Author Topic: Eberron in Pathfinder  (Read 22644 times)

0 Members and 1 Guest are viewing this topic.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Eberron in Pathfinder
« on: May 17, 2011, 02:57:17 PM »
Also viewable in wiki form: http://pf-eberron.wikidot.com/

This work assumes that you possess a copy of the Eberron Campaign Setting 3.5, as well as the Pathfinder rules. Eberron material which is not covered here should be assumed to use the mechanics from the ECS.

Index
Races
Classes
Prestige Classes
Feats + Traits
Spells + Items
Misc



Significant changes:
  • Dragonmarks are attained through the Eldritch HeritageUM feat chain or sorcerer levels (with the new House Member trait for support). Some dragonmarks have different skills to accomodate the new skill system - otherwise half of them would have Perception. Siberys marks are simply the category after Greater, and do not follow different rules. Due to the new structure, dragonmarks grant more spells but only from levels 1-9; powers which were cantrips can be accessed through the Advanced Dragonmark feat.
  • Changelings can shift around their stats along with their appearance.
  • Kalashtar can choose alternate powers in place of mindlink.
  • Shifting is far more customisable. As in, there are 2560 possible kinds before adding feats. It follows the PF "rounds per day" pattern, but it's possible to keep it up longer by spending actions. Also, gorebrute is more usable. Weretouched Master is a feat.
  • Warforged can have any kind of plating they want, or none at all. Also rocket fists.


Updates
28/10/11: Added Gnomes, and Cyran Marksman trait.
05/10/11: Added Ship Pet trait, Witch of Khyber/Grand Witch of Khyber hexes.
03/10/11: Added more traits.
29/09/11: Added Psiforged and Body Double alternate racial traits for warforged.
25/09/11: Added Warforged Tank feat.
07/09/11: Added Construct Summoner archetype for summoners.
29/08/11: Added Exorcist archetype for witch hunters.
28/08/11: Expanded Classes in the World to all current 1st-party and a few 3rd-party classes, added Warforged Armiger favoured class option.
26/08/11: Added info on Death Mages in Eberron, including support for basing the class on Deathless instead of Undead.
23/08/11: Added Wandslinger archetype for gunslingers, plus Amateur Wandslinger variant feat and rules on enchanting spell trigger items as weapons.
20/08/11: Added Inspired Inquisitor archetype, clarified how throwing an Integrated Weapon works and added the Returning Weapon feat for support.
16/08/11: Added Tashalatora archetypes for psychic warriors and soulknives.
26/07/11: Added Fractured Psyche feat.
23/07/11: Added Favoured Classes for Hobgoblins.
21/07/11: Added Favoured Classes for Daelkyr Halfbloods.
19/07/11: Added Battlechanger feat.
14/07/11: Added Bone Knight archetype/order for cavaliers.
« Last Edit: October 28, 2011, 10:45:39 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #1 on: May 17, 2011, 02:57:29 PM »
Races
Changeling
Quote
Humanoid (shapechanger)
+2 to one ability score: Changelings gain a +2 bonus to one ability score chosen at creation, to represent their varied nature.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Changelings have a base speed of 30 feet.
Minor Change Shape (Su): A changeling may change his appearance as a full-round action. This functions as the disguise self spell, except that it is a transmutation effect which affects the changeling's body but not his possessions, and lasts until he changes his appearance again or dies. As part of using this ability, a changeling may change the ability score to which he receives a racial bonus.
Deceptive: A changeling gains a +2 bonus to Bluff, Intimidate, Linguistics and Sense Motive checks.
Slippery: A changeling gains a +2 bonus on saves against sleep and charm effects.

Favoured Class bonuses
Alchemist: Whenever you ingest a mutagen or cognatogen, reduce the penalties to ability scores by -1/5 (minimum 0).
Barbarian: Add a +1/2 bonus on Intimidate checks and Bluff checks made to feint in combat.
Bard: Add a +1/2 bonus on Disguise checks and Diplomacy checks to change a creature's attitude.
Rogue: Add a +1/2 bonus on Stealth checks and Intimidate checks to change a creature's attitude.

Daelkyr Halfblood
Favoured Class bonuses
Alchemist: The alchemist gains +1/6 of a new discovery, as long as said discovery has a transformative effect on his body (eg. he could select Vestigial Limb but not Poison Bomb). If he has a special companion (a familiar, animal companion, etc.) he may choose for them to gain the benefit of this discovery instead.

Elf (Aerenal)
Alternate racial traits
Quote
Deathward: Elves of Aerenal gain a +2 bonus on saving throws against necromancy and death effects. This ability replaces Elven Immunities.

Favoured Class bonuses
Antipaladin: The antipaladin may use touch of cruelty +1/2 additional time per day.
Cleric: The cleric may channel energy +1/2 additional time per day.
Death Mage: Select one Pale Road power at 1st level that is normally usable a number of times per day equal to 3 + the death mage's Charisma modifier. The death mage adds +1/2 to the number of uses per day of that ability.
Oracle (Bones mystery): The oracle is considered to have a Charisma score +1/2 higher for determining the effects of his revelations and the highest level of oracle spells he can cast. This ability does not affect save DCs.
Oracle (Life mystery): If he has the Channel revelation the oracle may channel energy +1/2 additional time per day.
Paladin: The paladin may lay on hands +1/2 additional time per day.

Elf (Valenar)
Alternate racial traits
Quote
Born in the Saddle: Elves of Valenar gain a +1 bonus on damage rolls while mounted, do not take a penalty on Ride checks for riding bareback, and Ride is always a class skill for them. This ability replaces Elven Magic.

Favoured Class bonuses
Barbarian: Add 1 round to the duration of the barbarian's rage.
Cavalier: Add 1 to the base speed of the cavalier's mount. In combat this has no effect unless the cavalier has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
Oracle (Ancestor mystery): Add +1/2 to the oracle's class level for determining the durations of his revelations.
Oracle (Battle mystery): The oracle gains +1/6th of a revelation from the Ancestor mystery.
Ranger: Add 1 to the base speed of the ranger's companion. In combat this has no effect unless the ranger has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
Samurai: Add 1 to the base speed of the samurai's mount. In combat this has no effect unless the samurai has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.

Gnome
Alternate racial traits
Quote
Elementalist: Gnomes receive a +2 bonus on Charisma-based checks made against elementals, due to their traditions of binding such creatures. This ability replaces Defensive Training and Hatred.
Item Adept: Whenever a gnome uses a magic item, increase the save DC for its effect by +1. This ability replaces Gnome Magic.
Spy: Gnomes receive a +2 bonus on Sense Motive checks, Bluff checks made to pass secret messages, and Diplomacy checks made to gather information. This ability replaces Keen Senses and Obsessive.

Favoured Class bonuses
Gunslinger (Wandslinger archetype): The gunslinger gains +1/3 points of grit.
Magus: Add +1/2 points to the magus's arcane pool.

Halfling (Talenta)
Alternate racial traits
Quote
Dinosaur Bond: Halflings of the Talenta Plains gain a +2 bonus on Handle Animal and wild empathy checks made against dinosaurs, and gain a +2 bonus on saving throws against fear effects while adjacent to a friendly dinosaur. This ability replaces Fearless.

Halfling Dinosaur Cultists
A Talenta halfling with levels in the Dinosaur Cultist PrC may apply his Gift of the Saurian to his special companion (a familiar, animal companion, etc.) instead of himself. The companion need not be a dinosaur, though it fills the cultural role of a bonded dinosaur for such characters.

Favoured Class bonuses
Alchemist (Herbalist archetype): Add +1/2 on Craft (alchemy) checks and Survival checks to find edible substances.
Druid: Add +1 hit point or +1 skill rank to the druid's dinosaur animal companion. If the druid ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Paladin: Add +1 hit point or +1 skill rank to the paladin's dinosaur special mount. If the paladin ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
Ranger: Add +1 hit point or +1 skill rank to the ranger's dinosaur animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Half-orc (Shadow Marches)
Alternate racial traits
Quote
Swampstrider: Half-orcs of the Shadow Marches can move at full speed through shallow bog, and half speed through deep bog. In addition they receive a +2 bonus on checks to escape quicksand and similar effects. This ability replaces Intimidating.

Hobgoblin
Alternate racial traits
Quote
Historian: Some hobgoblins become obsessed with reclaiming the glories of their former empire, gaining a +4 bonus on Knowledge (history) checks. Knowledge (history) is always a class skill for them. This ability replaces the normal +4 racial bonus on Stealth checks.

Favoured Class bonuses
Crusader: The crusader gains +1/3 of a maneuver known from the Iron Heart discipline.
Samurai: Add a +1/2 bonus on Knowledge (history) checks and Diplomacy checks to change a creature's attitude.
Swordsage: The swordsage gains +1/3 of a maneuver known from the Iron Heart discipline.
Warblade: Add +1/2 to damage with Iron Heart strikes.

