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  Conversion Guide
  Conversion Guide
  ®
  ™
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  ™
  ®
  Credits
  Lead Designer: Jason Bulmahn
  Interior Artists: Andrew Hou, Steve Prescott, Wayne Reynolds, and Eva Widermann
  Editor-in-Chief: James Jacobs
  Editing and Development: Jason Bulmahn, Christopher Carey, Erik Mona,  
  Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Vic Wertz
  Editorial Intern: Hank Woon
  Art Director: Sarah E. Robinson
  Senior Art Director: James Davis 
  Layout: Crystal Frasier
  Publisher: Erik Mona
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeffrey Alvarez
  Corporate Accountant: Dave Erickson
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  Sales Manager: Christopher Self
  Technical Director: Vic Wertz
  Events Manager: Joshua J. Frost
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third 
  edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  Paizo Publishing, LLC
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
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  are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material 
  designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Roleplaying Game Conversion Guide is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo 
  Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion 
  are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing, LLC. 
  Conversion Guide
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  3
  Pathfinder RPG Conversion Guide
  T
  his guide is intended to make converting your 3.5 game 
  to the Pathfinder Roleplaying Game quick and easy. 
  It includes rules for converting characters, monsters, 
  feats, spells, prestige classes, and magic items from the 3.5 
  version of the rules to the Pathfinder Roleplaying Game. 
  To use this conversion guide, you will need a copy of the 
  Pathfinder Roleplaying Game Core Rulebook, as page numbers 
  and tables referenced throughout this conversion guide 
  refer directly to that book. While the Pathfinder Roleplaying 
  Game Bestiary (due out in September, 2009) is useful in 
  converting monsters, the guidelines in this document will 
  suffice until its release.
  The first half of this document addresses how to convert 
  characters, covering everything from ability scores to 
  experience points. This step-by-step process is primarily 
  for adjustments to player characters, but a quick version is 
  presented later for making changes to minor NPCs and 
  villains. The second half of this document deals with 
  converting existing mechanics, including prestige classes, 
  feats, spells, and magic items. While this guide tackles a wide 
  variety of issues, Game Masters should expect to adjudicate a 
  number of minor issues that fall outside this scope.
  Part 1: Converting 
  CharaCters
  Converting characters to the Pathfinder RPG is a 
  relatively simple process. To perform the conversion of a 
  player character, you should have a copy of the Pathfinder 
  Roleplaying Game Core Rulebook handly, as well as your 
  existing 3.5 character, a Pathfinder RPG character sheet, 
  and a pencil.
  Step 1: Race
  Races have seen a few changes from their 3.5 counterparts. 
  Most of the races now receive two +2 bonuses to their 
  ability scores and one –2 penalty. In addition, half-elves, 
  half-orcs, and humans now all receive a single +2 bonus to 
  an ability score of their choice (instead of their 3.5 bonuses 
  and penalties). Table C–1 summarizes all of the changes to 
  the racial ability scores and gives the page number for each 
  race. Note that these changes are in addition to the race’s 
  existing ability score modifiers, which have remained 
  unchanged. You should also check your character’s existing 
  racial abilities against those granted by the Pathfinder 
  RPG and make the appropriate changes.
  Step 2: Class
  Of all the changes, converting your class to the Pathfinder 
  RPG requires the most work. Each of the 11 base classes 
  has received a number of changes, as summarized below. 
  To convert your character, you should check these lists 
  and make the appropriate adjustments for a character of 
  your level. In most cases, this change is additive, meaning 
  that you will be adding new feats, not taking them away. 
  If your character possesses levels in more than one base 
  class, repeat this process for each one of your classes. 
  Note that skills, feats, spells, hit points, and gear changes 
  are handled in later steps and should be set aside for now.
  BarBarian (page 31)
  There are two large changes to the barbarian, the first being 
  an alteration to the way that rage is tracked, and the second 
  the addition of rage powers. To convert your barbarian, take 
  the following steps.
  •	 Rage	is	now	tracked	as	a	number	of	rounds	per	day,	instead	
  of uses per day. Barbarians can rage for 4 rounds per day + 
  their	Constitution	modifier.	This	increases	by	2	rounds	per	
  day	for	every	level	beyond	1st.	The	mechanics	of	rage	itself	
  (+4	Str,	+4	Con,	–2	AC,	etc.)	are	unchanged.
  •	 Starting	at	2nd	level,	barbarians	gain	a	rage	power.	These	
  are special abilities that the barbarian can use while 
  raging.	Barbarians	gain	one	power	at	2nd	level	and	one	
  additional	power	for	every	two	levels	beyond	2nd.	Select	
  the	appropriate	number	of	rage	powers	for	your	barbarian	
  from	the	list	of	rage	powers	that	begins	on	page	32	of	the	
  Pathfinder Roleplaying Game Core Rulebook.
  •	 Remove	illiteracy	from	your	barbarian.	Enjoy	books.
  Bard (page 34)
  The	bard	receives	a	number	of	changes	and	upgrades,	the	
  largest	of	which	involve	its	bardic	performance	(the	new	name	
  for	bardic	music)	and	its	spell	progression.	The	bard	also	
  receives	a	few	new	abilities	and	additional	bardic	performance	
  types. To convert your bard, take the following steps.
  •	 Bardic	Knowledge	now	grants	a	bonus	to	all	Knowledge	
  skills	equal	to	half	your	bard	level	(round	down,	minimum	
  +1).	This	ability	also	allows	you	to	use	any	Knowledge	skill	
  untrained. This replaces the previous rules.
  •	 Bardic	Performance	is	now	tracked	as	a	number	of	rounds	
  per day, instead of uses per day. Bards can use their bardic 
  performance	ability	for	4	rounds	per	day	+	their	Charisma	
  modifier.	This	increases	by	2	rounds	per	day	for	every	level	
  beyond 1st.
  •	 Bards	now	receive	a	number	of	new	performance	types,	
  and	there	have	been	some	changes	to	existing	performance	
  types.	Take	a	moment	to	reread	all	of	the	existing	
  performance	types	possessed	by	your	character	(starting	
  on	page	36).	In	addition,	1st-level	bards	now	receive	the	
  distraction	performance	type,	8th-level	bards	receive	
  the	dirge	of	doom,	12th-level	bards	receive	the	soothing	
  performance,	14th-level	bards	receive	frightening	tune,	and	
  20th-level	bards	receive	deadly	performance.
  •	 At	2nd	level,	the	bard	gains	the	versatile	performance	class	
  feature.	This	allows	him	to	substitute	his	bonus	in	one	
  type	of	the	Perform	skill	for	his	bonus	in	two	other	skills,	
  depending	on	the	type	of	Perform	selected	(see	page	38).	
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  Table C–1: Racial Ability Score 
  Modifications
  race 
  new Modifiers
  Dwarf	(page	21)	
  +2	Wisdom
  Elf	(page	22)	
  +2	Intelligence
  Gnome	(page	23)	
  +2	Charisma
  Half-elf	(page	24)	
  +2	to	one	score
  Half-orc	(page	25)	
  +2	to	one	score*
  Halfling	(page	26)	
  +2	Charisma
  Human	(page	27)	
  +2	to	one	score
  *	This	replaces	the	half-orc’s	previous	ability	score	modifiers
  Bards	can	select	one	type	of	Perform	at	2nd	level,	and	one	
  additional	type	for	every	four	levels	beyond	2nd.	
  •	 At	2nd	level,	bards	also	receive	the	well-versed	class	feature	
  (see	page	38).	This	ability	grants	a	bonus	to	saves	against	
  bardic	performance,	sonic,	and	language-dependent	effects.
  •	 At	5th	level,	bards	receive	the	lore	master	class	feature,	
  which	allows	them	to	take	10	on	any	Knowledge	skill	check	
  that	they	have	ranks	in,	as	well	as	take	20	once	per	day.	
  For	every	six	levels	beyond	5th,	the	bard	can	take	20	on	a	
  Knowledge	skill	check	one	additional	time	per	day.
  •	 At	10th	level,	the	bard	receives	the	jack-of-all-trades	class	
  feature	(see	page	38).	This	class	feature	allows	the	bard	to	
  use	skills	untrained,	and	at	16th	level	to	treat	all	skills	as	
  class skills. 
  •	 The	bard’s	spell	progression	has	been	modified,	both	in	
  spells	per	day	and	spells	known.	Using	Table	3–3	and	Table	
  3–4,	look	up	the	new	number	of	spells	per	day	and	spells	
  known	for	your	bard’s	level	and	record	the	result.	In	most	
  cases,	this	means	you	will	have	a	few	additional	spells	to	cast	
  per day, and a few additional spells known. Note that bards 
  can	now	cast	an	unlimited	number	of	0-level	spells	per	day.	
  CleriC (page 38)
  Many of the changes to the cleric concern its spell 
  progression,	domains,	and	the	new	ability	to	channel	energy	
  (which	replaces	turn	or	rebuke	undead).	While	domains	still	
  grant	domain	spells,	they	now	also	grant	a	pair	of	powers	that	
  replace	those	from	their	old	domains.	To	convert	your	cleric,	
  take the following steps.
  •	 Clerics	no	longer	have	heavy	armor	proficiency.	If	you	are	
  wearing	heavy	armor,	you	will	either	need	to	take	the	Heavy	
  Armor	Proficiency	feat	or	change	the	armor.	In	the	case	
  of	magic	armor,	GMs	are	encouraged	to	allow	clerics	to	
  change	the	armor’s	type	while	retaining	its	abilities.
