Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

PaizoCon 2014!

Planescape: What to Convert? Stuff we might need?


Conversions

Cheliax

1 person marked this as a favorite.

So I have a friend who is going to start up a Planescape campaign using pathfinder.

I'm looking for things that would be particularly helpful to convert to Pathfinder. Particularly if you can point me to someone who already did it.

I'm converting a couple of the Yugoloths that didnt make it to pathfinder, and adjusting the "Daemon" type description to be more in like with the 2e planescape stuff.
So they're less about death, and more about that endless search for power that made them so lovable in planescape.
Don't get me wrong, I do like the Pathfinder Daemons, but I'd change some things for planescape.

Oh, and the 3e planescape campaign setting races will need converting too. Advanced Race Guide should really help with that once it's out. I like the Khaasta, and everyone loves Githyanki and Githzerai.

What else would be muchly needed?

Any tips on plane-traveling archetypes of classes? A planar druid might be cool. A portal/teleport/planeshift specialist wizard of some kind or something might be cool too.

If nothing else, ideas for stuff that would be cool for the players in a planescape campaign.


1 person marked this as a favorite.

You converting from the 3.5 conversion by fans (but authorized by WotC IIRC) or directly from 2E?

Also you can't have Planescape without Cranium Rats.

Cheliax

deuxhero wrote:

You converting from the 3.5 conversion by fans (but authorized by WotC IIRC) or directly from 2E?

Also you can't have Planescape without Cranium Rats.

Using both Planescape sources, as well as stuff that made its way into various Core 3.x books.

Yugoloths are getting Vulnerability to Cold, instead of resistance; which is more in line with 2e, for example.


I tried to convert the Agathinon here. There are other monsters and features fan-converted here and there in this section.

Osirion

Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Pawns, Roleplaying Game Subscriber

While converting Demonweb Pits I converted the Cranium Rats swarm. Granted this was one of the first things I converted, so feel free to review/change/discard it.

Cranium Rats:
Cranium Rat Swarm, Greater Pack
CR 9
XP 6,400
NE Tiny magical beast (extraplanar, swarm)
Init +7; Senses darkvision 60ft, low-light vision, scent; Perception +25
Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 120 (16d10+32)
Fort +12, Ref +13, Will +9
Immune cold; SR 26; Defensive Abilities swarm traits, half damage from slashing or piercing weapons
Offense
Speed 40 ft., climb 20 ft.
Melee swarm (4d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 20)
Spells (CL 10th; concentration +14)
5th – (3/day) hold monster (DC 19)
4th – (6/day) contagion (DC 18), fire shield
3rd – (7/day) fireball (DC 19), lightning bolt (DC 19), slow (DC 17)
2nd – (7/day) blur, knock, mirror image, see invisibility
1st – (7/day) charm person (DC 15), expeditious retreat, magic missile, ray of enfeeblement, shocking grasp
0 – dancing lights, daze (DC 14), detect magic, flare (DC 14), ghost sound (DC 14), mage hand, open/close, prestidigitation, read magic
Statistics
Str 2, Dex 17, Con 14, Int 19, Wis 14, Cha 19
Base Atk +16; CMB —; CMD
Feats Alertness, Combat Casting, Eschew Spell MaterialsB, Greater Spell Focus (evocation), Greater Spell Penetration, Improved Initiative, Iron Will, Spell Focus (evocation), Spell Penetration
Skills Acrobatics +22, Climb +23, Knowledge (arcane) +20, Perception +25, Sense Motive +22, Spellcraft +20
Special Abilities
Mind Blast (Su) 60-foot cone, at will. DC 23 Will save or be stunned 1d6 rounds.


Darkholme wrote:
Yugoloths are getting Vulnerability to Cold, instead of resistance; which is more in line with 2e, for example.

I think it's unnecessary change - it is not needed to complete their Planescape image of ultimate NE mercenaries and instead screws them when comparing to other fiends as none other gets any vulnerability. All others fiend subtypes get resistance to acid, cold, electricity and fire, there is no reason to make daemons vulnerable to cold.


Drejk wrote:
Darkholme wrote:
Yugoloths are getting Vulnerability to Cold, instead of resistance; which is more in line with 2e, for example.
I think it's unnecessary change - it is not needed to complete their Planescape image of ultimate NE mercenaries and instead screws them when comparing to other fiends as none other gets any vulnerability. All others fiend subtypes get resistance to acid, cold, electricity and fire, there is no reason to make daemons vulnerable to cold.

I'd say not having resistance is bad enough, much like devils have no resistance versus lightning.

RPG Superstar 2012 Top 32

Don't forget the razorvine!

And maybe some kind of minor magic tattoo rule system. Everyone seemed to have facial tattoos or something. Even if it's just +1 to Perception checks or something.

And bariaur!


Bariaur

A celestial race of ram-folk known for their strength and courage.

