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Lastgrasp
2011-05-06, 12:54 PM
Has anyone run Eberron using Pathfinder as the base rules? How do handle action points? Do you use the option in APG for Hero Points instead? The artificer class how did you convert it considering the pathfinder changes?

Spells, monsters, etc need little to no conversion. Prestige classes? Anything you keep the same? Bumped up or down?

GoatBoy
2011-05-06, 03:25 PM
I've been doing Eberron via Pathfinder for several months now. Action points are used via the Eberron rules, because using the APG version would be WAY too powerful. The Eberron Campaign Setting action points can be used without a problem.

There's no Artificers in my group, so that can be tricky. The only incompatibility is the class's craft reserve. You could simply remove that class feature and still have a very powerful class, but there's also some homebrew fixes out there on the web. Do NOT use the Artificer class that's in the Pathfinder 3rd party supplement whose name I can't remember, as it's very poorly made and doesn't even have rules for some of its features.

Since races have all been boosted, you will need to buff up the Eberron races a bit. +2 strength to Warforged and +2 wisdom to Shifters feels fitting, although it violates the nice "+2 to one physical and one mental stat" theme Pathfinder had going, and it might make the already potent Warforged a little too powerful. Changelings and kalashtar can simple get +2 to any stat.

Goober4473
2011-05-06, 03:29 PM
Here's what I use for the races:

Changeling:
Ability Scores: +2 to any one ability score.
Adaptation: Changeling characters gain a bonus feat for which they must meet the prerequisites. After resting for 8 hours, they can choose to change the bonus feat to any other feat for which they meet the prerequisites. This bonus feat cannot be used to meet any prerequisites.
Linguistics: Changelings always have Linguistics as a class skill.
Multitalented: Changelings choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Kalashtar:
Ability Scores: +2 to any one mental ability score.
Wild Talent: Kalashtar receive Wild Talent as a bonus feat, instead of a bonus power point. If a kalashtar takes levels in a psionic class, he or she instead gains the Psionic Talent feat.

Shifter:
Ability Scores: Remove -2 to Charisma. Add +2 to Wisdom.
Shifting: You can shift for a number of rounds equal to 4 + your Constitution modifier. These rounds need not be consecutive. You can shift an additional 2 rounds per character level beyond 1st. Each shifter feat increases the number of rounds you can shift per day by 1 as normal, but two shifter feats does not increase the number of daily uses (as there are none).

Warforged:
Ability Scores: Remove -2 to Wisdom. Add +2 to Intelligence.
Fortification: Remove Light Fortification.

And for the artificer:

Artificer:
Hit Die: d8
Class Skills: Remove Concentration, Open Lock, and Search. Add Disable Device and Perception.
Craft Reserve: Artificer’s do not have a craft reserve. Instead, they receive a 20% reduction in the cost of any magic item they craft with a caster level of their Artificer level or lower.
Retain Essence: Rather than retain the XP cost of the item, you gain components worth half the item’s cost in gold. The component can be used in the crafting of any other magic item, reducing the cost of that item by the value of the components.