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PFコンバージョンの変更点

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!!Part 2: Converting Rules
!種族
**PFでは多くの種族はStr/Dex/Conに+2、Int/Wis/Chaに+2、どれかひとつに-2の修正がある。これに合っていない種族は、適当にボーナスやペナルティをつける
**存在しないスキルへボーナスがついているものは修正する
!基本クラス
*BABとHit Diceを一致させる(Wizard -> d6, Cleric -> d8, Fighter ->d10)。もとからHit Diceがd12でなければ、d10になることはない。
*その他の修正は気をつけてやろうね。以下は指針。
**クラスは各レベルでBABとSaveの成長以外に何らかの能力を手に入れなければならない。
**Lv20でクールな能力をゲットする。
**クラスの能力はキャラクターレベルではなくて、クラスレベルに依拠しなければならない。
**クラスのメイン能力への制限を緩くする(RogueのSneakが例)
**新しい能力を加える。既存の能力を消したりしない。能力が得られるレベルを遅らせたりしない。
**完成したクラスをPHBのクラスと比べてバランスを見よう。
!Feats
*Skillが前提のものは、その必要ランクを-3したり、統合されているものに変えたり。
*アイテム作成特技は、XPを消費しない。
*ターン・アンデッドに依拠する特技は、チャネル・ポジティブ・エナジーに依拠。アンデッドを退散させるような特技であれば、前提にTurn UndeadのFeatが加わる。
!Gear and Equipment
*基本的に変更なしで使える。
*鎧は、中装以上の場合ACボーナスを+1する。
!Spells
*ポリモルフのルールを使うものは、Polymorph Subschoolを持ち、現在のルールに従う。
*スキルを参照する呪文は無くなっていないかなどチェック。
*XPを消費する呪文は、XP×5gpのマテコンを代わりに使う。
*Permanentなレベルドレインをする呪文は、パーマネントなネガティブレベルを与える。6Lv以下の蘇生呪文は2Negative Levelを与える。8Lv以下の蘇生呪文は1Negative Levelを与える。9Lv呪文のみがペナルティなしで蘇生させる。
*Immunityを与えるような低レベルのスペルは、セーヴボーナスに変えるべき。
*対象を戦闘から完全に除外するような呪文は少なくとも1回はセーヴができるようにしよう。
*即死呪文は大ダメージを与える呪文にしよう(Slay Living参照)。
!Prestige Classes
The process for converting a prestige class to the
Pathfinder Roleplaying Game is nearly identical to the
process for converting a core class―and even easier as
most prestige classes are less complex than core classes.
There are, however, a few additional rules that are worth
examining.
. The save progression for prestige classes is a little
different from those granted by a core class, primarily
because the class is not designed to be taken by 1stlevel
characters. As such, use Table C--4 to determine
the save progression for the prestige class. The “good”
progression refers to any save progression that started
with a +2 in the 3.5 rules. The “average” progression
should be used for all the rest.
. Make sure to check the prestige class requirements
(and the rest of the class) for any skills that have been
altered or removed from the game and adjust them
accordingly. In addition, the skill rank requirements
should be equal to the 3.5 requirements -- 3 (minimum
1 rank). Note that some of the core prestige classes do
not follow this formula exactly and you should consider
these requirements carefully.
. Prestige classes should give few class skills, since
many of these will be redundant from the class skills
garnered by the class taken to qualify for the prestige
class. Focus any class skills on the core concept of the
class and leave the rest out.
Traps
Traps require very little conversion. Any skill reference to
Listen, Search, or Spot should be changed to Perception.
Any skill reference to Open Lock should be changed to
Disable Device. Any other effects that reference a skill
should be checked for changes.
Magic Items
On the whole, most magic items require no conversion,
but those that reference skills should be checked for
changes ( just as with feats, prestige classes, and most other
mechanics). Keep the following simple points in mind
when converting magic items.
. Magic item creation costs no longer include any XP cost,
and unlike spells, this does not affect the price to create
a magic item.
. Any magic item that enhances a character’s ability scores
should be made into a belt or a headband (although
exceptions are possible, they should be rare and cost at
least 1.5 times the normal price).
. Magic items that rely on spells, or function like them,
should be checked for the same issues as spells.
Curses, Diseases, and Poisons
These three elements have been redesigned to one unified
system. When incorporating these elements into your
game, take the following simple steps.
