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Is there an updated map folio? I have the old maps, but they are not all the same as the new maps. Have they released maps for the updated version? I tried to extract them from the PDF, but the quality is quite bad.


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I've been working diligently on creating a monster converter for Pathfinder to 5e: 5e Monster Converter

I have based my converter off these conversion rules.

The goal of this converter is to give a pretty solid guestimate of all the basic features of creatures and as many advanced features as possible.

How it works: Copy a whole stat block from either PFSRD or an adventure path book into the textarea. It will automatically convert. If it does not please open your console (F12) and let me know what error you got.

The converter currently does all these basic things:


  • Size, Type, alignment
  • AC
  • HP, HD
  • Speed
  • Abilities (Str, Dex, Con)
  • Skills
  • Senses
  • Languages
  • Challenge
  • Traits (some)
  • Multiattack
  • Attacks
  • Special Attacks (some)

Some items that I'd love some help on:
AC, Challenge, Traits, Special Attacks, Immunities.

AC: I currently use either the armor listed under "gear" or "other gear" or the formula in this google doc. I have tested 161 creatures comparing their pathfinder version to their 5e version and seeing how close my formula got. The formula isn't perfect so please let me know if you have any better ideas.

Challenge: I calculate the average HP and compare it to the table on DMG 274 (I find the middle of the range and compare to that). I determine a defensive CR based on that. I then calculate the damage per round from all attacks (including multiattack) and compare that to the same table (I find the middle of the range and compare to that) to get the offensive CR. I then average those two numbers to get an overall CR - just as prescribed. If anyone has any suggestions for how to improve this please let me know.

Traits: I currently process some items based on the SQ field from pathfinder. I'll be adding more over time. I'm currently working through Skull & Shackles monsters to see how they compare to the ones I did manually (up to book 3). Please let me know if you know of a common one that should be added and preferably the 5e wording for it.

Special Attacks: Same as traits really, just from the special attack(s) field.

Resistances & Immunitites: For the most part 5e got rid of 50% of the ones from PF. It will be quite difficult to make this work in a general way.

I appreciate any feedback that you give

Example Stat block:

Quote:

Otyugh CR 4

XP 1,200
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
OFFENSE
Speed 20 ft.
Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2)
STATISTICS
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common


4 people marked this as a favorite.

I've been working diligently on creating a monster converter for Pathfinder to 5e: 5e Monster Converter

I have based my converter off these conversion rules.

The goal of this converter is to give a pretty solid guestimate of all the basic features of creatures and as many advanced features as possible.

How it works: Copy a whole stat block from either PFSRD or an adventure path book into the textarea. It will automatically convert. If it does not please open your console (F12) and let me know what error you got.

The converter currently does all these basic things:


  • Size, Type, alignment
  • AC
  • HP, HD
  • Speed
  • Abilities (Str, Dex, Con)
  • Skills
  • Senses
  • Languages
  • Challenge
  • Traits (some)
  • Multiattack
  • Attacks
  • Special Attacks (some)

Some items that I'd love some help on:
AC, Challenge, Traits, Special Attacks, Immunities.

AC: I currently use either the armor listed under "gear" or "other gear" or the formula in this google doc. I have tested 161 creatures comparing their pathfinder version to their 5e version and seeing how close my formula got. The formula isn't perfect so please let me know if you have any better ideas.

Challenge: I calculate the average HP and compare it to the table on DMG 274 (I find the middle of the range and compare to that). I determine a defensive CR based on that. I then calculate the damage per round from all attacks (including multiattack) and compare that to the same table (I find the middle of the range and compare to that) to get the offensive CR. I then average those two numbers to get an overall CR - just as prescribed. If anyone has any suggestions for how to improve this please let me know.

Traits: I currently process some items based on the SQ field from pathfinder. I'll be adding more over time. I'm currently working through Skull & Shackles monsters to see how they compare to the ones I did manually (up to book 3). Please let me know if you know of a common one that should be added and preferably the 5e wording for it.

Special Attacks: Same as traits really, just from the special attack(s) field.

Resistances & Immunitites: For the most part 5e got rid of 50% of the ones from PF. It will be quite difficult to make this work in a general way.

I appreciate any feedback that you give

Example Stat block:

Quote:

Otyugh CR 4

XP 1,200
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
OFFENSE
Speed 20 ft.
Melee bite +7 (1d8+4 plus disease), 2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks constrict (tentacle, 1d6+2)
STATISTICS
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19 (21 vs. trip)
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common


Does anyone have any ethnic information on the crew of the Wormwood? Or any NPCs in general.

