Author Topic: Pathfinder Adventure Path Conversions  (Read 23279 times)

Krensky

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Re: Pathfinder Adventure Path Conversions
« Reply #90 on: January 25, 2012, 09:14:07 PM »
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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Psion

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Re: Pathfinder Adventure Path Conversions
« Reply #91 on: January 26, 2012, 09:15:01 AM »
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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Krensky

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Re: Pathfinder Adventure Path Conversions
« Reply #92 on: January 27, 2012, 11:24:49 AM »
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. :(
« Last Edit: January 27, 2012, 11:27:29 AM by Krensky »
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Gentry

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Re: Pathfinder Adventure Path Conversions
« Reply #93 on: January 27, 2012, 03:38:48 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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Krensky

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Re: Pathfinder Adventure Path Conversions
« Reply #94 on: January 27, 2012, 04:17:13 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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Khaalis

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Re: Pathfinder Adventure Path Conversions
« Reply #95 on: January 27, 2012, 04:36:02 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

Psion

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Re: Pathfinder Adventure Path Conversions
« Reply #96 on: October 24, 2012, 05:41:24 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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Gentry

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Re: Pathfinder Adventure Path Conversions
« Reply #97 on: October 24, 2012, 07:56:51 PM »
Wow, that's a conversion of the creature?
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Krensky

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Re: Pathfinder Adventure Path Conversions
« Reply #98 on: October 25, 2012, 02:36:18 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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Psion

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Re: Pathfinder Adventure Path Conversions
« Reply #99 on: October 25, 2012, 07:16:31 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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Captain Zoom

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Re: Pathfinder Adventure Path Conversions
« Reply #100 on: November 07, 2012, 07:45:41 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

Krensky

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Re: Pathfinder Adventure Path Conversions
« Reply #101 on: November 07, 2012, 08:34:30 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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Antilles

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Re: Pathfinder Adventure Path Conversions
« Reply #102 on: December 01, 2012, 08:23:36 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...

Spoiler: Crime feats • show

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn't start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You'll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: You gain the Interest Arson and your fire-based damage rolls inflict 1 additional damage.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain 1 additional proficiency and 1 additional trick.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshiping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: You gain an Alignment and characters with opposing Alignments suffer a -1 penalty with skill checks targeting or opposed by you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfield. The last thing he said to you was, "May Mitra have mercy upon your wretched, damned soul." If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You gain the Interest Evil Outsiders, you gain 1 rank in Haggle (applied before spending skill points) and a +1 morale bonus to all Haggle checks.

Desecration
You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Brandenscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You gain a +1 insight bonus to saves against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.
Punishment: Death by hanging
Benefit: You gain the Interest Talirean Military and may choose an additional Origin skill.

Dueling Unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain the Edged Proficiency and 1 Dueling Focus/your base Defense increases by 1.

Extortion
You have defrauded money from someone by holding information of their wrongdoing above their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you have attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: Intimidate is an Origin skill for you, you gain 1 rank in Intimidate (applied before spending skill points) and a +1 morale bonus to all Intimidate checks.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: Crafting is an Origin skill for you, and you gain the Inscription Crafting focus.

Fraud
You tried to bilk someone out of their cash. To end up in Branderscar Prison, this was no petty con job penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: Bluff is an Origin skill for you, you gain 1 rank in Bluff (applied before spending skill points) and a +1 morale bonus to all Intimidate checks.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it has been sealed in its tomb by a clergy of the Mitran faith. Some ma not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: The DCs of tracking checks to follow your trail increase by 10, your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1 (typically to x5).

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was "Mitra may forgive you yet for your lies. Talingarde will not." If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You gain an Alignment and once per session you may improve the disposition of one non-adversary NPC by 5.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: Sneak is always an Origin skill for you, you gain 1 rank in Prestidigitation (applied before spending skill points) and a +1 morale bonus to all Prestidigitation checks.

High Treason
You have willingly worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You gain an additional trick and a +1 bonus with all attack and skill checks you make during dramatic scenes.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren't rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You gain a +1 morale bonus to grapple checks, Intimidate is an Origin skill.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing buy a particularly savage and unforgivable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (this would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You gain a +1 morale bonus to damage when flanking a foe.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill is an Origin skill, you gain 1 rank in the selected skill (before you purchase skills) and you gain a +1 morale bonus to the selected skill.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: Once per session you may improve the Disposition of one non-adversary NPC by 5, and Bluff is an Origin skill for you.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You gain the Blunt weapon proficiency and when you deal subdual damage you deal +1 damage.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde's nobility to acquire a "souvenir" when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: Haggle is always an Origin skill for you, you gain 1 rank in Haggle (applied before you spend skill points) and you gain a +1 morale bonus to Haggle checks.
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spinningdice

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Re: Pathfinder Adventure Path Conversions
« Reply #103 on: December 02, 2012, 04:13:20 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.

Antilles

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Re: Pathfinder Adventure Path Conversions
« Reply #104 on: December 02, 2012, 01:11:22 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.
"After all is said and done, more is said than done."
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Mortality clarified in a single strike!