Human (Empty Vessel)
Alternate racial traits
Quote
Hollow Mind: Empty Vessels gain a +2 bonus on Bluff, Diplomacy, Sense Motive and Intimidate checks, and one of those skills is a class skill for all classes. However, they also take a -2 penalty on Will saves. This ability replaces Skilled.
Naturally Psionic: Empty Vessels gain the Wild Talent feat as a bonus feat at 1st level. If an Empty Vessel takes levels in a psionic class, he instead gains the Psionic Talent feat. When an Empty Vessel takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. This ability replaces Bonus Feat.

Kalashtar
Quote
Humanoid (psionic)
+2 to one mental ability score: Kalashtar gain a +2 bonus to one mental ability score chosen at creation, to represent their powerful minds.
Medium: Kalashtar are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kalashtar have a base speed of 30 feet.
Naturally Psionic: Kalashtar gain the Wild Talent feat as a bonus feat at 1st level. If a kalashtar takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a kalashtar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Telepath (Ps): A kalashtar gains one discipline talent as a psion (telepath) of his character level. If he later takes levels in psion he must choose different discipline talents, but does not lose this ability.
Pass for Human: Kalashtar receive Pass for Human as a bonus feat.
Unearthly Presence: Kalashtar receive a +2 bonus on Bluff, Diplomacy and Intimidate checks.
Twin Soul: Kalashtar receive a +2 bonus on saving throws against possession and mind-affecting effects.
Dreamless: Kalashtar do not dream when they sleep, and are immune to any effect which influences dreams. However, their natural recovery rate for mental ability damage is halved (i.e. a kalashtar would require two days to restore 1 point of lost Wisdom, rather than one). This does not hinder magical healing, such as restoration effects.

Alternate racial traits
Quote
Hatred: Kalashtar receive a +1 bonus on attack rolls against quori, Inspired and Riedran agents. This ability replaces Unearthly Presence.
Path of Shadows: Kalashtar receive a +2 bonus on Acrobatics, Autohypnosis and Perform (dance) checks. This ability replaces Unearthly Presence.
Quori Nightmare: The kalashtar gains a +2 bonus on Intimidate checks and can attempt to demoralise enemies as a move action. This ability replaces Unearthly Presence and Pass for Human.
Racial Memory: Select one skill. That skill is a class skill for all of the kalashtar's classes. This ability replaces Twin Soul.
Walled Mind: The kalashtar and his equipment cannot be identified as magical or psionic by divination spells or clairsentience powers. This ability replaces Telepath.

Favoured Class bonuses
Bard: Add +1/2 on Perform (dance) checks and Acrobatics checks made to move through threatened squares.
Binder: Add a +1/2 bonus on binding checks and a +1/5 bonus on saves against possession and mind-affecting effects.
Incarnate: Add +1/4 to the incarnate's essentia pool.
Monk: Add +1/4 to the monk's ki pool.
Oracle: While psionically focused you gain a +1/3 bonus on checks made with the class skills granted by your mystery.
Psion: The psion increases the skill bonus provided by his psicrystal's personality by +1/2. Add +1 hit point to the psion's psicrystal.
Psychic Warrior: Add 1/2 of a power known from the psychic warrior power list.
Ranger: Add +1/3 dodge bonus to Armor Class against quori, Inspired, and Riedran agents.
Rogue: Add +1/2 on Sense Motive checks and on Disguise checks to appear as a human.
Soulknife: The soulknife gains +1/6 of a new blade skill.
Wilder: The wilder's risk of psychic enervation is reduced by -1% after all other modifiers (minimum 5%).
Witch Hunter: The witch hunter adds +1/2 to the number of uses per day of his Devoted Strike or Spellbane powers.

Shifter
Quote
Humanoid (shapechanger)
-2 Cha: In many ways the shifter mindset is closer to that of an animal than a humanoid.
Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shifters have a base speed of 30 feet.
Low-light vision: Shifters can see twice as far as humans in conditions of dim light.
Damage Reduction: Shifters gain damage reduction 1/silver.
Wild Empathy: Shifters can use wild empathy as a 1st-level druid. This stacks with any other wild empathy they may gain.
Shifting: A shifter can take on bestial traits as a free action, taking a -2 penalty to Int but also gaining a +2 bonus to two other ability scores chosen at 1st level. He may spend a total number of rounds per day shifted equal to 3 + his Con modifier, +1 for every level after 1st and +1 for every [Shifter] feat he possesses. Any round in which the shifter takes a move action to concentrate does not count against this daily limit.
Razorclaw: While shifting you gain 2 claws as secondary natural weapons, dealing 1d4 damage +1 damage for every four character levels.
Athletic: A shifter gains a +2 bonus to Acrobatics and Climb checks.

Alternate racial traits
Quote
The following traits may replace Razorclaw or one of the ability score boosts gained while shifting.
Beasthide: While shifting you gain a +2 bonus to natural armor. If you gain this ability a second time the bonus increases by an additional +2.
Beastmind: You do not take a penalty to Intelligence while shifting, and may apply one of the ability score boosts from shifting to Intelligence. If you gain this ability a second time you may expend 1 round of shifting as a full-round action to change your remaining shifter trait to any other shifter trait; if you later gain additional shifter traits they remain fixed.
Cliffwalk: While shifting you gain a climb speed equal to half your land speed. If you gain this ability a second time your climb speed becomes equal to your land speed.
Dreamsight: While shifting you gain the benefits of a speak with animals spell and a +2 bonus on wild empathy checks. In addition, Handle Animal is always a class skill for you. If you gain this ability a second time then while shifting you also gain Skill Focus (Perception) as a bonus feat and may spend a swift action to gain the benefits of see invisibility for 1 round.
Gorebrute: While shifting you gain a set of horns as a primary natural weapon, dealing 1d6 damage +1 damage for every four character levels. You may only use these horns as part of a charge. If you do not attack with any other weapons as part of this charge, your horns deal double damage. If you gain this ability a second time then once per round when you damage a creature with your horns you may make a trip attempt against them as a free action.
Longstride: While shifting you gain a +10ft bonus to land speed. If you gain this ability a second time the bonus increases by an additional +10ft.
Longtooth: While shifting you gain a bite as a primary natural weapon, dealing 1d6 damage +1 damage for every four character levels.  If you gain this ability a second time then any living creature damaged by your bite attack also takes 1 point of Constitution damage.
Razorclaw: If you gain this ability a second time then you can make two claw attacks at the end of a charge at your highest attack bonus (plus the +2 bonus for charging).
Swiftwing: While shifting you gain a fly speed equal to half your land speed with average maneuverability. You may not use your hands for anything while flying, though they may still carry objects. In addition, Fly is always a class skill for you. If you gain this ability a second time your fly speed becomes equal to your land speed, its maneuverability becomes good, and you gain a +4 bonus on Fly checks even while not shifting.
Truedive: While shifting you gain a swim speed equal to your land speed, and a +8 bonus on Swim checks. In addition you may hold your breath for a number of rounds equal to 5x your Consititution score, even while not shifting. If you gain this ability a second time your swim speed increases by +10ft and you do not take penalties on melee attacks underwater.
Wildhunt: While shifting you gain the Scent ability. In addition, Survival is always a class skill for you. If you gain this ability a second time then while shifting you also gain blindsense 30ft.

Favoured Class bonuses
Alchemist: Whenever you ingest a mutagen or cognatogen, your increased ability score increases by an additional +1/5.
Barbarian: The barbarian gains +1/2 bonus rounds to a special pool which can be used for rage or shifting.
Druid: Add a +1/2 bonus on Knowledge (nature) checks and Intimidate checks to change a creature's attitude.
Fighter: The fighter gains +1/3 DR/silver.
Monk: Add a +1/2 circumstance bonus on critical hit confirmation rolls with natural weapons while shifting (maximum bonus of +4). This bonus does not stack with Critical Focus.
Ranger: Add a +1/2 bonus on Survival checks and Intimidate checks to change a creature's attitude.
Totemist: Add +1/4 to the totemist's essentia pool.
Wilder: The wilder gains 1 bonus power point.

Warforged
Quote
Construct (living construct)
+2 Con, -2 Wis, -2 Cha: Warforged are sturdy, but were created with little sense of personal identity.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Warforged have a base speed of 30 feet.
Light Fortification: Whenever a sneak attack or critical hit is scored against a warforged, there is a 25% chance that the extra damage is negated and damage is rolled normally.
Composite Body: Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.
Slam: Warforged gain a slam attack as a primary natural weapon, dealing 1d4 points of damage.
Focused Training: Warforged gain a +2 bonus to one skill, and treat that skill as a class skill for all classes.
Endurance: Warforged receive Endurance as a bonus feat. Note that living constructs do not eat, drink or breathe, and cannot become fatigued.
Plating: Warforged bodies are usually fitted with reinforced plating which replicates one type of mundane armor. The choice of whether to fit a warforged with such plating is made at 1st level, after which it cannot be added or removed. The warforged does not need to pay for this plating any more than a human needs to pay for their skin, and it does not count against his encumbrance (though it may still reduce his speed). Due to its integration with its wearer, plating is treated as masterwork armor; in addition its arcane spell failure is reduced by 10% and its Armor Check Penalty by 2, while its maximum Dex bonus is increased by 1. Plating may not be constructed of special materials unless you select the appropriate [Warforged] feat at 1st level, though you may have it enchanted afterwards (the warforged must be present at all times while his body is enchanted).

