My Legacy of Fire Conversions (and NPC Stat Blocks)


Legacy of Fire

101 to 141 of 141 << first < prev | 1 | 2 | 3 | next > last >>

John Mangrum wrote:

Hey, it's the 100th post! Since it's well known that 1 post = 10 wishes, that means I get to unleash Xotani!

Brilliant work on these! Thanks so much for doing these conversions!

Your Xotani almost makes me want to make sure my players fail in stopping Jhavhul! But then, I am evil that way.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Lord Pel wrote:
John Mangrum wrote:

Hey, it's the 100th post! Since it's well known that 1 post = 10 wishes, that means I get to unleash Xotani!

Brilliant work on these! Thanks so much for doing these conversions!

Your Xotani almost makes me want to make sure my players fail in stopping Jhavhul! But then, I am evil that way.

Part of the reason I want to create a "part seven" epilogue adventure is just to kick it off with (a dream/omen encounter that has) the PCs suddenly forced to take on the revived Xotani and getting just-about-instantly vaporized.


This is all super helpful, if I haven't said so already.

You mention at one point that you're using Herolab for this. Is there any chance you'd toss the Herolab files somewhere? There's a couple NPCs I want/need to customize a bit for my game and it'd be great to have what you've already worked out as a starting point.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Might take me to the end of the month, but I'll see what I can do.


Fisrt of all, huge thanks to you, Mr. Mangrun, for all the work you've done! It's been really helpful!

That said, I'm also thinking of using Xotani at the end of the AP. Here's how I plan to do it, if anyone is interested:

Spoiler:
IMC, Jhavhul will be about 1 wish short of completing the ritual. However, when he does die, his life essence will be the last drop of mystical energy needed for Xotani to revive itself. I'll give my players a couple of rounds to leave Xotani's cave, but after that, I plan to have one last battle against Xotani in the heights of the Pale Mountain (boy, do I love epic battles!)
Given that Nefeshti is in part resposible for Xotani's revival, she decides to help the players, using her wishcraft to its fullest potential. She dies in the process, but gives enough power to help the heroes defeat an almost god-like being (at least that's what CR 27 is to me!). I'm still thinking what this power-up could be, but for now I think it will mean that the PCs will instantly gain enough levels to reach level 20.
I may be a little off here, as I haven't read the articles on wishcraft, but anyways, my players want a taste of the 20th level and I don't have the disposition nor the time to continue the campaign for too long, so I think this is kind of an elegant solution (besides being super-epic of course!)
Any sugestions would be more than welcome!


Was a solution to the death worm issue ever figured out? I've been looking at other CR 9 creatures to see if I can find a replacement but so far nothing seems to be good.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Shad0wdrag0n wrote:
Was a solution to the death worm issue ever figured out? I've been looking at other CR 9 creatures to see if I can find a replacement but so far nothing seems to be good.

Haven't really come up with anything yet. I'm sort of edging around some sort of contagion/mindfire combo. The upside is that mindfire delivered via contagion could immediately disable the worm, and then the worm would pop right back into fighting shape a day later (albeit probably still a little brain damaged by the time the heroes come upon it). The downside here is that as-is, the death worm is physically incapable of contracting mindfire; its Fortitude save is just too good. The gnolls would have to come up with some way of severely weakening the worm's Fort save for this plan to work.


hmm, instead of figuring out a way for the gnolls to get the death worm to the oasis, what about figuring out a way for the gnolls to trick the heroes into approaching an oasis that happens to be the current lair of a particularly old, large, and nasty death worm? What could the gnolls do in that situation? Maybe a simple "attack and then retreat towards the oasis" type of tactic?


I've been working on the conversions for Legacy of Fire at d20pfsrd.com. Unfortunately, there is currently quite a bit of delay in the quality assurance queue over there, since most of the effort is currently being spent on newer material like the Tome of Horrors Complete. I am currently almost to the end of the Impossible Eye. Would you mind if I posted your conversions for The Final Wish, giving proper credit, of course?

Also, I corresponded with James Nelson some regarding posting the monsters from the "ultimate edition" of End of Eternity on d20pfsrd.com. He said that that stuff is technically the IP of Paizo, and since they have not published it under the OGL, it cannot be reposted. However, to the extent that those creatures and NPCs are just application of templates and advancement rules which are OGL, the rules behind them are fair game, even though the names are not. I'm not planning on getting them incorporated into the main part of the site, but I'm sure you'll recognize some of the creatures in my lab.


I hope this gets stickied, I'll definately be using it in the LoF campaign I'll be running in about a month.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
ChaiGuy wrote:
I hope this gets stickied, I'll definately be using it in the LoF campaign I'll be running in about a month.

It's been truly invaluable. I can't thank John enough.

Scarab Sages

A small question to anyone that ends up reading this,

"How much CR should I reduce if the power of Xoantis ability to char weapons on contact. Give me an approximate on 0 damage, and 2d6 damage.

