Codex Alera


Conversions


When I started rereading the Codex Alera series recently I realized that it is a setting that I would be interested in RPGing in but that I have never found a properly done conversion of any system. I am looking at doing one for pathfinder and am hoping to find others willing to help.

Intial thoughts are that each of the furycrafting disciplines would be its own class and that starting characters would have 1 level in a furycrafting discipline and 1 level in a standard class.

Standard pathfinder classes that I feal are appropriate for the setting are
Barbarian
Fighter
Ranger (without spells)
Rogue (no magical talents)
Cavalier

Now some people might find that a short list of classes but with 6 different caster classes that still leaves you with 11 classes and quite likely some multiclassing in many cases.

For the Marat I am thinking of using Half orc replacing orc weapon familiarity with a animal companion. Possibly linking their +2 stat to what animal they are bonded with.

Canim and Icemen will probably need to be designed from the ground up.

For those who know nothing about the series check out the wiki page
Codes Alera Wikipedia Page


Gnolls might work well for Canim. And I had considered making most of the PCs Elemental Wizards. For the Marat, I was thinking Rangers. For the Icemen, I was thinking Druids.

I wouldn't try to reinvent the wheel.


I think gestalt characters would work really well for this, especially if you came up with a Furycrafter class. Perhaps even 2 furycrafter classes, one for a broad range of furycraft, and one for a more specialized furycrafting.


Yeah, Gestalt seems like your best bet, though to really give it the same feel there'd have to be minor racial ties to certain classes.

Marat always being Barbarian, Rangers, Fighters, or Cavaliers (a mix of any two), Canim always being Fighter/Barbarian gestalts with the rare odd Fighter/Mage for the casties they've got, while the Alerans are generally going to be Rogue/Furycrafter, Fighter/Furycrafter, and the rare Ranger or Cavalier/Furycrafter.

There's not really enough known about Icemen to really tie them to standard classes. You may have to go back to the ol' "Race is a class" thing for them since they have a bunch of weird abilities.


Rynjin wrote:
There's not really enough known about Icemen to really tie them to standard classes. You may have to go back to the ol' "Race is a class" thing for them since they have a bunch of weird abilities.

I think that works rather well, especially in a gestalt game. You could even do the Marat the same way, having them gain certain aspects of their chala as they level up.

Liberty's Edge

The classes could also vary depending on what the Furycrafter focuses on. It seems like most of the canon Furycrafters gravitate towards a particular skill set based on their type of Fury.
Water: Rogue/Furycrafter (with strong emphasis on persuasive skills)
Metal: Fighter/Furycrafter
Earth: Fighter/Furycrafter
Wood: Ranger/Furycrafter (ranged style)
Air: Ranger/Furycrafter (two-weapon or ranged style), possibly Fighter/Furycrafter
Fire: Sorceror/Furycrafter (this is more of a WAG, just based on firecrafters seeming to do more directly with their fury and not having as much pure physical power)

Tavi himself would be a weird mix of classes (possibly due to not being trained as a furycrafter). He probably started as a bit of a ranger, based on his outdoorsiness and the master of his hold being a ranger. The imperial training he receives seems to be a blend of fighter and rogue, with both combat in heavy armor and covert work being taught. By the end of the second book, I'd probably have him at somewhere around Ranger 1 / Fighter 1 / Rogue 2 if I was using book classes.


I can see gestalt working with some restrictions.

Gnolls as Canim may work though they would need to be large.

I am looking at making a seperate class for each type of furycrafting as the abilities of each element vary so much. I am also considering having them only go up to level 10, thus a level 20 character could have at least 60% of the max furycrafting in each discipline.


Personally I think 1 or 2 classes would do, but ymmv. I don't see why you couldn't just base the various specialized furycrafters on specialized wizards, with each type of furycrafting being its own school.


