Pathfinder RPG Conversion Notes?


Curse of the Crimson Throne


I am wondering if this will be done? If not I am thinking of undertaking the project to do so... Who would be interested?


Jub-Jub wrote:
I am wondering if this will be done? If not I am thinking of undertaking the project to do so... Who would be interested?

I am not planning to run Crimson Throne until August (to coincide with the release of the beta) and I would be very interested. :)


It is my plan to run CotCT via PFRPG, in whatever form they have reached at the time. I expect that we will start the campaign at the end of May or beginning of June.

I would love some help in converting to Pathfinder and also plan to post any conversions that I come up with, in order to help others.

My only real concern at this point is regarding monsters and scaling/converting them in order to maintain the balance with the slightly more powerful PFRPG characters, particularly since it is unlikely that we will have access to the monster rules by then. Does anyone else have this concern? Or is it not the big deal that I am imagining?

O

Paizo Employee Creative Director

Arcesilaus wrote:

My only real concern at this point is regarding monsters and scaling/converting them in order to maintain the balance with the slightly more powerful PFRPG characters, particularly since it is unlikely that we will have access to the monster rules by then. Does anyone else have this concern? Or is it not the big deal that I am imagining?

O

I don't have this concern. In fact... if you want to run Curse of the Crimson Throne using the Pathfinder RPG Alpha rules... I suggest you do so without making ANY conversions to the stat blocks in the adventures. I'd LOVE to see how that works out. That'd be much more valuable to us than seeing playtest reports that do a full-on conversion.

In the end, once the Pathfinder RPG is done and finalized in August of 2009, I suspect you'll be able to do all the necessary conversions to a 3.0 or 3.5 adventure on the fly as you game.

Put another way... if you run a Pathfinder adventure for players who built their characters using books like PHB II, the Book of Nine Swords, Dragon Magic, Races of Stone, the Eberron Campaign Setting, the Expanded Psionics Handbook, and Tome of Magic... then running the core classes from the Pathfinder RPG should be nothing for you.

The game, be it 3.0 or 3.5 or Pathfinder RPG, is pretty flexible and can take a lot of punishment. It won't crash and burn to the ground simply because of slightly more powerful characters... especially when some of the original classes are actually rather UNDERpowered (ever try to play a wizard in an ongoing campaign? Not that much fun, in my experience...). And if things start to look dicey... the GM should be ready to make some adjustments as needed. If you're incorporating Pathfinder RPG elements... please PLEASE post the adjustments you had to make and the experience you had to our playtest boards.

SIDE TRACK: We NEEED more playtest reports. Posts of alternate fighter classes or variant magic systems or replacement rules for alignment aren't as important to us as reports on how the alpha rules we DO have work in actual play. We're looking for playtest results. NOT submissions for a new game.


James Jacobs wrote:

I don't have this concern. In fact... if you want to run Curse of the Crimson Throne using the Pathfinder RPG Alpha rules... I suggest you do so without making ANY conversions to the stat blocks in the adventures. I'd LOVE to see how that works out. That'd be much more valuable to us than seeing playtest reports that do a full-on conversion.

Done!

James Jacobs wrote:


SIDE TRACK: We NEEED more playtest reports. Posts of alternate fighter classes or variant magic systems or replacement rules for alignment aren't as important to us as reports...

Thanks for making this an explicit statement. I love reading the few playtest threads that are out there, but the endless lists of houserules are pretty dull. I am fired up to try some of these things out!

O


I'm honestly hoping to scrap my current campaign and start in on either Rise of the Runelords or Curse of the Crimson Throne with PFRPG characters. Unfortunately, I only have two players, but if they each run two PCs it should work. I printed and assembled a copy of the alpha for each of them to peruse, so I'm hoping they'll consent to trying it out.

So, we'll see. Maybe if we try it out, I'll take notes. I have to whip up a PFRPG character sheet (I know another poster did, and it's awesome, but I do need an excuse to teach myself InDesign) first and find more time to play, though.


James Jacobs wrote:

.

SIDE TRACK: We NEEED more playtest reports. Posts of alternate fighter classes or variant magic systems or replacement rules for alignment aren't as important to us as reports...

James we need you to make this a thread and sticky it PLEASE

Paizo Employee Creative Director

Joey Virtue wrote:
James Jacobs wrote:

.