Size/Type: Medium Monstrous Humanoid (extraplanar)

[ooc]While Bariaur were Outsiders in 3.5 it was one of the many examples of the overuse of that type without clearly defining it in the first place - 3.0 had Outsiders actually meaning extraplanar. 3.5 introduced extraplanar subtype but the developers didn't bothered to update existing creatures to more appropriate types (e.g. Githyanki and Githzerai are, according to their description plane-dwelling humanoids, not outsiders. They have souls and actually mortal beings, not immortal manifested spirits like proper Outsiders).

Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma. Bariaurs are strong and true to their instincts but brash and blunt.

Languages: Common and Celestial. Bariaurs with high Intelligence score can select from Abyssal, Auran, Aquan, Ignan, Infernal, Sylvan and Terran.

Racial Traits:


  • Darkvision: Bariaurs have darkvision with 60 feet range.
  • Quadrupeds: Bariaurs have four legs granting them +4 bonus to CMD against trip attacks and base land speed of 40 feet. Their legs end with hooves that allow them to use horseshoes but prevent from wearing boots or sandals.
  • Spell Resistance (Ex): Bariaurs have Spell Resistance of 6+their character level.

Racial Feat: Well-developed Horns (Combat)
Prerequisites: Bariaur.
Benefit: Bariaur with this feat gains gore natural attack dealing 1d8 points of damage. When used at the end of charge, this gore attack increases Strength bonus and Power Attack bonus to damage by 50% as if was the sole natural attack.

RPG Superstar 2012 Top 32

Neat, but I never really pictured bariaur as particularly spell resistant. I think it might be an artifact of their past outsider roots. Also, I personally think spell resistance should be kind of special, even in a planes-spanning campaign. I also like the sexual dimorphism their 2nd edition versions had.

Maybe keep the darkvision, quadrupeds, and extra speed for all, and give the males the horns for free and give the females +2 to Initiative and +2 to Saving Throws versus spells and spell-like abilities.

You could even have sexual dimorphic favored class bonuses.


PC Bariaur race from 3.5 Planar Handbook gets SR 11+level and additional +2 bonus to Will saves against spells and spell-like abilities. I decided to cut it down to 6+level like it was done for drows in PF.

EDIT: I also thought about "sexually dimorphic" ability scores for bariaurs - I don't exactly see female bariaurs as having -2 to Charisma but I could not find any other ability score to which I could relocate that penalty.

RPG Superstar 2012 Top 32

WOW!

I happen to have my 2nd Edition Players Guide to the Planes near me, and the version there is a lot more in line with the regular PC races.

I just don't like spell resistance. It's too much of a "get out of jail for free" ability for my tastes, by YMMV.


What ability modifiers bariaurs had in that book? It could give us a hint what they should get in the conversion.

Cheliax

Hmm. Perhaps Making Yugoloth Resistances more like 2e (immune to fire, vulnerable to cold, nothing to electric) is unnecessary.

One thing you could do for a magic resistant race, is instead of SR, you could give a bonus vs. magic like for dwarves.

Edit: As for the Bariaur:
Males - +1 Str & Con, -1 Wis & Dex, d8 Headbutt, 3d8 on a 30 foot charge. Save vs. Breath Weapon or the Bariaur takes the same damage. 50% of the time, knocks the opponent prone if hte opponent is M or smaller.
Classes: Fighter, Ranger Paladin, Priest
Female - +1Int & Wis, -1 Str & Dex. No Horns. +2 to sense others by scent or hearing (scent quality & +2 perception?)+3 vs. magic.
Classes: Fighter, Priest, Wizard.

So...
Attributes:
Male: Bonus on Con and Str, Penalty on Wis & Dex.
Female: Bonus on Int & Wis, Penalty on Str & Dex.
Abilities:
Males have horns and a charge, potentially granting a free bullrush.
Females get scent, +2 Perception, and either spell resistance or a bonus vs magic like dwarves.

Thats pretty dimorphic.

RPG Superstar 2012 Top 32

Drejk wrote:
What ability modifiers bariaurs had in that book? It could give us a hint what they should get in the conversion.

Males: +1 Str, +1 Con, -1 Dex, -1 Wis

Females: +1 Int, +1 Wis, -1 Dex, -1 Str

Cheliax

Hey SmiloDan. Yep.

You were ninja'd. but given I ninja'd you 2 hours and 55 minutes before you posted, not sure it counts. :P

Its also worth noting that only the men have horns, and the women have scent, a perception bonus, and resistance to magic.

RPG Superstar 2012 Top 32

Yeah, I was busy seeing Against Me and The Cult....FOR FREE!!! :-P

Anyways....

For the males, maybe give them a free bull rush attempt on a charge, and if the target is moved back 10 feet or more, they also fall prone. Maybe also the Powerful Charge feat for free....

For the females, scent, keen senses +2 to Perception, +2 to initiative, and +2 on saves vs. spells and spell-like effects.


You know ... if you put together a full Planescape setting for Pathfinder, I'm sure at least a few of us would appreciate it being posted somewhere ...

