PZO1110 Conversion Guide.pdf

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Conversion Guide
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Conversion Guide
Credits
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Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third
edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
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Pathfinder Roleplaying Game Conversion Guide
is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathf inder, and GameMastery are registered trademarks of Paizo
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are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing, LLC.
Pathfinder RPG Conversion Guide
his guide is intended to make converting your 3.5 game
to the Pathfinder Roleplaying Game quick and easy.
It includes rules for converting characters, monsters,
feats, spells, prestige classes, and magic items from the 3.5
version of the rules to the Pathfinder Roleplaying Game.
To use this conversion guide, you will need a copy of the
Pathfinder Roleplaying Game Core Rulebook,
as page numbers
and tables referenced throughout this conversion guide
refer directly to that book. While the
Pathfinder Roleplaying
Game Bestiary
(due out in September, 2009) is useful in
converting monsters, the guidelines in this document will
suffice until its release.
The first half of this document addresses how to convert
characters, covering everything from ability scores to
experience points. This step-by-step process is primarily
for adjustments to player characters, but a quick version is
presented later for making changes to minor NPCs and
villains. The second half of this document deals with
converting existing mechanics, including prestige classes,
feats, spells, and magic items. While this guide tackles a wide
variety of issues, Game Masters should expect to adjudicate a
number of minor issues that fall outside this scope.
T
that you will be adding new feats, not taking them away.
If your character possesses levels in more than one base
class, repeat this process for each one of your classes.
Note that skills, feats, spells, hit points, and gear changes
are handled in later steps and should be set aside for now.
BarBarian (page 31)
There are two large changes to the barbarian, the first being
an alteration to the way that rage is tracked, and the second
the addition of rage powers. To convert your barbarian, take
the following steps.
• Rage is now tracked as a number of rounds per day, instead
of uses per day. Barbarians can rage for 4 rounds per day +
their Constitution modifier. This increases by 2 rounds per
day for every level beyond 1st. The mechanics of rage itself
(+4 Str, +4 Con, –2 AC, etc.) are unchanged.
• Starting at 2nd level, barbarians gain a rage power. These
are special abilities that the barbarian can use while
raging. Barbarians gain one power at 2nd level and one
additional power for every two levels beyond 2nd. Select
the appropriate number of rage powers for your barbarian
from the list of rage powers that begins on page 32 of the
Pathfinder Roleplaying Game Core Rulebook.
• Remove illiteracy from your barbarian. Enjoy books.
Part 1: Converting
CharaCters
Converting characters to the Pathf inder RPG is a
relatively simple process. To perform the conversion of a
player character, you should have a copy of the
Pathfinder
Roleplaying Game Core Rulebook
handly, as well as your
existing 3.5 character, a Pathf inder RPG character sheet,
and a pencil.
Bard (page 34)
The bard receives a number of changes and upgrades, the
largest of which involve its bardic performance (the new name
for bardic music) and its spell progression. The bard also
receives a few new abilities and additional bardic performance
types. To convert your bard, take the following steps.
• Bardic Knowledge now grants a bonus to all Knowledge
skills equal to half your bard level (round down, minimum
+1). This ability also allows you to use any Knowledge skill
untrained. This replaces the previous rules.
• Bardic Performance is now tracked as a number of rounds
per day, instead of uses per day. Bards can use their bardic
performance ability for 4 rounds per day + their Charisma
modifier. This increases by 2 rounds per day for every level
beyond 1st.
• Bards now receive a number of new performance types,
and there have been some changes to existing performance
types. Take a moment to reread all of the existing
performance types possessed by your character (starting
on page 36). In addition, 1st-level bards now receive the
distraction performance type, 8th-level bards receive
the dirge of doom, 12th-level bards receive the soothing
performance, 14th-level bards receive frightening tune, and
20th-level bards receive deadly performance.
• At 2nd level, the bard gains the versatile performance class
feature. This allows him to substitute his bonus in one
type of the Perform skill for his bonus in two other skills,
depending on the type of Perform selected (see page 38).
Step 1: Race
Races have seen a few changes from their 3.5 counterparts.
