Design Diary 8

Back to the Future, Pt. II

I should be writing about (and working on) magic items at this point, but a couple factors have served to delay that: primarily the fact that it's been 100+ degrees here and I have no AC (so my brain's been melting and it saps my will to do much); and I've decided to catch up on unresolved past issues, like finishing up the remainder of the base classes and coming up with a multiclassing fix. Pathfinder Beta came out a few days ago, and already there's a lot of discussion about the latter - they haven't posted a workable multiclassing system either (or at least, one that's better than the existing one).

So instead of doing any actual work, I got bored one day and decided to see how well my old PCs would convert over. I've got the rules to the point where I can do it (except for multiclassing, as I said). Here are two of my favorites - Jessalie and Krevik.

Jessalie is a rogue I played back in the 2E days for a Forgotten Realms campaign. The hit points are legit, the result of really good rolls. I've never played her in 3.x, but I converted her anyway, just for the hell of it. Here's the 3.5 version:

Jessalie McCarran: human female Rog 7; HD 7d6+21; hp 49; Init +8; Spd 30 ft.; AC 21, touch 14, flat-footed 17; Base Atk +5; Grp +6; Atk +10 melee (1d6+2/19-20, short sword +1) or +11 ranged (1d6+2/x3, shortbow +2); Full Atk +10 melee (1d6+2/19-20, short sword +1) or +11 ranged (1d6+2/x3, shortbow +2); Space/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Evasion, trap sense +2, trapfinding, uncanny dodge; AL CG; SV Fort +5, Ref +9, Will +3; Str 13, Dex 19, Con 17, Int 12, Wis 13, Cha 13.

Skills and Feats: Balance +12, Bluff +5, Climb +8, Disable Device +7, Escape Artist +10, Gather Information +5, Hide +10, Jump +10, Listen +9, Move Silently +20, Open Lock +10, Search +7, Sleight of Hand +10, Spot +9, Tumble +14; Acrobatics, Alertness, Improved Initiative, Weapon Finesse.

Possessions: Short sword +1, dagger +1, shortbow +2, amulet of natural armor +1, bracers of armor +6, gloves of spider climbing, ring of feather fall, ring of minor cold resistance, boots of elvenkind, bag of holding I.

And the Project Phoenix version:

Jessalie McCarran: human female Rog 7; HD 7d6+21; hp 49; Init +8; Spd 30 ft.; AC 22, touch 15, flat-footed 18; Base Atk +5; Grp +6; Atk +10 melee (1d6+2/19-20, short sword +1) or +11 ranged (1d6+2/x3, shortbow +2); Full Atk +7 melee (1d6+2/19-20, short sword +1) or +11 ranged (1d6+2/x3, shortbow +2); Space/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Evasion, trap sense +2, trapfinding, uncanny dodge; AL CG; SV Fort +5, Ref +9, Will +3; Str 13, Dex 19, Con 17, Int 12, Wis 13, Cha 13.

Skills and Feats: Acrobatics +14, Climb +19, Disable Device +11, Gather Information +8, Jump +11, Knowledge (local) +8, Perception +11, Search +11 (+14 vs. traps), Sleight of Hand +14, Stealth +14, Use Magic Device +11; Dodge, Improved Initiative, Mobility, Weapon Finesse.

Possessions: Short sword +1, dagger +1, shortbow +2, amulet of natural armor +1, bracers of armor +6, gloves of spider climbing, ring of feather fall, ring of minor cold resistance, boots of elvenkind, bag of holding I.

Rogues changed very little between 3.5 and Phoenix. It took me about half an hour to convert Jess, and that was with multitasking. The largest problem was redoing her skills, since half the rogue's list got condensed, but it let me put more ranks into existing skills and dump some ranks into new ones (like UMD). The feats, likewise, got chopped - all the +2/+2 feats are gone, and I had some difficulty choosing new ones. Overall, though, I like the new version. Jessalie is a much more effective character skillwise, and with the changes to sneak attack/crit immunity, more effective in combat also.





Krevik is one of my first 3.x PCs (started from L1), and one of my favorite characters. In that campaign, we all started out as members of a remote tribe with levels in NPC classes; when we reached civilization (around L5), the DM allowed us to reroll them with PC levels if we wanted, but I decided to keep his adept levels. He's also got levels in Spiritbinder, a custom PrC I made specifically for him; he was apprentice to the tribe's shaman and learned to speak to the spirits. Spiritbinder is, of course, all about calling, controlling, and binding spirits (hence his feat choices). Also, Spiritbinder is a half-caster class, which adds a level to his wizard class.

