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Apr 14, 2016 11:21 pm
Oh, I see. I did not read well enough. So basically, you pick one target, spend a swift action, and all attacks against that particular target are smite evil basically...
Apr 14, 2016 11:48 pm
Well, you guys did it. I've started listening to songs from my Castlevania soundtracks to put me back in the mood for some Ravenloft again... XD :P
Apr 15, 2016 12:44 am
Converting Strahd Von Zarovich's stats to PF and it gives some interesting results. This will be interesting...
Apr 15, 2016 1:10 am
Castlevania makes for excellent theme music. Can't wait
Apr 15, 2016 2:16 am
Have they removed synergy bonuses in PF because I can't seem to find them...
Apr 15, 2016 2:23 am
I believe so, yes.
Apr 15, 2016 3:14 am
Another quick question, how would barbarian rage work for an undead barbarian? Would they use their CHA modifier for the duration? What about rage powers?
Last edited April 15, 2016 3:27 am
Apr 15, 2016 7:10 am
Any unintelligent undead (zombie, skeleton) would not benefit from rage, as the bonuses from rage are technically morale bonuses. Otherwise, I'd say use Cha and call it a day.

Since undead can't be fatigued, I'd say the rage powers could be abused as an undead.
Apr 15, 2016 7:20 am
That said, I did find a spell that could make rage work for undead, but be a little weaker. Unliving Rage
Apr 15, 2016 1:41 pm
irvanovich says:
Any unintelligent undead (zombie, skeleton) would not benefit from rage, as the bonuses from rage are technically morale bonuses. Otherwise, I'd say use Cha and call it a day.

Since undead can't be fatigued, I'd say the rage powers could be abused as an undead.
Oh, well the Bestiary answers that question...

"No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC)."

Ouch. Undeads will be far more dangerous in PF than in 3.5... This will definitely be an adventure where players can (and in a few cases will) die. XD
Last edited April 15, 2016 1:42 pm
Apr 15, 2016 1:43 pm
kalajel says:
irvanovich says:
Any unintelligent undead (zombie, skeleton) would not benefit from rage, as the bonuses from rage are technically morale bonuses. Otherwise, I'd say use Cha and call it a day.

Since undead can't be fatigued, I'd say the rage powers could be abused as an undead.
Oh, well the Bestiary answers that question...

"No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC)."

Ouch. Undeads will be far more dangerous in PF than in 3.5... This will definitely be an adventure where players can (and in a few cases will) die. XD
Those are the most fun. I'm kinda excited for it!
Apr 15, 2016 3:31 pm
Okay, so Expedition to Castle Ravenloft uses a lot of material from specialized 3.5 books. I wanted to try to convert the adventure using only the PF core rulebook as much as possible (as I wanted to try to limit myself to this book since it would be my first PF GMing experience), but it looks like I'll have to convert some 3.5 stuff since there doesn't seem to be anything similar on any of the PF SRD sites I know of. So to avoid being unfair, I'll allow converted 3.5 material for players as well, but it must be submitted to me for approval first and I'll reserve myself the right to approve, deny, or modify any 3.5 conversion submitted.
Good news is, I'll drop the whole Taint mechanics from Heroes of Horror seeing that converted monsters look to be a lot more deadly in PF, so I doubt I'll need yet another penalizing mechanic to use against the players.
Last edited April 15, 2016 3:32 pm
Apr 15, 2016 3:42 pm
That sounds like a plan to me. What level is it, and when did you want to start getting things going?
Apr 15, 2016 8:19 pm
I would love to play some pathfinder horror.
Apr 15, 2016 9:38 pm
6th level. I was thinking of the organic character method (DMG 3.5 p.169) for character creation. Not sure when I'll be ready to begin. Probably later this month or early next month. I'm aware I don't need to translate everything all at once, but I want to have enough material already done before starting. I also have a lot of PF books to read so... XD
Apr 15, 2016 11:11 pm
Just want to do a quick sanity check on my conversion of the Knight of the Raven. PF aficionados can tall me if it makes sense.

Knight of the Raven

Entry Requirements
Alignment: Any good.
Base Attack Bonus: +4
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer in vigil in the chapel of Ravenloft.

HD: D10

Class Skills (2 + Int modifier per level): Diplomacy, Knowledge (local), Knowledge (religion), Perception, Survival.

