Ptolus Pathfinder Conversion and Dissolution DW: Difference between pages

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''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.''
__NOTOC__
This page is an experiment, contemplating how the characters of the [[campaign::Dissolution]] campaign could be converted to the ''[http://www.dungeon-world.com/ Dungeon World]'' system, specifically using the variant character rules from ''[https://redboxvancouver.wordpress.com/2014/10/14/class-warfare-character-and-class-creation-for-dungeon-world/ Class Warfare]'' as described in the [[Ptolus Dungeon World]] conversion document.


== Sources ==
As 13th level ''Pathfinder'' characters, all of the characters will be converted into 7th level ''Dungeon World'' characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.


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.
== Caralaria ==


* "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.
Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)<br/>
* We made a pass at using ''Pathfinder's'' [http://www.d20pfsrd.com/gamemastering/arg-creating-new-races race creation system].
Base damage: d8<br/>
Load: 10+STR<br/>
HP: 8+Constitution


== Races ==
== Oreni ==


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.
Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)<br/>
Base damage: d4<br/>
Load: 6+STR<br/>
HP: 6+Constitution


=== Aram ===
Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.


=== Assarai ===
== Naerai ==


=== Elf, Shoal ===
Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta<br/>
Base damage: d6<br/>
Load: 9+STR<br/>
HP: 6+Constitution<br/>


'''RP''': 10 (Standard)
Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.
* '''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)
== Scoffney Shever ==
* '''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 ===
Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)<br/>
Base damage: d8<br/>
Load: 8+STR<br/>
HP: 6+Constitution


=== Dwarf, Stonelost ===
== Lostwhite ==


== Prestige Classes ==
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 2<br/>
Protector: 3<br/>
Warrior: 5<br/>


* [[Knight of the Pale (Pathfinder)|Knight of the Pale]] - a setting specific prestige class lifted and slightly altered from ''Ptolus''.
== Sikarsis ==
 
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 1<br/>
Priest: 6<br/>
Protector: 2<br/>
 
== Group Moves ==
 
Possibly some number of moves that anyone in the group can use. Such as:
 
* Moves that reflect the presence of Lostwhite.
* Moves that reflect the presence of Sikarsis.
* A move showing how Cassiodora's bag of goodies helps the party.
* Moves reflective of their estate and house in the Noble Quarter.
* Possibly some moves reflecting their interaction with the public.
* A move or two specific to using memberships, such as with the Delver's Guild.
* "Keys to the City", which allows you to capitalise on celebrity.
 
== Special Moves ==
 
Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.

Revision as of 08:51, 26 December 2014

This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the Dungeon World system, specifically using the variant character rules from Class Warfare as described in the Ptolus Dungeon World conversion document.

As 13th level Pathfinder characters, all of the characters will be converted into 7th level Dungeon World characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.

Caralaria

Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)
Base damage: d8
Load: 10+STR
HP: 8+Constitution

Oreni

Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)
Base damage: d4
Load: 6+STR
HP: 6+Constitution

Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.

Naerai

Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta
Base damage: d6
Load: 9+STR
HP: 6+Constitution

Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


Scoffney Shever

Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)
Base damage: d8
Load: 8+STR
HP: 6+Constitution

Lostwhite

Relegated to being a hireling.
Cost: 0
Loyalty: 2
Protector: 3
Warrior: 5

Sikarsis

Relegated to being a hireling.
Cost: 0
Loyalty: 1
Priest: 6
Protector: 2

Group Moves

Possibly some number of moves that anyone in the group can use. Such as:

  • Moves that reflect the presence of Lostwhite.
  • Moves that reflect the presence of Sikarsis.
  • A move showing how Cassiodora's bag of goodies helps the party.
  • Moves reflective of their estate and house in the Noble Quarter.
  • Possibly some moves reflecting their interaction with the public.
  • A move or two specific to using memberships, such as with the Delver's Guild.
  • "Keys to the City", which allows you to capitalise on celebrity.

Special Moves

Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.