Morrowind Campaign setting


Conversions

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I'm not quite sure how you'd handle allotting class skills in Tamriel, maybe 4-6 skills each in minor and major categories, but with the trained bonus varying: +3 for major, +1 for minor. This leaves a racial bonus of +2 squarely in the middle.

Acrobatics - Balance, Tumble and Escape Artist
Athletics - Climb, Jump and Swim
Disable Device - Find & disable magical/mundane traps, opening locks and searching for secret doors
Dungeoneering - underground Survival, recognising aberrations & oozes, stonecunning, mining, search for secret cave doors, etc.
Enchantment - Use Magic Device and checks to make or identify magic items
Handle Animal - Includes Ride
Intrigue - Bluff and Sense Motive
Knowledge: Just four skills, but they should be much more useful:
Linguistics (identify ancient scripts, fake accents, write scrolls, 1 rank = literacy in starting languages, new ranks give new languages)
Lore (Arcana, History, Nobility, recognising many monsters)
Religion (handles all Aedric & Daedric religions & locations, including recognising undead and daedra)
Warcraft (strategy, tactics, Profession: Soldier, siege equipment and so on)
Mercantile - Appraise, Craft and Profession (Merchant) in the following specialities:
Alchemy (includes poisons & potions)
Construction (working in wood & stone; includes Know: Architecture)
Fine Art (painting, sculpture etc.)
Jewellery (working with gold & silver; gem-cutting)
Smithing (armour, weapons and blacksmithing)
Tailoring (clothes, leatherwork, high fashion)
Perception - Listen and Spot, Search (not doors or traps)
Speechcraft - Diplomacy and Intimidate
Spell skills - Concentration, Spellcraft and caster-level (1 per rank) taken separately in the six schools of magic:
Alteration (Transmutation)
Conjuration (non-damaging Conjuration, bound weapons)
Destruction (Evocation, some Necromancy)
Illusion (Enchantment)
Mysticism (Divination, some Abjuration, teleportation)
Restoration (healing, some Abjuration)
Stealth - Includes Sleight of Hand
Streetwise - urban Survival, Gather Information and Knowledge (Local)
Survival - Above-ground only; includes Knowledge (Geography & Nature)

Fly, Heal, Perform - Unchanged, so far

(Athletics/Acrobatics break away from the established TES skills slightly, but they keep to a single attribute theme and fold in a hardly-used skill too. You could then have escaping from grapples as either a Str- or Dex-based thing, depending on the skill used. I'm not that fond of the name for Know (Lore), but it's used in Baldur's Gate, so who am I to argue?) :P


I forgot a skill and the related attributes in the above list:

Endurance - resist environmental exposure or physical exertion (Endurance, Run, Diehard etc.)

Strength: Athletics
Dexterity: Acrobatics, Disable Device, Fly, Stealth
Constitution: Endurance
Intelligence: Enchantment, Knowledge, Mercantile, Conjuration, Mysticism
Wisdom: Dungeoneering, Heal, Perception, Streetwise, Survival, Alteration, Destruction, Restoration
Charisma: Handle Animal, Intrigue, Perform, Speechcraft, Illusion

The TES racial abilities would change only slightly with this skill system:

Dark Elf:
Ancestor Knowledge : The bonus Knowledge skills for all Dunmer are Lore and Religion.

High Elf:
Classical Schooling: Knowledge (Lore) and Knowledge (Linguistics) are always class skills and receive a +1 racial bonus, which rises to +2 if your first class level also grants those class skills. [3]
High Magic: Altmer receive a +2 racial bonus to caster level checks to overcome spell resistance and to Enchantment checks to identify magic items. This cuts out the spell-like abilities altogether and reduces the cost from [5] to [3].
Innate Magicka: High Elves may count their Intelligence as two points higher for the purposes of bonus spell points only. This assumes that you're using the psionics system for spell points. If not, apply the bonus to one spell-casting attribute for spells per day only. [2]

Orc:
Replace Forge Craft [2] and Rugged [2] with Teachings of Malacath: Orcs are extremely tough and durable individuals and gain a +2 racial bonus on all Mercantile (Smithing) and Endurance checks and may always count them as class skills. [4]

Liberty's Edge

I like that system for skills, in mine I kept them the same as Pathfinder normal skills. How are you having the spell skills work? one rank is one caster level?


