Ptolus Pathfinder Conversion

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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.

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.

  • Hydromaster113's conversions of elves and dwarves and others formed the basis of our race conversions.
  • We made a pass at using Pathfinder's race creation system.
  • The conversion guide offers tips for converting 3.5 content to Pathfinder, particularly useful for prestige classes.

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. Note that features with the same name as existing racial features can be still be substituted with appropriate alternate racial traits.

Aram

RP: 24 (Monstrous)

  • Ability Score Racial Traits 4 RP: Aram gain +6 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom. This includes the adjustments for their large size.
  • Size 7 RP: Aram are Large creatures, gaining a +1 bonus on combat maneuver checks and to their CMD. They and take a –1 size penalty to their AC, a –1 size penalty on attack rolls and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
  • Type 3 RP: Aram are Monstrous Humanoids.
  • Base Speed 0 RP: As quadrupeds, Aram have a base speed of 40 feet.
  • Language Quality 0 RP: Aram begin play speaking Common and Aram. Aram with high Intelligence scores can choose from the following: Elvish, Giant, Goblin, Gnomish, Halfling, Litoria, Sylvan.

Defense Racial Traits

  • Natural Armor 1 RP: Aram gain a +1 natural armor bonus to their Armor Class.
  • Stability 1 RP: Aram receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Feat and Skill Racial Traits

  • Indefatigable 2 BP: Aram sleep standing up, and rarely strip off all armor before doing so in the field. Aram gain Endurance as a bonus feat.

Movement Racial Traits

  • Swiftness 3 RP: Aram gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Aram also gain Run as a bonus feat.

Offense Racial Traits

  • Relentless 1 RP: Aram gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Senses Racial Traits

  • Darkvision 0 RP: Being monstrous humanoids, aram can see in the dark up to 60 feet.

Other Racial Traits

  • Quadruped 2 RP: Aram possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed (included above). In addition, members of this race use weapons and armor as if they were Medium (instead of Large).

Assarai

RP: 18 (Advanced)

  • Ability Score Racial Traits 1 RP: Assarai are built to endure harsh conditions, but have a reptilian brain. They gain +2 Strength, +2 Constitution and -2 Intelligence.
  • Size 0 RP: Assarai are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type 0 RP: Assarai are Humanoids with the reptilian subtype.
  • Base Speed 0 RP: Assarai have a base speed of 30 feet.
  • Language Quality 0 RP: Assarai begin play speaking Common and Draconic. Assarai with high Intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnoll, Orcish, Undercommon.

Defense Racial Traits

  • Natural Armor 4 RP: Assarai gain a +3 natural armor bonus to their Armor Class.
  • Survivor 2 RP: Assarai who are reduced to fewer than 0 hit points but is not killed become nauseated instead of unconscious.

Feat and Skill Racial Traits

  • Athletic 2 RP: Assarai gain a +2 racial bonus on Acrobatics checks.
  • Scavenger 2 RP: Assarai gain a +4 bonus on Fortitude saves against disease, including magical diseases. When finding food, or shelter for themselves or other members of their race, Assarai make two survival checks, keeping the highest result.

Movement Racial Traits

  • Assarai Swimmer 3 RP: Assarai have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They may also hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Offense Racial Traits

  • Claws 2 RP: Assarai receive two claw attacks. These are primary natural attacks dealing 1d4 damage each.
  • Bite 1 RP: Assarai receive a bite attack. These are primary natural attacks dealing 1d3 damage.

Senses Racial Traits

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

Alternate Racial Traits

  • Frail 0 RP: About 10% of assarai are born with a mutation making them less physically potent. In the past, assarai born with this mutation were abandoned and left to die; however, more and more city-dwelling assarai now frown on this practice. As it happens, the mutation provides some benefit in mix-race, urban environments, making "frail" assarai less threatening to other races. Of course, what an assarai considers "frail" is still just as hardy as, say, a human. This feature, while providing no benefit or penalty of its own, replaces the Natural Armor, Scavenger and Claws traits. This brings the RP total for a frail assarai to 10 RP, making it a Standard race.

Elf, Cherubim

RP: 15 (Advanced)

  • Ability Score Racial Traits 0 RP: While graceful, cherubim elves are very frail. They gain +4 Dexterity and –4 Constitution.
  • Size 0 RP: Cherubim elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type 0 RP: Cherubim elves are Humanoids with the elf subtype.
  • Base Speed 0 RP: Cherubim elves have a base speed of 30 feet.
  • Language Quality 0 RP: Cherubim elves begin play speaking Common and Elven. Cherubim elves with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Elder Elven, Gnome, Halfling.

