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Pathfinder to 5E Conversion Tool?
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<blockquote data-quote="Remathilis" data-source="post: 6344198" data-attributes="member: 7635"><p>1.) Wait until the PHB comes out. (Its kinda hard to tell without that). </p><p>2.) Ability scores SHOULD be about the same: any ability score higher than 20 caps at 20. </p><p>3.) The core races should be the same, but you'll need to pick a subrace for some of them. </p><p>4.) The core classes should convert. If you have levels in multiple classes, keep them the same (so a rogue2/fighter5 would remain the same mix). </p><p>4a.) Prestige classes should be dropped. Give your characters levels in a core class roughly equal to the closest to it. (For example, a dragon disciple would gain levels in sorcerer). Some classes have become subclasses (assassin, eldritch knight, arcane trickster), others feats (devoted defender) or even backgrounds (loremaster = sage). </p><p>4b.) An Inquisitor is roughly equal to an oath of vengeance paladin. A cavalier is a fighter with the noble background. A witch is akin to a warlock (or maybe a wizard), an oracle should become a cleric, an alchemist should be a heavily reflavored warlock, and a summoner probably a chain-pact warlock or a conjurer. </p><p>5.) Pick a background that best fits your character concept. </p><p>6.) Most skills have a analogy with either a tool or skill. Some have been rolled into others (Spellcraft into Arcana) The few the don't include appraise, certain knowledges, escape artist, fly, and use magic device. Linguistics is now a feat. You should pick skills you had at least one rank in, up to your maximum (based on class + 2 background). </p><p>6a.) If you had ranks in a craft skill, you should get proficiency in that artisan's tool. If you have more languages than your background/race normally gives, you gain those as bonus languages. Both of these are one-time conversion gifts that assume you magically spent the downtime to learn them.</p><p>7.) Most mundane gear should convert; bearing in mind some armors have new categorizing. Exotic weapons should convert to the closest analogy (a bastard sword = a longsword, a nunchuku = a club). Double weapons should be treated as a normal TWF combos (double bladed sword = two short swords) re-fluffed if needed. </p><p>7a.) Magic items will TBD, but the guide should be no more than 1 permanent item per level. No magic items should raise an ability score beyond 20. The DMG will have much more on this. </p><p>8.) Redo AC, attacks and saves to use the new proficiency numbers. HP SHOULD convert (ignoring bonus hp for favored class) as most HD map to Pathfinder HD now. </p><p>9.) Feats should be given at the normal rate in 5e (IE instead of an ability score increase). IF a feat has an analogue, the PC may take it. Otherwise, he can choose to ignore it. No feats should provide static bonuses (Imp. Init, Weapon Focus) and some are now redundant (weapon finesse). </p><p></p><p>That SHOULD do it.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 6344198, member: 7635"] 1.) Wait until the PHB comes out. (Its kinda hard to tell without that). 2.) Ability scores SHOULD be about the same: any ability score higher than 20 caps at 20. 3.) The core races should be the same, but you'll need to pick a subrace for some of them. 4.) The core classes should convert. If you have levels in multiple classes, keep them the same (so a rogue2/fighter5 would remain the same mix). 4a.) Prestige classes should be dropped. Give your characters levels in a core class roughly equal to the closest to it. (For example, a dragon disciple would gain levels in sorcerer). Some classes have become subclasses (assassin, eldritch knight, arcane trickster), others feats (devoted defender) or even backgrounds (loremaster = sage). 4b.) An Inquisitor is roughly equal to an oath of vengeance paladin. A cavalier is a fighter with the noble background. A witch is akin to a warlock (or maybe a wizard), an oracle should become a cleric, an alchemist should be a heavily reflavored warlock, and a summoner probably a chain-pact warlock or a conjurer. 5.) Pick a background that best fits your character concept. 6.) Most skills have a analogy with either a tool or skill. Some have been rolled into others (Spellcraft into Arcana) The few the don't include appraise, certain knowledges, escape artist, fly, and use magic device. Linguistics is now a feat. You should pick skills you had at least one rank in, up to your maximum (based on class + 2 background). 6a.) If you had ranks in a craft skill, you should get proficiency in that artisan's tool. If you have more languages than your background/race normally gives, you gain those as bonus languages. Both of these are one-time conversion gifts that assume you magically spent the downtime to learn them. 7.) Most mundane gear should convert; bearing in mind some armors have new categorizing. Exotic weapons should convert to the closest analogy (a bastard sword = a longsword, a nunchuku = a club). Double weapons should be treated as a normal TWF combos (double bladed sword = two short swords) re-fluffed if needed. 7a.) Magic items will TBD, but the guide should be no more than 1 permanent item per level. No magic items should raise an ability score beyond 20. The DMG will have much more on this. 8.) Redo AC, attacks and saves to use the new proficiency numbers. HP SHOULD convert (ignoring bonus hp for favored class) as most HD map to Pathfinder HD now. 9.) Feats should be given at the normal rate in 5e (IE instead of an ability score increase). IF a feat has an analogue, the PC may take it. Otherwise, he can choose to ignore it. No feats should provide static bonuses (Imp. Init, Weapon Focus) and some are now redundant (weapon finesse). That SHOULD do it. [/QUOTE]
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