What Pathfinder rules find their way to your 3.x campaign


3.5/d20/OGL

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Follow up from the post, Why DnD 3.x over PF:

What rules have you adapted from the Pathfinder Roleplaying Game into your 3.x campaign? The skills? Channel energy? Certain feats?


For me, the entire skill system, the combat maneuver rules, and polymorph spells. And the way Pathfinder treats 0-level spells (which I already did the same way before Pathfinder, so its not something I took from there. We just happen to use the same rules).

And parts of the classes (druid domains instead of animal companions, paladins weapon bond instead of mount, the hunters ability to share his favored enemy bonus instead of animal companion, and the wizards bonded object instead of a familiar.) In my rules, these are not options. They replace those abilities totally. (Cuts down on the amount of actions in combat, as the player only has one character to deal with instead of two.)

I am also thinking about using Pathfinders reduced number of creature type. (Giants being humanoids, and elementals becoming outsiders)


I run Monte Cook's Arcana Evolved hybridized with 3.5, Pathfinder and Trailblazer. Specifically, I use the following elements of Pathfinder:

Classes

Alchemist - I've used this class for low level NPC villains a few times, converting the effects of extracts from PF spells to AE spells as I go, and generally just fudging it behind the DM screen.

Class Features

Arcane bond – The magister gains this ability instead of the magister's staff ability

Trap spotter rogue talent – Since finding magical traps is not restricted to one class in AE, this ability replaces the text of trapfinding.

Favored terrain, shared enemy, quarry, improved quarry, and master hunter – My homebrew ranger variant (which has neither spells nor an animal companion) gains these class features.

Feats
Dodge
Paired opportunists (after being specifically requested by two players)

Races
Humans: +2 to any ability score of their choice

Non-humans are balanced around having +2 to one physical, +2 to one mental, and -2 to a single other stat, as the PF races do.

Skills
I use the basic rules for acquisition of skills from Pathfinder. (Skill points buy skill ranks on a 1:1 basis to the max of the characters HD, +3 bonus for class skills.)

Linguistics replaces speak language, decipher script and forgery.

PF inspired me to combine several other skills, but I did so in slightly different fashion.

Grand Lodge

Let me see.

BAB/HD pairing: Went ahead and bumped the lower HD classes up. Since I max HD at all levels, this hasn't seemed to change anything. Probably going to drop it after this campaign.

Combat Maneuvers: Used CMB and the PF Grapple rules to speed play up for my new Monk player. However, I think just teaching her the ins and outs of 3.5 grapple would have been better.

Feats: Using the PF feat progression, hasn't had much effect. Probably will keep it around since more feats is better fun. Also using a wide range of feats, some Pathfinder, some houseruled.

Skills: Consolidated Spot/Listen and Hide/Move Silent. Of course, I decided that before PF came out, so I don't know that it counts.

Other than that, not much. I really am finding the changes do not improve my game in any noticeable fashion, and for the most part will probably go back to 3.5 rules in the future.


Robert Ranting wrote:

I run Monte Cook's Arcana Evolved hybridized with 3.5, Pathfinder and Trailblazer. Specifically, I use the following elements of Pathfinder:

Classes

Alchemist - I've used this class for low level NPC villains a few times, converting the effects of extracts from PF spells to AE spells as I go, and generally just fudging it behind the DM screen.

Class Features

Arcane bond – The magister gains this ability instead of the magister's staff ability

Trap spotter rogue talent – Since finding magical traps is not restricted to one class in AE, this ability replaces the text of trapfinding.

Favored terrain, shared enemy, quarry, improved quarry, and master hunter – My homebrew ranger variant (which has neither spells nor an animal companion) gains these class features.

Feats
Dodge
Paired opportunists (after being specifically requested by two players)

Races
Humans: +2 to any ability score of their choice

Non-humans are balanced around having +2 to one physical, +2 to one mental, and -2 to a single other stat, as the PF races do.

Skills
I use the basic rules for acquisition of skills from Pathfinder. (Skill points buy skill ranks on a 1:1 basis to the max of the characters HD, +3 bonus for class skills.)

Linguistics replaces speak language, decipher script and forgery.

PF inspired me to combine several other skills, but I did so in slightly different fashion.

I'd be really interested to know what elements you took from Trailblazer as I'm looking at combining it with Arcana Unearthed.

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