
daemonslye |

Just a thread to post some conversions for those using PFRPG;
SPOILER ALERT - Do not click any links if you are a player...
Questions about format: See -> THIS THREAD
Here are Angvar and Thuvalia converted to 3.PFRPG -> CLICK HERE
Let me know where I got stuff wrong
~D

daemonslye |

Here are a few more conversions - Will try to post a few per weekend:
Riddleport Thief / Riddleport Thug -> CLICK HERE
Lymas Smeed / Otsk the Babbarbian -> CLICK HERE
Old Scratch -> CLICK HERE
As usual, please point out errors where you catch them;
~D

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Bojask and Pigsaw -> CLICK HERE
At which point in these conversions did you start using the Beta rules as opposed to the Alpha rules. Obviously sometime today, but is everything you post from now on using the most current rules set? And would you mind if I post these, with your name as credit, on the PathfinderWiki in the section for PRPG conversions?

daemonslye |

daemonslye wrote:Bojask and Pigsaw -> CLICK HEREAt which point in these conversions did you start using the Beta rules as opposed to the Alpha rules. Obviously sometime today, but is everything you post from now on using the most current rules set? And would you mind if I post these, with your name as credit, on the PathfinderWiki in the section for PRPG conversions?
Still using Alpha 3 - give me until Sunday to convert to Beta (don't think it will be a big task);
~D

daemonslye |

yoda8myhead wrote:
At which point in these conversions did you start using the Beta rules as opposed to the Alpha rules. Obviously sometime today, but is everything you post from now on using the most current rules set? And would you mind if I post these, with your name as credit, on the PathfinderWiki in the section for PRPG conversions?Still using Alpha 3 - give me until Sunday to convert to Beta (don't think it will be a big task);
~D
Huh. Well, after some review, I am not seeing any changes required. Anyone else, let me know if I missed something.
I will continue to keep the updated docs on the website so if you wiki them, include a link to the original pdf location. Gracias.
~D

eirip |

Just a thread to post some conversions for those using PFRPG;
SPOILER ALERT - Do not click any links if you are a player...
Questions about format: See -> THIS THREAD
Here are Angvar and Thuvalia converted to 3.PFRPG -> CLICK HERE
Let me know where I got stuff wrong
~D
I am going to be running the adventure paths using the beta rules beginning the first of the year. How easy/hard is it to convert these modules from 3.5 to pfrpg?

daemonslye |

I am going to be running the adventure paths using the beta rules beginning the first of the year. How easy/hard is it to convert these modules from 3.5 to pfrpg?
Not too hard and really somewhat arbitrary - i.e. You don't really need to convert the monsters if you don't want to as long as you use the modified spells/spell-like abilities (...like the changes to polymorph, etc.).
I'm doing a "full conversion" because:
- One or two folks might find them useful,
- I'm playing with the stat block format (attempting to include the minimum info to keep you, the DM, from "flipping through the book" every round,
- and, finally, its a good exercise to learn what's different between 3.5 and 3.PFRPG.
As you look at using any adventure path (Curse of the Crimson Throne, etc.), just focus on the critical encounters and, even then, the primary abilities.
Here's a (quick, not-too-thought-out) recommendation (FOR ON-THE-FLY MONSTER/NPC/BBEG CONVERSION):
- Rogue, Ranger, Wizard, Sorceror, Bard = +1hp per level;
- Spellcasters = 0-level spells cast at will
- Barbarian = gets the equivalent to smite (+2 attack, +<level> damage) 1/day for every three levels
- Bard = +1 1st level spell
- Wizard = 1 spell recall per day; and +1 spell of less than highest level or "hand of the apprentice" ability
- Fighter = +1 AC (I'd just make it that simple) if above 10th, +2 feats;
- Rogue = +1 feat
- Sorceror = +1 metamagic feat
- Monsters = no change (unless they have a class)
- Half-orcs = get the Diehard feat
- Skills = I'd leave the points alone but adjucate using the new rules (as I've been doing conversions, the match is very close, so why spend the extra time, unless you have another motive such as I)
That's it! Simple = Better (unless it's 4E! heh);
Most of the changes should be for the PCs; Don't spend your time doing too much conversion on the "monsters". If you are running Second Darkness, you can take advantage of the conversions I am cranking out. Also check the Pathfinder Wiki for additional conversions by AP.
Luck,
~D