Alternate racial traits
Quote
Body Double: Rather than combat, the warforged was created to resemble a specific creature of the same size category. He gains a +10 racial bonus on Disguise checks made to impersonate that creature. If the warforged has Plating he appears to be wearing normal armor, though it cannot be removed. This disguise bonus is reduced to +8 if the warforged is injured, and to +2 if he is reduced to 0 hp. Some warforged of this type are capable of sleeping, though they do not require it. This ability replaces Light Fortification.
Integrated Weapon: One of the warforged's hands is replaced by a weapon, which cannot be disarmed or sundered. He is automatically proficient with this weapon; if he was already proficient then he gains Weapon Focus as a bonus feat for weapons of this type, but only gains its benefits while wielding that specific weapon. If the integrated weapon is a two-handed weapon, he must still use his second hand to help wield it. If it is a throwing weapon then he may detach and reattach the limb freely, and it can be sundered while separate. Unlike his plating, the warforged must purchase this weapon normally at 1st level. If you wish you may replace each hand with a weapon, or two ends of a double weapon. This ability replaces Slam.
Jaws of Death: The warforged gains a bite attack as a primary natural weapon, dealing 1d6 damage with a critical threat range of 20/x3. This ability replaces Slam and Light Fortification.
Prototype: The warforged does not take a racial penalty to Charisma, but takes a -1 penalty to AC. This ability replaces Focused Training.
Psiforged: The warforged's body is covered in crystal growths which resonate with psychic power, granting Wild Talent as a bonus feat. If the warforged takes levels in a psionic class, he instead gains the Psionic Talent feat. When a psiforged takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point. In addition, he may use his Constitution score to determine bonus power points in place of his primary manifesting score if higher. The warforged's body is considered to be made of stone, wood, metal and crystal, making him vulnerable to shatter and similar effects. This ability replaces the normal warforged bonus to Constitution.
Second Slam: The warforged gains two slam attacks rather than one. This ability replaces Slam and Light Fortification.
Scout Model: The warforged's size is reduced to Small, and he gains +2 Dex and -2 Str. In addition he gains a +2 bonus to one of Acrobatics, Climb, Fly, Perception or Swim, and treats that skill as a class skill for all classes. This ability replaces Focused Training.
Trained Fist: The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Slam.

Favoured Class bonuses
Alchemist: Add +1/2 to bomb damage.
Armiger: The armiger gains +1/6 of a new armiger talent.
Barbarian: Add +1/2 to damage against Constructs and objects.
Fighter: Add +1 to the fighter's CMD when resisting a bull rush or dirty trick.
Gunslinger (Gun Tank archetype): The gunslinger gains +1/3 points of grit.
Magus: Add a +1/3 bonus on concentration checks, and on critical hit confirmation rolls with the magus's Spellstrike class feature (maximum bonus of +4 for the latter). This bonus does not stack with Critical Focus.
Paladin: The paladin gains +1/4 DR/adamantine.
« Last Edit: October 28, 2011, 10:43:08 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #2 on: May 17, 2011, 02:57:42 PM »
Classes
See also "Classes in the World" in the Misc section.

Cavalier
Bone Knight (archetype)
[spoiler]Mount: Any mount called by a Bone Knight gains the skeletal champion template, except that it does not gain extra HD, has no Intelligence score (and therefore no skills, feats or tricks) and cannot be turned while ridden by the cavalier. This ability modifies, but does not replace, the cavalier's normal mount ability.

Order of the Bone Knight
Quote
Edicts: The cavalier must devote himself to protecting Karrnath and its people. He must obey the commands of King Kaius without question. He must strive to improve Karrnath's reputation and the organisation of its undead forces.
Some bone knights serve the Order of the Emerald Claw, and instead swear allegiance to Vol.

Challenge: Whenever an order of the bone knight cavalier issues a challenge, his allies receive a +1 circumstance bonus on damage rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the bone knight adds Knowledge (religion) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the bone knight cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) when the check involves undead.

Order Abilities: A cavalier belonging to the order of the bone knight gains the following abilities as he increases in level.

Channel Negative Energy (Su): At 2nd level the cavalier gains the ability to channel negative energy as an evil cleric of his class level, regardless of his alignment. If he possesses the ability to channel energy from another source (even indirectly, such as via a paladin's lay on hands) it changes to channel negative energy.

Bonecraft (Ex): At 8th level the cavalier is capable of crafting bonecraft weapons and armor. These items function as steel items of the same kind, except that they are non-metallic (and thus immune to effects such as chill metal and a rust monster's touch) and can only be used by a character with the ability to craft them. Bonecraft weapons deal +1d6 damage to living creatures (ranged weapons bestow this property on their projectiles). Bonecraft armor grants the wearer a +4 bonus on Intimidate checks, and DR/bludgeoning based on its weight (DR 1 for light, 2 for medium or 3 for heavy, +1 for every four levels thereafter). After they have been crafted, these items may be enchanted as normal. If he activates the Armor of Bones oracle revelation while wearing bonecraft armor, the bonuses from that ability are halved (round up) but stack with those provided by his armor.

Exoskeleton of Undeath (Ex): At 15th level the cavalier's bonecraft armor fuses to his body, and cannot be removed without killing him. He gains immunity to death effects, disease, paralysis, poison, sleep, stunning, ability penalties, ability damage, ability drain, energy drain, fatigue, exhaustion and nonlethal damage. If he is already undead his turn resistance increases by +4.
This replaces the cavalier's normal choice of an order.

Bone March: At 4th level the cavalier gains the ability to assume control of animated undead from a willing caster as a standard action. He must be within 60ft of both the caster and the undead to assume control. He may command a total number of Hit Dice of undead equal to double his class level, but may not control any individual undead creature with more Hit Dice than his class level. This ability replaces the cavalier's normal expert trainer ability.

Banner of Undeath (Ex): At 5th level, the cavalier becomes better able to direct his undead comrades. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive +2 turn resistance and a +1 bonus on damage rolls against living creatures. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. This ability replaces the cavalier's normal banner ability.

Bonus Feat: At 6th level, and at every six levels thereafter, in place of a bonus feat the cavalier may gain an oracle revelation from the Bones mystery (using his cavalier level in place of his oracle level). This ability modifies, but does not replace, the cavalier's normal bonus feat ability.

Greater Banner of Undeath (Ex): At 14th level, the cavalier's ability to command undead improves. All allies within 60 feet receive resistance 5 against positive energy and a +2 bonus on saving throws against control undead and similar effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.  This ability replaces the cavalier's normal greater banner ability.
[/spoiler]


Death Mage
Death Mages and Deathless
[spoiler]A death mage can choose to focus his talents on deathless rather than undead. Such a character may choose to gain the Deathless domain for his Death Bond. In addition he adds the following spells to his spell list:
1st: cure light wounds
2nd: cure moderate wounds
3rd: cure serious wounds, halt deathless
4th: cure light wounds (mass), cure critical wounds
5th: cure moderate wounds (mass)
6th: create deathless, cure serious wounds (mass), heal
7th: control deathless, cure critical wounds (mass)
8th: create greater deathless, cure grievous wounds (mass)
9th: heal (mass)

The following spells are removed:
1st: inflict light wounds
2nd: inflict moderate wounds
3rd: inflict serious wounds, halt undead
4th: inflict light wounds (mass), inflict critical wounds
5th: inflict moderate wounds (mass)
6th: create undead, inflict serious wounds (mass), harm
7th: control undead, inflict critical wounds (mass)
8th: create greater undead, inflict grievous wounds (mass)
9th: harm (mass)
[/spoiler]


Gunslinger
Wandslinger (archetype)
[spoiler]Class Skills: A wandslinger adds Knowledge (arcana), Spellcraft and Use Magic Device to his list of class skills, and removes Knowledge (engineering).

Weapon and Armor Proficiency: A wandslinger is not proficient with firearms.

Wand Mastery (Su): Whenever the wandslinger uses a wand, he calculates the DC for any spell it contains using his Wisdom modifier, instead of the minimum modifier needed to cast a spell of that level.

Wandsmith: At 1st level, a wandslinger gains two battered eternal wands (ECS p265), each containing a 0th-level spell usable 2/day; these wands function only for the wandslinger, and have negligible sale value (2d10 gp each). The wandslinger also gains Wandsmithing [evocation] as a bonus feat (see feats section), effectively giving him a spell list for the purposes of activating spell trigger items. This replaces the gunslinger's Gunsmith ability.

Wand Training (Su): At 1st level when a wandslinger uses a spell trigger item to cast a spell on his spell list, if it requires a ranged attack roll he gains a bonus on the damage roll equal to his Dex modifier (if the spell does not deal damage he may choose to deal damage equal to his Dex modifier in addition to the normal effects). He applies this extra damage only once per target, even the spell would deal damage multiple times. In addition such spells are not considered touch attacks for the purposes of feats like Deadly Aim. This replaces the gunslinger's Gun Training ability.

