Converting Arcana Unearthed to Pathfinder


Conversions


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

I'm working on converting Monte Cooke's Arcana Unearthed system into Pathfinder. I decided to start with the feats, so I made a table of every feat in Arcana Unearthed and whether it was still viable or not. Also, I discussed how to treat the talent feats under Pathfinder.

I posted this table to my blog (www.prestonpoulter.com). I will reproduce it here, but the table doesn't come through very well.

Quote:


As I mentioned in a prior post, I’d like to integrate Monte Cook’s Arcana Unearthed ruleset with the recently released Pathfinder ruleset. I really like the magic system and the flavor of the world is not to be missed. One of the first things that I felt needed to be integrated is the feat system, so I went throw the rulebook feat by feat and compared the feats to what is currently offered under the Pathfinder Rules set.

Monte Cooke had introduced a couple of new concepts in his Arcana Unearthed rules: Ceremonials Feats and Talents. The world of Arcana Unearthed utilized a lot of ceremony and ritual, and Monte classified these feats to codify the rule significance of going through certain ceremonies. From a rules point of view, these feats don’t really pose any problem being directly translated over to Pathfinder rules. Monte Cook called for giving every race an additional ceremonial feat at first level, but that’s not because Ceremonial Feats were categorically weaker. Ceremonial feats are just as powerful if not more powerful than the other feats, so they pose no problem in doing a straight across feat for feat integration.

Talents, however, are a different story. In the Unearthed Arcana rules system, a talent was a feat that could only be taken at first level. Because of this restriction, he made a talent slightly stronger that other feats. For instance, Monte’s version of Skill Focus gives a +3 bonus to the selected skill, while the talent Affinity with Skill gives a +4. Note that the Skill Focus feat was one of many departures from the existing 3.0 D&D rules (which only gave a +2 bonus for Skill Focus at the time) that would later be officially added into the 3.5 or Pathfinder revision. Unearthed Arcana has a many such ideas that, even today, represent a significant step forward for the Pathfinder rules set; my absolute favorite among them is a completely unified magic system.

For the Pathfinder Rules, Monte Cook’s talent feats are actually very simply to integrate because Pathfinder has, essentially, adopted their conventions. In the Pathfinder Adventure Path: Council of Thieves #1 – The Bastards of Erebus, there is an extensive right up on tieflings that includes a few feats that allow you more variation in the character creation stage. These tiefling-related feats have to be taken at first level, which makes then exactly the same as talents. Furthermore, Pathfinder has added traits, which are essentially “half feats” that must be taken at first level. Since Pathfinder recommends two traits (or half-feats) at character creation, you can easily add Monte Cook’s talent feats as simply “double traits.” That is, instead of getting two traits, you’d get one of the talent feats.

With these conventions, you can adopt the entire Unearthed Arcana feat system under the Pathfinder rules. All that would be left to do is go feat by feat through the rulebook and compare each feat to what’s now existing under the Pathfinder rules, which is exactly what I did. For each feat, I decided whether the feat was:

Exactly the same as a current feat already in the Pathfinder rules. Some feats, such as Martial Weapon Proficiency, simply haven’t changed at all over time.
An feat that was simply out of date, or deprecated. That is, the Unearthed Arcana feat was speaking to a concept that had been updated in the new Pathfinder rules. In such cases, I gave the comparable Pathfinder feat that should be used instead.
In need of slight modification. For insteance, a feat that gives a bonus to Bluff and Gather Information, should instead give a bonus to Bluff and Diplomacy.
An entirely viable feat that would be a great addition to any Pathfinder game.
Without further ado, here is my feat by feat update of Monte Cook’s Unearthed Arcana for the Pathfinder rules system.