  •	 The	channel	energy	class	feature	(see	page	40)	replaces	
  the turn and rebuke undead class feature. This ability now 
  allows	a	cleric	to	heal	or	hurt	undead	creatures	in	a	30-foot	
  burst.	It	can	also	be	used	to	heal	or	harm	living	creatures.	
  Table	3–5	lists	the	amount	of	damage	dealt	or	hit	points	
  healed	with	each	use.	A	cleric	can	use	this	ability	a	number	
  of	times	per	day	equal	to	3	+	his	Charisma	modifier.	This	
  ability	also	allows	a	saving	throw	(DC	=	10	+	1/2	the	cleric’s	
  level	+	the	cleric’s	Cha	modifier).
  •	 Using	Table	3–5	(see	page	40),	look	up	the	number	of	
  spells	per	day	your	cleric	can	cast.	This	number	might	
  be	a	little	lower	than	in	3.5	due	to	the	ability	of	channel	
  energy to heal characters (reducing the need to convert 
  spells	to	healing).	Note	that	clerics	can	now	cast	an	
  unlimited	number	of	0-level	spells	per	day.	The	number	
  listed	on	the	table	represents	the	number	per	day	that	
  can be prepared.
  •	 Replace	the	granted	powers	of	your	cleric’s	domains	with	
  the	granted	powers	of	the	new	domains	(see	page	41).	Each	
  domain	has	a	power	granted	at	1st	level	and	another	power	
  that	is	granted	at	a	later	level	(usually	4th	or	6th)	depending	
  on	the	domain.	Some	of	the	domain	spell	lists	have	
  changed, so be sure to note the new spells.
  druid (page 48)
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  Pathfinder RPG Conversion Guide
  shape	and	its	animal	companion.	Wild	shape	is	now	based	on	
  a	series	of	spells	that	belong	to	the	new	polymorph	subschool.	
  Using these spells, you gain specific bonuses to your ability 
  scores	and	additional	powers	based	on	the	form	you	assume.	
  Animal	companions	are	now	closely	tied	to	your	druid	level	
  and advance as you do. To convert your druid, take the 
  following steps.
  •	 At	1st	level,	you	now	have	a	choice	to	make.	With	the	
  nature	bond	class	feature,	you	can	either	have	an	animal	
  companion	or	one	of	a	list	of	cleric	domains	(this	grants	
  you	bonus	spells	and	domain	powers,	like	a	cleric).	The	list	
  of	domains	can	be	found	in	the	nature	bond	class	feature	
  on	page	50,	while	the	rules	for	animal	companions	are	
  summarized	starting	on	page	51.
  •	 If	you	keep	your	animal	companion,	you	will	need	to	find	
  a	type	that	most	closely	matches	your	current	animal	
  companion	(if	the	Pathfinder Roleplaying Game Bestiary is 
  available, you can look through the list in the appendices for 
  additional	choices).	Using	the	information	provided	in	your	
  animal	companion’s	summary	and	the	statistics	from	Table	
  3–8,	rebuild	your	animal	companion.	The	guidelines	that	
  start	on	page	51	will	guide	you	through	the	process.
  •	 If	your	druid	is	4th	level	or	higher,	you	gain	the	wild	
  shape	ability	(see	page	51).	This	ability	replaces	the	ability	
  gained	at	5th	level	for	druids	built	using	the	3.5	rules,	
  including	all	of	the	advanced	versions,	such	as	elemental	
  and	plant.	For	more	information	on	the	polymorph	
  subschool,	see	page	211.
  •	 Using	Table	3–7,	look	up	the	number	of	spells	per	day	your	
  druid	can	cast	and	note	the	numbers	on	your	character	
  sheet.	Note	that	druids	can	now	cast	an	unlimited	number	
  of	0-level	spells	per	day.	The	number	listed	on	the	table	
  represents	the	number	per	day	that	can	be	prepared.
  Fighter (page 55)
  Although	fighters	still	receive	a	new	combat	feat	(meaning	
  a	fighter	bonus	feat)	at	every	even	level,	they	now	receive	a	
  number	of	other	abilities	as	well.	To	convert	your	fighter,	take	
  the following steps.
  •	 At	2nd	level,	fighters	receive	an	ability	called	bravery,	which	
  adds	half	their	level	(rounded	down)	to	Will	saves	made	to	
  resist	fear	effects.
  •	 At	3rd	level,	fighters	get	armor	training	(see	page	55).	This	
  reduces	a	fighter’s	armor	check	penalty	and	increases	his	
  maximum	Dexterity	while	wearing	armor	by	1.	At	every	4	
  levels	beyond	3rd,	these	bonuses	increase	by	1.	This	ability	
  also	allows	a	fighter	to	move	at	full	speed	while	wearing	
  Medium	armor.	At	7th	level,	he	can	move	at	full	speed	while	
  wearing	heavy	armor.
  •	 At	5th	level,	fighters	receive	weapon	training	(see	page	
  56).	With	this	ability,	you	select	one	group	of	weapons	
  and	receive	a	+1	bonus	on	attack	and	damage	rolls	with	
  weapons	from	that	group.	At	every	4	levels	beyond	5th,	you	
  can select another group, and the bonuses for all of your 
  previous groups increases by +1.
  •	 At	19th	level,	fighters	receive	armor	mastery,	which	grants	
  DR	5/—	while	wearing	armor.
  •	 At	20th	level,	fighters	gain	weapon	mastery,	which	allows	
  them	to	select	one	weapon.	All	critical	threats	with	that	
  weapon	automatically	confirm,	and	the	critical	multiplier	is	
  increased by 1.
  Monk (page 56)
  Many	of	the	monk’s	signature	abilities	have	received	an	
  overhaul	in	the	Pathfinder	RPG	rules.	Chief	among	these	are	
  alterations	to	the	flurry	of	blows	mechanic,	wider	options	in	
  bonus feats, and the addition of the ki	pool	mechanic	(which	
  many	other	abilities	are	now	a	part	of).	To	convert	your	monk,	
  take the following steps.
  •	 		In	addition	to	the	bonus	feats	gained	at	1st,	2nd,	and	
  6th	levels,	monks	now	gain	an	additional	bonus	feat	for	
  every	4	levels	beyond	6th.	The	list	of	bonus	feats	that	can	
  be	selected	is	enlarged,	so	make	sure	to	check	your	feats	
  versus	those	on	the	list	(see	page	58).	In	addition,	all	monks	
  now	receive	Stunning	Fist	as	a	bonus	feat	at	1st	level.	At	
  higher	levels,	they	can	even	substitute	different	effects	
  (other	than	stun	for	1	round)	when	performing	such	attacks	
  (see	page	59).
  •	 A	monk’s	base	attack	bonus	when	performing	a	flurry	of	
  blows	is	now	equal	to	his	level.	His	attacks	are	made	as	if	
  using	Two-Weapon	Fighting	(and	its	improvements	at	later	
  levels).	Table	3–10	summarizes	these	bonuses.	Change	your	
  flurry	of	blows	base	bonuses	to	match	these	values	(plus	
  any	increases	to	your	base	attack	bonus	from	other	classes,	
  which	might	give	you	additional	attacks	with	your	primary	
  strike).	Note	that	other	increases	to	your	base	attack	bonus	
  do	not	increase	the	number	of	attacks	you	can	make	with	
  your	off	hand,	as	the	bonus	feats	to	gain	these	attacks	are	
  not	gained	until	you	reach	the	required	level	of	monk.
  •	 A	monk’s	AC	bonus	has	increased.	See	Table	3–10	for	the	
  new bonus.
  •	 At	3rd	level,	a	monk	gains	an	ability	called	maneuver	
  training,	which	grants	him	a	better	chance	at	performing	
  combat	maneuvers.	For	now,	just	note	that	you	possess	this	
  ability.	Combat	maneuvers	are	discussed	in	Step	5.
  •	 At	4th	level,	a	monk	gains	a	ki	pool,	which	is	a	number	of	
  points	that	a	monk	can	spend	each	day	to	perform	amazing	
  feats	(see	page	59).	At	4th	level,	a	monk’s	ki pool is equal to 
  2	+	his	Wisdom	modifier,	but	it	increases	by	1	for	every	2	
  levels	beyond	4th.	A	monk	can	use	a	point	from	his	ki pool 
  to	move	faster,	take	an	extra	attack,	or	gain	a	dodge	bonus	
  to	his	AC.	At	5th	level,	he	can	spend	a	point	from	his	ki 
  pool	to	grant	him	a	large	bonus	on	checks	made	to	jump.	
  At	7th	level,	he	can	spend	ki	points	to	heal	himself.	At	12th	
  level, he can spend ki points to use dimension door.	At	19th	
  level, he can spend ki	points	to	become	ethereal.	As	long	
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  as	the	monk	has	at	least	1	ki	point	in	his	pool,	his	unarmed	
  strikes	count	as	magic	(lawful	at	10th	level,	adamantine	at	
  16th).	These	abilities	replace	the	ki strike abilities, as well as 
  wholeness	of	body,	abundant	step,	and	empty	body.
  •	 At	15th	level,	a	monk	still	gains	quivering	palm.	This	ability	
  can now be used once per day.
  •	 Finally,	at	20th	level,	the	monk’s	perfect	self	ability	now	
  grants	DR	10/chaotic.
  paladin (page 60)
  The	paladin	has	seen	a	number	of	changes	for	the	Pathfinder	
  RPG.	The	most	significant	changes	involve	the	smite	evil	
  ability, the lay on hands ability, and the addition of new auras 
  at higher levels. To convert your paladin, take the following 
  steps.
  •	 Paladins	now	receive	a	good	Will	save	progression.	See	table	
  3–11	for	the	new	save	progression.
