Any 4e conversions out there?


Conversions

Sovereign Court

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My group has been playing 4e and is wanting to convert the campaign over to Pathfinder.

Has anyone converted the 4e classes to Pathfinder? I'm referring to the Marshal, the Avenger, the Warden etc.

Dark Archive

Tim, here is a conversion of the warlock I did several months ago.

Avenger
Alignment: The avenger’s alignment must be the same as the deity that he serves. An avenger must have a chosen deity.
Hit Die: d10

Class Skills
The avenger’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex)
Skill Ranks per Level: 4 + Int Modifier

Table: The Avenger
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special Spells per Day

1/2/3/4/5/6
1st +1 +2 +0 +2 Oath of Enmity, Fast Movement +10 ft, Armor of Faith, Domain, Spells 2
2nd +2 +3 +0 +3 Radiant Vengeance 3
3rd +3 +3 +1 +3 Divine Strike +1d6 4
4th +4 +4 +1 +4 Divine Guidance 4/2
5th +5 +4 +1 +4 Bond of Foresight 4/3
6th +6/+1 +5 +2 +5 4/4
7th +7/+2 +5 +2 +5 Divine Strike +2d6 5/4/2
8th +8/+3 +6 +2 +6 5/4/3
9th +9/+4 +6 +3 +6 Oath of Enduring Wrath 5/4/4
10th +10/+5 +7 +3 +7 5/5/4/2
11th +11/+6/+1 +7 +3 +7 Divine Strike +3d6 6/5/4/3
12th +12/+7/+2 +8 +4 +8 6/5/4/4
13th +13/+8/+3 +8 +4 +8 Channel Endurance 6/6/5/4/2
14th +14/+9/+4 +9 +4 +9 6/6/5/4/3
15th +15/+10/+5 +9 +5 +9 Divine Strike +4d6 6/6/5/4/4
16th +16/+11/+6/+1 +10 +5 +10 6/6/5/5/4/2
17th +17/+12/+7/+2 +10 +5 +10 Oath of Final Judgment 6/6/6/5/4/3
18th +18/+13/+8/+3 +11 +6 +11 6/6/6/5/4/4
19th +19/+14/+9/+4 +11 +6 +11 Divine Strike +5d6 6/6/6/6/5/4
20th +20/+15/+10/+5 +12 +6 +12 6/6/6/6/5/5

Class Features
All of the following are class features of the avenger.
Weapons and Armor Proficiency: An avenger is proficient with all simple and martial weapons. They are not proficient with any armor.
Oath of Enmity (Su): The avenger designates one opponent as the target of his antagonism as a swift action. All attacks made against that target gain a +2 power bonus. If the target of the Oath of Enmity is killed or disabled, the avenger may shift this oath to another target.
Fast Movement (Ex): An avenger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the avenger’s speed because of any load carried or armor worn.
Armor of Faith (Su): As long as the avenger is not wearing any armor they receive a bonus equal to their Wisdom bonus + ¼ their avenger level to their Armor Class, in addition to their Dexterity bonus.
Domains (Su): At first level the avenger may pick one domain from those of his deity. The avenger is able to use all powers from that domain as if he were a cleric of equal level. However, the avenger is not able to cast spells from this domain.
Spells: An avenger casts divine spells which are drawn from the avenger spell list. His alignment may restrict him from casting certain spells that are opposed to his moral or ethical outlook. An avenger may cast any spell he knows without prior preparation. When an avenger gains access to a new level of spells, he automatically knows all the spells for that level listed on the avenger spell list.
To cast a spell, an avenger must have a Wisdom score equal to at least 10+the spell level. the Difficulty Class for a saving throw against an avenger’s spell is equal to 10 + the spell level + the avenger’s Wisdom modifier.
Like other spellcasters, an avenger can only cast a certain number of spells per day. His base daily allotment of spells is given on the class table. In addition, he receives bonus spells per day if he has a high Wisdom.
Radiant Vengeance (Sp): Starting at 2nd level the avenger may add his Wisdom bonus to attack and damage rolls made with melee weapons. This ability is usable a number of times per day equal to his Wisdom bonus.
Divine Strike (Sp): If an avenger can catch an opponent when he is unable to defend himself effectively from his attack he is able to call on his god to provide him with insight into how best to dispatch his foe.
The avenger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the avenger flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four avenger levels thereafter. Should the avenger score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Unlike a rogue’s sneak attack, the avenger’s Divine Strike can affect undead, but it cannot affect constructs. Like a rogue’s sneak attack, the avenger must be able to see his target and must be able to reach the main body of the target.
Divine Guidance (Su): Starting at 4th level, the avenger begins to gain greater insight from his god. This insight allows him to add his Wisdom bonus + ½ his avenger level to any roll to confirm a critical hit.
Bond of Foresight (Su): At 5th level, the avenger’s bond with his deity allows him to add his Charisma bonus to attack rolls made on attacks of opportunity.
Oath of Enduring Wrath (SU): By spending a move action the avenger gains a morale bonus to saving throws equal to 2 + his Wisdom bonus for one minute. This ability can be used Charisma bonus number of times per day.
Channel Endurance (Su): By sacrificing all attacks for one round the avenger is able to gain DR 2/- for a number of rounds equal to his Wisdom bonus + ½ the avenger level.
Oath of Final Judgment (Su): Beginning at 17th level, the avenger becomes so dedicated to his cause that he can continue to fight when lesser men would fall. When he falls below 0 hps, he can spend a full round action to restore himself to 1 hp. This ability can be used a number of times per day equal to his Wisdom bonus.