eirip |

eirip wrote:
I am going to be running the adventure paths using the beta rules beginning the first of the year. How easy/hard is it to convert these modules from 3.5 to pfrpg?Not too hard and really somewhat arbitrary - i.e. You don't really need to convert the monsters if you don't want to as long as you use the modified spells/spell-like abilities (...like the changes to polymorph, etc.).
I'm doing a "full conversion" because:
- One or two folks might find them useful,
- I'm playing with the stat block format (attempting to include the minimum info to keep you, the DM, from "flipping through the book" every round,
- and, finally, its a good exercise to learn what's different between 3.5 and 3.PFRPG.
As you look at using any adventure path (Curse of the Crimson Throne, etc.), just focus on the critical encounters and, even then, the primary abilities.
Here's a (quick, not-too-thought-out) recommendation (FOR ON-THE-FLY MONSTER/NPC/BBEG CONVERSION):
- Rogue, Ranger, Wizard, Sorceror, Bard = +1hp per level;
- Spellcasters = 0-level spells cast at will
- Barbarian = gets the equivalent to smite (+2 attack, +<level> damage) 1/day for every three levels
- Bard = +1 1st level spell
- Wizard = 1 spell recall per day; and +1 spell of less than highest level or "hand of the apprentice" ability
- Fighter = +1 AC (I'd just make it that simple) if above 10th, +2 feats;
- Rogue = +1 feat
- Sorceror = +1 metamagic feat
- Monsters = no change (unless they have a class)
- Half-orcs = get the Diehard feat
- Skills = I'd leave the points alone but adjucate using the new rules (as I've been doing conversions, the match is very close, so why spend the extra time, unless you have another motive such as I)
That's it! Simple = Better (unless it's 4E! heh);
Most of the changes should be for the PCs; Don't spend your time doing too much conversion on the "monsters". If you are running Second Darkness, you can take advantage of the conversions I am...
Thanks a lot. Should help a ton!!

Majuba |

Here's a (quick, not-too-thought-out) recommendation (FOR ON-THE-FLY MONSTER/NPC/BBEG CONVERSION):
- Barbarian = gets the equivalent to smite (+2 attack, +<level> damage) 1/day for every three levels
- Wizard = 1 spell recall per day; and +1 spell of less than highest level or "hand of the apprentice" ability
Barbs - is that to simulate the Rage powers?
Wizards - +1 spell of less than highest level?
daemonslye |

Barbs - is that to simulate the Rage powers?
Wizards - +1 spell of less than highest level?
Barb - yep.
Wizo - guess I was thinking of replacing the spell-like ability, but I suppose a specialist would already have the extra spells; I would change it to a metamagic feat (esp. for universal), but maybe just simpler to drop it altogether (not to mention wizards need to prep spells and it would not be simple to re-work spells); Perhaps edit it to 1 spell recall and "hand of the apprentice" ability;
~D

daemonslye |

Trogs -> CLICK HERE
Depora's Guardians -> CLICK HERE
One thing that surprised me - creatures with poison immunity are not immune to stinking cloud. I guess it makes some sense, but got confused with the Trogs (their "stench" is poison-based as it turns out). The guardians are blue in homage to another (Greyhawk) adventure from long ago.
~D

daemonslye |

And last but not least here is...
Depora -> CLICK HERE
She would probably use her darkness ability well before she starts taking a lot of damage (as unpleasant as it would be for the PCs); In fact, the entire encounter could be different (assuming most characters without darkvision) based on the PFRPG darkness spell (which works as you would expect it rather than some hokey "shadowy illumination").
If the "guardians" start to multiply and there are some missed saves (poison, nauseated, frightened, etc.), this encounter could be deadly. The DCs are not too bad though.
~D