  •	 Smite	evil	functions	differently	and	is	earned	at	a	faster	
  progression,	as	noted	on	Table	3–11.	Now,	when	a	paladin	
  smites	evil,	she	picks	one	target	and	gets	bonuses	against	
  that target until the target is slain or otherwise defeated. 
  See	page	60	for	more	information.
  •	 Lay	on	hands	can	now	be	used	a	number	of	times	per	
  day	equal	to	1/2	the	paladin’s	level	plus	her	Charisma	
  modifier.	The	paladin	can	use	this	ability	to	heal	herself	as	
  a swift action and others as a standard action. She heals 
  1d6	points	of	damage	per	paladin	level.	At	3rd	level,	and	
  every	three	levels	thereafter,	the	paladin	gains	one	mercy.	
  These	are	effects,	such	as	shaken	or	fatigued,	that	are	also	
  healed whenever the paladin uses her lay on hands ability. 
  Determine	the	number	of	mercies	possessed	by	your	
  paladin	and	select	them	from	the	appropriate	lists.	See	
  page	61	for	more	information.
  •	 At	4th	level,	a	paladin	can	expend	two	uses	of	her	lay	on	
  hands ability to channel energy like a cleric. This heals all 
  living	creatures	within	a	30-foot	burst,	or	it	can	be	used	
  to	harm	undead	creatures.	See	page	62	for	the	paladin	
  information	on	this	ability	and	page	40	for	a	description	of	
  how channel energy functions.
  •	At	4th	level,	the	paladin	can	receive	spells	just	as	in	3.5.	
  The progression, however, has been altered. Using Table 
  3–11,	look	up	your	new	number	of	spells	per	day	and	
  record	the	number	on	your	character	sheet.
  •	At	5th	level,	a	paladin	receives	the	divine	bond	class	
  feature.	This	can	take	one	of	two	forms:	a	mount	or	a	
  celestial	bonded	weapon.	The	mount	functions	in	a	manner	
  similar	to	a	druid’s	animal	companion	(see	page	51).	The	
  bonded	weapon	can	be	called	upon	for	a	limited	amount	of	
  time	per	day,	adding	various	enhancements	to	the	paladin’s	
  chosen	weapon.	See	page	63	for	more	information.
  •	 Paladins	lose	the	ability	to	remove	disease,	since	this	is	an	
  option	of	the	mercy	ability	(see	page	61).
  •	 Paladins	receive	new	auras	at	8th,	11th,	14th,	and	17th	
  levels.	If	your	paladin	is	of	high	enough	level,	note	these	
  auras on your sheet. The description for these auras can 
  be	found	on	page	63.	
  •	 At	20th	level,	paladins	receive	the	holy	champion	class	feature,	
  granting	them	DR	10/evil	and	a	number	of	other	bonuses.
  ranger (page 64)
  While	the	ranger	functions	much	as	it	did	in	3.5,	there	have	
  been	a	number	of	modifications.	Most	of	these	involve	the	
  addition	of	the	favored	terrain	class	feature	and	the	expansion	
  of	feat	options	concerning	combat	styles.	To	convert	your	
  ranger, take the following steps.
  •	 There	have	been	some	changes	to	the	creature	types	in	the	
  favored	enemy	class	feature.	If	your	ranger	had	giant	or	
  elemental	selected,	he	receives	humanoid	(giant)	or	one	of	the	
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  elemental	outsider	types	instead.	The	table	on	page	64	lists	
  the	new	types.	Also	note	that	the	bonus	to	damage	against	
  favored	enemies	now	also	applies	on	rolls	made	to	hit.
  •	 The	track	class	feature	(see	page	64)	no	longer	grants	a	
  bonus	feat.	All	characters	can	attempt	to	follow	tracks	now.	
  Instead,	this	class	feature	grants	a	bonus	equal	to	one	half	
  the	ranger’s	level	(minimum	+1)	to	Survival	skill	checks	made	
  to	follow	tracks.	Note	this	bonus	next	to	the	Survival	skill.
  •	 Combat	Styles	have	been	replaced	with	Combat	Style	bonus	
  feats.	These	feats	are	gained	at	2nd	level	and	every	four	
  levels	thereafter.	Instead	of	a	set	feat,	rangers	can	now	
  select	from	a	short	list	of	feats.	At	6th	and	10th	level,	the	
  list	of	feats	that	can	be	selected	is	expanded.	Determine	the	
  number	of	feats	your	ranger	receives	and	select	them	from	
  the	lists	on	page	65.
  •	 At	3rd	level,	the	ranger	receives	his	first	favored	terrain.	
  While	in	a	favored	terrain,	a	ranger	receives	bonuses	to	
  initiative	checks	and	a	number	of	skill	checks.	For	every	five	
  levels	beyond	3rd,	the	ranger	can	select	another	favored	
  terrain and can increase the bonuses to another terrain 
  type	(just	as	with	favored	enemy).	Determine	the	number	
  of	favored	terrains	your	ranger	possesses	and	select	them	
  from	the	list	on	page	65.
  •	 At	4th	level,	the	ranger	receives	the	hunter’s	bond	class	
  feature.	This	can	be	an	animal	companion	or	a	bond	with	
  his	fellow	traveling	companions.	The	animal	companion	
  functions	just	like	a	druid’s	(see	page	51),	using	the	
  ranger’s	level	–3	as	his	effective	druid	level	(instead	of	
  half	his	ranger	level	in	3.5).	If	he	chooses	instead	to	bond	
  with	his	party,	he	can	grant	his	favored	enemy	bonus	to	
  his	companions	for	a	limited	amount	of	time	per	day.	You	
  should note this choice on your sheet and create stats for 
  your	animal	companion	if	needed.	See	page	66	for	more	
  information.	
  •	 Higher-level	rangers	receive	a	host	of	new	abilities.	At	
  11th level, the ranger gains the quarry ability, which 
  grants	him	bonuses	against	one	particular	target.	He	
  gets	the	camouflage	ability	at	12th	level,	instead	of	
  at	13th.	He	gets	improved	evasion	at	16th	level	and	
  improved	quarry	at	19th.	Finally,	at	20th	level,	the	ranger	
  receives	the	master	hunter	ability,	which	allows	him	to	
  deal	deadly	strikes	to	his	favored	enemies.	If	your	ranger	
  qualifies	for	these	new	ability,	note	them	on	your	sheet.	
  See	page	67	for	more	information.
  rogue (page 67)
  Very	little	has	changed	with	the	rogue,	aside	from	the	addition	
  of	rogue	talents,	which	expand	upon	the	special	abilities	that	
  rogues	gained	at	higher	levels	in	3.5.	To	convert	your	rogue,	
  take the following steps.
  •	 Note	that	the	rogue	sneak	attack	ability	now	functions	
  against	most	constructs,	plants,	and	undead.	It	does	
  not	function	against	oozes,	elementals,	and	incorporeal	
  undead.	See	page	68	for	more	information.
  •	 Trapfinding	now	grants	a	bonus	equal	to	half	your	rogue	
  level	(minimum	+1)	on	Perception	skill	checks	to	find	traps	
  and all Disable Device skill checks. Make sure to note this in 
  your skills.
  •	 Starting	at	2nd	level,	a	rogue	gains	his	first	rogue	talent.	
  For	every	two	levels	beyond	2nd,	the	rogue	can	select	
  another rogue talent. These talents allow rogues to 
  perform	amazing	acrobatics,	quickly	disarm	traps,	or	
  hinder	foes.	At	10th	level,	the	list	of	talents	expands	to	
  include	advanced	talents	(many	of	which	are	the	same	as	
  the	special	abilities	from	3.5).	Determine	the	
  number	of	talents	your	rogue	possesses	and	
  select	them	from	the	list	of	talents	and	
  advanced talents that can be found on 
  pages	68	and	69.
  •	 At	20th	level,	rogues	gain	the	
  master	strike	ability,	which	allows	
  them	to	kill	or	incapacitate	foes	
  that	are	subject	to	their	sneak	
  attack.	See	page	70	for	more	
  information.
  SorCerer (page 70)
  Nearly all of the changes to the sorcerer 
  involve the addition of a new class 
  feature called bloodlines. These 
  bloodlines link the sorcerer to 
  a specific heritage that grants 
  a	number	of	powers,	bonus	spells,	
  and other abilities. To convert your 
  sorcerer, take the following steps.
  •	 Select	a	bloodline	for	your	
  sorcerer.	If	you	want	to	keep	
  your sorcerer nearly identical 
  to	her	3.5	counterpart,	the	
  arcane bloodline is the best 
  choice.	Next,	note	the	
  class skill associated with 
  the bloodline in your list 
  of 
  class skills. Then add all of the 
  bonus spells that your character 
  qualifies for based on her level 
  to your list of spells known. 
  Starting	at	7th	level,	and	
  every	six	levels	thereafter,	a	
  sorcerer receives a bonus 
  feat	from	her	bloodline	
  list. Select the appropriate 
  number	of	bonus	feats.	
  Finally, add the details of 
  the bloodline arcana and 
  any bloodline powers 
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  that	you	qualify	for	to	your	character	sheet.	For	more	
  information	on	bloodlines,	see	page	71.
  •	 Unless	you	have	selected	the	arcane	bloodline,	you	lose	
  your	familiar.
  •	 Add	Eschew	Materials	to	your	character	as	a	bonus	feat.	If	you	
  already	have	the	feat,	note	that	you	must	select	another	in	Step	4.	
  •	 Note	that	sorcerers	can	cast	an	unlimited	number	of	0-level	
  spells	per	day.	The	number	on	Table	3–15	indicates	the	
  number	known.
