Converting 3.5 to pathfinder (spellcasters)


Conversions

Sovereign Court

1 person marked this as FAQ candidate.

I'm tyring to conver certain Prestige classes over but ran into a problem with one that requires spells not listed in the books, there are veriations of the spells but should I use this or though out the spell requirements


You should use the most similar Pathfinder spells. If there aren't any similar ones, port over the 3.5 ones. I wouldn't throw out the requirements, because they usually exist for a reason.

Sovereign Court

the spells call for summon undead II wich in pathfinder is summon monster II but the other is not a problem (comand undead.


Summon Monster can't summon undead (there aren't any on the summoning list), so I'd port over the Summon Undead spells. They shouldn't have any balance problems from 3.5, though I'd double check the summoning lists and switch things out of they have inappropriate CRs.

Sovereign Court

what if I just used the undead versions of the summon monsters


The CRs would vary so much it'd be rather complicated to balance the list. The best templates to use, zombie and skeleton, can change the CR quite a bit. Better to port the spells and replace anything that has a different CR in Pathfinder than it does in 3.5.

Sovereign Court

if you havent figured it out I converting the True Necromancer, and While the spells wouldn't be a problem, the next issue in the require turn and rebuke... wich in Pathfinder is channel unless your a necromancer wizard or buy the feat. so should I use the channel of the turn and rebuke?

Sovereign Court

this is my first attemp at convertion so will set the pattern for others so I try to get it right the first time.


I'd use the feat as a prerequisite, as True Necromancers should be able to rebuke undead.


You would have to port spells from splat books over to Pathfinder.
Summon Undead 2 is not a variant of summoner monster 2. It summoned very specific monsters(undead only) such as allips, and vampires.

IIRC I think all of the monsters the undead series could summon are also Pathfinder monsters.


I haven't compared them myself, but I was told the PF version of many of the undead are more powerful than the 3.x version. So you will need to check on that and possibly shift some of the undead up a spell level. But other than that it shouldn't be a problem to bring over the sum undead 'x' spells.

Sovereign Court

thanks all and will do as you say, this is looking good if any of you want the prestige class when im done let me know and I'll send it to you.

Sovereign Court

new question in the 3.5 version they give spells per day but in PF they usually just give the equivalent level boost what should I choose


I'd give the equivalent level boost to fit the way PF works.

Sovereign Court

cool thanks

Sovereign Court

alright people have a new question, the skeleton template says to use the CR based on HD, 4-5 being CR 2, but the Owlbear who has 5HD is a CR 4 so then what is a Skeleton Owlbear?


CR 2. The skeleton template takes abilities away, so a skeletal owlbear is less powerful than a living one.

Sovereign Court

ok folks it is done.

HD: D6

Requirements

Alignment: Any no-good
Skills: Knowledge (Arcana) 5 Ranks, Knowledge (Religion) 5 Ranks
Feats: Spell Focus (Necromancy)
Spells: Able to cast Summon Undead II as a divine spell and Command Undead as an arcane spell.
Special: ability to Turn or Rebuke
Special: access to the Death domain

Class Skills

Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Perception (Wis), Spellcraft (Int).
Skill Points at each level: 2 + Int modifier

Class Features

Level BAB Fort Reflex Will Special Spells
1 0 0 0 1 Rebuke Undead +1 to existing arcane spellcasting class
2 1 1 1 1 Create Undead/1 a day +1 to existing divine spellcasting class
3 1 1 1 2 Necromantic Prowess (+1) +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
4 2 1 1 2 Zone of Desecration +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
5 2 2 2 3 Create Undead/2 a day +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
6 3 2 2 3 Necromantic Prowess (+2)+1 to existing arcane spellcasting class
7 3 2 2 4 Major Desecration +1 to existing divine spellcasting class
8 4 3 3 4 Create Greater Undead/1 a day +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
9 4 3 3 5 Necromantic Prowess (+3) +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
10 5 3 3 5 Horrid Wilting +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
11 5 4 4 6 Create Greater Undead/2 a day +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
12 6 4 4 6 Necromantic Prowess (+4)+1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
13 6 4 4 7 Energy Drain +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
14 7 5 5 7 Wail of the Banshee +1 to existing arcane spellcasting class/ +1 to existing divine spellcasting class
- - - - - -------------------------------------- ------------------------------------------------

