Pathfinder / Planescape Conversions


Conversions

Dark Archive

I'm actually toying with idea of running a Planescape game using Pathfinder. Now from 3.X I'd be using Manual of the Planes and Planar Handbook. How would you handle the races from the Planar Handbook? Keep them as is? Besides the obvious ones like the tiefling that already in PF.

On the same note, has anyone done Planescape using pathfinder?


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At the moment I'm preparing for a Planescape game in Pathfinder. I've laid out the basics of how the characters leave Golarion and wind up in Sigil, as well as some of the overarching plot, but I'm not starting this until the current GM's campaign is finished around the end of the year. I'm not being a purist (one reason being that I only have a few of the books/box sets that I have found at the used book store), so I'm also including things from "The Great Beyond." I haven't really dealt with the races in the "Planar Handbook" yet, as the characters will start in Golarion before finding themselves moving into the Outer Planes. If they wanted to replace existing characters with new planar ones, I was thinking of letting them just choose one with HD equal to or less than the rest of the party. There do have to be some adjustments (not that I'd let anyone play one, but the "Monster Manual III" version of the Ultroloth is just too weak based on the Arcanaloth in "Dungeon 149"), but I'm not going to do too much to the 3.5 stuff unless it really looks like it needs it.

If your looking for more planar monsters, I'd recommend Bestiary 2, Book of the Damned Vol. 1 and 2, and the upcoming Pathfinder #46 (which promises Lovecraftian goodness in its bestiary section).


Planewalker has more 3.5 than Pathfinder but should still be a great resource. The Sylph, Undine, Ifrit and Oread from Bestiary 2 are supposed to feel more-or-less like the various Genasi races. I've run a Planescape PF game for the last 9 months or so now, the PCs just hit level 10. It's been a lot of fun, most things work well, but I also have a group that is willing to wiggle a little bit so we get away with things. Hope it goes well for you and if you have any more specific questions, I may be able to address them.

Dark Archive

I have to check the Bestiary 2 for the genasi type races. The only thing I would be touching would be the option for races. Anyone remember if the Rogue Modron was ever updated to 3.X? The only material I would be using would be the old 2e stuff for fluff, the monster manuals (I-V plus FF), two fiend codexs, MotP, and Planar Handbook. Majority of the rule type stuff would be the planar traits and races, the rest would be pure pathfinder. I don't want to mix and match too much. Monsters tend to be easier to convert.


Some conversions were answered in another thread:

JaceDK wrote:

Chronicles: The Pathfinder Podcast has converted a whole list of monsters.

Episode 4 - Beholder and Oread
Episode 6 - Hook Horror and Ephemeral Swarm
Episode 7 - Cerebrilith and Mind Flayer
Episode 8 - Sylph, Shaedling and Banshrae
Episode 9 - Byakhee and Umber Hulk
Episode 10 - The Abishai + ToC
Episode 11 - Glastig and Warbound Impaler
Episode 12 - Boneleaf and Mi-Go

A pfd with all of them can be found HERE


You may also want to check out the races & monsters on the Pathfinder Database.


Check out the Astral Reaver(Githyanki) and Zerthic(Githzerai) the Pathfinder Book of Forbiden Lore netbook...


lastgrasp wrote:
Anyone remember if the Rogue Modron was ever updated to 3.X?

The Modrons were printed for 3e in one of the web enhancements for the 3e Manual of the Planes. http://www.wizards.com/default.asp?x=dnd/we/20010921a

They were updated to 3.5 (and changed from Outsiders to Constructs) in Dragon #354.
The Dragon article also gives specifics on Rogue Modrons, as well as the PC race of Exiled Modron (changed to Living Construct).

RPG Superstar 2012 Top 32

Here is my conversion of the rogue modron.

ROGUE MODRON

Rogue Modrons are 3 foot cubes standing on a pair of 3 foot long spindly mechanical legs. They have a pair of spindly mechanical arms, vestigial wings, and two eyes, a nose, and a mouth on the front face of their cubic body. All Rogue Modrons are identical unless their baseline body has been altered in some way. Rogue Modrons are genderless, and while some express a male or female personality, most have a neuter gender.

+2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma.

Medium Sized: Rogue Modrons are Medium Sized.

Normal Speed: Rogue Modrons have a base land speed of 30 feet.

Automatic Action: Once per day, a Rogue Modron can select an action (standard, move, swift, or full-round) and a circumstance that triggers it. Thereafter, whenever that circumstance occurs, the Rogue Modron automatically performs that action, as if it had readied an action to perform that action. This does not re-set the Rogue Modron’s initiative. If the Rogue Modron does not want to do perform the automatic action, it must make a DC 20 Will Save to stop itself; otherwise, it performs the automatic action. If it is impossible for the Rogue Modron to perform automatic action for any reason, it becomes dazed for 1 round.

Clockwork Construction: Rogue Modrons have light fortification: a 25% chance to negate extra damage from a critical hit, sneak attack, or similar precision-based damage. Craft alchemy or Craft metalworking can be used in addition to Heal to treat the wounds of a Rogue Modron.

Damage Reduction: Rogue Modrons have DR 2/chaotic.

Insightful Initiative: Rogue Modrons add their Intelligence modifier to their Initiative Rolls. Rogue Modrons can choose to Take 10 on their initiative rolls.

Lawful Nature: Rogue Modrons must be lawful in alignment, but can be Lawful Neutral, Lawful Good, or Lawful Evil.

Living Construct: Rogue Modrons are constructs with the living construct sub-type.

