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Which Pathfinder APs have been converted to 5e?
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<blockquote data-quote="Kalshane" data-source="post: 6771323" data-attributes="member: 9505"><p>Yeah. I had them get in a fight with stone giants and cave bears on their way back to Sandpoint from Jorgenfist so we could try out the new rules against monsters they had just fought in PF to get a feel for what's different. They stomped them pretty easily.</p><p></p><p>Freezemaw scared the crap out of them, though. As they were messing with the Sihedron statues, I was describing the ever-intensifying blizzard. Because of the blizzard and the fact they were all distracted trying to get the keys out of the statues, I gave them disadvantage on their perception checks and Freezemaw rolled a natural 20 for stealth. Nothing like opening combat with a white dragon diving out of storm and hitting the whole party with his breath weapon while they've got their pants around their ankles. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It would have gone far worse for them if I ever rolled higher than a 2 on his breath recharge. (I did use an adult white dragon, with some modifications, since it was much closer in CR to a PF Ancient white. They probably could have killed an ancient, based on how things went, but they probably would have had some deaths in the process.)</p><p></p><p></p><p></p><p>I like it because it's really easy math to do on the fly if I haven't had a chance to do a full conversion ahead of time.</p><p></p><p></p><p></p><p>I actually flat-out had the players vote for what sin they felt exemplified each character before starting the chapter. I told them it would have bearing on the game, but it wasn't a "you need to have all your bases covered" situation. Led to a really interesting discussion of how each of the players saw the other characters as well as their own.</p><p></p><p>They RPed their way through Lust (and actually hinged on something else they could offer Delvahine: a way to escape Runeforge, which is why they're currently tackling Wrath, as they're seeking the Master's Circle mentioned in Vraxeris' journal.) Gluttony went far easier than I expected. For the mummies I basically gave them mummy lord stats, but only standard mummy actions. They hit hard, but between their slow movement speed and fire vulnerability, they went down pretty quickly. Plus the PCs all made their saves vs. the mummy rot when they were hit. I had the dread zombie ambush them while they were busy fighting the armored clay golem, but other than munching away 1 point of the cleric's Intelligence, he didn't accomplish much before he was put down. I actually had an invisible Azraven (using normal lich stats, but only a 14th level caster as per the AP) ambush them in the Hall of the Patriarchs (the room with all the giant pits) for some fun with Telekinesis, but they forced him to flee via Dimension Door back to his laboratory after one round. The final fight with him went a little better, as he had two freshly-created flesh golems and some wraiths as backup, but they still took him out pretty quick. The only thing that scared them was when he hit the rogue with his lifelink lair ability.</p><p></p><p></p><p></p><p>Thanks. I'm trying to take advantage of the ethos of magic items being less common in 5E by making what they do find a little more memorable.</p><p></p><p>When we converted over, I completely overhauled their magic items, pretty much eliminating all the "I have this because if I don't the math doesn't work" minor bonus items and winnowing them down to a small handful of items that were responsible for important events in the campaign previously or iconic to the character in question. I also gave them all one customized magic item that allowed them to help replicate abilities their characters had in PF that didn't exist in 5E.</p><p></p><p>I'm doing the same thing with enemy equipment, removing generic magic weapons and armor and trying to get down to one or two items that are essential to the character (if its a named NPC. Unnamed NPCs get no magic items at all.)</p></blockquote><p></p>
[QUOTE="Kalshane, post: 6771323, member: 9505"] Yeah. I had them get in a fight with stone giants and cave bears on their way back to Sandpoint from Jorgenfist so we could try out the new rules against monsters they had just fought in PF to get a feel for what's different. They stomped them pretty easily. Freezemaw scared the crap out of them, though. As they were messing with the Sihedron statues, I was describing the ever-intensifying blizzard. Because of the blizzard and the fact they were all distracted trying to get the keys out of the statues, I gave them disadvantage on their perception checks and Freezemaw rolled a natural 20 for stealth. Nothing like opening combat with a white dragon diving out of storm and hitting the whole party with his breath weapon while they've got their pants around their ankles. :) It would have gone far worse for them if I ever rolled higher than a 2 on his breath recharge. (I did use an adult white dragon, with some modifications, since it was much closer in CR to a PF Ancient white. They probably could have killed an ancient, based on how things went, but they probably would have had some deaths in the process.) I like it because it's really easy math to do on the fly if I haven't had a chance to do a full conversion ahead of time. I actually flat-out had the players vote for what sin they felt exemplified each character before starting the chapter. I told them it would have bearing on the game, but it wasn't a "you need to have all your bases covered" situation. Led to a really interesting discussion of how each of the players saw the other characters as well as their own. They RPed their way through Lust (and actually hinged on something else they could offer Delvahine: a way to escape Runeforge, which is why they're currently tackling Wrath, as they're seeking the Master's Circle mentioned in Vraxeris' journal.) Gluttony went far easier than I expected. For the mummies I basically gave them mummy lord stats, but only standard mummy actions. They hit hard, but between their slow movement speed and fire vulnerability, they went down pretty quickly. Plus the PCs all made their saves vs. the mummy rot when they were hit. I had the dread zombie ambush them while they were busy fighting the armored clay golem, but other than munching away 1 point of the cleric's Intelligence, he didn't accomplish much before he was put down. I actually had an invisible Azraven (using normal lich stats, but only a 14th level caster as per the AP) ambush them in the Hall of the Patriarchs (the room with all the giant pits) for some fun with Telekinesis, but they forced him to flee via Dimension Door back to his laboratory after one round. The final fight with him went a little better, as he had two freshly-created flesh golems and some wraiths as backup, but they still took him out pretty quick. The only thing that scared them was when he hit the rogue with his lifelink lair ability. Thanks. I'm trying to take advantage of the ethos of magic items being less common in 5E by making what they do find a little more memorable. When we converted over, I completely overhauled their magic items, pretty much eliminating all the "I have this because if I don't the math doesn't work" minor bonus items and winnowing them down to a small handful of items that were responsible for important events in the campaign previously or iconic to the character in question. I also gave them all one customized magic item that allowed them to help replicate abilities their characters had in PF that didn't exist in 5E. I'm doing the same thing with enemy equipment, removing generic magic weapons and armor and trying to get down to one or two items that are essential to the character (if its a named NPC. Unnamed NPCs get no magic items at all.) [/QUOTE]
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