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== Summary ==
''This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Pathfinder'' system. As these systems are extremely similar, we didn't need to do much.''
[http://www.decktet.com/ Decktet] card by P.D. Magnus.
 
== Licensing ==
== Sources ==
{{cc-by-sa-3.0}}
 
Many had walked this ground before us, so we made liberal use of changes posted to forums and so on. This was usually tweaked a bit.
 
* "Hydromaster113"'s conversions of [http://paizo.com/threads/rzs2jytm?Ptolus-elves-plus-racial-feats#1 elves] and [http://paizo.com/threads/rzs2jytr?Ptoluss-Dwarves-Plus-Racial-Feats#1 dwarves] and [http://paizo.com/threads/rzs2jxqx?Natural-weapon-feats-Ptolus-races-without-ELs#1 others] formed the basis of our race conversions.
* We made a pass at using ''Pathfinder's'' [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system].
 
== Races ==
 
The biggest change for races is that ''Pathfinder'' doesn't use level adjustments for playable races, but later came up with a "racial point" system.
 
=== Aram ===
 
=== Assarai ===
 
=== Elf, Shoal ===
 
'''RP''': 10 (Standard)
* '''Ability Score Racial Traits''' ''0 RP'': Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* '''Size''' ''0 RP'': Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Shoal elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Shoal elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Defense Racial Traits
* '''Elven Immunities''' ''2 RP'': Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits
* '''Keen Senses''' ''2 RP'': Shoal elves receive a +2 racial bonus on Perception checks.
* '''Shoal Lore''' ''2 RP'': Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill.
Magical Racial Traits
* '''Shoaldream''' ''1 RP'': Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an ''augury'' spell or as complex as a crucial clue concerning the character’s destiny.
Offense Racial Traits
* '''Weapon familiarity''' ''2 RP'': Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Shoal elves can see twice as far as humans in conditions of dim light.
 
=== Elf, Harrow ===
 
'''RP''': 10 (Standard)
* '''Ability Score Racial Traits''' ''-2 RP'': Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, –2 Constitution, and -2 Charisma.
* '''Size''' ''0 RP'': Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* '''Type''' ''0 RP'': Harrow elves are Humanoids with the elf subtype.
* '''Base Speed''' ''0 RP'': Harrow elves have a base speed of 30 feet.
* '''Language Quality''' ''0 RP'': Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.
Defense Racial Traits
* '''Harrowdream''' ''1 RP'': Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.
Feat and Skill Racial Traits
* '''Scarred''' ''2 RP'': Harrow elves receive a +2 racial bonus on Intimidate checks.
* '''Harrow Lore''' ''4 RP'': Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.
Magical Racial Traits
* '''Harrow Magic''' ''4 BP'': Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: ''[[pfsrd-spell:d/detect-magic|detect magic]]'', ''[[pfsrd-spell:g/ghost-sound|ghost sound]]'', ''[[pfsrd-spell:m/mage-hand|mage hand]]'', ''[[pfsrd-spell:p/prestidigitation|prestidigitation]]'', ''[[pfsrd-spell:b/blur|blur]]''. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.
Offense Racial Traits
* none
Senses Racial Traits
* '''Low-light vision''' ''1 RP'': Harrow elves can see twice as far as humans in conditions of dim light.
 
=== Dwarf, Grailwarden ===
 
=== Dwarf, Stonelost ===
 
== Prestige Classes ==
 
* [[Knight of the Pale (Pathfinder)|Knight of the Pale]] - a setting specific prestige class lifted and slightly altered from ''Ptolus''.

Revision as of 20:31, 15 March 2013

This page details how we converted some of the basics from the 3.5-based Ptolus to the Pathfinder system. As these systems are extremely similar, we didn't need to do much.

Sources

Many had walked this ground before us, so we made liberal use of changes posted to forums and so on. This was usually tweaked a bit.

Races

The biggest change for races is that Pathfinder doesn't use level adjustments for playable races, but later came up with a "racial point" system.

Aram

Assarai

Elf, Shoal

RP: 10 (Standard)

  • Ability Score Racial Traits 0 RP: Shoal elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
  • Size 0 RP: Shoal elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type 0 RP: Shoal elves are Humanoids with the elf subtype.
  • Base Speed 0 RP: Shoal elves have a base speed of 30 feet.
  • Language Quality 0 RP: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Defense Racial Traits

  • Elven Immunities 2 RP: Shoal elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits

  • Keen Senses 2 RP: Shoal elves receive a +2 racial bonus on Perception checks.
  • Shoal Lore 2 RP: Shoal elves receive a +1 racial bonus to Profession (sailor), Knowledge (geography) checks, and always treat Swim as a class skill.

Magical Racial Traits

  • Shoaldream 1 RP: Shoal elves gain insight from their dreams, if they spend a few minutes contemplating them when they wake. Success on a Wisdom check (DC 15, spellcasters add half their caster level to the roll) grants the shoal elf a +4 insight bonus to the known result of a d20 roll made before the elf next sleeps. At the DM’s discretion, very good rolls may carry a more specific or lasting portent, as simple as duplicating an augury spell or as complex as a crucial clue concerning the character’s destiny.

Offense Racial Traits

  • Weapon familiarity 2 RP: Shoal elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits

  • Low-light vision 1 RP: Shoal elves can see twice as far as humans in conditions of dim light.

Elf, Harrow

RP: 10 (Standard)

  • Ability Score Racial Traits -2 RP: Though nimble, harrow elves typically bear horrible birthmarks, scars, and various deformities. They gain +2 Dexterity, –2 Constitution, and -2 Charisma.
  • Size 0 RP: Harrow elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type 0 RP: Harrow elves are Humanoids with the elf subtype.
  • Base Speed 0 RP: Harrow elves have a base speed of 30 feet.
  • Language Quality 0 RP: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Abyssal, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon.

Defense Racial Traits

  • Harrowdream 1 RP: Harrow elves cannot naturally sleep, even if they want to, and are immune to magic sleep effects. If forced unconscious, become Shaken for one minute upon awaking.

Feat and Skill Racial Traits

  • Scarred 2 RP: Harrow elves receive a +2 racial bonus on Intimidate checks.
  • Harrow Lore 4 RP: Harrow elves receive a +2 racial bonus to Craft (alchemy) and Use Magic Device checks.

Magical Racial Traits

  • Harrow Magic 4 BP: Harrow elves with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level, DCs are Charisma-based) once per day: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the "cantrips" class feature adds all but the last of these spells to their known/prepared spells.

Offense Racial Traits

  • none

Senses Racial Traits

  • Low-light vision 1 RP: Harrow elves can see twice as far as humans in conditions of dim light.

Dwarf, Grailwarden

Dwarf, Stonelost

Prestige Classes

  • Knight of the Pale - a setting specific prestige class lifted and slightly altered from Ptolus.

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