Brother Swarm

Yasha's page

359 posts. Alias of Yasha0006.


RSS

1 to 50 of 359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Since there has been some recent issues regarding OGL posting and sharing here on the forums recently, I've decided to shelve this project for the time being. Recent weeks have also been terribly busy. For those of you, especially you Orthos, since you're contributing, who would like to see this conversion project continue, lets move this somewhere less public. Drop me a message and we'll figure something out.

Thanks for your help, comments, and encouragement folks.


A question for Ross, Daemonslye, et al. Basically, this conversion cannot be hosted/linked on Paizo at all then? Or was the problem a question of distribution of the converted adventure?

Consider me curious as to what is exactly allowed and what isn't, especially considering I'm in the middle of my own conversion project right now as well.


Its been a busy week, but I'll try and get some new updates here this weekend. Next up; Kas, Primus, and for symmetry, Tenebrous!


And here is the next batch!

Ahazu the Seizer

Ansitif the Befouler

Cabiri, the Watching Master

Overall, Ahazu was the most fun to convert and write. I had a hell of a time coming up with his Capstone, but when the idea finally came to me I cackled! Granted its enough to increase his spirit level by 1, but I don't see how something like that couldn't be included.


I think you did a great job on Ashardalon and Orthos, very nice!

I edited the files on Ronove and Zceryll to correct the errors you noticed Orthos. Thanks.

So far so good...thats 7 we have down so far with maybe some minor editing or corrections to be made.

Tomorrow I will try and tackle Ahazu, Ansitif, and Cabiri.


Here is everything I have completed to date. Now linked through Google Docs.

These versions include some suggestion from some of the other folks here and some adjustments that I made after the fact myself. I'd especially like an opinion on Zceryll's Capstone Empowerment. While I think it's a cool idea and not game-breaking, I'd like some other input about what the rest of you think about it. It might be that Zceryll needs a bump up in spirit level.

Acererak the Devourer

Astaroth, Diabolus

Leraje, the Green Herald

Ronove, the Iron Maiden

Zceryll, the Star-Spawn

It should be noted that the Astaroth I am using is the demonic one from Dragon 357, not the weird garbage-themed one from Cityscape.

Next, I might as well finish Dragon 357 and do Ansitif and Cabiri. After that it will be Primus and Kas from Dragon 341 and Ahazu from Dungeon 148.


Orthos wrote:
I'll start working on Orthos tonight, I've been busy the past two evenings so I haven't been able to do them. Once I'm done with him, I'll be doing Ashardalon from Dragon Magic. One of my favorite BBEGs.

Ah Ashardalon! Good one Orthos, I'll look to seeing them. I'm in the process of setting up all the currently finished and updated Vestiges/Spirits into Google Docs, as Caedwyr suggested.


Bill Lumberg wrote:

Are you going to convert Kas and Primus from Dragon magazine 341 (or thereabouts)? How about Focalor?

The ones that are up currently are Either ones I just did as a test (like Acererak), one someone specifically requested (Zceryll), or ones someone else already converted to PFRPG and saved me some work.

The first vestiges I want to convert are the ones I think some folks might never have seen, like Kas and Primus (Dragon 341) or Ansitif, Cabiri, and Astaroth (Dragon 357). For what its worth, the Dragon 357 Astaroth is the one I like, not the one from Cityscape.

I'll see what I can start getting to over the weekend.

Good point Caedwyr...I should do that.


Zceryll, by request.