daemonslye |

Here is a consolidated list. Fixed things here and there. Added Samaritha.
- Riddleport Thief / Riddleport Thug -> CLICK HERE
- Angvar and Thuvalia -> CLICK HERE
- Samaritha Beldusk -> CLICK HERE
- Lymas Smeed / Otsk -> CLICK HERE
- Old Scratch -> CLICK HERE
- Braddikar Faje -> CLICK HERE
- Jasker Gant -> CLICK HERE
- Kwava -> CLICK HERE
- Bojask and Pigsaw -> CLICK HERE
- Saul Vancaskerkin -> CLICK HERE
- "One-Legged Louie" from p.42 Area B3 -> CLICK HERE
- Trogs -> CLICK HERE
- Depora's Guardians -> CLICK HERE
- Depora -> CLICK HERE
Enjoy. ~D

daemonslye |

Here is Lavendar Lil -> CLICK HERE
Had a few issues with display for spontaneous casters; Went with a format that allows you to cross off spell slots as you go. It has me thinking a little different about how to show caster abilities; Lil was more difficult not knowing how the characters would encounter her; Normally the environment would dictate favored routines; In this case, I kept thinking of a private lounge-type area. YMMV
~D

Dennis da Ogre |

Here is Lavendar Lil -> CLICK HERE
What did you use to make these characters? I'm guessing based on the extension MS Publisher? Did you just hand convert them or did you use heroforge or something similar?

daemonslye |

daemonslye wrote:Here is Lavendar Lil -> CLICK HEREWhat did you use to make these characters? I'm guessing based on the extension MS Publisher? Did you just hand convert them or did you use heroforge or something similar?
Very astute! Yes, MS Publisher and hand converted; Let me know if you want the file. I am using the "scala sans" font (I think I got it from linotype but will check if you need me to hunt it down).
As I play with the format of the monster stat block, I am filling in a "database" to help with future stat block generation. It is causing me to TYPE (like in a legal contract, "capitalized" words or phrases denote a special meaning found in a glossary) each condition, combat action, ability, spell, etc.
One thing I am working on now is mucking about in Adobe a bit which allows me to add "pop-up" text for the TYPE'd phases which will cut down on space for non-favored attacks and effects. You would need a computer to read them (so will continue to show more info to "STOP THE RULEBOOK FLIPPING" as it were).
Looking at the base encounters, if my math is right, the characters (a set of 4), using Beta rules set to "medium", will be slightly shy of level 4. I'll post a short encounter to help out - by end of weekend or so.
At some point will get the pre-gen characters up as well. Here is Seltyiel in the meantime (He went higher in INT as I'm sure he will likely go Wizard at some point - Thought seriously about making wizard his favored class) -> CLICK HERE
~D

Dennis da Ogre |

One thing I am working on now is mucking about in Adobe a bit which allows me to add "pop-up" text for the TYPE'd phases which will cut down on space for non-favored attacks and effects. You would need a computer to read them (so will continue to show more info to "STOP THE RULEBOOK FLIPPING" as it were).
As much as I like my technology I have yet to be truly comfortable with a laptop at the play table. Maybe I just need the right tools :(
I like having printouts I can mark up but separate from teh module so I'll almost certainly steal yours. Generally I use PCGen to redo monsters and NPCs before hand but until PCGen works with the beta it's manual mode for me.
Looking at the base encounters, if my math is right, the characters (a set of 4), using Beta rules set to "medium", will be slightly shy of level 4. I'll post a short encounter to help out - by end of weekend or so.
Maybe we can cook up a few more so people can use the slow exp progression table. Personally I think I'm more likely to use the fast table and maybe skip the set piece, otherwise it will take 2 years to get through SD.