Well, you'd still need a casting class to have the spell slots, then you'd invest in the various schools as you see fit, maybe taking feats to augment your skill points, but your maximum caster level in each school would either be your class level or your ranks in each skill, whichever was less.


As an addendum, I think Orcs should probably have a -2 penalty to Dexterity to balance out their two physical attribute boosts. Either that or give them a -2 penalty to Intelligence, so that they're on par with the Redguards. That would help make up for the more versatile Teachings of Malacath racial power.

I'd also swap out the Argonian Histskin for Hydrated Vitality, where you gain Fast Healing 2 for a number of rounds equal to your level if you're immersed in water. I think it fits with their amphibious theme better.

Liberty's Edge

I think if the argonians fast heal each time they get in water that would be too powerful


It's only one round per HD per day. :)

Liberty's Edge

ok, that works better, i could see my payers lugging around a cauldron to heal all the time.

Any information on those vampires?


Oh yes. I was trying to see if I could produce a prestige class or the like for vampires, but I'll settle for just rule-dumping later today.

Liberty's Edge

alright, I look forward to seeing them.

The Exchange

wicked cool wrote:
any suggestions for miniatures? What are you using for dwarven machines, etc

Mageknight figures work well if you take them off their bases and re-base them...they have a lot of golems, clockworks, and mecha like robots that have a steam-punkish look and would work really well for the dwarven bots.

Steam Golem
Another one...not sure the name.
Brass golem

Liberty's Edge

The nameless one looks good for a sphere centurion.

Liberty's Edge

After some trouble with the last Document this is the newest updating version. I will be updating this one from now on. Elder Scrolls Conversion


I'm still fiddling with vampires as a prestige class. Were you planning to include any of my contributions?

Liberty's Edge

I added in the skilled though I made a few changes. Tell what you think of them. Also I gave each race two options for ability scores.


Well, the idea of the Mercantile skill was to give people a unified Craft/Profession skill with which to make and sell stuff, so that they didn't feel like they were wasting ranks on background skills.

Did you intend to include Use Magic Device in the Spell knowledge skills? As it stands, both UMD and Linguistics are missing.

I think the dual stat arrangements work quite well, but I do think that Dunmer should lose Fell Magic and replace it with Sacred Necromancy (on page 1).

Liberty's Edge

I used the dual stats because I liked that from 4.0. And with ten races and no "unusual" or "featured" races I figured it would help them out.

I completely forgot about UMD and linguistics will add those in a bit as I'm on my phone right now.

Why don't you think Dunmer should get fell magic?


Because Dunmer are not renowned for dark and evil magic. They call on their ancestors and that's the limit of their necromantic prowess. If you want a faithful conversion, you can't just yank stuff out of the ARG simply because it's easier than creating a more appropriate power.

Liberty's Edge

Dunmer constantly use necromancy, have you been to one of their tombs? Those undead are raised by the dunmer and are there to defend the ancestors bodies and possessions. The only rule they have about undead is not with dunmer corpses.


Other than their own ancestral necromancy, they hate it and its practitioners. Fell Magic also gives them spell-like abilities other than conjuring their ancestral guardian, which is a completely new addition to the lore. (It's the same reason why I think the Altmer should lose those gnomic spell-likes too.)

Liberty's Edge

I changed the document to reflect most of the suggestions. Dunmer and Altmer have similar abilities to what you mentioned. The Dunmer also have the option of replacing Sacred Necromancy for a shadow (it has low scaling health and a small bonus to hit. it is half hurt by normal weapons and full by magic, ghost touch are disruptive to it)

Tell me what you think of it.


The Ancestral Guardian ability is interesting, but I'd suggest that the shadow has the HD (d8s, so 4.5 per HD) and BAB of an undead of half the Dunmer's HD (minimum 1).