Spoiler:

Zceryll
Spirit Level: 5th
Constellation: Dark Beyond
Binding DC: 24
Totems: You gain a totem bonus on the spirit’s
binding check if you meet some or all of these
conditions.
>>Speaking Zceryll's name in Aklo during the binding process.
>>Speaking an appeal to the entities of the Dark Tapestry in Aklo during the binding process.
Ceremony: You must speak an incantation during the summoning of Zceryll. The incantation can be in any language, it can even be gibberish, but it must be spoken in at least a conversational tone.
Manifestation: the area in and around the seal fills with thousands of tiny circular mirrors. A beautiful human woman is reflected in all of the mirrors, yet something is off about her features. After a few seconds, a scream is carried on the air and the image of the woman changes into a hideous mass of writhing tentacles. The mirrors then shatter, covering the floor with beautiful but alien patterns of glass that hurt the mind and cause the nose, mouth, eyes, and orifices to bleed black blood.
Legend: Thousands of years ago, an alienist sorceress known as Zceryll learned bizarre powers in a fight to defend herself against oppression. She was promised untold power by strange, alien beings known as star-spawn from beyond the world. All she had to do was to create portals to summon them.
Zceryll created the portals and summoned the star spawn to her aid. She fought back against her oppressors, finding a newfound purpose in her life. She traveled the world, creating many portals for her masters and items of her own devising.
Zceryll was unaware of the slow corruptive effect the star spawn had on her. By the time she realized something was wrong, it was too late to change. Eventually, her body became so suffused with alien power that she became one of them. When her life came to an end, she was a twisted and bitter old hag. She felt she had accomplished nothing and became obsessed with youth. When her time was up, her soul vanished into the far realms, and she became a vestige.

Major Granted Ability
-Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level you could summon any creature from the summon monster I-VII list. When you reach 19th level you could summon any creature from the summon monster I-XI list. Once you have used this ability, it is expended for 5 rounds. You cannot have more than one such monster summoned at one time. In addition to the usual tables used to determine what monsters you can summon, you can also summon aberrations off the expanded list that follows.
Summon Monster I: Sagari
Summon Monster II: Larval Slime Crawler
Summon Monster III: Vampiric Mist, Tentamort
Summon Monster IV: Elder Thing, Mature Slime Crawler, Shriezyx
Summon Monster V: Chuul, Seugathi, Mi-Go, Rorkoun
Summon Monster VI: Neh-Thalggu, Intellect Devourer
Summon Monster VII: Yithian, Gug, Dimensional Shambler
Summon Monster VIII: Moon Beast, Gug Savant, Color Out of Space
Summon Monster IX: Dark Young of Shub-Niggurath, Get of Iblis
Capstone Empowerment

Minor Granted Abilities
-Telepathy: You gain the telepathy ability with a range of 100 feet and can feel the minds of all unprotected creatures within the range of your telepathy. This allows you to accurately determine which square a creature occupies. This does not negate total concealment if a creature is hidden from you by other means (such as invisibility). Someone protected by a Ring of Mind Shielding, Mind Blank, or similar magic is undetectable using this ability.
-Bolts of Madness: You can fire a ray that dazes an opponent for 1 round. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./occultist level. A successful Will save negates the effect. This ray functions like the spell Daze Monster, except you can affect any creature up to your hit dice. Once a target has been affected by this ability, it cannot be affected again for 24 hours.
-Alien Mind: Your mind is alien and does not work like that of a normal mortal. You are immune to confusion, insanity, and weird spells. In addition, you receive a +1 bonus per four binder levels on saving throws against mind-affecting effects.
-Alien form: While bound to Zceryll, you begin exhibits traits of aberrant creatures from the Dark Tapestry. At level, you gain Damage Reduction 5/magic and to Cold and Acid Resistance 5, at level, this increases to Cold and Acid Resistance 10, at level this increases to Damage Reduction 10/magic and to Cold and Acid Resistance 20. You also gain Spell Resistance equal to your occultist level +5. Your form subtlely shifts to reflect this.

Signs and Influence
-Physical Sign: Your eyes appear as circular mirrors. In your peripheral vision, all other living creatures appear twisted, covered in tentacles, extra eyes, and vestigial organs.
-Personality: Never admit that you need help or that you are weaker than anyone else. Treat those that are weaker than you with scorn and contempt, especially young women and spontaneous spellcasters.
-Favored Ally: Aberrations (especially those from the Dark Tapestry).
-Favored Enemy: Lawful creatures.