Arcana Unearthed Feat Status
Affinity with Skill Viable is using Talents
Aid Spellcasting Viable
Ambidexterity Viable if using Talents
Armor Prof, Exotic Viable if using Exotic Armor
Arm Prof. Heavy Same as Pathfinder
Armor Prof, Light Same as Pathfinder
Armor Prof, Mediun Same as Pathfinder
Attune to Magic Item Viable
Battle Mage Viable
Bite Viable
Blessed Mage Viable
Blood as Power Viable, but 0-level spells already do not use a spell slot. Also, hps expenditures should be doubled for wizards casting spells from restricted schools.
Bloody Strike Viable
Bonded Item Viable
Born Hero Viable is using Hero Points
Born Leader Viable if using Talents
Brandish Magical Might Viable
Chi-Julud Viable
Cleave Deprecated. Use Pathfinder Feat: Cleave
Cleave, Improved Deprecated. Use Pathfinder Feat: Great Cleave
Combat Reflexes Same as Pathfinder
Compensate for Size Viable
Complex Spell Viable
Conjure Mastery Deprecated. Use Pathfinder Feat: Augment Summoning
Corrupt Mage Viable
Craft Charged Item Deprecated. Use Pathfinder Feat: Craft Wand
Craft Constant Item Deprecated. Use Pathfinder Feat: Craft Wonderous Item
Craft Magic Arms and Armor Deprecated. Use Pathfinder Feat: Craft Magic Arms and Armor
Craft Spell Completion Item Deprecated. Use Pathfinder Feat: Scribe Scroll
Creator Mage Viable
Crippling Strike Viable
Defensive Viable if using Talents
Defensive Move Viable
Defensive Roll Viable
Defensive Stance Same as Pathfinder Feat: Dodge
Eidetic Memory Viable if using Talents
Eldritch Training Viable
Elemental Mage Viable
Elemental Resistance Viable if using Talents
Energy Mage Viable
Exotic Spell Viable
Expertise Deprecated. Use Pathfinder Combat Expertise
Far Shot Deprecated. Use Pathfinder Feat: Far Shot
Fast Healer Viable if using Talents- otherwise count as two traits
First Strike Viable
Fleet of Foot Deprecated. Use Pathfinder Feat: Fleet
Flyby Attack Viable
Focused Healing Viable
Great Fortitude Same as Pathfinder
Hands as Weapons Viable
Hunter Mage Viable
Improved Bull Rush Deprecated. Use Pathfiner Feat: Improved Bull Rush
Improved Critical Deprecated. Use Pathfinder Feat: Critical Focus
Improved Disarm Deprecated. Use Pathfinder Feat: Improved Disarm
Improved Initiative Same as Pathfinder
Improved Trip Deprecated. Use Pathfinder Feat: Improved Trip
Infuse Weapon Viable
Intuitive Sense Viable
Improved Intuitive Sense Viable
Iron Flesh Viable
Iron Will Same as Pathfinder
Light Sleeper Viable if using Talents- otherwise count as two traits
Lightning Reflexes Same as Pathfinder
Low Blow Viable
Mighty Hurl Viable
Mirror Sight Viable
Mobility Same as Pathfinder
Modify Combat Stance Viable
Modify Spell Viable
Mounted Archery Same as Pathfinder
Mounted Combat Same as Pathfinder
Natural Archer Viable if using Talents- otherwise count as two traits
Natural Swordsman Viable if using Talents- otherwise count as two traits
Night Owl Viable if using Talents- otherwise count as two traits
Opportunist Viable
Paralyzing Blow Viable
Peaceful Mage Viable
Point Blank Shot Same as Pathfinder
Power Attack Deprecated. Use Pathfinder Feat: Power Attack
Power Charge Viable
Power of the Name Viable
Precise Shot Same as Pathfinder
Priest Needs Modification: Eliminate reference to Gather Information
Psion Viable
Quick Draw Deprecated. Use Pathfinder Feat: Quick Draw
Quicken Spell Deprecated. Use Pathfinder Feat: Quicken Spell
Rapid Reload Viable
Rapid Strike Viable
Resistance of Disease Viable if using Talents- otherwise count as two traits
Resistance of Magic Viable if using Talents- otherwise count as two traits
Resistance to Poison Viable if using Talents- otherwise count as two traits
Resistant Spell Viable
Ride-By Attack Same as Pathfinder
Sanctum Viable
Sense the Unseen Same as Pathfinder Feat: Blind-fight
Sensitive Viable if using Talents- otherwise count as two traits
Shield Proficiency Same as Pathfinder
Shield Specialization Viable
Shot on the Run Deprecated. Use Pathfinder Feat: Shot on the Run
Signature Spell Viable if using Talents- otherwise count as two traits
Skill Application Viable
Skill Focus Same as Pathfinder
Skill Mastery Viable
Slippery Mind Viable
Speed Burst Viable
Spell Affinity Viable if using Talents- otherwise count as two traits
Spell Artist Viable if using Talents- otherwise count as two traits
Stomp Needs Modification: Replace reference to Balance with Acrobatics
Stunning Blow Deprecated. Use Pathfinder: Stunning Fist
Sturdy Deprecated. Use Pathfinder Feat: Toughness
Sunder Deprecated. Use Pathdiner Feat: Improved Sunder
Tattooed Spell Viable
Title Viable
Tough Hide Viable
Track Deprecated. This feat has been eliminated.
Trample Deprecated. Use Pathfinder Feat: Trample
Two-Weapon Defense Same as Pathfinder
Two-Weapon Fighting Deprecated. Use Pathfinder Feat: Two-Weapon Fighting
Two-Weapon Fighting, Improved Deprecated. This feat has been eliminated.
Two-Weapon Fighting, Massive Viable
Unarmed Strike, Defensive Viable
Unarmed Stike, Mighty Viable
Unique Spell Viable
Unraveling Mage Viable
The Voice Needs Modification: Eliminate reference to Gather Information. Otherwise, viable if using talents or count as a double trait.
Way With Animals Needs Modification: Eliminate reference to Gather Information. Otherwise, viable if using talents or count as a double trait.
Wealthy Deprecated. Use Pathfinder Trait: Rich Parents
Weapon Finesse Deprecated. Use Pathfinder: Weapon Finesse
Weapon Focus Same as Pathfinder
Weapon Proficiency, Exotic Same as Pathfinder Feat: Exotic Weapon Proficiency
Weapon Proficiency, Martial Same as Pathfinder Feat: Martial Weapon Proficiency
Weapon Proficiency, Simple Same as Pathfinder Feat: Simple Weapon Proficiency
Weapon Specialization Deprecated. Use Pathfinder Feat: Weapon Specialization
Whirlwind Attack Deprecated. Use Pathfinder Feat: Whirlwind Attack
Wild Mage Viable