Grit: A wandslinger gains grit from spells (including spells cast from items) rather than firearms. Note that only spells which require an attack roll are capable of inflicting critical hits.

Deeds: For the purposes of deeds, a wandslinger treats wands as one-handed firearms and staves as two-handed firearms. A deed which requires a ranged attack roll may only be used with a spell which requires a ranged attack roll. In addition, he may choose to replace one or more of his deeds with the deeds below:
  • Eternal Charge (Su): At 1st level, a wandslinger can expend 1 point of grit in place of a charge when casting a spell from a spell trigger item. This deed replaces Quick Clear.
  • Focus Shot (Su): At 1st level, as long as he has 1 point of grit remaining a wandslinger may cast an area spell from a spell trigger item as a ranged touch spell, affecting a single target out to the spell's maximum range. If the spell's primary effect allowed a save it is removed, though saves for secondary effects remain. Spells which could affect the target multiple times affect them once and then end (eg. a wall of fire would damage the target once as if they had passed through it, but a web spell would keep the target grappled for the full duration). This deed may only be used with spells on his spell list. This deed replaces Deadeye.
  • Full Power (Su): At 1st level, a wandslinger can expend 1 point of grit as he casts a spell from a spell trigger item to increase its caster level to his gunslinger level (if higher than its original caster level). This deed replaces Expert Loading.
  • Point Blank Burst (Su): At 3rd level, a wandslinger may expend 1 point of grit to cast a spell from a spell trigger item as a ranged touch spell against an adjacent target. If it hits, both the target and the gunslinger also take 1d6 damage per two gunslinger levels you possess. This otherwise functions as the Focus Shot deed. This deed replaces Pistol-Whip.
  • Wand Assault (Su): At 7th level, a wandslinger can expend 1 point of grit as part of a full attack, enabling him to cast spells from spell trigger items in place of attacks. This deed may only be used with spells on his spell list. This deed replaces Dead Shot.
  • Quick Activation (Su): At 11th level, a wandslinger can expend 1 point of grit to cast a spell from a spell trigger or spell completion item as a swift action, as if the Quicken Spell metamagic feat had been applied to it. This deed replaces Lightning Reload.

Bonus Feats: A wandslinger adds Master Craftsman, Metamagic Spell Trigger3.5, Wand Dancer, Wandsmithing (see feats section) and all item creation feats to the list of feats he can select as bonus feats.
[/spoiler]


Inquisitor
Inspired Inquisitor (archetype)
[spoiler]Wild Talent: At 1st level an Inspired Inquisitor gains Wild Talent as a bonus feat. This ability replaces Judgement 1/day. From 4th level on he may use Judgement one time fewer per day.

Spells: The Inspired Inquisitor's spells are treated as psionic effects, and prestige classes which advance manifesting can be used to advance his inquisitor casting. This does not apply to spells gained from other classes.

Psionic Conversion (Su): As a swift action, the Inspired Inquisitor can expend one of his inquisitor spell slots to gain temporary pp equal to (2x spell level) -1 for one round.

Detect Psionics (Ps): An Inspired Inquisitor can use detect psionics as a psi-like ability at will. This ability replaces the inquisitor's detect alignment ability.

Psion Killer (Su): At 3rd level, once per round whenever the Inspired Inquisitor inflicts damage to a creature with the psionic subtype, he can force it to make a Fortitude save (DC = 10 + half his inquisitor level + his Wis modifier) or lose 1pp per two inquisitor levels he possesses. This ability replaces the inquisitor's solo tactics ability.

Discern Lies (Sp): An Inspired Inquisitor may use his discern lies ability for a number of rounds per day equal to 2 + his inquisitor level. However, quori and creatures possessed by quori (including kalashtar and elans) never appear to be lying.
[/spoiler]


Psychic Warrior
Tashalatora (archetype)
[spoiler]Weapon and Armor Proficiency: Tashalatora are proficient with simple weapons but not with armor or shields. This replaces the psychic warrior's normal weapon and armor proficiencies.

AC Bonus: When unarmored and unencumbered, a tashalatora adds his Wisdom modifier as a bonus to AC and CMD. This bonus to AC applies even against touch attacks or when the psychic warrior is flat-footed. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This ability replaces the psychic warrior's 1st-level power known (meaning that until 2nd level he only has knowledge of the power from his path).

Unarmed Strike: A tashalatora gains Improved Unarmed Strike as a bonus feat and deals increased damage with his unarmed strikes as a monk of his class level (stacking with any monk levels he may possess). This ability replaces the psychic warrior's 1st-level bonus feat and Psionic Proficiency.

Evasion (Ex): At 2nd level a tashalatora gains the evasion special ability. This ability replaces the psychic warrior's 2nd-level bonus feat.

Psychic Strike (Su): As long as a tashalatora has at least 1 pp remaining he gains the benefits of Ki Strike as a monk of his class level (stacking with any monk levels he may possess), allowing him to overcome certain types of damage reduction with his unarmed strikes.[/spoiler]


Sorcerer
Dragonmarked Bloodline
[spoiler]A sorcerer may use a Dragonmarked bloodline in place of the Draconic bloodline to qualify for the dragon disciple PrC, and a dragon disciple without sorcerer levels may select a Dragonmarked bloodline. A character with this bloodline chooses one mark available to his race, and may never gain the abilities of another mark by any means (though he may still learn spells on their lists as normal spells). Using the Disguise skill to create a disguise that incorporates a fake dragonmark inflicts a -10 penalty on the check, since such things are easy to recognise and difficult to copy.

The grade of a character's dragonmark is determined by the maximum level of spells it can access - Least: 1st, Lesser: 3rd, Greater: 5th, Siberys: 7th

When a character with a dragonmark gains a level in a favored class they may choose to gain +1/2 daily uses of their dragonmark's bloodline power in place of the normal bonuses.

Races, Class Skills and Bonus Spells:
  • Detection: Half-elf; Sense Motive; detect snares and pits (3rd), reveal true shape (5th), see invisibility (7th), detect scrying (9th), banish seeming (11th), true seeing (13th), greater arcane sight (15th), moment of prescience (17th), foresight (19th).
  • Finding: Human or half-orc; Perception; identify (3rd), locate object (5th), helping hand (7th), locate creature (9th), commune (11th), find the path (13th), analyze dweomer (15th), discern location (17th), sympathy (19th).
  • Handling: Human; Handle Animal; calm animals (3rd), speak with animals (5th), greater magic fang (7th), dominate animal (9th), animal growth (11th), awaken (13th), summon nature's ally VII (15th), euphoric tranquility (17th), clone (19th).
  • Healing: Halfling; Heal; cure light wounds (3rd), lesser restoration (5th), remove disease (7th), neutralise poison (9th), breath of life (11th), heal (13th), greater restoration (15th), regenerate (17th), mass heal (19th).
  • Hospitality: Halfling; Diplomacy; unseen servant (3rd), share language (5th), create food and water (7th), secure shelter (9th), mage's private sanctum (11th), heroes' feast (13th), mage's magnificent mansion (15th), mass planar adaptation (17th), refuge (19th).
  • Making: Human; Craft; repair light damage (3rd), make whole (5th), minor creation (7th), major creation (9th), fabricate (11th), total repair (13th), statue (15th), repel metal or stone (17th), true creation (19th).
  • Passage: Human; Survival; expeditious retreat (3rd), phantom steed (5th), dimension door (7th), overland flight (9th), teleport (11th), passwall (13th), greater teleport (15th), phase door (17th), interplanetary teleport (19th).
  • Scribing: Gnome; Linguistics; comprehend languages (3rd), whispering wind (5th), secret page (7th), tongues (9th), sending (11th), mark of justice (13th), instant summons (15th), symbol of death (17th), soul bind (19th).
  • Sentinel: Human; Intimidate; shield of faith (3rd), shield other (5th), protection from energy (7th), lesser globe of invulnerability (9th), stoneskin (11th), globe of invulnerability (13th), repulsion (15th), mind blank (17th), prismatic sphere (19th).
  • Shadow: Elf; Stealth; disguise self (3rd), minor image (5th), clairaudience-clairvoyance (7th), scrying (9th), prying eyes (11th), shadow walk (13th), greater scrying (15th), greater prying eyes (17th), shades (19th).
  • Storm: Half-elf; Acrobatics; endure elements (3rd), gust of wind (5th), sleet storm (7th), hurricane blast (9th), control winds (11th), acid fog (13th), control weather (15th), stormbolts (17th), storm of vengeance (19th).
  • Warding: Dwarf; Disable Device; alarm (3rd), arcane lock (5th), nondetection (7th), fire trap (9th), mage's faithful hound (11th), greater glyph of warding (13th), guards and wards (15th), prismatic wall (17th), wall of suppression (19th).

Bonus Feats: Any [Dragonmark] feat.

Bloodline Arcana: Whenever you cast a bloodline spell or a spell which affects dragonmarks, increase the spell's caster level and save DC by +1.