Just sayin'.

Cheliax

Heh.

I'm not running a game. A friend of mine is. The plan is to use the 2e campaign setting (which I bought while 2e PDF sales were still a thing) and the 3e one, which is freely available here, along with 3.0 Manual of the Planes, 3.5 planar handbook, Fiendish Codex 1 & 2, and a bunch of options/races/monsters converted over. (And any Paizo options he finds useful).

Yugoloths are useful to me because I know I'll want to use them in the future anyways, so I started with them.

Updating the player races will need to happen (though in some cases maybe nothing will need to be done).

So that means Bariaur (WIP above), Genasi (the paizo planetouched are rather underwhelming) Perhaps Mephlings, Bladelings, Chaonds, Gith(maybe all 4 types, but definitely githyanki and githzerai), khaasta, modron outcast, nathri, tuladhara, and zenythri.

I'm more interested in an faithful conversion (keeps anything iconic) than one that puts the races on par with Pathfinder Core (So Githyanki have plane shift at will, or at least frequently - 3+Cha Mod/day maybe). The GM can decide which options he'll allow. If we can keep the iconic things and still make them around the power of aasimar, even better.

I'd suggest the 3e planescape campaign setting. It's quite nice. Then you just need some quality pathfinder stat conversions. If I were to put together a setting, I'd avoid WotC's IP, and try to come up with something cool that I could put on e23 and onebookshelf for a couple $$; and order myself a hard cover copy of it.

Any tips on maybe making plane-traveling classes? Interplanar Druid? Interplanar Fighter? Interplanar Cavalier?

RPG Superstar 2012 Top 32

Here is a fighter archetype I made a while ago. I made it before I was aware of the Dimensional Agility feat tree.

I think it would be particularly effective for a githyanki.

ASTRAL MARAUDER Fighter Archetype

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge geography (Int), Knowledge planes (Int), Profession (Wis), Survival (Wis), Swim (Str).

Skill Ranks per Level: 2 + Intelligence modifier

Astral Shifting (Sp): At 3rd level, the Astral Marauder can teleport once per round as a move action. The Astral Marauder is limited to teleporting 10 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 1 class feature.

Swift Astral Shifting (Sp): At 7th level, the Astral Marauder can teleport once per round as a swift action. The Astral Marauder is limited to teleporting 20 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 2 class feature.

Sudden Astral Shifting (Sp): At 11th level, the Astral Marauder can teleport once per round as an immediate action; if this is done in reaction to an attack, there is a 50% chance the attack does not affect the Astral Marauder. The Astral Marauder is limited to teleporting 30 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 3 class feature.

Astral Spring Attack (Sp): At 15th level, the Astral Marauder can teleport twice per round, once as a swift or immediate action, and once as a move action. This allows the Astral Marauder to teleport, take a standard action (such as an attack), then teleport again in the same round. The Astral Marauder is limited to teleporting 40 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 4 class feature.

Astral Shifting Mastery (Sp): At 19th level, the Astral Marauder can teleport at will as a free action. If the Astral Marauder takes the full attack action, he can teleport between each attack as a free action. The Astral Marauder is limited to teleporting 50 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Mastery class feature.

Cheliax

A fighter doesn't qualify for the Dimensional Agility Feat Tree Though.

Very Cool. I like it. Though the way you phrased it, they don't actually replace eachother, so at level 15, you could teleport twice per round as a move action, once as a swift action, once as an immediate action, and once as a swift OR immediate action. Just a matter of intent and words not quite meshing up though, and pretty easy to fix. I thought they were additive until I got to the level 15 one, then the intent was clear, but I know players who would push for the other interpretation. lol.

RPG Superstar 2012 Top 32

I thought the "once per round" was clearly stating the ability could only be used once per round. My bad. I'll have to re-write it.

Cheliax

The once per round was clear. The fact that each ability replaces the one before it was the part that was fuzzy. I initially didn't get that once you get the 7th level one, the 3rd level one goes away. See what I mean?

Cheliax

Or I guess: The fact that it counts as a single teleport ability instead of several different teleport abilities isn't as clear as it could be. At first I wasn't thinking "Okay this is a scaling ability," I was thinking: "Hmm. This ability isn't all that different from the ability you got a couple levels ago."

RPG Superstar 2012 Top 32

It doesn't go away. You have the option to use a swift action OR a move action. Maybe the character multi-classed into wizard, and wants to spend his swift action on Arcane Strike; he can still use a move action to teleport.

RPG Superstar 2012 Top 32

But back to the planar stuff. Would a planewalking druid be able to infuse his summons with planar material? Like an "earth" elemental summoned on Gehenna might be made of volcanic matter? A hellfire elemental on Baator? An insanity-infused air elemental on Pandemonium? A holy water elemental made from the River Oceanus or celestial sea surrounding Mount Celestia? An unholy memory modifing water elemental made from the River Styx?


I made this a while ago, using some elements from 3.5 and some of my own.

