| Majuba |
Some of the traits in the Second Darkness Companion need some conversion for use in Pathfinder RPG - here are my notes for them:
All traits that say a skill "is always a class skill for you", can simply be stated "is a class skill for you" - meaning a +3 class bonus if you ever put a rank in it.
Faith:
3 - Child of the Temple: skill is now called Knowledge (nobility).
8 - Sacred Conduit: I would suggest +1 to the DC of Turn effect of Channel Energy, and maybe +1 damage/healing.
9 - Sacred Touch: Stabilize at will as a spell-like ability. [No change strictly required]
10 - Scholar of the Great Beyond: skill is now called Knowledge (planes)
Magic:
3 - Focused Mind: Bonus would now apply to Spellcraft checks (same as Magic-1). Perhaps +2 to Spellcraft checks made to avoid distractions (combat casting, weather, etc.) instead. I would note that this was rarely a good trait for a caster to begin with.
5 - Hedge Magician: Reduce gp cost of crafting by 5% (no xp)
Social:
5 - Child of the Streets: Bonus would now apply to Diplomacy (same as Faith-5 - different enough in flavor not to matter). Another option would be Linguistics though.
Campaign:
3 - Looking for Work: Spot option should now be Perception.
5 - Researching the Blot: Suggest +1 trait bonus to Appraise checks, and is a class skill, and possibly allowing Appraise checks to identify magic items without detect magic.
James Jacobs
Creative Director
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While traits aren't in the beta, I'm gonna try to get them into the final RPG, along with haunting rules and the chase rules that have appeared in Pathfinder.
But since we aren't using the PF RPG rules until August 2009; the traits have plenty of time to wait for official conversions. The conversions you list above seem to be pretty good for me, though, for GMs who want to run a Pathfinder AP or module using the beta rules.
Timespike
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While traits aren't in the beta, I'm gonna try to get them into the final RPG, along with haunting rules and the chase rules that have appeared in Pathfinder.
But since we aren't using the PF RPG rules until August 2009; the traits have plenty of time to wait for official conversions. The conversions you list above seem to be pretty good for me, though, for GMs who want to run a Pathfinder AP or module using the beta rules.
I HEARTILY support all of this. The haunting & chase rules are pure gaming gold.
| Majuba |
James Jacobs wrote:I HEARTILY support all of this. The haunting & chase rules are pure gaming gold.While traits aren't in the beta, I'm gonna try to get them into the final RPG, along with haunting rules and the chase rules that have appeared in Pathfinder.
But since we aren't using the PF RPG rules until August 2009; the traits have plenty of time to wait for official conversions. The conversions you list above seem to be pretty good for me, though, for GMs who want to run a Pathfinder AP or module using the beta rules.
So did they make it in JJ? :)