Lee
1 post
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Hey y’all! We’re looking into running a darksun game using the Pathfinder ruleset. Most everything converts pretty cleanly… Except for the cleric domains.
I mean, earth, air, fire, and water car be pretty much used as-is from Pathfinder, I suppose, but has anyone converted magma and silt and all that?
Thanks for reading! Even if nobody’s done any conversions, any thoughts on it would be cool, cos I expect I’ll end up converting it myself, lol.
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Kamelion
98 posts
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I’m running DS with Pathfinder as well – just finished prepping and should have the first session this coming Tuesday. I’ve completely redesigned the cleric class, though, so I’m not sure my version would be of much use to you. I’m planning on posting my conversions after a few sessions to iron out the kinks, though, so you can take a look and see what you think anyway. I’ve also reworked the psion to match Pathfinder’s use of arcane schools and domain powers, giving psions a few discipline powers. They work pretty much like the wizard’s arcane schools – will need to see them in play, though, to see how they pan out.
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laric
57 posts
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I’m also running a DS campaign with Pathfinder and I love it! I am looking forward to the classes chapter of DSr7 though as I think it might add to some of the DS specific classes.
However, in the meantime I’ve modified the classes as follows (sorry, no cleric in the group). I’m definitely not saying these are perfect, and I’m sure some of them might need adjustments because they would be too powerful as the levels increase, but the pathfinder core classes are more powerful than 3.5 and at least this is a start at trying to equalize the DS classes.
I’d love to see what you guys decide to do for the Cleric and Psion classes.
Laric
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BARD
Hit Die: d8 Skill points: 6 + int modifier Weapon and Armor Proficiency: A bard is proficient in all simple weapons, and the following additional weapons: blowgun, bard’s friend, crossbow (any), garrote, widow’s knife, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). The bard cannot cast spells or cantrips
Bardic music/performance feats are not magical but rather psionic in nature, these include: Level 1: countersong, distraction, fascinate, Inspire courage +1 Level 2: well-versed Level 3: inspire competence Level 5: Inspire courage+2 Level 6: Suggestion Level 8: Dirge of Doom, Discordant Performance Level 9: Inspire greatness Level 11: Inspire courage+3 Level 12: Song of Freedom, Soothing Performance Level 14: Frightening tune, Paralyzing show Level 15: Inspire heroics Level 17: Inspire courage +4 Level 18: Mass suggestion Level 20: Deadly performance
At level 5, 11 and 17 the bard gains the Lore Master feat as described in Pathfinder
Trade Secrets start at level 2 and you gain an additional trade secret every 2 levels (2, 4, 6, etc…) Trade secrets also include rogue talents from the following list: Bleeding Attack, Fast Stealth, Ledge walker, Resiliency and Stand up. Rogue talents are described in the rogue section of the pathfinder rules.
GLADIATOR
Level 1 – Power Attack, Combat Expertise Level 2 – Throw Anything Level 3 – Dazzling Display Level 4 – Intimidating Prowess Level 6 – Caught off Guard Level 7 – Stunning Defense Level 8 – Blind-Fight Level 9 – Improved Critical, Exotic Weapon Specialization Level 10 – Razor Sharp Chair Leg Level 11 – Vital Strike Level 12 – Deadly Stroke Level 13 – Greater Exotic Weapon Focus Level 16 – Improved Vital Strike Level 17 – Greater Exotic Weapon Specialization Level 18 – Exotic Weaponmaster (Proficient with all exotic weapons)
The gladiator is meant to be the most versatile and opportunistic of all the warriors. He’ll never be the greatest swordsman in the land but anything becomes a deadly weapon in his hands (Throw Anything, Caught off Guard, Razor Sharp Chair Leg). He’s also quite a showman (Dazzling Display, Intimidating Prowess, Stunning Defense, Deadly Stroke). At higher levels he learns how to make his strikes truly deadly (Vital Strike, Improved Vital Strike) and he becomes a master of exotic weapons and even a bit of a specialist with one of these (though much later than a fighter would).
PSYCHIC WARRIOR
Level 1 – Open Minded Level 3 – Psychic Warrior Feat Level 4 – Psionic Combat Style Level 6 – Psychic Warrior Feat Level 7 – Psionic Combat Style Specialization Level 9 – Psychic Warrior Feat Level 12 – Psychic Warrior Feat Level 13 – Psionic Combat Style Mastery Level 15 – Psychic Warrior Feat Level 16 – Psionic Combat Style Expansion Level 18 – Psionic Body Level 19 – Psionic Combat Style Perfection
Psychic warriors are an eclectic group on athas, combining both combat training with The Way they improve on both. Their openess to different ways of thinking and seeing the way makes them fast learners(Open Minded). They learn to do incredible things at an early stage (High Jump, Speed of Thought and Up the Walls) and continue to build on these with time (Mental Leap, Psionic charge, Return Shot). They also become skilled in using psionics to bolster their attacks (Psionic Fist, Psionic Shot or Psionic Weapon) and eventually become a master of this fighting style (Unavoidable strike, Fell shot or Deep Impact)
Open Minded: psychic warriors are naturally able to reroute memory, mind, and skill expertise. They gain an extra 5 skill points at 1st level as per the feat.
