful manner if you wanted to look for content on specific topics. This is also free!
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There are also other sourcebooks on Eberron but I don't own them so I'm not reviewing them.

When the 5th edition Eberron book is released I will go to my FLGS and have a quick look at it and post up my thoughts (obviously it won't be an in depth review if I don't end up buying it). But IMO you would definitely be well served in giving it a critical look, researching it and consider buying content from earlier editions.

That might sound strange, especially if your a fan of the setting and want to see it get continued support. But as the Forgotten Realms fans have learned the hard way, no matter how much dreck you buy WotC will not increase the support of the setting. They will continue to push out enough content to keep D&D on life support and that's it. They don't care about the flavour of the Eberron campaign or it's fans. They care about maximising profit and minimising cost. If you want more Eberron content, mine what you can from what already exists and support what Keith Baker produces. Keith Baker can't kickstart his content which means the costs of producing the content are being paid for somehow upfront and can only continue to be produced while they remain profitable.

Liberty's Edge

I'm actually playing in a 5E Eberron game right now, using the Wayfinder's Guide To Eberron (which is a PDF 'still in beta' version of the forthcoming Eberron book...it's still subject to change, but quite available).

I'm not the hugest fan of 5E taken as a whole, but IMO, the Wayfinder's Guide is mostly quite good and seems very likely to lead to a good final book. It doesn't have the Artificer, but aside from that it's got all the basic stuff, and several of the implementations are neat (Dragonmarks handled as alternate Racial stuff or subraces is a neat way to handle it, and maps out well to them as Heritages, Ancestry Feats, or most likely both in PF2).

Artificer's being released/playtested separately (and not by Keith Baker, unlike the Wayfinder's Guide which has him as Lead Designer) and I'm thus significantly more dubious about it, though it'll be in the final book.

I mean, the 3.5 or 4E books are obviously more complete guides to the world, but the Wayfinder's Guide is a really good 'spoiler free' primer for players and I find the mechanical implementations more interesting.


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Deadmanwalking wrote:
the Wayfinder's Guide is a really good 'spoiler free' primer for players and I find the mechanical implementations more interesting.

Fair enough. I definitely agree you can't go past it if you're playing a D&D 5th edition game in Eberron.

Here's the start of my conversion document for Eberron to PF2e. It's primarily focusing on the mechanics. The main thing in the document is the Dragonmarks which I've made ancestry feats. I got inspiration from D&D 4th edition and rather than go with the 3.5e method of granting a spell use once per day, I've gone with benefits that ideally synergise with class features people with that dragonmark are likely to have. I've potentially erred on the side of making them slightly more powerful then normal ancestry feats so I'm definitely open to feedback.

I've also got 13 backgrounds, one for each of the Dragonmarked Houses. I really struggled to make them different and find a way to make them work. I'm completely open to suggestions on how to improve them.

I also have the start of an archetype for House Jorasco. At the moment I've just got spellcasting abilities (and for this I did get inspiration from the 3.5e version of dragonmarks). I would absolutely love at least 2 class feat suggestions for members of the archetype that DON'T have a Mark of Healing.

In addition I also snuck in the Kalashtar ancestry. I've made it a human heritage for two reasons: (1) it actually makes sense when you consider how half-elves, tieflings and aasimars are going to be represented in PF2e. (2) It means I only had to create the heritage and I didn't have to think up a whole bunch of ancestry feats :P


John Lynch 106 wrote:
Deadmanwalking wrote:
the Wayfinder's Guide is a really good 'spoiler free' primer for players and I find the mechanical implementations more interesting.

Fair enough. I definitely agree you can't go past it if you're playing a D&D 5th edition game in Eberron.

Here's the start of my conversion document for Eberron to PF2e. It's primarily focusing on the mechanics. The main thing in the document is the Dragonmarks which I've made ancestry feats. I got inspiration from D&D 4th edition and rather than go with the 3.5e method of granting a spell use once per day, I've gone with benefits that ideally synergise with class features people with that dragonmark are likely to have. I've potentially erred on the side of making them slightly more powerful then normal ancestry feats so I'm definitely open to feedback.

I've also got 13 backgrounds, one for each of the Dragonmarked Houses. I really struggled to make them different and find a way to make them work. I'm completely open to suggestions on how to improve them.

I also have the start of an archetype for House Jorasco. At the moment I've just got spellcasting abilities (and for this I did get inspiration from the 3.5e version of dragonmarks). I would absolutely love at least 2 class feat suggestions for members of the archetype that DON'T have a Mark of Healing.