Planar Druid
At 1st level, a planar druid chooses a plane to bond with. The plane's alignment must be within a degree of his own.
Spell: In the list of creatures evoked by Summon natural ally, the druid planar replaces elemental creatures with creatures of the same power from his chosen plane (fom the Summon monsters lists). If he chose an elemental plane, he can only summon elementals of that type.
Bonus Languages: The language of the chosen plan.
Planar Bond: If the planar druid chooses an animal companion, he can use the Atavism spell to give it an archetype suited for his chosen plane (Advanced, Celestial, Entropic, Fiendish, or Resolute). If the druid chooses a domain, he can add to his list of eligible domains a domain related to the plane chosen, according to this list:
Astral Plane: Void
Ethereal Plane: Travel
Plane of Shadow: Darkness
Elemental Planes : the druid must choose his plan's corresponding domain including subdomains and terrain domains)
Positive Energy Plane: Healing
Negative Energy Plane: Death
Abaddon: Evil
Abyss: Destruction
Elysium: Freedom
Heaven: Glory
Hell: War
Limbo: Chaos
Nirvana: Good
Purgatory: Repose
Utopia: Law
Planar Sense (Ex): The druid treats Knowledge (planes) as a class skill. He gains a +2 bonus on Knowledge (planes) and Survival checks.
Resist Planar Lure (Ex): Starting at 4th level, a planar druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of outsiders. This replaces resist nature's lure.
Native Wildshape: Instead of an elemental, the druid can assume the shape of a being native of his chosen plane. If he chooses an elemental plane, he can assume only the shape of that elemental type.
Elemental Immunity (Ex): At 9th level, a druid gains resistance 20 to a type of energy associated with his chosen plan. This replaces venom immunity.
Counter Summons (Su): At 13th level, a planar druid can counter the summoning of outsiders as if using Greater Dispel Magic. This replaces a thousand faces.


Just showing support for any effort made here. Thumbs up!


Somewhere, I wrote up a Pathfinder prestige class for a Zerth or Zerth-type. I'll have to see if I can find it.

RPG Superstar 2012 Top 32

There should be traits or something for the Factions. Or bonus feats or something.

I propose abilities gained at levels 2, 6, 10, 14, and 18. :-D


For factions the, er, factions, schools and guild rules could be used.


Drejk wrote:
For factions the, er, factions, schools and guild rules could be used.

Drejk, that was a simplistically beautiful idea. I've spent the last few days converting all of the Planescape factions to the Faction rules presented in Faction Guide. I'm making some decent headway, and I expect to be finished with most, if not all, within the week.

I'm using this as the foundation for the Factions, but I'm also incorporating some new mechanics which I'm working on. The mechanics in Faction Guide track your status within the faction by using Prestige Award - TPA (Total Prestige Award) and CPA (Current Prestige Award. I'm using the same, but I'm also incorporating a mechanic that I think I'm going to call Belief Points or Philosophy Points, which tracks how well you embody the spirit of your faction philosophy. As you gain these points, you'll gain access to powers representative of your actual faction philosophy (Doomguard will wield entropic effects, Dustmen will gain the abilities of the undead, Athar will be able to weaken and destroy divine beings, etc.).

In short, you'll be able to get the abilities of, or similar to, the Planescape faction prestige classes from 3e, but without taking levels in a prestige class. There will be an ability tree that you can choose your abilities from based on how many Belief Points (or whatever it ends up called) you have, so that two characters of the same faction may not necessarily have the same abilities granted by embodying their philosophy.

I HATED that in 3e you had to take levels in a prestige class in order to be a faction member, when in 2e it was just a kit.

Now, I've adapted and converted abilities from several existing sources, and some of the original sources relied upon Charisma for powering the ability (daily usage, save DCs, etc.). I kind of feel like Wisdom may be more appropriate for these abilities, as they're gained from understanding and embodying your philosophy, but I'm open to suggestion. This will make more sense once I finish what I"m working on and post the factions...

I still have quite a bit of work on these ahead of me, but will be trying to finish them ASAP. Any opinions, suggestions, or general feedback at this stage that may help the process would be appreciated.

Thanks to everyone else that's been working on converting Planescape! I've missed this setting, and I can't wait to run a Planescape campaign for Pathfinder.


Also, I've been working on some new races (planetouched elves, goblins, and orcs), as well as converting some of the classic Planescape races. I'll post those up as well once they're all finished.


Here are some of the races that I mentioned. All were put together with the Advanced Race Guide method, though I had to kind of fudge things with the bariaur, since the ARG says that all quadrupeds are supposed to be Large (and bariaurs are medium).
Also, this bariaur is based on the one presented in Planar Handbook. When I get a chance, I plan to also make a "classic" bariaur, as another option.
I still have several races that I've been working on that just need to be typed up, so I'll come back to this soon. Here are: Bariaur, Githzerai, and Goblynar'ri.