Thanks in advance.

(and to OP, this was fantastic work, and if my players were not so far ahead of the level curve, I would have used much more of this than I have already.) -my pc's are lvl 9 going into house of the beast-

CC


I too will thank you for all of the work you put into this. I like the idea of Father Zastoran being an alchemist and balancing the CR, not just leaving the characters at the same levels. I want to go ahead and mention a few changes that I am making to the NPC's in Howl. I think they may be helpful ideas. I am putting them here because I think it is more relevant to add to this thread than to start a new one.

Dashki: I gave him a level of rogue instead of the 3rd ranger level and changed favored enemy to human. I feel from his background story of him being sent out to study humans, then that would imply humans as favored enemy. The rogue level is so I can max out his bluff skill. I feel he needs bluff to be able to pull off the things he is described to have done in the background; as well as simply being able to gain Almah's trust so well.

Almah: Changed her from E4/F1/R1 to E3/R3. I thought that with the addition of archetypes, that the fighter level wasn't necessary if she took the swashbuckler archetype. It just seemed cleaner.

Garavel: Tactician fighter just because.

Haleen: Cad archetype. Seems appropriate.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Holy moly, I'm still alive, and still running Legacy of Fire.

Gordon the Whale wrote:
I've been working on the conversions for Legacy of Fire at d20pfsrd.com. Unfortunately, there is currently quite a bit of delay in the quality assurance queue over there, since most of the effort is currently being spent on newer material like the Tome of Horrors Complete. I am currently almost to the end of the Impossible Eye. Would you mind if I posted your conversions for The Final Wish, giving proper credit, of course?

Go right ahead, my pleasure. Why post it if no one uses it, right?

Gordon the Whale wrote:
Also, I corresponded with James Nelson some regarding posting the monsters from the "ultimate edition" of End of Eternity on d20pfsrd.com. He said that that stuff is technically the IP of Paizo, and since they have not published it under the OGL, it cannot be reposted. However, to the extent that those creatures and NPCs are just application of templates and advancement rules which are OGL, the rules behind them are fair game, even though the names are not. I'm not planning on getting them incorporated into the main part of the site, but I'm sure you'll recognize some of the creatures in my lab.

*nod* Even without OGL issues, I just didn't feel comfortable with presenting unpublished works.

Scarab Sages

Thanks a lot for this conversion John Mangrum.

I will start this campaign soon, and your job is awesomely valuable !


I also want to give a shout out to the OP for this thread, it has helped soooo much in my campaign so far. *internet high five*

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

N'wah wrote:

John Mangrum, sir, you're doing the Lord's work in here. I've added this thread to my bookmarks, and have been diligently grabbing stats since I found it, about three hours ago.

I'm willing to offer recompense in the form of artwork for the diligent efforts you've provided, BTW. This has been an amazing resource. We can talk details soon enough, if you're interested.

+1 to Ashton's post, John. You, sir, are a gentleman and a scholar, and a complete madman to boot. That's a pretty good combination. Slow clap for you buddy. You've earned it.

Scarab Sages

John Mangrum wrote:

Legacy of Fire, Chapter One, Part Four

[...]
Individual NPCs
KARDSWANN
[...]
DEFENSE
AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
hp 70 (8d10+24)
[...]
Str 20, Dex 17, Con 16, Int 14, Wis 14, Cha 15
[...]

I think his AC should be 21, and touch AC 14, because his Dex give him +3.

Also his hp should be 68 (8d10+24 = 5+6+5+6+5+6+5+6+24).

PS : Also the fear bonus for the fighters is writen differently in other Pathfinder sources (eg in the GMG) : it's the bonus writen in brackets, not the total will save against fear.
For Kardswann it should be : Will +4 (+1 vs. fear).
Also for Ugruk it should be changed.

Haleen needs no change by luck.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Kardswann's not the only stat block with a few errors in it, and some stat oddities are due to the method I was using to present stat blocks for my own use in play (rather than try to follow Paizo standards precisely). I'm still pondering taking a second lap around the track to post revised/corrected/updated stats.

But right now, my players are about to start The Jackal's Price, and I need to whip up a side adventure to tackle the sizable debts Haleen (now a PC cohort) racked up in Katapesh before the campaign began...

Since the original posting, I note that I'd caught the AC error for Kardswann in my own files, but not the touch AC. Thanks for the catch; any other errata will be noted and appreciated.


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Shad0wdrag0n wrote:
Was a solution to the death worm issue ever figured out? I've been looking at other CR 9 creatures to see if I can find a replacement but so far nothing seems to be good.

I did eventually came up with a solution that works in context, for the record.

First, assume that the Sons of Carrion follow three leaders (only one of which, Shiz, lives long enough to encounter the PCs directly).

