Dawnforge


Conversions


I ran a Dawnforge game back before Pathfinder came out, and now a new group of players is interested in it. It's a great setting, there's a lot of things I like about it, but I'd like to try running it in PF and I'm seeing a few sticking points.

1. Races. Probably the easiest to solve. I'm just going to use the Dawnforge races and ignore the Pathfinder core races entirely. The racial set-up of Dawnforge is very integral to the setting, and it seems easier to just let it stay.

2. Altered and New Classes: Less sure what to do here. Honestly, I might just ignore their Shaman and use the PF Druid, but on the issue of the Disciple vs. the Cleric it's tougher to do. The lack of gods is really important to the setting, and that's why they made the Disciple class, but I'm not quite sure how to Pathfinderize it. To be entirely frank, I didn't quite "get" the class last time I ran it, but no one wanted to play one so we got away with it. The Spirit Adept and the Shaman I feel won't be too hard to convert, just need to fill a lot of dead levels on the Spirit Adept.

3. Wizard Schools. Dawnforge did a huge number on how Wizards work, reorganizing the schools into 4 "Aspects," each containing a number of the schools with some overlap between different aspects. With Pathfinder's extra abilities based on specialist schools, this is tricky. I guess I could allow a Wizard to take the specialist abilities of one of their schools, so for example a Wizard bonded to Entropy (Evocation, Necromancy, Transmutation) could take the School Powers of either an Evoker, a Necromancer, or a Transmuter, but not mix and match them. Not entirely sure I like that though. Two other options would be to make a set list for each Aspect by mixing and matching school powers myself, or to create entirely new powers.

Anyway, I'm hoping some other people have read/used this really cool setting, and that maybe someone else has looked at adapting it for Pathfinder. Thanks.

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