Dragonstar for Pathfinder


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Aku-Arkaine wrote:
All my notes for this are hand written in notebooks. Typing this is going slow, I type memos into databases for a living. People are interested in this so I want to do it, but it feels a bit too much like work. Sorry to say I'll most likely need another month to finish this.

Count me as interested also.

Liberty's Edge

Aku-Arkaine wrote:
All my notes for this are hand written in notebooks. Typing this is going slow, I type memos into databases for a living. People are interested in this so I want to do it, but it feels a bit too much like work. Sorry to say I'll most likely need another month to finish this.

No worries, we appreciate you doing this for us.


Aku-Arkaine wrote:
All my notes for this are hand written in notebooks. Typing this is going slow, I type memos into databases for a living. People are interested in this so I want to do it, but it feels a bit too much like work. Sorry to say I'll most likely need another month to finish this.

Take it at your own speed. I'll be appreciative of your efforts regardless of how long it takes.


I'd be very intersted in this, I was just considering something similar for my group to play as a change of pace. After thinking about creating Pathfinder compatible Pilot and Tech classes and I thought to myself I'll search the messageboards. Finding this is excellent news. FB group request sent.


The draconic prestige classes in Draconomicon would work for beefing up Dragon Lords


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something I threw together today...

Mezzenbone, Grand Duke of House Mazorgrim, King of Asamet, The Dragon Emperor
Great Wyrm Red Dragon cleric 13 / sorcerer 1
CR 36; XP 78,643,000
CE Colossal dragon (fire)
Init +2; Senses dragon senses, smoke vision; Perception +52
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)
AC 39, touch 0, flat-footed 39 (-2 Dex, +39 natural, -8 size)
hp 679 (29d12+261+13d8+117+1d6+9+43)
Fort +33, Ref +18, Will +34
DR 20/magic; Immune fire, paralysis, sleep; SR 33
Weaknesses Vulnerability to cold

Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +46 (6d6+24/19-20), 2 claws +46 (4d6+16/19-20), 2 wings +44 (2d8+8), tail slap +44 (4d6+24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 33, 24d10 fire), crush (Large creatures, DC 33, 4d6+24), incinerate, manipulate flames, melt stone, tail sweep (Medium creatures, DC 27, 2d8+24)
Spell-Like Abilities (CL 29th; concentration +35)
At will—detect magic, discern location, find the path, pyrotechnics, suggestion, wall of fire
Spells Known (CL 20th; concentration +26, DC 16 + spell level)
9th (6/day) - soul bind, time stop, weird
8th (6/day) - greater shout, prismatic wall, screen
7th (6/day) - limited wish, mass hold person, spell turning
6th (7/day) - antimagic field, contingency, greater dispel magic
5th (7/day) - sending, telekinesis, teleport, wall of force
4th (7/day) - fear, fire shield, greater invisibility, stoneskin
3rd (7/day) - dispel magic, displacement, haste, tongues
2nd (8/day) - alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day) - alarm, grease, magic missile, shield, true strike
0 (at will) - arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

Unholy Spells (CL 13; concentration +19, DC 16 + spell level)
Domains: Ash, Entropy

7th - destructionD, mass inflict serious wounds, repulsion, word of chaos
6th - geas/quest, harm, harmD, heal, mass inflict moderate wounds
5th - break enchantment, dispel good, dispel goodD, dispel law, slay living, scrying
4th - death ward, death wardD, dimensional anchor, divine power, inflict critical wounds, spell immunity
3rd - bestow curse, blindness/deafness, contagion, inflict serious wounds, magic circle against goodD, protection from energy
2nd - bull’s strength, death knell, inflict moderate wounds, shatter, shatterD, silence
1st - bane, cause fearD, command, detect undead, doom, entropic shield, inflict light wounds
0 (at will) - bleed, guidance, light, resistance