1. Shiz. In my campaign, I introduced her during HotCK, primarily just to establish her character so that when she turns up again in TJP, it has an impact. I made her a leader of a gnoll hunting party that tracked down and captured the PCs after they assassinated the Carrion King. I established her as a rabidly zealous Rovagug follower, rapid Carrion King loyalist, and rival to "Rokova." While Rokova wanted the PC taken alive, she was quite vocal in her intention to strew the PCs innards down the slopes of Pale Mountain. And then, as it happened, she came within a single hit point of being slowly burned to death by the PC alchemist. She got patched up a bit and then packed off to report the news of the Carrion King's death to her tribe, the Wormhollow pack. Her fur was dyed ash-gray. Next time the PCs meet her, she'll be covered from head to toe in horrible, disfiguring burns that were mostly left to heal naturally.

Yeah... Shiz does not like the PCs.

2. Stealthy unnamed gnoll. Mentioned briefly in the adventure, this is the gnoll leader who pushes for the tactic of following the PCs into the city of Katapesh and continuing to pick them off there. Shiz kills this guy just before the final meeting with the PCs. His pack affiliation isn't terribly important, but I've penciled him in as one of Al'Vohr's Hunters.

3. Obliquely mentioned in the adventure, the third leader of the Sons of Carrion is a fairly powerful cleric of Rovagug. He needs to be at least 5th level, but might be bit higher than that. The PCs never encounter this gnoll, but I've pegged him as coming from the Circle. He's the secret to catching the death worm. The solution: He casts contagion on the worm, infecting it with the shakes (Core Rulebook 557). The Dexterity damage effectively paralyzes the worm, allowing the Sons of Carrion to haul it to the ambush point, but when it then recovers unexpectedly quickly, it wipes out a large contingent of the hunting pack, including this guy, which in turn costs the Sons of Carrion access to divine magic.

This encounter's coming up pretty soon for my group, and I'll be seeding clues in the form of a terribly burned, dying dire hyena that's contracted the shakes from the death worm, as well as having the worm itself display some spasms.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As I slowly play through the AP, I'm reviewing my conversions and seeing how things actually work in practice. I also try to note any new plot holes introduced by the conversion from 3.5 to Pathfinder. Now, having reached "The Jackal's Price," I've just noticed a conversion-created problem in "House of the Beast." It's actually fairly significant, from a certain point of view.

Specifically...

Spoiler:

Going strictly by the rules, Zayifid's entire plan doesn't work, because of a change in disguise self. Specifically, because he's an outsider, his hat of disguise can't change his appearance to that of a humanoid.

This is something I've only noticed right as Zayifid is on his way out of the campaign and the PCs are on the verge of finally nabbing his magic hat.

So here's some possible solutions:

1. Maximum Fudging: Just leave it as a normal hat of disguise and hope the players never ask questions. Not my style.

2. Greater Hat of Disguise: This magic item solves the mechanical problem, but a continuous alter self is a major boost compared to a continuous disguise self. The magic item itself looks like it has some design issues. Plus, if Zayifid was getting a +2 bonus to Strength this whole time, I would have liked to have actually given it to him. Think I'd rather pass.

3. Moderate Fudging: What I think I'm going to do, in the name of minimal headaches (and particularly since I'm having to fix this retroactively), is to just say that Zayifid's hat of disguise is a unique item, perhaps enhanced with genie magic or wishcraft or some such. It allows the owner to assume humanoid form regardless of their actual creature type. For humanoid wearers, however, it's functionally the same as a normal hat of disguise and should be valued the same for the purpose of wealth per level tallies and the like.


I'd just go with option 3 and say that the hat also works on native outsiders.


orrrr, this thought just popped into my head.

Zayfid still has some left over wish magic that just happens to give him the use of disguise self as a spell-like ability.


The strong implication at least is that the Templars were humans converted to jann through Nefeshti's wish magic (there is a reference somewhere to this earning her a banning from the elemental plane of air). Each of my Templars vary slightly from their jann templates but for the purpose of your players who will never see Zayifid's stat block I don't think its too much of a stretch to say theres still a bit of human in him, enough to use the hat.

You can use this to better develop his motives as well (which are pretty thin). In my game he is slowly aging as well as losing his wish granted powers. Its fear of insignificance and death that drives his search for the scroll in the hopes he can free the efreet and gain a new wish granting master. Maybe the efreet made the offer in the past it certainly seems like the kind of thing he might have done.


Due to the modifications I am making to the AP for my players, they are going to be running into Hakkur the flind barbarian leader of the Three Jaws tribe. In the adventure portion of the book lists Narg as the Three Jaws chief, but in the "Tribes of the Carrion King" it lists Hakkur. Since I am planning an "Assault on Precinct 13" siege I figured, why not stat this guy up and list it here.