I prefer to use Varisian, Vudran, etc instead of "Human".


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Hello,

I was inspired by this blog post and its accompanying thread.

However we all know that RAW poisons have very little balance in comparison to one another. So I've decided to use his system and modify the numbers to create a more balanced system of poisons. Players crafting poisons will only use the new poison system - we're throwing out the old one.

The goals of this system: reduce costs, allow increased DCs, and decrease time(see below).

The system works by multiplying 8 factors to get a cost. Those 8 factors are:


  • Type (Injury, Contact, Injested, Inhaled)
  • Frequency (Rounds, Minutes)
  • Onset (Immediate, Delayed)
  • DC
  • # of times to cure
  • Duration (# of rounds/minutes)
  • Effect (Unconsciousness, Str, Dex, Con, HP)
  • Damage Amount (d2 ability, d4 ability, d6 dmg, 2d8 dmg) - unconscious assumes a value of 1 here

Reasoning for the weights:


  • Type: Injury must do damage to apply, contact can be a touch thrown vial which makes it more valuable, inhaled is a thrown vial that is an AoE (5ft radius) which makes it much more valuable, and injested is mostly ignored for combat's sake but should maybe be adjusted higher for it's RP value
  • Frequency: Happening every round is much more valuable than minutes, but minutes still has the initial affect.
  • Onset: Delaying should reduce the cost, but not by much.
  • DC: Scale the cost off the DC*1.5 which makes the DC really matter as that's the largest factor.
  • # of times to cure: Each consecutive cure is less and less valuable.
  • Duration: Each consecutive round is less and less valuable
  • Effect: Str/Dex are CC that takes a bit of time. Con is death after a certain piint and also reduces their HP. HP is very nice additive dmg. Unconscious takes an enemy out of a fight.
  • Damage Amount: Scaled based on their expected impact (average damage)

Poison Crafting Calculator

Please feel free to duplicate this sheet and play around with the numbers. I have put in some pre-existing poisons for comparison.

Factors to consider: crafting cost follows the norm of 1/3. Crafting time calculated by gold instead of solve (10x faster). Can craft multiple poisons at a time.
I plan to limit the maximum DC craftable to 13+half ranks in the skill(15 at 4, 17 at 8). That scales about the same as fort saves for fighters I think.

I would love any feedback that you provide. Thanks!


Hi,

I've decided to adapt a 4e approach to some skills.

List of those removed/moved:
Appraise: Removed. You can appraise items with either a Spellcraftcheck(magic items) or a craft check(mundane items).
Climb: Moved to Athletics
Disguise: Moved to Bluff
Escape Artist: Moved to Acrobatics
Knowledge (Geography): Moved to Nature or Streetwise
Knowledge (Local): Moved to Streetwise
Knowledge (Nobility): Moved to Diplomacy
Spellcraft: Moved to Arcana, Nature, Religion, or Psionics.
Streetwise: Added. Humanoid Monster Lore and encompasses gather info, local, etc. Much like 4e.
Survival: Moved to Nature, Dungeoneering, or Planes
Swim: Moved to Athletics
Warfare: Added. Humanoid Monster Lore and knowledge based on path of war detecting maneuvers and kirthfinder's identifying/negating feats).

I've also decided to change the main stat on some knowledges: Dungeoneering, Nature, Religion all go to Wis. Nobility is Cha (Diplomacy) and Local is Cha (Streetwise) - though humanoids can be identified via warfare as well.
I know some will come and claim that all knowledges should be Intelligence, and while I understand that is a 3.5/PF core concept, I do not agree. So please let us not argue about that.

You can see the full changes here: http://marklenser.com/pfHouserules/skills
It's still a WIP - craft (alchemy), perform, and profession are not done.
It obviously pulls heavily from Kirthfinder and the 4e changes listed above.

Things I'd like some input on:


  • Spellcraft moved to (Arcana, Nature, Religion, or Psionics) means it's harder for a Wizard for instance to identify Druid or Cleric spells. I understand that and accept that. However I would like to give a bit of "compensation" to these knowledge heavy classes.
  • Survival - There are several classes that get survival, but not Nature. I'm considering giving all those classes Nature. It's a buff to them, but most of those classes are T4 anyways.
  • History is much less valuable in comparison. 2 options: Remove it and make all ancient checks via the other knowledges (See warfare for example). Or move it to a "secondary" skills system which players can choose 1 per level for free.

