Iron Gods come to conquer 5E!


Iron Gods

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Howdy All,

I'm in the midst of preparing to run the Iron Gods adventure path using 5th Edition D&D and, rather than tweak the adventure as I go along, I decided to take the opportunity to get to know the 5E system better by doing a full conversion of all Iron Gods materials (including conversions of some Pathfinder classes that feature prominently in Iron Gods).

I will be including links to my conversions below and I welcome any comments or questions you may have on them!

For my first batch of conversions, I present the Android as a PC race in 5E and the Magus class in 5E.

The Android may be found here: 5E Android.

And the Magus may be found here: 5E Magus .

Next up will be my conversion of the Alchemist!


Very interested in your conversion efforts with this AP. Thanks for sharing.


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Thanks Technotrooper!

I now have a draft version of the 5th Edition Alchemist up here: 5E Alchemist.


Are you going to convert the whole technology guide to 5E?


Howdy Leo!

Since there is already a ton of material in the adventure path to convert to 5E, the plan for now is to convert items from the technology guide as needed.

That said, there are a lot of cool items in there, so I wouldn't be surprised if I can't resist the siren song of that book. :)


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Howdy Cap!

You could probably use much of the PF material in 5E without much work, but there are certain aspects of the 5E rules that are different enough to make more substantive conversions necessary.

For instance, the action economy in 5E is different enough from PF that PF class features that deal with "full round actions" need some reworking.

Feats are also a different kettle of fish in 5E than they are in PF, often providing a small bundle of abilities to your character, rather than one specific bonus.

The biggest mechanical difference between the two is the escalating bonuses in PF and the "bounded accuracy" in 5E. 5E mostly deals away with flat mechanical bonuses in favor of more attacks and/or more damage dealt by higher level characters (There are threads elsewhere on the Paizo messageboards that address these difference in more detail).

Due to these rules differences (and in the interest of getting to know the 5E system better), I am doing full conversion of the material, rather than just winging it while I run Iron Gods.


ha i deleted my post:) i was able to get to the computer to look at your links:)
yeah its quite a bit different.
what is your honest opinion of DnD? (what the heck i'll use the technical name for it:)
keep the sales pitch at home as my grandpa always said, i'm far too happy and entrenched in pathfinder to invest or switch, its purely for curiosity:)


Heh, I understand that, with RPGs, it's totally different strokes.

The reason I'm such a fan of 5E is because the newest edition feels sort of like going home and finding the place totally spruced up with new fixtures.

As background, at the time 5E released, I had been running a two year campaign using the Iron Kingdoms RPG, after my 4E D&D game was put to bed (which I had run for about three years).

I found the IK RPG to be a lot less work to run than a lot of other games I had run (less prep time and easy to make up stuff on the fly) and I really liked some of the game mechanics, which rewarded inventive player roleplaying with mechanical bonuses.

To my surprise, 5E incorporated many similar mechanics (in the form of advantage and inspiration), it streamlined a lot of the fiddly bits that I had found frustrating in earlier editions (relatively small bonuses/penalties that seemed to be calculated round-to-round far more often than I felt was needed), and the bounded accuracy mechanic made the level progression feel less like ascent into demi-godhood and more like badass mortal heroes getting more badass.

5E manages to incorporate all these changes to the system, but still feel like "authentic" D&D to me, which is what makes it feel like coming home again to the old Basic Set Red Box. :)

For me, 5E offers solid mechanics that play really well at the table, with enough tactical depth to make combats interesting for the combat monkeys in my groups and plenty of ways to reward the great roleplaying of the aspiring thespians at my gaming table. And, best of all, I find the time required to prep for a session is significantly less than most other games I've run (including character generation...I ran a one-shot a few weeks ago with the guys rolling up PCs based on characters from famous Sci-Fi films and TV, and it only took us 45 minutes to get a group of 8th level characters rolled up).

That's my non-sales-pitch take on the newest edition of 5E. :)

Liberty's Edge

Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

OOOh dot this for later use! Very nice work btw


Thanks Anorak! :)


Howdy All,

Since I can't figure out how to edit my older posts, I will have to keep posting new material as I go.

I have just posted my conversion of the Madness Domain to 5E (which I will be using for my conversion of Meyanda). It may be found here: 5E Madness Domain.


You aren't able to update posts older than 1 hour, so you aren't missing anything!

Also been keeping track of this conversion :3


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http://paizo.com/threads/rzs2rrey?5e-Conversion-Thread

I just finished converting LoR today. It's a lot of work but I enjoy it.


Howdy Solomani!

