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Palladium setting using Pathfinder rules


Conversions


I have started a new pathfinder game, and have pretty much decided to run my campaign world as something very similar to Palladium fantasy, but was curious if anyone has ever tried something similar before, and fishing for thoughts, opinions, etc.


I have done this with 3.5. The campaign pretty much focused on the (forget name of book, covered the Byzantium isles and other islands )

Worked pretty easily. Most Palladium races can be converted easily enough. The biggest issue for me was psionics. I just eliminated it, was the simplest method.

Greg


How would you define power prgression? In Palladium the world is designed with a much gentler bell curve, while PF seems to grow by a linear line constantly going up. Was considering handling psionics as Palladium handles it, as a 'mind' mage, with a new spell list, possibly converting some of the powers and giving them a level. Im more curious about how you adjusted some of the rich setting material to fit Pathfinders 3.5 mindset.


First off, most of the time, my main group tosses out the xp progression. We level up when the DM says it is time to level up. I believe in that campaign the characters never got past 12th level.

If I were to use psionics now, I would probably go with the Psionics Unleased by Dreamscarred Press. I dislike reinventing the wheel, especially when some one had done such a great job before me. :P

If I were to do warlocks now, probably use elemental bloodlines, and just keep the flavor of the "brotherhood of elementals".

Diabolist is really tough to convert, but even when I played Palladium Fantasy RPG, no one ever picked it.

Summoner is easy enough to reflavor.

For witches, I would just use the Pathfinder witch, also changing the fluff of the bond to the Palladium version..keeping it an evil contract.

Magic items in Palladium are much weaker overall. And the best Rune weapons are all cursed at least..and probably intelligent as well.

So I guess, in answering, I would say to handle the gentler bell curve, just slow down progression and ignore WBL to what seems appropriate.

Greg

EDIT: Most the GM's in my group never cared for Palladium rules or background flavor EXCEPT where alignment is concerned. Two of the three of us use the Palladium alignments. The Palladium fan myself, I do not.

Silver Crusade

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Greg Wasson wrote:


Diabolist is really tough to convert, but even when I played Palladium Fantasy RPG, no one ever picked it.

I hate to interject, but the Diabolist isn't tough to convert. It's tough to convert straight, yes, because the whole thing of the Diabolist has to do with the Written Word and words of power. In that case, the Inscriber (from WoW RPG's More Magic and Mayhem) is a class you can use to replace the Diabolist.

The only thing you have to reflavor is where the Inscriber gets his source of power. :)


I used the Palladium Fantasy World (with some minor tweaking) for my 3.5 game and it worked out great!


I think I will have the summoner and dibolist be 'lost' magics for now, and as the party encounters them in the old kingdom ruins, being able to gain levels in them as if maybe a prestige class. Im even tempted to turn down the leveling gains on bab, restructure a/c gains, and leave the crunchy powers as they are, which will make it so that a level 1 has a chance to hit a level 10, but still leaves the liklihood of any given battle to be unquestioned.

Grand Lodge

Has anyone tried to Pathfinderize the Wolfen? I keep running into roadblocks trying to use the racial builder rules for them. They come out either way to powerful or loose all the flavor I love them for.

Grand Lodge

Anyone?

Buller?


Wolfen are fairly easy. Increased strength and Con, lower charisma due to their natural superiority complex. Toss in scent and a 1d4 bite, and you're done. As for warlocks, either fire/air/water/earth sorcerers, or specialty wizards with a bonus to diplomacy rolls vs elementals of their type. If you want more direct, go with a 1 PD summoning/planar ally ritual that happens around 8th level to conjure up a medium size elemental, then increase the size by one every two levels thereafter.

Grand Lodge

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stormcrow27 wrote:
Wolfen are fairly easy. Increased strength and Con, lower charisma due to their natural superiority complex. Toss in scent and a 1d4 bite, and you're done. As for warlocks, either fire/air/water/earth sorcerers, or specialty wizards with a bonus to diplomacy rolls vs elementals of their type. If you want more direct, go with a 1 PD summoning/planar ally ritual that happens around 8th level to conjure up a medium size elemental, then increase the size by one every two levels thereafter.

the problem comes from their size. Making them large causes all kinds of problems as a PC race. The Psionics Book over at DSP has the half Giant trait "Powerful Build" which seems to solve those issues, but I have no idea how many racial points it should cost.


There's a feat (I forget where) that makes a medium creature count as large for combat maneuvers and CMD. You could make Wolfen medium but count as large for combat maneuvers at a 2 rp or so cost.


