Pathfinder runs almost identically to D&D 3.5, but there are a few minor adjustments. We will be updating this page to give you a full Pathfinder Survival Guide (similar to our 4E Survival Guide), with tips & tricks for making d20pro run like a well-tuned machine.
To get started, you should first replace the core ruleset with a Pathfinder one. Basically, this means copying over new text files for classes, skills, feats, and spells. Download the files below and paste them into your d20pro\judge\campaign\____\res\manually specified
folder. Note that you need to overwrite the default ones, which handle 3.5 D&D. You should make a backup of your old ones just in case. Your d20pro folder is usually located in your Program Files or Program Files (86) folder.
For your convenience, we have included the necessary files at the bottom of this page. You can either copy individual files to your campaign folder, or download the complete ruleset zip and unzip that to your campaign folder.
Basically, you need to extract the RES folder out of the zip and place it in your Pathfinder campaign folder. It should ask you if you want to overwrite - say YES
- Ruleset ZIP
- Remember that the other files below in the Individual Files section are not needed if you download the Ruleset.zip
Pathfinder gives all spellcasting classes an unlimited amount of 0-level spell uses per day. This deviates from the standard 3.5 model and is not fully supported in d20pro. A few workarounds:
- Create At Will abilities for those 0-level spells. This is handy for spontaneous casters with limited 0-level spells known.
- Cast the spell, but have the GM cancel it at the last minute. This notifies the GM that you intend to cast it but doesn't consume the spell
- We have increased the number of 0-level spell slots for spontaneous casters to 20, so those classes can cast spells as normal for the most part. Prepared casters didn't have the option because their spells per day also reflects the variety they choose from at any given moment. Giving them 20 would give them lots of choices (when they can only choose from 4 or 5, but cast unlimited amounts).
Combat maneuvers and defenses are pretty easily incorporated by using the Custom Defenses and programming attacks into the characters/creatures.
Custom Defenses are set in the Options panel. Click the Start icon, then Options, then Judge section. See more info here. Keep the names short, like CMD, CMDF, and SR.
Attacks for Combat Maneuvers
Create an attack for the creature (like Combat Maneuver or *Combat Maneuver to make it sort to the top or bottom) and set these properties
- To hit: Anything extra other than BAB and Stat
- Damage: 0d0+0
- Type: set the stats used to hit and damage
- AC: set to CMD or as appropriate
Note that this could be used for Spell Resistance too! See screenshot below