I saw your thread before starting mine and I like the work you've done, but I think that we're taking different approaches to our conversions.

It sounds like you're in the midst of running Iron Gods with 5E and you're converting things on the fly or subbing in stats for monster/magic items when you need to (and I like your version of Meyanda!).

I already have a 5E game I'm currently running (Wizard's Tyranny of Dragons campaign), and Iron Gods won't be up to the plate for a few months. I'm using the time while the ToD campaign is running to try to do full conversions of the Iron Gods materials, in part to get to know the 5E system better (how classes, spells, monsters, magic items, etc... work) and in part because, like you, I enjoy doing that work. :)


Cool! I like seeing how other people do it. I pretty much did FoC on the fly mainly because I started playing it without all the 5e books at hand and only the basic rules available.

After finishing FoC I found many issues I wanted to deal with so I fully converted LoR mechnically speaking. And a few monsters at the end of FoC. The main issue is that 3e mobs are not as tough as 5e mobs. My converted Meyanda, for example, made for a real challenge while the original would have died in the first round against 5e characters.

I'll see if I can upload my Menace Manual later today. I was not planning on doing this but your the third person I know of who is doing conversion work. May as well share in this case as it may reduce someone else's work load.


I look forward to seeing your work in the Menace Manuals!

On a related note, I have just posted a 5th Edition version of the Ratfolk here: 5E Ratfolk


Anyone else not feeling well?

If so, it may be because I posted a 5th edition version of Pathfinder's Radiation Damage rules here: 5E Radiation Damage


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One last update for the weekend!

New backgrounds, tools, and bonds for the Iron Gods in 5E may be found here: 5E Iron Gods Backgrounds


Howdy All!

Just posted conversions of the Technology Guide's rules for using high technology, as well as 5E versions of all the high technology items found in Fires of Creation here: 5E Iron Gods High Technology Gear
Enjoy!


These blog posts are excellent! Thank you for sharing them. I'm glad you're putting to much thought into this; I know it'll save me work, in a couple of months.

How are you planning on dealing with the difference in expected wealth and magic/ tech item accumulation between PF and 5E? As I'm planning this, that seems like a major disjunction between the adventure as written and the design philosophy of 5E.


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Thanks Harlequinn! Hope you find them helpful for your Iron Gods campaign! :)

For the difference in wealth/magic item accumulation between PF and 5E, the approach I will be making is to ask whether the item is there for "story" or for "stats."

Most of the high technology items found in Fires of Creation seem to be there for story reasons (to expose the characters to unknown technology and have them try to figure out what it does), so I'm not too concerned about keeping all of those in the adventure.

For the magic items, I will mostly be dropping any items that seems to be included in order to make the NPC a balanced PF characters, rather than adding anything meaningful to the story (the ubiquitous cloaks of resistances are an example of this, as are the plethora of masterwork weapons/armor owned by NPCs in Iron Gods).

That said, I plan to keep most of the magic items that add story, as well as a stat bonus (like, for instance, the Vrilledt's magical light hammer), though I will likely use the random tables from the 5E Dungeon Master's Guide to add some extra flavor to those items.

When I get to converting the rest of the adventures in the Iron Gods adventure path, I may have to do more work converting them over (as the bonuses from magic items get larger), but I feel that I can pretty much port the items from Fires of Creation over directly to 5E without worrying about skewing balance.

Finally, as for the number of magic items introduced in Fires of Creation vs. what might be introduced in a normal 5E campaign, I'm just going to go with whatever is found in the adventure (subject to the above restrictions regarding "stats" only magic items) and trust that it won't break the system. I have been a little overly generous with my players in my current 5E game (WotC's Tyranny of Dragons campaign) and I don't feel it has skewed the balance at all.

I hope that answers your questions, harlequin, and thanks again for the kind words! :)


Howdy All!

After reading over Fires of Creation again this weekend, I have decided to make a change to my "Former Technic Leaguer" background and replace the Androffan language bonus with proficiency with Engineer's Tools. While it may make sense in the PF setting for a member of the Technic League to learn that language, I agree with Neil Spicer, that author of Fires of Creation, that keeping the language an unknown for the first part of the adventure path will help maintain an atmosphere of the creepy unknown that the adventure seems to shoot for.

So, with that in mind, I present the revised Iron Gods backgrounds for your review here: 5E Iron Gods Backgrounds Revised


For treasure I ended up replacing all the magical treasure using the DMG treasure horde rules. I left the tech items in as essentially bonus treasure. Though I found there was too many tech items of little use and difficult to keep track of so if I couldn't make a "cool" version of it I removed it.

