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Crawl Pathfinder Conversion For the Pathfinder Crawl Variant, there are only 3 ability scores.

Roll these as per normal character creation rules. Strength !his now determines the bonus to Fortitude in place of Constitution. "ll Constitution damage is applied to Strength. #t also reduces $P by the rate of % $P per level per & Strength lost, similar to how it normally wor's. (e)terity "s per normal Pathfinder rules. "ll characters are considered to have *eapon Finesse and +ualify for the feat ,)tra Finesse -which applies (e)terity to damage for melee weapons instead of Strength.. #ntelligence !his is now #ntelligence, *isdom, and Charisma for all purposes. ,very race has an $P and /P score. !hese are added to your $P and /P every level. Race $uman (emigod $igh ,lf Sludge ,lf /ountain (warf !roll /inotaur Centaur /erfol' 6obold Spriggan /ummy Vampire (raconian Class Fighter 7ladiator (eath 6night Chaos 6night $ealer "ssassin Stal'er *arper !ransmuter Str 0 3 2% 0 3 3 1 & 0 2% 21 3 2% 3 Str 9 3 8 1 8 3 & 3 & Int 0 1 3 % 2& 21 23 2% 2% 2& % 2% & 0 Int 0 0 3 1 8 3 1 8 8 Dex 0 3 & % 2% 23 23 21 % & 23 2% % 21 Dex 1 8 1 1 & < < 1 8 HP 0 & 2% 2% % 3 % % % 2& 23 % 2% % HP %8 %1 %3 %3 %3 %& %& %& %& MP 0 % & % 2% 2& 2& 2% 0 0 3 0 % 0 MP 0 0 & % & 0 % % % Race Str Int Dex HP MP 0 & 0 23 2& 2& % 3 0 2& & 3 % & 2& 2% % 21 Dex 1 1 1 3 0 3 0 0 2% 0 0 0 2% & HP %8 %3 %3 MP 0 % %

(emonspawn 0 % (eep ,lf 23 1 (eep (warf 4gre $ill orc 5aga 6en'u $alfling 7houl Felid 3 1 3 & 0 23 3 0 2% 23 0 0 0

28 21 3 Int 2% 1 1 1

21 % Str ; 1 1 8

Class :erser'er S'ald "byssal 6night Priest $unter /on' *i=ard

%3 & %3 0 %3 0 9 8

1 3 8 3 & 3 2% %0 3

Con>urer 0 3 8 %0 3 ,nchanter Fire ,lementalist 0 3 8 %0 3 #ce ,lementalist "ir ,lementalist 0 3 8 %0 3 ,arth ,lementalist Summoner 0 3 8 %0 3 Venom /age 5ecromancer 0 3 8 %0 3 *anderer "rtificer 3 1 8 %3 % *anderer gets %& points randomly distributed to Str@#nt@(e).

0 0 0 0 ?

3 3 3 3 ?

8 8 8 8 ?

%0 %0 %0 %0 %%

3 3 3 3 %

#n addition to the usual ability increase once every 1 levels, there is a level2based increase based on race. $umans add % to a randomly chosen stat -roll a d3. every 8 levels. $igh ,lf characters gain either #nt or (e) randomly every 3 levelsA an e)tra /P every & levelsA and lose an $P every 3 levels -rather, they gain % fewer $P than another race would have. (eep ,lf characters gain #nt every 1 levels and an e)tra /P at every level. "t every level up to and including %<, they gain % fewer hpA at every 3rd level, they gain & fewer hp. Sludge ,lf characters gain #nt or (e) randomly every 1 levels. 4n levels not divisible by 3, they get an e)tra /PA on levels divisible by 3 they gain % fewer hp. /ountain (warf characters gain Str every 1 levels. !hey get an e)tra $P every & levels and gain an /P each level e)cept every 3rd level. (eep (warf characters gain Str or #nt randomly every 1 levels. !hey get an e)tra $P every level. $alflings gain (e) every 8 levels. !hey get % fewer $P at every level up to and including %<, and & fewer $P every &nd level. 6obolds gain (e) or Str every 8 levels. !hey get % fewer $P at every level up to and including %<, and & fewer $P every &nd level. $ill 4rcs characters gain Str every 8 levels. !hey get an e)tra $P every & levels and lose an /P every 3 levels. /ummy characters do not gain any e)tra stats. Vampires do not gain any e)tra stats. 5agas gain a random stat every 1 levels, an e)tra $P every level, and a point of "C every 3 levels. 4gres gain Str every 3 levels. !hey get an e)tra $P every level. "ll (raconians e)cept 7rey (raconians gain an e)tra $P every 3rd level. "fter level 3, they gain a random stat and a point of "C every 1th level -so 9, %&, etc.. 7rey (raconians gain a stat at level 1, level 3, and every 3rd level past 3 -so ;, %&, etc.. !hus, you can self2identify as a gray draconian earlier in the game. ,very &nd level past 3, they gain armor class -9, %0, ..... "t levels 3 and < they gain an e)tra $P. ,very third level after, they gain