Vestigial Companion
You gain the services of a Grick familiar for the duration of the pact. Use your occultist level as your wizard level to determine what abilities the familiar gets. This ability replaces Bolts of Madness.

Design Notes: Zceryll was originally a 6th level Vestige, but none of the abilities specifically calls out level 6. Most seem level 4 or lower. However, the wide range and scaling nature of Zceryll's abilities leads me to bump it to 5th level. I was unable to use the Pseudonatural template, as its not OGL. At home you could just substitute it for the Alien Body abilities. In its place I simply applied most of the effects of the Pseudonatural template. Comments?

Also, refined versions of Acererak, Leraje, and Ronove are finished as well. I'll repost them later on or by request. I don't want to completely spam this thread with reposts over and over again, that gets confusing.


Good bits of advice Alexander. I'll be making some of the appropriate adjustments. Some of these Vestige to Spirit conversions are going to be a bit difficult (as I've already found out) since so many off the Vestiges don't equal out with each other. Some have 6 abilities, some have 4, etc...

While the design goal here is to keep true to the originals, I also want to try and hit the same balance as Pact Magic Unbound. As Master Arminas noted, Leraje and Ronove are essentially strait conversions that I just tweaked slightly, so we'll see what else can be done with them.

Interesting idea on the capstone for Leraje, I'll have to look the endless quality up, you're right, it is much cooler.


I should probably do this!

Tome of Magic Vestige conversion thread

Wow, I linkified that on my kindle!

One difficulty of doing Zceryll will be the lack of an OGL template similar to the Pseudonatural.


I'll see what I can do Grollub, I might just be able to put Zceryll next on my conversion thread.


Ronove, the Iron Maiden

Original alterations by Master Arminas, update to Pact Magic Unbound Spirit by me.

Spoiler:

Ronove, the Iron Maiden
Spirit Level: 1
Constellation: Hero
Binding DC: 16
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these
conditions.
>>Drawing the seal in freshly turned earth.
>>You have consumed neither food nor water for 24 hours.
Ceremony: You must draw Ronove's seal underneath an open sky.
Manifestation: With a shake and rumble, the ground heaves upward and a rusted iron sarcophagus with a stern-looking womans face carved on it erupts from the ground to settle on its end. As the trembling settles, the iron creaks and the bindings crack and split, allowing the lid to open a few inches. A tumble of mouldering bones and fetid, brackish liquid spill into the crack. While Ronove does not speak to her summoner, the visage on the sarcophagus does frown or smirk slightly during the pact-making.
Legend: Once a legendary monk, Ronove began to draw disciples from the four corners of the world. Over time however, her disciples began to realize that not a single one of them was capable of the incredible skills she had displayed on so many occasions, seemingly without effort or strain. Some of her disciples began to question her training methods and philosophy. To prove the veracity of her teachings, Ronove sequestered herself inside an iron sarcophagus and instructed her students to bury her and not dig her out without a sign from her. Years passed without a sign and one by one, Ronove's disciples lost faith in her teachings, save one. Unable to bear the wait any longer, he dug up the coffin, only to find it empty. No one he told this to, not even the other former students believed him.

Major Granted Ability
-Far Hand: You can use telekinesis, as per the spell except as stated below, as a standard action once each round. You are limited to a maximum weight of 10 lbs per Occultist level, and the maximum number of objects you are able to simultaneously manipulate with the violent thrust aspect ability is equal to one-half your effective Occultist level, rounded down (to a maximum of 10 and a minimum of 1). When using this ability, you have a maximum range of 25 feet plus 5 feet for every two of your effective binder levels. When using far hand for sustained force, this telekinesis lasts only as long as you concentrate. Once you stop concentrating on the sustained force aspect, or if you use the violent thrust or combat maneuver aspect, you cannot use this ability again for 5 rounds.

Capstone Empowerment
-Far Hand increases the weight allowance to the same as that of the Telekinesis spell, 25 lbs per Occultist level.