Krevik: human male Adp 5/Wiz 3/Spb 3; CR 10; HD 5d4+3d4+3d4+22; hp 46; Init +2; Spd 30 ft.; AC 25, touch 12, flat-footed 23; Base Atk +5; CMB +5; Atk +8 melee (1d6+3/x2, staff of the spirits) or +7 ranged (1d8/19-20, MW light crossbow); Full Atk +8 melee (1d6+3/x2, staff of the spirits) or +7 ranged (1d8/19-20, MW light crossbow); Space/Reach 5 ft./5 ft.; SA Turn/rebuke spirit 6/day; SQ Immune to possession, sense psychic impressions 3/day, tears of the dead; AL NE; SV Fort +5, Ref +5, Will +8; Str 12, Dex 15, Con 14, Int 19, Wis 14, Cha 16.

Skills and Feats: Bluff +6, Concentration +8, Diplomacy +6, Escape Artist +12*, Hide +12*, Intimidate +7, Knowledge (arcana) +11, Knowledge (the planes) +6, Knowledge (spirits) +13, Sense Motive +4, Spellcraft +9; Bind Spirit, Call Spirit, Control Spirit, Craft Wondrous Item, Scribe Scroll, Spirit Sense. *10 bonus for mithril chain shirt, +2 for Dex

Adept Spells Prepared (3/3/2, base DC 12 + spell level)
Wizard Spells Prepared (5/5/5, base DC 14 + spell level)

Possessions: Staff of the spirits (ghost touch, +2), dagger +2, mithril chain shirt +1 (slick, shadow, ghost touch), amulet of natural armor +3, bracers of Dex +2, ring of catfall, ring of wizardry II, wands of acid arrow/magic missile, carpet of flying, MW light crossbow.

Again, the Phoenix version. His skills were a bit easier to do, though wizard got boosted to 4+Int, and he got quite a few more with the retroactive Int bonus to skill points. I haven't gone over his spell list - he's got a ton of spells. Otherwise, conversion was fairly easy - took me under half an hour. I was initially a little wary of posting him, because this particular PC highlights a few issues I'm still wrestling with: namely, multiclassing and spellcaster multiclassing. I'm leaning toward the fractional BAB/saves rule, which would (oddly enough) mean his stats would be unchanged (Spiritbinder is the same as wizard), and some variation on the | UA magic rating. As written, he would be caster level 9th in both adept and wizard, instead of 5/4, though he'd still be limited to 3rd and 2nd level spells.

Krevik: human male Adp 5/Wiz 3/Spb 3; CR 10; HD 5d4+3d4+3d4+22; hp 46; Init +2; Spd 30 ft.; AC 25, touch 23, flat-footed 21; Base Atk +5; Grp +5; Atk +8 melee (1d6+3/x2, staff of the spirits) or +7 ranged (1d8/19-20, MW light crossbow); Full Atk +8 melee (1d6+3/x2, staff of the spirits) or +7 ranged (1d8/19-20, MW light crossbow); Space/Reach 5 ft./5 ft.; SA Turn/rebuke spirit 6/day; SQ Cantrips, immune to possession, sense psychic impressions 3/day, tears of the dead, versatile arcanist I; AL NE; SV Fort +5, Ref +5, Will +8; Str 12, Dex 15, Con 14, Int 19, Wis 14, Cha 16.

Skills and Feats: Craft (artificing) +8, Concentration +11, Diplomacy +9, Knowledge (arcana) +12, Knowledge (spirits) +11, Knowledge (the planes) +9, Sense Motive +5, Spellcraft +11, Stealth +12*; Bind Spirit, Call Spirit, Control Spirit, Silent Spell, Spell Focus (necromancy), Spirit Sense. *10 bonus for mithril chain shirt, +2 for Dex

Adept Spells Prepared (3/3/2, base DC 12 + spell level)
Wizard Spells Prepared (5/5/5, base DC 14 + spell level)

Possessions: Staff of the spirits (ghost touch, +2), dagger +2, mithril chain shirt +1 (slick, shadow, ghost touch), amulet of natural armor +3, bracers of Dex +2, ring of catfall, ring of wizardry II, wand of acid arrow/magic missile, carpet of flying, MW light crossbow.

So overall, I'm very pleased with how things are going. Conversion is much easier and less painful than from 2E - 3E, and the new system increases PC versatility and usefulness, which is a very good thing in my mind. As soon as I nail down multiclassing, we'll be cruising.

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