Since you've removed Spellcraft, you might want to alter Classical Schooling to grant all Spell Knowledge skills as class skills, rather than a bonus to Spellcraft. Likewise, you may wish to add the checks for making/identifying magic items to UMD.

I would still recommend having Mercantile stand in for Crafts as well as Professions. It would be a bit silly to be able to make, say, weapons, and then not be able to sell them properly without another skill. It would be totally in lore to mention that craft skills can be more versatile e.g. Smithing for both armour and weapons, or Alchemy for both potions and poisons.

I'd also suggest moving Materials and Artefacts to after Subtypes and Skills. That way, the character generation stuff is all together.

Liberty's Edge

I covered the spellcraft problem under he skills section, anything that gives a class spellcraft is instead spell knowledge.

The undead was for simplicity, its just so there is less book keeping otherwise it gets feats and skills and ability scores. this way it is closer to a familiar that gets not special powers.

Potions are a feat not a skill, I don't plan on changing that. Would cause issues.

I will do ascetics later, right now I just want to be good and balanced as I can do.

What do you think of the materials so far, I changed a lot of them and some are still blank.
DONE: Iron, steel, Orcish, elven, ebony, Daedric)
NOT DONE: Glass, Dwarven, basically everything else


Item crafting is also a feat, but you still need to make a skill check to do it successfully.

Liberty's Edge

True but you can always use spell craft for that. Or spell knowledge in this case. Potions use spell craft or alchemy correct? Most have another part they use don't they?


I believe so. That's why I included those combo Craft Mercantile skills so that you could still use them, even without Spellcraft or (in my case) Enchantment as the go-to item skill. Having Alchemy as the key skill for Brew Potion and not a Spellcraft replacement makes perfect sense.


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Remember, Juib (Jiub? Not sure how to spell it but the guy on the boat with you at the begining of Morrowind) becomes a Saint for wiping out the Cliff Racers at some point between the events of Morrowind and the Oblivion Crisis. That said, I would personally have set that as the case cause I HATE those things

Liberty's Edge

He killed all the cliff racers on Vvardenfell, In Skyrim Mjoll The Lioness talks about how she and her father would hunt them. Still though, I would like to personally thank him for his deeds to the people of Morrowind.

On a side note I have done quite a bit more work on the document and added in a few new creatures and reworked may of the artifacts to be more organized and balanced (as far as an artifact can be balanced) If anyone is still interested the link is below. As always any suggestions are welcome.

Elder Scrolls Pathfinder Conversion


I think anyone who's played MW would thank Jiub for his work. :)


Dang! I don't know how I missed this thread when I did my rules. I just started a daggerfall game and made extensive rules for elder scrolls games earlier this year. They can be found HERE!

My races/birthsigns are stronger, but I run it on hard mode and treat the party as a level higher than normal. Its been fun as heck! I pulled data from all the games when making the races, to keep them lore friendly and balanced, all except argonians are the same BP, as are the birthsigns.

I was gonna run Morrowind but a few of my players had played it, so I went with Daggerfall, cause no ones played that game!

Hope your game goes good!


I'm a sucker for good TES rules, UABS. Do you have a combined PDF I could take a look at?

Liberty's Edge

I like what you did with that. The materials are great and perhaps a bit more balanced than mine also you have quite a bit more I somehow forgot all about Dreugh. The birth-signs are great in my opinion, I have my weaker birth signs and the players do not seem that interested maybe they might like yours more. (I offer either two traits of a birth sign)
I tried to stay more to pathfinder in terms of classes but yours would be an interesting thing to add. If you would like any of your stuff added to the PDF I made met me know I will credit you for everything you add. I would be happy to add some things to the document with your permission of course.


Arakhor wrote:
I'm a sucker for good TES rules, UABS. Do you have a combined PDF I could take a look at?

I do not, its just all on my wiki.

