Tome of Magic Conversions (3.5 to Pathfinder)?


Conversions


I've always been rather fond of the Binder and Shadowcaster materiel from the Tome of Magic, and I was wondering if anyone's converted them to Pathfinder yet.

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Binder:
Binder

BAB: +3/4
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Bluff, Craft, Diplomacy, Intimidate, Knowledge (arcana,
history, planes, religion), Linguistics, Profession, Sense Motive.

Skill Ranks per Level: 4 + Intelligence modifier.

Binders are proficient in all Simple Weapons. They are proficient in
Light Armor.

LEVEL ABILITY
1. Soul Binding (1 vestige)
2. Pact Augmentation +1
3. Suppress Sign
4. Bonus Feat
5. Pact Augmentation +2
6. Soul Guardian (immune to fear)
7. Soul Binding (2 vestiges)
8. Bonus Feat
9. Rapid Soul Binding (1 full round action)
10. Pact Augmentation +3, Soul Guardian (slippery mind)
11. Improved Pact Augmentations
12. Bonus Feat
13. Soul Binding (3 vestiges)
14. Soul Guardian (immune to negative levels and negative energy)
15. Pact Augmentation +4
16. Bonus Feat
17. Rapid Soul Binding (1 swift action)
18. Soul Guardian (mind blank)
19. Soul Binding (4 vestiges)
20. Bonus Feat, Pact Augmentation +5, Greater Pact Augmentations

Rapid Soul Binding (Su). At 9th level, number of times per day equal
to your Intelligence bonus (minimum 1), you can bind a vestige as a full round
action. At 17th level, a number of times per day equal to your Intelligence
bonus (minimum 1), you can bind a vestige as a swift action. This
ability does not allow you to bind more than your normal number of
vestiges.

Improved Pact Augmentations (Su). At 11th level, your Pact
Augmentation options to choose from increase to include the following:
Fast Healing 1 per plus allocated (up to 1/2 your maximum hit points).
20% chance to negate extra damage from a critical hit or sneak attack
per plus allocated.
10% miss chance per plus allocated.
+1 on all Skill Checks
Spell Resistance equal to 5 + 5 per plus allocated.
Spirit Shield 2 per plus allocated (any opponent that hits you with a
non-reach weapon, natural attack, or unarmed strike takes 2 points of
un-typed arcane energy per plus).
+5 feet of speed per plus.
+1 to the Save DC of any supernatural ability.
DR 5/magic per plus.
+1 enhancement bonus to attack and damage rolls (overcomes DR/magic).
+1 insight bonus to a single ability score.
+2 insight bonus to your Combat Maneuver Defense.
+2 insight bonus to all checks to avoid non-lethal damage.
1 daily luck re-roll per plus.
+1 damage per die of damage for supernatural effects.

Greater Pact Augmentations (Su). At 20th level, your Pact
Augmentation options to choose from increase to include the following:

+1 insight bonus on Binder checks.
+1 to your effective Binder Level for level-dependent effects.
DR 5/epic per plus.
+1 extra swift action per round.
+1 extra 5 foot step per round.
+1 extra daily use of supernatural ability or use of a feat that
affects a supernatural ability.
Reduce the recovery time between uses of supernatural effects by 1
round per plus.
Ability Damage and Drain reduced by 1.
Regeneration 1 per plus.

Shadowcaster:

Shadowcaster

BAB: +1/2
Good Saves: Fortitude and Will
Hit Dice: 1d6

Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge arcana, Knowledge planes, Perception, Profession, Spellcraft, Stealth.

Skill Ranks per Level: 2 + Intelligence modifier.

Shadowcasters are proficient in all Simple Weapons. They are proficient in Light armor, but no shields.

LEVEL ABILITY

1. Fundamentals of Shadow, Apprentice Mysteries
2. Bonus Feat
3. Umbral Sight (darkvision 30 feet)
4. Bonus Fundamental
5. Sustaining Shadow (eat 1 meal/week)
6. Swift Stealth
7. Apprentice Mysteries (spell-like), Initiate Mysteries
8. Bonus Fundamental
9. Swift Fundamental
10. Sustaining Shadow (sleep 1 hour/night)
11. Umbral Sight (see in darkness 60 feet)
12. Bonus Fundamental, Camouflage
13. Apprentice Mysteries (supernatural), Initiate Mysteries (spell-like), Master Mysteries
14. Persistent Fundamentals
15. Sustaining Shadow (immune to poison/disease)
16. Bonus Fundamental
17. Unlimited Swift Fundamentals
18. Hide in Plain Sight
19. Umbral Sight (blindsight 90 feet), Initiate Mysteries (supernatural), Master Mysteries (spell-like).
20. Bonus Fundamental, Sustaining Shadow (no need to breath, eat, or sleep)

Fundamentals of Shadow (Su). You learn 3 Fundamentals, which you can cast at will.
At levels 4, 8, 12, 16, 20, you learn an additional fundamental.
At 9th level, you can cast each fundamental you know once per day as a swift action.
At 14th level, any fundamental with a target of personal has its duration increased to 24 hours.
At 17th level, all fundamentals that you cast can be cast as a swift action.