  Wizard (page 77)
  The	only	two	changes	to	the	wizard	class	involve	the	addition	
  of arcane schools and the arcane bond ability. To convert your 
  wizard,	take	the	following	steps.
  •	 If	your	wizard	was	a	specialist	wizard	in	3.5,	he	now	gains	
  the	arcane	school	of	the	same	name.	This	still	grants	bonus	
  spells,	just	as	in	3.5,	but	now	it	also	grants	a	trio	of	powers.	
  The first two powers are gained at 1st level, while the third 
  is	gained	at	6th	or	8th,	depending	on	the	school.	Read	these	
  powers	and	add	them	to	your	character.	If	your	character	
  was not a specialist, he gains the Universalist School, which 
  grants	a	pair	of	powers	and	no	bonus	spells.	See	page	78	for	
  information	on	this	class	feature	and	page	79	for	a	listing	of	
  the arcane schools.
  •	 Note	that	wizards	with	an	arcane	school,	other	than	
  universalists,	must	select	two	opposing	schools.	Wizards	
  can know and prepare spells of their opposition schools, but 
  such spells take up two spell slots instead of one. 
  •	 At	1st	level,	wizards	receive	an	arcane	bond	with	either	a	
  familiar	or	an	item.	This	replaces	the	summon	familiar	class	
  feature.	Wizards	that	bond	with	a	familiar	will	find	the	rules	
  basically	unchanged.	Wizards	that	bond	with	an	item	can	
  cast an additional spell per day, without preparing it, but 
  are	tethered	to	the	item	and	must	have	it	to	properly	cast	
  spells. Note this choice on your character sheet. See page 
  78	for	more	information.
  •	 Note	that	wizards	can	cast	an	unlimited	number	of	0-level	
  spells	per	day.	The	number	on	Table	3–16	indicates	the	
  number	that	can	be	prepared	each	day.
  Step 3: Skills
  The skill system has received a significant overhaul 
  for the Pathfinder Roleplaying Game. While the new 
  system is simpler to use, you will need to reassign your 
  character’s skill ranks during conversion.
  The biggest change is the elimination and combination 
  of a number of skills. For example, Hide and Move 
  Silently have been combined into one skill called 
  Stealth. Table C–2 summarizes the changes to skills. 
  Skills marked with a “—” have been removed from the 
  game. Concentration is no longer a skill, but rather an 
  ability that all spellcasters have. See page 206 for more 
  information and rules on calculating your bonus on this 
  check. Use Rope is now a part of Climb or a function of 
  the grapple rules, depending on the use.
  In addition, the means by which characters acquire 
  skill ranks has been altered. Characters no longer 
  receive a ×4 multiplier to their skill points at 1st level. 
  In addition, purchasing a rank in any skill costs only 
  1 point, regardless of whether it is a class skill. In the 
  Pathfinder RPG, characters that have ranks in a class 
  skill receive a one-time +3 bonus to that skill. Finally, 
  permanent alterations to your character’s Intelligence 
  score now affect his number of skill points. Table 4–1 (on 
  page 87) summarizes the number of skill ranks granted 
  by each class per level.
  Taken together, this means that a character can simply 
  determine the number of skill points gained per level and 
  multiply that number by his total number of levels in that 
  class. This is the number of ranks he can place into his 
  skills (with a maximum of his total character level). After 
  placing the skills, he receives a +3 bonus in any skill that 
  is listed as a class skill by one of the classes he possesses.
  To convert your character, look up the number of ranks 
  he receives for each level of his class. Modify this value by 
  the character’s Intelligence modifier. If your character is a 
  human, add 1 to this number. Next, multiply this value by 
  the character’s total levels in that class. Repeat this process 
  for any other classes your character might possess. Add 
  these values together. This is the total number of ranks 
  you can spend on skills. You can have no more than your 
  total character level in ranks in any one skill. Make sure to 
  note any skill bonuses due to race or class abilities (such as 
  bardic knowledge, trapfinding, or track). Next, add in class 
  skill and ability score bonuses and total these values to get 
  your final bonus in each skill. 
  For example, if your character was a human barbarian 
  4/rogue 3 with a 12 Intelligence, he would receive 6 ranks 
  for each level of barbarian (4 base + 1 human + 1 Int) and 
  10 ranks for each level of rogue (8 base + 1 human + 1 Int), 
  for a total of 62 ranks. He could place up to 7 ranks in any 
  one skill until reaching a total of 62. He would receive a 
  +3 class skill bonus in any skill that is listed on either the 
  barbarian or rogue class skill list (this bonus remains +3 
  even if it is on both lists).
  Step 4: Feats
  Characters in the Pathfinder Roleplaying Game receive 
  one feat every odd level (1st, 3rd, 5th, etc.), as opposed 
  to one feat every three levels. Generally speaking, this 
  means that characters being converted above 6th level 
  will gain 1 feat, characters above 13th will gain 2 feats, 
  and characters above 18th will gain 3 feats. Table 3–1 on 
  page 30 lists the number of feats your character gains as 
  he advances. Calculate the number and note how many 
  additional feat choices you need to make.
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  While many of the feats have been altered, a few have 
  been removed from the game entirely and a large number 
  have been added. If your character possesses a feat that 
  has been removed, select a new feat from those presented 
  in Chapter 5. Check the text for any of your remaining 
  feats to see how they have changed. If they do not fit your 
  character’s concept, your GM might allow you to change 
  some of your feats.
  The following feats have been removed from the game: 
  Agile, Diligent, Investigator, Negotiator, Nimble Fingers, 
  and Track. The following feats have been renamed: Extra 
  Turning is now Extra Channel and Improved Turning is 
  now Improved Channel.
  Table C–3 summarizes some of the new feats you might 
  want to consider when rebuilding your character. Details 
  for these feats can be found starting on page 113 of the 
  Pathfinder RPG Core Rulebook.
  Step 5: Other Statistics and Gear
  Beyond the basic character choices, there are a number of 
  other small modifications to make to your character. These 
  are broken up into simple alterations, defined below.
  Hit Points: Some of the classes now get a boost in the 
  type of Hit Dice they roll to determine their hit points. If 
  you have levels in bard, ranger, rogue, sorcerer, or wizard, 
  increase your total number of hit points by 2 for your 1st 
  level and by 1 for each level other than your character’s 
  1st level. For example, if your character was a fighter 4/
  rogue 3, you would add 3 hit points to his total (1 for each 
  rogue level). This amount would increase to 4 if your 
  character’s first level was rogue (2 for the first level, +1 for 
  each additional rogue level).
  Favored Class: Each character possesses a favored 
  class, chosen at creation. For every level you have in this 
  class, you receive +1 hit point or +1 skill point. Levels 
  in other classes or prestige classes do not grant you 
  this bonus. Note that half-elves can have two favored 
  classes, gaining bonuses whenever a level is taken in 
  either of them.
  Gear: While most of the gear is unchanged, there are a 
  few exceptions of note. Weapons are the same, except for 
  a few that were modified for balance. If your character 
  wears medium or heavy armor, note that each of these 
  armors receives a +1 increase to its armor bonus. Light 
  armors are unaffected. Most of the rest of the ordinary 
  gear is the same. Warhorses are now referred to as combat 
  trained (as described in the Handle Animal skill on page 
  97). A few prices have also been altered, but this should 
  not affect your conversion.
  Magic Items: With very few exceptions, every magic item 
  is still a part of the game. You should check the description 
  of each one of your items to see if it has changed (see 
  chapter 15). Of particular note, you should investigate any 
  item that granted a skill bonus, as the skill might have 
  changed. The amulet of health, gauntlets of ogre power, and 
  gloves of dexterity have been changed. Each of these items is 
  now a belt, meaning that you might not be able to utilize 
  all of them. There are belts in the book that provide 
  bonuses to more than one attribute, and your GM might 
  allow you to combine items into one belt for the purpose 
  of conversion. The same is true for the items that boosted 
  mental ability scores. The cloak of charisma, headband of 
  intellect, and periapt of wisdom have all been changed to the 
  headband slot. If you cannot use an item, your GM might 
  allow you to trade it in for its full value during conversion 
  to pick up another item instead. GMs are encouraged to be 
  flexible during this process.
  Combat Maneuvers: In the Pathfinder RPG the rules 
  for bull rush, disarm, grapple, overrun, sunder, and 
  trip have been combined into one simple mechanic 
  called combat maneuvers. Each character has a combat 
  maneuver bonus (or CMB) which represents his skill 
  at performing combat maneuvers. In addition, each 
  character also has a combat maneuver defense (or 
  CMD) which is the DC for anyone attempting a combat 
  maneuver against the character.
  To determine your character’s CMB and CMD, use 
  the following formulas. Note that CMB and CMD use a 
  special size modifier. This modifier is as follows: Fine 
  –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large 
  +1, Huge +2, Gargantuan +4, Colossal +8.
  CMB = base attack bonus + Str modifier  
  + special size modifier
  CMd = 10 + base attack bonus + Str modifier 
  + dex modifier + special size modifier
  Table C–2: Altered Skills
  3.5 Skill 
  pathfinder Skill
  Balance	
  Acrobatics
  Concentration	
  —
  Decipher	Script	
  Linguistics
  Forgery	
  Linguistics
  Gather	Information	
  Diplomacy
  Hide 
  Stealth
  Jump	
  Acrobatics
  Listen	
  Perception
  Move Silently 
  Stealth
  Open	Lock	
  Disable	Device
  Search	
  Perception
  Speak	Languages	
  Linguistics
  Spot	
  Perception
  Tumble	
  Acrobatics
  Use	Rope	
  —
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  In addition, whenever a character performs a combat 
  maneuver, he may add any bonuses he receives to melee 
  attacks due to spells or magic items (such as bless or haste). 