Bariaur
Native to the rolling hills and woods of Ysgard, the centaur-like bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle.
Physical Description: Standing roughly half a foot taller than a human, a bariaur resembles a centaur. Its lower body is that of a ram, with sleek brown or golden fur and cloven hooves. Its upper body is humanlike, powerfully muscled and sporting a pair of ramlike horns atop its head. The skin of a bariaur ranges in color from pale tan to deep nut-brown. The typical male weighs nearly 300 pounds, with females about 40 pounds lighter. The average bariaur reaches adulthood at about the same age as a half-elf, and the eldest members of the race live to well over 200 years of age.
Society: To those unfamiliar with them, bariaurs appear carefree or even irresponsible, but this behavior is merely the outward sign of their wanderlust. They rarely remain in one place for long, preferring a life of travel to sedentary existence. When evil rears its ugly head, this carefree demeanor disappears, replaced by single-minded pursuit of that which endangers good folk of the area.
Relations: Bariaur are social and outgoing, though not foolishly trusting. They get along well with elves, gnomes, halflings, and wildren, as well as aasimars who aren't too strict in their outlook. They grudgingly accept dwarves as allies against evil. Halfbreeds, such as half-elves and half-orcs, are objects of curiosity to bariaurs. They are moderately suspicious of races with heritages tied to planes of evil or shadow, including tieflings and shadowswyfts, but they prefer to take a positive outlook about individuals until proven wrong.
Alignment and Religion: As creatures who value freedom, most bariaurs are chaotic good in alignment. Some more settled bariaurs tend toward neutrality in their approach to good, while a few stray from pure good toward neutrality. Evil bariaurs are extremely rare and always shunned from the flock.
Bariaurs revere Cayden Cailean, god of freedom and bravery, more than most other deities. Some venerate Gozreh, deity of nature, or Sarenrae, goddess of the sun.
Adventurers: The Bariaur's wanderlust makes him an ideal adventurer. Though leaving the flock can be a difficult decision, a young bariaur who seeks to take the fight to the evil creatures of the multiverse fits in well with most adventuring groups. Bariaurs frequently follow the path of the ranger, though bariaur fighters and barbarians are also common.
Male Names: Bex, Hul, Jek, Menok, Ril, Wyk.
Female names: Daeth, Hysh, Saph, Tyth, Vash.
Flock Names: Cloverfield, Dalewatcher, Hillwalker, Woodstrider.

Bariaur Racial Traits
+2 Strength, +2 Wisdom, -2 Dexterity: Bariaurs are strong and focused, but they often move awkwardly.
Native Outsider: Bariaurs are outsiders with the native subtype.
Medium: Bariaurs are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Bariaurs have a base speed of 40 feet.
Darkvision: Bariaurs see in the dark for up to 60 feet.
Keen Senses: Bariaurs gain a +2 racial bonus on Perception checks.
Quadruped: As quadrupeds, bariaurs gain a +4 racial bonus to CMD against trip attempts. They must wear barding (usually made of studded leather) instead of normal armor and cannot wear boots designed for humanoids.
Powerful Charge: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1 - ½ times the bariaurs Strength bonus.
Fearless: Bariaur gain a +2 racial bonus on all saving throws against fear effects.
Stubborn: Bariaur gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a bariaur fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the bariaur has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Spell Resistance, Greater: Bariaur gain spell resistance equal to 11 + their character level.
Languages: Bariaur begin play speaking Celestial and Common. Those with high Intelligence scores can choose from the following: Abyssal, Elven, Gnome, Halfling, Infernal, and Sylvan.