Level / BAB / Fort / Ref / Will / Special / Spellcasting
1 / +1 / +1 / +0 / +1 / Raven harrier (harry) speak with ravens / —
2 / +2 / +2 / +1 / +1 / Smite undead 1/day / +1 level of existing divine spellcasting class
3 / +3 / +2 / +1 / +2 / Channel positive energy 1d6, sun domain, raven harrier (baffle) / +1 level of existing divine spellcasting class
4 / +4 / +2 / +1 / +2 / Light focus, smite undead 2/day / +1 level of existing divine spellcasting class
5 / +5 / +3 / +2 / +3 / Raven harrier (falter), Enduring Life* / +1 level of existing divine spellcasting class
6 / +6 / +3 / +2 / +3 / Channel positive energy 2d6, smite undead 3/day / +1 level of existing divine spellcasting class
7 / +7 / +4 / +2 / +4 / Raven harrier (channel spell) / +1 level of existing divine spellcasting class
8 / +8 / +4 / +3 / +4 / Lasting Life*, smite undead 4/day / +1 level of existing divine spellcasting class
9 / +9 / +5 / +3 / +5 / Channel positive energy 3d6, raven harrier (sight link) / +1 level of existing divine spellcasting class
10 / +10 / +5 / +3 / +5 / Burst of vitality, smite undead 5/day / +1 level of existing divine spellcasting class

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Knight of the Raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Raven Harrier (EX): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven with the celestial template, except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers. It has an intelligence of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square of for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.
You raven harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Charisma modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foot step.
Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you performed this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.

Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Int above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence, you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.

Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into attacks made against an undead creature. As a swift action, pick one target within sight to smite. If this target is an undead creature, you add your Charisma bonus (if any) to your attack rolls and add your Knight of the Raven class levels to your damage rolls made against the target of your smite. If you roll a natural 20 on one of your smite attacks, your bonus damage is doubled for this attack. This is not a critical hit, and no confirmation roll is necessary. Regardless of the target, smite undead attacks automatically bypass any DR the creature might possess.
In addition, while smite undead is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of your smite. If you target a creature that is not an undead, the smite is wasted with no effect. If you are using this ability against an incorporeal undead creature, it takes three-quarter (75%) damage instead of half damage.
The smite remains in effect until your target is dead or the next time you rest and regain your uses of this ability. For every two levels you advance beyond 2nd, you gain one additional daily use of this ability.

Channel Positive Energy (Su): At 3rd level, you gain the ability to release a wave of positive energy by channeling the power of your faith through your holy symbol. This energy will damage undead creatures and heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on you. The amount of damage dealt or healed is equal to 1d6 points of damage for every three Knight of the Raven levels beyond 3rd (2d6 at 6th and 3d6 at 9th) you possess. Undead creatures that take damage from channeled positive energy receive a Will save to halve the damage. The DC of this save is equal to 10 + your Knight of the Raven class levels -2 + your Charisma modifier. Creatures healed by channeled positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.
If you also posses levels of cleric, your channel positive energy stacks with your cleric’s channel energy to determine the strength. You also calculate your save DC as 10 + 1/2 (your cleric levels + your Knight of the Raven levels -2) + your Charisma modifier.

Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted powers and can choose domain spells from the Sun spell list as well as from those of your other domains, adding your Knight of the Raven levels to your cleric levels for the purpose of the granted powers. If you already have access to the Sun domain, consider your Knight of the Raven levels to be 2 higher when you stack them with your cleric levels for the purpose of your granted powers.
If you do not have cleric levels, then you can use the granted power of the Sun domain normally, substituting your knight of the raven levels for your cleric levels. Add the Sun domain's spells to your class' spell list. If you are a spontaneous caster such as a XX or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell you may cast it freely.

Light Focus: When you reach 4th level, you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell.
• Double the radius of illumination, and treat the spell as one level higher for the purpose of countering and dispelling a spell with the darkness descriptor.

• Increase its saving throw DC by 2.

• Increase your effective caster level by one.

Enduring Life: At 5th level, you gain Enduring Life as a bonus feat.

Lasting Life: At 8th level, you gain Lasting Life as a bonus feat, even if you do not meet the prerequisites.

Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, spend a channel positive energy attempt and roll your dice. You can remove a number of negative levels from yourself and allies within 30 feet equal to half the amount of damage you would have dealt/healed. You may distribute the removal however you choose.
Last edited April 15, 2016 11:19 pm
Apr 15, 2016 11:26 pm
kalajel says:
Just want to do a quick sanity check on my conversion of the Knight of the Raven. PF aficionados can tall me if it makes sense.