I also replaced a lot of the questionable tech with customized nannite canisters. For example a fire suppressant canister instead of the fire extinguisher. That way the canister can change the type/effect of a weapon instead of carrying around another bulky, seemingly pointless (though thematic) tech item.


Badmudderfugger wrote:

Anyone else not feeling well?

If so, it may be because I posted a 5th edition version of Pathfinder's Radiation Damage rules here: 5E Radiation Damage

I use the same system for radiation as well. Exhaustion is a great mechanic. Though I don't have the extra penalty for failing by a certain amount. Good idea but my players already have a healthy respect for radiation after FoC so won't use it personally.

One of my players is a sorceress with "child of the atom" as her power source/arectype. One of her traits is she goes green in the presence of radiation. Depending on severity determines the change - just eyes, then hair and finally skin.

She also goes green when she gets mad. I couldn't resist throwing that in :)


Badmudderfugger wrote:

Howdy All!

After reading over Fires of Creation again this weekend, I have decided to make a change to my "Former Technic Leaguer" background and replace the Androffan language bonus with proficiency with Engineer's Tools. While it may make sense in the PF setting for a member of the Technic League to learn that language, I agree with Neil Spicer, that author of Fires of Creation, that keeping the language an unknown for the first part of the adventure path will help maintain an atmosphere of the creepy unknown that the adventure seems to shoot for.

So, with that in mind, I present the revised Iron Gods backgrounds for your review here: 5E Iron Gods Backgrounds Revised

These are great! Much better than what I made. In my defense the PHB was still a month away when we started playing!


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Howdy All!

I just posted my regular Friday blog entry, which includes the first batch of monster conversions for Fires of Creation. It includes all the monsters from the first two parts of Fires of Creation and it can be found here: 5E Iron Gods Bestiary Part 1

Enjoy!


Solomani wrote:
These are great! Much better than what I made. In my defense the PHB was still a month away when we started playing!

Thanks Solomani! It sure makes it easier to stand on the shoulders of giants when I'm doing my own conversions (both the 5E books and your conversion thread). :)

I love the idea of the "child of the atom" sorcerer bloodline too. What a terrific way to add some extra flavor to the campaign.

And thanks for sharing what you did with treasure too. I'm going to be playing it by ear with that, but I like the idea of just going with what 5E does and then adding in the high tech stuff.


I recently read this post about single-use magic items ("relics") in 5E, and it occurred to me that a lot of tech treasure could be adapted to this mechanic, particularly if "timeworn" was a more harmful condition for the item, for example, "every time a timeworn item is used, there is a 50% chance of a glitch, and every time a timeworn item glitches, the character takes an additional -10 on next glitch roll." Eventually, every timeworn item will glitch out, and most items that you don't want to be permanent (like a specific weapon or armor) can start out timeworn.


Howdy Harlequinn!

Thanks for the link! That article had some really interesting ideas, and I like your idea for adapting those rules to represent timeworn items. It would give timeworn technology a great unpredictability ("I'd love to use my raygun, but I'm pretty sure it's gonna explode the next time I use it...").

I'm a little less concerned with "breaking" 5E by giving out more magic items than the DMG suggests than the author of the article seems to be, but if I find that my PCs are getting a bit too "loot-heavy", your rules will be a great way to thin the herd in an Iron Gods-appropriate manner. :)


Howdy All!

My regular Friday blog entry has just gone up, which features my second batch of monster conversions for Fires of Creation (including all the monsters from part three). It can be found here: 5E Iron Gods Bestiary Part 2

Enjoy!


Howdy All!

I have just posted the next batch of monster conversions for Fires of Creation (which includes vegepygmies, cerebric fungi, and collector robots). It can be found here: 5E Iron Gods Bestiary Part 3

Enjoy!


Howdy All!

I have just posted the next batch of monster conversions for Fires of Creation (those from Part Five). It can be found here: 5E Iron Gods Bestiary Part 4

Enjoy!


Happy Friday All!

I have just posted the final batch of monster/NPC conversions for the Fires of Creation adventure, which can be found here: 5E Iron Gods Bestiary Part 5.

Since the class plays such a strong thematic role in the Iron Gods adventure path, I have been poking at a conversion for Pathfinder's Gunslinger to 5E, though it is not quite ready to be posted yet. Maybe next week (or, maybe, my 5E rules for the various traps found in Fires of Creation).

Anyway, I hope you enjoy this last group of converted adversaries and allies!


Wow! Great start, I'll be using some (most) of this!


Thanks Michael, glad to hear you like it!

Friday morning I will have a version of the Gunslinger for your consideration too. :)


Howdy All!