Favored Class Options
The following options are available to all bariaurs who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds + ½ to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Ranger: Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Githzerai
Thousands of years ago, the githyanki and the githzerai comprised a single humanoid race held in thrall by the dreaded mind flayers. After the mythic hero Gith led the race to freedom from their illithid masters, the ancient gith divided into the two rival races they have been ever since. While the githyanki pursued a path of cruel aggression, martial power, and arcane might, the githzerai turned their attention to the mysteries of the inner self and became a race of ascetics who harness the power of the inner self and became a race of ascetics who harness the power of the mind and the spirit. They travel far and wide across the planes, opposing the sinister plots of both mind flayers and their own githyanki kin.
Physical Description: Githzerai closely resemble githyanki. Like their kin, they are tall, gaunt humanoids averaging a little over 6 feet tall and typically weighing around 160 pounds. They have rough, yellow skin and russet hair, although they habitually shave their heads. Their noses are almost flat, their eyes are dull yellow or grey, and their ears are pointed. Githzerai favor drab robes and avoid ostentatious dress.
Society: Githzerai rarely use two words when one will do. They tend to be cynical and suspicious, and they generally expect the worst in people. Githzerai don't waste time on fools, and are rarely moved to help those unprepared to help themselves. They are pragmatic to a fault, slow to give trust, and cautious in their dealings with others.
Most githzerai live within self-contained, fortresslike monasteries hidden deep in the swirling chaos of Limbo. While disorder rules outside, stability holds sway inside. Each monastery is ultimately under the control of a sensei, and follows a strict schedule of chants, meals, martial arts training, and devotions, according to a particular sensei's philosophy. Githzerai males and females may be found in almost any role or class.
Relations: Unlike githyanki, githzerai are not particularly contemptuous of Material Plane races and rarely trouble Material Plane inhabitants. They simply view material Plane folk as irrelevant and don't waste much time on them. Those Material Plane natives who demonstrate discipline, resolve, and an understanding of the planes are given the respect their abilities merit.
While githzerai are usually calm and disciplined in their conduct, they feel nothing but cold, purposeful hatred for githyanki and mind flayers. They also have a bitter rivalry with the slaadi; despite that, the two races cooperate sometimes when faced with a common danger.
Alignment and Religion: Githzerai tend to be pragmatic and self-serving, but they are not malicious and do not look to get ahead at the expense of others. Most are neutral with respect to good or evil.
Githzerai are not particularly religious and rarely venerate any deity. Instead they seek enlightenment within their own minds. They revere the immortal wizard-king of their own race, but they do not worship him and do not gain divine spells from their reverence.
Adventurers: Githzerai are self-sufficient and form few attachments to home or family. As a result, many are noted wanderers who need little reason to set off on journeys across the planes. To a githzerai, the physical journey is a metaphor for the inner one, and many adventurers are content to pass year after year in remote Material Plane lands.
Names: Githzerai do not place much important on family or clan, preferring to organize their society by merit. They have developed a wealth of traditional titles and ranks that are awarded to individuals as they become warranted, and they refer to one another by simple names in daily life.
Titles: Zerth, Ur-zerth, Fell Hand, Master of Elements, Planewalker, Swordthane, Spellthane, Rrathmanl, Storvakal.
Male Names: Dak, Duurth, Ferzth, Greth, Hurm, Kalla, Muurg, Nurm, Shrakk.
Female names: Adaka, Adeya, Ella, Ezhelya, Immilzin, Izera, Uweya.

Githzerai Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence: Githzerai are quick and agile, and they trust intuition more than logic.
Native Outsider: Githzerai are outsiders with the native subtype.
Medium: Githzerai are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Githzerai have a base speed of 30 feet.
Darkvision: Githzerai see in the dark for up to 60 feet.
Psionics (Sp): 1/day – daze, feather fall, shatter. Upon advancing to 11th character level, a githzerai can use plane shift 1/day (self only) as a spell-like ability. The caster level for these effects is equal to the user's character level.
Inertial Armor (Sp): Githzerai can use psychic force to block an enemy's blows. This gives them a +4 armor bonus as long as they remain conscious.
Spell Resistance (Ex): Githzerai gain spell resistance equal to 6+ their character level.
Languages: Githzerai begin play speaking Gith and Common. Githzerai with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Infernal, Slaad.

Favored Class Options
The following options are available to all githzerai who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.
Monk: Add +1 to the monk's CMD when resisting a grapple and +½ to the number of stunning attacks he can attempt per day.
Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Samurai: Add +½ to the Samurai's bonus to damage against targets of his challenge.******

Goblynar'ri
Goblynar'ri are the result of goblins mixing with fiends. Some say they came about as goblins turned to demons for an edge in the Orc-Goblin war in Acheron. Others suspect that they were bred by demons just to cause even more chaos amongst the planes. Either way, goblynar'ri are a terror to behold, mixing the worst traits of both goblins and fiends. Worse yet, not only do they have the innate ability to
magically control fire, but they can even be healed by flames.
Look out worlds, the goblynar'ri are here.
Physical Description: Goblynar'ri are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with oversized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblynar'ri skin tones are typically reddish, though black and even pale white goblynar'ri have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth. A look of manic depravity is often glimpsed in their eyes.
Society: Goblynar'ri on the Material Plane rarely create their own settlements and holdings, Instead, they live on the fringes of the land where they were born or choose to settle. Goblin tribes are typically more than welcoming to a goblynar'ri, and usually make them chieftain, but they also fear them. Goblynar'ri are cruel and sadistic, even by goblin standards.
On the planes, goblynar'ri are commonly found serving as fodder for the Blood War, or stirring up mayhem elsewhere. It's not uncommon to find them in the company of fiends, tieflings, goblins, or other goblynar'ri.
Relations: Goblynar'ri tend to view other beings as sources of food or kindling, which makes for poor relations with most civilized races. Goblynar'ri often survive on the fringes of civilization, preying on weak or lost travelers and raiding small settlements to fuel their voracious appetites. They have a special animosity toward gnomes, and celebrate the capturing or killing of such victims with a feast. Of the most common races, tieflings are the most tolerant of goblynar'ri, sharing a similar ancestry and experiencing the same hatred within many societies. Goblynar'ri are mostly unaware of tiefling's sympathy, however, and avoid them because they are larger, meaner, and less flavorful than other humanoids.
Alignment and Religion: Goblynar'ri are greedy, capricious, and destructive by nature, and thus most are neutral or chaotic evil. When they bother to worship, goblynar'ri primarily follow Zarongel, and to a lesser extent, the other three barghest hero-gods, Hadregash, Venkelvore, Zogmugot.
Adventurers: Goblynar'ri rarely integrate into mortal societies. Their cruel and destructive nature makes interacting with civilized races almost impossible, so goblynar'ri tend to adventure on the fringes of civilization or in the wilds. Adventurous individuals who survive long enough often ride fiendish goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. Goblynar'ri spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.
Male Names: Arak, Bloodgaggle, Boorgub, B'vardin, Firetooth, Grung, Haluk, Malgrim, Mevlut, Rotface, Turgut
Female names: A'fet, Geedra, Gom, Hoglob, Huri, Luckums, Masal, Sekla, Tansu, Vesile