Falcar wrote:

I like what you did with that. The materials are great and perhaps a bit more balanced than mine also you have quite a bit more I somehow forgot all about Dreugh. The birth-signs are great in my opinion, I have my weaker birth signs and the players do not seem that interested maybe they might like yours more. (I offer either two traits of a birth sign)

I tried to stay more to pathfinder in terms of classes but yours would be an interesting thing to add. If you would like any of your stuff added to the PDF I made met me know I will credit you for everything you add. I would be happy to add some things to the document with your permission of course.

Thanks. Its certainly stronger than a standard group, they come out at roughly 25 BP races with race and birthsign. I liked the birthsigns though unsurprisingly most the party choose ability score booster one. Someone took the Adept though, so thats fun!

The classes may have been an unnecessary addition. About half my players seemed to get it off the back, while the other less experienced took some coaching to get through:)

If you want to add anything feel free to use whatever you want. I've got countless hours into there so if more people get use out of it the better!

Liberty's Edge

Ok great, I will start adding your things to the document soon.


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Shinmizu wrote:
Captain Xenon wrote:
cliff racers are basically small versions of the pterodactyl. and they are everywhere.
Indeed. Cliff racers occupy 02-98 on all encounter tables. Also, you have to roll for the possibility of encountering a cliff racer if you are within 100 miles of a location that contains cliff racers. They'll find you.

OH GOD GET THEM OFF ME

The Exchange

I like the elder scroll campaign Idea. I have a question. You have vampires but what about werewolves.


take the strongest monster in the beastry and just slap ot onto a few mudcrab minibosses XD

there wasa good glitch with an immortal mudcrab. that litterally followed me everywhere and could not kill it. It'd show up after I fast travel as well. anywhere outside it'd follow it was awesome and horrible..

but mudcrabs must be awesome xD

The Exchange

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Werewolf

Lycanthropy is a supernatural condition that causes a person to periodically transform into a were-creature: an unnatural crossing between beast and man, mer, or beastfolk. Originally created by the Daedric Prince Hircine, it has been called a disease, a curse, and a blessing. Lycanthropy is contagious, and not selective about who it afflicts; most mortal races are susceptible to it.
There are several known strains of this condition, most of which are specific to certain regions of Tamriel. However, the most common strain - which causes the afflicted to turn into werewolves - is known to occur across the whole of the continent. Strictly speaking, the word "lycanthrope" originally referred only to this strain, but it has long been used to refer to anyone who undergoes a similar beast transformation.

CR: +2
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype.A werewolf in hybrid form is large.
AC: In hybrid form the werewolf has the natural armor bonus of +6.
Hp: A werewolf gains 5d8
Defensive Abilities: A werewolf gains DR 10/silver in all forms. Fast healing 5
Speed: Same as the base creature, depending on which form the werewolf is using. Hybrids use the base Animal's speed(50).
Melee: A werewolf gains a bite attack (1d8+Str+Trip), 2 Claw attacks (1d6+Str+Trip) in hybrid form.
Special Attacks: A werewolf retains all the special attacks, qualities, and abilities of the base creature. In hybrid it gains the special attacks, qualities, and abilities of the base animal. A werewolf also gains low-light vision, scent, and the following:
Change Shape (Su) All werewolves have two forms—a humanoid form, an a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms. An werewolf can assume hybrid form for 25 rounds as a move-equivalent action by making a DC 15 Constitution check, or humanoid form as a move-equivalent action by making a DC 20 Constitution check. On nights when the full moon is visible, an werewolf gains a +5 morale bonus to Constitution checks made to assume hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An werewolf reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain werewolf reverts to its humanoid form, although it remains dead.
Curse of Beast (Su) A werewolf's bite attack in hybrid form infects a humanoid target with werewolfism (Fortitude DC 15 negates). If the victim's size is not within one size category of the werewolf, this ability has no effect.
Lycanthropic Empathy (Ex) In any form, werewolves can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
Gorging: When feeding of bodies of the dead creatures a werewolf gains 2d4 health and an extra 5 rounds in hybrid form.(Can not be undead or anything else that is not living).
Gorging is a move-equivalent action
Howl of Terror: A werewolf can make an Intimidate check against all that can hear him.The werewolf uses his strength modifier instead of his charisma. A werewolf can only howl ever 10 rounds.
Ability Scores: +2 Wis, in all forms; +8 Str,+2 dex, +4 Con in hybrid and animal forms. Werewolves have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a werewolf's ability scores change when he assumes hybrid or animal form. In human form, the werewolf's ability scores are unchanged from the base creature's form.
Feats: Run, Skill Focus (Perception), Weapon Focus (bite).

