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Author Topic: Pathfinder Adventure Path Conversions  (Read 15123 times)
Krensky
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« Reply #90 on: January 26, 2012, 12:14:07 AM »

I thought I covered that, but yes, everyone gets an extra interest as a Faith (which is basically a study) or an Alignment.
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« Reply #91 on: January 26, 2012, 12:15:01 PM »

I did a few of the iconics when I was on a pregen binge, though I don't remember which ones. I had Ezren for sure. If I get a chance, I'll see if I can find and post them.
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« Reply #92 on: January 27, 2012, 02:24:49 PM »

And another.

The Iconic Fighter, Valeros
Valeros

Origin: Savvy  Fighter
Class: Soldier

Str: 14   Dex: 14      Con: 13
Int: 14   Wis: 10      Cha: 10

Feats:
Armor Basics
Lightning Reflexes
Sword Basics

Skills
Athletics 4
Acrobatics* 2
Intimidate 2
Notice 4
Resolve 2
Sense Motive* 4
Survival 2
Tactics 4
 
Proficencies
Edged*, Bows, Unarmed
Whirling  Strike, Parry, Armored Assurance, Damned if You Do, Damned if You Don't, Turn the Tables

Interests
Faith: Cayden Cailean
Language: Taldane
Study: Andoran
Study: Mecenary Companies
Study: Farming

Gear:
Armor: Partial Plate with Light Fittings
Weapons: Long Sword, Short Sword, Reflex Bow, Standard Arrows (30)
Other: Backpack, Rope, Rations

I chose Savvy and his attributes due to the characters background as being well, if self, educated. Similarly, I gave him Lightning Reflexes due to his PF stats favoring Dex and having the Improved Initiative feat. His armor was chosen based on the picture (breastplate, paudrons, bracers).

On a similar note, Seelah the Paladin's gonna be blowing lots on plate. Sad
« Last Edit: January 27, 2012, 02:27:29 PM by Krensky » Logged

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« Reply #93 on: January 27, 2012, 06:38:48 PM »

At first level, the gear is going to be outsized per the rules, certainly. I assume your gear listings are just matching to the picture rather than actually trying to stay within the 100s budget?
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« Reply #94 on: January 27, 2012, 07:17:13 PM »

At the moment, it's based on the art and the 3.5/PF writeups. Once I have more or all of them done I'll look at the totals and figure out what starting silver will be and adjust the gear lists accordingly.
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« Reply #95 on: January 27, 2012, 07:36:02 PM »

@Gentry:  You would have to house-rule the cash. 

I know it has been discussed in other threads as well, but the 100s/Lv is really very low for a high fantasy scenario like Pathfinder.

For this exercise, there are only a few options.
1) In many cases you just have allow free starting based on the background of the character.
2) Be more creative in the interpretation of the art. For instance you could make the argument that what Valeros is wearing is Hardened Leather Cuirass with Light Fittings.
3) I would also likely apply the Crude materials quality to lower costs (and would be more fitting to a level 1 character in FC).
4) Make starting silver a lot higher to make them more true Pathfinder characters than FC. ^


The lowest costs for base gear would be 193s.
* Crude Partial Hardened Leather (Cuirass) with Light Fittings = 98s
* Crude Longsword = 45s
* Crude Shortsword = 19s
* Crude Reflex Bow = 23s
* Crude Standard Arrows = 8s


However, since the backstory states that he has worked for dozens of employers as a mercenary, I think that the FC starting silver rules are out or synch. At the very least I would probably give the character at least the Longsword for free (to indicate the former employment and experience of the backstory), and do this for the higher campaign economy feel of Pathfinder:

* Starting Silver = 200s/Lv + Income
* Partial Hardened Leather (Cuirass) with Light Fittings = 130s
* Longsword = Free
* Shortsword = 25s
* Reflex Bow = 30s
* Standard Arrows = 10s
* Bedroll = 5s
(Total starting silver spent = 200s, leaving his Income as the only pocket cash, thus making him in need of work.)


As for the Paladin, I'm not sure what you plan on for build, but I would say that you will also have to get very rules creative. In this case, I would say the armor has to be either a bestowed gift of the church or even better, on-loan from the church. It is the only way I can see a starting character with access to even crude plate. The on-loan option also gives an in-game hook. If the Paladin "sways" from the church orders, they reclaim their gear.