Bloodline Powers: Characters who manifest a dragonmark gain the following abilites.

Least Power (Sp): You may use any spell on your bloodline list as a spell-like ability with a caster level equal to half your sorcerer level (minimum 1) - if this would result in a caster level too low to cast the chosen spell then it cannot be cast. These spell-like abilities do not gain the benefits of your bloodline arcana. You can use this ability a number of times per day equal to 1 + your Charisma modifier (the spells share a common pool).

Favored in House (Ex): At 3rd level you gain a +2 bonus on Bluff, Diplomacy and Intimidate checks made against members of your dragonmarked house. In addition, you may call on contacts in your house 1/week per two sorcerer levels to provide you with favors. Roll a d20, with a +1 modifier per four character levels. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. You can't take 10 or take 20 on this check, nor can you retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of the check.

Greater Power (Su): At 9th level your Least Power becomes a Supernatural ability, and gains the benefits of your bloodline arcana.

Heir of Siberys (Su): At 15th level you gain 1 temporary hero point at the start of each encounter, which expires when the encounter ends.

Living Prophecy (Ex): At 20th level your Least Power becomes an Extraordinary ability. You may expend 2 uses of your Least Power in place of a hero point. Finally, you gain a +4 bonus on Intimidate checks made against true dragons.[/spoiler]


Soulknife
Tashalatora (archetype)
[spoiler]Weapon and Armor Proficiency: Tashalatora are proficient with simple weapons and with their own mind blade (regardless of form) but not with armor or shields. This replaces the soulknife's normal weapon and armor proficiencies.

AC Bonus (Ex): As the monk class feature. This ability replaces the soulknife's bonus feat at 1st level.

Blade Skills: A tashalatora adds the following to his list of blade skills.
  • Flowing Blade: The tashalatora's mind blade counts as a monk weapon, and may be used as part of a flurry of blows.

Enhanced Mind Blade: A tashalatora adds ki focus to the list of enchantments he can apply to his mind blade.[/spoiler]


Summoner
Construct Summoner (archetype)
[spoiler]Construct Eidolon: A construct summoner's eidolon is formed of composite materials similar to those found in warforged. His eidolon's type changes to Construct (augmented outsider, living construct). In addition, his eidolon may select [Warforged] feats as if it were a warforged. Unlike a normal eidolon, a construct eidolon disappears if it is reduced to 0 hit points. If a construct eidolon gains the Undead Appearance evolution, instead of save bonuses it receives immunity to stunning. If the summoner also possesses the synthesist archetype then he may select [Warforged] feats as if he were a warforged, but may only use them while merged with his eidolon (unless he is already a warforged).
This ability replaces the eidolon's evolution points at 1st level - from 2nd level on it has 3 fewer evolution points than normal.

Summon Construct (Sp): When using your summon monster I ability, instead of summoning a monster from the normal list you summon a 1st-level astral construct. Whenever you would gain the ability to summon monsters of one level higher, you instead gain the ability to summon astral constructs of one level higher. Despite duplicating a psionic power, this is not a psionic effect. At 19th level you gain access to gate as normal. This ability modifies, but does not replace, the summoner's normal summon monster ability.

At the DM's option, you may choose to grant the construct summoner a spell-like version of the astral juggernaut power instead of gate. Make the following changes:
  • XP cost becomes a material component of 5,000gp in value.
  • The juggernaut's ectokinetics ability is activated by expending a summoner spell slot with a level of at least half the pp cost (round up). Eg. using metaphysical slam (7pp) would require a slot of lv4 or higher.
[/spoiler]


Witch
New Hexes
[spoiler]Witch of Khyber (Su): If the witch possesses the Aberrant Dragonmark feat she may use her Intelligence modifier to determine the save DCs of her aberrant dragonmark, as well as its number of uses per day. At 4th level she may treat the spell-like abilities granted by that feat as hexes, allowing her to use them at will. At 8th level she may also treat the SLAs granted by the Lesser Aberrant Dragonmark feat as hexes, and at 12th level this extends to the Greater Aberrant Dragonmark feat.[/spoiler]
New Major Hexes
[spoiler]Grand Witch of Khyber (Su): A witch with this hex does not risk becoming dazed when using her Aberrant Dragonmark. In addition she gains Aberrant Dragonmark, Lesser Aberrant Dragonmark or Greater Aberrant Dragonmark as a bonus feat, as long as she meets the prerequisites. The witch must possess the Witch of Khyber hex to select this hex.[/spoiler]


Witch Hunter
Exorcist (archetype)
[spoiler]Exorcism (Su): At 9th level, an exorcist may expend a use of his spellbane power as a standard action to make a melee touch attack. If it succeeds then it is resolved as a normal use of spellbane, except that only spells which control the target's behaviour (such as dominate person) may be dispelled. In addition, any creature possessing the target must succeed on a Will save (DC = 10 + half the exorcist's class level + his Wis modifier) or be expelled. This replaces the witch hunter's Cursebreaker ability.
[/spoiler]
« Last Edit: October 05, 2011, 03:53:08 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #3 on: May 17, 2011, 02:57:55 PM »
Prestige Classes

Dragonmark Heir
Prerequisites: Dragonmarked Bloodline or Eldritch Heritage (dragonmarked), 5 ranks in any one skill

HD: d8
BAB: Average
Saves: All good
Quote
1    Advancement, Dragonmark Mastery (1st), House status +1
2    Talent or +1 level of existing spellcasting class, Improved dragonmark
3    Dragonmark Mastery (2nd), House status +2
4    Talent or +1 level of existing spellcasting class, Improved dragonmark
5    Dragonmark Mastery (3rd), House status +3
6    Talent or +1 level of existing spellcasting class, Improved dragonmark
7    Dragonmark Mastery (4th), House status +4
8    Talent or +1 level of existing spellcasting class, Improved dragonmark
9    Dragonmark Mastery (5th), House status +5
10   Talent or +1 level of existing spellcasting class, Improved dragonmark
Advancement: At every level of dragonmark heir the caster level of your Dragonmarked bloodline's Least Power  increases by 1 (after halving), to a maximum of your character level. This may allow you to access higher-level spells. For instance, a rogue 5/dragonmark heir 3 with the Eldritch Heritage feat would have a caster level of 3 from his character levels (8-2, halved), +3 from this ability for a total of CL6. Such a character could access 3rd-level SLAs from his bloodline.

Dragonmark Mastery: At 1st level you may cast your dragonmark's 1st-level spell without expending uses of its bloodline power (i.e. you may use it an unlimited number of times per day). At every odd level thereafter this ability also applies to spells of one level higher.

House Status (Ex): A dragonmark heir adds half their class level as a bonus on Charisma-based checks when interacting with members of their dragonmarked house (round up).

Improved Dragonmark: At every even level you gain an extra use of your Dragonmarked bloodline's Least Power per day.

Talent: At every even level you gain a rogue talent, or a talent from one other class in which you have levels (eg. a barbarian rage power or an alchemist discovery). Your dragonmark heir levels stack with levels in that class for prererequisites based on class level. Alternatively, you may increase your caster level and spells per day as if you had gained a level in a spellcasting class to which you belonged before entering dragonmark heir.
« Last Edit: September 29, 2011, 01:46:59 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #4 on: May 17, 2011, 02:58:12 PM »
Feats + Traits
General Feats
[spoiler]Aberrant Dragonmark
You have manifested a strange dragonmark which defies the normal classifications.
Benefit: Select one spell from the following list, or two 0-level spells from any list: burning hands, cause fear, charm person, chill touch, detect secret doors, feather fall, floating disk, inflict light wounds, jump, light, pass without trace, produce flame, shield. You may use that spell as a spell-like ability a number of times per day equal to 1 + your Cha modifier (caster level equals your character level) - if you have multiple spells they share a single pool of uses.
Special: A character with this feat may never gain a true dragonmark, and a character with a true dragonmark may never gain this feat.
Special: You may select this feat multiple times. Each time after the first grants you additional spell choices but no extra uses.

Greater Aberrant Dragonmark
Prerequisites: Aberrant Dragonmark, Lesser Aberrant Dragonmark, character level 9th
Benefit: Select one spell from the following list, or two marked with an asterisk: cloudkill, cone of cold, confusion*, dominate person, enervation*, fear*, feeblemind, fire shield*, flame strike, insect plague, mass inflict light wounds, phantasmal killer*, slay living. You may cast that spell instead of the spell granted by your Aberrant Dragonmark feat, but afterwards you must succeed on a DC 17 Fort save or become dazed for 1 round. You may use your Aberrant Dragonmark feat one additional time per day.
Special: You may select this feat multiple times. Each time after the first grants you additional spell choices but no extra uses.

Lesser Aberrant Dragonmark
Prerequisites: Aberrant Dragonmark, character level 5th
Benefit: Select one spell from the following list, or two marked with an asterisk: bestow curse, contagion, darkvision*, death knell*, false life*, poison, rage, scare*, scorching ray*, sleet storm, suggestion, summon swarm*, touch of idiocy*, vampiric touch. You may cast that spell instead of the spell granted by your Aberrant Dragonmark feat, but afterwards you must succeed on a DC 15 Fort save or become dazed for 1 round. You may use your Aberrant Dragonmark feat one additional time per day.
Special: You may select this feat multiple times. Each time after the first grants you additional spell choices but no extra uses.

