Shardfinder 2 - tools and conversions for Eberron Setting for PF2


Conversions


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Eberron is one of my favorite settings and the PF2 is quickly growing on me. I see a lot of potential in combining these two passions so I started a conversion blog which I will post about here to put the word out and another place where we can discuss the contents of my posts. It called Shardfinder 2 as I did a big chunk of converting before on this forum you can still find called Shardfinder. I look forward to talking with everyone!

Shardfinder 2


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Latest Post: Dragonmarked House Backgrounds


Thanks.

Are you able to change the headline to get rid of the spelling error? That would make this thread easier to find with the search function.


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Fabius Maximus wrote:

Thanks.

Are you able to change the headline to get rid of the spelling error? That would make this thread easier to find with the search function.

Thanks for catching that before it locked. I swear I checked it twice.


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Ha! Good job! I just spent a 3 hour plane ride staring up a whole bunch of heritages for the Dragonmarked Houses and Kalashtar.


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Thanks, I am not sure if heritages is the way to go with dragonmarked as half orc/elf are also heritages.


The more I look at them the more I agree. If it weren’t for half-elves and half-orcs they would be perfect as heritages.


I like where this is going in general.

I feel like Cannith should give Intelligence or Dexterity, instead of Strength. The reason for this is that the iconic House Cannith adventurer usually wields a crossbow, a purely dex-based ranged weapon. They also craft their mundane wares through magic and magical machinery, and engage in a lot of fine engineering (see the Tinker background).

House Deneith are elite professional mercenaries rather than independent warriors, and I think Strength or Dexterity might fit a little better, alongside the Athletics or Acrobatics skill feats (see the Martial Disciple background).

Ghallanda's choice for additional lore seems extremely limited, as one type of food or drink doesn't nearly cover the broadness of a professional hotelier's knowledge even at starting level (and not to mention when they continue to level up). I would change it to Additional Lore with Cooking, Alcohol, Mercantile, and any city the character has experience working in.

House Kundarak are not just security experts, but also bankers, which requires negotiating investments. I see them as having Diplomacy or Intimidation as skill choices, along with Bargain Hunter (allows use of Diplomacy to gain income, ie. negotiating a contract) and Intimidating Glare.

House Lyrandar and House Medani would make more sense with their ability boosts switched. Wisdom and Intelligence fits Medani more (see Detective background), and Wisdom and Dexterity would be more appropriate for airship pilots. On top of that, House Lyrandar's skill training would make more sense as Nature or Athletics (since Sailor background grants Athletics). Lyrandar lore would already cover sailing, and farming doesn't make much sense to me. Combat Climber or Quick Jump makes more sense, especially in the context of Eberron's iconic midair swashbuckling that Lyrandar PCs would surely engage in.

House Tharashk is known for being wilderness survivalists, bounty hunters, and hired bodyguards that competes directly with House Deneith. I believe that a boost to Wisdom or Strength, instead of Intelligence, would be more appropriate, as in the Bounty Hunter background. There's also a spelling mistake in Tharashk Lore skill.

I see Vadalis as almost identical to the Animal Whisperer background, hence having an increase in Wisdom or Charisma rather than Constitution.

Finally, I believe that Experienced Professional should be a starting skill feat option for all Dragonmarked characters, representing the career stability provided by the near-monopoly each house holds on its industries.


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Hey Frogliacci, thanks for your input and catches. Just wanted to let you know I see this, welcome yours and any ones input to my posts. Today (after my job) or tomorrow I will address your concerns and explain my logic (and maybe update some entries!). Though some of the Houses do cover broad or many areas and no matter what these backgrounds will probably fall short in some aspects. Thank you.


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For my $.02, Deneith getting Intimidation makes sense in the broader picture. These guys not only survived, but flourished in a market that was flooded with warforged. They bring more to the table than simple mercenary "hit with stick" abilities. Knowing how to apply psychological aspects to combat fits just right, I think.


John Templeton wrote:
Hey Frogliacci, thanks for your input and catches. Just wanted to let you know I see this, welcome yours and any ones input to my posts. Today (after my job) or tomorrow I will address your concerns and explain my logic (and maybe update some entries!). Though some of the Houses do cover broad or many areas and no matter what these backgrounds will probably fall short in some aspects. Thank you.

Thank you!

Besides trying to stay close to the themes of each house, my logic is also based on sticking as close as possible to the canon 2e backgrounds, and avoiding overlap in skill and ability increases. That's why I made the suggestions I did .


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Sorry this is so much later then I attended.

Frogliacci wrote:

I like where this is going in general.

I feel like Cannith should give Intelligence or Dexterity, instead of Strength. The reason for this is that the iconic House Cannith adventurer usually wields a crossbow, a purely dex-based ranged weapon. They also craft their mundane wares through magic and magical machinery, and engage in a lot of fine engineering (see the Tinker background).

Where you sourcing the iconic Cannith adventurer? Also Cannith House also employees many mundane crafters both small and large scale. I believe I was pulling inspiration from the Artisan background.

Frogliacci wrote:
House Deneith are elite professional mercenaries rather than independent warriors, and I think Strength or Dexterity might fit a little better, alongside the Athletics or Acrobatics skill feats (see the Martial Disciple background).

They are also Bodyguards which is where the Charisma comes in along with serving as the base for Battle Cry later. For a Bodyguard I think presence and ability to turn a foe away from a look is as important as a good swordarm.

Frogliacci wrote:
Ghallanda's choice for additional lore seems extremely limited, as one type of food or drink doesn't nearly cover the broadness of a professional hotelier's knowledge even at starting level (and not to mention when they continue to level up). I would change it to Additional Lore with Cooking, Alcohol, Mercantile, and any city the character has experience working in.