Avenger Spell List
1st: Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Inflict Light Wounds, Magic Weapon, Shield of Faith, True Strike
2nd: Align Weapon, Bear’s Endurance, Bull’s Strength, Death Knell, Detect Thoughts, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Resist Energy, See Invisibility, Shatter, Silence, Zone of Truth
3rd: Blindness/Deafness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestments, Nondetection, Protection from Energy, Speak with Dead, Wind Wall
4th: Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Inflict Critical Wounds, Magic Weapon, Greater, Scrying
5th: Commune, Disrupting Weapon, Mark of Justice, Spell Resistance, Teleport
6th: Banishment, Find the Path, Forbiddance, Harm, Planar Ally, Shadow Walk, Word of Recall

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Thanks. ON the whole I like it. But I have a few suggested changes that you may or may not agree with.

I think the primary saves for the avenger would be Ref and Will, not fort and will.

Quote:

Fast Movement (Ex): An avenger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the avenger’s speed because of any load carried or armor worn.

Armor of Faith (Su): As long as the avenger is not wearing any armor they receive a bonus equal to their Wisdom bonus + ¼ their avenger level to their Armor Class, in addition to their Dexterity bonus.
Domains (Su): At first level the avenger may pick one domain from those of his deity. The avenger is able to use all powers from that domain as if he were a cleric of equal level. However, the avenger is not able to cast spells from this domain.

For Fast Movement, I would model it more after the Monk's and Barbarian's abilities and make it only light or no armor.

I would drop the 1/4 level bonus to armor of faith, that mechanic is not used as much in pathfinder.

Domains and spells: I like the idea of only one domain but they should have access to the spells as well, so reduce the spells per day by 1 and add +1 for domain spell.

Quote:
Divine Guidance (Su): Starting at 4th level, the avenger begins to gain greater insight from his god. This insight allows him to add his Wisdom bonus + ½ his avenger level to any roll to confirm a critical hit.

again drop the +1 per 2 levels bonus.

Beyond these few quibbles (Ymmv) pretty good.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

On a related note... Anyone figured out favored weapons and domains of the 4e gods?

Dark Archive

Tim Statler wrote:


For Fast Movement, I would model it more after the Monk's and Barbarian's abilities and make it only light or no armor.

I see where you are going with a lot of your changes. When I first stated this up, we were still in Beta, so I had to make some guesses as to what the final product would look like. The Fast Movement was taken directly from the way that the barbarian's ability was written at the time. It would make sense to change it now. The reason I limited the spells they had acess to was to make the class more fit the flavor of the 4e class. You are certainly welcome to change that. I made the other to abilities scale like they do because it seemed that Armor of Faith, frxample, would get less useful as time went on if it ddn't scale. I based the progression on the monk so it should fit well with the other base classes.

Dark Archive

Tim Statler wrote:

On a related note... Anyone figured out favored weapons and domains of the 4e gods?