In addition I also snuck in the Kalashtar ancestry. I've made it a human heritage for two reasons: (1) it actually makes sense when you consider how half-elves, tieflings and aasimars are going to be represented in PF2e. (2) It means I only had to create the heritage and I didn't have to think up a whole bunch of ancestry feats :P

Very cool John. I don't have a lot to say just yet in line of encouragement, but this is already a lot of work you've saved us. I have a tonne of re-reading to get my head back into Eberron, but this is appreciated.


Anguish wrote:
Very cool John. I don't have a lot to say just yet in line of encouragement, but this is already a lot of work you've saved us. I have a tonne of re-reading to get my head back into Eberron, but this is appreciated.

Glad to help. As people take a gander at things if you have any feedback on the power levels or suggestions on new ideas.

I've added Warforged and a House Ghallanda archetype (also modified the Jorasco archetype so that you have to have the Mark of Healing until we can get some more non-magical feats into the archetype).

For the Ghallanda spell list I've drawn inspiration from the 3.5e, 4e and 5e implementation of the Mark of Hospitality.


Pathfinder Lost Omens, Rulebook Subscriber

I'm planning on converting the Ravnica setting from 5th ed.

Would love good psionic rules so we can begin the Dark Sun conversion


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Kobold Press' Midgard setting is on my list.


LizardMage wrote:
Would love good psionic rules so we can begin the Dark Sun conversion

We've got the Occult spell list. So really all we're missing is a psychic class (or equivalent). Although you could reflavour the Sorcerer to be a psychic. I think the Hag bloodline would work best for that.

In fact ancestral feats would be perfect to exemplify the thri-kreen style of fighting with more powerful feats granting more hand-eye coordination and ability to fully use more of their arms (so you avoid the 4th ed solution where half of them are vestigial).


John Lynch 106 wrote:
LizardMage wrote:
Would love good psionic rules so we can begin the Dark Sun conversion

We've got the Occult spell list. So really all we're missing is a psychic class (or equivalent). Although you could reflavour the Sorcerer to be a psychic. I think the Hag bloodline would work best for that.

In fact ancestral feats would be perfect to exemplify the thri-kreen style of fighting with more powerful feats granting more hand-eye coordination and ability to fully use more of their arms (so you avoid the 4th ed solution where half of them are vestigial).

Start them off like Kasatha in Starfinder rules, where extra arms lets them hold extra weapons, but they still can't attack more times unless they invest in ancestry feats.

Dark Sun requires a lot more conversion work than Eberron, since the chassis that setting is based on comes from D&D2e rather than 3e and some of the lore can appear rather outdated in a modern RPG system. There's a 4e sourcebook, although they changed a lot of between the editions and a choice needs to be made in terms of lore.

RPG Superstar 2009 Top 32

Frogliacci wrote:
Dark Sun requires a lot more conversion work than Eberron, since the chassis that setting is based on comes from D&D2e rather than 3e and some of the lore can appear rather outdated in a modern RPG system.

How setting can "lore" become outdated?


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Lord Fyre wrote:
Frogliacci wrote:
Dark Sun requires a lot more conversion work than Eberron, since the chassis that setting is based on comes from D&D2e rather than 3e and some of the lore can appear rather outdated in a modern RPG system.
How setting can "lore" become outdated?

Lore can become outdated by requiring outdated mechanics to make sense. A big example here is the D&D2e class restriction based on character race. In the original Dark Sun sourcebook, halflings, dwarves and muls (half-dwarves) cannot use arcane magic, and that plays hugely into the history and culture of these races. In a similar vein, Dark Sun elves can't be druids, and the lore reflects this rule by divorcing the race entirely from their conventional association with nature. Humans are the only race capable of reaching full levels in any class in D&D2e, so the lore reflects this mechanic by making all Sorcerer Kings human in origin.

When converting into a newer edition where all classes are available to all races, you have to decide between keeping outdated rules to preserve lore (eg. disallow the same ancestry/class combinations as in D&D2e), or updating lore to reflect newer mechanics (allow these unorthodox ancestry/class combinations, but explaining why they are exceedingly rare in the world). I personally prefer the latter, since it opens up the potential for new and interesting stories.

D&D4e did the latter, but also went too far in that direction by forcing tieflings and dragonborn into the setting in ways that don't always fit with the rest of the setting's themes.

