Converting Classes: Witch and Alchemist


Advice


Alright folks so with Starfinder coming out and my game being all about magic and technology. I am having a reality shift take place in game (due to the outside forces messing with the the higher arch of the divine) and changing from Pathfinder to Starfinder. While one of my players is rebuilding his character's class the other two have decide to stick with there original classes. That mean's I've got a Dark Sister witch and an alchemist I need to convert. The witch is getting an updated spell list, hex list and a boost to her bab but otherwise staying the same. At least that the plan.
I am not sure how I should update/balance the alchemist and was wondering if any of you had any advice.

Dark Archive

Find out his intended strat in combat. Natural attacks are much different in Starfinder.


I think there is a pretty high chance of breaking-the-game(tm) by trying to convert Pathfinder classes. But it seems to me that the mystic class could describe a witch character and a mechanic cover an alchemist.

Liberty's Edge

Yeah...I honestly don't think trying to convert classes the way you're talking about is a great plan. The fundamental assumptions of the games are too different.

For example, boosting the Witch's BAB is a mistake. Yes, all classes in Starfinder have at least 3/4...but none are full casters either. If you drop the Witch to 6-level casting that change starts making sense...but not otherwise.

Personally, as someone suggested, I'd just have the Witch go Mystic, and maybe allow them to do Int-based casting in exchange for only getting 4+Int Mod skills per level. That gets you something that feels a lot like a Witch while fitting the mechanics a lot better.

Meanwhile, an Alchemist converts pretty well to either a Mechanic or a Technomancer depending on their particular style and focus.

If you really want to convert them anyway, I'd use the official conversion guidelines on p. 503 as a starting point...but this really doesn't seem like a super necessary thing to do.


Leaving the witch at 1/2 bab is the real mistake. Her spells will never be able to hit enemy EAC.

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