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Sunday, October 27, 2019

Eberron Bestiary: Warforged Titan

Below I present a war machine construct from the Last War that served as a sort of prototype for the warforged as we no them. I used the recently pre-released PDF of the Monster/NPC Creation rules that will eventually be in the GameMastery Guide. This was based on the entry in the ECS on pg 303 and is intended to present the most common version of these constructs. Please let me know how it goes if you ever field one of these Titans against your players, be it an Eberron game or not.

WARFORGED TITAN CREATURE 8
|Uncommon|LN|Huge|Construct|
Perception: +13: darkvision
Skills: Athletics +19
Str +6, Dex -1, Con +5, Int -3, Wis 0, Cha -4 
AC 27; Ref +12 Fort +20 Wil +13
HP 125; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances Physical 5 (except adamantine), Fire 5, Acid 5, Cold 5, Sonic 5, Electricity 5
Speed 30 ft
Melee <Single Action> Attached Axe +20 (Sweep, Reach 15 ft), Damage 2d10+11 slashing
Melee <Single Action> Attached Maul +20 (Shove, Reach 15 ft), Damage 2d10+11 bludgeoning Plus Knockdown
Sundering Critical On a Critical Strike the Warforged Titan does the rolled damage (not critical damage) to their target’s armor.
Titanic Charge <Single Action> The Warforged Titan Strides up to 15 feet and makes a single Strike.
Cleaving Swing <Single Action> You pick two adjacent targets within Reach and make a Single Strike with your Attached Axe at -2 that applies to both targets.

As always special thanks to the help I get from the Pathfinder and Eberron Discords I regular frequent. If you like to support what I am doing please share this and check out the links above for Patreon, and Ko-fi.

Tuesday, October 8, 2019

Eberron Ancestry: Changelings

As we go through our second week of the month of All Hallow’s Eve (October) I think it time to introduce Eberron’s masters of disguise; the changelings. Eberrron’s changelings should not be confused with Pathfinder’s own changelings which are a completely different kind of humanoid.


I was hoping to come up with an alternative name for Pathfinder’s changelings to use in Eberron but will have to save that for a future post.


So below you will find a complete ancestry entry for changelings to use in your PF2 games. Admittedly I will say that this might be a little more potent than the core races so a will certainly be listening for any feedback from those that utilize my version of the changeling or is in a game with one.


For more background information on changelings see pg 12 of the ECS, pg 41 of RoE and pg 60 of the WGtE.


Changeling (Eberron)


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


Change Shape <Double Action>> (arcane, concentrate, polymorph, transmutation)
The changeling can take the form of other medium humanoid races, including specific individuals and can freely alter their own features. This is only for their physical body and does not include any items worn or carried which might possibly give them away. They do not gain any special or physical abilities of the shape they take. As per the Bestiary, Change Shape counts as creating a disguise for the Impersonate use of Deception, the transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which they transformed, and the changeling gains a +4 status bonus to their Deception DC to prevent others from seeing through their disguise.


Changeling Heritages


Adopted Changeling
You were taken my someone to raise as their own or were a mixed birth changeling with an accepting non-changeling parent. You gain the Adopted Ancestry general feat.


City Changeling
You grew up in a populated city or cities and know they have a character all their own that seeps into the citizens making them part of it. You learned to pick up on this and use it to blend in. Whenever you Impersonate a random citizen of the city (has to be an ancestry common to the city) your bonus from Change Shape is a +6 instead of +4.


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


Traveler Changeling
You use to traveling the roads and meaning new people. You gain an additional two languages of your choice from your available languages and you gain additional language when you take the Multilingual feat.


Ancestry Feats


1st Level


Small Time Changeling Feat 1
Changeling
With time and practice you have learned to expand your shapeshifting abilities. You can now also take the form of small humanoids when you Change Shape.


Fluid Mind Changeling Feat 1
Changeling
You are body and mind is a shifting liquid making you resistant to attacks upon your mind. You gain a +1 circumstance bonus to any safes from effects with a mental effect. If you roll a success on a saving throw against a mental effect, you get a critical success instead.


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


Changeling Persona Weapon Feat 1
Changeling
You have learned how to wield a particular weapon to help sell one of the identities you regularly maintain. This functions just like the Human Ancestry Feat Unconventional Weaponry Feat 1 but it has the Changeling Trait instead. You can take this Feat more than once, each time selected a different weapon associated with a different persona.


Intuitive Changeling Feat 1
Changeling
You can easily read people's body language and sometimes it like you are understanding their thoughts. You gain a +1 Status Bonus to your Perception when trying to read people like Sense Motive action or when people try to use the Deception skill on you. Additional you get a +1 Status Bonus to your Deception and Intimidation Skills.