Well I was thinking Ghallanda House Lore would cover hotlier while the additional lore covers a specialty and they look at the sample Lore of type of food or drink in the core book which are pretty broad. (Alcohol Lore, Baking Lore, Butchering Lore, Cooking Lore, etc.) Though adding a city might not be a bad idea.

Frogliacci wrote:
House Kundarak are not just security experts, but also bankers, which requires negotiating investments. I see them as having Diplomacy or Intimidation as skill choices, along with Bargain Hunter (allows use of Diplomacy to gain income, ie. negotiating a contract) and Intimidating Glare.

Yes the Strength is for their security section but Intelligence was for the bankers. Everything you mention I think is more covered and feeds off of Society with Experienced Professional covering training in how to limit/recover from a loss.

Frogliacci wrote:
House Lyrandar and House Medani would make more sense with their ability boosts switched. Wisdom and Intelligence fits Medani more (see Detective background), and Wisdom and Dexterity would be more appropriate for airship pilots. On top of that, House Lyrandar's skill training would make more sense as Nature or Athletics (since Sailor background grants Athletics). Lyrandar lore would already cover sailing, and farming doesn't make much sense to me. Combat Climber or Quick Jump makes more sense, especially in the context of Eberron's iconic midair swashbuckling that Lyrandar PCs would surely engage in.

For Lyrandar I am trying to also fit in the Rainmaker Guild side of it which is why the farming and Intelligence and honestly airship crew not going to be doing a lot of climbing or Jumping, their ships don't have rigging. Their sea ship counter parts are a different story of course.

Medani's Warning Guild handles bodyguards, scouts, sentries and inquisitive work. Yes there is detective work but they also cover other work which I see has more subtle versions of bodyguard work and scouts usually need to be able to investigate unseen. The thing I don't like about my picks is Terrain Stalker only has 3 options by RAW.

Frogliacci wrote:
House Tharashk is known for being wilderness survivalists, bounty hunters, and hired bodyguards that competes directly with House Deneith....

The entry in ECG doesn't talk about conflict with Deneith but I can see it with them as them acting as middle men/agents for those from Droaam that work under the Tharashk banner but I wouldn't consider those with the House Background generally. In fact I say I am cutting the prospectors and maybe the inquisitors side a bit short in the current write up.


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I am hoping by Labor Day to have an Equipment Post.


Eternal Wands (wands holding cantrips) is something I’ve got tumbling around in my head. I would definitely look at it very carefully if that’s something your considering.


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John Lynch 106 wrote:
Eternal Wands (wands holding cantrips) is something I’ve got tumbling around in my head. I would definitely look at it very carefully if that’s something your considering.

All wands are possibly endless in PF2.


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Latest Post: Adventuring Equipment
This is only a starting cracking into the ECG's Gear Chapter.


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Latest Post: Talenta Halflings


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Well little sad as it seems I have lost some interest or people just don’t feel like jumping back and forth which is fine. Here is a bit of preview on what I am working on.

Changeling (Eberron)

Hit Points: 6
Size: Medium
Speed: 25 ft
Ability Boosts: Charisma, Dexterity, Free
Ability Flaw: Constitute
Languages: Common. Additional language equal to your Intelligence modifier (if it’s positive) plus one extra bonus language. Choose from the list of common languages and any other languages to which you have access.
Traits: Changeling, Humanoid

Heritage

Doppelgänger-Blooded Changeling
You seem to be a bit closer to your supposed doppelgänger ancestors then most. You gain low-light vision.

Ancestry Feat

Changeling Weapon Familiarity Feat 1
Changeling
You come to favor precise weapons that are easy to hide. You are trained in and gain access to Hand Crossbow, dagger, Katar, sap and kukri


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Our Eberron campaign got pushed back a couple weeks. I'm still reading stuff, but we're not actively using it yet. Your effort is appreciated.


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Anguish wrote:
Our Eberron campaign got pushed back a couple weeks. I'm still reading stuff, but we're not actively using it yet. Your effort is appreciated.

That's cool to hear! Hope it comes online!


I'm still super excited and check daily for updates here.


Great work! Some of my fondest DnD memories took place in Eberron. I'm glad to see an appreciation for the setting.


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oddmage wrote:
I'm still super excited and check daily for updates here.

Oh wow! Sorry I can’t put stuff out faster! Hopefully Changeling will be out next week!


No rush, just wanted to let you know since you seemed a bit disheartened


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and here we present The Changeling Ancestry!!


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John Templeton wrote:
and here we present The Changeling Ancestry!!

Change(Ling) Log: Changed Adopted Changeling to grant Adopted Ancestry general feats and Traveler Changeling now grants 2 languages.


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Eberron Bestiary: Warforged Titan


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Latest Post: Clerics and Deities, Part 1

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PF2 Eberron is on my shortlist for next not-using-a-published-adventure game I run; while I might or might not wind up using any of your stuff, John, the inspiration alone is worth the price of entry. Thanks!


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Shisumo wrote:
PF2 Eberron is on my shortlist for next not-using-a-published-adventure game I run; while I might or might not wind up using any of your stuff, John, the inspiration alone is worth the price of entry. Thanks!

Thank you!

Also check out out the Lastest Shardfinder Post: Karrnathi Bestiary . Time to bring out your undead.


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Latest Shardfinder - The Kalashtar Ancestry

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Looks like Gods & Magic is going to have specific rules for pantheons, which should be useful in giving guidelines for the Sovereign Host and Dark Six.


It seems like on the GM side of things, PF2 would be super easy to run in Eberron. Since monster building goes by target numbers. Instead of... well, this creature is an aberration, and needs this many hit dice, but that makes his Con too high/low, so I need to adjust his saving throws...

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