Ask and ye shall recieve

Name Alignment Portfolio Domains Favored Weapon
Bahamut Lawful Good Justice, Protection, Nobility, Honor; Glory, Good, Law, Liberation, Nobility, Protection Longsword

Moradin Lawful Good Creation, Artisans, Miners, Smiths, Family; Artifice, Community, Earth, Fire, Good, Law Warhammer

Erathis Lawful Neutral Civilization, Cities, Invention, Laws; Community, Knowledge, Law, Nobility Mace

Ioun Lawful Neutral Knowledge, Skill, Prophecy; Knowledge, Law, Magic, Protection, Rune Shortbow

Avandra Neutral Good Change, Freedom, Travel, Trade, Frontier; Healing, Good, Liberation, Protection, Travel Longbow

Pelor Neutral Good Agriculture, Sun, Summer; Fire, Good, Healing, Plant, Strength, Sun Scimitar

Melora Neutral Wilderness, Sea, Beasts, Forest; Air, Animal, Plant, Sun, Water, Weather Trident

The Raven Queen Neutral Death, Fate, Shadows, Winter; Darkness, Death, Luck, Repose, Water Kukri

Corellon Chaotic Good Spring, Beauty, Arts, Magic; Artifice, Chaos, Charm, Good, Magic, Plant Longbow

Sehanine Chaotic Good Moon, Autumn, Illusion, Trickery; Chaos, Darkness, Death, Good, Healing, Trickery Shortspear

Kord Chaotic Neutral Battle, Competition, Storms, Thunder; Chaos, Glory, Strength, War, Weather Greatsword

Pan Chaotic Neutral Freedom, Mountains, Nature, Passion, Shepherds; Animal, Chaos, Earth, Liberation, Plant, Travel Quarterstaff

Asmodeus Lawful Evil Tyranny, Pride, Domination, Slaves; Evil, Knowledge, Law, Magic, Strength Flail

Bane Lawful Evil Conquest, Domination, War; Destruction, Evil, Glory, Law, War Longspear

Torog Lawful Evil Jailers, Torture, Underdark; Darkness, Earth, Evil, Law, Madness Whip

Tiamat Neutral Evil Greed, Wealth, Vengeance; Air, Artifice, Destruction, Earth, Evil, Fire, Magic, Strength, Water Shortsword

Vecna Neutral Evil Secrets, Undeath; Evil, Knowledge, Magic, Trickery Dagger

Zehir Neutral Evil Darkness, Poison Snakes; Animal, Charm, Darkness, Evil, Madness, Travel Light Crossbow

Gruumash Chaotic Evil Destruction, Turmoil, War; Chaos, Destruction, Evil, Strength, War Greataxe

Lolth Chaotic Evil Lies, Shadows, Spiders; Chaos, Darkness, Evil, Madness, Trickery Dagger

When I got done I found that I only had on CN deity, so I added Pan to the list so every alignment cleric would have at least two choices for their deity.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

David, good work. I just hate how all formatting is lost when you put it in the forums.

WHy the Kukri for the Raven Queen?

(If you can't guess I'm trying to convert an Avenger of the Raven Queen. :) )

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

David, here is the Avenger with my tweeks. 99% of it is still yours
(if I had to build it out using the current clases, I would use a Paladin/rogue combo, ignoring the Pally alignment restrictions)

I didn't list the +1's on all spell levels for the domain spells to save a bit of space.