Hakkur:

Hakkur
Male flind scarred rager barbarian 5
CE Medium humanoid (gnoll)
Init +4; Senses darkvision 60 ft.; Perception +3

DEFENSE
AC 20, touch 16, flat-footed 15 (+4 armor, +4 Dex, +1 natural, +1 shield)
hp 78 (2d8+5d12+ 28) or raging 94
Fort +11, Ref +2, Will +3 (+5 raging)

OFFENSE
Speed 30 ft.
Melee flindbar +16 (1d8+7) or flindbar +14 (1d8+7) and nunchuck +13 (1d6+6)
Rage flindbar +18 (1d8+9) or flindbar +16 (1d8+9) and nunchuck +15 (1d6+8) and bite +11 (1d4+4) or 2 claws +16 (1d6+8) and bite +11 (1d4+4)
Ranged dagger +12 (1d4+6/19–20)
Special Attacks rage (16 rds/day)

STATISTICS
Str 23(27), Dex 18, Con 19(23), Int 12, Wis 14, Cha 14
Base Atk +8; CMB +14; CMD 25
Feats Weapon Focus (flindbar), TWF, Double Slice, TW Defense
Skills Acrobatics 7/+12, Climb 3/+10 Handle Animal 4/+9, Intimidate 7/+14, Perception 7/+12, Survival 7/+12, Ride 5/+10 Swim 3/+10
Languages Gnoll, Common

Rage Powers Animal Fury, Beast Totem, Lesser

SQ scarification (ignore 1 bleed/round); imp tolerance (extra save vs dazed, exhausted, fatigued, frightened, nauseated, shaken, sickened, stunned)

Combat Gear potion of cure moderate wounds;
Other Gear masterwork hide shirt, +1 flindbar, masterwork nunchucku, 5 daggers

I made him a Scarred Rager because it fit what the Three Jaws do to themselves, and went with two-weapon fighting, bite and claw attacks because of the Rule of Cool.

Edit: Changed Chinew to Hakkur


Sandy gave me the day off so I worked on a few more gnolls.

Chinew:
Chinew
Male flind barbarian 2
CE Medium humanoid (gnoll)
Init + 4; *Sense*s darkvision 60 ft.; Perception + 12

DEFENSE
AC 19(16), touch 16, flat-footed 13 (+ 5 armor, + 1 Dex, + 1 natural, + 2 shield)(-3 raging)
hp 42 (48 raging)
Fort + 11 (13 raging), Ref + 2, Will – 1 (+ 1 raging)

OFFENSE
Speed 30 ft.
Melee mw flindbar + 10 (1d8+ 5)
Rage mw flindbar + 13 (1d8+ 7)
Ranged dagger + 12 (1d4+ 6/19–20)
Special Attacks rage (9 rds/day)

STATISTICS
Str 20(24), Dex 12, Con 20(24), Int 12, Wis 8, Cha 12
Base Atk + 3; CMB + 8; CMD 19
Feats Wpn Focus (flindbar), Dazzling Display
Skills Intimidate +8, Perception +3, Survival +6
Languages Gnoll, Common

Rage Powers Reckless Abandon

Gear Scale mail, hvy shield, mw flindbar

Lakkur:
Lakkur
Female flind wolfscarred cursed oracle 4
CE Medium humanoid (gnoll)
Init +4; *Sense*s darkvision 60 ft.; Perception + 12

DEFENSE
AC 18, touch 13, flat-footed 16 (+ 5 armor, + 3 Dex, + 1 natural)
hp 6d8+ 36
Fort + 12 Ref + 4 Will + 7

OFFENSE
Speed 30 ft.
Melee MW greatsword + 10 (2d6+ 7) and bite + 9 (1d4+5)
Ranged dagger

Oracles spells known
2nd (4/day) 1 fog cloud©, disfiguring touch
1st (7/day) 3 _enlarge person©, CLW, command, burning disarm, _
0 (at will) 6 create water, purify food and drink, detect magic, read magic, enhanced diplomacy, spark
STATISTICS
Str 21, Dex 16, Con 22 Int 12, Wis 13 Cha 16
Base Atk + 4; CMB + 9 CMD 22
Feats Iron Will, Great Fortitude, Combat Casting
Skills Heal 5/+ 9, Intimidate 6/+ 14, Perception 6/+ 10, Ride 4/+ 10, Sense Motive 5/+ 9
Revelations battlecry (1/day), skill at arms
Languages Gnoll, Common

Gear potion of cure moderate wounds; masterwork scalemail+ 1 flindbar, 5 daggers,

