AP01 Life's Bazaar - Conversion to 3.5


Shackled City Adventure Path

Sovereign Court

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

I have begun to translate the module to German (a big thanks to Zechi for providing the translated room texts) and I'm also converting the module to 3.5... using PC Gen I have come upon several errors, that I am going to post in this thread as I am encountering them, that are sometimes relevant for 3.0.

1) Jil:
Jil’s Use Magic Device Skill can be maximum +10 (all editions). In 3.5 Rules she can’t have spider climb at 1st level. So in order to be where she is, she has activated a scroll. Since assassins are spontaneous casters in 3.5 they know only 2 spells at 1st level, I’d suggest disguise self and obscuring mist… also for her feat selection since two Weapon Finesse feats are now covered with one, I’d suggest Quick Draw. Her possessions do not include a spellbook in 3.5.

2) The Three Stooges (Nikla Varkazi, Hylum Ferant and Kerlen Reh):
These guys have a BAB +2, Grapple +3, Attack +2 melee (1w6+1/19-20 sort sword) or +3 melee (1w3+1 subdual, unarmed) or +2 ranged; Fort save is +4 (all editions).

3) Ruphus Laro:
Ruphus is wearing a chain mail instead of a chain shirt. (otherwise his armor class and speed would not be correct), and is slightly encumbered due to a medium load from the armor (all editions).


Good work Oliver! keep it comming.

:D

Sovereign Court

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

4) Jenya Urekas: In 3.5 her Heal skill has a +13, since Skill Focus (Heal) gives 3 ranks in 3.5 edition.

Sovereign Court

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

I find it an extreme hinderance not to be able to edit my post after some time. I want to correct a mistake in the errata... and I am not able to... the three stooges have an attack bonus of +3 with their short sword.

Sovereign Court

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

5)Patch: no changes, no errors.


Oliver von Spreckelsen wrote:
I find it an extreme hinderance not to be able to edit my post after some time. I want to correct a mistake in the errata... and I am not able to... the three stooges have an attack bonus of +3 with their short sword.

I completely agree. I think you can edit your post for up to an hour, but not longer.

Sovereign Court

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

Keygan will come later as PCGen does have an error concerning class skills for Experts (will have to switch to etools)

6) Fario Ellegoth:
Fario has too many skill points (3 - could be that he was a level higher during play and was refitted to level 2 for the magazine). Bring him down to Climb +4, Swim +4.

If Fario is joining the party and he is levelling up, I’d suggest to include a level in Fighter first (taking Dodge and Improved Initiative as feats, other choices would be Blind Fight or Dodge/Mobility) and readjusting the skills as they are presented in the magazine, should he get to 4th level a second rogue level is in order (giving him Evasion + a better BAB). (further level progression suggested: Rog3/Fgt2, Rog3/Fgt3, Rog3/Fgt4… and so on, alternating 2 Levels rogue and two levels fighter, that way Ferio will be Rog5/Fgt5 or Rog 6/Fgt6 as suggested in further adventures)

Sovereign Court

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

7) Fellian Shard:
This is much more difficult… Fellian is not proficient with a longsword, I exchanged it with a rapier instead. The short bow gives him a –1 damage bonus, I’d suggest to switch to a Light Crossbow instead. He is also using 3 more skill points than permitted (but this time he only has 3 cleric specific skill ranks - 2 in Heal and 1 in Concentration). I’d suggest to clip his wings in Disable Device by 3 (this combines well with the other skill specializations of Fellian and Fario, Fario being the hands on man, Fellian the socially skilled).

If Fellian is joining the party and he is levelling up, I’d suggest a level in Cleric. As feat selection Combat Casting, Point Blank Shot or Weapon Finesse are appropriate choices. At 4th level he should take another cleric level to gain access to 2nd level cleric spells. (further level progression for Fellian… one level rogue, three levels cleric and so on…reaching Rog3/Cle9 in Lords Of Oblivion/Foundation of Flame).

Sovereign Court

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

8) Keygan Ghelve:
Keygan has a wrong forbidden school. Summon monster I, Unseen servant and mage armor are all Conjuration spells. His forbidden school should be Evocation instead. He also has a wrong skillbonus for Alchemy. since this is an trained only skill it has to be +4, because he has to add at least one rank to it, this also works with the amount of given skill points. In my books, Keygan has 19 hp, it depends if he has full hit points for his 1st level or not.

Changes to 3.5 are: change self –> disguise self, skill focus is now a +3 bonus => Open Lock and Craft(locksmithing) are both +11 now.