Most of the races now receive two +2 bonuses to their
ability scores and one –2 penalty. In addition, half-elves,
half-orcs, and humans now all receive a single +2 bonus to
an ability score of their choice (instead of their 3.5 bonuses
and penalties). Table C–1 summarizes all of the changes to
the racial ability scores and gives the page number for each
race. Note that these changes are in addition to the race’s
existing ability score modifiers, which have remained
unchanged. You should also check your character’s existing
racial abilities against those granted by the Pathfinder
RPG and make the appropriate changes.
Step 2: Class
Of all the changes, converting your class to the Pathf inder
RPG requires the most work. Each of the 11 base classes
has received a number of changes, as summarized below.
To convert your character, you should check these lists
and make the appropriate adjustments for a character of
your level. In most cases, this change is additive, meaning
3
Table C–1: Racial Ability Score
Modifications
race
Dwarf (page 21)
Elf (page 22)
Gnome (page 23)
Half-elf (page 24)
Half-orc (page 25)
new Modifiers
+2 Wisdom
+2 Intelligence
+2 Charisma
+2 to one score
+2 to one score*
Halfling (page 26)
+2 Charisma
Human (page 27)
+2 to one score
* This replaces the half-orc’s previous ability score modifiers
Bards can select one type of Perform at 2nd level, and one
additional type for every four levels beyond 2nd.
• At 2nd level, bards also receive the well-versed class feature
(see page 38). This ability grants a bonus to saves against
bardic performance, sonic, and language-dependent effects.
• At 5th level, bards receive the lore master class feature,
which allows them to take 10 on any Knowledge skill check
that they have ranks in, as well as take 20 once per day.
For every six levels beyond 5th, the bard can take 20 on a
Knowledge skill check one additional time per day.
• At 10th level, the bard receives the jack-of-all-trades class
feature (see page 38). This class feature allows the bard to
use skills untrained, and at 16th level to treat all skills as
class skills.
• The bard’s spell progression has been modified, both in
spells per day and spells known. Using Table 3–3 and Table
3–4, look up the new number of spells per day and spells
known for your bard’s level and record the result. In most
cases, this means you will have a few additional spells to cast
per day, and a few additional spells known. Note that bards
can now cast an unlimited number of 0-level spells per day.
CleriC (page 38)
Many of the changes to the cleric concern its spell
progression, domains, and the new ability to channel energy
(which replaces turn or rebuke undead). While domains still
grant domain spells, they now also grant a pair of powers that
replace those from their old domains. To convert your cleric,
take the following steps.
• Clerics no longer have heavy armor proficiency. If you are
wearing heavy armor, you will either need to take the Heavy
Armor Proficiency feat or change the armor. In the case
of magic armor, GMs are encouraged to allow clerics to
change the armor’s type while retaining its abilities.
• The channel energy class feature (see page 40) replaces
the turn and rebuke undead class feature. This ability now
allows a cleric to heal or hurt undead creatures in a 30-foot
burst. It can also be used to heal or harm living creatures.
Table 3–5 lists the amount of damage dealt or hit points
healed with each use. A cleric can use this ability a number
of times per day equal to 3 + his Charisma modifier. This
ability also allows a saving throw (DC = 10 + 1/2 the cleric’s
level + the cleric’s Cha modifier).
• Using Table 3–5 (see page 40), look up the number of
spells per day your cleric can cast. This number might
be a little lower than in 3.5 due to the ability of channel
energy to heal characters (reducing the need to convert
spells to healing). Note that clerics can now cast an
unlimited number of 0-level spells per day. The number
listed on the table represents the number per day that
can be prepared.
• Replace the granted powers of your cleric’s domains with
the granted powers of the new domains (see page 41). Each
domain has a power granted at 1st level and another power
that is granted at a later level (usually 4th or 6th) depending
on the domain. Some of the domain spell lists have
changed, so be sure to note the new spells.
druid (page 48)
The largest changes to the druid involve its ability to wild
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Pathfinder RPG Conversion Guide
shape and its animal companion. Wild shape is now based on
a series of spells that belong to the new polymorph subschool.
Using these spells, you gain specific bonuses to your ability
scores and additional powers based on the form you assume.
Animal companions are now closely tied to your druid level
and advance as you do. To convert your druid, take the
following steps.
• At 1st level, you now have a choice to make. With the
nature bond class feature, you can either have an animal
companion or one of a list of cleric domains (this grants
you bonus spells and domain powers, like a cleric). The list
of domains can be found in the nature bond class feature
on page 50, while the rules for animal companions are
summarized starting on page 51.