Minor Granted Abilities
-Fast Movement: You gain a +10-foot enhancement bonus to your base land speed. This bonus increases to +20-feet at 8th level and to +30-feet at 15th level.
-Feather Fall: You automatically fall as though under the influence of a feather fall spell. You can suppress or activate this ability as an immediate action. This ability can be activated if you are falling, even if you have already used an immediate action or if you have cast a Quickened spell in your turn.
-Ronove’s Fists: You gain the benefits of the Improved Unarmed Strike feat. Your unarmed strikes deal 1d6 points of damage (either lethal or nonlethal at your discretion). At 8th level, your damage with unarmed strikes increases to 2d4. Your damage increases to 2d6 at 15th level. Starting at 4th level, you gain a +1 enhancement bonus on attack rolls and damage rolls with your unarmed strikes. This enhancement bonus increases by an additional +1 at 8th level and every four levels gained as a binder thereafter, to a maximum of +5 at 20th level.
-Cold Iron and Magic Attacks: Your melee attacks (unarmed or with a weapon) count as magic for the purpose of overcoming damage reduction. When you attain an effective binder level of 7th, your melee attacks (unarmed or with a weapon) also count as cold iron for the purpose of overcoming damage reduction.

Signs and Influence
-Physical Sign: The flesh of your face settles into a frown or a smile (a frown if you succeeded on your binding check, or a smile if you did not) and retains that general expression regardless of your actual feelings. This alteration to your visage does not affect our Charisma, Charisma-based skill checks, or others’ ability to make Sense Motive checks against you.
-Personality: You doubt your own abilities and constantly try to prove yourself.
-Favored Ally: Monks
-Favored Enemy: Chaotic creatures

Vestigial Companion
Ronove does not grant a vestigial companion.

Original Design Notes by Master Arminas
Reasoning: Ronove has been one of the weakest vestiges since Tome of Magic was released. Providing an enhancement bonus to the Ronove's Fist feature helps the binder to hit; the constant damage bonus more than makes up for the smaller damage dice. Fast Movement now scales slightly, eventually receive a +30' bonus. I changed Feather Fall from the original standard action (I mean, WTF?) to something closer to what the spell does. Cold iron and magic weapons remained the same.
The biggest change was in far hand, which was always wonky. I understand what the developers were trying to do, but the mechanics were just so incredibly bad that it was a terrible ability. The change gives binders with this vestige more options, but the once per 5 rounds keeps it from being too powerful for a 1st level binder (in my opinion).


Design Notes
Hmm...Far Hand makes this one difficult. Its a very scaled down telekinesis, so Level 5 is not correct. My gut tells me that Far Hand is about equal to a 2nd level spell with all the limitations. So we'll stick with Level 1 for now.


Leraje, the Green Herald

Original alterations by Master Arminas, update to Pact Magic Unbound Spirit by me.

Spoiler:

Leraje, the Green Herald
Spirit Level: 1st
Constellation: Hero
Binding DC: 15
Totems: You gain a totem bonus on the spirit’s binding
check if you meet some or all of these conditions.
>>Calling out her name and title.
>>Breaking an elvencraft arrow during the binding.
>>Be an elf or elf blooded.
Ceremony: there is no special ceremony required to summon Leraje, simply drawing her seal is enough.
Manifestation: Leraje appears to her summoner as though she had always been there, simply camoflaged so well as to have gone unseen. It takes a moment to pick out her dull eyes and yellowed teeth from the surrounding terrain. Once she fully takes shape, it becomes obvious that she is an elven archer in delicate leather armor. Although she was clearly a beauty once, some disease or affliction has ravaged her body and left her unsightly.