  A character may also add any bonuses to his AC to his CMD 
  except for armor, natural armor, and shield bonuses (dodge 
  and deflection being the most common). Note these values 
  on your character sheet. See page 198 for more information 
  on combat maneuvers.
  Spells: The majority of the spells in the game are 
  unchanged, but there have been alterations to some of them. 
  You should read the text for any spell that you plan on casting 
  to see if it has changed. In addition, the polymorph spell has 
  been radically altered. It is now a 5th-level spell and relates 
  to a host of spells belonging to the polymorph subschool. 
  If your character is a transmuter or has access to this spell, 
  you might want to look at similar spells, such as beast shape, 
  elemental body, form of the dragon, giant form, and plant shape.
  Experience Points: Finally, the experience point system 
  has changed a bit in the Pathfinder RPG. The first thing 
  you need to do here is ask your GM what type of game he 
  plans to run in terms of character advancement. There 
  are three basic types: fast, medium, and slow. 3.5 was 
  based on a fast advancement model, so many existing 
  games will continue on this course, but you should check 
  with your GM to be sure.
  Next, determine if you are more than halfway to your 
  next level using the 3.5 advancement charts. If so, place 
  yourself at the halfway mark between the same levels 
  using Table 3–1 on page 30. If you are less than halfway to 
  your next level, place yourself at the minimum number 
  of experience points needed to be at your current level 
  using Table 3–1. 
  Some GMs might prefer a more exact method of 
  conversion in which you calculate the percentage toward 
  your next level and apply that to the amount of XP needed 
  to gain a level using the Pathfinder RPG rules. Check with 
  your GM before using this method.
  Converting NPCs
  The process for converting NPCs is similar to the one 
  for converting player characters. GMs making these 
  conversions have two options. The first is a full conversion, 
  in which case the GM should take the NPC through 
  the same process for converting a PC. This should be 
  reserved for truly important or vital NPCs, such as major 
  villains or characters that will have recurring roles in 
  the campaign. The second version is a quick conversion 
  designed for NPCs that only appear for a single encounter 
  or whose full stats are not likely to come into play.
  Quick conversions can be done at the table as needed to 
  advance the story. You can write the appropriate numbers 
  on a sheet of scratch paper as such situations arise and 
  move along with the adventure. When performing a 
  quick conversion, make the following changes. If an 
  Table C–3: New Feats
  Feats 
  prerequisites 
  Benefits
  Acrobatic	Steps	
  Dex	15,	Nimble	Moves	
  Ignore	20	feet	of	difficult	terrain	when	you	move
  Alignment	Channel	
  Channel	energy	class	feature	
  Channel	energy	can	heal	or	harm	outsiders
  Arcane	Armor	Mastery*	
  Arcane	Armor	Training,	Medium	Armor	
  Reduce	your	arcane	spell	failure	chance	by	20% 
  	 	
  Proficiency,	caster	level	7th
  Arcane	Armor	Training*	
  Light	Armor	Proficiency,	caster	level	3rd	
  Reduce	your	arcane	spell	failure	chance	by	10%
  Arcane	Strike*	
  Ability	to	cast	arcane	spells	
  +1	damage	and	weapons	are	considered	magic
  Bleeding	Critical*	
  Critical	Focus,	base	attack	bonus	+11	
  Whenever	you	score	a	critical	hit,	the	target	takes	2d6	bleed
  Blinding	Critical*	
  Critical	Focus,	base	attack	bonus	+15	
  Whenever	you	score	a	critical	hit,	the	target	is	blinded
  Catch	Off-Guard*	
  —	
  No	penalties	for	improvised	melee	weapons
  Channel	Smite*	
  Channel	energy	class	feature	
  Channel	energy	through	your	attack
  Command	Undead	
  Channel	negative	energy	class	feature	
  Channel	energy	can	be	used	to	control	undead
  Critical	Focus*	
  Base	attack	bonus	+9	
  +4	bonus	on	attack	rolls	made	to	confirm	critical	hits
  Critical	Mastery*	
  Any	two	critical	feats,	14th-level	fighter	
  Apply	two	effects	to	your	critical	hits
  Deadly	Aim*	
  Dex	13,	base	attack	bonus	+1	
  Trade	ranged	attack	bonus	for	damage
  Deafening	Critical*	
  Critical	Focus,	base	attack	bonus	+13	
  Whenever	you	score	a	critical	hit,	the	target	is	deafened
  Defensive	Combat	Training*	
  —	
  Use	your	total	Hit	Dice	as	your	base	attack	bonus	for	CMD
  Disruptive*	
  6th-level	fighter	
  Increases	the	DC	to	cast	spells	adjacent	to	you
  Double	Slice*	
  Two-Weapon	Fighting	
  Add	your	Str	bonus	to	off-hand	damage	rolls
  Elemental	Channel	
  Channel	energy	class	feature	
  Channel	energy	can	harm	or	heal	elementals
  Exhausting	Critical*	
  Tiring	Critical,	base	attack	bonus	+15	
  Whenever	you	score	a	critical	hit,	the	target	is	exhausted
  Extra	Ki 
  Ki	pool	class	feature	
  Increase	your	ki	pool	by	2	points
  Extra	Lay	On	Hands	
  Lay	on	hands	class	feature	
  Use	lay	on	hands	two	additional	times	per	day
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  Pathfinder RPG Conversion Guide
  Feats 
  prerequisites 
  Benefits
  Extra	Mercy	
  Mercy	class	feature	
  Your	lay	on	hands	benefits	from	one	additional	mercy
  Extra	Performance	
  Bardic	performance	class	feature	
  Use	bardic	performance	for	6	additional	rounds	per	day
  Extra	Rage	
  Rage	class	feature	
  Use	rage	for	6	additional	rounds	per	day
  Fleet	
  —	
  Your	base	speed	increases	by	5	feet
  Gorgon’s	Fist*	
  Scorpion	Style,	base	attack	bonus	+6	
  Stagger	a	foe	whose	speed	is	reduced
  Greater	Bull	Rush*	
  Improved	Bull	Rush,	base	attack	bonus	+6	
  Enemies	you	bull	rush	provoke	attacks	of	opportunity
  Greater	Disarm*	
  Improved	Disarm,	base	attack	bonus	+6	
  Disarmed	weapons	are	knocked	away	from	your	enemy
  Greater	Feint*	
  Improved	Feint,	base	attack	bonus	+6	
  Enemies	you	feint	lose	their	Dex	bonus	for	1	round
  Greater	Overrun*	
  Improved	Overrun,	base	attack	bonus	+6	
  Enemies	you	overrun	provoke	attacks	of	opportunity
  Greater	Penetrating	Strike*	
  Penetrating	Strike,	16th-level	fighter	
  Your	attacks	ignore	10	points	of	damage	reduction
  Greater	Shield	Focus*	
  Shield	Focus,	8th-level	fighter	
  Gain	a	+1	bonus	to	your	AC	when	using	a	shield
  Greater	Sunder*	
  Improved	Sunder,	base	attack	bonus	+6	
  Damage	from	sunder	attempts	transfers	to	your	enemy
  Greater	Trip*	
  Improved	Trip,	base	attack	bonus	+6	
  Enemies	you	trip	provoke	attacks	of	opportunity
  Greater	Vital	Strike*	
  Improved	Vital	Strike,	base	attack	bonus	+16	 Deal	four	times	the	normal	damage	on	a	single	attack
  Improved	Great	Fortitude	
  Great	Fortitude	
  Once	per	day,	you	may	reroll	a	Fortitude	save
  Improved	Iron	Will	
  Iron	Will	
  Once	per	day,	you	may	reroll	a	Will	save
  Improved	Lightning	Reflexes	
  Lightning	Reflexes	
  Once	per	day,	you	may	reroll	a	Reflex	save
  Improved	Vital	Strike*	
  Vital	Strike,	base	attack	bonus	+11	
  Deal	three	times	the	normal	damage	on	a	single	attack
  Improvised	Weapon	Mastery*	 Catch	Off-Guard	or	Throw	Anything,	
  Make	an	improvised	weapon	deadly	
  	 	
  base	attack	bonus	+8
  Intimidating	Prowess*	
  —	
  Add	Str	to	Intimidate	in	addition	to	Cha
  Lightning	Stance*	
  Dex	17,	Wind	Stance,	base	attack	bonus	+11	
  Gain	50%	concealment	if	you	move
  Lunge*	
  Base	attack	bonus	+6	
  Take	a	–2	penalty	to	your	AC	to	attack	with	reach
  Master	Craftsman	
  5	ranks	in	any	Craft	or	Profession	skill	
  You	can	craft	magic	items	without	being	a	spellcaster
  Medusa’s	Wrath*	
  Gorgon’s	Fist,	base	attack	bonus	+11	
  Make	2	extra	attacks	against	a	hindered	foe
  Nimble	Moves	
  Dex	13	
  Ignore	5	feet	of	difficult	terrain	when	you	move
  Penetrating	Strike*	
  Weapon	Focus,	12th-level	fighter	
  Your	attacks	ignore	5	points	of	damage	reduction
  Pinpoint	Targeting*	
  Improved	Precise	Shot,	base	attack	bonus	+16	 No	armor	or	shield	bonus	on	one	ranged	attack
  Scorpion	Style*	
  Improved	Unarmed	Strike	
  Reduce	target’s	speed	to	5	ft.