Dark Archive

My initial thoughts on converting the Arcana Unearthed Races for Pathfinder.

Note that, with the abandonment of racial levels, race-specific Feats seemed the route to go, although having races that add abilities later (at say, 4th and 6th levels) could also work (I chose Feats because it put the choice in the player hands, and didn't risk overpowering those races compared to core races, which *don't* get new shiny at 4th, 6th, etc.). The race-specific Feats I just kind of threw down there, and didn't detail greatly, so that would need to be cleaned up, if used seriously.

I started looking at converting some of the classes, but slapped the hell out of myself and stopped. I have enough to do. :)


Pathfinder Rulebook Subscriber
Set wrote:

My initial thoughts on converting the Arcana Unearthed Races for Pathfinder.

Note that, with the abandonment of racial levels, race-specific Feats seemed the route to go, although having races that add abilities later (at say, 4th and 6th levels) could also work (I chose Feats because it put the choice in the player hands, and didn't risk overpowering those races compared to core races, which *don't* get new shiny at 4th, 6th, etc.). The race-specific Feats I just kind of threw down there, and didn't detail greatly, so that would need to be cleaned up, if used seriously.

I started looking at converting some of the classes, but slapped the hell out of myself and stopped. I have enough to do. :)

Why would you abandon the racial levels?

Dark Archive

Preston Poulter wrote:
Why would you abandon the racial levels?

They don't appear to be slated for use in Pathfinder (and, IMO, never worked well anyway).

Parceling them out as race-exclusive Feats better allows, IMO, each individual player to choose to develop racial heritage, without sacrificing class features (which, in Pathfinder, are intended to reward 'going all the way to 20,' again, discouraging racial levels).

Using Feats continues to assign a sort of 'cost' to a powerful race, or, at least, to a member of a race that wishes to further explore their heritage (such as a Giant that wishes to advance to size Large), while not holding them back and messing with encounter balance like a racial level, level adjustment or racial HD would.