Dark Sun also has aspects of lore that would be very difficult to convert rules wise. Divine magic literally doesn't exist, for example, and clerics would be primal casters by PF2e rules as they gain power from elemental sources. Giving clerics the primal list rather than divine list SOUNDS like an easy option, but without playtesting it can create unwanted complications. Psionics in Dark Sun also works completely differently from Pathfinder's occult magic. While a psychic class can mechanically stand in for Dark Sun's psionicist, the lore makes psionics fully distinct from magic by being an inherent force present in all sapient minds, represented by the D&D2e mechanic of rolling for Wild Talents. This is the kind of thing that really has no rule equivalent in Pathfinder.


Torillan wrote:
Kobold Press' Midgard setting is on my list.

Good one.

I'm looking to do my game this coming Saturday using the setting out of the Dragon Heresy 5e book ... sort of a fantasy Viking schtick.


Here's how I'm handling Dragonmark, as Ancestry feats for the various appropriate races.
The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes.

Mark of Detection (Least) Feat 1
Half-Elf

You have manifested the Least Mark of Detection. The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes.

You may select one of the two abilities listed below. In addition, you gain a +2 Circumstance bonus to Perception checks.
• You may use the Detect Magic. You cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
• You may use the Detect Poison spell as an innate arcane focus spell. You gain a Focus Pool and begin with 1 Focus Point. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

Mark of Detection (Lesser) Feat 5
Half-Elf
Prerequisite: Mark of Detection (Least)

The mark of the Draconic Prophecy grows. You gain the Mark of Detection (lesser). This grants you a new innate arcane focus spell chosen from the two listed below. In addition you gain 1 additional focus point to add to your focus pool. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

You may select one of the two spells abilities listed below to be cast as an innate arcane focus spell.
See Invisibility
Detect Scrying

Mark of Detection (Greater) Feat 9
Half-Elf
Prerequisite: Mark of Detection (Least, Lesser)

The mark of the Draconic Prophecy grows. You gain the Mark of Detection (Greater). This grants you the ability to cast True Seeing as an innate arcane focus spell. In addition you gain 1 additional focus point to add to your focus pool. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

Mark of Detection (Siberys Mark) Feat 13
Half-Elf
Preqrequisite: Must not have the Mark of Find in its Least, Lesser, or Greater form. You must have taken the Heir of Siberys Archetype.

The Draconic Prophecy erupts onto your person. You gain the Mark of Finding (Siberys). This mark allows you to cast the Foresight spell as an innate arcane focus spell. You gain a Focus Pool, and 1 Focus Point. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

I'm definitely open to suggestions though


evil homer wrote:

Mark of Detection (Siberys Mark) Feat 13

Half-Elf
Preqrequisite: Must not have the Mark of Find in its Least, Lesser, or Greater form. You must have taken the Heir of Siberys Archetype.

The Draconic Prophecy erupts onto your person. You gain the Mark of Finding (Siberys). This mark allows you to cast the Foresight spell as an innate arcane focus spell. You gain a Focus Pool, and 1 Focus Point. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

I'd change the Siberys mark prerequisite to the same as the rules in Morgrave Miscellany, which is either the Greater version of the mark, or no mark at all. Siberys marks should be considered Uncommon for characters who do not have any Dragonmarks to begin with (i.e. requiring DM oversight due to their unconventional nature and story complications). Having a Greater Dragonmark instead provides access.

Taking an archetype solely to gain access to a single feat doesn't feel appropriate to PF2e's design principle. I'd much rather create an entire archetype based on sorcerer multiclassing that grants spells in the same theme as Dragonmark abilities instead, akin to the feat chain in 3.5 that grants additional uses and new spell options for Dragonmarks.


evil homer wrote:

Here's how I'm handling Dragonmark, as Ancestry feats for the various appropriate races.

The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes.

Mark of Detection (Least) Feat 1
Half-Elf

You have manifested the Least Mark of Detection. The Mark of Detection grants abilities that enable its possessor to discern the presence of threats, from poisoned food to scrying eyes.

You may select one of the two abilities listed below. In addition, you gain a +2 Circumstance bonus to Perception checks.
• You may use the Detect Magic. You cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
• You may use the Detect Poison spell as an innate arcane focus spell. You gain a Focus Pool and begin with 1 Focus Point. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

Mark of Detection (Lesser) Feat 5
Half-Elf
Prerequisite: Mark of Detection (Least)

The mark of the Draconic Prophecy grows. You gain the Mark of Detection (lesser). This grants you a new innate arcane focus spell chosen from the two listed below. In addition you gain 1 additional focus point to add to your focus pool. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

You may select one of the two spells abilities listed below to be cast as an innate arcane focus spell.
See Invisibility
Detect Scrying

Mark of Detection (Greater) Feat 9
Half-Elf
Prerequisite: Mark of Detection (Least, Lesser)

The mark of the Draconic Prophecy grows. You gain the Mark of Detection (Greater). This grants you the ability to cast True Seeing as an innate arcane focus spell. In addition you gain 1 additional focus...

