D&D 3E/3.5 Using the Pathfinder RPG Advanced Player's Guide in a v.3.5 campaign?

Knightfall

World of Kulan DM
I like the Pathfinder RPG line of books; however, I'm more interested in using them with my homebrewed v.3.5 campaigns then with Golarion or a new homebrew based on the PFRPG.

Specifically, I want to include the classes from the APG in my Kulan campaign.

Who has tried this idea, and how did it work?

Cheers!

Knightfall
 

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I would say that if you have the time and patience to tweak the stats on some of the stuff there to fit 3.5, then you're going to be just fine. If not, then you might as well leave it at that. I myself am slightly biased against Pathfinder, but those are mostly due to personal reasons and due to having been pointed out by others about the flaws of the books in comparison to original 3.5 material + house rulings.

But hey, don't let that bother you. It doesn't seem to bother anyone else here.
 

I think pathfinder is done very well from a mechanics standpoint. They fixed most of what I would call power abuses from 3.5. They also made every class much more interesting and gave people a reason to actually maybe stay in 1 class for 20 levels.

I just wish they printed better quality books...Whoever prints their books does a :):):):) job. Total crap...warped covers, bubbles under the paper, shipped so they get damaged on the corners. The Bestiary 2 is particularly terrible.

But the content of the books is great. The APG has neat classes, and lots of other useful options. The DMG has a lot of helpful information and a ton of easy to use NPCs already stated out. The bestiaries are easy to understand, and have great art for the most part.

Pathfinder is based on 3.5 rules...with only a few changes. The Combat maneuver bonus/defense being the most notable difference alonf with the improvements to the core classes. Easy to convert.
 

I think pathfinder is done very well from a mechanics standpoint. They fixed most of what I would call power abuses from 3.5. They also made every class much more interesting and gave people a reason to actually maybe stay in 1 class for 20 levels.
Not... quite.

The classes are better designed, but casters received buffs along with melee characters. Wizards and Clerics are still stronger than fighters in PF. In addition, there were many stealth nerfs; rogues can't use archery+blink to sneak attack, or sneak attack with acid flasks so melee flanking is the only option a rogue has in combat, while Fighter feats now are less powerful individually so it renders the extra feats they get moot since you have to expend more of your newly increased number of feats to get the same result.

Meanwhile, lobbing a few Save or Dies at the enemy monster will still work reasonably well. Glitterdust got nerfed, but is still good. Same for Web. Pyrotechnics still allows you to blind a small army, Rope Trick allows you to safely rest after encounters... etc.

More details at 11.
 
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