^: For my campaign's economy level, I use a sliding scale as follows, depending on the kind of game the group wants to play.
* 50s/Lv + Income = Poverty
* 100s/Lv + Income = Poor
* 150s/Lv + Income = Common
* 200s/Lv + Income = Wealthy
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« Reply #96 on: October 24, 2012, 07:41:24 PM »

My Serpent Skull adventure path is coming to a close; I expect that it will be done in two sessions.

In the course of prepping to it, I wrote up/converted the nastiest (xp-wise) creature I have ever written, the Avatar of Ydersius, the serpentfolk god:

Avatar of Ydersius (Huge Outsider Walker — 402 XP): Str 20, Dex 20, Con 16, Int 10, Wis 16, Cha 18; SZ H (4×4, Reach 3); Spd 50 ft. ground; Init IX; Atk IX; Def VII; Resilience IX; Health IX; Comp V; Skills: Acrobatics VI, Athletics IX, Intimidate X, Notice IX, Sneak VII, Spellcasting VII; Spells: Castigate II-8, Charm Person V-9, Command II-5, Counter Magic II-7, Illusionary Image VI-6, Sacred Aura-8, True Seeing-7; Qualities: Achilles heel (edged), blindsight, class ability (Assassin: black vial, Explorer: lifeline), condition immunity (baffled, frightened, paralyzed), contagion immunity, damage defiance (electrical, folk), damage immunity (acid, fire), damage reduction 10, darkvision II, everlasting, expanded spellbook (Bestow Curse-3, Consecrate-2, Fireball I-3, Freedom of Movement-4, Geas-4), fearsome, feat (All-out attack, Combat Instincts, Great Fortitude, Iron Will, Lightning Reflexes, Misdirection Basics, SC: Effect , Spell Power ), frenzy II, grappler, improved sense (smell), lumbering, menacing threat, natural defense (acid), regeneration 15, spell defense VI, superior climber VI, superior swimmer IV, swift attack II, tough III, treacherous, tricky (Shove, Venom Master), unnerving, veteran I.
Attacks/Weapons: Bite V (venomous: Virulent Weakening), Claw III × 2, Squeeze III, Noxious breath (draining, attribute III: cone 30ft range)
Treasure: 1A, 1L, 1M, 1T

Special
Everlasting/lifeline - ydersius' avatar can only be slain by a critical hit or coup de grace with an edged or force weapon

It could have been worse, but this will kill my PCs as written, as it's nearly invincible. I am rewriting the final boss fight as a "prevent the boss from being resurrected" fight. If the skull is re-attached, it will start at -10 to all of its numerical values (skills, attack mods, DR, regeneration, etc.), but this improves by 1 per round.
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« Reply #97 on: October 24, 2012, 09:56:51 PM »

Wow, that's a conversion of the creature?
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« Reply #98 on: October 25, 2012, 04:36:18 PM »

It's a conversion of 204,800 XP CR19 remnant/avatar/larva of a god. Who if the PCs defeat gets them another CR19 encounter worth of XP.

The adventure assumes the four PCs will be at level 17 when they encounter it.
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« Reply #99 on: October 25, 2012, 09:16:31 PM »

Wow, that's a conversion of the creature?

Yep. For the most part, pretty straight up, but as with many creatures in late PF AP adventures, many judgement calls have to be made. I had to judge how to convert "can only be killed if beheaded", and figured making it vulnerable to edged weapons and giving it a bunch of other defenses would do the trick.

But if the players play their cards right, it will never get that far. But I intend to make sure that at the very least, it is very nail-biting keeping that from happening.
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« Reply #100 on: November 07, 2012, 10:45:41 PM »

Amiri

Origin: Savage Barbarian
Class: Soldier 1

Attributes
Str: 14   Dex: 14      Con: 14
Int: 10   Wis: 14      Cha: 12

Interests
Faith: Gorum
Language: Halit
Study: Realm of the Mammoth Kings
Language: Taldane
Language: Giant

Hi Krensky (or should I be calling you the Winslow?).  I think I remember you from the old AEG Forums in the olden days of Spycraft 1 and Stargate SG-1, but that was a long time ago and my memory isn't what it used to be.  I assume a few of the old-timers are still hanging around.  In any case, I've casually followed the game system on and off over the years and recently started looking at FC in more detail.