I believe it's balanced when compared to the vampires. I based the time you could be in werewolf form off Skyrim and gorging. I hope it's ok I coped the Elder Scrolls Pathfinder Conversion WIP to my docs so I can edit my own version.

The Exchange

I also have an idea for the Ring of Hircine. It could allow a lycanthrope to change forms at will without Constitution checks, +2 natural armor and attacks,and give the wearer the ability to dominate other were creatures and animals 1/day.
and I forgot these.
Disease immunity: Werewolf's are immune to all magical and non magical diseases.
Bloodlust: when an werewolf gorges he gains gaining a +2 bonus to Strength, but a –1 penalty to AC. For three round after his last feeding.

Liberty's Edge

Zaneroar: tThats really good. My only issuer I have is the extra. Maybe just bump the con bonus up more because with DR, fast healing, and extra con I think the bonus 5HD may be too much and create problems with the CR advancement. I did not add in werewolves because the elder scrolls versions were very similar to the Pathfinder ones (I based it off of the Morrowind versions so no goring) however after seeing this I will definitely be adding it to the doc but I thin k I will make a few alterations of thats ok with you.

Zwordsman: I am picturing Cthulhu locked in combat with a mud crab, the elder god going even more insane that the combat music will never stop.

Liberty's Edge

Werewolf
Lycanthropy is a supernatural condition that causes a person to periodically transform into a were-creature: an unnatural crossing between beast and man, mer, or beastfolk. Originally created by the Daedric Prince Hircine, it has been called a disease, a curse, and a blessing. Lycanthropy is contagious, and not selective about who it afflicts; most mortal races are susceptible to it. 
There are several known strains of this condition, most of which are specific to certain regions of Tamriel. However, the most common strain - which causes the afflicted to turn into werewolves - is known to occur across the whole of the continent. Strictly speaking, the word "lycanthrope" originally referred only to this strain, but it has long been used to refer to anyone who undergoes a similar beast transformation.

Creating a Werewolf:

Lycanthrope is an inherited template that any living humanoid can gain. Other creatures can gain the template but this is rare and generally at the hands of Hircine.

CR: The CR of the creature is equal to the base creatures or the base animal which ever is higher +2.

Size and Type: The creature (referred to as the base creature) gains the shape-changer subtype. While in humanoid form the creature is its original size, in animal form in hybrid form the creature is large sized (or one size larger than the base humanoid form in the case of a giant)

AC: In hybrid and animal form the creatures natural AC increases by 6

Defensive Abilities: A werewolf gains DR 10/silver in all forms. Fast healing 5. A werewolf is immune to all diseases magical and natural.

Speed: The creature’s speed increases to the base animals form in hybrid and animal form. (50 for most wolves)

Attacks: A werewolf in hybrid form gains two claw attacks and a bite attack dealing 1D6+STR and 1D8+STR respectively. The werewolf may also make a free bull rush attempt with the claws (he may not choose to move with this attack) and a free trip attempt with the bite.

Special Attacks: A werewolf retains all the special attacks, qualities, and abilities of the base creature. In hybrid it gains the special attacks, qualities, and abilities of the base animal. A werewolf also gains low-light vision, scent, and the following:

Change Shape (Su) All werewolves have two forms—a humanoid form, an a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms. An werewolf can assume hybrid form for 25 rounds as a move-equivalent action by making a DC 15 Constitution check, or humanoid form as a move-equivalent action by making a DC 20 Constitution check. On nights when the full moon is visible, an werewolf gains a +5 morale bonus to Constitution checks made to assume hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An werewolf reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain werewolf reverts to its humanoid form, although it remains dead. 