Living Construct:

Unlike most constructs, living constructs have a Constitution score and do not get bonus hit points based on their size.
Unlike other constructs, living constructs do not have darkvision or lowlight vision.
Unlike other constructs, living constructs are not immune to mind affecting effects.
Living constructs are immune to disease, exhaustion, fatigue, being nauseated, negative energy, being sickened, paralysis, and poison.
Living constructs do not heal damage naturally.
Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fortitude save, death from massive damage, non-lethal damage, stunning, ability damage and drain, and death effects or necromancy effects.
Unlike other constructs, living constructs can use the run action.
Living constructs are affected by effects that target living creatures as well as effects that target constructs.
Living constructs can be raised or resurrected.
Living constructs do not need to eat, drink, sleep, or breathe, but can still benefit from the effects of consumable potions and magic items. Living constructs must rest 8 hours before preparing spells.

Ordered Existence: Rogue Modrons can choose to Take 10 on a number of d20 rolls per day equal to their level + their Intelligence modifier.

Languages: Rogue Modrons can speak Common and Orthovox. Rogue Modrons of above average Intelligence can choose to learn the following languages: Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

ROGUE MODRON RACIAL TRAITS:

Rogue Modron Racial Traits:

Heavy Armored Plating: The Rogue Modron gains a +9 armor bonus to AC, -9 Armor Check Penalty, a maximum Dexterity bonus to AC of +0, and a 45% Arcane Spell Failure chance. This reduces the Rogue Modron’s base land speed to 15 feet.

Improved Clockwork Construction: The Rogue Modron’s fortification improves to Medium: it gets a 50% chance to negate additional damage from a critical hit, sneak attack, or similar precision-based damage.

Lantern Eyes: The Rogue Modron gains darkvision 60 feet and low light vision.

Light Armored Plating: The Rogue Modron gains a +3 armor bonus to AC, -3 Armor Check Penalty, a maximum Dexterity bonus to AC of +6, and a 15% Arcane Spell Failure chance.

Mechanical Maneuvers: The Rogue Modron adds its Constitution modifier to its CMB and CMD.

Medium Armored Plating: The Rogue Modron gains a +6 armor bonus to AC, -6 Armor Check Penalty, a maximum Dexterity bonus to AC of +3, and a 30% Arcane Spell Failure chance. This reduces the Rogue Modron’s base land speed to 20 feet.

Multiple Arms: The Rogue Modron has an additional pair of arms.

Multiple Legs: The Rogue Modron has an additional pair of legs; this increases its base land speed by 10 and increases its CMD to resist bull rush and trip attempts by 4.

Non-vestigial Wings: The Rogue Modron’s wings can be used to slow a fall as if it cast feather fall and grants it a +10 racial bonus on Acrobatics checks to jump.


Dotting for yoinkable ideas ... Love you crunch guys! Keep it going! =D


*bookmark*

Dark Archive

Grab a copy of the Dragon Magazine and I have the older 3.0 web enhancement for the modrons too. Mechanus has always been one of my favorite planes along with Acheron.

Dark Archive

I wonder if Paizo will publish a Manual of the Planes type book for their multiverse in the future? I would be very curious to see how they handle it.


lastgrasp wrote:
I wonder if Paizo will publish a Manual of the Planes type book for their multiverse in the future? I would be very curious to see how they handle it.

The closest thing so far is The Great Beyond (more fluff than crunch) for the planes, and Children of the Void (Second Darkness #2, AP 14) for Golarion's solar system.

Dark Archive

The closest thing so far is The Great Beyond (more fluff than crunch) for the planes, and Children of the Void (Second Darkness #2, AP 14) for Golarion's solar system.

Might have to check out the Great Beyond. Does it have a central adventure hub like Sigil and the Outlands?

Contributor

lastgrasp wrote:
Might have to check out the Great Beyond. Does it have a central adventure hub like Sigil and the Outlands?

There's no single monolithic 'center of the multiverse' like Sigil, largely as an artifact of there not being a ring-like structure or model of the Outer Sphere planes. However there are a few really big planar cities that work out well as locations to host a planar campaign such as:

Axis - the LN city-plane of the same name, and it also has a seedy underside (the divine domain of Norgorber)

Galisemni the City of the Celestial and the Damned - only appears on the map of the Maelstrom in TGB, but in my home game it's the closest that you'll get to a Sigil analog among the options thus far

Various cities in Heaven, Nirvana, and Elysium

City of Brass in Elemental Fire

Awaiting-Consumption - no details on this one. Yet.


That reminds me. I gotta go back and bug the Open Design forums about that patron project with the Great Beyond ...

Silver Crusade

Todd Stewart wrote:
lastgrasp wrote:
Might have to check out the Great Beyond. Does it have a central adventure hub like Sigil and the Outlands?
...Galisemni the City of the Celestial and the Damned - only appears on the map of the Maelstrom in TGB, but in my home game it's the closest that you'll get to a Sigil analog among the options thus far...

You TEASE! You can't just throw out something like that and not provide some details! Or at least a link where people can throw money at you until you provide us a book!


lastgrasp wrote:
Might have to check out the Great Beyond. Does it have a central adventure hub like Sigil and the Outlands?
Todd Stewart wrote:

There's no single monolithic 'center of the multiverse' like Sigil, largely as an artifact of there not being a ring-like structure or model of the Outer Sphere planes. However there are a few really big planar cities that work out well as locations to host a planar campaign such as:

Axis - the LN city-plane of the same name, and it also has a seedy underside (the divine domain of Norgorber)

Galisemni the City of the Celestial and the Damned - only appears on the map of the Maelstrom in TGB, but in my home game it's the closest that you'll get to a Sigil analog among the options thus far

Various cities in Heaven, Nirvana, and Elysium

City of Brass in Elemental Fire

Awaiting-Consumption - no details on this one. Yet.

What Todd said. After all, he wrote The Great Beyond! (And was a Planescape guru back in the day.)

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