The Mark of Detection is strictly better than Arcane Sense when they should be close to on par. So you should reduce it (perhaps make it detect magic OR detect poison). I don’t understand the point of a busted focus pool. See First World Adept under gnome for a better way to handle it. A 2nd Level Spell at 5th Le el seems a bit too good, a 4th Level Spell definitely is.

True Seeing that early from an ancestry feat is definitely too good. Same with foresight.


Frogliacci wrote:
evil homer wrote:

Mark of Detection (Siberys Mark) Feat 13

Half-Elf
Preqrequisite: Must not have the Mark of Find in its Least, Lesser, or Greater form. You must have taken the Heir of Siberys Archetype.

The Draconic Prophecy erupts onto your person. You gain the Mark of Finding (Siberys). This mark allows you to cast the Foresight spell as an innate arcane focus spell. You gain a Focus Pool, and 1 Focus Point. You may not refill your Focus pool using the Refocus (CRB 300) activity. You refill your Focus Pool during daily preparations after 8 hours of rest (CRB 480)

I'd change the Siberys mark prerequisite to the same as the rules in Morgrave Miscellany, which is either the Greater version of the mark, or no mark at all. Siberys marks should be considered Uncommon for characters who do not have any Dragonmarks to begin with (i.e. requiring DM oversight due to their unconventional nature and story complications). Having a Greater Dragonmark instead provides access.

Taking an archetype solely to gain access to a single feat doesn't feel appropriate to PF2e's design principle. I'd much rather create an entire archetype based on sorcerer multiclassing that grants spells in the same theme as Dragonmark abilities instead, akin to the feat chain in 3.5 that grants additional uses and new spell options for Dragonmarks.

Thats how I did it in my version which is linked earlier.


So, maybe not the most important thing in the world, but there probably needs to be a halfling ancestry feat in the vein of the goblin's Rough Rider feat that allows them easier access to dromeosaur animal companions.


Ventnor wrote:
So, maybe not the most important thing in the world, but there probably needs to be a halfling ancestry feat in the vein of the goblin's Rough Rider feat that allows them easier access to dromeosaur animal companions.

I'm working on a substantial house rule to cover situations like that.


Here is an updated PDF of what I've done so far with an inclusion of domains and favoured weapons for the main religions. It's also available in word format here.

I am unlikely to make any further changes to that version.

I've introduced a significant change on how ancestries are handled which splits them up into race and culture with a player being able to mix and match as they wish. Given this is a pretty big change to the core rules of PF2e I've made a thread under the homebrew tab as I'm no longer strictly converting and have gone fully into homebrewing new rules and such. So you can find future updates by me over in that forum.

I'm still happy to offer my thoughts for people who are looking for feedback on their own conversions though :)


I started a conversion here. It's not remotely finished. The goal here is to focus specifically on conversion rather than personal interpretations of the setting, so as much as possible is taken out of D&D 3.5e/5e. The Dragonmark background ability boosts for example are taken straight out of the Dragonmarked subrace ability boosts from Wayfinder's Guide to Eberron. I fully expect to keep modifying them when the 2 Eberron books drop for 5e later in the year.

So far the only thing I have is a few changes to core ancestries, backgrounds, incomplete Dragonmarks, and some variant alignment rules. I'm holding back on converting Changelings, Kalashtar, Shifters, and Warforged until I get a copy of the Advanced Player's Guide, which probably has a lot more ancestry I can pillage.


Aaah. I see you've gone the 3.5/5e version of dragon marks. That's a fair way to go.

You say not everything in D&D has a place in Ebrron. It seems a strange thing to say as a celebrity trial conceit of Ebrron is that if it is in D&D it CAN be in Eberron. I would just remove that paragraph myself.


John Lynch 106 wrote:
Aaah. I see you've gone the 3.5/5e version of dragon marks. That's a fair way to go.