The Exchange

Sorry to interfere, but if i have not overlooked some errata, then Alchemy is a Craft in 3.5 and therefore can be used untrained.

And thx for your work it really helped me out some times.


Oliver,

Since you and I are currently in the same boat, I just wanted to post a few of my own observations to go along with yours. Note that I am using a different version of PCGen (5.6.1), and different datasets (CMP) so my results may be a little different (even though they shouldn't be). All of my observations are for 3.5e. One thing I haven't done is to look ahead at future adventures to see if the characters show up again later in the series. If they do, there might be better changes to make.

1) Jil - Using Jil's extra feat for Skill Focus (Use Magic Device) enables her to achieve the target score. This leaves Jil with three extra skill points to spend. Because Jil is not listed as having Thieves' Tools, she will receive a -2 circumstance penalty to both her Disable Device and Open Lock skills. She can spend one more point on each of these skills before she reaches her maximum rank in them. Also, she can spend up to two more points on Use Magic Device, if desired, before reaching her maximum rank in that skill. Since it's a little odd to take Skill Focus in a skill that isn't maxed out, and because she will need the extra points to offset the circumstance penalties, I would suggest using the extra three skill points on two or three of these skills, as desired.

I agree with your choice of first level spells. Though it doesn't matter to this encounter, I think a potion of Spider Climb would be better than a scroll because Jil has a 10% chance of failure reading the scroll, and she would also have to be reading it at night.

2) The Three Stooges - The three stooges should have a ranged attack bonus of +2.

3) Ruphus Laro - Good thinking on changing the armor. That didn't occur to me. Otherwise I have no additional comments.

4) Jenya Urikas - Her touch AC = 10 when she is wearing her armor.

5) Patch - I had to create Profession (Janitor) as a skill within PCGen to create Patch as a chararcter. Otherwise I have no additional comments.

6) Fario Ellegoth - I left Fario's Climb skill at +4 and reduced Swim to +3. The Climb skill potentially plays a bigger part in this adventure, whereas Swim will increase in importance if Fario continues to adventure with the PC's in the second adventure. Given that, I decided to add three points to Swim when Fario gains his next level. Like Jil, Fario doesn't have a set of Thieves' Tools which will give him a -2 circumstance penalty to his Open Lock skill.

I also found a difference with Fario's stats for fighting with two weapons. He should have Atk +2 with the Longsword, and Atk +1 with the Short Sword and damage 1d6+1 with the Short Sword.

7) Fellian Shard - I exchanged the Longsword with a Short Sword rather than a Rapier because the Short Sword has the same threat range as a Longsword. I kept the Shortbow. Even though its damage penalty makes it less efficient, there is no reason to change it. This results in Atk -1 (1d6-1/19-20, Short Sword) or +2 ranged (1d6-1/X3, Shortbow).

Like Jil and Fario, Fellian doesn't have a set of Thieves' Tools which will give him a -2 circumstance penalty to his Disable Device Skill. Because of this, I decided not to ding
him the additional three points on Disable Device as per your suggestion. Instead, I took the three points away from Fellian's Search skill. This reduction is least likely to be a hindrance when Fellian is following the PC's.

8) Keygan Ghelve - I had to create Profession (Janitor) as a skill within PCGen to create Keygan as a chararcter. Keygan should have Grapple -2. I see no discrepancies with Keygan's hit point total of 17. I don't believe that NPC classes are guaranteed maximum hit points at first level. Keygan's second prohibited school should be Enchantment, not Evocation. The Reduce spell was renamed Reduce Person in 3.5.

According to my calculations, Keygan has an additional three skill points. I added one point to Craft (Alchemy) because Alchemy was a Trained only skill in 3.0 and required a point to be spent. I added the other points Craft (Locksmithing), and Open Lock because of the differences between the 3.0 and 3.5 versions of the Skill Focus feat. This gives the +4/+11/+11 that you came up with for the three skills.

That's all I have for now. My next stop will probably be a couple of the characters from the web enhancement.

Cheers,

Sir George Anonymous


I have an addendum for Keygan Ghelve. Because Starbrow, his familiar is within one mile, Keygan should have Fort +4.

Cheers,

Sir George Anonymous

Sovereign Court

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Sir George Anonymous wrote:

I have an addendum for Keygan Ghelve. Because Starbrow, his familiar is within one mile, Keygan should have Fort +4.

Oops... you're correct. My next step will be an adjustment of Keygan's spellbook, if necessary. and the spellbook found in the theater.

I think, in another thread someone posted a conversion of the polymorphed othyugh... I will have a look for it and post it here, as it seems a good idea to gather these conversion ideas in one thread.