Goblynar'ri Racial Traits

+2 Dexterity, +2 Intelligence, -2 Strength: Goblynar'ri are fast and surprisingly cunning, but physically weak.
Native Outsider: Goblynar'ri are outsiders with the native subtype.
Goblin Blood: Goblynar'ri also count as goblins for any effect relating to race, or for qualifying for feats or other abilities.
Small: Goblynar'ri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks..
Fast: Goblynar'ri are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblynar'ri can see in the dark up to 60 feet.
Fiendish Resistance: Goblynar'ri gain cold resistance 5, electricity resistance 5, and fire resistance 5.
Fire in the Blood: Goblynar'ri gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance). Goblynar'ri can heal up to 2 hit points per level per day with this ability, after which it ceases to function for the rest of the day.
Pyromaniac: Goblynar'ri are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Goblynar'ri early access to level-based powers; it only affects powers that they could already use without this trait.
If a Goblynar'ri has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day – dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
Languages: Goblynar'ri begin play speaking Goblin and either Abyssal or Infernal. Goblynar'ri with high Intelligence scores can choose from the following: Abyssal, Common, Draconic, Infernal, and Orc.

Favored Class Options
The following options are available to all goblynar'ri who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: Add +½ to the alchemist's bomb damage.
Barbarian: Add +½ on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
Druid: Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.


Orr'uk
Orr'uks are the fearsome result of engineered breeding between orcs and fiends. Passingly similar to their fiendish-orc cousins called Tanarukks, Orr'uks are not the incidental offspring of a fiend/orc coupling, but specifically bred to serve as shock troops for the Blood War.
Orr'uks are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. Surrounded at all times by bitter enemies, orr'uks cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.
Physical Description: Powerfully built, orr'uks typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have dull grey, red, or black skin, coarse dark hair, beady red eyes, and protruding, tusklike teeth. Orr'uks consider scars a mark of distinction and frequently use them as a form of body art. It's not uncommon to see an orr'uk covered from head to toe with scarification.
Society: There are no known orr'uk societies, but they are commonly found living amongst orcs, fiends, or tieflings. When attempting to integrate into another society, it's not uncommon for them to vie for leadership, challenging the current leader to mortal combat. While more powerful and intimidating than most, orr'uks sometimes make this mistake among fiends, and end up dead.
Relations: Orr'uks admire strength above all things. Even members of enemy races can sometimes win an orr'uk’s grudging respect, or at least tolerance, if they break his nose enough times.
Orr'uks tend to look at most races as something to be conquered or eaten, so very few beings get on well with them, save fiends, orcs, and tieflings. However, orr'uks tend to consider themselves superior to most other races, so even if they get along well with others, it may not be long until they try to subjugate them.
Alignment and Religion: Orr'uks have few redeeming qualities. Most are violent, cruel, and selfish. Concepts such as honor, loyalty, or compassion usually strike them as odd character flaws that tend to afflict members of the weaker races. Orr'uks are typically not just evil, but chaotic to boot, though those with greater self-control may gravitate toward lawful evil. However, there have been known to be the occasional neutral or even good orr'uk, though they're often killed off at an early age so they don't weaken the gene pool. Orr'uks tend to consider themselves superior to most other beings, and rarely pray to another, so gods are rare amongst most orr'uks. However, some have known to put their faith in the Orc pantheon, demon lords, or gods of chaos, destruction, or fire.
Adventurers: Orr'uks are often on the move, looking for their next conquest. Some settle in societies or tribes, usually leaving their tribes only after losing out in a power struggle. Facing humiliation, slavery, or even death at the hands of their own kind, they opt instead to live and work with members of other races. Orr'uks who fail to rein in their tempers and the instinctive drive to dominate rarely last long once they strike out on their own. Though orr'uks who do manage to get by in other societies often enjoy the luxuries and comforts these societies can deliver, they still tend to dream of returning home, seizing power, and taking revenge.
Male Names: Akroth, Carruth, Felzak, Kru'umsh, Mordok, Rektar, Torruk
Female names: Durrak, Grik, Ilyat, Krugga, Oltyn, Trisgrak