Str 43, Dex 6, Con 29, Int 22, Wis 23, Cha 22
Base Atk +38; CMB +62; CMD 70 (74 vs. trip)
Feats Cleave, Critical Focus, Destructive Dispel, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Improved Iron Will, Improved Natural Armor, Improved Natural Attack (bite), Improved Vital Strike, Iron Will, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Stunning Critical, Toughness, Vital Strike, Wingover
Skills Appraise +38, Bluff +52, Diplomacy +52, Fly +14, Intimidate +52, Knowledge (arcana) +38, Knowledge (history) +38, Perception +52, Sense Motive +38, Spellcraft +52, Stealth +14, Use Magic Device +50
Languages Abyssal, Common, Draconic, Dwarven, Giant, Ignan, Undercommon
Fire Aura (Su)
Mezzenbone is surrounded by an aura of intense heat. All creatures within 5 feet take 2d6 points of fire damage at the beginning of his turn. Mezzenbone's aura extends to 10 feet.
Incinerate (Su)
Mezzenbone can incinerate creatures in his fiery breath. A creature reduced to fewer than 0 hit points by his breath weapon must make a Fortitude save (DC 33). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.
Manipulate Flames (Su)
Mezzenbone can control any fire spell within 120 feet as a standard action. This ability allows him to move any fire effect in the area, as if he were the caster. This ability also allows him to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, he can control any new fire spell cast within his area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if he so desires.
Melt Stone (Su)
The Dragon Emperor can use his breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Smoke Vision (Ex)
Mezzenbone can see perfectly in smoky conditions (such as those created by pyrotechnics).
Wall of Ash (Su)
The Dragon Emperor can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 260 feet high and up to 130 feet long. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save (DC 16) or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. He can use this ability for 13 minutes per day, but these minutes do not need to be consecutive.
Hasten the End (Su)
As an immediate action upon successfully hitting an opponent with a melee attack, Mezzenbone can reduce the remaining duration of all beneficial magical effects currently affecting the target by 1 round, minute, hour, or day—whichever measurement is used to determine the duration of each particular magical effect. He can use this ability four time per day.


I know the DS mailing list started a PF update at some point, but that was about the time I dropped out of it. Maybe that stuff is available somewhere.


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Sgt Spectre wrote:

Awesome Dragonstar!!

It would be great to have this!

does anyone know if there is a Ravenloft Pathfinder Conversion already out?

Google Mistfinder or check out Ryan Naylor's Pathfinder Ravenloft netbook on the FoS forums


Looks great :D

Liberty's Edge

I think the technology guide is a must have if you're doing a PF Dragonstar

Mike


why did you pick bleed twice on his spell lists?


Randy Davis 159 wrote:

something I threw together today...

Mezzenbone, Grand Duke of House Mazorgrim, King of Asamet, The Dragon Emperor
Great Wyrm Red Dragon cleric 13 / sorcerer 1
CR 36; XP 78,643,000
CE Colossal dragon (fire)
Init +2; Senses dragon senses, smoke vision; Perception +52
Aura fire (10 ft., 2d6 fire), frightful presence (360 ft., DC 30)
AC 39, touch 0, flat-footed 39 (-2 Dex, +39 natural, -8 size)
hp 679 (29d12+261+13d8+117+1d6+9+43)
Fort +33, Ref +18, Will +34
DR 20/magic; Immune fire, paralysis, sleep; SR 33
Weaknesses Vulnerability to cold

Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +46 (6d6+24/19-20), 2 claws +46 (4d6+16/19-20), 2 wings +44 (2d8+8), tail slap +44 (4d6+24)
Space 30 ft.; Reach 20 ft. (30 ft. with bite)
Special Attacks breath weapon (70-ft. cone, DC 33, 24d10 fire), crush (Large creatures, DC 33, 4d6+24), incinerate, manipulate flames, melt stone, tail sweep (Medium creatures, DC 27, 2d8+24)
Spell-Like Abilities (CL 29th; concentration +35)
At will—detect magic, discern location, find the path, pyrotechnics, suggestion, wall of fire
Spells Known (CL 20th; concentration +26, DC 16 + spell level)
9th (6/day) - soul bind, time stop, weird
8th (6/day) - greater shout, prismatic wall, screen
7th (6/day) - limited wish, mass hold person, spell turning
6th (7/day) - antimagic field, contingency, greater dispel magic
5th (7/day) - sending, telekinesis, teleport, wall of force
4th (7/day) - fear, fire shield, greater invisibility, stoneskin
3rd (7/day) - dispel magic, displacement, haste, tongues
2nd (8/day) - alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day) - alarm, grease, magic missile, shield, true strike
0 (at will) - arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic

Unholy Spells (CL 13; concentration +19, DC 16 + spell level)
Domains: Ash, Entropy

7th - destructionD, mass inflict serious wounds, repulsion, word of chaos
6th - geas/quest, harm, harmD, heal, mass inflict...