After a bunch of tinkering and a lot of revisions, I present for your approval my rules for introducing firearms and the Gunslinger class into 5th Edition D&D, as well as a few firearms-related rules (like two weapon fighting with firearms and a new feat that applies to firearms). You can find these rules here: 5E Gunslingers and Guns.

Enjoy!


This week I decided to jump a bit ahead in the Iron Gods adventure path and convert one of my favorite monsters to 5th Edition: the hideous Brain Collector! You can find rules for using these critters here: 5E Brain Collectors

Next week I will have rules for adding Technomancers, Techslingers, and the Artificer cleric domain to 5th Edition!


Brain Collectors turned out really nice. Dominate Person, along with the Brain Extraction could be brutal! :)


MichaelSandar wrote:
Dominate Person, along with the Brain Extraction could be brutal! :)

Ahem....moo hoo ha ha ha ha! :)


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And thanks, Michael. :)


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Really digging your blog Badmudderfugger. Question for you, are you planning on using the attunement rules in your Iron Gods game? If so, will you require it for the tech items?


Thanks Jam, glad to hear you're enjoying it!

I don't plan to require attunement for non-magical high technology items in my own campaign. My reasoning is that the high technology items found in the Iron Gods campaign already seem to have restrictions built in (the timeworn property and/or requiring charges to use, in addition to requiring the PCs to figure out what the hell it is they have found before using it), so they don't need the further balancing mechanic of attunement.

On Friday I will be posting rules for some high tech class options (including a Technologist feat and a Techslinger archetype for the Gunslinger class), which allow characters to mitigate the restrictions that high tech items have. However, even with those ways to get around the problems with hi tech items, I feel that, since players are giving up other character options to choose those abilities, they are still balanced against the 5E magic item rules (magic items almost always regenerate charges overnight, they only require an identify spell to use, and even if they require attunement, they only require a short rest to be ready to use).

That said, when the characters come across magical high tech items...that'll be another matter. :)


Howdy All!

This week has been a productive one for me, so I present for your review rules for the Technologist feat, the Artificer cleric domain, and the Techslinger archetype here: 5E Technology Options; more converted monsters from the Fires of Creation random encounter tables here: 5E Fires of Creation Random Monsters; technology-related spells here: 5E Technology Spells; and Numerian-specific diseases and poisons here: 5E Numerian Hazards .

Enjoy!


Howdy All!

This week I converted a bunch of the monsters from Paizo's Numeria, Land of Fallen Stars to 5th edition D&D, which you can find here: 5E Numeria .

Next week, I hope to have a 5E version of the Oracle done and then I will be turning to conversions of the material from Lords of Rust.


Iron Gods 5E conversions! These are Inspired by Badmudderfugger, so this seems like a good place to put them...

As part of the conversion of Iron Gods to 5E, I want to give my players more archeyptes to play with that fit the world. Here are my conversations of the Numerian Liberator Barbarian and Galvanic Saboteur Ranger archetypes and the Nannite Sorcerer Bloodline, all from People of the River. They're still in revision (particularly the formatting), but I thought I'd post the drafts here, in case anyone had feedback on them. Next up is a Shaman pact for the Warlock, since Warlocks as in aren't allowed in the game.

Numerian Robot Smasher (Barbarian Archetype): While most of your tribespeople keep their distance from technology, you seek to actively destroy the construct war machines of the Technic League. Without robot armies to enforce their will, the League will surely fall to your peoples’ might, returning your nation to its rightful rulers. This is a Barbarian archetype that gains greater ability to damage constructs. (Based on the Numerian Liberator)
3rd: No Defense: While you are raging, when you attack constructs, robots or clockwork creatures, your attacks ignore any damage resistances those creatures possess.
6th: Thick Skin: While you are raging, when a construct, robot, or clockwork creature causes you to make a save, you can add your proficiency bonus to the save, if you are not already proficient in it.
10th: Final Strike: You can choose to end your rage early. If you do, you cast shatter, using Wisdom as your casting ability and your proficiency bonus as the level of the spell slot, dealing both thunder and lightning damage.
14th: Robot Reaver: While you are raging, you double your rage damage bonus against constructs, robots, or clockwork creatures.