. The type and save DC does not change.
. Some of these aff lictions have onset times (usually
diseases). This is a period of time before the aff liction
begins to take effect. For diseases, this is usually 1
day, but it might be a variable amount of time. Use the
disease’s incubation time as its onset. In addition, most
ingested poisons have an onset time of 10 minutes,
whereas a contact poison has an onset time of 1 minute.
Inhaled and injury poisons do not generally have an
onset time.
. Next is the frequency. This states how often a character
must make a save to avoid the aff liction’s effects
once the onset time has elapsed (or right away for an
aff liction without an onset time). For curses, this time
is variable, but usually once per day. For diseases, this
frequency is almost always once per day. For poisons,
the frequency is limited in most cases, meaning that
the character has to make a set number of saves, after
which time the poison has run its course (although
it can be ended early if the cure conditions are met).
To determine a poison’s frequency, determine the
maximum amount of ability damage that the poison
could have dealt in 3.5 and consult Table C--5. The
frequency entry notes how many times the save must
be made by taking the maximum damage and dividing
it by the indicated number (unless 7 or below, in
which case the max damage is used as the frequency).
All values should be rounded up to the nearest even
number. Note that ingested poisons require a save
once per minute, while all the rest require a save once
per round. For example, if an injury poison dealt a
maximum of 16 points of Str damage, it would have
a frequency of 1/round for 6 rounds (16 divided by 3,
rounded up to 6).
Table C--4: Prestige Class Save Progressions
Level G ood Saves A verage Saves
1st +1 +0
2nd +1 +1
3rd +2 +1
4th +2 +1
5th +3 +2
6th +3 +2
7th +4 +2
8th +4 +3
9th +5 +3
10th +5 +3


708232
708232
708232
419562
419562
419562
16
. Finally, there is the effect. For curses and diseases, this
is mostly unchanged. This means that some diseases
have an initial effect that occurs if the first save is failed
and a secondary effect that occurs for any other failed
saves. For poisons, total up the maximum amount of
damage the poison could have dealt in 3.5 and consult
Table C--5. The effect entry tells the amount of damage
dealt (of the same type) every time a save is failed (except
for the initial save, if the poison has an onset time). If a
poison dealt different kinds of damage, these should be
calculated separately. For example, if a poison dealt 3d6
Strength damage on the first failed save (18 maximum)
and 2d6 Int damage on the second failed save (12
maximum), it would convert to dealing 1d3 Str damage
and 1d2 Int damage for each failed save.
. Each aff liction has a cure line. This describes how many
saves must be made for the aff liction to be overcome
naturally before the frequency has expired. Many curses
do not have a cure entry. Diseases usually have the entry
of “2 consecutive saves,” meaning that a character must
make 2 Fortitude saves in a row to overcome the disease
(although they still avoid contracting it entirely if the
first save is made). Most poisons have the simple entry
of “1 save,” meaning that the poison ends the moment
one saving throw is made.
Monsters
Converting existing monsters to the Pathfinder RPG
is a relatively simple task. Most monsters work just fine
after converting their skills and calculating their CMB
and CMD. In addition, the Pathfinder Roleplaying Game
Bestiary converts most of the widely used monsters for you.
That said, if you are using a 3.5 monster that is not in the
Bestiary, the following rules will help you use the monster
with little effort.
. Monster Hit Dice types are linked to their base attack
progression, just as with characters. This means
that monstrous humanoids and outsiders receive
+1 hit point per Hit Die they possess. Oozes, which
dropped down to d8 Hit Dice, lose 1 hit point per Hit
Die. Undead, which dropped down to d8 Hit Dice,
lose 2 hit points per Hit Die, but they now use their
Charisma modif ier in place of their Constitution
modif ier when calculating hit points and Fortitude
saves. Mindless undead typically have a Charisma
score of 10, whereas intelligent undead tend to have a
higher Charisma score.
. Instead of altering the Hit Dice of constructs, their base
attack bonuses have been increased from the medium
progression to the fast progression. This means that
all constructs receive a +1 bonus on attack rolls, and to
their CMB and CMD. This bonus increases by +2 at 5 Hit
Dice and by an additional +1 for every 4 Hit Dice they
possess beyond 5. Undead, which increase from a slow
progression to a medium progression, receive a +1 bonus
on attack rolls and to their CMB and CMD at 3 Hit Dice,
the bonus increasing by +1 for every 4 Hit Dice after 3 that
they possess.
