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Pathfinder 1E WotBS Pathfinder Conversion thread

I'm currently running the 3.5 WotBS adventure path using the Pathfinder system. Although for most things I am converting on the fly, I have typed up some of my conversions and thought I would start to post them here, in case they might be of use to someone else.

I'm probably going to avoid posting actual NPC write-ups/builds, as that's going to be pretty tailored to my campaign, house rules, and personal view of the NPC, and focus instead on game spells/races/etc. Besides, HolyMan has a good thread for NPC conversions here.

So far, we are just in adventure 3, so I don't have much to post, but please feel free to make comments/requests. :-)


[sblock=New Spell: Stand the Heat]Stand the Heat
School: Abjuration
Level: Cleric 1, Druid 1, Paladin 1, Ranger 1, Sor/Wiz 1, Summoner 1, Witch 1
Casting Time: 1 standard action
Components: V, S, M (10 gold coins which have sat in a fire for at least 1 hour)
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The touched creature and all equipment it carries suffers no harm from being in even extreme heat. It can comfortably exist in temperatures as high as 500 degrees Fahrenheit. This protection is sufficient to endure the oven-like heat of a forest fire, though it is not protection from actual fire damage. If the affected creature catches fire, it can put itself out automatically by spending a move action.
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[sblock=Conversion Notes for Stand the Heat]This is pretty much exactly the same as the version in the campaign, I just added a spell level for Summoner and Witch.
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[sblock=New Race: Seela]Seela Racial Traits
Seela are a fey race native to the Forest of Innenotdar (more recently known as the Indomitable Fire Forest) who have a great affinity with song and wind. Before their forest was set aflame, they served as messengers of the woods, singing news on the wind. Their original vibrant beauty has changed to match the dying conditions of their homeland. As large as humans, they have wings reminiscent of a dragonfly's, or of leaves that got too close to an open flame.
  • +2 Dex, +2 to Cha, -2 to Con: Seela are physically frail, though nimble, and are eloquent singers, speakers and quite pleasing to the eye.
  • Medium Size: Seela are medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Seela have a base speed of 30 feet.
  • Low-light Vision: Seela can see twice as far as humans in conditions of dim light.
  • Fey Blood: Seela count as Fey for all effects related to race.
  • Ear for Music: Seela get a +2 racial bonus on Perception and Perform skill checks.
  • Seela Music: Seela gain one use of Bardic Performance once per day for up to six rounds, which any Seela can use to sing the Song of Forms. If the Seela takes levels in the Bard class, the additional use per day is added to the normal Bardic Performance uses/day, and the additional rounds are treated as per the Extra Performance feat.
  • Seela Magic: Seela with a Charisma of 11 or higher can use the following spell-like abilities: 3/day: Ghost Sound, Message.
  • Glide (Ex): A Seela's wings allow her to descend safely, as per Feather Fall. She may ignore the first 30 feet of falling damage, as long as she is conscious. More than this distance, however, and the Seela's wings give out and she falls.
  • Languages: Seela begin play speaking Common, Elven, and Sylvan. Seela with high Intelligence scores can choose from the following: Auran, Giant, Gnome, Goblin and Ignan.
Alternate Racial Traits
  • Personable Presence: Add Cha mod to HP instead of Con mod. Replaces Glide.
  • Personable Fortitude: Add Cha mod to Fort saves instead of Con mod. Replaces Seela Music.
New Feat: Limited Flight

Prerequisite: Race Seela, Racial Ability Glide, and no longer living in the Fire Forest or the Fire Forest has been extinguished.
You gain a limited ability to fly for brief stints at your normal land speed (average maneuverability). However, you can only fly for a number of rounds every 10 minutes equal to your Charisma modifier; after that, you must descend. Additionally, your Glide ability improves. When falling, you can add 30 feet to the distance you can safely descend without taking falling damage, to a total of 60 feet. Fly also becomes a class skill.
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[sblock=Conversion Notes for the Seela Race] My goal was to make this race's power level on par with the standard player races in the PCS. As such, I dropped some abilities and slightly altered others, and did away with the Paragon class levels, either dropping those abilities or rolling them into the base race.

Fallow Touch went because I personally didn't think it made a whole lot of sense for the race, nor did it add much. Same with Fallow Healing from the Paragon class levels.

Seela Music was changed to align more closely with how the Pathfinder Bard uses Bardic Music. The duration of the Seela singing the Song of Forms in the module did require a little handwaving because of how few of the singers there are, but my players are understanding enough to look the other way for the sake of the story occasionally. (And it could be said that because that was their home, the duration was extended or the platform/watchtower that they stand on amplifies the music, and this only applies to when they are outside of the Seela village.)

The Stand the Heat ability from the original race I dropped, and just assumed they had a slightly modified ability of the Indomitable Fire Template.

The Personality ability from the Seela Paragon class I separated out into two Alternate Racial Traits.

The Limited Flight ability from the Seela Paragon class I made into a racial feat.