There's some 4e-esque dragonmarks-as-rituals feats in there too, mainly because those spells are now rituals in PF2e. I'm not sure if the "critical failures only count as failures" rule is too powerful, since I've never personally used rituals in 2e -- but it seems to be in line with their ability to corner those industries. Lyrandar would probably get sued a lot if they have a track record of making blizzards in summer.

John Lynch 106 wrote:
You say not everything in D&D has a place in Ebrron. It seems a strange thing to say as a celebrity trial conceit of Ebrron is that if it is in D&D it CAN be in Eberron. I would just remove that paragraph myself.

It CAN, because any individual DM's Eberron can have anything. It doesn't mean that it was written into Eberron, and I don't want to convert anything that doesn't fit the setting creator's vision. You can put Asmodeus in Eberron if you really want, and they did in 4e, but Keith Baker didn't like it at all and said on his blog that it's not HIS Eberron.

So I'm not personally demanding everyone follow my own canon. because that's against the conceit of Eberron. I'm just specifying that I won't include anything Keith Baker saw as unnecessary or a misinterpretation, or anything from another D&D setting that could potentially be appended to Eberron (eg. just like how Golarion content won't all work in Eberron, neither would everything form Forgotten Realms or Ravenloft). I'll edit that to be more clear, though.

Again my goal is specifically not my personal version of Eberron, but rather to stick as close to the setting creator's vision of it as possible.

Edit: changed that to "this conversion only covers material essential to the Eberron setting" so clarify my intent.


Frogliacci wrote:
There's some 4e-esque dragonmarks-as-rituals feats in there too

Eh. I don't ever think they were the best parts of the D&D 4th ed dragonmarks. Keith Baker pointed out that he liked the 4e dragonmarks more (whether or not he still does I don't know given they got reverted to the 3.5e style in the 5e book) than 3.5e ones because the 3.5e ones were "you can do this once a day" which wasn't really a great foundation for creating a continent spanning economic empire. The 4e ones help someone do something their class lets them do, only do it better.

Frogliacci wrote:
I'm not sure if the "critical failures only count as failures" rule is too powerful, since I've never personally used rituals in 2e -- but it seems to be in line with their ability to corner those industries. Lyrandar would probably get sued a lot if they have a track record of making blizzards in summer.

Rituals have pretty non-combat abilities so I expect balance concerns aren't really that big of an issue with them. I see them as more flavourful things.

Frogliacci wrote:

It CAN, because any individual DM's Eberron can have anything. It doesn't mean that it was written into Eberron, and I don't want to convert anything that doesn't fit the setting creator's vision. You can put Asmodeus in Eberron if you really want, and they did in 4e, but Keith Baker didn't like it at all and said on his blog that it's not HIS Eberron.

So I'm not personally demanding everyone follow my own canon. because that's against the conceit of Eberron. I'm just specifying that I won't include anything Keith Baker saw as unnecessary or a misinterpretation, or anything from another D&D setting that could potentially be appended to Eberron

Eh, fair enough. It just felt strange because both 3.5e and 4e's campaign books start off their "10 things to know about Eberron" with "if it exists in D&D then it has a place in Eberron." I'm taking a more "here's something that exists in Pathfinder 2e, here's a way to adapt it to the Eberron campaign setting." I'm also wanting to make it convenient for me so that I can copy and paste it into a potential player's guide to an Eberron campaign I run ;) Which is why I offer it in both PDF and Word for people to modify as desired.

I think having the two different versions can be good :)

As for what is or isn't in Keith Baker's own personal versions of Eberron, that seems to change with the needs of the campaign. So I wouldn't get too hung up on that.

Frogliacci wrote:
"this conversion only covers material essential to the Eberron setting" so clarify my intent.

That works :)


John Lynch 106 wrote:
Eh. I don't ever think they were the best parts of the D&D 4th ed dragonmarks. Keith Baker pointed out that he liked the 4e dragonmarks more (whether or not he still does I don't know given they got reverted to the 3.5e style in the 5e book) than 3.5e ones because the 3.5e ones were "you can do this once a day" which wasn't really a great foundation for creating a continent spanning economic empire. The 4e ones help someone do something their class lets them do, only do it better.

The 5e version does have the mechanic of "you can cast X, but only as a ritual" in Dragonmarks. 5e's ritual mechanics are extremely simple compared to PF2e though. I also like Intuition Die rules from Wayfinder's Guide, but I'm waiting for the Investigator class to drop and taking a look at PF2e's version of Inspiration before designing Dragonmark skill bonuses. A flat +1/2 circumstance bonus is fine, but feels really boring.