Pathfinder Rulebook Subscriber

Level adjustments are the only way to allow for more powerful races. If you instead say that we are going to allow a feat for say, Giant's Strength that a giant can only take that gives "+2 Str" then that will give all giants a tremendous advantage over other races because they will be starting at level 1 and taking the traditional classes, yet have access to far better fears.

The racial levels worked fine for allowing for more powerful classes and I see no reason why they should be abandoned. If, however, the general consensus is that they should be abandoned, then I would also abandoned the races that heavily use them, such as the bulk of the Arcana Unearthed races.


Set wrote:
Preston Poulter wrote:
Why would you abandon the racial levels?

They don't appear to be slated for use in Pathfinder (and, IMO, never worked well anyway).

Parceling them out as race-exclusive Feats better allows, IMO, each individual player to choose to develop racial heritage, without sacrificing class features (which, in Pathfinder, are intended to reward 'going all the way to 20,' again, discouraging racial levels).

Let's take the Giant racial levels as an example. In three levels, you get (in AE) +2 Str, +2 Wis, +2 Con, large size and the giant spell template.

So if you change that to a string of feats, either (a) you convert it to two feats in order to give the same benefits in 3 levels (in which case those would be two of the most bad-ass feats in the game!), or (b) you stretch it out into 3+ feats (in which case it drags out over many levels and sucks up a lot of resources), or (c) you give a weaker subset of benefits with a couple of feats (in which case it's much less interesting, IMO).

I like the racial level idea better. It's not sacrificing class features any more than regular multi-classing or prestige classing.

Dark Archive

hogarth wrote:
Let's take the Giant racial levels as an example. In three levels, you get (in AE) +2 Str, +2 Wis, +2 Con, large size and the giant spell template.

And you'll note I didn't give all of that stuff out.

Ultimately, all racial levels do is ensure that, in an effort to be 'more Giant-y,' your character is behind at whatever profession they've chosen. The other spellcasters have their 3rd level spells, and you're still using 2nd levels spells, or even 1st level spells, if you chose to fully develop your Giant nature at the beginning of your career.

If you go for all three Giant levels and then all three evolved Giant levels, your Giant gonna-be-an-Iron-Witch-some-day has *NO Witch abilities at all* until 7th level, when she gains the abilities of a 1st level Witch.

The 7th level Sibbecai Warmain who spent a few feats to pick up racial characteristics like a Bite attack or Scent, has all the abilities of a 7th level Warmain, while your 6th level Giant / 1st level Iron Witch might as well have taken a Belt of Giant Strength and 6 levels of Warrior, (except, if she had, she'd have better weapon and armor proficiencies and 2 higher Base Attack).

Quote:
So if you change that to a string of feats, either (a) you convert it to two feats in order to give the same benefits in 3 levels (in which case those would be two of the most bad-ass feats in the game!), or (b) you stretch it out into 3+ feats (in which case it drags out over many levels and sucks up a lot of resources), or (c) you give a weaker subset of benefits with a couple of feats (in which case it's much less interesting, IMO).

Or, (c), you could make a series of exclusive Racial Feats that are better than some starter feats, but not egregiously so (which I tried to do), and allow any member of any race to choose to develop their heritage *without* crippling themselves and becoming increasingly unbalanced for CR-appropriate challenges.

Using Feats, a Verrik Soulknife or Monk can become 'more Verrik-y' without sacrificing his class progression, BAB, saves, etc. Verrik levels, for example, aren't bad for a spellcaster with few level-dependent other class abilities, like a 3.X Sorcerer or Cleric, but are a huge drag for a Witch, Runethane or Pathfinder Wizard / Sorcerer / Cleric who has class-level dependent abilities, as the character could be stuck getting their 8th level class ability at 14th level, if they take the full set of Verrik levels.

But who cares. That's my solution. If y'all can come up with a decent set of racial levels that don't gimp a Verrik Monk or a Giant Witch, then I'll be utterly impressed and congratulate you heartily.

I just didn't feel it was worth the effort, since Pathfinder was moving away from LA-style mechanics and encouraging 20 level class progressions with capstone abilities. It felt like a lot of work to end up going in the opposite direction of the current design goals.


