Convert PF Golarion Material to 5E


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As a DM, I had yearned for the simplicity that DnD 5e has delivered on. But I also really appreciate and want to use all this PF (specifically Golarion) material I've collected over the years.

So, since 5e is very structurally similar to d20, I'm working on converting PF material I'm going to use in game, and post it up for other folks online.

It took me about 30 minutes to do Burnt Offerings. The most time consuming thing was making sure challenge versus level progression was balanced. Right now I'm working on the math conversions and substituting monsters, like for like, such as switching Sinspawns for Nothics with minor re-writes.

Surely, we'll know more once the Monster Manual and DM's Guide is out, but I thought I'd go ahead and get a jump start, and see if anyone else planned on doing the same, and see if they wanted to contribute to the wiki (Google Site) I'm about to launch.

Let me know if there is any interest...


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How do you handle skills and feats?

Grand Lodge

I really like what they've done I'd be interested in a conversion.


Secret Wizard wrote:
How do you handle skills and feats?

The conversions I want to do are more along the lines of DM side. PC construction is beyond what I'm able to conceive.

I'm thinking of converting a few PFS Scenarios, Dragon's Demand, and Rise of the Runelords first, and maybe Crypt of the Everflame.


That's awesome and really cool!!

How does the adventure conversion work with the initial faster levelling in 5e?


It's obviously off at 2nd level, but interestingly, the XP for level 7 (23,000 XP) is the exact same, so there is convergence. It stays fairly close until level 11.

But part of the conversion will be assigning new XP for 5e monsters, which should hopefully help manage this. What I'll eventually find out is whether PF and 5e has similar assumptions about how many encounters a player has been levels.

Here's a link to the site: https://sites.google.com/site/golarion5e/. Keep in mind, its mostly notes about converting Burnt Offerings right now, but if anyone wants to help out it would be appreciated.


Ah cool, cheers for that!! Will check out the site ^^


Hi Ari,

I am myself starting a RotR campaign as a first DD5 campaign.
I already picked up a look at your conversion notes - many thanks for that.
I'll surely take some time to look into monter conversion when the Monster Manual is available ^^
As our pace of playing is quite slow, I am not in a hurry. I'll try to share my work anyway.


My biggest concern would be adding treasure. It seems difficult to know what magic items should be given to the PCs since they are not assumed in 5e, and the normal amount of 3.5/PF magic items would probably be too much for a 5e game.

Liberty's Edge

There is a discrepancy between the number of assumed encounters per level between Pathfinder at medium XP and 5e. I did a mathematical breakdown of the 5e progression chart to see how many CR equivalent encounters are needed to advance in level. The medium XP track for Pathfinder assumes around 20, while the 5e track varies with a very quick progression from level 1-3 and then slows down some until around level 12 or so where it speeds back up.

I don't still have the breakdown I did but I can give the formula I use: (level XP requirement)x4 divided by (CR equivalent XP)

For example:
Pathfinder medium XP track requires 2000xp to advance to 2nd level and a CR 1 monster grants 400xp, so: (2000x4)/400 = 20
D&D 5e requires 300xp to advance to 2nd level and a CR 1 monster grants 200xp, so: (300x4)/200 = 6

D&D 5e isn't designed to be a steady advancement like PF is. It's designed to have a quick intro bit where you get a handle on your characters then settle into them in the mid levels where the bulk of play will take place. Converting an AP will require adjusting assumed levels and a number of other considerations that may make it more complicated than it needs to be, especially if you do Rise of the Runelords which uses the fast XP track (which tries to match 3.5 with 13 encounters per level). It may be easier to just level up the party as you see fit when they reach certain points in the adventures; a method 5e refers to as milestone advancement if I remember correctly.

As an interesting aside because I did the breakdowns recently, D&D 4E had a progression table that matched about 10 encounters per day, so characters advanced faster but the same level of power that is otherwise in 20 levels was spread out over 30 levels. AD&D 2E, if the class XP tables are averaged out (which I did because I'm a nerd), it has a similar curve in the progression with a slightly faster early levels and then slower through mid levels before picking back up for high level play though it ends up averaging around 25 encounters per level for the low levels and 15 for the high levels, which ends up being a little faster than Pathfinder's slow progression, which aims for 30.

dariusu wrote:
My biggest concern would be adding treasure. It seems difficult to know what magic items should be given to the PCs since they are not assumed in 5e, and the normal amount of 3.5/PF magic items would probably be too much for a 5e game.