Rebuke Undead: The True Necromancer class levels stack with levels of all other classes that grant the ability to rebuke the undead for the purpose of determining the effective level of rebuking. The bonus from his/her necromantic prowess applies once it is gained.
Create Undead: On attaining 2nd, a true necromancer can cast create undead once per day as the spell of the same name. He/she can use this ability one additional time per day at 5th level and higher. He/she must still supply the requisite material components. The true necromancer’s caster level equals her character level plus the bonus from necromantic prowess once it is gained.
Necromantic Prowess: At 3rd level, a true necromancer gains unsurpassed power over death. When he/she rebukes undead, casts a necromancy spell, or uses a spell-like ability that mimics a necromancy spell, his/her effective caster level increases. The bonus is + 1 at 3rd level, + 2 at 6th level, + 3 at 9th level, and + 4 at 12th level and higher.
Zone of Desecration: At 4th level, a true necromancer begins to exert his/her authority over undead. This aura is identical to the effect of the desecrate spell except it only effects allied undead.
Major Desecration: At 7th level, a true necromancer extends his/her authority over undead. The supernatural aura of negative energy surrounding him/her (see Zone of Desecration, above) now extends to a radius of 10 feet per true necromancer class level.
Create Greater Undead: On reaching 8th level, a true necromancer can cast Create Greater Undead once per day as the spell. He/she can use this ability one additional time at 11th level and higher. He/she must still supply the requisite material components. The true necromancer’s caster level equals her character level plus the bonus from necromantic prowess ability.
Horrid Wilting: At 10th level and higher, a true necromancer can use Horrid Wilting once per day, with a caster level equal to his/her character level plus his/her necromantic prowess ability.
Energy Drain: At 13th level and higher, a true necromancer can use Energy Drain once per day, with a caster level equal to his/her character level plus his/her necromantic prowess ability.
Wail of the Banshee: At 14th level and higher, a true necromancer can use Wail of the Banshee once per day, with a caster level equal to his/her character level plus his/her necromantic prowess ability.

Spells Requirement

1. Summon Undead I:
Conjuration (Summoning) [Evil]
Level: Cleric 1, sorcerer/wizard 1
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One summoned creature
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like the spell Summon Monster I except that you summon an undead creature. Summon Undead I conjures one of the creatures from the 1rst level list in the accompanying side bar. You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total of HD you can control with Animate Dead or other command undead abilities. No undead creature can have more HD than your caster level + 1.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

2. Summon Undead II:
Conjuration (Summoning) [Evil]
Level: Cleric 2, sorcerer/wizard 2
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Undead I, except you can summon one undead from the 2nd level list or two of the same kind from the 1rst level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

3. Summon Undead III:
Conjuration (Summoning) [Evil]
Level: Cleric 3, sorcerer/wizard 3
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Undead I, except you can summon one undead from the 3rd level list or two of the same kind from the 2ndt level list, or 4 of the same kind from the 1rst level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

4. Summon Undead IV:
Conjuration (Summoning) [Evil]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No

This spell functions like Summon Undead I, except you can summon one undead from the 4th level list or two of the same kind from the 3rd level list, or 4 of the same kind from a lower level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

5. Summon Undead V:
Conjuration (Summoning) [Evil]
Level: Cleric 4, sorcerer/wizard 4
Components: V, S, F, /DF
Casting Time: 1 round
Range: close (25ft + 5ft. / 2 levels)
Effect: One or more summoned creatures, no two of which are more than 30ft. apart.
Duration: 1 round per level
Saving Throw: None
Spell Resistance: No
This spell functions like Summon Undead I, except you can summon one undead from the 5th level list or two of the same kind from the 4th level list, or 4 of the same kind from a lower level list.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.

Summon undead list

Level 1: Human Warrior Skeleton (Bestiary 1, pg. 250) CR 1, Kobold Zombie (Bestiary 1, pg. 183,288) CR ½, Bugbear Zombie (Bestiary 1, pg. 38,288) CR 1, Ghoul (Bestiary 1, pg. 146) CR 1,
Level 2: Owlbear Skeleton (Bestiary 1, pg. 224, 250) CR 2, Ogre Zombie (Bestiary 1, pg. 220,288) CR 2, Ghast (Bestiary 1, pg. 146, 294), CR 2
Level 3: Troll Skeleton (Bestiary 1, pg. 268, 250) CR 3, Allip (Bestiary 3, pg. 12) CR 3, Shadow (Bestiary 1, pg. 245) CR 3, Wight (Bestiary 1, pg. 276) CR 3
Level 4, Wyvern Zombie (Bestiary 1, pg. 282,288) CR 4, Vampire Spawn (Bestiary 1, pg. 271) CR 4, Cairn Wight (Bestiary 1, pg. 276) CR 4, Frost Wight (Bestiary 1, pg. 276) CR 4,
Level 5: Mummy (Bestiary 1, pg. 210) CR 5, Brute Wight (Bestiary 1, pg. 276) CR 5

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