Vamaag:
Vamaag
Gnoll adept 9
CR 8
CE Medium humanoid
Init + 2; Senses Darkvision 60 ft Perception + 4
DEFENSE
AC 15, touch 10, flat-footed 15 (2 armor, +1 natural, +2 shield)
hp 50 (2d8 7d6+ 10)
Fort + 7, Ref + 5, Will + 6 (+ 2 vs nauseted and sickened from ingested)
OFFENSE
Speed 30 ft.
Melee mwk hand axe + 8 (1d6)
Range shortbow +8 (1d6)
Adept Spells Prepared (CL 9th; concentration + 10); 3rd spell lightning bolt (DC 14); 2nd— cure moderate wounds, web (DC 13); 1st— bless, command (DC 12), cure light wounds, obscuring mist; 0— guidance, stabilize, touch of fatigue (DC 11)
STATISTICS
Str 10, Dex 15, Con 13, Int 8, Wis 13, Cha 8
Base Atk + 5; CMB + 5; CMD 17
Feats Brew Potion, Combat Casting, Improved Familiar, Self-Sufficient, Ironguts
Skills Craft (alchemy) +10, Heal +12, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (religion) +6, Perception + 4, Profession (herbalist) +10, Spellcraft +6, Survival +13 (15 to find food)
Languages Gnoll
SQ summon familiar (smoke mephit)
Gear wand of burning hands (CL 5, 50 charges), wand of cure moderate wounds (50 charges), alchemist’s fire (2); masterwork studded leather, masterwork sickle, wooden holy symbol, 4 gp

Kurellak:

Male gnoll commoner 1
CN Medium humanoid (gnoll)
Init + 0; Senses Darkvision 60 ft; Perception + 2
DEFENSE
AC 11, touch 10, flat-footed 11 (+ 1 natural)
hp 16 (2d8+ 1d6+ 3)
Fort + 4, Ref + 0, Will + 0
OFFENSE
Speed 30 ft.
Melee broken bottle + 3 (1d4+ 2)
Range broken bottle + 1 (1d4+ 2) 10 ft
Space 5 ft.; Reach 5 ft.
TACTICS *
Kurellak hides behind the bar and waits out any danger.
*STATISTICS
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Base Atk +1; CMB + 3; CMD 13
Feats Catch Off Guard, Throw Anything
Skills Perception + 2; Profession (bartender) + 4
Languages Common, Gnoll
Gear

There are probably a few errors due to copy paste or a few numbers off.


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As I just mentioned in another thread, I'm currently running the Carrion Siege in "The Jackal's Price," and as written it strikes me as really underpowered. To make the Carrion Tribes' final stand a little more memorable, I've made the following adjustments.

Spoiler:

Wave One: Give the 8 raiders 4 dire hyenas to ride.

Wave Two: Give these 8 gnolls another 4 dire hyenas as well.

Wave Three: Revising my earlier take on Shiz, I decided at the last minute to run her as an inquisitor instead. Certainly fits a vengeful gnoll obsessed with hunting down the destroyers of her cult! I've also made the ettin a Mana Wastes mutant and changed the final 3 gnolls into Carrion Guards instead. Because my PCs killed the deathstalker scorpion the Carrion Tribes were "milking" for venom back in "House of the Beast," these Carrion Guards' arrows are not poisoned. Lastly, I've tossed this group 3 more dire hyenas to ride.

Shiz's stats don't include the effects of her spell suite. In my campaign, this is a total grudge match; the PCs encountered Shiz back during "House of the Beast," when they nearly burned her to death. She's gained a level since then and has completely devoted her tactics to countering my PCs' usual tricks. I encourage changing her spells and tactics to match your own PCs.

SHIZ
CR 6 (XP 2,400)

Female inquisitor 6 of Rovagug
CE Medium humanoid (gnoll)
INIT +4; SENSES darkvision 60 ft.; Perception +11
AURA faint chaotic evil
DEFENSE
AC
18, touch 12, flat-footed 17 (+5 armor, +1 deflection, +1 Dex, +1 natural)
HP 66 (8 HD; 2d8+6d8+30)
FORT +12, REF +4, WILL +11
RESIST FEINT DC 24; RESIST DIPLOMACY DC 23 (hostile), DC 18 (unfriendly), DC 13 (indifferent), DC 8 (friendly), DC –2 (helpful); RESIST INTIMIDATE DC 19
OFFENSE
SPEED
30 ft.
MELEE mwk greataxe +9 (1d12+4/×3) or
Bane: mwk greataxe +11 (1d12+4/×3 plus 2d6)
RANGED mwk light crossbow +7 (1d8/19–20)
SPACE 5 ft.; REACH 5 ft.
SPECIAL ATTACKS bane (5 rounds/day), solo tactics
SPELL-LIKE ABILITIES (CL 6th; concentration +9, defensive +13)
At will—detect chaos, detect evil, detect good, detect law
5 rounds/day—discern lies
INQUISITOR SPELLS KNOWN (CL 6th; concentration +9, defensive +13; ranged touch +6)
2nd (4/day)—death knell (DC 15), flames of the faithful (DC 15), hold person (DC 15), resist energy
1st (5/day)—cure light wounds, magic weapon, shield of faith, tireless pursuit
0 (at will)—create water, daze (DC 13), detect magic, resistance
DOMAIN Evil
TACTICS
BEFORE COMBAT
Shiz has already cast tireless pursuit before combat begins. During the first wave, she casts resist energy on herself and then on the ettin, flames of the faithful on her greataxe, and magic weapon on her crossbow. She casts shield of faith and finally resistance on herself before entering battle.
DURING COMBAT Shiz sticks close to the ettin, using it to utilize her solo tactics. She casts death knell on the ettin or any powerful slain foes.
MORALE Shiz fights to the death.
STATISTICS
STR
16, DEX 13, CON 16, INT 8, WIS 16, CHA 6
BASE ATK +5; CMB +8; CMD 20, flat 19
FEATS Alertness, Combat Casting, Iron Will, Outflank, Shake It Off
SKILLS Intimidate +11, Knowledge (geography) +3, Knowledge (religion) +4, Perception +11, Sense Motive +14, Spellcraft +8, Survival +12 (+15 track)
LANGUAGES Common, Gnoll
SQ judgment (2/day), monster lore +3, stern gaze, track +3
GEAR +1 chain shirt, masterwork greataxe, masterwork light crossbow with 10 bolts, cloak of resistance +1, ring of protection +1, obsidian unholy symbol of Rovagug (worth 200 gp), 45 gp