Knight of the Raven

Entry Requirements
Alignment: Any good.
Base Attack Bonus: +4
Spellcasting: Ability to cast 1st-level divine spells.
Special: Must meet an existing knight on friendly terms and then spend an overnight prayer in vigil in the chapel of Ravenloft.

HD: D10

Class Skills (2 + Int modifier per level): Diplomacy, Knowledge (local), Knowledge (religion), Perception, Survival.

Level / BAB / Fort / Ref / Will / Special / Spellcasting
1 / +1 / +1 / +0 / +1 / Raven harrier (harry) speak with ravens / —
2 / +2 / +2 / +1 / +1 / Smite undead 1/day / +1 level of existing divine spellcasting class
3 / +3 / +2 / +1 / +2 / Channel positive energy 1d6, sun domain, raven harrier (baffle) / +1 level of existing divine spellcasting class
4 / +4 / +2 / +1 / +2 / Light focus, smite undead 2/day / +1 level of existing divine spellcasting class
5 / +5 / +3 / +2 / +3 / Raven harrier (falter), Enduring Life* / +1 level of existing divine spellcasting class
6 / +6 / +3 / +2 / +3 / Channel positive energy 2d6, smite undead 3/day / +1 level of existing divine spellcasting class
7 / +7 / +4 / +2 / +4 / Raven harrier (channel spell) / +1 level of existing divine spellcasting class
8 / +8 / +4 / +3 / +4 / Lasting Life*, smite undead 4/day / +1 level of existing divine spellcasting class
9 / +9 / +5 / +3 / +5 / Channel positive energy 3d6, raven harrier (sight link) / +1 level of existing divine spellcasting class
10 / +10 / +5 / +3 / +5 / Burst of vitality, smite undead 5/day / +1 level of existing divine spellcasting class

Spellcasting: At each level above 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Knight of the Raven, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Raven Harrier (EX): At 1st level, you call a celestial raven into your service. This creature aids you in combat by distracting foes, and it gains additional abilities as you advance in level. Its statistics are normal for a raven with the celestial template, except as noted here. Your raven's hit point total equals one-half of your full normal hit points. For the purpose of effects related to number of Hit Dice use your HD total. The raven uses your base saving throw bonuses plus its ability score modifiers. It has an intelligence of 3.
The raven is incredibly agile. It never provokes attacks of opportunity for moving into an opponent's square of for leaving a threatened area. If it is killed, a replacement appears at the next dawn. You suffer no special penalties should your raven fall in battle.
You raven harrier has the following special abilities.
Harry (Ex): As a swift action, you can command your raven harrier to distract a single opponent within 30 feet of you. The raven enters that opponent's space. The target must then make a Will save (DC 10 + 1/2 your class level + your Charisma modifier). If the save fails, that opponent takes a -2 penalty to its AC for 1 round.
Baffle (Su): When you reach 3rd level, you can command your raven harrier to prevent an opponent from taking advantage of lapses in your defenses. If at the start of your opponent's turn the raven is in its space, the opponent must make a Will save (DC 10 + 1/2 your class level + your Cha modifier). If the save fails, that opponent cannot make attacks of opportunity for 1 round.
Falter (Su): At 5th level, you can command your raven harrier to keep an opponent off balance against enemies. If your raven occupies its space, that opponent provokes attacks of opportunity from threatening foes even when it takes a 5-foot step. Your raven harrier automatically follows a target that makes a 5-foot step.
Channel Spell (Su): When you reach 7th level, you can channel spells through your raven harrier, as long as you have line of sight to it. Channeling a spell requires you to lengthen its casting time: A spell that normally requires a free, move, swift, or immediate action now takes a standard action, while one that requires a standard action takes a full-round action. Other spells remain unchanged. A channeled spell is treated as though the raven were the caster for the purpose of range. Thus, you can channel a spell with a range of touch through the raven to cast the spell on a creature the raven touches. If the target is not willing, the raven must hit with a melee touch attack using its own attack bonus to successfully deliver the spell.
Sight Link (Su): At 9th level, you gain the ability to see briefly through your raven's eyes. Using this ability is a full-round action, and you can see through the raven's eyes only for the round in which you performed this action. At the end of the round, you are fatigued. You can use this ability at will, although if you use it while you are already fatigued, you become exhausted. While seeing through your raven's eyes, you cannot see through your own eyes. Your raven can be at any distance from you, but it must be on the same plane of existence as you are.