After much consideration, I dropped the Longwalker ability from the Seela Paragon class. If they aren't in their native forest, they have the same penalties as any other person when using the Song of Forms. I dropped this for two reasons: One, I did want to limit the power of the race to be on par with the standard races, and two, I think that it makes sense for Fey - especially these Fey - to be tied to their native forest. After all, if Innenotdar dies, so do they - I see that as a strong enough tie that I don't see them as being able to "bond" with any other landscape outside of their own.

I dropped the extra Cha bonus from the Seela Paragon class as unnecessary and to rein in the stat bonuses to be on par with the standard races.

I did consider making a list of alternate Favored Class abilities, as per the Pathfinder Advanced Player's Guide, but since I don't have any PC Seela, I didn't spend the time unless I get requests.
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Since my group has moved into the 3rd module, Shelter from the Storm, I've been looking over that for possible conversions. There wasn't much that needed to be converted, but one of the first encounters is of the witches H'andrea.

In the 3.5 module, they are written as a druid, wizard and cleric - but I could not turn down the chance to play with Pathfinder's Witch class (from the Advanced Player's Guide)! It's right up these gals' alley.

I have attached a document with their write-ups. It is very interesting to note how well witches can work together if there is more than one in a party. In my mind, it really fit the encounter.

[sblock=Conversion Notes for the Witches H'andrea]I did give all three of them familiars; a viper, a rat, and for the witch that was taking place of the druid, a croc. I realize that a croc is NOT on the list of familiars - feel free to switch it out with the crab, as that is what I used for the granted familiar ability. I kept it primarily because I was highly amused by the thought of the croc called Crikey. :D

I tried to keep each one to a theme, based on their patron, both with spells and abilities. A lot of what I did was with the intent to make them memorable - there are some side adventure hooks that I left open for the PCs that I was going to lay at these witches' feet, just because I enjoy them.

I didn't include their buff suite in this writeup, but it's pretty easy to guess from their memorized spells.[/sblock]
 

Attachments


I decided to take a look at the Tattoomancy feat from the adventure 3: Shelter from the Storm.

Basically, the feat didn't need much conversion for Pathfinder. However, I altered it a bit to fit in with my house rules, and the revised version is below.

I left the original text in the below conversion, just used strikeout, and put my added text in yellow so that my changes were easily seen.

[sblock=New Feat: Tattoomancy]Tattoomancy [Item Creation]
You can endow tattoos with magical effects.

Prerequisite: Any item creation feat, Craft (tattoo) 6 5 ranks.

Benefit: When you craft a magic item you possess the proper item creation feat for, instead of making a physical item you can place the magic in a tattoo. The cost to create the item is the same, but inking the tattoo only takes ten minutes for every 1,000 gp of the item’s market value.

The tattoo needs positive energy to hold onto the magic and infuse it into the tattooed creature. In order to do this, the recipient must be at full hit points, and then receive a cure light wounds spell, or some similar magic that can heal at least 5 points of damage, or some form of channeled positive energy, such as a turning attempt positive-aligned channel energy. The character must do this for a number of days equal to the market value of the tattoo divided by 1,000. Only once he has does the tattoo finally take effect. If the character misses a day there is no negative effect other than that the tattoo will not provide a benefit yet.

Tattoos can only emulate wondrous items and rings. Tattoos count against the same body slot that a similar item would, though they can be placed anywhere on the body. Tattoos cannot emulate items that do not fill a body slot. The tattoo permanently fills that body slot, preventing other magic items worn in that slot from functioning under normal circumstances. If other magic items are worn in the same body slot as the tattoo, the wearer has to willingly suppress the tattoo’s effects for the initial 24 hours of wearing the second magic item, which also has no effect until the 24 hour period is over. If the second magic item is removed, it takes 24 hours for the tattoo to come back into effect.

A magic tattoo can be temporarily suppressed with antimagic or dispel magic, but it can only be permanently dispelled by effects that would likewise permanently dispel a magic item. Alternately, if the bearer of the tattoo is willing, a dispel magic targeting a specific tattoo can automatically remove it. Finally, if the actual tattooed flesh is removed, the effect of the tattoo is lost.

For example, a character gets a tattoo on his shoulder of a tiger roaring, granting a +4 enhancement bonus to Strength, the equivalent of a belt of giant strength +4, which has a market value of 16,000 gp. The tattoo costs 8,000 gp to craft in materials, but only requires 160 minutes, a little less than 3 hours instead of 128 hours (16 days). However, the character must be fully healed and receive positive energy over the course of 16 days before the tattoo grants him any benefits. As long as he has the tattoo, magic belts he wears have no effect since he counts as already having one unless he chooses to suppress the tattoo for the initial 24 hours of wearing a magic belt, after which point the belt would be in effect until removed.

Please note that, while tattoos cannot be lost, broken, or stolen, they cannot be sold or upgraded either (though they can be upgraded as per the base magic item, or removed and replaced). Characters may come to regret spending money on them if later on they want to replace them.[/sblock]
 
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