. Calculate the monster’s CMB and CMD using the same
method used for characters. Note that if a monster has
improved grab, or a similar ability, it receives a +4 bonus
on CMB checks made to grapple.
. Check the monster’s skills for any changes, using Table
C--2 to update them to the new lists. Generally you can
disregard any leftover skill ranks, although you should
probably shift them to the Fly skill if the creature has a
f ly speed. Note that Fly is a class skill for any creature
with a f ly speed. Generally speaking, you can treat
any skill that the monster has ranks in as a class skill.
Although this is not the case in the new rules, in which
Table C--5: Poison Frequencies and Effects
Max 3.5 Damage Frequency Effect
1--7 Max Damage 1 damage
8--14 Max Damage/2 1d2 damage
15--23 Max Damage/3 1d3 damage
24--35 Max Damage/4 1d4 damage
36+ Max Damage/6 1d6 damage








17
Pathfinder RPG Conversion Guide
creatures have set lists of class skills based on type, it is
close enough for a quick conversion.
. Creatures that drained levels now bestow permanent
negative levels. The DC to resist or remove these levels
is unchanged.
. Constructs, plants, and most undead are no longer immune
to sneak attacks or critical hits. Elementals, incorporeal
undead, and oozes are still immune to such attacks.
Part 3: Running the Game
*セーヴが変わるよ(Lv1の+2が無くなるよ)
*前提条件、特にスキルのランクは-3。
*Prestige classesはクラススキルを少ししか与えないべき。クラスのコアコンセプトのスキルに絞り、あとは除外。
!Traps
トラップは、Listen,Spot,Searchが必要なものは全部Perceptionに変え、Open LockはDisable Deviceにする。
!Magic Items
*スキルに関係するマジックアイテムを変更。
*マジックアイテム作成にXPコストはかからない。作成のための値段は変わらない。
*キャラクターの能力値をブーストするアイテムはヘッドバンドか、ベルトにする。例外も可能だが、値段を1.5倍にすること。
!Curses, Diseases, and Poisons
*タイプとセーヴDCは変わらない
*効果が発動するまでの時間(Onset time)は、DiseaseはIncubation Periodを使う。通常は1day。毒は、摂取毒は10min、接触毒は1min、呼吸毒と致傷毒は0。
*Frequency:セーヴしなければならない頻度。基本的に呪いは1/day、病気は1/day、毒は、3.5eで毒が与える最大ダメージに依存。以下の表に従う(切り上げ)。
,Max 3.5 Damage, Frequency, Effect
,1--7 ,Max Damage, 1 damage
,8--14, Max Damage/2, 1d2 damage
,15--23, Max Damage/3, 1d3 damage
,24--35, Max Damage/4, 1d4 damage
,36+, Max Damage/6, 1d6 damage
*効果:のろいと病気は変更なし、毒は上記表を利用してダメージを決定。
*AfflictionにはCure Lineが存在。この回数セーヴすれば回復する。呪いは普通回復しない。病気は2連続セーヴすれば回復、毒はたいてい1回で回復。
!Monsters
*HDとBABは結びついているので、Monstrous HumanoidとOutsiderは+1hp/HD。Oozeは-1HP/HD、Undeadは-2HP/HD(だが、ChaボーナスをCon代わりにHPとFortの計算に使う。Mindless UndeadでもChaは10になる)
*コンストラクトのBABはHDと同じになる。
*CMBとCMDを計算する。Improved Grabを使うモンスターのCMBはGrappleに関して+4される。
*Fly CreatureはFlyがClass Skillに。
*エナジードレインはパーマネントネガティヴレベルに。
*コンストラクト、プラント、アンデッドの多くはSneak AttackやCriticalが利くようになった。エレメンタル、インコ、ウーズはまだImmune。
!!Running the Game(訳すのめんどくなった)
There have been a lot of changes between the 3.5 rules and
those used in the Pathfinder Roleplaying Game. Some of
these changes affect entire systems and are
relatively obvious, while others are
quite a bit subtler. If
you are familiar with
the 3.5 rules, it is only
natural that some of these
changes are going to slip
by for a number of
sessions before someone
notices them. For your
first few games, don’t
worry overmuch about
missing these
details, but focus on the big picture changes. To help with this,
the following list goes over some of the larger changes that
have an impact on both sides of the screen.