SIDE TRACK: We NEEED more playtest reports. Posts of alternate fighter classes or variant magic systems or replacement rules for alignment aren't as important to us as reports...

James we need you to make this a thread and sticky it PLEASE

I poured syrup on my computer in an attempt to do this. And now I think I might have broken something. Crap.

Put another way: I don't have sticky powers, alas. At least, not the kind that make threads stick around like that. I hope and assume that, eventually, folk will realize we're not looking for new rules (we HAVE those) but for feedback on the tinkering we're doing to them.

Also... I need more syrup. What happens if I have pancakes tomorrow? No syrup? SCANDAL! It's late. I get punchy when I post after 2:30 AM...

Dark Archive

here's mostly-corrrect Pathfinder stats for the baddies in the beginning of Edge of Anarchy. Originaly, there was bold text and nice formatting, but that gets lost in transition.

Warning! Spoilers Follow

Spoiler:

Yargin Balko CR 1
Male human expert 2
LE Medium humanoid
Init +1; Senses Perception -1
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dexterity)
hp 11 (2d6+2+2)
Fort +1, Ref +2, Will +2
OFFENSE
Spd 30 ft.
Melee dagger +1 (1d4/19–20)
Ranged acid splash +3 touch (1d3 acid) or alchemical item +3 touch (varies)
TACTICS
During Combat Yargin prefers to use his wand of acid splash in combat, but since he needs to roll a 13 to activate it with a Use Magic Device check, it’s prone to failing him—each time it does, he erupts into a loud burst of profanity, shaking the wand in frustration. Once he fails the third time to use the wand, he gives up and switches to thrown vials of acid and tanglefoot
bags. He’s deathly afraid of melee combat, and fights with his dagger only if cornered.
Morale Once he’s used up his alchemical items and his wand has failed him three times (or as soon as he takes any melee damage at all) Yargin shrieks in panic and attempts to flee to Gaedren’s side to warn him. That he might inadvertently lead Gaedren’s enemies right to him doesn’t cross his mind in his panicked state.
STATISTICS
Str 10, Dex 14, Con 13, Int 11, Wis 9, Cha 8
Base Atk +1; CMB +1
Feats Point Blank Shot, Skill Focus (Use Magic Device)
Skills Appraise +5, Craft (alchemy) +5, Disable Device +5, Linguistics +5, Knowledge (arcana) +5, Spellcraft +5, Use Magic Device +8
Languages Common, Gnome
Combat Gear wand of acid splash (28 charges), acid (3), tanglefoot bag (2), thunderstone; Other Gear leather armor, dagger, light crossbow with 10 bolts, garnet amulet worth 100 gp, key to cabinet in area A7

Lamm’s Lambs (3) CR 1/3
Human child expert 1
N Small humanoid
Init +2; Senses Listen –1, Spot –1
DEFENSE
AC 13, touch 13, flat-footed 11
(+2 Dexterity, +1 size)
hp 4 each (1d6+1)
Fort +0, Ref +2, Will +1
OFFENSE
Spd 30 ft.
Melee dagger –1 (1d3–1/19–20) or pitchfork –1 (1d6–1)
TACTICS
During Combat The orphans spend the first round of combat in shock and surprise. If Hookshanks is able to intimidate them into action with a DC 10 Intimidate check, the orphans attack the PCs with their pitchforks.
Morale An orphan who takes any damage attempts to flee into area A8. Once none of Gaedren’s thugs are present or have been slain, the orphans quickly flee the fishery into the surrounding slums.
STATISTICS
Str 7, Dex 15, Con 10, Int 9, Wis 8, Cha 10
Base Atk +0; CMB –6
Feats Agile, Skill Focus (Theft)
Skills Acrobatics +8, Diplomacy +4, Climb +4, Theft +9, Bluff +4,
Languages Common
Gear dagger or pitchfork

Bloo CR 1/3
Dog
N Small Animal
Init +3; Senses low-light vision, scent.; Perception +7
DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +5, Will +1
OFFENSE
Spd 40 ft.
Melee Bite +2 (1d4+1)
STATISTICS
Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB -3
Feats Alertness, Track (b)
Skills Perception +7, Jump +5, Survival +1

