Tides of Dread


Savage Tide Adventure Path


Hello

Has anyone done a pathfinder conversion for Tides of Dread? A master list of pirate statblock conversions from 3.5 would be very helpful?

On a side note as far as NPCs and classed humanoids do I just convert them to the pathfinder classes straight up? I mean the pirates that are fighter1/rogue1 do I just make them pathfinder fighter1/rogue1?

I'm really worried about getting SLipknot Pete correct. Does his CR stay 9?

Thanks for listening

Jason


You could add one class level to each foe just to keep the same CR. (Warning: I'm no expert in conversions.)


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I just finished the battle for farshore at the end of TOD tonight. It was an epic fight and I used a hybrid of Battlesystem and Trafalgar rules to run the large scale stuff. Took 5 three hour sessions and ended awesomely with the baddies winning thanks to a last minute betrayal by one of the pc's who has stranded a large chunk of the party on a desert island by teleport. During the battle I had 700 pirates and used the following 2 statblocks for most of the basic guys. They are PFRPG and I also have conversions for all the main players.

Pirates (560) CR1/2
XP 200
Human warrior 2
CE Medium humanoid (human)
Init +0; Senses Perception +1
Defense
AC 14, touch 10, flat-footed 16 (+3 armor, +1 shield)
hp 15 (2d10+4)
Fort +5, Ref +0, Will +0; +2 vs. enchantment and mindaffecting
effects
Offense
Speed 20 ft.
Melee short sword +4 (1d6+1/19–20)
Ranged shortbow +2 (1d6/×3)
Statistics
Str 13, Dex 11, Con 12, Int 11, Wis 8, Cha 10
Base Atk +2; CMB +3 (+5 to escape grapples); CMD 13
Feats Free Spirit (see below), Weapon Focus (short sword)
Skills Craft (sculpture) +4, Diplomacy +1, Intimidate +4,
Perception +1, Profession (cook) +3
Languages Common
Gear Studded Leather, light wooden shield, shortbow with 20
arrows, short sword
Special Abilities
Feats These pirates have the Free Spirit feat, which gives a
+2 bonus on saves against enchantment and mind-affecting
effects, and +2 on Escape Artist checks and to CMB to
escape a grapple or bindings (see Pathfinder Chronicles
Campaign Setting 129).

Veteran Pirates (100) CR 2
XP 600
Human fighter 1/rogue 2
LN Medium humanoid (human)
Init +6; Senses Perception +10
Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 32 (4 HD; 1d10+2d8+12)
Fort +4, Ref +6, Will +1; +1 vs. fear
Defensive Abilities bravery +1, evasion
Offense
Speed 30 ft.
Melee mwk Heavy Flail +6 (1d10+3/19–20)
Ranged mwk dart +5 (1d4+2)
Special Attacks sneak attack +1d6
Statistics
Str 15, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Alertness, Evasion, Improved Initiative, Power Attack, Toughness, Weapon Focus (Heavy Flail)
Skills Acrobatics +7, Disguise +3, Intimidate +6, Knowledge
(piracy) +2, Perception +10, Profession (sailor) +5, Sense
Motive +10, Sleight of Hand +6, Stealth +8
Languages Common,
SQ rogue talent (combat trick), trapfinding +1
Combat Gear potion of cure light wounds;
Other Gear masterwork chain shirt, darts (5), masterwork Heavy Flail

For the first battle I was still using 3.5 but there's no reason why you couldn't make the standard pirates the first one and just run slipknot pete as is but his CR will drop to 7. -1 for being 3.5 and -1 for PF CR is equal to character level -1 unless they are equipped as a PC (which he isn't)

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