ETTIN MUTANT
CR 7 (XP 3,200)

Ettin Mana Wastes mutant (Bestiary 130, Inner Sea Bestiary 28)
CE Large aberration (augmented humanoid, giant)
INIT +1; SENSES low-light vision; Perception +12
AURA faint chaotic evil
DEFENSE
AC
20, touch 8, flat-footed 20 (+2 armor, –1 Dex, +10 natural, –1 size)
HP 75 (10d8+30)
FORT +10, REF +2, WILL +7; +4 vs. mind-affecting effects
DR 5/cold iron; IMMUNE disease, poison; RESIST acid 10; SR 18
RESIST FEINT DC 17; RESIST DIPLOMACY DC 25 (hostile), DC 20 (unfriendly), DC 15 (indifferent), DC 10 (friendly), DC 0 (helpful); RESIST INTIMIDATE DC 20
OFFENSE
SPEED
50 ft.
MELEE 2 flails +13/+8 (2d6+7) or
slam +13 (1d6+10) or
Power Attack: 2 flails +11/+6 (2d6+11) or
Power Attack: slam +11 (1d6+13)
RANGED 2 javelins +5 (1d8+7)
SPACE 10 ft.; REACH 10 ft.
SPECIAL ATTACKS breath weapon (30-ft. cone, 5d6 acid, Reflex DC 18 half, once every 1d4 rounds), superior two-weapon fighting
STATISTICS
STR
25, DEX 8, CON 17, INT 4, WIS 10, CHA 9
BASE ATK +7; CMB +15 (+17 overrun); CMD 24 (26 vs. overrun)
FEATS Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack
SKILLS Acrobatics –1, (+7 jump), Handle Animal +7, Perception +12; RACIAL MODIFIERS +4 Perception
SKILLS Acrobatics –1, (+7 jump), Perception +12, Survival +5; RACIAL MODIFIERS +4 Perception
LANGUAGES pidgin of Giant, Goblin, and Orc
SQ increased speed, shattered mind
GEAR Large leather armor, 2 large flails, 4 large javelins)
SPECIAL ABILITIES
BREATH WEAPON (Ex)
An ettin Mana Wastes mutant can spray a 30-foot cone of acidic bile from its mouth as a standard action once every 1d4 rounds, dealing 5d6 points of acid damage. A successful DC 18 Reflex save halves any damage taken from this attack.


On the subject of Zayfid's disguise, I came up with another option. It involves changing his class to ninja and him taking the master disguise ninja trick. The reason he can this is I can give him an ability I call decietful nature which allows him to stak his racial HD with his ninja levels.


An alternative version of Undrella as an grenadier alchemist.

Undrella:

UNDRELLA (The Final Wish)
CR 11 (XP 12,800)
Female harpy alchemist grenadier 8
CN Medium monstrous humanoid
Init + 4; Senses darkvision 60 ft.; Perception + 15 (+ 18 listen)
Aura moderate chaotic

DEFENSE
AC 24(28), touch 17(19), flat-footed 18(20) (+ 6 armor, + 1 deflection, + 5(7) Dex, + 1 dodge, + 1(3) natural)
hp 111 (15 HD: 7d10+ 8d8+ 15 con + 8 class+ 15 feat)
Fort + 12, Ref + 14(16), Will + 11(10)

OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee 2 talons + 19(21) (1d6+ 1d6 cold)
Ranged + 1 frost longbow + 19(21)/+ 14(16)/+ 9(11) (1d8+1/×3 plus 1d6 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Bombs 11/day + 18 (touch) 4d6+3; alchemical weapon, directed blast
Spells Prepared (CL 8th; concentration + 10; arcane failure
3rd—burst of speed, heroism, nondetection
2nd—cat’s grace, cure moderate wounds, invisibility, resist energy, see invisiibility
1st—cure light wounds (2), targeted bomb admixture, comprehend languages, shield
TACTICS
During Combat Undrella flies around the battlefield tossing bombs until she runs out, then uses her bow.
STATISTICS
Str 10, Dex 20(24), Con 12, Int 16, Wis 10(8), Cha 17
Base Atk + 13; CMB + 15; CMD 31
Feats Brew Potion(5), Throw Anything©, Cosmopolitan(9), Craft Wondrous Item(11), Dodge(1), Flyby Attack(3), MWP: longbow©, Skill Focus (Bluff)(7), Toughness(13), Iron Will(15)
Skills Bluff 10/+ 22, Craft (alchemy) 10/+ 24, Diplomacy 7/+ 13, Disable Device 5/+ 12, Fly 12/+ 20, Intimidate 6/+ 12, Knowledge (nature) 9/+ 15, Perception 12/+ 15 (+ 18 listen), Perform (sing) 4/+ 10, Spellcraft 10/+ 16, Stealth 12/+ 25, Survival 5/+ 8
Languages Common, Draconic, Gnoll, Kelish, Osiriani
Gear + 3 studded leather, + 1 frost amulet of mighty fists, ring of protection + 1, cauldron
SPECIAL ABILITIES Discoveries (frost bomb, infusion, precise bomb, chameleon, explosive bomb), swift alchemy, mutagen


Im running a LoF campaign now and having a problem with the Pugwampis and one of my players. He is playing and Invulnerable Rager, after just hitting level two he has DR/1. Will this trivialize the next level or two? If so, how would you handle it?

I was thinking so easy CR poison so there could be some threat. Would that work? If the Pugwampis does one point of damage but the DR absorbs it, would the poison work?


I wouldn't worry too much about it. The thing about the pugwumpies is that it gets frustrating having to reroll all of your hits. I would think the poison would still get through though.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I wouldn't sweat it. The pugwampis primarily rely on their unluck triggering environmental hazards to damage the PCs as it is.


I was wrong about the poison.

PRD wrote:
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.

RPG Superstar 2013 Top 32

John Mangrum wrote:

Time to wrap up Pathfinder #21.

Legacy of Fire, Chapter Three, Part Four

For the most part, I've been using your conversions, so thanks for your hard work. For this part, though, I re-did Khair al Din to keep his CR at 8, which meant giving him another level. So I made him a F2/C7. I initially kept his stats, which I found was a low-point build, so I brought him up to 15 points by increasing his STR by 2 (pre-Bull's Str gives him a 16). This, along with 4th-level spells, made him a pretty formidable opponent, and they faced him with the bard and the rogue, three ghouls, and a couple guards in the room as well. Since he was a priest, one of the players assumed he was Father Jackal (whom they'd never seen and didn't have much information about), so I had to have him order one of his lackeys to withdraw and "Tell Father Jackal we are handling the intruders in the temple."

I tried to keep him as close to the original build as made sense, but thought the crafting feat was wasted, and I wanted a challenge for my munchkiny players (about half the team). In my version, I gave him max HP, but I'm giving the printout average. I removed Weapon Specialization, since he no longer qualified, but gave him Toughness to keep him around a bit longer.

If I had run this session a month later, I might have made him a Warpriest, but I haven't tried that build yet.

This stat block was generated by Hero Lab, and fiddled with by me.

Khair al Din CR 8:

XP 4,800
Male human (keleshite) cleric of Rovagug 7/fighter 2
CE Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 24 (+11 armor, +3 deflection) (includes Shield of Faith)
hp 82 (2d10+7d8+34)
Fort +10, Ref +4, Will +8 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +12/+7 (1d12+15/×3) (includes Power Attack, Divine Favor)
Special Attacks channel negative energy 4/day (DC 14, 4d6), destructive smite (+3, 6/day)
Domain Spell-Like Abilities (CL 7th; concentration +10)
6/day—battle rage (+3)
Cleric Spells Prepared (CL 7th; concentration +10)
4th—forceful strike (7d4)(DC 17), inflict critical wounds (DC 17)
3rd—cure serious wounds, dispel magic, rage, water breathing
2nd—bull's strength (used), death knell (DC 15), hold person (DC 15), lesser restoration, spiritual weapon
1st—cure light wounds (3), divine favor(used), shield of faith (+3)(used), true strike
0 (at will)—bleed (DC 13), detect magic, guidance, light
D Domain spell; Domains Destruction, War
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +7; CMB +10 (+12 bull rush); CMD 25 (27 vs. bull rush)
Feats Channel Smite, Combat Casting, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Toughness, Warrior Priest[UM]
Skills Heal +7, Intimidate +7, Knowledge (local) +1, Knowledge (religion) +5, Linguistics +4, Perception +6, Spellcraft +6
Languages Aklo, Common, Ignan, Kelish
Other Gear +2 full plate, +1 greataxe
--------------------
Special Abilities
--------------------
Battle Rage +3 (6/day) (Sp) Touch ally to grant +3 to a melee dam for 1 rd.
Channel Smite Channel energy can be delivered through a Smite attack.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

He can really pile on the damage, so use with caution. I had him open up with a Forceful Strike (4th level spell) on his first attack, and Channel Smite on the first attack of his subsequent rounds.