Having played around with Rifts for a few years now... I never actually noticed Wolfen were bigger than humans (besides the one space-cyborg of theirs at least, Quatoria or some such). The size is really not all that important to their flavor.

Besides, where exactly is the cutoff between Medium and Large?


kestral287 wrote:

Having played around with Rifts for a few years now... I never actually noticed Wolfen were bigger than humans (besides the one space-cyborg of theirs at least, Quatoria or some such). The size is really not all that important to their flavor.

Besides, where exactly is the cutoff between Medium and Large?

I think 10 or 12 feet is the cut off for medium. At least in 3.5 thanks to the Goliaths.

Grand Lodge

kestral287 wrote:

Having played around with Rifts for a few years now... I never actually noticed Wolfen were bigger than humans (besides the one space-cyborg of theirs at least, Quatoria or some such). The size is really not all that important to their flavor.

Besides, where exactly is the cutoff between Medium and Large?

Size was a big factor in their flavor in the PFRPG book, as well as in the Northern Wilderness books.

They used weapons a size larger than the other races (except troll. and ogre?) The Powerful Build trait does that almost perfectly, I just have no idea how many RP it should use.


Powerful build is close to construct traits in terms mechanics IIRC. That could be a good place to start.


Just make them large without any of the bonuses. Same thing with the Troll and the Ogre. All they get is the higher weapon damage, and they get the size penalty to attack. That should cost a lot less then giving them powerful build or all of the full bonuses with large.

Sovereign Court

I think Rifts muddled Wolfen size, but the Wolfen Empire line of books made it pretty clear that they were big roman wolf people. Rifts had a tendency to... blur things.

As for a Pathfinder using Palladiums setting, it'd be pretty easy. Not much conversion to do, though it'd be a bit tricky for things like troglodytes and kobolds that are differently flavored, but not by much. A Baalgor Wasteland campaign would be fantastic... and require quite a bit more conversion... but it sounds almost tantalizing...

Alternately Mt Timro could probably be imported right into Varisia, or anywhere else. Giants play pretty prominently as it is.

Also, Isle of Bletherad was, in my opinion, one of the coolest "out of nowhere" supplements that can quite easily be dropped into any setting with minimal effort.

Diabolist was my favorite class ever, by the way...


Lorathorn wrote:
I think Rifts muddled Wolfen size, but the Wolfen Empire line of books made it pretty clear that they were big roman wolf people. Rifts had a tendency to... blur things.

It's probably in there fine-- I haven't gotten out Conversion Book 1 to check, admittedly, but money is that it is. But Wulfen are a really, really minor part of Rifts proper, and are only really significant in the Three Galaxies. Combined with being, by Rifts standards, a really boring race and I could easily buy that I missed something about their size for years.

That said, if their size is still in the range of Medium, just call 'em medium, give them a bonus on some stuff that's size related (the earlier Powerful Build will work fine) and roll on.

Sovereign Court

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kestral287 wrote:
Lorathorn wrote:
I think Rifts muddled Wolfen size, but the Wolfen Empire line of books made it pretty clear that they were big roman wolf people. Rifts had a tendency to... blur things.

It's probably in there fine-- I haven't gotten out Conversion Book 1 to check, admittedly, but money is that it is. But Wulfen are a really, really minor part of Rifts proper, and are only really significant in the Three Galaxies. Combined with being, by Rifts standards, a really boring race and I could easily buy that I missed something about their size for years.

That said, if their size is still in the range of Medium, just call 'em medium, give them a bonus on some stuff that's size related (the earlier Powerful Build will work fine) and roll on.

I'm more talking about size in pictures. Early stuff was especially slapdash. As for the text being accurate, I'd bet it was right on, but the layout made it easy to gloss over that sort of thing.


2nd Ed Palladium has them at 6 to 10 feet tall. The conversion book has them from 7 to 9 feat tall. Wolven in Phase World are 7 to 9 feat tall as well. In Palladium fantasy, their size depends on the tribe, as featured in the Wolfen Empire and the Northern Wilderness books. So really if you want to do them up, create the various tribes and their background, and then you have wolven from medium to large. The only thing the wolven get from being large is a higher dice damage on a weapon and the +4 to CMB, and they get the -1 to attack rolls. The same thing for trolls and ogres. Higher strength with more penalty to mental stats. As for kobolds, they're just dwarves with farther dark vision and light sensitivity.

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