5th level Feats


Changeling Weapon Precision Feat 5
Changeling
Prerequisite: Changeling Weapon Familiarity or Persona Weapon
You have learned to use your people’s chosen weapon or perhaps a persona’s weapon with deadly precision. When you critically hit with a hand crossbow, dagger, katar, sap, kukri or the weapon selected by the Persona Weapon feat you apply the weapon’s critical specialization effect.


Quick Change-Ling Feat 5
Changeling 
While shape shifting is easy for a changeling as breathing, it is still practiced skill at the end of the day. With hard work and practice you learned to be faster than other changelings. Your Change Shape ability only takes a Single Action to perform.


Smash the Mask <- Reaction> Feat 5
Trigger: The Changeling is transformed with Change Shape and another creature moves adjacent to them or takes a hostile against them.
Effect: You contort and twist your face to unsettle the one that triggered your reaction. You instantly reveal what you are to your target or if unaware of changelings you revealed that your form is just a ruse. Those around might also notice, anyone within 15 feet must make a Perception check vs your Deception DC, Success they know like your target, Failure your Impersonate is still intact. You get a Strike against the triggering creature and if they were unaware you were in disguise before using the reaction they are flat-footed to this Strike.


9th Level


Doppelgänger’s Gift Feat 9
Prerequisite: Intuitive Changeling
Your natural Intuition to read people has become something more. You gain mind reading as a 3rd level innate arcane spell. You can case this inmate arcane spell once a day.


Primal Claws Feat 9
One day you found something fierce inside you and learned to manifest claws with your Change Shape. Whenever you use Change Shape you can chose to also gain a claws unarmed attack that deals 1d6 slashing damage. These claws have the agile, finesse and unarmed traits, in the brawling group.


If you have Quick Change-Ling you can manifest your claws at any time as a <Single Action> without having to change your form or in your natural form; this is still considered using Change Shape.


If you have Smash the Mask you may manifest your claws as part of the effect and use them in your Strike but everyone in 15 feet will automatically succeed on the check to notice your a changeling. If you have Smash the Mask and Quick Change-Ling you may unmanifest your claws as a free action after the Strike thus still making those around you to make a check to notice your a Changeling.


13th Level


Changeling Weapon Expertise Feat 13
Changeling
Prerequisites: Changeling Weapon Familiarity or Persona Weapon
Your changeling precisen blends with your class training, granting you improved use of changelings chosen weapons and potentially of that of one of your personas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow, dagger, katar, sap, kukri and any weapon or weapons selected by your Persona Weapon feat(s).


Special thanks to the Pathfinder RPG and Eberron Discords I am in for being part of my developing process. If you like to support what I do consider checking out one of the links above.

Thursday, September 26, 2019

Talenta Halflings

Today we look at and produce some new rules to bring the dinosaur riding halflings of the plains to your Eberron Pathfinder 2 games! First we will look out an alternative take on the Druid’s primal focus to bring your Mask Weaver to PCs and then present a new heritage that grants a ritual to bring the paired dinosaur with rider to life. Finally we discuss the current rules for halflings and some future plans that affect these dino wranglers.


There are many druid traditions in Eberron and those that serve as spiritual guides and keepers of tribal tradition of the Talenta Plains are referred to as the Mask Weavers. To learn more you can consult the following source: (Dragonshard: http://archive.wizards.com/default.asp?x=dnd/ebds/20051107a). One way to bring a member to life as a Player Character is a little bend to the current rules for the druid’s Primal Focus (though this can probably apply to any future primal focus using caster classes).


Simply put you allow your druid player to don a personally crafted mask that serves as the primal focus for material components BUT requires a free hand to help guide the spirits to help you cast your primal spells. Mechanically this should be equivalent to the standard primal focus rules but we will codify a few things below that might come up.


Weaver Mask is a personal unique level 1 wooden item that can be crafted in a day with a material cost of 2 gold pieces with the following stats: Hardness 3 HP 12 BT 6. Donning the mask takes 1 interact action; normally I allow it to be stored hanging of the neck or belt of the character but of course if it stored in a backpack or such that would be another Interact action to retrieve.


Additionally a Weaver Mask can serve as a Hunter Mask and vice versa.


