Succinct Overview of OGL Fantasy 3.5 to Pathfinder Changes: Part 2
Part one of the succinct overview of Pathfinder listed the differences to races and classes based on the Pathfinder conversion guide in about 500 words. Part two attempts to highlight everything else also in about 500 words.
- Skills are simplified. There are fewer skills because some were combined. But the skill system is also simpler because class skills cost the same as non-class skills except class skills get a one-time +3 bonus. Furthermore, assigning skills at first level is easier because a character doesn’t get the x4 multiplier to skill points at first level.
- Characters get more feats–one at every other level instead of every third level. Some have been altered, many have been added, and a few have been removed: Agile, Diligent, Investigator, Negotiator, Nimble Fingers and Track.
- Bard, Ranger, Rogue, Sorcerer, and Wizard bump up from a d4 to d6; d6 to d8; or d8 to d10 for hit points.
- When created, characters choose a favored class which may not change. (Half-elves choose two favored classes.) Levels in a favored class grant a +1 to hit points and skill points.
- Magic items are largely unchanged, but other changes to the game (such as the elimination/merging of some skills) may change the item. Items that affect mental ability scores (such as cloak of charisma, headband of intellect, and periapt of wisdom) are changed to all take up the headband magic item slot. Likewise, items that affect physical ability scores (such as amulet of health, gauntlets of ogre power and gloves of dexterity) are now belts.
- Bull rush, disarm, grapple, overrun, sunder, and trip all use a new combat maneuvers system. It features pre-calculated combat maneuver bonus and defense scores to resolve these actions more easily.
- Spells are largely unchanged, but review the spells you plan to use for minor changes. These are some common spells worth re-reading: detect magic, dispel magic, greater dispel magic, magic circle against evil, make whole, mending, neutralize poison, polymorph, protection from evil, raise dead, remove curse, remove disease, summon monster, summon nature’s ally. In particular, polymorph has been radically altered and a polymorph subschool has been added.
- If spells require the caster to use XP, this requirement changes to a material component worth 5x the XP cost.
- GMs can choose a between fast, medium and slow XP progression tables.
- Monsters are now worth a set number of experience points.
- The Pathfinder system has a streamlined system for generating NPCs.
- As with spells, magic items do not require the creater to expend XP. A skill check is used and if the check is unsuccessful the components are wasted. If the check is missed by more than five points, a cursed item may be created.
- In the conversion guide, we’re asked to re-read the sections on special abilities and conditions. Because the conversion guide doesn’t mention specifics, the changes are probably slight, but important under certain circumstances.
- Due to the vast amount of supplemental 3.5 material by many other publishers, the document includes conversion guidelines for including classes, spells, monsters, magic items, etc., from other sources. Many of the more striking changes mentioned in this section were added to the appropriate bullet above.
- One change relatively specific to converting outside material: Spells that remove a combatant are discouraged. Saves should be given or even better would be other, more unique escapes for resourceful enemies.