Expanded Hunter Ranger Archetype: You use your abilities to control machines, and your ability to destroy them, to protect the natural world from corruption. Add the following options to the Hunter Archetype: (Based on the Galvanic Saboteur Ranger)
3rd: Reprogram or Recycle: You gain proficiency with Engineer’s Tools, which you can use to shift the attitude of constructs, robots, or clockworks, provided you are not in combat with them. In addition, your attacks do an additional 1d4 points of damage to constructs, robots, or clockwork creatures.
7th: Machines are Predictable: When constructs, robots and clockworks attack you, they have disadvantage on their attacks.
11th: Construct Bane: When you use your bonus action to make additional attacks, those attacks deal 1d8 lightning or thunder damage.
15th: Terminator: You can use Stealth to hide from constructs, robots, and clockworks, even while being observed. In addition, your attacks against constructs, robots, and clockworks are considered critical hits when you roll a 19 or a 20.

Nannite Bloodline (Sorcerer): Your powers come not from a magical lineage, but from nannites in your bloodstream. This bloodline’s powers and abilities focus on personal transformation.
1st: Nannite Ancestry: Your bloodstream courses with nannites that protect you from disease, heal you in emergencies, and make your physical form more malleable. Your nannites can activate a number of times per day equal to your level plus your proficiency bonus, and can be activated consciously or unconsciously.
Nannite surge: You can take an action to activate your nannites, giving you advantage on one attack, saving throw, skill check, or ability check. At 7th level, you can use this ability as a bonus action. At 11th level, you can use this ability as a reaction.
Nannite healing: When you are reduced to 0 hit points, your nannites automatically activate to stabilize you. No action is required to use this ability. At 7th level, when you are reduced to 0 hit points, your nannites automatically activate to spend one hit die to heal you. At 11th level, when you are reduced to 0 hit points, your nannites automatically activate to spend one hit die to heal you, and cast expeditious retreat with a duration of one round.
6th: Nannite infection: When a creature fails a saving throw against a spell you cast, or when you succeed on an attack roll to hit a creature with a spell that has no saving throw, you can activate your nannites to cause the creature to be blinded, deafened, or poisoned for one round. You can use two nannite activations to cause the creature to be stunned or paralyzed for one round.
14th: Nannite spellcasting: When you cast a spell from the transmutation school, you can activate your nannites in place of sorcery points, treating each activation as one sorcery point. For example, if you wanted to cast a spell with the Twinned Spell metamagic, you could use two sorcery points and two nannite activations.
18th: Living swarm: the nannites in your bloodstream spread throughout your body, replacing your organs. You can activate your nannites to gain immunity to poison, immunity to disease, or DR 5 for one round. You can also activate your nannites to cast any spell from the transmutation school with a range of touch or self on yourself without using a spell slot.

What do you think? I tried to keep the power-level in line with the other archetypes in the PHB, but I'm relatively new at this, so I might have blown it, in places.


Howdy All!

I have just posted a version of the Oracle class for use in 5E D&D here: 5E Oracle.

I have only included three mysteries with this posting, but will have more up in the coming weeks, along with the first batch of conversions for Lords of Rust!

It's been a busy week, so I haven't had a chance to look at your class options in too much detail, Harlequinn, but they look pretty cool at a glance (I especially love the idea of a Nanite Bloodline Sorcerer...so freakin cool!).

Enjoy!


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Howdy All and Happy Friday!

I have just posted conversion of all of the hi tech gear found in the Lords of Rust adventure (including a certain chainsaw sword), here: 5E Lords of Rust Gear .

Enjoy!


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Just wanted to say that I really appreicate you sharing all these excellent conversions. Was hoping to use 5th edition to run Iron Gods and while I might not use everything as is the fact its available makes the prospect seem much less daunting


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Thanks for the kind words, Aueberon, very glad to hear you'll find it helpful. :)

Speaking of helpful, I have posted three more oracular mysteries for use with 5th Edition D&D here: 5E Oracular Mysteries


I don't know what it is about Iron Gods that inspires 5th Edition conversions, but there seem to be more for this than any other AP. Is it timing? Is it that GMs who are willing to include lasers and robots are open to different things? Is it that 5E has nothing for science-fantasy, and we have to make it up as we go along? No idea! Probably all of the above.

Like Badmudderfugger and Solomani, I've started a 5th Edition blog focused (for now) on the conversions I've had to do to bring 5e to Iron Gods (especially races and classes). (This is my first attempt at blogging, so it's a little bare-bones, right now.)

My first couple of posts are just about how my group handled (or chose not to use) completely random character generation, which was fun. The crunch starts with a conversion of the Kasatha, so that's fun. I've got more race conversions (Lashunta, Shobhad, Triaxians), monsters (from Distant Worlds and other places) and class conversions (mesmerist, kineticist) coming up, and I'm really torn on starting my own thread for them, or just adding to this one, so that it stays a one-stop resource. What do you think?

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