. One of the first decisions you need to make concerns
the rate of advancement for the group. For a slow game,
the PCs will gain a level after having faced roughly 30
encounters. For a medium game, they will gain a level
after 20 encounters. A fast game (which was the default
for 3.5) allowed the PCs to gain a level after about 13
encounters. This decision determines the XP chart used
by the PCs to gain levels (see page 30) and the treasure
table used to add treasure to encounters (see page 399).
. The changes to the core classes are pretty self evident
from the character’s perspective, but make sure to
incorporate some of them into NPCs and adversaries so
that the players can see what they look like in combat.
Tossing in a fight against an evil cleric with some undead
minions, for example, is a great way to showcase some of
the changes to channel energy.
. The rules for stabilizing unconscious characters have
changed. See page 190 for a summary of these rules.
. Cover has been altered a little bit to include partial cover
(which only grants a +2 AC bonus). See page 196 for more
information.
. Be sure to familiarize yourself with the new combat
maneuver rules (see page 198). These rules really speed
up these actions (such as bull rush, grapple, and trip),
making them easier to use in your game.
. Read up on the new rules for concentration. Casting a
spell on the defensive is a little harder than before, and
this will certainly come into play sooner or later. See
page 206 for more information.
. The polymorph subschool has been added to the
transmutation school. Although not incredibly common,
spells of this school are tricky and should be reviewed.
See page 211 for the subschool description.
. Although a number of spells have been changed, make
sure to review detect magic (page 267), dispel magic
(page 272), greater dispel magic (page 272), magic circle
against evil (page 308), make whole (page 311), mending
(page 312), neutralize poison (page 316), polymorph (page
323), protection from evil (page 327), raise dead (page
329), remove curse (page 332), remove disease (page 332),
summon monster (page 350), and summon nature’s ally
(page 354). Each of these common spells has received
a number of changes that impact the way that the
game is played. You should also take some time to
review any spells that are commonly cast by the PCs
in your group.
. The Pathfinder RPG uses simpler rules for designing
encounters than 3.5. In addition, monsters are now
worth a set amount of experience points. This means
18
that at the end of the day, all you need to do is total up
the amount of XP and divide that number by the number
of players. Finally, there are some adjustements to the
way treasure is rewarded, depending upon the type of
campaign you are planning to run (slow, medium, or fast
progression). Make sure to familiarize yourself with all
of the information on pages 397--400.
. The rules for traps have changed a little and should be
reviewed. See page 416 for the rules and page 420 for a list
of sample traps.
. The Pathfinder RPG includes a quick system for
generating NPCs. See page 450 for more information.
. The Pathf inder RPG changes certain assumptions
about purchasing magic items. This is an important
change, as it limits the types of items that the PCs can
purchase and means that they will use less common
items during their adventures. Not every PC should
have a ring of protection, cloak of resistance, and belt of
giant strength. The game does not assume that every
PC has such items, so there is no reason to make them
as common as they were in 3.5. The Pathf inder RPG
encourages PCs to use some of the more exotic items
that they f ind during their travels, instead of just
cashing them in to buy the best item for their character
statistically. The rules on page 460 for purchasing
magic items should be reviewed if you allow your PCs
to obtain items in this way.
. Note that magic item creation no longer requires the
crafter to expend XP during creation. The rules do,
however, require a skill check to successfully craft a
magic item. If the roll is failed, the item is wasted, but if
it is failed by 5 or more, a cursed item is created instead.
See page 548 for the rules for creating magic items.
. There have been a number of changes to the special
abilities in Appendix 1 and to the conditions in Appendix
2. As for special abilities, be sure to read up on the changes
to ability score bonuses (page 554); ability score damage
(page 555); aff lictions such as curses (page 556), diseases
(page 557), and poisons (page 557); damage reduction
(page 561); and energy drain and negative levels (page
562). As for conditions, be sure to read up on the broken
condition (page 565), the confused condition (page
566), the grappled condition (page 567), the incorporeal
condition (page 567), the pinned condition (page 568),
and the staggered condition (page 568).
. Finally, remember the first rule: This is your game. If a
particular rule does not fit your group or play style, feel
free to change it or come up with a new rule that works
for you. Talk to your group about the rules to help
identify these issues and to come up with solutions.
You can even share your ideas and questions with the
thousands of other players through our messageboards
at paizo.com.