Karui Kage(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber)
This is something I've been doing for a few missions, but I probably should actually make sure if it's ok. This one is pretty much for Josh, unless he's answered it in the past.
Here are the main conversions I've done. They cover all NPCs from four 3.5 Society missions. In all cases I do the following:
-Keep the same CR. This does mean that often I have to 'level' an NPC up to meet its old CR. A human fighter 2 would have been CR 2 in 3.5, but is only a CR 1 in Pathfinder, so I make him a fighter 3 to stay at the CR 2.
-Keep the abilities as much the same as possible. It's easiest if there is a higher tier guy to reference for the lower versions so I know what new feats/skills to go into (since the quicker feats mean I have to add some).
Overall I try to keep them as close to the originals as possible, but I wanted to make sure that this was ok. Converting them and such. I'm not sure how else to do it when running a 3.5 guy, aside from use the original stats and just change skill names when needed?
I'm running #8 Slave Pits of Absalom on Thursday, and as I was looking over the enemies' stats...
skills:
some of the enemies have skills such as "Hide +12, Move Silently +10", both of which should be changed to Stealth. However, what is their Stealth skill now? 10 or 12?
I'm running #8 Slave Pits of Absalom on Thursday, and as I was looking over the enemies' stats...
** spoiler omitted **
Thanks!
Sometimes it's easier to redo the skills from the ground up, while keeping not of which skills the original character focused on. Due to the consolidation of skills you may get extra skill points to work with.
Karui Kage(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber)
wraithstrike wrote:
Austin Morgan wrote:
I'm running #8 Slave Pits of Absalom on Thursday, and as I was looking over the enemies' stats...
** spoiler omitted **
Thanks!
Sometimes it's easier to redo the skills from the ground up, while keeping not of which skills the original character focused on. Due to the consolidation of skills you may get extra skill points to work with.
That's what I had been doing, as seen from my linked doc above, but it looks like that's not the way to go. In the case of Hide/Move Silently, I'd just go with the higher modifier. Converting them almost always brings the new skill equal to or higher than the old higher one.
I'm running #8 Slave Pits of Absalom on Thursday, and as I was looking over the enemies' stats...
** spoiler omitted **
Thanks!
Sometimes it's easier to redo the skills from the ground up, while keeping not of which skills the original character focused on. Due to the consolidation of skills you may get extra skill points to work with.
That's what I had been doing, as seen from my linked doc above, but it looks like that's not the way to go. In the case of Hide/Move Silently, I'd just go with the higher modifier. Converting them almost always brings the new skill equal to or higher than the old higher one.
In short, I'd go with the highest modifier.
...but PF characters are stronger than 3.5 ones so unless its substantially higher in the main skills it should not be an issue. As for the secondary skills I can see them being higher due to skill consolidation. As an example the spot and search going into perception will leave skill points to spill over into somewhere else. If the module had been made as a PF module they probably would have had the same skills as the converted versions anyway.
Karui Kage(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion Subscriber)
Oh I definitely agree, that's why I started the conversions in the first place. 3.5 NPCs just don't hold up to a PRPG group. However, as Josh said above, that's not how he wants things handled with 3.5 missions when it's officially done. :)