Also this.

I assume advice for this will appear in the DMG but until that comes out we could take a look at the treasure awards in Hoard of the Dragon Queen and get a general idea.


I'm switching my RotR game to 5e to try out the system, since I just started it. My players are just about to head to Thistletop, so I have no reason to convert anything before that. I figured I'd try converting Nualia first, to see how she turned out. I had to guess on aasimar racial abilities, so I just made them the opposite of the tiefling.

I only recently got my 5e books, so my familiarity with the system isn't extraordinary just yet. Haven't even run a session with it. I think I've got the design ideas behind NPCs down, though, if not the specifics.

Criticism is welcome. I'll be ignoring XP and just leveling the PCs according to the guidelines in each book. My players prefer it that way.

Nualia 5e, Google Doc (Burnt Offerings spoilers, obviously).

I tried to match the design of the NPCs in the Monster Manual as closely as I could. I added a section for her proficiency bonus because I really think it should be listed in the stat blocks, rather than having to look it up.


Joshua Goudreau wrote:
we could take a look at the treasure awards in Hoard of the Dragon Queen and get a general idea

Magic items seems a big issue for me: we still don't have many clue to convert them in the new edition. I am eagerly waiting for additional indications on this in the free rules provided on the wotc site (until DMG is available). Do you know if anybody posted some indications based on the DD5 scenarios issued ?

My take is that we can expect magical weapons & armors to top at +3 rather than +5 before - it seems reasonable and in line with spells. Will there be lesser items like masterwork items (I really liked this idea of mundane but very desirable items when it was introduced) ?

Liberty's Edge

I'm guessing magic items will be distributed in a similar fashion to the number of items in your average 2E product. I have the Stater Set but I haven't looked closely at the contained adventure aside from the intro area.


As one of my player chose to create a Varisian Sorcerer, I devised the following Archetype for the DD5 Sorcerer Class (technically mapped to draconic bloodline, work in progress) :

Your innate magic-wielding ability seems to come from the web of magic symbols that were inscribed on your body.

On Golarion there is a tradition among the Varisian people to inscribe the mysterious glyphs from the Thassilonian times on their body. Some varisian bloodlines inscribe secret runes among the ritual tattoos and are blessed with more innate magic-wielders than other people.

Level 1 : Rune Calligrapher
You can apply proficiency bonus to any ability check linked to runes or symbols (like analyzing, deciphering, inscribing). If you’re already proficient, your bonus is doubled.
Tool proficiency : Tattoo kit
Level 1 : Tattooed Skin
Natural AC = 13+Dex modifier
+1 hit point max / level
Level 6 : School Affinity
You have identified one set of rune on your body linked to one school of magic. TBC…

Any comment ?
Is there a specific Varisian Sorcerer described in one of the Pathfinder Class handbook ?


Here is a more advanced draft of the Tattooed Archetype - any thought welcomed ;-)

Your innate magic-wielding ability seems to come from the web of magic symbols that were inscribed on your body. You are attuned to one peculiar school of magic (except divination).

On Golarion there is a tradition among the Varisian people to inscribe the mysterious glyphs from the Thassilonian times on their body. Some varisian bloodlines inscribe secret runes among the ritual tattoos and are blessed with more innate magic-wielders than other people.

Level 1 : Rune Calligrapher
You can apply proficiency bonus to any ability check linked to runes or symbols (like analyzing, deciphering, inscribing). If you’re already proficient, your bonus is doubled.
Tool proficiency : Tattoo kit

Level 1 : Tattooed Skin
Natural AC = 13+Dex modifier
You regain 1 hit point when you cast a spell (1st level and higher) from your school of affinity

Level 6 : Font of Power
You will regain sorcery points you spent on spells from your school of affinity after a short rest.

Level 14 : Skinbook
You can store spells on your skin for an ulterior release. This process takes 1 hour and spends 1 sorcery point per spell slot. The appropriate spell need to be cast and additional sorcery points may be spent on metamagic effects.
You can later release those spells as an action (or bonus action if you used quickened spell).
You need to release all spells before you can inscribe new ones on your skin.

Level 18 : Absorb Power
When you are the only target of a spell or effect from your school of affinity, as a reaction you can absorb this spell as individual runes on your skin. This effect will grant you 1 sorcery point per spell level.
You can only perform this if your sorcery point total do not exceed your sorcery point maximum.


I like it a lot. I do wonder if the bump to AC is too much though. Maybe 11instead of 13.

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