That said, as you seem to have invested a fair bit of time in setting up a FC/Golarion campaign and more importantly seem to have a good head on your shoulders, I had a couple of setting questions which impact rules:

1. Languages - Did you tweak the Iconic's languages? As FC is only a toolset, for players, do you houserule or tweak things to change how languages are obtained to retain the feel of Golarion (many languages and people seem to be relatively multi-lingual).  For example, would you have a PC Elf with INT 12 start with 1 native language per FC RAW, or Elf, Common and 1 language from the Elf starting language list, or something else entirely?  Do you have PCs use Interests or Feats to gain new languages, or do you have another mechanic to simulate the ease of learning new languages in Golarion (which just requires a skill rank invested in linguistics)?

2. Alignments/Gods - Somewhere on the boards, I think I saw you say something about giving Golarion characters a free Alignment or Faith to represent the heavy involvement of the gods and similar powers in day to day affairs.  You also in one post seem to switch from Alignment/God to "Faith".  I couldn't find much more than that, but was wondering if you had any additional thoughts in regards thereto?  Good/Bad, worked/broke-the-game, etc.

Any other thoughts on setting up a FC/Golarion game?

Thanks
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Krensky
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« Reply #101 on: November 07, 2012, 11:34:30 PM »

Wow. I'm touched.

I'm running languages straight. One native language, others bought with interests. My players' characters speak more languages in FC then they did in D&D or PF. If you want more, just give the players some  languages, use Fast Interests, or both. Off the top of my head I used the list of languages in the Inner Sea book. Although I explicitly state that Taldane is common.

Close… I gave my players a free Interest to purchase an Alignment or a Faith. A faith is just an Interest in an Alignment. You can not have an alignment and a faith in the same thing. I treat each power as its own alignment. If someone wanted to be a member of distinct set with different teachings and abilities then the default for that power I'd have written that up as a separate alignment. I can't think of any real examples in the Golarion fluff though.
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« Reply #102 on: December 01, 2012, 11:23:36 PM »

So I've been working on converting Way of the Wicked, an evil adventure path, and I figured I'd post in this thread rather than make a new one because I'm lazy like that.

The first thing I've converted is the special backgrounds that determine which crime you were convicted of that got you sent to the prison that starts the AP. Since it's a background trait I've converted it to a feat worth about 2 Origin points. I'd appreciate getting a once-over on these, see if any of them are significantly better or worse than the average, that sort of thing. Or if you've a better idea for what benefits a particular crime should give, I don't mind admitting I struggled to find a relevant bonus to some of these feats...

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« Reply #103 on: December 02, 2012, 07:13:20 AM »

None of them seem out of balance with each other, I'm always curious as to how people translate Pathfinder traits to FantasyCraft. I dislike adding an extra Origin layer, but I'd struggle to boost them up to full fledged speciality's or Feats.
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« Reply #104 on: December 02, 2012, 04:11:22 PM »

Yeah, although an additional Origin component would be kinda cool ("I'm playing a Human Grizzled Gladiator Murderer") I decided to go for a 2-point feat instead, hopefully enough to give some flavor but not unbalance builds.

I'll have to do it again as well, after meeting up with the big bad and officially joining the bad guys, there's a month-long training montage and everyone gets a small boon, like +1 insight to 2 skills, +2 bonus to saves against specific thing, +1 caster level to a specific spell, that sort of thing. Dunno if I'll make them feats, I'll probably just keep them as they are in the AP (i.e. "Quiet as death" The Cardinal has trained you in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.), there's not much tweaking needed to the crunch. Although it's a fairly short list and specifies it's more examples for the GM to make tailored ones to the PC's, I guess I can try and make some more generic ones (or just wait until I get the chance to run it and actually tailor them to specific PC's).

And then there's the traps, magic items, loot in general, and last but not least a bucketful of NPCs... it's a lot of work to make a decent conversion. But it's a fun AP so I'll keep at it.
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