Wandsmithing
Prerequisite: Spellcraft 1 rank
Benefit: Select one school of magic. For the purposes of using and crafting spell trigger items you are considered to be an arcane caster with a caster level equal to your character level and a spell list consisting of all 0th-level spells of the chosen school; at 5th level and every 4th level thereafter this expands to include spells of one level higher. This allows you to select the Craft Wand and Craft Staff feats, and cast spells on your spell list from wands and staves without making a Use Magic Device check. In addition, you may add a Charge Reservoir (see items section) to a spell trigger item even if you do not meet the prerequisites.
Special: You may select this feat multiple times, choosing a different school of magic each time.[/spoiler]


Combat Feats[spoiler]
Amateur Wandslinger (Combat)
Note: This is a variant of the Amateur Gunslinger feat from Ultimate Combat.
Prerequisite: You have no levels in a class that has the grit class feature.
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the wandslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the wandslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
[/spoiler]


Dragonmark Feats[spoiler]
Advanced Dragonmark [Dragonmark]
You have achieved finer control over your dragonmark.
Prerequisites: Dragonmark, character level 3rd
Benefit: Add the following to the list of spells granted by your dragonmark. Using your 1st-level bloodline ability to cast these spells does not expend daily uses of that ability.
  • Detection: detect magic, detect poison
  • Finding: know direction, sift
  • Handling: charm animal
  • Healing: stabilize, virtue
  • Hospitality: prestidigitation, purify food and drink
  • Making: mending, open/close
  • Passage: mount
  • Scribing: arcane mark, read magic
  • Sentinel: mage armor
  • Shadow: beguiling gift
  • Storm: alter winds
  • Warding: mask dweomer

Dragonmarked Artificer [Dragonmark]
You are skilled at using items crafted for members of your house.
Prerequisites: Dragonmark
Benefit: When casting a spell on your dragonmark's list from an item you automatically succeed on Use Magic Device checks made to emulate a high ability score and may expend one use of your dragonmark's 1st-level ability in place of a charge. You gain a +3 bonus on checks made to activate such items blindly and to decipher written spells on your dragonmark's list.
Special: This feat counts as Skill Focus (Use Magic Device) for the purposes of prerequisites. You may possess both this feat and Skill Focus (Use Magic Device).

Extra Dragonmark Power [Dragonmark, General]
Prerequisites: Dragonmark or Aberrant Dragonmark
Benefit: You may use the spell-like abilities provided by your dragonmark 2 additional times per day.

Jorasco Healer [Dragonmark]
Prerequisites: Mark of Healing, ability to cast cure wounds
Benefit: You may spontaneously convert prepared spells into cure wounds as a good-aligned cleric. You may only convert a spell if the cure wounds spell of the matching level is on that class's spell list.

Vadalis Summoner [Dragonmark]
Prerequisites: Mark of Handling, ability to cast summon nature's ally
Benefit: You may spontaneously convert prepared spells into summon nature's ally as a druid. You may only convert a spell if the summon nature's ally spell of the matching level is on that class's spell list.[/spoiler]


Grit Feats
[spoiler]Energy Alteration Deed [Grit]
Prerequisites: Grit class feature or Amateur Wandslinger feat
Benefit: While activating a spell trigger or spell completion item that deals fire, cold, acid or electricity damage you can expend 1 point of grit to change its damage type to any other type on that list.
[/spoiler]


Racial Feats
[spoiler]Battlechanger [Racial]
Prerequisites: Changeling, Barbarian rage or similar ability
Benefit: You may use your Minor Change Shape ability as part of the action to enter a rage. In addition, when you do so you may choose to assume a specific monstrous form for the duration of the effect, gaining a +1 bonus on natural armor and a +2 bonus on Intimidate checks. If you choose this option you cannot use your Minor Change Shape ability without ending the effect.

Fractured Psyche [Racial]
As someone who already had little attachment to a single identity, your mutagens have had a more dramatic effect on you.
Prerequisites: Changeling, Mutagenic Form class feature
Benefit: You gain an additional mutagenic form. Whenever you would enter mutagenic form, you choose which of your forms to enter. Half of your Advanced Mutagen abilities (round up) are shared by both forms, and the other half can be chosen separately. If you possess the Dual Mind ability it must be shared by all forms.
Special: You may select this feat multiple times, gaining an additional form each time. All of these forms must share half of their Advanced Mutagens.

Host Power [Racial]
Prerequisites: Kalashtar
Benefit: You gain an additional psion discipline talent from any list. This functions in the same manner as your Telepath racial trait.
Special: You may select this feat multiple times. Each time you select a different discipline talent.

Improved Reallocation [Racial]
Prerequisites: Changeling
Benefit: When you use your Minor Change Shape ability, in addition to changing which of your ability scores receives a racial bonus you may change the allocation of the ability boosts received at every 4th character level.[/spoiler]


Shifter Feats
[spoiler]Easy Shifting [Shifter]
Benefit: As a move action you may both maintain your shifting and move your speed.
Normal: A shifter can take a move action to maintain his shifting without expending rounds from his daily pool.

Improved Shifting [Shifter]
Benefit: While shifting you gain one additional shifter trait from the available options or one of your ability scores increases by +2. If this would give you the same trait twice you gain the advanced benefit. Ability score bonuses stack with your existing ability score bonuses
Special: You may select this feat multiple times; the effects stack. You cannot increase the bonus to an ability score from shifting beyond +4, or gain the same trait more than twice.

Weretouched Master [Shifter]
Prerequisites: Character level 5th
Benefit: Choose one animal. By expending 2 rounds of shifting as a standard action, you may take the form of that animal as with beast shape I. After the first round, you maintain this form as with shifting. You may not use your normal shifting ability while in this form.
Special: At 8th level you may instead replicate a beast shape II effect. At 11th level you may replicate a beast shape III effect. At 14th level you may replicate a beast shape IV effect. You must choose one form for each version of this ability.
Special: The transformation granted by this feat is considered to be wild shape for the purposes of prerequisites. You may expend 2 rounds of shifting in place of a use of wild shape for the use of an item or ability based on uses of wild shape (such as a [Wild] feat).[/spoiler]


Warforged Feats
[spoiler]Returning Weapon [Warforged]
Prerequisites: Integrated Weapon racial ability
Benefit: Your integrated weapon is treated as having the returning weapon enhancement when thrown by you. This has no effect on a weapon which cannot be thrown.

Warforged Tank [Grit, Warforged]
Prerequisites: Gun Tank's Resolve deed
Benefit: Your Gun Tank's Resolve deed is considered active at all times, and stacks with your Fortification racial trait. In other words you have 50% fortification, increasing to 75% at gunslinger 10 and 100% at gunslinger 15.[/spoiler]


Traits
[spoiler]Atavist (Faith, Race)
Prerequisites: Kalashtar
Benefit: The discipline talent from your Telepath ability can be chosen from the lists for any discipline.
Normal: The Telepath racial trait provides one discipline talent from the Telepathy discipline, as a psion.

Cyran Marksman (Combat, Regional-Cyre)
You have received basic gun training as part of your time in the Cyran army.
Benefit: You may treat firearms as martial weapons rather than exotic weapons.
Special: If firearms are already treated as martial weapons in your campaign you may instead treat them as simple weapons, and if you take levels in gunslinger you gain the Gun Training class feature from lv1.

Folding Weapon (Combat, Race)
Prerequisites: Warforged, Integrated Weapon racial trait.
Benefit: You may transform your integrated weapon(s) into normal hands or back again, as an action equivalent to drawing a weapon. You cannot attack with a weapon while it is transformed into a hand.

House Member (Magic, Race, Social)
Whether or not you are an active member you can trace your heritage to one of the dragonmarked houses, and its blood flows particularly strong in your veins.
Prerequisites: Member of a dragonmarked race.
Benefit: You may ignore the Skill Focus and Cha 13 prerequisites of the Eldritch Heritage feat if you use that feat to attain a dragonmark. In addition you gain a +2 bonus on Use Magic Device checks made to emulate knowledge of a spell granted by your chosen dragonmark.

Hunter of the Flame (Religion-Silver Flame)
You have accepted a holy quest to slay all creatures your church finds abhorrent.
Benefit: As a swift action you can charge your weapons with cleansing energy. For 1 round, your attacks overcome damage reduction as silver weapons.

Karrnathi Cheesecrafter (Regional-Karrnath)
You have received formal training in the fine art of cheesemaking.
Benefit: You gain a +2 trait bonus on Profession (cook) checks and may use that skill untrained, but only when making checks related to cheese. Profession (cook) becomes a class skill for all your classes. In addition you gain a +1 bonus on Diplomacy checks made against creatures who have eaten your cheese in the last 24 hours, and a +1 bonus on Intimidate checks against rakshasa, who hate cheese. You may identify any type of cheese automatically, even if disguised by deity-level magic.