& e)tra $P. Centaurs gain (e) or Str every 1 levels. !hey get an e)tra $P every &nd level and gain % fewer /P every 3rd level. (emigods gain a random stat every & levels. !hey get an e)tra $P every &nd level and an e)tra /P every 3rd level. Spriggans gain #nt or (e) every 8 levels. !hey gain % fewer $P on levels %2%<A they gain & fewer $P every 3rd level. !hey get an e)tra /P every level. /inotaurs gain (e) or Str every 1 levels. !hey gain an e)tra $P every &nd level, but gain % fewer /P every &nd level. (emonspawns gain a random stat every 1 levels. 7houls gain Str every 8 levels. !hey gain an e)tra $P every & levels. !hey lose an /P every 3 levels. 6en'u gain a random stat every 1 levels. get % less $P at levels %2%<, and & fewer $P every 3rd level. /erfol' gain a random stat every 8 levels and an e)tra $P every 3 levels. !rolls gain Str and % /P every 3 levels starting at level 3. !hey gain % e)tra $P every level, and a second $P on even levels. Crawl Pathfinder Conversion $ouse RulesB !here is a completely different set of races, s'ill, and classes available. Furthermore, these do not function the same as the normal Pathfinder options in many respects. !here are also the following house rules. StrengthB Functions as normal. See Constitution. (e)terityB Functions as normal. ConstitutionB !here is no Constitution score in Crawl. #nstead, each race has a Constitution /odifier which is added to a characterCs hit point total every level and their Fortitude saves. "pply Constitution damage as Strength (amage and % $it Point of damage per level per & points of Constitution (amage ta'en at once. #ntelligenceB !his functions as *isdom and Charisma in addition to its normal role. Races CentaurB D& str, D& (e), 2& #nt. D% Con, 2% /P. D% 5atural armor. 80 foot base speed. Earge /onstrous $umanoid. & hooves -secondary attac's, %d< damage, cannot wear boots.. " centaur counts as going without food if they do not have at least 3 rations a day -see page 111 for Starvation.. Fndersi=ed *eapons -see page 1& :estiary.. $umanB "s Pathfinder rules.

S'ills

Physical S'ills Fighting increases your ma) $P and the damage you deal in melee. ,very ran' in Fighting gives D% $P per level. Fighting acts as your level for your Fortitude Save, which is determined as though you had a good fortitude save. #f you have no ran's in Fighting, then your base fortitude save is D%. "ny weapons s'ill that you have no ran's in counts your Fighting S'ill as your level for your :ase "ttac' :onus as though you had an "verage :ase "ttac' :onus. #f you have no levels in Fighting -or if this option would be preferable., then your :ase "ttac' :onus is determined by your character level as though you had a poor :ase "ttac' :onus. Short :lades encompasses the use of small blades such as stabbing daggers. !his serves as your :ase "ttac' :onus for all weapons that fall under the GEight :ladesH category -see page ;1 of the Fnearthed "rcana.. Eong :lades improves your deadliness with 'atanas, scimitars and other such weapons. !his serves as your :ase "ttac' :onus for all weapons that fall under the G$eavy :ladesH category -see page ;1 of the Fnearthed "rcana.. ")es improves your s'ills in melee with all a)es. !his serves as your :ase "ttac' :onus for all weapons that fall under the G")esH category -see page ;1 of the Fnearthed "rcana.. /aces I Flails trains you in the use of bludgeoning and crushing weapons, such as hammers. !his serves as your :ase "ttac' :onus for all weapons that fall under the G/aces and ClubsH and GPic's and $ammersH categories -see page ;1 of the Fnearthed "rcana.. Polearms allows you to use hafted weapons with terrible blades, such as a scythe. !his serves as your :ase "ttac' :onus for all weapons that fall under the GPolearmsH and GSpears and EancesH category -see page ;1 of the Fnearthed "rcana.. Staves encompasses the use of +uarterstaves, the e)otic la>atang, and magical staves. !his serves as your :ase "ttac' :onus for all weapons that fall under the G/on' *eaponsH category -see page ;1 of the Fnearthed "rcana.. Fnarmed Combat increases the power and speed of all unarmed attac's 2 including headbutts, tail swipes, and moreJ !his serves as your :ase "ttac' :onus for all natural attac's. :ows lets you fire powerful arrows at range with all types of bows. !his serves as your :ase "ttac' :onus for all weapons that fall under the G:owsH category -see page

;1 of the Fnearthed "rcana.. Crossbows trains you in firing accurate bolts using crossbows. !his serves as your :ase "ttac' :onus for all weapons that fall under the GCrossbowsH category -see page ;1 of the Fnearthed "rcana.. Slings develops your ability at playing (avid versus 7oliath, firing stones from a sling. !hrowing governs your aptitude at firing missiles and thrown weapons without a launcher. Slings and !hrowing serve as your :ase "ttac' :onus for all weapons that fall under the GSlings and !hrowingH category -see page ;1 of the Fnearthed "rcana.. "rmour increases the protection you receive from wearing armour. (odging ma'es you harder to hit both in melee and at range. Shields lets you deflect melee and ranged attac's when wearing a shield. Stabbing allows you to deal devastating snea' attac's on unsuspecting monsters. Stealth lets you avoid detection when around monsters so you can ta'e them by surprise. 4r escape. !raps I (oors bestows on a character the ability to detect dangerous traps or secret doors encountered throughout the (ungeon. /agical S'ills Spellcasting is a general magical s'ill, similar to Fighting, that ma'es you a better all2around wi=ard. Fire /agic enhances all manner of fiery spells. #ce /agicCs domain concerns spells of ice, frost, and englaciation. "ir /agic controls air, wind, and electricity spells. ,arth /agic confers mastery of earth, stone, and iron spells. Poison /agic increases your affinity for dangerous, venomous magic. Con>urations encompasses all damage2dealing spells. Summonings brings mastery over creatures -both lesser and greater. that can be summoned and bound to the casterCs will. 5ecromancy governs death magic, able to bring unlife to the dead. Charms deals with spells which temporarily boost your power. $e)es determines your mastery over spells that wea'en your enemy. !ransmutations lets the caster affect varied transformations on himself, others, or even certain ob>ects. !ranslocations manipulates the very fabric of space to the spellcasterCs advantage. #nvocations improves your ability to plead for divine assistance. ,vocations ma'es you better at using magical devices found in the (ungeon, such as rods.

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