Psionic Combat Style Feats: At 4th level, a psychic warrior must select one of three psionic combat styles to pursue: unarmed combat, ranged combat or melee combat. This choice affects the character’s class features but does not restrict his selection of feats gained through normal advancement. At 4th level, he is treated as having either the Psionic Fist, Psionic Shot or Psionic Weapon, depending on his selection. At 7th level, a psychic warrior’s aptitude in his chosen psionic combat style improves and he is treated as having the Greater version of his psionic combat style feat. At 13th level, a psychic warrior is treated as having either Unavoidable strike, Fell shot or Deep Impact. At 16th level the psychic warrior is considered to have mastery of a second combat style of his choice. At 19th level the psychic warrior is considered to have mastery all 3 combat styles.
Psychic Warrior Feats: At 3rd level and every 3 levels thereafter a psychic warrior may select a bonus feat. These feats must be taken from the following list: High Jump(as per the monk ability, but no ki), Narrow Mind, Psionic Dodge, Speed of Thought and Up the Walls. At 6th level, the following feats are added to the list: Mental Leap, Psionic charge, Psionic Meditation. At 9th level, the following feats are added to the list: Aligned Attack, Return Shot. At 12th level the Wounding attack feat is added to the list. A psychic warrior need not have any of the prerequisites normally required for these feats to select them.
Psionic Body: At level 19, the psychic warrior gain 2 hit points for each psionic feat you have (including this one). This feat has been removed from the psionic feat list and his now considered a special feat for the Psychic Warrior.
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nefal
20 posts
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@Kamelion: I’m very interested to see your redesign of the cleric class. I’m playing actually Curse of The Crimson Throne (as player) and I like a lot what Paizo did with their Pathfinder rules. I’ll definitively play with them in my next DS campaign.
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Kamelion
98 posts
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It’s nominally based on the PFRPG cleric, but has the old 3.5 style turn undead because I don’t think that healing bursts fit the DS feel. The main change, however, is in the spell list. I have gone back to 2e for inspiration there, removing cure spells above 3rd level as well as raise dead etc – they have been placed on the druid list. I’ve also removed all elemental-specific spells from the general cleric list – so no more can water priests cast air walk etc etc. By way of counterbalance, I’ve made the elemental domains larger (each one has several spells at each level) and they are now cast spontaneously (no more spontaneous healing). There are a few other tweaks, but those are the main ones. Basically, I wanted a cleric that felt more like the 2e version, with broader domains and less healing powers (as I feel that belongs more rightly to druids). I’m not sure the class is 100% balanced, but I’m not so concerned about that for my homebrew. Once I’ve had a chance to see the class in play for a bit, I’ll post a finished version :-) Thanks for the interest!
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corlanrandal
9 posts
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Heya Kamelion,
Any chance we can see your converted Cleric for Pathfinder with its restricted list? What list are you using for the druids?
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Kamelion
98 posts
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Hey corlanrandal, Yeah, I’ll get those posted up at some point. There’s quite a bit of stuff, so it might be easier to just stick a file on rapidshare or something rather than post it all here. Lemme see… :-)
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corlanrandal
9 posts
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Awesome. Let us know what the URL for the rapid share is.
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Jaborwak
6 posts
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I would have to agree that I enjoy the pathfinder bard over the standard as well. But my favorite bard flavor is from Darksun. They are really more of an assassin, and they fit in with the darksun theme really well.
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grummore
88 posts
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Kamelion? Any news or any documents you’d like to share about your Pathfinder DS conversion?
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underableedi...
1 post
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Grummore – I have a whole set of house rules for a DS campaign I’ve been running since September, and they’ve worked out pretty good. You can check them all out at http://underableedingsun.wordpress.com/category…. I put a lot of work in on some customization, as well as browsing the web and taking the best of what I liked. I hope that helps you out. My parties been having a blast, and our whole story is there as well. If you have any questions feel free to ask. I am running a series of 2e modules and ones from here on Athas.
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grummore
88 posts
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Downloaded everything yesterday already. I discovered your site and downloaded everything I could (or found)! What about Blue Goblin studio? Have you had any discussion with these guys about their own conversion?
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grummore
88 posts
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I’d like to be able to help, but I am very pointless in rules stuff. I usually gamemaster a campaign and I question my player about the rules when needed ( I have 3 real good number cruncher out of 5 players). Actually I am not playing any DS, but I plan to eventually. I don’t even know pathfinder! But I sure want to try it out. The hell with 4th ed. Never.
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