Karrnathi Corpsecrafter (Magic, Regional-Karrnath)
You have received formal training in necromancy and undead creation.
Benefit: Any undead creature created by you gains +1 hit point per Hit Die.

Ship Pet (Regional-Lhazaar Principalities)
You own a small animal trained to assist on a ship.
Benefit: You possess an animal from the list available as familiars. This animal has hit points equal to half your own and BAB equal to half your character level (if higher than its original stats). In addition it possesses the Link ability as an animal companion, but gains no other benefits of either class feature. You may only have one pet at a time; if your pet dies or is released from your service you may train another valid animal for one week to make it your new pet. Released pets lose the increased stats from being a pet.
Special: You may take the Improved Familiar feat to gain a more powerful pet, treating the pet as a familiar and your character level as your arcane caster level; this does not grant it any familiar abilities.
Special: If you gain a familiar you may designate this animal as your familiar; in place of the normal benefits of this trait you gain a +1 bonus to your effective wizard level for determining its abilities.

Touched by the Flame (Regional-Thrane, Religion-Silver Flame)
You were born with a birthmark, unusually coloured eyes, or some other sign that you would be destined for great things in the church.
Benefit: You gain a +2 trait bonus on Knowledge (religion) checks related to the Silver Flame, and Knowledge (religion) is always a class skill for you. In addition you gain resistance to fire 1.

Veteran of the Last War (Social)
You have been hardened by the horrors of the Last War.
Benefit: You gain a +1 trait bonus on Intimidate checks and saving throws against fear.
[/spoiler]
« Last Edit: October 28, 2011, 10:14:41 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #5 on: May 17, 2011, 02:58:23 PM »
Spells + Items

New Domains
Deathless Domain
Blessing of the Court (Su): Whenever you channel positive energy to heal creatures, add your cleric level to the damage healed.

Call of the Undying (Su): At 8th level, as a swift action you can recall one previously prepared and cast spell, allowing you to cast it again later. The recalled spell must be at least one level lower than the highest spell level you can cast. You can use this ability once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Domain Spells: 1st—detect undead, 2nd—consecrate, 3rd—halt deathless, 4th—spirit steed, 5th—hallow, 6th—create deathless, 7th—control deathless, 8th—create greater deathless, 9th—hero's blade.

Ioun Stones
Ioun stones in Eberron are crafted from dragonshards, and the methods used to implant ioun stones within a creature's body are closely related to those used for quori embedded shards. Thus any creature capable of using quori embedded shards may have ioun stones implanted in their body without performing the normal fasting ritual.

Spell Trigger Items
There is a 30% chance of any randomly-generated spell trigger item possessing a charge reservoir (see below).

Wandslingers often enchant their spell trigger items as weapons in addition to their spellcasting abilities. A wand is treated as a club and a staff as a quarterstaff, and they can be crafted as masterwork weapons for the normal +300gp cost. Spell trigger weapons have their own variants of the Lucky and Lucky, Greater firearm enchantments. A spell trigger item retains its properties as a weapon after its charges have been expended.

Charge Reservoir
Aura: minor transmutation; CL 1st; Price +400gp
This special ability can be applied to any item with a limited number of charges (but not single-use items). The item is equipped with a backup power source, not great enough to activate it with. When the item's charges are expended, it does not lose its magical properties but is instead treated as having 0 charges. For most items this has no benefit unless its wielder has a way to activate an item without expending charges, such as the wandslinger's Eternal Charge deed.
Construction Requirements: magic weapon, creator must have the item creation feat required for an item of that type.

Lucky
Aura: moderate transmutation; CL 8th; Price +1 bonus
This special ability can only be placed on spell trigger items which have been enchanted as weapons. A lucky item has its own magical reservoir of grit. Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the item. Often these marks take the form of holy symbols or fetishes, but such a reservoir can take just about any form. This reservoir holds 1 grit point, which is refreshed at the start of each day. Whether or not the wielder of a lucky item has any deeds (see page 10), she can always spend 1 grit point from the lucky item to reroll a Use Magic Device check involving the item that would result in a failure. When the wielder does so, she must take the second result, even if that Use Magic Device check also results in a failure.
Construction Requirements: Craft Magic Arms and Armor, heroism, creator must be a grit user

Lucky, Greater
Aura: moderate enchantment; CL 12th; Price +3 bonus
This special ability can only be placed on spell trigger items which have been enchanted as weapons. A greater lucky item is nearly identical to a lucky item, but its reservoir holds 3 grit points instead of 1. An item cannot have both this special ability and the lucky special ability.
Construction Requirements: Craft Magic Arms and Armor, greater heroism, creator must be a grit user
« Last Edit: October 03, 2011, 04:19:29 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #6 on: May 18, 2011, 11:23:18 PM »
Misc
Classes in the world
Base Classes
Alchemist: Most alchemists learn their trade from a guild associated with the dragonmarked houses; members of the Fabricators Guild, Healers Guild and House Vadalis are most common. Traditional herbalism is also passed down among the inhabitants of the Talenta Plains and Eldeen Reaches - some alchemists were originally herbalists but lost that archetype as they studied more exotic techniques.
Armiger: The abilities of an armiger emerge from formation combat and wearing heavy armor. Thus it is no surprise that enormous numbers of warforged possess at least one or two armiger levels, particularly those seeking to enter the warforged juggernaut prestige class.
Bard: Bards of the archeologistUC archetype are widespread in Eberron, frequently serving as field agents of Morgrave University and similarly knowledge-hungry factions. CelebrityUM bards resemble modern pop idols, and most have similarly busy schedules.
Beastmaster: Among the druidic sects the Ashbound have the largest ratio of beastmasters to rangers, a result of their distaste for magic.
Cavalier: Two nations in Khorvaire are famous for their cavalry forces: the elves of Valenar who breed the finest horses in all Khorvaire, and Karrnath's bone knights who ride into battle on skeletal steeds (see class section for the Bone Knight archetype). Halflings rarely take up this class to advance their dinosaur partners, since its abilities lend themselves more to large-scale combat than hunting.
Death Mage: This class has its origins with the elves of Aerenal. However, since the extermination of House Vol the only Death Mages who operate openly follow the paths of the Reaper Mage and Tomb Mage (see also Death Mages and Deathless in the class section). Those mages who still follow the Corpse, Ghoul and Shadow paths usually pass themselves off as sorcerers. Non-elf Death Mages are known to exist among the Blood of Vol cult, but they are rare compared to clerics and necromancers.
Druid: The majority of halfling druids use the saurian shaman archetype. Shifters are usually mooncallers, while dragon shamans usually hail from Argonessen where the majority of dragons reside.
Gunslinger: While numerous groups possess the technology to create firearms, in a world where wands and staves can be mass-produced they are largely seen as a novelty; Cyre was the only one of the Five Nations to actually train soldiers in their use. They do, however, enjoy a quiet popularity in the Lhazaar Principalities, being more suited for combat in the cramped spaces of a ship than a crossbow. For characters from other regions, the wandslinger archetype above provides a more setting-compatible alternative.
Inquisitor: Members of the inquisitor class usually serve one of three factions: the Church of the Silver Flame, the Order of the Emerald Claw, or the Dreaming Dark; members of the latter usually use the Inspired Inquisitor archetype above. Aside from this, most governments include some inquisitors in their intelligence divisions.
Magus: While any person with an interest in both magic and swordplay can become a magus, this combination of skills is normally associated with veterans of the Last War due to a number of training programmes which sought to create them, being particularly common among warforged.
Oracle: Among kalashtar, oracles are those who tap deeply into their quori spirit to the point of losing a part of themselves in it. The elves of Valenar make use of oracles who channel the spirits of their ancestors. The Silver Flame also has a number of oracles among its worshippers; in particular the Keepers of the Flame might be better represented as oracles than clerics.
Samurai: The samurai tradition originated with the goblins of Darguun, though similar warriors fight for Valenar.
Shaman: A number of shamans exist among the monks of Adar; in fact, the shaman's power over spirits may have allowed for the creation of the original kalashtar. Shamans are also common among the barbarians of Argonessen, the drow, and the tribes of the Demon Wastes.
Summoner: The summoner class is relatively rare in Khorvaire. Some summoners call aspects of the Dragon Below or Xoriat into the world and are prominent as cult leaders, while House Cannith contains a number of summoners who design and summon mechanical-looking eidolons. Kalashtar summoners usually call forth an eidolon based on their quori spirit, and possess a high percentage of synthesists.
Witch: Most witches hail from Droaam (or are mentored by a Droaamite), and are said to have the blood of Khyber flowing through their veins. Whether or not this is true, a significant number of witches among the common races possess aberrant dragonmarks.
Witch Hunter: Both the Ashbound and the Church of the Silver Flame possess witch hunters, though with differing concepts of "witch". The kalashtar possess witch hunters whose witches are quori and those possessed by them. See the class section for the exorcist archetype.