Speak with Ravens (Su): You have the ability to speak with ravens, including raven familiars and your own raven harrier. If a raven has an Int above 2, you can communicate with it as you would with a (rather stupid) human, using a language you both share. If the raven has animal intelligence, you can communicate with it as if you were using the speak with animals spell, though this ability does not have a duration.

Smite Undead (Su): When you reach 2nd level, you gain the ability to channel holy radiance into attacks made against an undead creature. As a swift action, pick one target within sight to smite. If this target is an undead creature, you add your Charisma bonus (if any) to your attack rolls and add your Knight of the Raven class levels to your damage rolls made against the target of your smite. If you roll a natural 20 on one of your smite attacks, your bonus damage is doubled for this attack. This is not a critical hit, and no confirmation roll is necessary. Regardless of the target, smite undead attacks automatically bypass any DR the creature might possess.
In addition, while smite undead is in effect, you gain a deflection bonus equal to your Charisma modifier (if any) to your AC against attacks made by the target of your smite. If you target a creature that is not an undead, the smite is wasted with no effect. If you are using this ability against an incorporeal undead creature, it takes three-quarter (75%) damage instead of half damage.
The smite remains in effect until your target is dead or the next time you rest and regain your uses of this ability. For every two levels you advance beyond 2nd, you gain one additional daily use of this ability.

Channel Positive Energy (Su): At 3rd level, you gain the ability to release a wave of positive energy by channeling the power of your faith through your holy symbol. This energy will damage undead creatures and heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on you. The amount of damage dealt or healed is equal to 1d6 points of damage for every three Knight of the Raven levels beyond 3rd (2d6 at 6th and 3d6 at 9th) you possess. Undead creatures that take damage from channeled positive energy receive a Will save to halve the damage. The DC of this save is equal to 10 + your Knight of the Raven class levels -2 + your Charisma modifier. Creatures healed by channeled positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present your holy symbol to use this ability.
If you also posses levels of cleric, your channel positive energy stacks with your cleric’s channel energy to determine the strength. You also calculate your save DC as 10 + 1/2 (your cleric levels + your Knight of the Raven levels -2) + your Charisma modifier.

Sun Domain: At 3rd level, you gain access to the Sun domain. If you have cleric levels and do not already have access to the Sun domain, you gain the domain's granted powers and can choose domain spells from the Sun spell list as well as from those of your other domains, adding your Knight of the Raven levels to your cleric levels for the purpose of the granted powers. If you already have access to the Sun domain, consider your Knight of the Raven levels to be 2 higher when you stack them with your cleric levels for the purpose of your granted powers.
If you do not have cleric levels, then you can use the granted power of the Sun domain normally, substituting your knight of the raven levels for your cleric levels. Add the Sun domain's spells to your class' spell list. If you are a spontaneous caster such as a XX or sorcerer, then you can select a Sun domain spell whenever you have the option to choose a new known spell. Once you know the domain spell you may cast it freely.

Light Focus: When you reach 4th level, you become adept at casting spells with the light descriptor. Any time you cast such a spell, you can choose one of the following effects to enhance the spell.
• Double the radius of illumination, and treat the spell as one level higher for the purpose of countering and dispelling a spell with the darkness descriptor.

• Increase its saving throw DC by 2.

• Increase your effective caster level by one.

Enduring Life: At 5th level, you gain Enduring Life as a bonus feat.

Lasting Life: At 8th level, you gain Lasting Life as a bonus feat, even if you do not meet the prerequisites.

Burst of Vitality (Su): At 10th level, you gain the ability to remove negative levels by channeling positive energy. As a standard action, spend a channel positive energy attempt and roll your dice. You can remove a number of negative levels from yourself and allies within 30 feet equal to half the amount of damage you would have dealt/healed. You may distribute the removal however you choose.
I think it looks alright, though I've never seen the original, so I can't really judge too much
Apr 15, 2016 11:27 pm
Also, bear in mind I'm on my mobile right now, so the table looks off to me...lol
Apr 16, 2016 12:28 am
The original was in the link you gave me; it was not a conversion after all, but rather the guy copying it word for word from ECR. He either made a mistake and copy/pasted the wrong document, or was simply providing the original so other could make their own conversion.
Edit: yeah, not much I can do about the table: GP doesn't seem to have any table tags...
Last edited April 16, 2016 12:28 am
Apr 16, 2016 2:47 am
I think it will be alright. Most things in 3.5 can translate straight to PF fairly easy.
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