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Hi all,
Here you have the conversion document I made to run the Age of Worms AP with the Pathfinder system. It is a 193 page document with lots of statblocks. Let me explain a few things about this conversion in general:
- I always tried to maintain the famous difficulty of this AP.
- When converting I tried to stay as simple as possible, although there are exceptions. I limited myself to Core rulebook feats, spells and such to keep it simple while we learned all the diferences between 3.5 and Pathfinder. When choosing feats, I tried to select those that gave passive bonuses or boosted saves/hp, the vital strike chain, the critical X chain, etc. There are feats that are useless (in my opinion) and get changed almost every time such as Cleave and Great Cleave.
- When a monster had a 3.5 specific prestige class, I changed it to a core class. The only exceptions are Moreto the true ghoul (he is a magus, fits perfectly and his original writeup was a mess) and Venk the derro (I changed her to a full warlock, converting the class). All the anti-dragon prestige classes in Kings of the Rift got changed into similar base classes.
- When applying the elite array (because you added a class to a monster), I don't apply the -2 modifier and change it into a +0. The rest of the modifiers stay the same. Why? because it is much easier to add than to substract for penalizing an ability score. That and my players have better ability scores (we use the heroic method).
- SR values have been adjusted acording to the creatures' CR when adding class levels or racial hit dice. This is one of my house rules, because I consider SR one of the major defensive abilities for those monsters who have it. If it doesn't go up as the monster advances, then you are basically lowering its base CR.
- Some statblocks don't have the skills bonuses calculated, but the skills themselves are listed so it should be easy to figure them out.
- Dragons deserve a special mention, because there are a lot of them. If you compare the 3.5 stats to the Pathfinder ones, you can see they lost a lot of hit dice (and all that goes with it: BaB, hp, saves...). What I did is use the basic age abilities and size category from Pathfinder but keep the 3.5 hit dice and Dexterity scores. In some cases I added a point or two on the natural armor bonus so the AC stayed at least the same as the original.
- Following what I said just before for dragons, some of the monsters lost power when the designers converted them to Pathfinder. I tried to keep the difficulty up by comparing the 3.5 and Pathfinder stats, and keeping the best of both. Example: the froghemoth from the Champion's Belt and the marilith demon from Kings of the Rift . Monsters that first appeared on this AP got converted and in some cases I added some new abilities. An example of this would be the acidwraith and the Overgod in Prince of Redhand. Both of them got some new toys to keep the challenge high.
- Some encounters got changed because there were too many monsters, I found a better monster or simply made more sense to me. Example: In A Gathering of Winds, I replaced the blood amniotes with an entropic reaper (fits in the Queen of Chaos backstory) with the ability to fly over the river of blood, bound to the tomb by the Wind Dukes of Aaqa. In the same module, I changed the false clockwork mechanism at the other side of the Xorn bridge into a real machine that could drain the river of blood, thus helping the characters. The trick is the machine was guarded by a black jinni bound to the tomb. The players need to negotiate with the monster or destroy it. At the start of the module, I changed the mechanics of the abyssal ghoul so it created a more dynamic encounter, and reduced the number of belkers by two in the howling corridor because they were too big to fit.
The Library of Last Resort also saw a lot of changes when converted. I tried to give it a more First World feel, and changed some of the monsters for those of the Tane group. Harrowdroth got turned into a frumious bandersnatch. The ancient night twist now is a Sard. Darl Quethos replaced the dead minotaur with a Thrasfyr, creating a telepathic bond. The rock king turned into the JubJub King...
- The document does not contain all the statblocks. For starters, the first module I converted was Encounter at Blackwall Keep, and what I did then is replace the monsters with the Pathfinder versions. For important NPCs like Shukak the lizard king, I applied the advanced template. Later modules saw some conversion but again in most cases I could go on and replace the monster using the Pathfinder Bestiaries. The nearly full conversion starts at A Gathering of Winds and continues up to the end.
A couple statblocks are missing because I didn't need them. That's the case with the ominous Fabler (again I used the original statblock plus advanced template) and Darl Quethos/the sinfire twins (the players negotiated with Darl), I converted the rest of the group except for those three.
If you have any questions about the conversions, I'll be happy to answer them.
Jason O'Keefe |
Hi all,
Here you have the conversion document I made to run the Age of Worms AP with the Pathfinder system. It is a 193 page document with lots of statblocks. Let me explain a few things about this conversion in general:
- I always tried to maintain the famous difficulty of this AP.
- When converting I tried to stay as simple as possible, although there are exceptions. I limited myself to Core rulebook feats, spells and such to keep it simple while we learned all the diferences between 3.5 and Pathfinder. When choosing feats, I tried to select those that gave passive bonuses or boosted saves/hp, the vital strike chain, the critical X chain, etc. There are feats that are useless (in my opinion) and get changed almost every time such as Cleave and Great Cleave.
- When a monster had a 3.5 specific prestige class, I changed it to a core class. The only exceptions are Moreto the true ghoul (he is a magus, fits perfectly and his original writeup was a mess) and Venk the derro (I changed her to a full warlock, converting the class). All the anti-dragon prestige classes in Kings of the Rift got changed into similar base classes.
- When applying the elite array (because you added a class to a monster), I don't apply the -2 modifier and change it into a +0. The rest of the modifiers stay the same. Why? because it is much easier to add than to substract for penalizing an ability score. That and my players have better ability scores (we use the heroic method).
- SR values have been adjusted acording to the creatures' CR when adding class levels or racial hit dice. This is one of my house rules, because I consider SR one of the major defensive abilities for those monsters who have it. If it doesn't go up as the monster advances, then you are basically lowering its base CR.
- Some statblocks don't have the skills bonuses calculated, but the skills themselves are listed so it should be easy to figure them out.
- Dragons deserve a special mention, because there are a lot of them. If you compare the 3.5...
Hi. Name's Jason. I'm about to run the Age of Worms as Pathfinder. I would like to see you conversions but I can't download it from 4shared. Not safe. Any way you could send me some kind of direct link?
Would love to check it out...Sc8rpi8n_mjd |
kevin_video |
hossnugget wrote:Any chance this file is still available?I just downloaded it from the Google Drive link today. Apparently several of us are starting our big 2021 campaign planning early. :)
I'm also in this boat. Just tried to download the file, but was unfortunately denied. ;-; Sent a request for access, but not sure if I'll get any.
Sc8rpi8n_mjd |
kevin_video |