Pathfinder Rulebook Subscriber

I already posted this in the Homebrew section, but I used the Arcana Unearthed system to come up with a unified magic system where you add all of your caster levels together to get a total caster level.

You can read about it on my blog,

http://www.prestonpoulter.com/2009/10/a-more-unified-magic-system-for-arcan a-unearthed/


Set wrote:
hogarth wrote:
Let's take the Giant racial levels as an example. In three levels, you get (in AE) +2 Str, +2 Wis, +2 Con, large size and the giant spell template.

And you'll note I didn't give all of that stuff out.

Ultimately, all racial levels do is ensure that, in an effort to be 'more Giant-y,' your character is behind at whatever profession they've chosen.

Except if your profession is being a big guy who beats the snot out of little people, then you're doing just great.

If you really believe that racial multi-classing should be removed, doesn't the same argument (you don't want to get behind at whatever profession you've chosen) logically lead to banning multi-classing altogether?

Dark Archive

hogarth wrote:
If you really believe that racial multi-classing should be removed, doesn't the same argument (you don't want to get behind at whatever profession you've chosen) logically lead to banning multi-classing altogether?

Or I could just eliminate the whole class-based system, while we're going into straw man-land! That'll work great with Pathfinder...

Or not. As I said;

Quote:
If y'all can come up with a decent set of racial levels that don't gimp a Verrik Monk or a Giant Witch, then I'll be utterly impressed and congratulate you heartily.

I'm not interested enough in this to continue defend further levels of minutiae that distort the point I was making. Good luck with this project, I love a lot of the stuff in Arcana Unearthed and would love to see how it turns out.


Set wrote:
hogarth wrote:
If you really believe that racial multi-classing should be removed, doesn't the same argument (you don't want to get behind at whatever profession you've chosen) logically lead to banning multi-classing altogether?

Or I could just eliminate the whole class-based system, while we're going into straw man-land! That'll work great with Pathfinder...

Or not. As I said;

Quote:
If y'all can come up with a decent set of racial levels that don't gimp a Verrik Monk or a Giant Witch, then I'll be utterly impressed and congratulate you heartily.

To me that's not any different than saying: "If y'all can come up with a set of druid levels that don't gimp a Verrik Monk or a Giant Witch, then I'll be utterly impressed." That would be an interesting accomplishment, but currently not every class gets a benefit from multiclassing with every other class.

Set wrote:

I'm not interested enough in this to continue defend further levels of minutiae that distort the point I was making. Good luck with this project, I love a lot of the stuff in Arcana Unearthed and would love to see how it turns out.

Too bad; I thought it was an interesting discussion.

Dark Archive

hogarth wrote:
To me that's not any different than saying: "If y'all can come up with a set of druid levels that don't gimp a Verrik Monk or a Giant Witch, then I'll be utterly impressed." That would be an interesting accomplishment, but currently not every class gets a benefit from multiclassing with every other class.

Class and Race are different things. As of 3rd edition, any race can be any class. Creating a series of six Giant levels that punish any spellcaster that takes them (by denying them six levels of class advancement and five levels of spellcasting progression to be 'Giants') is quite similar to going back to 1st edition and saying that Dwarves can't be Wizards (or that 1/2 Orcs can only be 4th level Clerics). [Forgive me if this example is not accurate, I don't have a 1st level PHB handy.]

Not every class needs to multiclass optimally with every other class, but *races* shouldn't *punish* members of the majority of the classes that take them. That's taking options out of the game, not adding them to the game, and, IMO, goes against the whole point of adding new races to the game.

If the Giant intends to become a Barbarian or Monk or Paladin or Fighter, she's *still* better-served to take levels in those classes, to benefit from increased BAB (in three of those cases) and advancement of Rage/Damage Reduction, Unarmed Damage/AC progression, Smite/LoH progression or Fighter bonus feats (and, in Pathfinder, other Fighter class abilities), instead of Giant levels. If a choice is *always* mechanically worse than any other choice (and will make CR-appropriate missions more difficult for the entire party, thus punishing every other player at the table for your choice), then it's not much of a choice at all, IMO. (And this entire darned paragraph about Giant levels being a horrible choice even for Barbarians, Fighters, Paladins and Monks wouldn't be needed if you hadn't taken exception at my example choices of Verrik Monk or Giant Witch, attacking *an example*, instead of the actual argument itself. It's why these internet discussions are so frustrating to me, because that's the most common disagreement tactic on the internet, to pick one single fiddly detail from a carefully-considered argument and ignore the thrust of the argument to focus on pecking-to-death that one detail.)