I found a bug in PCGen 5.6.1 that affects grapple calculations. I don't know if this bug still appears in the newer version or not. The Strength modifier is not included in the grapple calculation if you open a character from a file without first starting to create a new character.

I just went back and verified the grapple calculations for the characters that we've already posted and found one error. Keygan Ghelve should have grapple -3.

Cheers,

Sir George Anonymous


I have another (final?) addendum to Keygan Ghelve. His spellbook should include all 0-level wizard spells except for Daze, Disrupt Undead, and Touch of Fatigue.

Here is my take on Meerthan Eliothlorn and his familiar Razzik (from the web enhancement).

9) To create Meerthan as a character, I needed added the following to PCGen: the skill "Profession (Merchant)," the template "Familiar Within Arm's Reach" (to add the Alertness feat), and the items "Wand of Confusion," "Wand of Haste," and "Scroll of Empowered Fireball."

For skill points, there are two options. You could reduce his total by two points by giving him a starting Int of 15 and increasing it by +1 at 4th, 8th, and 12th levels. The other option is you could increase his skill point total by four by giving him a starting Int of 16 or 17 and increasing it to 18 at 12th level. Any other combination increases his skill points by even more. I decided to start him at 15, so that I only needed to add one additional language, and so that the impact to Razzik's skills would be lessened. I reduced Meerthan's Decipher Script and Knowledge (History) skills by one point, and gave him the Dwarven language because he is supposed to be posing as a dwarf. Meerthan should have saving throws of Fort +6, Ref +9, and Will +10.

Meerthan's spellbook should include, at a minimum, all of his memorized spells, all 0-level spells, Disguise Self (1st), Confusion (4th), Dimensional Anchor (4th), Veil (6th), and at least one additional 1st-level spell. The specific spells are necessary to help him masquerade as a dwarf, and to create his scrolls and wands, and the extra 1st-level spell gives him the minimum number of 1st-level spells that a 2nd level wizard with a 15 Int would have.

10) Razzik should have a Ref save of +8 and atk +10 with the bite attack. Razzik should receive an extra feat. I gave him Stealthy; the additional four skill points are helpful in getting some of his skill levels up to snuff. Even with that, Razzik can only have a maximum of Climb 8, Decipher Script 9, and Knowledge (History) 6. The last two are based on Meerthan's skill ranks. In order to get all of the other skills up to the appropriate levels, I gave Razzik a Climb of 7, and left the other two skills at the levels mentioned above.

And now for a few more from the module.

11) Starbrow (Keygan Ghelve's familiar) should have a Swim speed of 15', atk +6 with the bite attack, and a Fort save of +2. Starbrow should receive an extra feat. I gave him Stealthy; the additional four skill points are helpful in getting some of his skill levels up to snuff. Even with that, Starbrow can only have a maximum skill level of Swim 8. He inherits 3 ranks of Spot from Keygan, giving him Spot 4. I set all of his other skills at the levels listed in the adventure, and he ended up with Swim 4.

12) Standard Skulks as described in encounter G3 and used elsewhere in the adventure should have Move Silently +15 (+7 when clothed). Otherwise there is no change.

13) The Skulk in encounter J21 should also have Move Silently +15 (+7 when clothed). I had to add a template to PCGen for "The Vanishing." Otherwise there is no change.

Cheers,

Sir George Anonymous


Time for some "generic" monsters

14) Fiendish Dire Rats - These wandering monsters should have flat-footed AC 12, SR 6, Climb 11, Hide 8, and Move Silently 4. Also add Smite Good (Su) once per day doing +1 damage, and the Alertness feat.

15) Captured Skulk/Common Raggamoffyn - This creature should have Hide 7 and Move Silently 7. Also add the Senses (Ex) special quality.

16) Pulverizer Automatons - The web enhancement shows hp 28. It should be hp 18. Everything else is the same.

17) Small Monstrous Centipedes - No changes.

18) Raggamoffyn - No changes.

19) Grell - Add the Stealthy feat.

Cheers,

Sir George Anonymous


Grumble, grumble. Sorry, I meant to check on the hp for constructs before I posted. Constructs of size small and larger get bonus hp under 3.5e. Here are the updates.

15) The Captured Skulk/Common Raggamoffyn should have 36 hp for the raggamoffyn.

16) The web enhancement is correct for Pulverizer Automatons (28hp). The adventure is incorrect.

18) The Raggamoffyn should have 36 hp.

Next up, are the dark creepers and the Yuathyb the dark stalker.

Cheers,

Sir George Anonymous

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