Defense Racial Traits

  • Lesser Spell Resistance 2 RP: Cherubim elves gain spell resistance equal to 6 + their character level.

Feat and Skill Racial Traits

  • Keen Senses 2 RP: Cherubim elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

  • Dreamspeaker 2 RP: Cherubim elves gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user's character level) once per day: dream.

Movement Racial Traits

  • Flight 8 RP: Cherubim elves have a base speed of 30 feet. They can also fly with a speed of 50 feet and average maneuverability.

Senses Racial Traits

  • Low-light vision 1 RP: Cherubim 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: Harrow elves begin play speaking Common and Elven. Harrow 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.

Senses Racial Traits

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

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. Shoal elves high Intelligence scores can choose from the following: Celestial, Draconic, Elder Elven, Gnoll, Gnome, Goblin, Litorian, 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. Note, however, that a great many shoal elves replace this feature with the Dreamspeaker alternate racial trait.

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. Many shoal elves native to Ptolus replace this with the Urbanite racial trait.

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.

Dwarf, Grailwarden

Grailwarden dwarves are standard Pathfinder dwarves, most often using the Craftsman, Giant Hunter and Mountaineer alternate racial traits.

Dwarf, Stonelost

Stonelost dwarves are standard Pathfinder dwarves, most often using the Ancient Enmity, Lorekeeper and Stubborn alternate racial traits.

Litorian

RP: 17 (Advanced)

  • Ability Score Racial Traits 4 RP: Litorians are ancient, physical and introverted, +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 Charisma.
  • Size 0 RP: Litorians are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type 0 RP: Litorians are Humanoids with the catfolk subtype.
  • Base Speed 0 RP: Litorians elves have a base speed of 30 feet.
  • Language Quality 0 RP: Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose from the following: Aram, Elvish, Gnoll, Goblin, Orcish.

Defense Racial Traits Feat and Skill Racial Traits

  • Intimidating 2 RP: Litorians receive a +2 racial bonus on Intimidate checks.
  • Keen Senses 2 RP: Litorians receive a +2 racial bonus on Perception checks.
  • Hunter 2 RP: Litorians receive a +2 racial bonus on Survival checks.

Magical Racial Traits Offense Racial Traits

  • Bite 2 RP: Litorians gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Senses Racial Traits

  • Low-light vision 1 RP: Litorians can see twice as far as humans in conditions of dim light.
  • Scent 4 RP: Litorians gain the scent ability.

Prestige Classes

Most prestige classes convert fairly easily and obviously to Pathfinder, but need the attention as prestige classes use different progressions than they did in 3.5.

  • Forsaken shigmaa may be used almost as is, with the following changes:
    • Alter all saving throw progressions to use the standard prestige class "good" progression (starts at +1, ends at +5).
  • The Inverted Pyramid classes convert readily, but have the following changes:
    • Each class uses d6 hit dice, not d4.
    • Subtract three from the required ranks of Knowledge (Arcana) and Spellcraft. (Pathfinder replaced the "four ranks at first level" for skills assumed by these classes with just giving a +3 bonus to trained class skills.)
  • Knights of the Chord can be used as is, with the following changes:
    • Uses d10 for hit dice, not d8.
    • Requires only 6 ranks of Perform.
    • Replace the save progression with the standard prestige class "good" progression for Fortitude and "bad" for Reflex and Will (same as, say, the Eldritch Knight).
    • Add a bonus combat feat at third and seventh levels.
    • Knights of the Chord class levels are included when calculating the bonus provided by Bardic Knowledge and save DCs for Bardic Performance.
  • Knight of the Pale

Skills

The following skills are added in Ptolus campaigns:

  • Craft (chaositech): as per Ptolus, pg. 568 or Chaositech, pg. 21.
  • Craft (firearms): as per Ptolus, pg. 565
  • Craft (machines): as per Ptolus, pg. 565
  • Chaos Surgery: as per Ptolus, pg. 569 or Chaositech, pg. 45.
  • Knowledge (machines): as per Ptolus, pg. 565

Technology

The "Technology" chapter in Ptolus works fine in Pathfinder as is, with the following addition:

Firearm Familiarity: This alternate racial trait (2 RP) provides the character with Exotic Weapon Proficiency (firearms) as a bonus feat. Dwarves (all types) may select this trait, replacing Weapon Familiarity. Gnomes may select this trait, replacing Weapon Familiarity and Hatred.