Cory Graff's page

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I am doing a personal bet on whether or not ordinary humans can brave the high fantasy of Pathfinder, and am GMing a game to this end. The closest I template I have found to modern humanity as PCs is the d20 Call of Cthulhu book, which has quite a few quirks for it's doomed investigators. Fortunately there are notes on converting to 3.5, but because I am converting to CoC to 3.5 to Pathfinder, I thought I would check with you guys to iron out some mistakes I might make.

Sanity rules are being removed, as the PC will not be fighting horrors from beyond time & space (hopefully).

How I am planning on converting them:

Classes: Investigators have two options: Offensive & Defensive. Offensive gets bad save but a high BAB; inverse for Defensive option. I am also using a variant rule which give AC bonuses by option & level(Offensive option PCs get a free weapon proficiency). fine & dandy so far, but I am stuck on hit die. CoC investigators normally get a d6, but since they are a special "class" (more like a sub classes of a class), but the 3.5 conversion rules state that Offensive option Investigators would get a d8 while Defensive would stay at D6. That looks so unbalanced. Stuck there.

Skills: Investigators get 12 skills to declare as "core", which is basically the same as a class skill. Remove the x4 modifier at first level and I appear to be set for conversion. Not allowing setting specific skills (the Knowledges sans history, and only for a guess at that, spellcraft, etc) to be set, as the PCs begin ignorant of Golarion.

Feats: the CoC rulebook explicitly states that the feats in it are not suitable for play in a fantasy setting, so do I allow PCs use of the feats normally found in Pathfinder or must they stick to the ones in CoC?

Spells: I would like to PCs to be able to learn spells without classing into spellcaster levels, as CoC investigators must stick with their option through the campaign. Is there a way for PCs to legally learn spells?

Equipment: Firearms are what I am most worried about in this, as I am allowing civilian legal modern firearms to be welded by PCs. CoC's weapons are more detailed, so I am using those stats, unless there is something that needs to be brought to my attention.

I think that about covers it. Any help for a newb, or other things I forgot?


nate lange wrote:
is this for society play or a home game? i'm not asking for legality sake, but because if you're in a stable group the composition of the party will have a big impact on what's a good option (for example- bards excel when there are a couple of melee/ranged guys to buff, but bring much less to the table in caster-heavy parties).

PFS play, level 1. We just had a TPK so everyone else is coming in fresh too. The group has always been wishy-washy so I've had to cover myself a few times or so. Near everyone at my table was a marital class in some shape, if that helps, so I guess there will be more caster next time.

Would a Fighter with lots of HP work in my situation?


I've just had my 3rd character die before he could reach level 3. Most of the time it's cause of botched rolls on 3s or 5s. I've spent like $20 on die sets only to have them come up with 4s or 7s instead(who knew Pathfinder would be the one time I'm happy to see 13s). It's getting really frustrating but I'm going to give it one more shot before I call it quits, so I decided to ask around here for advice on what class to take, feats, skills, maybe an archetype. Anything you guys can come up with I'd be grateful.

Oh, and while I'm at it I should probably just melt my dice; they obviously weren't worth my money XD.

EDIT: Oh, and preferably something compatible with Pathfinder Society.