Apprentice Mysteries (Spell, Sp, or Su). Beginning at 1st level, you know one 1st level mystery. You learn one additional mystery each level. You can learn a higher level mystery only if you know at least 2 lower level mysteries and you must know all the preceding mysteries along the path of the selected mystery.
You can cast each mystery you know a number of times per day equal to your Intelligence bonus (minimum once per day). To learn a mystery, you must have an Intelligence score of 10 + the level of the mystery. The save DC of the mysteries you cast as spells or spell-like effects are 10 + the mystery level + your Intelligence modifier. Mysteries you can use as supernatural abilities have a save modifier of 10 + 1/2 your shadowcaster level + your Intelligence bonus.
At 1st level, you cast Apprentice Mysteries as spells. At 7th level, you cast Apprentice Mysteries as spell-like effects and you can cast Initiate Mysteries as spells. At 13th level, you can use Apprentice Mysteries as supernatural abilities, Initiate Mysteries as spell-like effects, and cast Master Mysteries as spells. At 19th level, you can use Initiate Mysteries as supernatural effects and Master Mysteries as spell-like abilities.

Bonus Feat. Beginning at 2nd level, you gain a number of bonus feats equal to half the number of Paths you have learned mysteries from. These bonus feats must be selected from any metamagic feat, any metashadow feat, Blindfight, Favored Mystery, Greater Path Focus, Nocturnal Caster, Path Focus, or Shadowvision.

Umbral Sight (Su). At 3rd level, you gain darkvision with a range of 30 feet (or increase the range of any darkvision you possess by 30 feet).
At 11th level, you gain the ability to see in any darkness, even magical darkness, with a range of 60 feet.
At 19th level, you gain blindsight with a range of 90 feet.

Sustaining Shadow (Ex). Beginning at 5th level, your bond with the Plane of Shadows allows you to absorb dark energies, mitigating certain biological needs.
At 5th level, you need to eat only a single meal per week to maintain health.
At 10th level, you only need 1 hour of sleep per night (but you must still rest 8 hours to regain your mysteries the next day)
At 15th level, you gain immunity to poison and disease.
At 20th level, you no longer need to breathe, drink, eat, or sleep.

Swift Stealth (Ex). Beginning at 6th level, you do not suffer the -5 penalty for moving your full speed while using the Stealth skill. You can run or charge while using the Stealth skill, but suffer a -20 penalty to your Stealth skill check.

Camouflage (Ex). At 12th level, you can use the Stealth skill even if you do not have cover or concealment.

Hide in Plain Sight (Su). At 18th level, you can use the Stealth skill even while being observed.

Truenamer:

Pathfinder Truenamer

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Craft, Knowledge (all), Linguistics, Perform (oratory), Profession, Spellcraft, Truespeak, Use Magic Device.

Skill Ranks Per Level: 4 + Int modifier.

Truenamers are proficient in all Simple Weapons, and Light Armor.

LEVEL ABILITY
1. Known Personal Truename, Lexicon of the Evolving Mind, Whispers
2. Knowledge Focus
3. Concord of Words (Save DC)
4. Lexicon of the Crafted Tool, Whisper
5. Bonus Recitation Feat
6. Knowledge Focus, Truename Research
7. Speak Unto The Masses (Charisma bonus)
8. Lexicon of the Perfected Map, Whisper
9. See the Named
10. Knowledge Focus
11. Personal Truename Mastery
12. Sending, Whisper
13. Improved Speak Unto The Masses (Level)
14. Knowledge Focus
15. Bonus Recitation Feat
16. Speak Unto The Myriad Masses (Multiple Creature Types), Whisper
17. Concord of Words (Caster Level)
18. Knowledge Focus
19. Greater Speak Unto The Masses (Unlimited)
20. Say My Name And I Am There, Whisper

Known Personal Truename. The Truenamer knows his own truename.

Lexicon of the Evolving Mind (Sp). At 1st level, the truenamer learns 2 Utterances from the Lexicon of the Evolving Mind. At 2nd level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Evolving Mind. Initially, the truenamer can only choose 1st level Utterances. At 4th level, he can begin to choose 2nd level Utterances. At 7th, 3rd level; at 10th, 4th level; at 13th; 5th; and at 16th, 6th level Utterances.

Whispers (Sp). The truenamer learns 3 whispers at 1st level. At 4th level, and every 4 levels thereafter, the truenamer learns an additional whisper. Whispers are equivalent to 0-level spells. The DC to speak one is 10 + 2 per previous daily use of the whisper.

Knowledge Focus. At levels 2, 6, 10, 14, and 18, the truenamer chooses a Knowledge skill and gains a +3 bonus to it. The truenamer may choose a new Knowledge skill or a previously selected Knowledge skill each time he gains this ability.

Concord of Words (Ex). Beginning at 3rd level, truenamers learn to work together and increase the potency of their Utterances. Two or more truenamers of 3rd level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC and increasing it by 1 for each truenamer that is assisting him. A truenamer must succeed on the Truespeech check of the target creature to assist the other truenamers using the Concord of Words ability.