Hookshanks Gruller CR 1
Male gnome rogue 1
NE Small humanoid
Init +2; Senses low-light vision; Perception +4
DEFENSE
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dexterity, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2 (+2 vs. illusions)
OFFENSE
Spd 20 ft.
Melee kukri +0 (1d3/18–20) or sap +0 (1d4 nonlethal)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st)
1/day—speak with animals (burrowing mammal, duration 1 minute)
TACTICS
During Combat Hookshanks orders the orphans to attack the PCs (requiring a successful DC 10 Intimidate check), then moves to open the door to area A4 to yell out an alarm and let Bloo enter the fray. He prefers to use his kukri in a real fight against intruders.
Morale If reduced to 4 hit points or less, Hookshanks attempts to flee into the slums. If caught, he begs for his life and promises to tell the PCs everything about the fishery in return for mercy. He knows more or less everything about the place except for what’s in Gaedren’s den (area A14).
STATISTICS
Str 11, Dex 15, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB –4
Feats Martial Weapon Proficiency (kukri)
Skills Diplomacy +4, Climb +4, Disguise +4, Stealth +9, Intimidate +4, Knowledge (local) +4, Theft +6, Acrobatics +6
Languages Common, Gnome
SQ trapfinding
Gear studded leather armor, kukri, disguise kit, key to cabinet

Giggles CR 1
Male half-orc fighter 1
CE Medium humanoid
Init +1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 15, touch 11, flat-footed 14
(+3 armor, +1 Dex, +1 shield)
hp 16 (1d10+6)
Fort +4, Ref +1, Will +1
OFFENSE
Spd 20 ft.
Melee flail +5 (1d8+3)
TACTICS
During Combat Giggles lives up to his name in combat, chortling
and snickering at anything remotely funny (and often at things
that aren’t funny at all). He focuses his attacks on whoever
struck him most recently in a combat.
Morale Giggles fights to the death.
STATISTICS
Str 17, Dex 13, Con 14, Int 6, Wis 14, Cha 10
Base Atk +1; Grp +4
Feats Weapon Focus (flail), Toughness
Skills Intimidate +4
Languages Common
Gear studded leather armor, light shield, flail

Gaedren Lamm CR 2
Male old human expert 4/rogue 2
NE Medium humanoid
Init +5; Senses Perception +11
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dexterity)
hp 13 (6d6–10)
Fort –1, Ref +6, Will +6
Defensive Abilities evasion
OFFENSE
Spd 15 ft.
Melee mwk dagger +7 (1d4–3/19–20)
Ranged mwk hand crossbow +7 (1d4/19–20)
Special Attacks sneak attack +1d6
TACTICS
During Combat Although he is much higher level than the PCs, Gaedren’s age has all but crippled him. On one level he’s aware of his flaws, but his bitter and cruel personality gets the better of his judgment. His first act in combat is to fire a crossbow bolt at Gobblegut—assuming he hits, the sudden pain drives the cantankerous alligator into a frenzy. Gaedren hopes that Gobblegut takes care of the PCs, but he continues firing crossbow bolts at them as long as he can, switching to his dagger only if confronted in melee.
Morale Although unwilling to give up his latest home, Gaedren knows when he’s in trouble. If reduced to fewer than 3 hit points, he tries to escape to one of the skiffs tied to the hidden walkway in area A12 to row away. Of course, if Gobblegut is riled up, navigating the walkway around the alligator’s den might just be the last thing Gaedren does.
STATISTICS
Str 5, Dex 15, Con 7, Int 16, Wis 14, Cha 15
Base Atk +4; CMB +1
Feats Combat Expertise, Improved Initiative, Skill Focus (Deception), Weapon Finesse
Skills Appraise +12, Deception +14, Linguistics +12, Handle Animal +11, Intimidate +11, Knowledge (local) +12, Disable Device +12, Theft +12, Perception +11, Acrobatics +10
Languages Common, Goblin
SQ trapfinding
Gear masterwork dagger, masterwork hand crossbow with 10 bolts, ring of keys (for all locks in the fishery)