I personally see most of the Furycrafters as Oracles - the Msytery is their Fury and most of what the Fury does can be explained by spells and revelations. That's what the norm for the "standard" would be, at least. The Marat could all be druids (seeing how they come of age when first bound to an animal and such), with various archetypes representing different clans. Gnolls could make great canims, but personally I'd just try and build a new race from scratch for them.
Don't go overboard, remember, what is exceptional for normal people in a fantasy world might be just level 4 in Pathfinder.
Also, if you're going Oracle, there's really little need for multiclassing to represent most of the powers of "higher-level characters". That's what you can use the customizing aspects of feats, skills, spells, and background/fluffy descriptions for, after all.
;)


Nether Saxon wrote:


Don't go overboard, remember, what is exceptional for normal people in a fantasy world might be just level 4 in Pathfinder.

A dude caused an entire army to piss themselves and die through sheer force of will, and another brought down a city's walls with some bean sprouts and water/ice, among other such impressive feats from the same and other people.

Don't think you've gotta worry about that issue.


I'm not sure how helpful this will be, but I had a similar idea once, and it lead me to think about what exactly a furycrafter was. Based on that, I ended up making an archetype for the summoner class called the elemental furycrafter. Its at the bottom of the page.

The only advice I will give in terms of making everything work is to not re-invent the wheel. Making anything in Pathfinder (or any RPG like it) can be hard, especially classes because of game balance, and if you don't have much experience in it, your players may be dissatisfied. This is the big reason why I personally like archetypes a lot.

On that note, look into making furycrafting archetypes for all the major classes, rather than making it a class unto itself or gesalting into it. You could also add in some feat trees to expand on those abilities.


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The Spheres of Power book by drop dead studios is an alternative set of rules for making different magic systems. In chapter 7 it presents sample worlds with unique magic systems, one of these The Everforge has a magic system that to my eyes looks a whole lot like codex alera. you should check it out.

Spheres of Power


What if instead of inventing a Furycrafter class, one used a Kineticist from Occult Adventures?

Silver Crusade

Ventnor wrote:
What if instead of inventing a Furycrafter class, one used a Kineticist from Occult Adventures?

That's a great Avenue of thought, Ventnor! Every time I reread that series, how to do an RPG of it becomes the Two hundred and Sixty Dollar question. Clearly though, I'm too Yellow to come up with a rule system. As for kineticist, I know that Water Works! Lets hope that you don't have a Monopoly on the good ideas though.


Alex McGuire wrote:
Ventnor wrote:
What if instead of inventing a Furycrafter class, one used a Kineticist from Occult Adventures?
That's a great Avenue of thought, Ventnor! Every time I reread that series, how to do an RPG of it becomes the Two hundred and Sixty Dollar question. Clearly though, I'm too Yellow to come up with a rule system. As for kineticist, I know that Water Works! Lets hope that you don't have a Monopoly on the good ideas though.

Its not a monopoly if he freely shares them is it?

Silver Crusade

Rogar Stonebow wrote:
Alex McGuire wrote:
Ventnor wrote:
What if instead of inventing a Furycrafter class, one used a Kineticist from Occult Adventures?
That's a great Avenue of thought, Ventnor! Every time I reread that series, how to do an RPG of it becomes the Two hundred and Sixty Dollar question. Clearly though, I'm too Yellow to come up with a rule system. As for kineticist, I know that Water Works! Lets hope that you don't have a Monopoly on the good ideas though.
Its not a monopoly if he freely shares them is it?

...I think my horrible jokes about Ventnor's name went over your head, Rogar. You may consider that a blessing, though.


ahhh. Ventor... Ventnor... avenue of thought.... SPEEEHW

Silver Crusade

Rogar Stonebow wrote:
ahhh. Ventor... Ventnor... avenue of thought.... SPEEEHW

I warned you.

Liberty's Edge

Was just discussing this with a friend.

What was suggested was gestalt, with a Spirit Summoner archetype on one side with appropriate element selected, and kineticist on the other, and additionally choosing an elemental race (sylph etc) appropriate to the type of furycraft.

Additional secondary furies paid for with feats, and their elemental properties acquired through the kineticists ability to gain further elements every few levels.

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