Like I said, bring your A game. Offer up some Giant (or whatever) racial levels that either meld better with class-based advancement, or are at least so incredibly awesome that they don't end up being weaker than the most optimal race/class combination, and *vastly* worse then the less optimal choices (like Psion + any racial level that doesn't improve manifester levels, or Warlock + any racial level that doesn't improve Eldritch Blast progression, or Druid + any racial level, ever).

Shooting down my ideas is easy. I shot down a couple of alternatives myself, before settling on Feats. I post new rules options or Golarion fluff almost every day, and I shoot down two things for every one that I think is worth wasting electrons posting. Back up your criticism of my choice by offering up a superior alternative, and I'm not being sarcastic at all when I say that I'll use a superior alternative in a cold second. This isn't me being defensive of something I wrote. I've written and edited professionally, and butchering your babies is the name of the game. If you can make something that meshes with the existing races & classes, play-balance and the Pathfinder style (which is moving away from LA) *better,* I'm eager to see it.

I *wanted* to use a system that was more 'true' to what Monte Cook had provided in Arcana Unearthed, but I found it to be to be, to someone of my skills, unworkable. If I had a few months to work on it *and was being paid,* I might figure something out. I might not. Clearly Monte, who is far better at game design than I, didn't succeed at it, as the racial levels he provides are strictly worse than advancing in almost any PC class that has level-dependent progression (which, last I checked, was all of them, with both the Arcana Unearthed and Pathfinder classes, both much more 'filled' with level-based progressions, such as Witch talents or new Runes, being even *less* suitable for use with Racial levels).

*I say 'almost,' because, before Pathfinder added level-dependent progression abilities via Sorcerer Bloodlines, the Verrik and Loresong racial levels (and Human Evolved levels, especially!) were, at most levels, better than advancing single-class Sorcerer, and sometimes even Wizard or Cleric. Since this conversion is intended for Pathfinder, the loss of Sorcerer Bloodline advancement or Wizard School power advancement, or a Clerics Domain powers advancement, again becomes an issue. Again, another paragraph necessitated by the nature of internet discourse, as I attempt to intercept incoming fire.


Set wrote:


Class and Race are different things. As of 3rd edition, any race can be any class. Creating a series of six Giant levels that punish any spellcaster that takes them (by denying them six levels of class advancement and five levels of spellcasting progression to be 'Giants') is quite similar to going back to 1st edition and saying that Dwarves can't be Wizards (or that 1/2 Orcs can only be 4th level Clerics). [Forgive me if this example is not accurate, I don't have a 1st level PHB handy.]

Not every class needs to multiclass optimally with every other class, but *races* shouldn't *punish* members of the majority of the classes that take them. That's taking options out of the game, not adding them to the game, and, IMO, goes against the whole point of adding new races to the game.

Certainly a giant non-melee spellcaster can make a sub-optimal choice and take levels in the giant racial class. Similarly, with your proposed racial feats, a giant non-melee spellcaster can make a sub-optimal choice and take "Ancient Strength" and "Blood Awakening". That doesn't make your racial feats a "punishment" any more than the racial class is.

Set wrote:
If the Giant intends to become a Barbarian or Monk or Paladin or Fighter, she's *still* better-served to take levels in those classes, to benefit from increased BAB (in three of those cases) and advancement of Rage/Damage Reduction, Unarmed Damage/AC progression, Smite/LoH progression or Fighter bonus feats (and, in Pathfinder, other Fighter class abilities), instead of Giant levels.

That's a matter of opinion. Personally, I would take three levels of Giant in a heartbeat if I were playing one of those classes (maybe not Paladin).