For Spellcraft "compensation" I was considering creating traits and giving them automatically to some classes. Likely 1 trait free for each knowledge (all) class. (I give 3 starter traits (plus a campaign trait) and an additional trait at 3,6,9,12,etc.)

Some options:


  • Int to Monster Lore for Dungeoneering, Nature, OR Religion
  • Flat bonus (2) to All Monster Lore for Dungeoneering, Nature, AND Religion (cannot stack with above)
  • Half Int bonus to Spellcraft for Nature OR Religion
  • Flat bonus (2) to Spellcraft for Nature OR Religion

I'm pretty happy with #1 and #2. I don't have the same desire to have a bonus to ALL Spellcraft so it would probably be either #3 or #4.

Any input/feedback would be much appreciated.


At what distance can a player see enough details so that they can make a knowledge check against a monster?

Is this governed by Perception? Is it a DC 0? DC 5? What if the creature is concealed or in cover? What about dim light?

Or do they automatically just see the creature no matter the light levels, cover, distance, etc.

Any RAW, RAI, or houserules in this regard is appreciated. Obviously there is some kind of limit, but I don't want to screw over my players.


I've read the combining rules for PF and understand that it's 1.5x the price for combining items and 2x the price for slotless items. It's a bit different from 3.5, but mostly the same.

Are there any limits to this at all?

Based on the wording on altering existing magic items there is a clear purposeful balance on magic item slots:

http://www.d20pfsrd.com/magic-items#TOC-Altering-Existing-Items wrote:
Allowing a character to alter or craft an item for one of these underused slots is allowing the character to bypass built-in choices between popular items.
http://www.d20pfsrd.com/magic-items#TOC-Altering-Existing-Items wrote:
Some of the magic items in the standard rules are deliberately assigned to specific magic item slots for balance purposes, so that you have to make hard choices about what items to wear.

I find situations like this entirely possible:

Ninjaxenomorph wrote:
As long as someone is crafting, you don't have to worry about only having 2 ring slots. You can combine a Ring of Sustenance and Regeneration to be the most awesome survival item ever, and still have a ring slot open. You could make add a Phylactery of Channeling to your mental headband. You could add they tiny rings onto each other (Feather Falling, Counter-Spelling, Protection, skill enchancements, etc), and make an awesome ring of power

In a 3.5 game I also had several boots combined (quicksilver, anklet of translocation, etc) which let me move around with little problem. It was a bit OP imo.

Now these situations are usually limited by cost and time. Unfortunately time doesn't matter in our case as we're playing Kingmaker where there are basically no time restrictions. The cost factor is lessened significantly as a PC has all the crafting feats due to a homebrew artificer so the feat investment is minimal (as it also has really really good casting).

I would be more comfortable allowing combinations to cap at 2 items combined per slot and preventing slotted items to be made slotless except in rare cases. This doesn't please my player.

Big 6 items like Cloak of Resistance shouldn't could toward the limit imo(though stat belts/head pieces probably should? *shrug*)

How have you handled this? Any rules or suggestions would be appreciated.


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My party is trying to determine if there is any RAW or RAI limit on terrain improvements.

There is a decent post about it on rpg stack exchange.

So questions:
1. Is there a limit of Asterisk Terrain Improvements (such as Farm, Fishery, etc) stacking with themselves?
2. Is there any limit to having a mine/Quarry/Sawmill a Asterisk Terrain Improvement on the same hex?

My party disagrees on #1, but agrees that there is no limit on #2.


I've previously assumed that one can command a mount to attack with a simple ride check. After reading Handle Animal While Mounted I'm thinking a handle animal may be required.
Here is another thread from 2005, lulz: http://www.enworld.org/forum/showthread.php?116127-Mounted-Combat-Handle-An imal-to-attack-or-not

Related rules:

Core Rulebook wrote:
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.
Core Rulebook wrote:
You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
Ride wrote:
Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.

On re-reading this it seems the ride check only allows you to make an attack. It does not allow you to direct your mount to attack.

http://www.wizards.com/default.asp?x=dnd/rg/20050201a wrote:
Fight Along with Your Mount: Make a DC 10 Ride check as a free action. If you succeed, you can direct your mount to attack a foe and you also can attack as well. See the section on attacking while mounted for details. If you fail this check, or don't bother to make it, either you or your mount can attack this turn, but not both of you.

Again brings up the directing your mount, but worded in that it allows you to direct your mount.

What is the best RAW/RAI ruling on directing your war trained mount to attack?