This isn't how I would have made Ol' Mezzy up, but it's actually done well. Kudos on knowing what you're doing, Randy.


Okay, so I've been looking on and off for more than a year for a Pathfinder conversion of Dragonstar. I've been to the Reloaded site, and aside from stating what's in the books, I can't really find anything that's different. Seems to me that to make the conversion work, you simply need to apply the Pathfinder rule set to DS. And not that I would mind a book to make the conversion that much more smooth, but why do we need something like that? I can do most of the conversions in my head, and explain them for my players. And don't get me wrong, I enjoyed the setting, but there were a lot of things that I found lacking. There were major holes in the lore, more questions than answers, and gear that even my OP sensibilities balked at.

I'd love to get new and/or updated content for this setting, but so far, I've seen more bark about it than bite from developers, and I've been waiting far longer than I care to think about. So either crap or get off the pot and quit teasing.


clff rice wrote:
ok so only someone with the resources of an evil pan galactic empire can afford to instantly move their troops instantly to any spot in the universe :D It much slower astral drives for everyone else :P

Actually, the astral drive in the Dragonstar books was more expensive than the starcaster (interstellar teleport engine, basically). It's also a much slower form of travel with it's own set of dangers, such as astral leviathans (check out Bestiary 4, I believe), that could potentially prey on ships crossing the astral plane.

Liberty's Edge

Maybe someone will license it for Pathfinder?

Mike

RPG Superstar 2009 Top 32

Qstor wrote:
Maybe someone will license it for Pathfinder?

Start holding your breath. ;)


Eptha wrote:

there were a lot of things that I found lacking. There were major holes in the lore, more questions than answers, and gear that even my OP sensibilities balked at.

Maybe you should start listing what and why, and maybe we can take a crack at it here.

Liberty's Edge

Bjørn Røyrvik wrote:
Eptha wrote:

there were a lot of things that I found lacking. There were major holes in the lore, more questions than answers, and gear that even my OP sensibilities balked at.

Maybe you should start listing what and why, and maybe we can take a crack at it here.

Yeah good idea.

I'll check for threads in the DS Yahoo group too.

Mike


Aku-Arkaine wrote:
All my notes for this are hand written in notebooks. Typing this is going slow, I type memos into databases for a living. People are interested in this so I want to do it, but it feels a bit too much like work. Sorry to say I'll most likely need another month to finish this.

Ever able to get this finished?


Rhal, the Styx Boatman wrote:
Aku-Arkaine wrote:
All my notes for this are hand written in notebooks. Typing this is going slow, I type memos into databases for a living. People are interested in this so I want to do it, but it feels a bit too much like work. Sorry to say I'll most likely need another month to finish this.
Ever able to get this finished?

Dunno if it was but it heavily inspires me to write up the tweaks that went into my own DS campaign set at the end of Mezzenbone's reign, and the non-business civil war that commenced with the Blue Ascendant (which was the campaign name I was using). Had some BESM d20 mixed in for mechanical and gem dragon factor, and the ideas refit well with Ultimate Psionics, but I never got around to rewriting everything for it, particularly the ship to ship combat.

Liberty's Edge

I know this thread is old but I've always been interested in this setting. I think its great. Here's a quick conversion of the soulmech I did last night.

12 racial points

0 Medium sized creature

7 1/2 construct

1 linguist (Digital)

0 standard abilities

+2 STR +2 INT -2 CHA

2 +2 disable device

1 low light

1 fast movement +10 base speed

0 +4 Knowledge (engineering)/-4 Swim

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