RPG Superstar 2013 Top 32

Christopher Dudley wrote:

If I had run this session a month later, I might have made him a Warpriest, but I haven't tried that build yet.

This stat block was generated by Hero Lab, and fiddled with by me

I statted up the character as a Warpriest, but I have no idea how this would play out. I just did as direct a copy as I could from the text.

Khair Al Din (Warpriest) CR 8:

XP 4,800
Male human (keleshite) warpriest of Rovagug 9 (Pathfinder RPG Advanced Class Guide 60)
CE Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 24 (+11 armor, +3 deflection)(includes shield of faith)
hp 71 (9d8+27)
Fort +8, Ref +5, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +12/+7 (1d12+15/×3)
Special Attacks channel negative energy 3/day (DC 17, 3d6)
Warpriest Spells Prepared (CL 9th; concentration +12)
3rd—contagion (DC 16), cure serious wounds, dispel magic, water breathing
2nd—bull's strength (used), death knell (DC 15), hold person (DC 15), lesser restoration, spiritual weapon
1st—command (DC 14), cure light wounds, divine favor (used), inflict light wounds (DC 14), sanctuary (DC 14), shield of faith (used)
0 (at will)—bleed (DC 13), detect magic, light, sotto voce (DC 13), virtue
--------------------
Statistics
--------------------
Str 20, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +6; CMB +9 (+11 bull rush); CMD 24 (26 vs. bull rush)
Feats Channel Smite, Combat Casting, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Merciless Rush, Power Attack, Toughness, Warrior Priest[UM], Weapon Focus (greataxe)
Skills Heal +7, Intimidate +7, Knowledge (local) +1, Knowledge (religion) +5, Linguistics +1, Perception +6, Spellcraft +6
Languages Aklo, Common, Ignan, Kelish
SQ blessing (destruction blessing, war blessing), blessings, destructive attacks +4, fervor 3d6, sacred armor +1, sacred weapon +2, war mind
Other Gear +2 full plate, +1 greataxe
--------------------
Special Abilities
--------------------
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Destructive Attacks +4 (Su) Touched ally gains a morale bonus to dam for 1 min.
Fervor 3d6 (7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Merciless Rush If bull rush beats CMD by 5+ deal Strength mod damage to foe.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (9 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (9 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
War Mind (Su) Touched ally can choose one each rd: +10 speed, +1 AC, +1 att, +1 save.
Warpriest Channel Negative Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

Anyone tried it this way yet?

RPG Superstar 2013 Top 32

Christopher Dudley wrote:
This stat block was generated by Hero Lab, and fiddled with by me

Just realized that in both stat blocks I posted, his STR is adjusted for Bull's Strength, but his CMB/D are not. Might be other things I missed.


John Mangrum wrote:

This did, however, mark the first introduction of the Kingmaker rules into this campaign, so with this week's post I'll talk about how I've adjusted Legacy of Fire to Kingmaker and vice versa -- and importantly, how these experiments are going so far.

Why Kingmaker rules, you ask? Because when we finally sat down to start the campaign, Kingmaker came in a close second in the player's vote to determine which campaign we actually played. Promising to stir a little Kingmaker into their Legacy of Fire served to prevent "buyer's remorse." :)

Sultanmaker
** spoiler omitted **...

Okay, so I'm running extended LoF now, added hexploration from Ultimate Campaign to it too. I'm using 3miles hexes instead of 12miles ones, also recalculated the travel and exploration times, which leads to my question. Exploration and travelling around Kelmarane with those rules take quite some time. How did you guys played "6 days" events with that? My players barely went out, explored one hex, and one day have passed.


Thank you for this amazing work, as you read on the other thread I am picking LoF up and this is perfect.


I would also like to add my thanks. I am going to pick this AP up as well, and your conversions are invaluable!


Started up a LoF character creation session last night when our Age of Worms game had to go on hiatus. First thing I get linked to on this forum is this thread. MUCH appreciated. =)


Wow man,thanks

101 to 141 of 141 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder Adventure Path / Legacy of Fire / My Legacy of Fire Conversions (and NPC Stat Blocks) All Messageboards

Want to post a reply? Sign in.
Recent threads in Legacy of Fire