Gobblegut CR 2
Alligator
N Medium Animal
Init +1; Senses low-light vision.; Perception +9
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2
OFFENSE
Spd 20 ft., Swim 30 ft
Melee Bite +6 (1d8+6) or tail slap +6 (1d12+6)
Special Attack Improved Grab
TACTICS
During Combat If enraged (such as by being shot by Gaedren), Gobblegut bellows and snaps at anyone within 5 feet of theedge of the pool. The alligator has to make a DC 15 Climb check to clamber up high enough to bite at someone this close to the edge, and even then, the cover provided grants his target a +2 bonus to AC. If there’s more than one target, roll randomly to see who Gobblegut tries to bite—even Gaedren could be a target, as the old man’s treatment of Gobblegut has hardly been kind over the years. Anyone who the alligator successfully grabs is automatically pulled down into the water below unless he’s strong enough to hold his footing (Gobblegut weighs 500 pounds).
Morale If reduced to 7 hit points or less, Gobblegut retreats into the water to hide.
STATISTICS
Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +6
Feats Alertness, Skill Focus (hide)
Skills Perception +9, Hide +4, Swim +12

Boar CR 2
N Medium Animal
Init +0; Senses low-light vision, scent.; Perception +9
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 25 (3d8+12)
Fort +6, Ref +3, Will +2
OFFENSE
Spd 40 ft.
Melee Gore +4 (1d8+3)
Special Attack Ferocity
STATISTICS
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +2; CMB +5
Feats Alertness, Toughness
Skills Perception +9

Renegade Guards CR 1
Male human warrior 2
CE Medium humanoid
Init +4; Senses Listen –1, Spot –1
DEFENSE
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 14 each (2d10+4)
Fort +4, Ref +0, Will –1
OFFENSE
Spd 20 ft.
Melee longsword +4 (1d8+1/19–20)
Ranged light crossbow +2 (1d8/19–20)
TACTICS
During Combat The guards open with shots from their crossbows, switching to melee only if their enemies close to do the same. If more than one guard is involved in a fight, at least one tries to fall back to support the other with crossbow fire.
Morale If reduced to 4 hit points or less, a guard attempts to flee into the city. If at least two guards are killed, the others abandon Verik and flee as soon as they see proof of the other two’s deaths.
STATISTICS
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +2; Grp +3
Feats Improved Initiative, Weapon Focus (longsword)
Skills Handle Animal +4, Intimidate +4, Ride +7
Languages Common
Other Gear chainmail, heavy steel shield, longsword, light crossbow with 10 bolts, 20 gp

Verik Vancaskerkin CR 3
Male human fighter 3
CN Medium humanoid
Init +3; Senses Perception –1
DEFENSE
AC 19, touch 13, flat-footed 16
(+6 armor, +3 Dex)
hp 27 (3d10+6)
Fort +4, Ref +3, Will +0
OFFENSE
Spd 20 ft.
Melee mwk spear +6 (1d8+3/×3)
Ranged mwk composite longbow +8 (1d8+3/19–20)
TACTICS
During Combat Verik prefers to fight with his longbow. He switches to his spear only if someone manages to engage him in melee.
Morale Verik surrenders if brought below 6 hit points.
STATISTICS
Str 15, Dex 16, Con 12, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +5
Feats Iron Will, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (longbow)
Special Qualities Armor Training (medium)
Skills Handle Animal +7, Intimidate +7, Ride +10
Languages Common
Combat Gear potion of cure moderate wounds; Other Gear masterwork chainmail, masterwork spear, masterwork composite longbow (+2 Strength) with 20 +1 arrows

Shingle Spider CR 1/2
Small Monstrous Spider
N small Vermin
Init +3; Senses Tremmorsense 60 ft, Darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
OFFENSE
Spd 20 ft., Climb 10 ft.
Melee Bite +4 (1d4-2 plus poison)
STATISTICS
Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2
Base Atk +0; CMB -8
Feats Weapon Finesse
Skills Perception +4, Jump +4, Climb +11, Hide +15
Poison (DC 10 1d3 str/1d3 str)

Tunnel Terror CR 2
Large Monstrous Spider
N Large Vermin
Init +3; Senses Tremmorsense 60 ft, Darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, -1 size, +2 natural)
hp 22 (4d8+4)
Fort +5, Ref +4, Will +1
OFFENSE
Spd 30 ft., Climb 20 ft.
Melee Bite +4 (1d8+3 plus poison)
STATISTICS
Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
Base Atk +0; CMB -8
Feats Weapon Finesse
Skills Perception +4, Jump +4, Climb +11, Hide +15
Poison (DC 13 1d6 str/1d6 str)

