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9

Refer to the DMG. Chapter 4 of the DMG has lots of tables and advice for creating NPCs both as party followers and and villains. Focus on fidelity of character and power level over slavish devotion to matching details. Statistical and racial bonuses are going to be very different between the two. You should aim to keep the power level of the NPCs roughly ...


7

God is a being central to all creation, whose will, mind, and power are absolute and unrivalled, and yet so subtle that His existence and intentions are subject to doubt. Use that to your advantage: Be vague. Your players are dealing with an incomprehensibly complex being; They can't really expect to understand the true depths of His psychology. That ...


6

Completely rebuild the character. Keep the character concept, and probably the class, race and level, but everything else will have to be redone from scratch. I know this isn't likely what you want to hear, but Pathfinder and 5e are just too different of games for any meaningful conversion that preserves much more than that, because this is already pushing ...


3

Don't represent God directly. My recommendation is that to avoid violating players' external expectations of God you should use custom characters that represent His interests and work as His hands, rather than Himself directly. And this should make sense to your players. This is the reason why there are archangels, saints, The Pope, the pastor of your ...


1

I read Joes answer and do not quite agree with his stand point. In my opinion separating the in-game God you create/represent in your Campaign from the individual perception of God of your players is hard or impossible. TLDR; I think superimposing an 'artificial' conception of God in a campaign is not going to resolve the issues players may have with that ...



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