Anguish |

Errata:
I put an extra "p" on the end of "Thugs" in the previous post.
Angvar Should have 13 hit points (2d6+4).
Thuvalia Is shown as having 10 skills with class-skill bonus. She should have either 8 (6 bard + 2 Int) or 9 (6 bard + 2 Int +1 Human). If reduced to 8 skills, give her an extra hit point instead.
Thuvalia Is missing two known at-will cantrips.

Anguish |

Errata:
Saul Initiative should be +3 due to increased Dex score.
Saul Reflex save should be +7 due to increased Dex score.
Saul Is shown with 10 skills with class-skill bonuses. Should be 9 (8 rogue + 1 Int) unless the human favored-class bonus is being used to provide an extra skill. If so, Saul's hit points should be 25 (4d8+4). If you reduce his skills to 9 and use the favored-class bonus for hit points, it should be 29 (4d8+8).

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daemonslye wrote:One thing I am working on now is mucking about in Adobe a bit which allows me to add "pop-up" text for the TYPE'd phases which will cut down on space for non-favored attacks and effects. You would need a computer to read them (so will continue to show more info to "STOP THE RULEBOOK FLIPPING" as it were).As much as I like my technology I have yet to be truly comfortable with a laptop at the play table. Maybe I just need the right tools :(
I like having printouts I can mark up but separate from teh module so I'll almost certainly steal yours. Generally I use PCGen to redo monsters and NPCs before hand but until PCGen works with the beta it's manual mode for me.
daemonslye wrote:Looking at the base encounters, if my math is right, the characters (a set of 4), using Beta rules set to "medium", will be slightly shy of level 4. I'll post a short encounter to help out - by end of weekend or so.Maybe we can cook up a few more so people can use the slow exp progression table. Personally I think I'm more likely to use the fast table and maybe skip the set piece, otherwise it will take 2 years to get through SD.
There is a nice Pathfinder character generator here which is currently handling the beta rules. Won't do monsters, but can handle any of the core classes or races.
Adventures always assume the fast progression for leveling, so you will find that additional encounters are always needed for anything that comes from Paizo if you're running at slow or medium progression. Random encounter tables in the bestiary/regional articles should provide a few of those, though.

daemonslye |

Errata:
Samartha Hit points should be 22. (3d6+9). Assuming the first d6 is valued at 6, the next two average at 3.5 each for 7, bringing us to 13. Add 3 levels times a +2 Con bonus and add one hit point for each of her 3 levels due to favored-class bonus applying, which accounts for the +9.
Anguish - Excellent; Thanks for checking up; Will have the documents updated in a bit; Still working on a set piece, just ran into a few RL issues. I'll check out the character generator, it may cut down on any errors.
~D

Anguish |

Anguish wrote:Errata:
Samartha Hit points should be 22. (3d6+9). Assuming the first d6 is valued at 6, the next two average at 3.5 each for 7, bringing us to 13. Add 3 levels times a +2 Con bonus and add one hit point for each of her 3 levels due to favored-class bonus applying, which accounts for the +9.
Anguish - Excellent; Thanks for checking up; Will have the documents updated in a bit; Still working on a set piece, just ran into a few RL issues. I'll check out the character generator, it may cut down on any errors.
~D
No problem. I tend to transcribe everything I run into the "new" 3.5e statblock format, so I'll be (re)doing everything anyway. I like to print the statblocks a couple per page, so I can scribble all over them as things happen (like spells or ability changes etc).
Anyway, thanks for all your hard work so far.