Two or more truenamers of 17th level or higher can choose to target the same opponent with the same Utterance, and use their Concord of Words ability. The opponent makes a single save against the Utterance, using the Save DC of the truenamer with the highest Save DC. Each additional truenamer participating in the Concord of Words increases the caster level of the Utterance by 1 for the purposes of overcoming Spell Resistance.

Lexicon of the Crafted Tool (Sp). At 4th level, the truenamer learns 1 Utterance from the Lexicon of the Crafted Tool. At 5th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Crafted Tool. Initially, the truenamer can only choose 1st level Utterances. At 7th level, he can begin to choose 2nd level Utterances. At 10th, 3rd level; at 13th, 4th level; and at 16th, 5th level Utterances.

At 5th and 15th level, the truenamer learns a bonus Recitation feat.

Truename Research. At 6th level, the truenamer gains Truename Research as a bonus feat.

Speak To The Masses. At 7th level, the truenamer can target a number of creatures equal to his Charisma bonus (minimum 2) with the same Utterance. Both creatures must be of the same type (dragon, giant, monstrous humanoid, etc.). The DC of the Truespeak check increases by +2 for each additional target creature.
At 13th level, the truenamer can target a number of creatures equal to his class level. All affected creatures must be of the same type.
At 16th level, the truenamer can target different types of creatures with the same Utterance. The number of different creature types that a truenamer can affect is equal to his Charisma bonus (minimum 2). The DC of Truespeak check increases by 2 for each type of creature to be affected.
At 19th level, the truenamer can target an unlimited number of creatures with the same Utterance.

Lexicon of the Perfected Map (Sp). At 8th level, the truenamer learns 1 Utterance from the Lexicon of the Perfected Map. At 9th level, and every level thereafter, the truenamer learns an additional Utterance from the Lexicon of the Perfected Map. Initially, the truenamer can only choose 1st level Utterances. At 11th level, he can begin to choose 2nd level Utterances. At 14th, 3rd level; at 17th, 4th level Utterances.

See The Named (Sp) At 9th level, a number of times per day equal to his Charisma bonus, the truenamer can view a subject as if using the scry spell for a number of rounds equal to his Charisma bonus by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Personal Truename Mastery (Ex). At 11th level, when attempting to speak his own truename, the truenamer adds his Charisma bonus, if any, to the Truespeak check.

Sending (Sp). At 12th level, a number of times per day equal to his Charisma bonus, the truenamer can use an effect identical to the sending spell by making a successful Truespeak check with a DC of 15 + (2 x the target's CR).

Say My Name And I Am There (Sp). At 20th level, the truenamer creates a special truename (not his actual truename, but a true nickname) that he can share with others. If they speak it, the truenamer is aware of who said it and where they are and may choose to transport himself there as if using a word of recall spell.


Awesome, thanks :D


Have you ever playtested those, or is that just a good rough guess?


SmiloDan wrote:
** spoiler omitted **...

Thank you very much SmiloDan, you are godly. A bit OT (I could not find an email to ask directly) Have you ever thought about making a conversion to pathfinder of Monte Cook alternate bard? After all this time I have not found one :(

RPG Superstar 2012 Top 32

mangamuscle wrote:
SmiloDan wrote:
** spoiler omitted **...
Thank you very much SmiloDan, you are godly. A bit OT (I could not find an email to ask directly) Have you ever thought about making a conversion to pathfinder of Monte Cook alternate bard? After all this time I have not found one :(

I've never seen Monte Cook's alternate bard.


SmiloDan wrote:
I've never seen Monte Cook's alternate bard.

It appears in the Book of Eldritch Might II and is reprinted in the The Complete Book of Eldritch Might. The idea is simple, instead of sharing the arcane spell list, the magic done in by the bard is music based and divided in spellnotes, spellchords and spellmelodies. Here is the list right from the horse mouth:

http://www.montecook.com/cgi-bin/page.cgi?arch_stuff18

and here you can legally read most of the class attributions:

http://watermark.drivethrustuff.com/pdf_previews/515-sample.pdf


If I may, I'd like to second magnamuscle's (implied) request to see your Pathfinderized take on Monte Cook's alternate Bard from the Complete Book of Eldritch Might, SmiloDan.

Your previous conversions have always played well in our group and I have full confidence that your take on Monte's product would prove another great addition to our world.

RPG Superstar 2012 Top 32

That bard looks more like a new system of magic. It looks like it combined bardic performance and spells into one mechanic.

Maybe give it 2 or 3 bardic performance types at 1st level, and a new one every level thereafter. 4 + Charisma bonus rounds/day + 2 per level thereafter. Maybe with higher level powers costing more rounds to activate?

Maybe use the shadowcaster as inspiration? Just replace darkness powers with sonic powers.

I don't think I know enough about the new bard stuff to make a good conversion.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Not to step on Simlodan's (excellent) work, but Radiance House's Secrets of Pact Magic does have a free conversion guide for their classes as well.

While I've never had a chance to play one, I do enjoy his take on binding.

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