Avenger
Alignment: The avenger’s alignment must be the same as the deity that he serves. An avenger must have a chosen deity.
Hit Die: d10
Class Skills
The avenger’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex)
Skill Ranks per Level: 4 + Int Modifier
Table: The Avenger
Level BAB Fort Ref Will Special Spells per Day*
1/2/3/4/5/6
1st +1 +0 +2 +2 Oath of Enmity, Fast Movement+10 ft, 1
Armor of Faith, Domain, Spells
2nd +2 +0 +3 +3 Radiant Vengeance 2
3rd +3 +1 +3 +3 Divine Strike +1d6 3
4th +4 +1 +4 +4 Divine Guidance 3/1
5th +5 +1 +4 +4 Bond of Foresight 3/2
6th +6/+1 +2 +5 +5 Bestow Curse 3/3
7th +7/+2 +2 +5 +5 Divine Strike +2d6 4/3/1
8th +8/+3 +2 +6 +6 4/3/2
9th +9/+4 +3 +6 +6 Oath of Enduring Wrath 4/3/3
10th +10/+5+3 +7 +7 4/4/3/1
11th +11/+6/+1 +3 +7 +7 Divine Strike +3d6 4/4/3/2
12th +12/+7/+2 +4 +8 +8 5/4/3/3
13th +13/+8/+3 +4 +8 +8 Channel Endurance 5/5/4/3/1
14th +14/+9/+4 +4 +9 +9 5/5/4/3/2
15th +15/+10/+5 +5 +9 +9 Divine Strike +4d6 5/5/4/3/3
16th +16/+11/+6/+1 +5 +10 +10 5/5/4/4/3/1
17th +17/+12/+7/+2 +5 +10 +10 Oath of Final Judgment 5/5/5/4/3/2
18th +18/+13/+8/+3 +6 +11 +11 5/5/5/4/3/3
19th +19/+14/+9/+4 +6 +11 +11 Divine Strike +5d6 5/5/5/5/4/3
20th +20/+15/+10/+5 +6 +12 +12 5/5/5/5/4/4

*Domain bonus spell not listed.
Class Features
All of the following are class features of the avenger.
Weapons and Armor Proficiency: An avenger is proficient with all simple and martial weapons. They are not proficient with any armor.

Oath of Enmity (Su): The avenger designates one opponent as the target of his antagonism as a swift action. All attacks made against that target gain a +2 power bonus. If the target of the Oath of Enmity is killed or disabled, the avenger may shift this oath to another target.

Fast Movement (Ex): An avenger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, or light armor and not carrying a heavy load. Apply this bonus before modifying the avenger’s speed because of any load carried or armor worn.
Armor of Faith (Su): As long as the avenger is not wearing any armor they receive a bonus equal to their Wisdom bonus to their Armor Class, in addition to their Dexterity bonus.

Domains (Su): At first level the avenger may pick one domain from those of his deity. The avenger is able to use all powers from that domain as if he were a cleric of equal level. The Avenger also gets 1 extra spell per level that must be a domain spell.

Spells: An avenger casts divine spells which are drawn from the avenger spell list. His alignment may restrict him from casting certain spells that are opposed to his moral or ethical outlook. An avenger may cast any spell he knows without prior preparation. When an avenger gains access to a new level of spells, he automatically knows all the spells for that level listed on the avenger spell list.
To cast a spell, an avenger must have a Wisdom score equal to at least 10+the spell level. the Difficulty Class for a saving throw against an avenger’s spell is equal to 10 + the spell level + the avenger’s Wisdom modifier.
Like other spellcasters, an avenger can only cast a certain number of spells per day. His base daily allotment of spells is given on the class table. In addition, he receives bonus spells per day if he has a high Wisdom.

Radiant Vengeance (Sp): Starting at 2nd level the avenger may add his Wisdom bonus to attack and damage rolls made with melee weapons. This ability is usable a number of times per day equal to his Wisdom bonus.

Divine Strike (Sp): If an avenger can catch an opponent when he is unable to defend himself effectively from his attack he is able to call on his god to provide him with insight into how best to dispatch his foe.
The avenger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the avenger flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four avenger levels thereafter. Should the avenger score a critical hit with a Divine Strike, this extra damage is not multiplied.
Ranged attacks can count as Divine Strikes only if the target is within 30 feet.

Divine Guidance (Su): Starting at 4th level, the avenger begins to gain greater insight from his god. This insight allows him to add his Wisdom bonus to any roll to confirm a critical hit.

Bond of Foresight (Su): At 5th level, the avenger’s bond with his deity allows him to add his Charisma bonus to attack rolls made on attacks of opportunity.

Oath of Enduring Wrath (SU): By spending a move action the avenger gains a morale bonus to saving throws equal to 2 + his Wisdom bonus for one minute. This ability can be used Charisma bonus number of times per day.

Channel Endurance (Su): By sacrificing all attacks for one round the avenger is able to gain DR 2/- for a number of rounds equal to his Wisdom bonus.

