| Monty27 |
Hello my Gamer Kin,
This is my first time posting (anything) so be gentle.
My question pertains to the conversion of all 3.5 base classes such as samurai, ninja, favored soul, warmage, duskblade, and any other base classes from the 3.5 supplement books by WotC. I realize that Pathfinder was created with reverse compatibility in mind, but as we all know that the new primary base classes from the PHB are far more "potent" than those yet to be converted, and before you ask, I am familiar with the conversion guide PDF provided by Paizo, and I have read it. The guide has proven most useful with all other aspects of conversion such as feats, hit die, skills, ect. The advice it gives for converting base classes are helpful as well, but I believe they leave far too much ambiguity in terms of updating the classes. I fear that my attempt to update the base classes will be poorly executed and thus will either leave the updated base class somewhat lacking or overpowered.
Currently I am DM'ing a group with players who will often stew over books for hours to find loopholes that will attempt to break the game (dang near in two). This would be cool if all the players were like this (if all the players are even I don't care), however there are others who just want to play normal characters, but find it difficult to keep up with the others who exploit the game. And the sad fact of the matter is, I simple do not have the time anymore to try to update the classes and to test them to make sure that they are fair.
MY POINT IS, that there is a fine line between balanced and broke. When I have tried to make a change to a class or give the group a hand, some of the players take that inch and turn it into the Daytona 500. So here is the big question--> Does Paizo plan to, or have already updated the remaining base classes to the Pathfinder system? Perhaps in past magazine releases? If they have or will do it, I will subscribe so freakin' fast. Or maybe in new published supplements (though I would hate to have to buy the whole collection again...so much money).
If any of you out there in the Dungeons & Dragons community (Yes, I consider Pathfinder the true D&D and expect all of you to address is as such….B.S. 4th edition should go play in heavy traffic…no offense to those who do like it ,I just think your terrible and immorally depraved people for playing it that‘s all…joking btw) wish to give suggestions, I will most gladly accept them. Though I must admit, something more "official" would be preferable.
Gorbacz
|
Search the forums, several 3.5 classes were converted by fans (some classes even got converted several times).
Also, some of the 3.5 classes have their equivalent in the upcoming APG, eg. the Oracle is a spontaneous divine caster that pretty much replaces the Favoured Soul.
| MerrikCale |
Search the forums, several 3.5 classes were converted by fans (some classes even got converted several times).
Also, some of the 3.5 classes have their equivalent in the upcoming APG, eg. the Oracle is a spontaneous divine caster that pretty much replaces the Favoured Soul.
Except it's much better than the favored soul ever was. The favored soul was not very well done imo
| Lemaire Clément |
I did a bunch of 3.5 conversions at mediafire.com/ElghinnLightbringer.
And all of you are well advised to go looking for it, for it really is an awesome work
there is still one or two mistakes like in the warlock
fey utterance seems wrong, it the same text as elemental storm and it says that "This power otherwise functions like dominate monster."
there may be a problem
BTW, Elghinn if you need a hand to help you I'll be glad to help
| SmiloDan RPG Superstar 2012 Top 32 |
Here's my take on the duskblade. I updated the HD to match the BAB, converted the skills, spread some of the abilities around so they had regular numerical progression and so there is an ability gained every level. I also added a capstone ability, as well as a new class feature (supernatural spell).
Duskblade
BAB: +1
Good Saves: Fortitude and Will
Hit Dice: 1d10
Class Skills: Acrobatics, Climb, Craft, Knowledge (all), Linguistics, Profession, Ride, Sense Motive, Spellcraft, Swim.
Skill Ranks per Level: 2 + Intelligence modifier
Duskblades are proficient in all Simple and Martial Weapons, All Armor, and Shields (but not Tower Shields).
Duskblades use the spell casting progression from the PH2, with Int-based spells. He makes concentration checks using his Intelligence modifier.
LEVEL ABILITY
1. Arcane Attunement, Armored Mage (light)
2. Combat Casting
3. Channel Spell, Spell Power +1
4. Quick Cast 1/day,
5. Arcane Bond
6. Spell Power +2
7. Armored Mage (medium)
8. Quick Cast 2/day
9. Spell Power +3
10. Supernatural Spell 1/day
11. Channel Spell (full attack)
12. Quick Cast 3/day, Spell Power +4
13. Armored Mage (heavy shields)
14. Supernatural Spell 2/day
15. Spell Power +5
16. Quick Cast 4/day
17. Supernatural Spell 3/day
18. Spell Power +6
19. Armored Mage (heavy armor)
20. Quick Cast 5/day, Supernatural Spell 4/day, Supernatural Critical
Arcane Attunement (Sp). You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different
spellcasting class.
At 7th level, you learn to use medium armor with no chance
of arcane spell failure.
At 13th level, you learn to use a heavy shield with no chance
of arcane spell failure.
At 19th level, you learn to use heavy armor with no chance of arcane spell failure.
Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat.
Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast
any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time
of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
At 11th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.