  Selective	Channeling	
  Cha	13,	channel	energy	class	feature	
  Choose	whom	to	affect	with	channel	energy
  Shield	Focus*	
  Shield	Proficiency,	base	attack	bonus	+1	
  Gain	a	+1	bonus	to	your	AC	when	using	a	shield
  Shield	Master*	
  Shield	Slam,	base	attack	bonus	+11	
  No	two-weapon	penalties	when	attacking	with	a	shield
  Shield	Slam*	
  Improved	Shield	Bash,	Two-Weapon	
  Free	bull	rush	with	a	bash	attack	
  	 	
  Fighting,	base	attack	bonus	+6	
  Sickening	Critical*	
  Critical	Focus,	base	attack	bonus	+11	
  Whenever	you	score	a	critical	hit,	the	target	is	sickened
  Spellbreaker*	
  Disruptive,	10th-level	fighter	
  Enemies	provoke	attacks	if	their	spells	fail
  Staggering	Critical*	
  Critical	Focus,	base	attack	bonus	+13	
  Whenever	you	score	a	critical	hit,	the	target	is	staggered
  Stand	Still*	
  Combat	Reflexes	
  Stop	enemies	from	moving	past	you
  Step	Up*	
  Base	attack	bonus	+1	
  Take	a	5-foot	step	as	an	immediate	action
  Strike	Back*	
  Base	attack	bonus	+11	
  Attack	foes	that	strike	you	while	using	reach
  Stunning	Critical*	
  Staggering	Critical,	base	attack	bonus	+17	
  Whenever	you	score	a	critical	hit,	the	target	is	stunned
  Throw	Anything*	
  —	
  No	penalties	for	improvised	ranged	weapons
  Tiring	Critical*	
  Critical	Focus,	base	attack	bonus	+13	
  Whenever	you	score	a	critical	hit,	the	target	is	fatigued
  Turn	Undead	
  Channel	positive	energy	class	feature	
  Channel	energy	can	be	used	to	make	undead	flee
  Two-Weapon	Rend*	
  Double	Slice,	Improved	Two-Weapon	
  Rend	a	foe	hit	by	both	your	weapons 
    
  Fighting, base attack bonus +11 
  Unseat*	
  Improved	Bull	Rush,	Mounted	Combat	
  Knock	opponents	from	their	mounts
  Vital	Strike*	
  Base	attack	bonus	+6	
  Deal	twice	the	normal	damage	on	a	single	attack
  Wind	Stance*	
  Dex	15,	Dodge,	base	attack	bonus	+6	
  Gain	20%	concealment	if	you	move
  *	These	feats	are	combat	feats	and	may	be	selected	by	fighters	as	bonus	feats.
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  ability or statistic is not mentioned, assume that it is 
  unchanged. Note that the CR of NPCs is reduced by 1 in 
  the Pathfinder RPG and the amount of XP they award 
  should be adjusted accordingly.
  Step 1: Add 1 hit point per level of the NPC for every level 
  of bard, commoner, expert, ranger, rogue, sorcerer, warrior, or 
  wizard possessed by the NPC. In addition, add a number of hit 
  points equal to the highest level the NPC possesses in any one 
  class to represent its favored class bonus.
  Step 2: Calculate the NPC’s CMB and CMD scores 
  using the following formulas. Note that CMB and CMD 
  use a special size modifier. This modifier is as follows: 
  Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, 
  Large +1, Huge +2, Gargantuan +4, Colossal +8.
  CMB = base attack bonus + Str modifier  
  + special size modifier
  CMd = 10 + base attack bonus + Str modifier 
   + dex modifier + special size modifier
  Step 3: Change the character’s skills according to 
  the conversions on Table C–3 of this document. Do 
  not recalculate bonuses. There might be a small swing 
  in the number or bonuses when compared to a full 
  conversion, but these have little effect on play. Note 
  that if a character has two 3.5 skills converting to the 
  same Pathfinder RPG skill, take the higher value and 
  disregard the other.
  Step 4: Add additional feats depending on the NPC’s 
  total character level. If the character is above 6th level, add 
  1 feat. If the character is above 13th, add 2 feats. Finally, if 
  the character is above 18th, add 3 feats.
  Step 5: Finally, make any adjustments to the character 
  based on its class. Unlike a full conversion, the quick 
  conversion only covers the highlights of the class. The 
  following summaries cover the major changes.
  •	 Barbarian: Give the barbarian a number of rage rounds 
  per day equal to 4 + its Con modifier + 2 for every 
  barbarian level beyond first. Add one rage power for 
  every two levels the barbarian possesses.
  •	 Bard: Give the bard a number of rounds of bardic 
  performance per day equal to 4 + its Cha modifier + 2 for 
  every bard level beyond first. At the following levels, add 
  these performance types: 1st—distraction, 8th—dirge of 
  doom, 12th—soothing performance, 14th—frightening 
  tune, 20th—deadly performance.
  •	 Cleric: Make sure to give the cleric Heavy Armor 
  Proficiency as a feat if wearing heavy armor. Add the 
  cleric’s new domain powers. Write down the amount of 
  damage for channel energy and calculate the DC.
  •	 Druid: Perform the quick conversion on the druid’s 
  animal companion.
  •	 Fighter: Give the fighter a +1 to hit and damage with 
  his primary weapon at 5th level. Increase this bonus to 
  +2 at 9th, +3 at 13th, and +4 at 17th. At 3rd level, increase 
  the fighter’s speed while wearing medium armor. At 
  7th level, increase the fighter’s speed while wearing 
  heavy armor.
  •	 Monk: 
  Recalculate 
  the 
  monk’s 
  bonuses 
  when 
  performing a flurry of blows, using the numbers on 
  Table 3–10. At 4th level, add a ki pool equal to 1/2 the 
  monk’s level + Wis modifier. Make sure to use the 
  monk’s level as its base attack bonus when calculating 
  its CMB and add Wis modifier and the monk AC 
  modifier to its CMD.
  •	 Paladin: Increase the paladin’s Will save. At 2nd level, 
  add a number of uses of lay on hands equal to 1/2 the 
  paladin’s level + Cha modifier. Add one mercy per 3 
  levels. At the following levels, add these auras: 8th—aura 
  of resolve, 11th—aura of justice, 14th—aura of faith, 
  17th—aura of righteousness. At 20th level add the holy 
  champion ability.
  •	 Ranger: Perform the quick conversion on the ranger’s 
  animal companion. At 3rd level, give the ranger a +2 
  bonus on initiative, Knowledge (geography), Perception, 
  Stealth, and Survival skill checks in the NPC’s current 
  terrain. Increase this bonus by +2 for every five levels 
  beyond 3rd. Add the quarry ability at 11th level, improved 
  evasion at 16th, improved quarry at 19th, and master 
  hunter at 20th. 
  •	 Rogue: Add one rogue talent at 2nd level and one 
  additional talent for every 2 levels beyond 2nd. Count 
  the 3.5 rogue special abilities as rogue talents. Add 
  master strike at 20th level.
  •	 Sorcerer: Either assume the arcane bloodline or delete 
  the familiar and select a different bloodline. Add the 
  bonus spells known based on level, the bloodline arcana, 
  and any bloodline powers gained by the sorcerer based 
  on level. Add Eschew Materials as a bonus feat and add 
  one bloodline feat at 7th, 13th, and 19th level.
  •	 Wizard: Change the wizard’s specialization to the 
  corresponding arcane school. If the wizard was not a 
  specialist, add the universal school. At the listed levels, 
  add the appropriate arcane school powers.
  Part 2: Converting rules
  Since the launch of the 3.5 rules, there have been a host 
  of books that present new rules content, from feats and 
  spells to prestige classes and monsters. While you will 
  find many new rules elements that are compliant with 
  the new game in the Pathfinder Adventure Path, Pathfinder 
  Modules, Pathfinder Chronicles, and Pathfinder Companion 
  products, all of the rules from the 3.5 game can be used 
  with a minimal amount of conversion. This section of the 
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  Pathfinder RPG Conversion Guide
  conversion guide gives tips and tricks for converting some 
  of the most common rules elements in the game.
  Races
  Converting races is a simple process. Most of the races in 
  the Pathfinder RPG Core Rulebook receive a +2 bonus in one 
  physical ability score (Str, Dex, or Con) and a +2 bonus in 
  one mental ability score (Int, Wis, or Cha). In addition, most 
  races receive a –2 penalty in one ability score. If the race you 
  are converting does not match these guidelines, consider 
  adding the necessary bonus or penalty to bring it in line. 
  Most other class abilities can remain unchanged, but you 
  should check for any skill bonuses that apply to skills 
  that are no longer in the game and modify them 
  accordingly.
  Base Classes
  Of all the rules elements, converting a base 
  class is the one that requires the most careful 
  consideration. Most classes need a bit of an 
  upgrade to be on par with those presented in the 
  core rulebook. The first step is to ensure that the class’s 
  Hit Dice and base attack progression match. If the class 
  has a slow base attack progression (such as the wizard), 
  it should use d6s for Hit Dice. Classes with the medium 
  progression (such as clerics) should use d8s for Hit Dice, 
  while those with a fast progression (such as fighters) 
  should use d10s. As a general rule, if the class did not 
  have a d12 Hit Die in 3.5, it should not get one in the 
  Pathfinder RPG.
  Beyond this simple adjustment, any other changes to 
  the class really depend on the class itself. When the core 
  classes in the Pathfinder RPG were redesigned, we kept 
  the following rules in mind.
  •	 Classes	should	get	something	beyond	their	base	attack	
  bonus and save progression at every level. If the class you 
  are converting has holes, you should consider adding 
  some simple abilities to increase its utility.
  •	 Classes	 should	 get	 something	 cool	 at	 20th	 level.	 This	
  capstone ability should make it truly worthwhile 
  to attain the heights of power in one class. It is not 
  mandatory, but it is a great tool to encourage a character 
  to stick with one class.
  •	 Class	abilities	should	be	based	on	the	character’s	level	
  in that class, not on the character’s total level. This 
  rewards characters even further for taking additional 
  levels in one class, even if that particular level grants 
  few other perks.
  •	 Stiff	restrictions	on	class	utility	and	key	class	abilities	
  should be relaxed. Sneak attack is a great example of 
  this (since now you can use sneak attack against a wider 
  variety of creatures, the key class ability is more useful).
  •	 Add	new	abilities.	Try	to	avoid	subtracting	abilities.	This	
  makes conversion a lot easier, since all you need to do 
  is add to the existing character. Also avoid moving key 
  abilities to later levels, since this would remove them 
  from some characters, which might invalidate prestige 
  classes or feat choices.
  •	 Compare	the	finished	class	to	the	other	core	classes	in	
  the Core Rulebook for balance. Pay special attention to 
  any classes that fill a similar role. If the converted class 
  is clearly better or worse than the core class, additional 
  changes are probably in order.
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  Feats
  Most feats can work in the Pathfinder Roleplaying Game 
  with little or no modification. You should, however, review 
  each feat to ensure that it does not contain rules elements 
  that have been significantly changed. When converting a 
  feat, check for the following simple changes.
  •	 If	 the	 feat	 refers	 to	 skills	 in	 any	 way,	 such	 as	 in	 the	
  prerequisites or benefit line, make sure that the skill in 
  question has not changed names or been removed from 
  the game. If the feat requires that the character have a 
  specific number of ranks in a particular skill, change that 
  requirement to the listed number – 3 (minimum 1 rank).
  •	 If	 the	 feat	 involves	 magic	 item	 creation,	 ignore	 any	
  section referring to an XP cost during creation.
  •	 If	 the	 feat	 relies	 on	 the	 turn	 undead	 mechanics,	 it	
  now relies on the channel energy mechanics. Those 
  that specifically deal with causing undead to flee or 
  fall under the character’s command should have Turn 
  Undead or Command Undead added as a prerequisite. 
  Gear and Equipment
  With very few exceptions, gear and equipment can be used 
  without any change at all. When converting a new type of 
  armor, however, be sure to increase its AC bonus by +1 if 
  it is medium or heavy armor. When converting any other 
  piece of nonmagical gear, check for any skill references that 
  point to a skill that has changed names or been removed 
  from the game and adjust the item accordingly.
  Spells
  On the whole, most spells can be used without any 
  conversion at all, but there are a few notable exceptions. 
  When reviewing a spell for inclusion in your game, keep 
  the following tips in mind.
  •	 Any	spell	that	used	the	3.5	polymorph rules should now 
  be a part of the polymorph subschool and should be 
  redesigned to work within that system.
  •	 Check	 the	 spell	 for	 skill	 references,	 as	 with	 feats,	 to	
  ensure compatibility.
  •	 If	the	spell	requires	the	caster	to	expend	XP,	it	instead	
  gains a material component whose price is roughly 5 
  times the XP cost.
  •	 If	the	spell	caused	or	dealt	with	permanent	level	drain,	
  it now grants permanent negative levels. Note that any 
  spell of 6th level and lower that restores life to the dead 
  should grant two permanent negative levels, while 
  7th- and 8th-level spells should grant one permanent 
  negative level. Only 9th-level spells can restore the dead 
  to life without granting permanent negative levels.
  •	 Spells	 that	 grant	 blanket	 immunity	 to	 one	 effect	 or	
  condition are discouraged and should be reserved 
  for very powerful magic. Lower-level spells that grant 
  immunity should be changed to grant bonuses to resist 
  such effects or other forms of protection.
  •	 Spells	that	cause	a	character	or	creature	to	be	entirely	
  removed from a fight are also discouraged. When used, 
  they should allow at least one save and should also 
  include other means of escape for resourceful targets. 
  High-level spells are an exception, but they should be 
  included sparingly.
  •	 Spells	 that	 cause	 instant	 death	 should	 instead	 cause	
  massive amounts of damage. See spells like finger of 
  death and slay living for examples. This allows the spells 
  to maintain their deadly use, but it prevents them from 
  taking down creatures with hundreds of hit points 
  because of one failed save.
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  Pathfinder RPG Conversion Guide
  Prestige Classes
  The process for converting a prestige class to the 
  Pathfinder Roleplaying Game is nearly identical to the 
  process for converting a core class—and even easier as 
  most prestige classes are less complex than core classes. 
  There are, however, a few additional rules that are worth 
  examining.
  •	 The	 save	 progression	 for	 prestige	 classes	 is	 a	 little	
  different from those granted by a core class, primarily 
  because the class is not designed to be taken by 1st-
  level characters. As such, use Table C–4 to determine 
  the save progression for the prestige class. The “good” 
  progression refers to any save progression that started 
  with a +2 in the 3.5 rules. The “average” progression 
  should be used for all the rest.
  •	 Make	 sure	 to	 check	 the	 prestige	 class	 requirements	
  (and the rest of the class) for any skills that have been 
  altered or removed from the game and adjust them 
  accordingly. In addition, the skill rank requirements 
  should be equal to the 3.5 requirements – 3 (minimum 
  1 rank). Note that some of the core prestige classes do 
  not follow this formula exactly and you should consider 
  these requirements carefully.
  •	 Prestige	 classes	 should	 give	 few	 class	 skills,	 since	
  many of these will be redundant from the class skills 
  garnered by the class taken to qualify for the prestige 
  class. Focus any class skills on the core concept of the 
  class and leave the rest out.
  Traps
  Traps require very little conversion. Any skill reference to 
  Listen, Search, or Spot should be changed to Perception. 
  Any skill reference to Open Lock should be changed to 
  Disable Device. Any other effects that reference a skill 
  should be checked for changes.
  Magic Items
  On the whole, most magic items require no conversion, 
  but those that reference skills should be checked for 
  changes (just as with feats, prestige classes, and most other 
  mechanics). Keep the following simple points in mind 
  when converting magic items.
  •	 Magic	item	creation	costs	no	longer	include	any	XP	cost,	
  and unlike spells, this does not affect the price to create 
  a magic item. 
  •	 Any	magic	item	that	enhances	a	character’s	ability	scores	
  should be made into a belt or a headband (although 
  exceptions are possible, they should be rare and cost at 
  least 1.5 times the normal price). 
  •	 Magic	items	that	rely	on	spells,	or	function	like	them,	
  should be checked for the same issues as spells.
  Curses, Diseases, and Poisons
  These three elements have been redesigned to one unified 
  system. When incorporating these elements into your 
  game, take the following simple steps.
  •	 The	type	and	save	DC	does	not	change.
  •	 Some	 of	 these	 afflictions	 have	 onset	 times	 (usually	
  diseases). This is a period of time before the affliction 
  begins to take effect. For diseases, this is usually 1 
  day, but it might be a variable amount of time. Use the 
  disease’s incubation time as its onset. In addition, most 
  ingested poisons have an onset time of 10 minutes, 
  whereas a contact poison has an onset time of 1 minute. 
  Inhaled and injury poisons do not generally have an 
  onset time.
  •	 Next	is	the	frequency.	This	states	how	often	a	character	
  must make a save to avoid the aff liction’s effects 
  once the onset time has elapsed (or right away for an 
  aff liction without an onset time). For curses, this time 
  is variable, but usually once per day. For diseases, this 
  frequency is almost always once per day. For poisons, 
  the frequency is limited in most cases, meaning that 
  the character has to make a set number of saves, after 
  which time the poison has run its course (although 
  it can be ended early if the cure conditions are met). 
  To determine a poison’s frequency, determine the 
  maximum amount of ability damage that the poison 
  could have dealt in 3.5 and consult Table C–5. The 
  frequency entry notes how many times the save must 
  be made by taking the maximum damage and dividing 
  it by the indicated number (unless 7 or below, in 
  which case the max damage is used as the frequency). 
  All values should be rounded up to the nearest even 
  number. Note that ingested poisons require a save 
  once per minute, while all the rest require a save once 
  per round. For example, if an injury poison dealt a 
  maximum of 16 points of Str damage, it would have 
  a frequency of 1/round for 6 rounds (16 divided by 3, 
  rounded up to 6).
  Table C–4: Prestige Class Save Progressions
  level 
  good Saves 
  average Saves
  1st	
  +1	
  +0
  2nd	
  +1	
  +1
  3rd	
  +2	
  +1
  4th	
  +2	
  +1
  5th	
  +3	
  +2
  6th	
  +3	
  +2
  7th	
  +4	
  +2
  8th	
  +4	
  +3
  9th	
  +5	
  +3
  10th	
  +5	
  +3
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  •	 Finally,	there	is	the	effect.	For	curses	and	diseases,	this	
  is mostly unchanged. This means that some diseases 
  have an initial effect that occurs if the first save is failed 
  and a secondary effect that occurs for any other failed 
  saves. For poisons, total up the maximum amount of 
  damage the poison could have dealt in 3.5 and consult 
  Table C–5. The effect entry tells the amount of damage 
  dealt (of the same type) every time a save is failed (except 
  for the initial save, if the poison has an onset time). If a 
  poison dealt different kinds of damage, these should be 
  calculated separately. For example, if a poison dealt 3d6 
  Strength damage on the first failed save (18 maximum) 
  and 2d6 Int damage on the second failed save (12 
  maximum), it would convert to dealing 1d3 Str damage 
  and 1d2 Int damage for each failed save.
  •	 Each	affliction	has	a	cure	line.	This	describes	how	many	
  saves must be made for the affliction to be overcome 
  naturally before the frequency has expired. Many curses 
  do not have a cure entry. Diseases usually have the entry 
  of “2 consecutive saves,” meaning that a character must 
  make 2 Fortitude saves in a row to overcome the disease 
  (although they still avoid contracting it entirely if the 
  first save is made). Most poisons have the simple entry 
  of “1 save,” meaning that the poison ends the moment 
  one saving throw is made.
  Monsters
  Converting existing monsters to the Pathfinder RPG 
  is a relatively simple task. Most monsters work just fine 
  after converting their skills and calculating their CMB 
  and CMD. In addition, the Pathfinder Roleplaying Game 
  Bestiary converts most of the widely used monsters for you. 
  That said, if you are using a 3.5 monster that is not in the 
  Bestiary, the following rules will help you use the monster 
  with little effort.
  •	 Monster	Hit	Dice	types	are	linked	to	their	base	attack	
  progression, just as with characters. This means 
  that monstrous humanoids and outsiders receive 
  +1 hit point per Hit Die they possess. Oozes, which 
  dropped down to d8 Hit Dice, lose 1 hit point per Hit 
  Die. Undead, which dropped down to d8 Hit Dice, 
  lose 2 hit points per Hit Die, but they now use their 
  Charisma modifier in place of their Constitution 
  modifier when calculating hit points and Fortitude 
  saves. Mindless undead typically have a Charisma 
  score of 10, whereas intelligent undead tend to have a 
  higher Charisma score.
  •	 Instead	of	altering	the	Hit	Dice	of	constructs,	their	base	
  attack bonuses have been increased from the medium 
  progression to the fast progression. This means that 
  all constructs receive a +1 bonus on attack rolls, and to 
  their CMB and CMD. This bonus increases by +2 at 5 Hit 
  Dice and by an additional +1 for every 4 Hit Dice they 
  possess beyond 5. Undead, which increase from a slow 
  progression to a medium progression, receive a +1 bonus 
  on attack rolls and to their CMB and CMD at 3 Hit Dice, 
  the bonus increasing by +1 for every 4 Hit Dice after 3 that 
  they possess. 
  •	 Calculate	the	monster’s	CMB	and	CMD	using	the	same	
  method used for characters. Note that if a monster has 
  improved grab, or a similar ability, it receives a +4 bonus 
  on CMB checks made to grapple.
  •	 Check	the	monster’s	skills	for	any	changes,	using	Table	
  C–2 to update them to the new lists. Generally you can 
  disregard any leftover skill ranks, although you should 
  probably shift them to the Fly skill if the creature has a 
  fly speed. Note that Fly is a class skill for any creature 
  with a fly speed. Generally speaking, you can treat 
  any skill that the monster has ranks in as a class skill. 
  Although this is not the case in the new rules, in which 
  Table C–5: Poison Frequencies and Effects
  Max 3.5 damage 
  Frequency 
  effect
  1–7	
  Max	Damage	
  1	damage
  8–14	
  Max	Damage/2	
  1d2	damage
  15–23	
  Max	Damage/3	
  1d3	damage
  24–35	
  Max	Damage/4	
  1d4	damage
  36+	
  Max	Damage/6	
  1d6	damage
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  Pathfinder RPG Conversion Guide
  creatures have set lists of class skills based on type, it is 
  close enough for a quick conversion.
  •	 Creatures	 that	 drained	 levels	 now	 bestow	 permanent	
  negative levels. The DC to resist or remove these levels 
  is unchanged.
  •	 Constructs,	plants,	and	most	undead	are	no	longer	immune	
  to sneak attacks or critical hits. Elementals, incorporeal 
  undead, and oozes are still immune to such attacks.
  Part 3: running the game
  There have been a lot of changes between the 3.5 rules and 
  those used in the Pathfinder Roleplaying Game. Some of 
  these changes affect entire systems and are 
  relatively obvious, while others are 
  quite a bit subtler. If 
  you are familiar with 
  the 3.5 rules, it is only 
  natural that some of these 
  changes are going to slip 
  by for a number of 
  sessions before someone 
  notices them. For your 
  first few games, don’t 
  worry overmuch about 
  missing 
  these 
  details, but focus on the big picture changes. To help with this, 
  the following list goes over some of the larger changes that 
  have an impact on both sides of the screen.
  •	 One	 of	 the	 first	 decisions	 you	 need	 to	 make	 concerns	
  the rate of advancement for the group. For a slow game, 
  the PCs will gain a level after having faced roughly 30 
  encounters. For a medium game, they will gain a level 
  after 20 encounters. A fast game (which was the default 
  for 3.5) allowed the PCs to gain a level after about 13 
  encounters. This decision determines the XP chart used 
  by the PCs to gain levels (see page 30) and the treasure 
  table used to add treasure to encounters (see page 399).
  •	 The	changes	to	the	core	classes	are	pretty	self	evident	
  from the character’s perspective, but make sure to 
  incorporate some of them into NPCs and adversaries so 
  that the players can see what they look like in combat. 
  Tossing in a fight against an evil cleric with some undead 
  minions, for example, is a great way to showcase some of 
  the changes to channel energy.
  •	 The	 rules	 for	 stabilizing	 unconscious	 characters	 have	
  changed. See page 190 for a summary of these rules.
  •		Cover	has	been	altered	a	little	bit	to	include	partial	cover	
  (which only grants a +2 AC bonus). See page 196 for more 
  information.
  •	 Be	 sure	 to	 familiarize	 yourself	 with	 the	 new	 combat	
  maneuver rules (see page 198). These rules really speed 
  up these actions (such as bull rush, grapple, and trip), 
  making them easier to use in your game.
  •	 Read	up	on	the	new	rules	for	concentration.	Casting	a	
  spell on the defensive is a little harder than before, and 
  this will certainly come into play sooner or later. See 
  page 206 for more information.
  •	 The	 polymorph	 subschool	 has	 been	 added	 to	 the	
  transmutation school. Although not incredibly common, 
  spells of this school are tricky and should be reviewed. 
  See page 211 for the subschool description.
  •	 Although	a	number	of	spells	have	been	changed,	make	
  sure to review detect magic (page 267), dispel magic 
  (page 272), greater dispel magic (page 272), magic circle 
  against evil (page 308), make whole (page 311), mending 
  (page 312), neutralize poison (page 316), polymorph (page 
  323), protection from evil (page 327), raise dead (page 
  329), remove curse (page 332), remove disease (page 332), 
  summon monster (page 350), and summon nature’s ally 
  (page 354). Each of these common spells has received 
  a number of changes that impact the way that the 
  game is played. You should also take some time to 
  review any spells that are commonly cast by the PCs 
  in your group.
  •	 The	 Pathfinder	 RPG	 uses	 simpler	 rules	 for	 designing	
  encounters than 3.5. In addition, monsters are now 
  worth a set amount of experience points. This means 
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  that at the end of the day, all you need to do is total up 
  the amount of XP and divide that number by the number 
  of players. Finally, there are some adjustements to the 
  way treasure is rewarded, depending upon the type of 
  campaign you are planning to run (slow, medium, or fast 
  progression). Make sure to familiarize yourself with all 
  of the information on pages 397–400.
  •	 The	rules	for	traps	have	changed	a	little	and	should	be	
  reviewed. See page 416 for the rules and page 420 for a list 
  of sample traps.
  •	 The	 Pathfinder	 RPG	 includes	 a	 quick	 system	 for	
  generating NPCs. See page 450 for more information.
  •	 The	 Pathfinder	 RPG	 changes	 certain	 assumptions	
  about purchasing magic items. This is an important 
  change, as it limits the types of items that the PCs can 
  purchase and means that they will use less common 
  items during their adventures. Not every PC should 
  have a ring of protection, cloak of resistance, and belt of 
  giant strength. The game does not assume that every 
  PC has such items, so there is no reason to make them 
  as common as they were in 3.5. The Pathfinder RPG 
  encourages PCs to use some of the more exotic items 
  that they find during their travels, instead of just 
  cashing them in to buy the best item for their character 
  statistically. The rules on page 460 for purchasing 
  magic items should be reviewed if you allow your PCs 
  to obtain items in this way.
  •	 Note	 that	 magic	 item	 creation	 no	 longer	 requires	 the	
  crafter to expend XP during creation. The rules do, 
  however, require a skill check to successfully craft a 
  magic item. If the roll is failed, the item is wasted, but if 
  it is failed by 5 or more, a cursed item is created instead. 
  See page 548 for the rules for creating magic items.
  •	 There	 have	 been	 a	 number	 of	 changes	 to	 the	 special	
  abilities in Appendix 1 and to the conditions in Appendix 
  2. As for special abilities, be sure to read up on the changes 
  to ability score bonuses (page 554); ability score damage 
  (page 555); afflictions such as curses (page 556), diseases 
  (page 557), and poisons (page 557); damage reduction 
  (page 561); and energy drain and negative levels (page 
  562). As for conditions, be sure to read up on the broken 
  condition (page 565), the confused condition (page 
  566), the grappled condition (page 567), the incorporeal 
  condition (page 567), the pinned condition (page 568), 
  and the staggered condition (page 568).
  •	 Finally,	remember	the	first	rule:	This	is	your	game.	If	a	
  particular rule does not fit your group or play style, feel 
  free to change it or come up with a new rule that works 
  for you. Talk to your group about the rules to help 
  identify these issues and to come up with solutions. 
  You can even share your ideas and questions with the 
  thousands of other players through our messageboards 
  at paizo.com.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
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