• If you keep your animal companion, you will need to find
a type that most closely matches your current animal
companion (if the Pathfinder
Roleplaying Game Bestiary
is
available, you can look through the list in the appendices for
additional choices). Using the information provided in your
animal companion’s summary and the statistics from Table
3–8, rebuild your animal companion. The guidelines that
start on page 51 will guide you through the process.
• If your druid is 4th level or higher, you gain the wild
shape ability (see page 51). This ability replaces the ability
gained at 5th level for druids built using the 3.5 rules,
including all of the advanced versions, such as elemental
and plant. For more information on the polymorph
subschool, see page 211.
• Using Table 3–7, look up the number of spells per day your
druid can cast and note the numbers on your character
sheet. Note that druids can now cast an unlimited number
of 0-level spells per day. The number listed on the table
represents the number per day that can be prepared.
can select another group, and the bonuses for all of your
previous groups increases by +1.
• At 19th level, fighters receive armor mastery, which grants
DR 5/— while wearing armor.
• At 20th level, fighters gain weapon mastery, which allows
them to select one weapon. All critical threats with that
weapon automatically confirm, and the critical multiplier is
increased by 1.
Monk (page 56)
Many of the monk’s signature abilities have received an
overhaul in the Pathfinder RPG rules. Chief among these are
alterations to the flurry of blows mechanic, wider options in
bonus feats, and the addition of the
ki pool mechanic (which
many other abilities are now a part of ). To convert your monk,
take the following steps.
• In addition to the bonus feats gained at 1st, 2nd, and
6th levels, monks now gain an additional bonus feat for
every 4 levels beyond 6th. The list of bonus feats that can
be selected is enlarged, so make sure to check your feats
versus those on the list (see page 58). In addition, all monks
now receive Stunning Fist as a bonus feat at 1st level. At
higher levels, they can even substitute different effects
(other than stun for 1 round) when performing such attacks
(see page 59).
• A monk’s base attack bonus when performing a flurry of
blows is now equal to his level. His attacks are made as if
using Two-Weapon Fighting (and its improvements at later
levels). Table 3–10 summarizes these bonuses. Change your
flurry of blows base bonuses to match these values (plus
any increases to your base attack bonus from other classes,
which might give you additional attacks with your primary
strike). Note that other increases to your base attack bonus
do not increase the number of attacks you can make with
your off hand, as the bonus feats to gain these attacks are
not gained until you reach the required level of monk.
• A monk’s AC bonus has increased. See Table 3–10 for the
new bonus.
• At 3rd level, a monk gains an ability called maneuver
training, which grants him a better chance at performing
combat maneuvers. For now, just note that you possess this
ability. Combat maneuvers are discussed in Step 5.
• At 4th level, a monk gains a ki pool, which is a number of
points that a monk can spend each day to perform amazing
feats (see page 59). At 4th level, a monk’s ki
pool is equal to
2 + his Wisdom modifier, but it increases by 1 for every 2
levels beyond 4th. A monk can use a point from his ki
pool
to move faster, take an extra attack, or gain a dodge bonus
to his AC. At 5th level, he can spend a point from his ki
pool to grant him a large bonus on checks made to jump.
At 7th level, he can spend ki points to heal himself. At 12th
level, he can spend
ki
points to use
dimension door. At 19th
level, he can spend
ki points to become ethereal. As long
Fighter (page 55)
Although fighters still receive a new combat feat (meaning
a fighter bonus feat) at every even level, they now receive a
number of other abilities as well. To convert your fighter, take
the following steps.
• At 2nd level, fighters receive an ability called bravery, which
adds half their level (rounded down) to Will saves made to
resist fear effects.
• At 3rd level, fighters get armor training (see page 55). This
reduces a fighter’s armor check penalty and increases his
maximum Dexterity while wearing armor by 1. At every 4
levels beyond 3rd, these bonuses increase by 1. This ability
also allows a fighter to move at full speed while wearing
Medium armor. At 7th level, he can move at full speed while
wearing heavy armor.
• At 5th level, fighters receive weapon training (see page
56). With this ability, you select one group of weapons
and receive a +1 bonus on attack and damage rolls with
weapons from that group. At every 4 levels beyond 5th, you
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