Major Granted Ability
-Summon Bow: While bound to Leraje, you may summon a masterwork bow (long or short, normal or composite, at the binder’s choice; composite bows match the Strength of the binder exactly) into your hand as a standard action. Once summoned, the bow remains for 5 rounds, plus one round for each of your effective binder levels. Starting at 3rd level, the summoned bow has an enhancement bonus of +1. This enhancement bonus increases by an additional +1 for every four levels gained thereafter (7th, 11th, 15th, and 19th), to a maximum of +5. The binder can choose to forgo an enhancement bonus to instead add one or both of the following special weapon properties to the summoned bow: distance or seeking, with each property taking the place of a +1 enhancement. Summoned bows must have a minimum enhancement of +1 in addition to a special property. A summoned bow comes with a single quiver filled with 20 normal arrows.
At 8th level, the binder can summon Leraje's bow as move action.
At 15th level, the binder can summon Leraje's bow as a swift action.

Capstone Empowerment
-Whenever you summon Leraje's Bow, it receives an additional +2 in special abilities or enhancement bonus. Enhancement bonus still cannot exceed +5, though special abilities can still be added.

Minor Granted Abilities
-Elf-sight: you gain low-light vision as if you were an elf. If you already have low-light vision, you gain superior low-light vision can see three times as far as your light source would normally illuminate. Thus, a torch that illuminates 20-foot radius would allow you to see clearly up to 60 feet and provides you with shadowy illumination to a distance of 120 feet. In addition, you gain a +2 bonus on all Perception skill checks.
-Many Shot: You gain the benefit of the Many Shot feat.
-Weapon Proficiency: While bound to Leraje, you are proficient with the composite longbow, composite shortbow, longbow, and shortbow. If you are already proficient with any of these weapons, you instead gain a +1 competence bonus on attack rolls with them.
-Stealth Bonus: You gain a competence bonus on Stealth checks equal to 3 plus one-half your effective binder level (minimum of +4).

Signs and Influence
-Physical Sign: You look sickly and diseased, and your skin becomes sallow and pockmarked.
-Personality: You become withdrawn and quiet. You won't willingly attack any elvenblooded creatures.
-Favored Ally: Elves
-Favored Enemy: Traditional Elven Enemies (Orcs, goblins, hobgoblins, etc)

Vestigial Companion
Leraje cannot grant a vestigial companion.

Master Arminas wrote:
Reasoning: The flavor text in the description of Leraje doesn’t match up with her granted abilities. Tome of Magic says, “Leraje gives her summoners the ability to bring a bow to hand at will, to fire it with accuracy, and to damage a foe’s sense of self with it. In addition, she gives her hosts keen vision in darkness and skill at hiding.” Now, I think for a 1st-level vestige the ability to “damage a foe’s sense of self” is a bit much. BUT, there is no real reason why her binder can’t summon a bow instead of that horrid Ricochet Shot. I mean, mechanically, it ain’t bad, but in game? How does a single arrow enter someone’s flesh, do damage, and then ricochet and bury itself in an adjacent target’s flesh? So, I replaced it with Many Shot.

Design Notes:
I had to drop the Precise shot in favor of the Weapon Proficiency slot. PMU Spirits have 4 minor and 1 major power, so I kinda had to chose which was more important to the class.


Repost of Acererak, since I can no longer edit the previous post and didn't read something as closely as I should have.

Acererak, Minor Revision

Spoiler:

Acererak
Spirit Level: 8th
Constellation: Skull
Binding DC: 30
Totems: you gain a totem bonus to bind Acererak if meet any of the following criteria.
>>If you have fiendish heritage of any sort.
>>A handful of grave dust, placed within the seal.
>>A single large gemstone (worth at least 2,500 gp in value).
Ceremony: Aside from drawing his seal, there is no further requirement to summon the spirit of Acererak.
Manifestation: Dust swirls up from the ground coalescing into a floating skull, its eye sockets fitted with large gems and most of its teeth as well. Acererak speaks in a dry, dusty voice filled with contempt.
Legend
Little is known about Acererak's true history save the smallest snippets of his life. Once an apprentice to the Archlich Vecna, Acererak grew to be a mighty wizard in his service. During the siege of the city of Fleeth, Acererak once even saved Vecna from being destroyed and was promoted and rewarded for his loyalty. Sometime after Vecna's dissolution at the hands of the traitorous Kas, Acererak moved to the Vast Swamp and began the construction of his infamous tomb, the Tomb of Horrors. The Tomb itself was one grand trap designed to test and purify souls for Acererak's consumption. To further this end and hasten his intended apotheosis, Acererak became a Demilich. However, Acererak's desire for stronger and stronger souls proved his undoing. Some of his intended victims thwarted his plans by destroying his phylactery, shattering his demilich skull, and sending his soul screaming into the void. The devotion of his acolytes was enough to save his spirit from spiraling down into the Abyss, but the destruction of his phylactery left him unable to cling to the Negative Material Plane either. Whereever his soul ended up, his spirit can now be called upon by Occultists.