Anguish |

Apology:
Man, I screwed up. Forgot Humans still get a bonus skill. Duhhhh. Above notes regarding skills should be adjusted one.
Errata:
Lymas Lymas' stats as printed included having consumed a potion of bull's strength and thusly Str was adjusted from 13 to 17. This conversion shows 19/23 (presmuably base and with enhancement bonus). Lymas has double-dipped here. It should be 15/19. All associated stats should be adjusted appropriately.
Lymas Expert isn't proficient with the scimitar. Either give him penalties to attack with the weapon or give him the Martial Weapon Proficiency feat back. Take out Toughness and he should land at 26hp (4d8+8).
Thanks:
Thanks for digging out the adder venom. I really didn't feel like doing that right now.

daemonslye |

Apology:
Man, I screwed up. Forgot Humans still get a bonus skill. Duhhhh. Above notes regarding skills should be adjusted one.
Errata:
Lymas Lymas' stats as printed included having consumed a potion of bull's strength and thusly Str was adjusted from 13 to 17. This conversion shows 19/23 (presmuably base and with enhancement bonus). Lymas has double-dipped here. It should be 15/19. All associated stats should be adjusted appropriately.
Lymas Expert isn't proficient with the scimitar. Either give him penalties to attack with the weapon or give him the Martial Weapon Proficiency feat back. Take out Toughness and he should land at 26hp (4d8+8).Thanks:
Thanks for digging out the adder venom. I really didn't feel like doing that right now.
As always, thanks for checking up. Will take a good look at Lymas. As for the scimitar: Beta p.11: "Weapon Training: Humans are proficient with any one martial weapon of their choice"; Thanks again - will try to have the docs updated this week; If you run into any other issues let me know;
~D

Anguish |

As always, thanks for checking up. Will take a good look at Lymas. As for the scimitar: Beta p.11: "Weapon Training: Humans are proficient with any one martial weapon of their choice"; Thanks again - will try to have the docs updated this week; If you run into any other issues let me know;
Grrr. I used to be good at doing these errata. There are enough nuggets in PFRPG that it's getting hard to catch them all. Sorry.

Dennis da Ogre |

There is a nice Pathfinder character generator here which is currently handling the beta rules. Won't do monsters, but can handle any of the core classes or races.
Don't use Excel so no workie.
Adventures always assume the fast progression for leveling, so you will find that additional encounters are always needed for anything that comes from Paizo if you're running at slow or medium progression. Random encounter tables in the bestiary/regional articles should provide a few of those, though.
Once they start designing adventures for PRPG they are planning on gearing them towards Medium advancement. Right now it's all targeted for 3.5 exp tables... I guess that's roughly between fast and medium?

daemonslye |

Here is the latest consolidated list. Fixed things based on feedback from Anguish.

daemonslye |

I received the latest book so will start doing the conversions to Pathfinder RPG.
I mentioned that I would try adding an encounter to Shadow in the Sky. While it is still unfinished (things at work got busy with markets, The Reserve fund issues, and such), I wanted to at least upload the main characters. It will be called "The Trouble with Magic" and will feature a shop of the arcane, "Le Enfers", where the players may wish to unload or purchase various items. There, they will run afoul of a nefarious shopkeep and the greedy demonling that owns his soul.
I am also also including Clegg Zincher for your consideration. As always, let me know where I mucked up something or otherwise made a mistake.
- CONSTANTINUS THEBERGE THE SQUINT (Owner of Le Enfers) -> CLICK HERE
- BLABBERMOUTH THE PARROT (AKA JEZEBETH) (Demon, Collector of Souls) -> CLICK HERE
- CLEGG ZINCHER -> CLICK HERE
NOTE: I always liked that quasits were somewhat open-ended in terms of forms available; Given their caster level, I allowed this one a special form...
~D

Dennis da Ogre |

daemonslye -- Some comments on Zincher since I'm doing my own conversion. I mentioned this elsewhere here but Clegg is the proud owner of 2 martial weapons and has no proficiencies for them. I debated just sliding it by but decided to go ahead and sacrifice a rogue trick and a feat to accomplish this. My feat choices stuck with the originals from the module other than that.
The other thing I noticed is "Gauntlets of Ogre Strength". This should be replaced with the belt of strength under PRPG.
I'll post my version and some others as soon as I finish them. Right now I'm building them and building a toolkit to build them at the same time so it's slow going.
Oh... the shop sounds cool.