+2 Strength, +2 Constitution, -2 Wisdom: Orr'uks are physically strong and sturdily built, but often act rash and impulsive due to their arrogance.
Native Outsider: Orr'uks are outsiders with the native subtype.
Orc Blood: Orr'uks count as both Native Outsiders and orcs for any effect, feat, or other trait related to race.
Medium: Orr'uks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orr'uks have a base speed of 30 feet.
Darkvision: Orr'uks can see in the dark up to 60 feet.
Bull's Strength: Orr'uks can use bull's strength as a spell-like ability 1/day. The caster level of the spell is equal to the user's character level.
Fiendish Resistance: Orr'uks gain cold resistance 5, electricity resistance 5, fire resistance 5.
Fiendish Hide: Orr'uks have a natural Armor Class bonus of +1.
Fiendish Sorcery: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Elemental Assault (Su): 1/day as a swift action, an orr'uk can shroud it's arms in infernal flames. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The orr'uk may end the effect early as a free action.
Bite: Orr'uks have a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the orr'uk is wielding manufactured weapons.
Weapon Familiarity: Orr'uks are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapn.
Languages: Orr'uks begin play speaking Orcish and either Abyssal or Infernal. Orr'uks with high Intelligence scores can choose from the following: Abyssal, Common, Draconic, Goblin, and Infernal.

Favored Class Options
The following options are available to all orr'uks who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: Add +½ to the alchemist's bomb damage.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
Fighter: Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.


Darkling
Descended from goblins on the Shadow Plane, darklings are creatures of shadow and spite. Infused with the essence of the Shadow Plane and possessing goblin blood commingled with that of the Shadow Plane's natives, darklings have developed traits and abilities that complement their native plane's bleak and colorless terrain. Though most darklings treat the Shadow Plane as home, they are creatures of insatiable curiosity and often travel the planes to see new sights or spread terror.
Physical Description: Darklings are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with oversized and usually hairless heads with massive ears and milky white or yellow eyes. Darkling's skin tones are grey or black. Their voracious appetites are served well by their huge mouths filled with jagged teeth. A look of manic depravity is often glimpsed in their eyes.
Society: Darklings on the Material Plane rarely create their own settlements and holdings, Instead, they live on the fringes of the land where they were born or choose to settle. Darklings have no organized society of their own, and few have ever seen one. Whether this is because they are few in numbers or simply hard to spot, has yet to be determined.
Relations: Darklings tend to view other beings as sources of food or entertainment, which makes for poor relations with most civilized races. Darklings often survive on the fringes of civilization, preying on weak or lost travelers and raiding small settlements to fuel their voracious appetites. Darklings are cruel and mischievous, and they're not unknown to torture captives for their own amusement.
Alignment and Religion: Darklings are destructive and mischievous by nature, and thus most are neutral or evil. When they bother to worship, Darklings primarily follow Calistria, Zon-Kuthon, Norgorber, or Lamashtu.
Adventurers: Darklings rarely integrate into mortal societies. Their cruel and destructive nature makes interacting with civilized races almost impossible, so Darklings tend to adventure on the fringes of civilization or in the wilds. Darklings are often ninjas, rogues, or sorcerers.
Male Names: Athag, Burguth, Darkfang, Hathas, Llart, Momunth, Soma, Swyft
Female names: A'thet, Geedhra, Glom, Luchria, Masal, Sekla, Tansu, Vesile

Darkling Racial Traits

+2 Dexterity, +2 Intelligence, -2 Strength: Darklings are fast and disarmingly cunning, but physically weak.
Native Outsider: Darklings are outsiders with the native subtype.
Goblin Blood: Darklings also count as goblins for any effect relating to race, or for qualifying for feats or other abilities.
Small: Darklings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks..
Fast: Darklings are fast for their size, and have a base speed of 30 feet.
Darkvision: Darklings can see in the dark up to 60 feet.
Shadow Resistance: Darklings gain cold resistance 5 and electricity resistance 5.
Shadow Blending (Su): Attacks made against darklings while they are within areas of di mlight have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance.
Shadow Stalker: Darklings are incredibly sneaky and gain a +2 racial bonus on Stealth checks. This stacks with the +4 bonus for their size. Additionally, Perception and Stealth are always class skills for darklings.
Dissolution's Child (Su): Once per day, darklings can change their appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal – only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).
Light Sensitivity: Darklings are dazzled as long as they remain in an area of bright light.
Languages: Darklings begin play speaking Goblin. Darklings with high Intelligence scores can choose from the following: Abyssal, Common, Draconic, and Infernal.

Favored Class Options
The following options are available to all darklings who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Ninja: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Sorcerer: Add +½ to either cold or electricity resistance (maximum resistance 10 for either type).
Witch: The witch’s familiar gains resistance 1 against cold or electricity. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
Wizard: Add one spell from the wizard spell list to wizard’s spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Conversions / Planescape: What to Convert? Stuff we might need? All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.