Below I give you a new halfling heritage that gives instant access to a new ritual to create that bond between rider and dinosaur that is iconic to the Talenta halflings.
__________________
Talenta Plains Halfling - Heritage
You were raised on the wide plains of Talenta where dinosaurs roam the lands and your ancestors have been surviving on for generations. Dinosaurs are a companion to your people in both body, mind and for some, your food. The Mask Weaver druids have taught you how to create your Hunter Mask and to forge a bond with your selected moun via a ritual spell. Additionally a Talenta Plains halfling can always selection a dinosaur for their animal companion.


Hunter’s Bond - Ritual 1
Uncommon | Divination | Mental
Cast: 1 Hour Cost: Wood, tools and paints costing in total of 2 gp
Primary Check: Nature (Trained)
Range: 10 feet Target: One animal dinosaur 
Special: Before the ritual you must spend a day with the cost materials creating a mask which you will finish as part of the ritual to create the Hunter’s Bond.
You attempt to forge a bond and a spiritual connection bridge via the hunting mask to a select dinosaur to be your mount.
Success: You have created a Hunter’s Bond with your selected dinosaur. As long as the mask is on your person (does not have to be worn) and unbroken (Hardness 3 HP 12 BT 6) you treat this dinosaur as if it had the mount trait. If the mask is broken the dinosaur loses the mount trait until repaired. If the mask is destroyed then a new mask will need to be made and the ritual performed again.
Failure: You fail to create the bond, you can try again the next day with the same mask.
Critical Failure: Something went horribly wrong and you have upset the beast. For a day the Target dinosaur is hostile to you and the mask is destroyed (most likely by the target but also from magical feedback). You can attempt the ritual again in one week.
—————————


Between the Core book, my first Equipment post and today’s post I think we have what it takes to get people started with Talenta and other non-dragonmarked associated Halflings in the lands of Eberron.


In the future I maybe Bestiary stats for fastieth and glidewing along with animal companion stats for them as I feel the current raptor is more attuned to the clawfoot or carver. 


Thank you for your time and I hope this proves useful to you. If you like to know how to support you can check out the links at the top of the page. A special thanks to the Eberron Discord Communities and extra special one to ChaosOS.

Sunday, September 1, 2019

Adventuring Equipment

Today's post tackles some of the gear in ECG's Adventuring Equipment chapter. Sadly I have only scratched the surface of Chapter Six so look for future posts converting more material from that section.


Weapons

So first we come at the weapons we find in the Adventuring Equipment chapter. For simplicity I have converted these weapons to fall into the already established ancestry feats about weapons. I leave it to to the players and their GMs to chose appropriately themed weapons for their character concepts/backgrounds. Perhaps in an upcoming post I might change this or provide alternate traits and feats to go with them to deal with the different cultures that some of the ancestries have in Eberron.

After the weapon tables is my custom Weapon Trait and see the ECG's Adventuring Equipment chapter for weapon descriptions.

Click for Full Size
Weapon Trait
Reciprocate: When you make a thrown Strike with this weapon, it flies back to your hand if the Strike is a miss at the end of your turn. If not a Master in the weapon make a DC 15 Athletics or Acrobatics check (Free Action), if check fails or hands are full the weapon falls to the ground in your space.


Gear
Please see ECG Chapter Six for any Descriptions not given here or for further information/fluff.

Adventuring Gear

Click for Full Size
Glyphbook: This book gives those trying to Decipher Writing on items in or from Xen’drik ruins a +1 item bonus and turns all Critical Failures into Failures instead.

Alchemical Gear

 The Following Special Substances/Alchemical Items in the ECS are redundant in PF2 and replaced by the following versions: Alchemist’s Frost by Frost Vial. Alchemist’s Spark by Bottled Lightning.



Credits
Thank you for checking out Shardfinder 2's latest post on equipment. If you like to support what I am doing please check out my Patreon or Ko-fi accounts (links near top of page.) Special Thanks to Pathfinder RPG (Unofficial) and Eberron (Unoffical) Discords. Please feel free to comment below or discuss with me my posts in Paizo's forums or the Discords I hang out in (Shades_Corvid).

Saturday, August 17, 2019

Dragonmarked House Backgrounds

While the default backgrounds contained in the Pathfinder 2nd Edition can cover many things in the world of Eberron, sometimes you want something a bit more specific. See pg 60 of PF2 Core for more on Backgrounds.