Spell Power (Ex): Starting at 3rd level, you can more easily overcome the spell resistance of any opponent you successfully injure with a melee attack. If you have injured an opponent with a melee attack, you gain a +1 bonus on your caster level check to overcome spell resistance for the remainder of the encounter. This bonus increases by +1 at 6th level and every 3 levels thereafter.
Quick Cast: Beginning at 4th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less. You can use this ability twice per day at 8th level, three times per day at 12th level, four times per day at 16th, five times per day at 20th
level.
Arcane Bond (Su). At 5th level, this ability grants the duskblade the choice to either gain a familiar as if a wizard equal to his duskblade level, or choose a weapon and gain a benefit that is identical to the weapon option of the divine bond ability of the paladin, except the is not limited to the listed weapon abilities, although he is limited to the level-based plus allotment.
Supernatural Spell (Su). Beginning at 10th level, the duskblade can choose to cast one of his spells as a supernatural effect once per day. A spell converted into a supernatural ability automatically bypasses spell resistance, does not provoke attacks of opportunities, requires no components, and has a Saving Throw DC of 10 + ½ the duskblade’s class level + his Intelligence modifier.
At 14th level, he can use Supernatural Spell twice a day. At 17th level he can use it 3 times a day. At 20th level he can use it 4 times a day.
Supernatural Critical (Su). At 20th level, when the duskblade scores a successful critical hit while using his Channel Spell ability, he can choose to convert it into a Supernatural Spell as an immediate free action. This use of a Supernatural Spell does not count against his daily allotment of them from his Supernatural Spell ability. Alternatively, if the duskblade scores a successful critical hit while not using his Channel Spell ability, he can cast any spell he knows as an immediate action as long as the opponent he scored the critical hit against is targeted by the spell or within its area of effect; this spell is automatically considered a Supernatural Spell and does not count against the duskblade’s daily allotment of Supernatural Spells.
redcelt32
|
I can't speak to the other classes, but I reviewed the scout class for use in Pathfinder, and it seems to me like it really can be ported straight over with no changes. It has no empty levels, good skill points, is well balanced with the other Pathfinder core classes, is already advanced to D8 for 3/4ths BAB, etc. I did however add fast stealth to the list of bonus feats that could be taken by the scout.
I have noticed other homebrew builds have enhanced this class even more, but I am not sure that wouldn't make the scout a little OP compared to the other classes. Perhaps adding some additional rogue talents, or ranger class tracking bonus to the lists of available bonus feats would be fitting though.
| mdt |
I can't speak to the other classes, but I reviewed the scout class for use in Pathfinder, and it seems to me like it really can be ported straight over with no changes. It has no empty levels, good skill points, is well balanced with the other Pathfinder core classes, is already advanced to D8 for 3/4ths BAB, etc. I did however add fast stealth to the list of bonus feats that could be taken by the scout.
I have noticed other homebrew builds have enhanced this class even more, but I am not sure that wouldn't make the scout a little OP compared to the other classes. Perhaps adding some additional rogue talents, or ranger class tracking bonus to the lists of available bonus feats would be fitting though.
I think the only thing I did was redo the skills, modify the feat list to match PF feats, and add fleet. The class is supposed to get tracking, it was an oversight and listed in the eratta or FAQ from WoTC.
| Elghinn Lightbringer |
And all of you are well advised to go looking for it, for it really is an awesome work
there is still one or two mistakes like in the warlock
fey utterance seems wrong, it the same text as elemental storm and it says that "This power otherwise functions like dominate monster."there may be a problem
BTW, Elghinn if you need a hand to help you I'll be glad to help
Thanx Lemaire. I know there are some mistakes. I posted them about a year ago, but have had no time to go and fix things between work, family, and reno projects. Please feel free to fix them for yourselves.
I'd love somone to try the samurai rebuild and let me know what they think. Also, anyone interested in trying my 2 new base classes, the arcaknight and warlord, and let me know how they work out too, that would be great also.
ugly child
|
The guys over at http://www.35privatesanctuary.com/ do a monthly review of two non core classes and give suggestions for porting them over to pathfinder on their podcast. It's worth a listen.
| Utgardloki |
If you can get a hold of the BESM D20 book, it might be very helpful to you.
At the beginning of the book is a discussion of assigning character points to race and class abilities, and comparing the number of points at each level.
By that standard, 3.0 was pretty closed to balanced, with most classes having about ten points per level. I have not read the version of the BESM 20 book that was updated to analyze 3.5, but my experience has been that 3.5 is closer to being balanced than 3.0 was.
I have not applied BESM D20 character points to Pathfinder yet. But if you are interested in the project of converting 3.5 classes to Pathfinder, it would probably be helpful to take a look at this.
I would guess that, while 3rd edition classes were worth about 10 points per level, Pathfinder classes are worth about 12 points per level. (This is just a guess.) In Mutants and Masterminds, PCs get 15 points per level, and one M&M point seems about the same as a BESM D20 point.
So, on my to do list is to come up with a way to bring all the D20 stuff together. Maybe replace the NPC classes with Call of Cthulhu D20 classes, and then have different levels of play: 3rd Edition, BESM D20, Pathfinder, Mutants and Masterminds.