Dragonmarked Houses don't just base their power on 1/day low level spells. Their advantage is that Dragonmarked heirs need less training, since the Test of Siberys is much less resource-intensive than 4 years of wizard college. Dragonmarked characters are also more likely to improve their Dragonmarks than spellcasting classes are to reach high level. The vast majority of people capable of casting things like Teleport or Creation are Dragonmarked scions, not adventuring wizards, because in 3.5 NPC classes could get Dragonmarks. Furthermore, Dragonmarked Houses benefit significantly from their greater manpower, allowing them to regularly accomplish feats of magic that require a huge number of people to work together. They're basically corporations that ALSO control professional associations and legal regulation of their industries. It's actually kind of cyberpunk if you ask me.

John Lynch 106 wrote:

Eh, fair enough. It just felt strange because both 3.5e and 4e's campaign books start off their "10 things to know about Eberron" with "if it exists in D&D then it has a place in Eberron." I'm taking a more "here's something that exists in Pathfinder 2e, here's a way to adapt it to the Eberron campaign setting." I'm also wanting to make it convenient for me so that I can copy and paste it into a potential player's guide to an Eberron campaign I run ;) Which is why I offer it in both PDF and Word for people to modify as desired.

I think having the two different versions can be good :)

As for what is or isn't in Keith Baker's own personal versions of Eberron, that seems to change with the needs of the campaign. So I wouldn't get too hung up on that.

I totally forgot about the "10 things to know about Eberron" part! So yeah, definitely edited that to clear things up. I already do assume everything can have a place in every kitchen-sink setting, not just Eberron. You can put mindflayers in Golarion and they will work just fine, they just don't definitively exist in Golarion in the same way that, say, shoggoths do...same goes for a lot of things that could exist in Eberron but aren't in the sourcebooks.

As for adapting PF2e things into Eberron, I prefer refluffing them to represent things we know exist in Eberron, rather than trying to fit them into Eberron as is. For example, Outsiders can't reproduce with mortals in Eberron, so I'll simply recommend making planar bloodline sorcerers and planar scions people who were conceived in manifest zones, blessed/cursed by planar beings, or people who made a pact with these beings. It's not that you can't have half-Outsiders; it's just that they don't have canon precedence, so each and every half-Outsider that could exist would be unique, and that's a narrative element outside of the scope of a conversion. That's what I mean by Keith Baker's vision; it's a default point of reference on what's assumed to exist in everyone's Eberron unless otherwise stated, not the unique elements he invents for his own home game.


So when I was going through the different ancestry feats, something stood out at me compared with how you're handling the dragonmarks.

I'm just going to focus on one dragonmark school to start with (I'm assuming they mostly follow the same format).

Least Mark of Detection lets you choose Detect Magic as a cantrip. This seems on par with First World Magic. Although it optionally allows a 1st level spell once a day. That could be much stronger then a cantrip, are there any CRB ancestry feats with a similar power level?

The Least Mark of Detection is comparable to First World Adept, except it's a 5th level feat rather than a 9th level feat. If you move it up to 9th level then it would be exactly on par with First World Adept.

Greater Mark of Detection is just flat out too powerful for a 9th level ancestry feat. Siberys and True Siberys flat out seem too powerful for ancestry feats. Not even multiclassing gets you 9th level spellslots and class feats are meant to be more powerful then ancestry feats.

If you intend these to be more powerful then the CRB feats then you've definitely achieved it. But I just thought I'd point this out in case that wasn't your intent.


Dragonmark feats are meant to be more powerful are core feats, because in both 3.5e and 5e, the feats are stronger than anything else you can get at the level (the 5e Siberys version lets you get Foresight, a 9th level spell, at level 15). The drawback, at least in theory, is that Dragonmarked characters have a lot of narrative requirements.

The "balance" I currently have is that in a mixed party of marked and unmarked characters, unmarked characters could get bonus general feats at compensate. On the other hand, I'm still waiting for a few books to drop to really finalize what it'll look like. I could also end up completely rewriting everything above the first level feat as archetypes with the first level feat as a prerequisite. Still doesn't solve the issue of unmarked characters potentially picking up Siberys marks, but at least that's Uncommon and up to the DM.

I'll probably keep this there for now, because frankly I don't feel like I have enough information on PF2e beyond the CRB, and what the finalized version of Eberron looks like in D&D 5e. The more I look at the 3.5 stuff the more it looks really damn broken and the more I want to avoid basing the conversion on its mechanics.

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