Curse of Beast (Su) A werewolf's bite attack in hybrid form infects a humanoid target with Lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the werewolf, this ability has no effect. 

Lycanthropic Empathy (Ex) In any form, werewolves can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. 

Gorging: When feeding of bodies of the dead creatures a werewolf gains 2d4 health and an extra 5 rounds in hybrid form. After feeding on an valid creature the werewolf gains enhanced power or a short time. He gain a +4 circumstance bonus on strength but takes a -2 penalty on AC for 4 rounds. (Can not be undead or anything else that is not living). 
Gorging is a move-equivalent action 

Howl of Terror: A werewolf can make an Intimidate check against all that can hear him. The werewolf uses his strength modifier instead of his charisma. A werewolf can only howl ever 10 rounds. 

Ability Scores: +2 WIS, in all forms; +8 STR, +2 DEX, +4 CON in hybrid forms. Werewolves have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a werewolf's ability scores change when he assumes hybrid or animal form. In human form, the werewolf's ability scores are unchanged from the base creature's form.
Feats: Run, Skill Focus (Perception), Weapon Focus (bite).

Liberty's Edge

Ring of Hircine

Aura: Overpowering Transmutation
CL: 20, Slot: Ring, Weight: --

This iron band has a small wolfs head on the top. The ring temps its holder to wear it. The ring grants the wearer the ability to transform into a werewolf without the need to make a constitution check or even have the disease. In this form the fur of the wolf is darker save for the silver colorations on the hands and spine. The werewolf gains a +2 profane bonus attack rolls and damage rolls with the claws and bite. The DC of the howl increases by +4.
Once per day the user may cast the spell Dominate monster save that it only effects Lycanthropes (DC: 26) he may also cast Charm animals 5 times per day (DC: 18)
Wolves will not attack the wearer unless magically commanded to do so or with a 25 handle animal check.
The ring is a gift from Hircine himself, if the wearer should lose the huntsman’s favor it tightens around his finger and cannot be removed (severing the finger has it return on another, if all fingers are removed it acts as a collar) The ring randomly transforms the wearer into his hybrid form at inopportune times and the wearer cannot control his action though he is able to see and remember them. Hircine often sends another hunter to slay the wearer during this time to select a new champion.

The Exchange

I based it of a dire werewolf. Given that skyrim is only elder scrolls game i've ever played long term. I'm also newer to pathfinder. But i felt that the normal werewolf didn't do the one in skyrim justice. Sense most werewolves in skyrim are 8-9 feet tall and they look to weigh at least over 500 pounds. Thanks for the help with the werewolf tho. Also this week or some time soon. Me and a couple of my friends plan on testing the rules out. We planned on using something along the of the warrior, expert, and spellcaster class form unearth arcana. I think they'll work well with the rules i'v read so far. But i'm not so sure about what do do with spells. i know in all the elder scrolls games i've played in there was mana. So i was thinking it might take like maybe 5 rounds for a 1st level spell to come back or something.

Liberty's Edge

Unfortunately regaining spells does not work well in pathfinder. A spell caster would never run out of lower level spells. The only ice I have would be that a spell caster is normally very limited in spells (his highest spell would cost most of his available mana) but even with that the low level spells with long durations such as mage atom would be basically free. I think the Psionic system may fit the idea of Mana better than the standard rules though.

The werewolf being large should not cause an issue though, just make sure the player knows it is not in control during this time (thats how the lore generally mentions it) Let me low how your group handles the rules though I have been playing for almost a year or so and its been good.


You could take some cues from 5th Edition, now that it's out. Still use spell points to represent magicka, but only have spells cast at minimum level unless you are prepared to sacrifice upper-level slots for them.

You could also reduce the number of higher-level slots like 5E has done and adopt the semi-Vancian system that they are using (multiple casting from a prepared selection of spells).


Why give Redguards a -2 penalty to Intelligence? they are not depicted as stupid in the lore or the game.


In Morrowind and Oblivion, their starting Intelligence is only 30, which is below the average starting ability of 40.

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