Set wrote:
Like I said, bring your A game. Offer up some Giant (or whatever) racial levels that either meld better with class-based advancement, or are at least so incredibly awesome that they don't end up being weaker than the most optimal race/class combination, and *vastly* worse then the less optimal choices (like Psion + any racial level that doesn't improve manifester levels, or Warlock + any racial level that doesn't improve Eldritch Blast progression, or Druid + any racial level, ever).

I look at the racial levels as something like a racially restricted prestige class. For instance, consider the Arcane Archer prestige class. The fact that it exists and isn`t very appropriate for a cleric doesn`t mean that an elven or half-elven clerics are being punished somehow. An even better example is the Warforged Juggernaut prestige class from Eberron. It doesn't progress spellcasting or manifesting. So does that mean that the prestige class is a slap in the face to a warforged psion? I played a warforged psion and I certainly didn't think so.

At any rate, if you think the racial feats work better, great! I`d be willing to give them a try if I was playing in your game.

P.S. I should point out that there are some racial classes I dont like very much; the Mojh and Verrik levels are pretty crappy in comparison to the Dracha, Giant, and Spryte levels, IMO, and the Loresong evolved levels are ridiculously good for a magister.

Grand Lodge

I think, that BEFORE we get into discussing racial levels and such, we wait for the Bestiary to be released and see how they handle races that are higher levels...

Now, the feats line seems to be a great one to pursue since we know the rules for the feats...

Grand Lodge

Preston Poulter wrote:

I already posted this in the Homebrew section, but I used the Arcana Unearthed system to come up with a unified magic system where you add all of your caster levels together to get a total caster level.

You can read about it on my blog,

http://www.prestonpoulter.com/2009/10/a-more-unified-magic-system-for-arcan a-unearthed/

Yeah I know a lot of folks are going to hate this idea, but I like it actually.

I'm a HUGE fan of getting rid of spell lists and the arcane/divine divide. After all, a vast number of spells are already BOTH arcane AND divine to begin with. So the line between the two has already been blurred.

Honestly either make it such that NO spell is both arcane and divine or just go with a unified spell progression system.

I really like this approach a lot.


Pathfinder Rulebook Subscriber

The Mojh levels look great to me. That is, if you're a primary caster such as a wizard, then why on Earth wouldn't you take them. The add to your caster level, give you a better hit die, better base attack bonus, a breath weapon attack, an extra feat, and +2 natural armor class.

I can't see any logical reason why it would be considered weak.


Preston Poulter wrote:

The Mojh levels look great to me. That is, if you're a primary caster such as a wizard, then why on Earth wouldn't you take them. The add to your caster level, give you a better hit die, better base attack bonus, a breath weapon attack, an extra feat, and +2 natural armor class.

I can't see any logical reason why it would be considered weak.

The evolved levels are good, but I don't like the racial levels; I don't think the spell-like abilities they give are worth losing a caster level.


Pathfinder Rulebook Subscriber
hogarth wrote:
Preston Poulter wrote:

The Mojh levels look great to me. That is, if you're a primary caster such as a wizard, then why on Earth wouldn't you take them. The add to your caster level, give you a better hit die, better base attack bonus, a breath weapon attack, an extra feat, and +2 natural armor class.

I can't see any logical reason why it would be considered weak.

The evolved levels are good, but I don't like the racial levels; I don't think the spell-like abilities they give are worth losing a caster level.

Oh wow. The Mojh in the original Arcana Unearthed printing is different from the one in the errata. Yea, I can see that these levels are undesirable.


Pathfinder Rulebook Subscriber

How's this for the Mojh:

Level BAB For Reflex Will Special
1___+0_+0__+0__+2 +2 Natural Armor Class, Breath Weapon- 30ft fire, inflicts 1d6 for every two character levels. Can use a maximum number of times per day equal to the Mojh racial levels.

2___+1_+0__+1__+3 +1 Level to existing Spellcaster
3___+2_+1__+1__+3 +1 Level to existing Spellcaser

Skill points per level: 2
Hit Dice: d8
"Class Skills:" Acrobatics, Climb, Craft, Knowledge(Arcana), Knowledge(Runes), Perception, Spellcraft(Int)

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Converting Arcana Unearthed to Pathfinder All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions