You may access my google doc of this information Here: Fatefinder
A Fate Core Conversion of Pathfinder
Part 1: Character Creation
Your Character Idea:
You should have a high concept and trouble as per the Fate CRB. You should make 3 additional aspects. One of those should be similar to a campaign trait, it should be your connection to the campaign. If you are a magic user, you must take another aspect which indicates your magical training, or something similar, (if your powers were a gift from a god, the aspect should indicate that) this aspect must make it clear that are a wielder of magic in some way. The other aspect(s) are up to you.
Acumen (Knowledge Skills, Appraise, Linguistics)
Allure (Diplomacy, Perform)
Aptitude (Craft: all non-magic, Profession: all)
Arcane (Arcane Magic, Spellcraft)
Athletics (Climb, Swim)
Ballistics (Ranged Attack/Defense)
Burglary (Stealth, Sleight of Hand, Disable Device)
Celerity (Reflex Saves, Initiative)
Deceive (Disguise, Bluff)
Divine (Divine Magic, Spellcraft)
Finesse (Fly, Acrobatics, Escape Artist)
Nature (Handle Animal, Survival, Ride)
Physique (Fortitude Saves, CMD, Physical Stress)
Resolve (Will Saves, Sense Motive, Mental Stress)
Tenacity (Melee Attack/Defense, and CMB)
Thaumaturgy (UMD, Craft Magic Items/Potions/Scrolls)
Skills will be distributed as per the Fate CRB.
Stunts will be made as per the Fate CRB.
(Thanks to Ed Hastings and his FAE - Pathfinder conversion)
In order to practice magic, a character must meet the following requirements:
- Skill ranks in the Arcane/Divine skill of +3 or higher (You may rename these to something that fits your concept pending GM approval. For example, you might want to rename Arcane to Psionic, or Divine to Primal.
- An aspect that indicates where your magic powers came from
- Lower your refresh by 1 if you plan on using 1 magic skill; by 2 if you plan on using 2 magic skills.
The Arcane Skill represents your mastery and knowledge of arcane magic. The source of that magic could vary from training and research, powers inherent in your blood, etc. The Arcane Skill should be coupled with an aspect that provides detail of the source of your arcane power.
Spells are not restricted to be drawn exclusively from pathfinder source material, but that may serve as general guideline as to what you are capable of doing with your magic. In general Arcane magic is good for attacking and bending the rules of reality.
All arcane casters should have some sort of focus that will be defined as an extra. This extra serves to limit what kind of spells you are capable of casting a given time. If your focus is on evocation, that is to say, attack type of magic, it is unreasonable to assume that in a given scenario you use your magic to enchant your enemies. Sometimes there may be some overlap, it will be up to the group and the GM to decide if your intended use of magic is consistent with what your character has practiced and demonstrated in the past.
Overcome: The Arcane Skill may be used to overcome barriers created by other arcane magics. Think of it like “Dispel Magic.” When this occurs, you will make an arcane check vs the creators arcane check. There maybe other uses of arcane magic to overcome barriers, such as locked doors, poor lighting, fog, etc. Use of this magic must be justified by the caster’s focus, or if the barrier in question is a minor inconvenience, or something that could be overcome with mundane means, such as a locked door, there will be a passive difficulty assigned, possibly with a +2 bonus.
Create an Advantage: The Arcane Skill may be used to create an advantage. In most of these instances, you will create an aspect that mirrors a spell from pathfinder source material. Such as “invisibility.” There will be a base difficulty assigned based on the spells level in the source material, see the chart below.
Source Material Spell Level / Base difficulty to cast
Success of the check will operate as per the original fate core rules. Extra Shifts in the success may translate into extra invokes, this will be decided by the GM and the players at the time of the casting of the spell, and the number of shifts generated.
Spells that have a passive duration will generally last 1 scene. That may be extended based on shifts generated during the casting of the spell.
Conjuring and summoning is also covered by creating an advantage. (The below is taken verbatim from Ed Hastings magic system)
“Rather than allocating extra shifts from the Create An Advantage action used to summon the servitor towards setting a difficulty to be overcome, or buying additional invokes, extra shifts can be used to "buy" Aspects, Stunts, pluses to 4dF rolls for specific things, and stress boxes for a servitor's write up.
Stunts cost 2 shifts each, while extra Aspects, additional +1 skill-like ability bonuses, and stress boxes cost 1 point each.
Servitors can also be spellcasters, but must have a relevant skill-like ability at +3 or better.
Servitors are not necessarily obedient to their caster, but an Obedient Aspect (or similar) can be added to the Servitor to ensure compliancy, at the cost of a shift.
Servitors act on their own, but unless they have a skill-like ability, Aspect, or Stunt that suggests otherwise, they have initiative 0.”
Attack: The Arcane Skill may be used to make attacks targeting a particular save (based on the pathfinder source material, or decided by the GM and the players at the time of the cast.) This will be resolved the same way as all other attacks. Shifts will translate to damage. There are no dice pool upgrades, so higher level spells from the source material do not translate to extra damage in this magic system. To affect more than 1 target, the spell caster will need an aspect and spend a fate point to effectively utilize area of effects.
Defend: The Arcane Skill is not used for defense.
(And any other created magic skill like psionic, primal, etc)
The divine skill will operate in all ways like the Arcane Skill above. Focus should be described in different ways, and you should draw from divine spells in the pathfinder source material.