Major Granted Ability
-Soul Devouring: as the spell, Trap the Soul, with the following changes. A soul devoured is sucked into the gemstone tooth of Acererak's sign. While so within the gem, the trapped soul takes 1 point of damage for every 5 levels the Occulist possesses as the spirit tries to devour them. A trapped soul can attempt a saving throw each round to escape the gemstone prison. If successful, the trapped soul reappears in a streamer of mist in an open adjacent square near the Occultist. The maximum time that a soul can be trapped is equal to the length of the pact the Occultist makes with Acererak, once the pact ends, the soul is freed. A soul cannot be kept contained by continually rebinding Acererak. You cannot use this ability while there is currently a soul trapped within the gemstone tooth, otherwise, this ability is expended for 5 rounds after its use.

Capstone Empowerment
The damage taken by the trapped soul increases to 1 for every 2 levels the Occultist possesses each round.

Minor Granted Abilities
-Lich Immunities: you are immune to cold and electricity.
-Undead Healing: you are healed by negative energy, just like one of the undead. You are still healed (and not harmed) by positive energy.
-Speak with Dead: as the spell, at will.
-Lich Touch: as a standard action, you can paralyze a target by touch. If the target fails their saving throw, they are paralyzed for a number of rounds equal to one-half your Occultist level. The target receives a saving throw to end the effect each round, on their action, just like the spell Hold Monster.

Signs and Influence
-Physical Sign: a gemstone replaces one of your teeth. If removed it reverts to a normal tooth and another gemstone appears in its place.
-Personality: Always seek positions of influence and power. You are driven by Acererak's unrestrained ambitions.
-Favored Ally: Undead
-Favored Enemy: Humanoids (Good, of any type)

Vestigial Companion
You may touch a corpse that has been dead for no longer than 1 day for each Occultist level you possess and transform it into a Skeletal Champion. This Skeletal Champion is of the race and type of the corpse, but has a maximum number of hit dice equal to your Occultist level. This ability replaces Lich Immunities.

Design Notes:
-Added Devour Soul: Acererak had no real Major Ability and it fits with his title as the Devourer and a Demilich. Reduced how it worked, obviously. Too powerful otherwise.
-Dropped Detect Undead and Hide from Undead. These are really minor powers and don't quite fit for the spirit of a Demilich. The other abilities fit better thematically.


Bill Lumberg wrote:
The original version of Acererak's vestige did not cause the binder to be harmed by positive energy. This is a significant drawback considering that players will more often have access to positive energy for healing than negative energy. This is especially important if Acererak is being increased to an 8th level vestige. I suggest that you retain the original wording of the power so that it adds an advantage to the player instead of swapping positive energy for negative energy.

Ah...you're right. Not sure how I missed that. Lets see if I can edit it, if not I'll correct it and repost.

Thanks Bill for pointing out my mistake. One of the Designing your own Vestige articles on WotC stated not to give penalties when creating Vestiges, otherwise it immediately makes it a less attractive option.


If there are no objections, Master Arminas, I'd like to port your conversions of Ronove and Leraje over to my conversion thread. I've already linked this thread there as well.