Prestige Classes
Agent of the Grave: The abilities of this class are well-suited to a member of the Order of the Emerald Claw. Members of the Stillborn lured to Vol's service frequently gain levels in this class as their focus shifts from deathless to undead.
Bloatmage: In Eberron this class is exclusively the reserve of the Blood of Vol. Bloatmages are held in awe by the more fundamentalist members of the church, but moderate sects tend to view the path as excessive.
Brightness Seeker: Valenar's elves are the only population known to possess Brightness Seekers. A Valenar elf's Rebirth ability always reincarnates him as a horse or pony, regardless of location.
Inheritor's Crusader: This PrC is common among the kalashtar who fight actively against quori infiltrators.
« Last Edit: September 03, 2011, 04:46:52 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

A_Shadow_of_Life

  • Barbary Macaque at the Rock of Gibraltar
  • ***
  • Posts: 159
Re: Eberron in Pathfinder
« Reply #7 on: May 19, 2011, 08:30:44 PM »
Looks awesoooome.  :D
:lovefirefox

[spoiler][/spoiler]

veekie

  • Organ Grinder
  • *****
  • Posts: 9034
  • WARNING: Homing Miko
Re: Eberron in Pathfinder
« Reply #8 on: May 28, 2011, 07:29:57 AM »
Hmm, the Shifting could still do with having minutes or tens of minutes as the base duration type I think.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Eberron in Pathfinder
« Reply #9 on: May 28, 2011, 08:20:09 AM »
This is really professional for homebrew. I'm a huge fan of the Changeling... changes...

I'm not sure if Shifters are exactly on par with the other races, but their number of options is pretty amazing. They seem to have to spend a move action to get their racial features, none of which seem spectacularly more exciting than other races' racials, and that doesn't feel right to me. With a "focused shifting" feat that allows them to increase one of their chosen ability scores by +4 while shifting rather than +2 that might assuage my concerns.
« Last Edit: May 28, 2011, 08:21:54 AM by bkdubs123 »

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #10 on: May 28, 2011, 02:42:10 PM »
This is really professional for homebrew. I'm a huge fan of the Changeling... changes...
I was wondering if it would be too overpowered to make the Improved Reallocation feat a racial trait.

Quote
I'm not sure if Shifters are exactly on par with the other races, but their number of options is pretty amazing. They seem to have to spend a move action to get their racial features, none of which seem spectacularly more exciting than other races' racials, and that doesn't feel right to me.
They don't have to spend a move action. They can use shifting in the same way as barbarian rage, with the extra option allowing them to keep it up out of combat. Plus the Easy Shifting feat improves that so it takes the same action as drawing a weapon.

Just gave them DR 1/silver. Maybe I should make it a swift action to maintain shifting?

Also, replaced Extra Shifter Trait with this:
Quote
Improved Shifting [Shifter]
Benefit: While shifting you gain one additional shifter trait from the available options or one of your ability scores increases by +2. If this would give you the same trait twice you gain the advanced benefit. Ability score bonuses stack with your existing ability score bonuses
Special: You may select this feat multiple times; the effects stack. You cannot increase the bonus to an ability score from shifting beyond +4, or gain the same trait more than twice.
« Last Edit: May 28, 2011, 03:16:00 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Eberron in Pathfinder
« Reply #11 on: May 28, 2011, 06:55:36 PM »
They don't have to spend a move action. They can use shifting in the same way as barbarian rage, with the extra option allowing them to keep it up out of combat. Plus the Easy Shifting feat improves that so it takes the same action as drawing a weapon.

Just gave them DR 1/silver. Maybe I should make it a swift action to maintain shifting?

I would keep the move action maintenance, I like that, and the Easy shifting feat, what I'm saying is, that when they aren't shifting they have low-light vision, two ability penalties, and a +2 bonus to a couple skills. Compared to other races the Shifter either has to spend a daily resource or a move action in order to access its relevant racial abilities.

The DR is a cute touch, but I don't think it helps their situation much. Though looking over it again, I'm not sure if it's really a huge problem or not.

Quote
Also, replaced Extra Shifter Trait with this:
Quote
Improved Shifting [Shifter]
Benefit: While shifting you gain one additional shifter trait from the available options or one of your ability scores increases by +2. If this would give you the same trait twice you gain the advanced benefit. Ability score bonuses stack with your existing ability score bonuses
Special: You may select this feat multiple times; the effects stack. You cannot increase the bonus to an ability score from shifting beyond +4, or gain the same trait more than twice.

I like this better, the up to +4 bonus puts it on par with rage in strength if not in scope, and in the end it's just one more +1 to a few rolls.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #12 on: May 28, 2011, 07:14:11 PM »
I would keep the move action maintenance, I like that, and the Easy shifting feat, what I'm saying is, that when they aren't shifting they have low-light vision, two ability penalties, and a +2 bonus to a couple skills. Compared to other races the Shifter either has to spend a daily resource or a move action in order to access its relevant racial abilities.

The DR is a cute touch, but I don't think it helps their situation much. Though looking over it again, I'm not sure if it's really a huge problem or not.
I've been thinking about whether to remove their racial Cha penalty. Maybe give them a bonus to initiative? Already added +0 wild empathy.

Any other piece of Eberron material which needs tackling?
« Last Edit: May 28, 2011, 08:57:01 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Eberron in Pathfinder
« Reply #13 on: June 03, 2011, 11:16:56 AM »
They seem good now. How about these?

Shifter Healing [Shifter]
Prerequisites: Con 13
Benefit: When you shift you heal a number of hit points equal to the number of [Shifter] feats you have times your Constitution modifier. While you are shifted you have Fast Healing equal to the number of [Shifter] feats you have.

Improved Shifter Healing [Shifter]
Prerequisites: Con 21, Shifter Healing, Diehard, Improved Toughness
Benefit: When you shift you regain all lost hit points and gain a number of temporary hit points equal to the number of [Shifter] feats you have times your Constitution modifier. These temporary hit points last until your shifting is ended. When your shifting ends, for every 5 temporary hit points you would lose you may remove any one of the following: 1d2 negative levels, 1d4 ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #14 on: June 03, 2011, 03:31:22 PM »
Those ...wouldn't quite work, since you can enter and exit shifting at will here.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

bkdubs123

  • Organ Grinder
  • *****
  • Posts: 2724
    • Email
Re: Eberron in Pathfinder
« Reply #15 on: June 03, 2011, 03:45:33 PM »
Those ...wouldn't quite work, since you can enter and exit shifting at will here.

Oh, crap, that's right...

well I guess just giving fast healing equal to the number of [Shifter] feats one possesses is probably alright at that point then...

DavidWL

  • Bi-Curious George
  • ****
  • Posts: 505
    • Email
Re: Eberron in Pathfinder
« Reply #16 on: June 10, 2011, 08:30:31 AM »
Dragonmark Heir

Talent: At every even level you gain a rogue talent, or a talent from one other class in which you have levels (eg. a barbarian rage power or an alchemist discovery). Alternatively, you may increase your caster level and spells per day as if you had gained a level in a spellcasting class to which you belonged before entering dragonmark heir.

Hi Prime - nice stuff :)  Minor suggestion below.

The "talent from one other class in which you have levels" seems breakable.   Perhaps it should also be capped at character level?  (Example: You cannot gain an ability that couldn't be gained by normal means at a level equal to your character level or earlier).

Example:  Factotum 4/Dragonmarked Heir 2 -> gains the "Cunning Brilliance" ability of the factotum.

Best,
David
Some Cool Quotes:  [spoiler]
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/spoiler]
DavidWL's Random Build Archive

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #17 on: June 10, 2011, 11:45:47 AM »
Dragonmark Heir

Talent: At every even level you gain a rogue talent, or a talent from one other class in which you have levels (eg. a barbarian rage power or an alchemist discovery). Alternatively, you may increase your caster level and spells per day as if you had gained a level in a spellcasting class to which you belonged before entering dragonmark heir.

Hi Prime - nice stuff :)  Minor suggestion below.

The "talent from one other class in which you have levels" seems breakable.   Perhaps it should also be capped at character level?  (Example: You cannot gain an ability that couldn't be gained by normal means at a level equal to your character level or earlier).

Example:  Factotum 4/Dragonmarked Heir 2 -> gains the "Cunning Brilliance" ability of the factotum.
Cunning Brilliance isn't a talent, it's a class feature. Many PF classes get a talent from a class-specific list every 2-3 levels.
« Last Edit: June 10, 2011, 11:47:52 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

DavidWL

  • Bi-Curious George
  • ****
  • Posts: 505
    • Email
Re: Eberron in Pathfinder
« Reply #18 on: June 10, 2011, 07:36:19 PM »
Ah, I see.  Didn't know the terminology ... (That "Rage Powers", "Magus Arcana", etc. are talents). 

Best,
David
Some Cool Quotes:  [spoiler]
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
[/spoiler]
DavidWL's Random Build Archive

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Eberron in Pathfinder
« Reply #19 on: June 23, 2011, 06:55:39 PM »
Thoughts on letting shifters use [Wild] feats by expending 2 rounds of shifting? Or make that a feat available at 5th level?
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]