Dragonmarked Houses 
These are all Uncommon Backgrounds and should check with your GM before taking them. Information about Dragonmarked Houses can be found starting on pg 231 of the ECS 3.5. House backgrounds are to represent those that have grown up in the business of the House be it direct family, cousins or someone who has an apprenticeship within so there shouldn’t be any limits based on ancestry. All the following will have Lore in their appropriate House. While they of course can Recall Knowledge about their own House they should also be able to Recall Knowledge about other Houses but at an increased DC.
I also suggest, at GM’s Approval of course, to allow Dragonmarked Houses Lore to cover areas normally part of other skills IF appropriate for the House of course BUT once more at an increased DC or for more advanced things. Examples could be House Jorasco Lore to Administer First Aid or Treat Disease while House Vadalis Lore could Handle Animal on a horse or magebred animal.
Of course these backgrounds shouldn’t be required for a player to be part of a Dragonhouse as their plenty of fitting backgrounds; these are just expanded options to hand more flavor be it mechanical or just fluff.

House Cannith                                                                      Background
Choose two ability boosts. One must be to Intelligence or Strength, and one is a free ability boost.

You’re trained in the Crafting skill and Dragonmarked House Cannith Lore skill. You gain the Quick Repair skill feat.

House Deneith                                                                      Background
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.

You’re trained in the Intimidation skill and Dragonmarked House Deneith Lore skill. You gain the Intimidating Glare skill feat.

House Ghallanda                                                                 Background
Choose two ability boosts. One must be to Constitution or Charisma, and one is a free ability boost.
You’re trained in the Diplomacy skill and Dragonmarked House Ghallanda Lore skill. You gain either the Group Impression skill feat or Additional Lore skill feat for a type of food or drink.

House Jorasco                                                                      Background
Choose two ability boosts. One must be to Wisdom or Constitution, and one is a free ability boost.

You’re trained in the Medicine skill and Dragonmarked House Jorasco Lore Skill.  You gain the Assurance (Medicine) skill feat.

House Kundarak                                                                   Background
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.

You’re trained in Society or Intimidate skill and in the Dragonmarked House Kundarak Lore skill. You gain the Experienced Professional Skill feat in Dragonmarked House Kundarak Lore or Intimidating Glare skill feat.

House Lyrandar                                                                    Background
Choose two ability boosts. One must be Wisdom or Intelligence, and one is a free ability boost. 

You’re trained in Nature or Survival skill and the Dragonmarked House Lyrandar Lore Skill.You gain the Additional Lore skill feat in either Sailor or Farming.

House Medani                                                                       Background
Choose two Ability Boosts. One must be Wisdom or Dexterity, and one is a free ability boost.

You’re trained in Stealth or Society and the Dragonmarked House Medani Lore Skill. You gain Streetwise skill feat or Terrain Stalker.

House Orien                                                                          Background
Choose two Ability Boosts. One must be Dexterity or Constitution and one is a free ability boost. 

You’re trained in Stealth or Survival skill and the Drangonmarked House Orien Lore skill. You gain the Experienced Smuggler or Terrain Expertise skill feats.

House Phiarlan/Thurranni                                                     Background
Choose two Ability Boosts. One must be Charisma or Dexterity, and one is a free ability boost.

You’re trained in Performance skill and either the Drangonmarked House Phiarlan or Drangonmarked House Thurranni Lore skill. You gain the Fascinating Performance skill feat.

House Sivis                                                                             Background 
Choose two Ability Boosts. One must be Charisma or Intelligence, and one is a free ability boost. 

You’re trained the Society or Diplomacy skill and the Drangonmarked House Sivis Lore skill.You gain the Multilingual or Group Impression skill feat.

House Tharashk                                                                         Background 
Choose two Ability Boosts. One must be Wisdom or Intelligence , and one is a free ability boost. 

You’re trained in the Survival skill and the Drangonmarked House Thatashk Lore skill. You gain the Experienced Tracker skill feat. 

House Vadalis                                                                             Background 
Choose two Ability Boosts. One must be Wisdom or Constitution, and one is a free ability boost.

You’re trained in the Nature skill and the Drangonmarked House Vadalis Lore skill You gain the Train Animal skill feat.

Saturday, July 20, 2019

New Start: The dragon becomes the land...

Welcome to my newest project; Shardfinder 2! Though what is it? Simply this is my own personal corner where I will be converting and creating content based around WotC/DnD's RPG Setting Eberron to Paizo's Pathfinder 2nd Edition RPG.

Eberron is one of my favorite settings and I see a lot of potential in Pathfinder 2nd Edition; specially in creating new content.

As I am creating this content I will post it here until I figure out a better way once the content gets too big. For now my intended focus is on the 3rd D&D Campaign Setting Guide for now.

Look forward to August where I plan to drop my first content: Backgrounds for members of the Dragonmarked Houses

Of course I will provide all this for free but if anyone would like to support my efforts; feel free to check out my Patreon and my Ko-fi Page or just follow me on Twitter @DarkCloudBlogs