The conversions you've done already are quite top-notch, I'd just need to adjust them to fit the Pact Magic Unbound spirit system, which is a bit different from Tome of Magic.

And if anyone wants to check that out, here it is.

Tome of Magic Vestige Conversions to PMUv1


The fact you already addressed my issues in a post only a short while later is awesome. Just being able to talk to the developer of this kind of product is one of things I've always loved about Paizo and I am glad that Radiance House is taking some cues in that fashion.

Besides, I think everyone knows that writing is one heck of a process. Overall you guys did an amazing job (are there just the two of you?). Considering I don't typically buy much in the way of 3PP products, but I bought yours without much real agonizing should say something.


Acererak

Spoiler:

Acererak
Spirit Level: 8th
Constellation: Skull
Binding DC: 30
Totems: you gain a totem bonus to bind Acererak if meet any of the following criteria.
>>If you have fiendish heritage of any sort.
>>A handful of grave dust, placed within the seal.
>>A single large gemstone (worth at least 2,500 gp in value).
Ceremony: Aside from drawing his seal, there is no further requirement to summon the spirit of Acererak.
Manifestation: Dust swirls up from the ground coalescing into a floating skull, its eye sockets fitted with large gems and most of its teeth as well. Acererak speaks in a dry, dusty voice filled with contempt.
Legend
Little is known about Acererak's true history save the smallest snippets of his life. Once an apprentice to the Archlich Vecna, Acererak grew to be a mighty wizard in his service. During the siege of the city of Fleeth, Acererak once even saved Vecna from being destroyed and was promoted and rewarded for his loyalty. Sometime after Vecna's dissolution at the hands of the traitorous Kas, Acererak moved to the Vast Swamp and began the construction of his infamous tomb, the Tomb of Horrors. The Tomb itself was one grand trap designed to test and purify souls for Acererak's consumption. To further this end and hasten his intended apotheosis, Acererak became a Demilich. However, Acererak's desire for stronger and stronger souls proved his undoing. Some of his intended victims thwarted his plans by destroying his phylactery, shattering his demilich skull, and sending his soul screaming into the void. The devotion of his acolytes was enough to save his spirit from spiraling down into the Abyss, but the destruction of his phylactery left him unable to cling to the Negative Material Plane either. Whereever his soul ended up, his spirit can now be called upon by Occultists.

Major Granted Ability
-Soul Devouring: as the spell, Trap the Soul, with the following changes. A soul devoured is sucked into the gemstone tooth of Acererak's sign. While so within the gem, the trapped soul takes 1 point of damage for every 5 levels the Occulist possesses as the spirit tries to devour them. A trapped soul can attempt a saving throw each round to escape the gemstone prison. If successful, the trapped soul reappears in a streamer of mist in an open adjacent square near the Occultist. The maximum time that a soul can be trapped is equal to the length of the pact the Occultist makes with Acererak, once the pact ends, the soul is freed. A soul cannot be kept contained by continually rebinding Acererak. You cannot use this ability while there is currently a soul trapped within the gemstone tooth, otherwise, this ability is expended for 5 rounds after its use.

Capstone Empowerment
The damage taken by the trapped soul increases to 1 for every 2 levels the Occultist possesses each round.

Minor Granted Abilities
-Lich Immunities: you are immune to cold and electricity.
-Negative Energy Affinity: you are harmed by positive energy and healed by negative energy, just like one of the undead.
-Speak with Dead: as the spell, at will.
-Lich Touch: as a standard action, you can paralyze a target by touch. If the target fails their saving throw, they are paralyzed for a number of rounds equal to one-half your Occultist level. The target receives a saving throw to end the effect each round, on their action, just like the spell Hold Monster.

Signs and Influence
Physical Sign: a gemstone replaces one of your teeth. If removed it reverts to a normal tooth and another gemstone appears in its place.
Personality: Always seek positions of influence and power. You are driven by Acererak's unrestrained ambitions.
Favored Ally: Undead
Favored Enemy: Humanoids (Good, of any type)

Vestigial Companion
You may touch a corpse that has been dead for no longer than 1 day for each Occultist level you possess and transform it into a Skeletal Champion. This Skeletal Champion is of the race and type of the corpse, but has a maximum number of hit dice equal to your Occultist level. This ability replaces Lich Immunities.