Oath of Final Judgment (Su): Beginning at 17th level, the avenger becomes so dedicated to his cause that he can continue to fight when lesser men would fall. When he falls below 0 hps, he can spend a full round action to restore himself to 1 hp. This ability can be used a number of times per day equal to his Wisdom bonus.
Avenger Spell List
1st: Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Inflict Light Wounds, Magic Weapon, Shield of Faith, True Strike
2nd: Align Weapon, Bear’s Endurance, Bull’s Strength, Death Knell, Detect Thoughts, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Resist Energy, See Invisibility, Shatter, Silence, Zone of Truth
3rd: Blindness/Deafness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestments, Nondetection, Protection from Energy, Speak with Dead, Wind Wall
4th: Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Inflict Critical Wounds, Magic Weapon, Greater, Scrying
5th: Commune, Disrupting Weapon, Mark of Justice, Spell Resistance, Teleport
6th: Banishment, Find the Path, Forbiddance, Harm, Planar Ally, Shadow Walk, Word of Recall

Dark Archive

Tim Statler wrote:

David, good work. I just hate how all formatting is lost when you put it in the forums.

WHy the Kukri for the Raven Queen?

(If you can't guess I'm trying to convert an Avenger of the Raven Queen. :) )

I wanted to get away from the spiked chain and the Shadar-kai that stuck out the most to me was armed with kukri.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber
David Fryer wrote:
Tim Statler wrote:

David, good work. I just hate how all formatting is lost when you put it in the forums.

WHy the Kukri for the Raven Queen?

(If you can't guess I'm trying to convert an Avenger of the Raven Queen. :) )

I wanted to get away from the spiked chain and the Shadar-kai that stuck out the most to me was armed with kukri.

As good as anything else. I was wondering because I got NO sense of what it would be from the writeup in the 4ephb


David Fryer wrote:
Tim Statler wrote:

On a related note... Anyone figured out favored weapons and domains of the 4e gods?

Ask and ye shall recieve

Many of these can be found in 3.X splat books, and you have a few wrong in the list, but of course as a DM feel free to change them as you wish.

But for instance Gruumsh is one of the spears and not great axe (orcs only started using great axes in 3.x but Gruumsh has been using a spear for much longer) and I do believe Corellon is long sword not long bow.

Both Tiamat and Bahamut are claw, they are dragons after all.

But again that was the 3.X postings, maybe 4e did something really odd with them that changed that.

Dark Archive

Thurgon wrote:
David Fryer wrote:
Tim Statler wrote:

On a related note... Anyone figured out favored weapons and domains of the 4e gods?

Ask and ye shall recieve

Many of these can be found in 3.X splat books, and you have a few wrong in the list, but of course as a DM feel free to change them as you wish.

But for instance Gruumsh is one of the spears and not great axe (orcs only started using great axes in 3.x but Gruumsh has been using a spear for much longer) and I do believe Corellon is long sword not long bow.

Both Tiamat and Bahamut are claw, they are dragons after all.

But again that was the 3.X postings, maybe 4e did something really odd with them that changed that.

4E did make several changes to how deities were presented. When I converted them I intentionally put all the 3.5 stuff out of my mind and went mostly from the way they were presented in 4E. For example Tiamat and Bahaumat are not locked in to being dragons. As gods they can appear in any form they choose. They also don't discriminate against worshippers, so they would require a favored weapon that doesn't require their clerics to be born with natural weapons. Corellon is presented as a woodland deity, having planted most of the worlds forests and being the god of Spring, among others. Looking at that I decided that a longsword really didn't fit since he was basically being presented as the quintesential ranger in 4E. The longbow also fit because of his ties to the elves, who only get bow proficiencies in 4E. Also in 4E orcs are associated almost entirely with axes. Thus it made sense that the orc's god would favor the iconic orc weapon. Only when something did not clearly lend itself based on the 4E material did I go back to 3.5 for direction.

Liberty's Edge

That is some good stuff. I do have a conversion question. In 4E ever class fits a role...striker, defender, controller and leader. How would you fit the current PFRPG classes as well as Tome of Secrets classes into that matrix.

Second Question...how do you fit into the matrix of power source...arcane, divine, martial, primal...and I guess now psionic for monk. That one I don't get but oh well.

Dark Archive

I'll be honest, I haven't really payed much attention to roles or power sources. They simply don't seem to fit into PFRPG very well.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I agree with David. The only necessary need for power source or role is for spell casting (divine or arcane due to armor spell failure.

Your role is up to the build.

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