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Anyone still making 3.5e material?
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<blockquote data-quote="Sylrae" data-source="post: 5258777" data-attributes="member: 48520"><p>Pretty much everything is PF or 4e for new stuff.</p><p></p><p>If you want to run PF stuff in 3.5 it's not that hard to do though.</p><p></p><p>Feats: Should be transferrable with no changes.</p><p></p><p>Equipment: Definitely usable with no changes.</p><p></p><p>Spells: Transferrable down. No PF Spells have Exp Requirements, instead costing more gold. You could convert some of the pricey gold cost ones to less gold + exp, following the pf conversion guide in reverse.</p><p></p><p>Races: Take away one of the +2 ability score mods and you should be good.</p><p></p><p>Classes: The most work. They didn't get a big power boost, but they got a big utility boost. Dead levels are virtually nonexistant. Nobody gets less than a d6HD. Polymorph effects took a nerf, so wildshape is a bit less broken. Mostly you need to decide whether to leave the HD the same or move it down a dice.</p><p></p><p>You could run the modules <em>as is</em>. Ignore CMB/CMD and use the 3.5e combat maneuver mechanics instead. You'll have to fudge skill points since you get alot more of them in pfrpg, and you have a smaller list. You should be able to run NPCs as is or with small changes.</p><p>I'd suggest you switch to the pfrpg skill system, even if you keep the 3.5e skill list. the players wont be way behind the enemies in skill ranks.</p><p></p><p>Class skills give a +3 bonus if you have a rank in them.</p><p>Max ranks = level.</p><p>no x4 at level 1.</p><p>cross class skills don't cost double or have a lower maximum rank.</p><p>if you increase your int at levelup, you gain skill points retroactively just like you would for hp with con.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5258777, member: 48520"] Pretty much everything is PF or 4e for new stuff. If you want to run PF stuff in 3.5 it's not that hard to do though. Feats: Should be transferrable with no changes. Equipment: Definitely usable with no changes. Spells: Transferrable down. No PF Spells have Exp Requirements, instead costing more gold. You could convert some of the pricey gold cost ones to less gold + exp, following the pf conversion guide in reverse. Races: Take away one of the +2 ability score mods and you should be good. Classes: The most work. They didn't get a big power boost, but they got a big utility boost. Dead levels are virtually nonexistant. Nobody gets less than a d6HD. Polymorph effects took a nerf, so wildshape is a bit less broken. Mostly you need to decide whether to leave the HD the same or move it down a dice. You could run the modules [I]as is[/I]. Ignore CMB/CMD and use the 3.5e combat maneuver mechanics instead. You'll have to fudge skill points since you get alot more of them in pfrpg, and you have a smaller list. You should be able to run NPCs as is or with small changes. I'd suggest you switch to the pfrpg skill system, even if you keep the 3.5e skill list. the players wont be way behind the enemies in skill ranks. Class skills give a +3 bonus if you have a rank in them. Max ranks = level. no x4 at level 1. cross class skills don't cost double or have a lower maximum rank. if you increase your int at levelup, you gain skill points retroactively just like you would for hp with con. [/QUOTE]
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