Pathfinder + Iron Kingdoms

Is_907

First Post
I'm sure the answers are staring me in the face, but apparently I can't search this forum since I'm not a subscriber (sorry, I'll get there eventually...)

Anyway, I'm wondering if anyone has some pre-written resources to help me convert races, classes, and gear from 3.5 rules to Pathfinder for Iron Kingdoms?
I'm planning out an Iron Kingdoms game set in my own world and really want to know if there's anything in IK I need to be especially careful about or if I can run it straight out of the book in Pathfinder?

Thanks in advance.
 

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I'm in a hybrid campaign of this sort right now. The biggest things are the armored overcoats, which were broken in 3.x and are still broken in PF. Get rid of the damn things.

The second thing is that the races are not balanced for PF. 3.x races are not as strong as PF races, and if you use PF elves and IK gobbers, for example, you're going to end up with some balance issues. (As an aside, PF goblins are horribly, horribly broken. Do not use them for a PC race. Look up Golden's Guide to Race Building and make your own.)

The last thing is that the classes are not balanced for PF. 3.x classes are not as strong as PF classes, so if you use PF Fighters and IK Gun Mages ... you're going to end up with the same kind of balance issues. I would recommend skipping IK Gun Mages and just using the Gunslingers from Ultimate Combat. Likewise, skip Bodgers and just use the Artificer class (3rd party sourcebook).
 

Thanks, Systole.
I'll adapt races and classes on a case by case, then.

What about gear besides the overcoats? Or the mechanicka stuff?
 

I'm not the GM and don't have the IK sourcebook, and I can't say I remember specific gear that well. We haven't really run into much mechanika. The times that we have, it seemed like too much DR for the level that we were at.

Keep in mind, all these are my opinions and not necessarily correct or accurate or anything.

On a side note, spine rippers are poorly designed and in serious need of a nerf. If the opening charge gets even halfway lucky rolls, it can one-shot pretty much any character up to level 5-6 or so, and I think they're CR 3 or 4.
 

A few guys at the Privateer Press forums have put together various IK->PF conversion guides. This one (download link) is pretty basic and purports to change as little as possible from the original game. It's also a work in progress and doesn't have much on mechanika yet.

I have a more thorough conversion guide that someone else wrote, with a more liberal attitude towards upgrading to Pathfinder. It does includes rules for mechanika and equipment. The original link is down, unfortunately.

I'm a little iffy on the Artificer class from Adamant Entertainment's Tome of Secrets (the one on the SRD). The core mechanic is an interesting idea, but one that doesn't seem too elegant in practice. Check it out though and see if you like it.

I know of a few other artificer/mechanik type classes from 3rd party sources. Super Genius Game's book on new Alchemist discoveries has an optional class feature that lets you build a certain number of temporary magical items per day. Kobold Quarterly 16 has an article on a Clockwork Adept prestige class. The Great City Player's Guide from 0one Games has an Urbanist class that's actually a pretty strong spell-less artificer, despite the name. There are some urban survival type for the Urbanist abilities that may be out of place, though they might be fine for a Bodger sort of class.
 


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