Drain Spider CR 1/4
Tiny Monstrous Spider
N Tiny Vermin
Init +3; Senses Tremmorsense 60 ft, Darkvision 60 ft.; Perception +4
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 2 (1/2d8)
Fort +2, Ref +3, Will +0
OFFENSE
Spd 20 ft., Climb 10 ft.
Melee Bite +5 (1d3-4 plus poison)
STATISTICS
Str 3, Dex 17, Con 10, Int -, Wis 10, Cha 2
Base Atk +0; CMB -8
Feats Weapon Finesse
Skills Perception +4, Jump +4, Climb +11, Hide +15

Otyugh CR 4
N Large Aberration
Init +0; Senses darkvision. scent; Perception +12
DEFENSE
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 36 (6d8+9)
Fort +3, Ref +2, Will +6
OFFENSE
Spd 20 ft.
Melee 2 tentacles +5 (1d6) or Bite -2 (1d4 plus disease)
Special Attack Improved Grab, Constrict 1d6, Disease
STATISTICS
Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Base Atk +4; CMB +6
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Hide -1(+8)

Jigsaw Shark CR 1
Medium Shark
N Medium Animal
Init +2; Senses low-light vision. keen scent; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
OFFENSE
Spd Swim 60 ft.
Melee Bite +4 (1d6+1)
STATISTICS
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +3
Feats Alertness, Weapon Finesse
Skills Perception +7, Swim +9


Since hit points haven't been decided yet for a quick starting hit points for the NPC you can use this calculator I made. Link here. I will be updating it for Animals and multiple levels once I get the time. The Calculator runs under Open Office currently, however if you need it for a different program like excel me know. Also if you see an error in it let me know as well so that I can fix it.

Dark Archive

I'm running CotCT with about 70% of the Pathfinder Alpha rules, and I've found no need to convert much in the adventures. We're just finishing Edge of Anarchy and about to go into Seven Days to the Grave.

The subrule changes like Grapple, spell changes, require no rebuilding.

Race and class changes require very little tinkering. I've added a couple hit points to characters. I haven't run into any instances of a specialist wizard yet (but I will rebuild Rolth as a necromancer). I'm not using the Domain rules, so clerics aren't really changed.

I've been giving the players a revised house rule booklet with the Pathfinder rules I've incorporated, my house rules, and a description of my campaign world (which is different from Golarion)

Dark Archive

James Jacobs wrote:

I don't have this concern. In fact... if you want to run Curse of the Crimson Throne using the Pathfinder RPG Alpha rules... I suggest you do so without making ANY conversions to the stat blocks in the adventures. I'd LOVE to see how that works out. That'd be much more valuable to us than seeing playtest reports that do a full-on conversion.

In the end, once the Pathfinder RPG is done and finalized in August of 2009, I suspect you'll be able to do all the necessary conversions to a 3.0 or 3.5 adventure on the fly as you game.

Put another way... if you run a Pathfinder adventure for players who built their characters using books like PHB II, the Book of Nine Swords, Dragon Magic, Races of Stone, the Eberron Campaign Setting, the Expanded Psionics Handbook, and Tome of Magic... then running the core classes from the Pathfinder RPG should be nothing for you.

The game, be it 3.0 or 3.5 or Pathfinder RPG, is pretty flexible and can take a lot of punishment. It won't crash and burn to the ground simply because of slightly more powerful characters... especially when some of the original classes are actually rather UNDERpowered (ever try to play a wizard in an ongoing campaign? Not that much fun, in my experience...). And if things start to look dicey... the GM should be ready to make some adjustments as needed. If you're incorporating Pathfinder RPG elements... please PLEASE post the adjustments you had to make and the experience you had to our playtest boards.

SIDE TRACK: We NEEED more playtest reports. Posts of alternate fighter classes or variant magic systems or replacement rules for alignment aren't as important to us as reports...

After some consideration, I wanted to put the excellent materials arriving monthly in my mailbox to use, so our West Michigan PRPG playtest will indeed be doing just what you described above, James. (Well, mostly... I plan to do mostly on-the-fly conversions mixed with some full conversions for major NPCs.) We are getting characters squared away this week and will begin weekly testing on June 5th. We'll post plenty of feedback as we go along.

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