Iron Gods Pathfinder / D&D 5E Hybrid


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Has anyone attempted a Pathfinder/D&D 5E hybrid for their Iron Gods campaign? We have played half the campaign using Pathfinder. However, our group is leaning toward switching to 5E for our d20 games going forward. We're jumping back into Iron Gods after a two year hiatus, and I want to revitalize interest in the game. I want to preserve the feel of tech and the classes that the players have chosen (Numerian Scavenger Rogue, Spellslinger Wizard, Brawler, and Hedge Witch), but I would like to use the 5E rules to speed up combat and to keep magic gear in check. Does anyone see any problem with the PC classes staying the same, but implementing some 5E changes? Thanks in advance!


I think it could be difficult because of all the tech and new monsters. As well just from learning 5e which I am still doing for my daughter, the classes I think would lose a lot of their “original” feel


There are certainly people who have converted Iron Gods to 5e, at least up to a point; I've seen discussion both here and when doing searches online for GM resources to check out. In particular, searching for the names of prominent NPCs (and monsters like Robot types) in the AP have turned up links to 5e conversions.

On the other hand, these were campaigns meant to be run in 5e from the beginning, so any adaptation of appropriate classes got done in advance and not in mid-AP. Still, they might be worthwhile looking into for ideas.


I tried to convert the Numerian scavenger rogue PC to 5e. There is definitely a different feel to the character. I will let the player check it out at our session tonight, and see what he thinks. The Spellslinger Wizard shouldn't be that challenging, but because he forfeits cantrips for a gun, his power level may be off due to how useful cantrips are in 5e compared to Pathfinder. The Hedge Witch may need to become a multiclass cleric/warlock to preserve healing and hex ability. The Brawler may work as a multiclass monk/fighter since those are the parent classes in Pathfinder.

Magic items are interesting. I found that for ninth level characters, they really don't have alot of magic, but are loaded with tech items, which I will not require attunement to use as they are not magical. Switching to the 5e equivalent magic items shouldn't pose a problem.

Other rules shouldn't be that challenging to incorporate. However, I will need to look at the NPCs to alter their abilities as needed. I have read through two other threads about 5e conversion, and they have been most helpful.


How would others out there with more 5e experience than I create a 9th level Human Numerian Scavenger Rogue, Goblin Spellslinger Wizard, Ghoran Brawler, and Aasimar Hedge Witch? Thanks in advance for any assistance that you can provide!


My group has decided to just play the Pathfinder characters as-is, but we may incorporate some 5e combat mechanics and long and short rests to see how that works out.


Here are some 5e mechanics that I have considered incorporating into my campaign. Feel free to make any suggestions or provide any feedback if you have included these in your own game.

1) Magic Item Attunement
2) Healing during Long/short rests
3) Spells

One of the PCs is a spellslinger wizard, and I don't know how the 5e spells would work with him or how much he would be nerfed since he has to give up cantrips for firearm proficiency and being able to cast through his musket.


1) Magic Item Attunement

My group has discussed this the most so far. They think that as Iron Gods is Pathfinder, and Pathfinder is designed with the assumption that characters will have a bevy of magic items at their disposal, to limit items to only three attuned at any time may limit their characters' ability to survive.

2) Healing During Long/Short Rests

Even though not exactly a dedicated healer, the hedge witch has decent healing capability. However, fear of deadly robots and undead will probably result in long and short rests being incorporated.

3) Spells

I really like how 5e spells work. However, as I mentioned in the previous post, the spellslinger gives up cantrips and has two additional opposing magic schools to have firearm proficiency. Will this be too much of a detriment to him?

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