Design Notes:
-Added Devour Soul: Acererak had no real Major Ability and it fits with his title as the Devourer and a Demilich. Reduced how it worked, obviously. Too powerful otherwise.
-Dropped Detect Undead and Hide from Undead. These are really minor powers and don't quite fit for the spirit of a Demilich. The other abilities fit better thematically.

Critique and opinions please. Obviously, I couldn't keep him the same level, but I figure thats going to happen quite a lot.


I thought you might Orthos! Go for it.
Overall, I really don't think I'll be writing up the legends on here, just the mechanical aspects. The legends is already in the ToM, though I might reconsider once I figure out how much work a conversion actually is.

Since he's first, first up for me, Acererak.


I understand that completely Alexander. Don't fret and get that next book out when you can!

Review posted, by the way. I was brutally honest.


Orthos wrote:
Watching this thread. More Binder/Occultist goodness is always a must.

Feel free to pick a Vestige and contribute as well, if you are so inclined Orthos. I'd like input, feedback/opinions, and probably some help too. Heh.


1 person marked this as a favorite.

That is entirely my intent Ericthecleric.

Here is the thread I just started today.

Tome of Magic Vestige Conversions

If I recall correctly, Alexander, Zceryll was from a web article on Vestiges in the Forgotten Realms or something of the sort.

Overall, I'm not sure which Vestiges I'll be starting with, but I think I might be starting with some of the more esoteric ones from the various Dragon magazine and Dungeon articles. I don't think a lot of folks who never subscribes to the magazines ever saw or even heard of them, so I'll be trying some of those first to give folks those options as well.

And anyone who wants to jump on the thread and convert a vestige or two, go right ahead.

Master Arminas already did a few rewrites (though only updates to PFRPG not necessarily to PMUv1 rules) on the Binder thread I linked in my new thread. I'll ask to port those over as well.


4 people marked this as a favorite.

I just recently purchased Radiance House's Pact Magic Unbound, namely because I've always loved Binders and currently need one for my home game. Before stumbling across PMUv1, I had already looked through many of the Binder Conversion threads and saw a few that had a lot of potential.

Binder Conversion

I'd like to see this thread develop not to update the Binder, but instead the Vestiges. If you want to use an updated homebrew Binder, I would highly suggest Gareshra's conversion in progress. Its coming along really nicely. OR you could look into Radiance House's PMUv1.

Pact Magic Unbound vol. 1

Since Radiance House decided to do things a little different, their Vestiges are Leveled from 1st to 9th level, unlike the random 8 levels from Tome of Magic. I'd like to use this thread as a venue to convert the Tome of Magic vestiges into the Radiance house version of the system.

Alexander Algunas had the following to say about converting ToM Vestiges:

Quote:

Its not too bad to convert ToM vestiges into spirits; here are some pointers:

1) We (PMU,v1) use a 9-level progression for our spirits. ToM uses an 8-level. You need to go through the spirits and re-allocate them to their appropriate levels. The reason we went with a 9-level system was so that we could line up spirits next to Clerics, Wizards, and the other full casters. As a general rule of thumb:

If the spirit mimics a scaling class feature (i.e. Sneak Attack), it progresses as a character of 1/2 that class's level. See Vandrae and Gulguthriana for examples.
Spirits NEVER get access to a spell before a wizard or cleric does; this is an excellent way to judge a spirit's power. As an exception to the rule, a spirit CAN gain early access to such an ability if the ability has contingencies built into it. (For example, I just recently wrote a 1st spirit that forces you to reincarnate when you die, but you have to come back as a Child gillman and you become permanently addicted to that spirit.)
Typically speaking, a spirit's abilities uses [TIME UNITE] per day, where the unit can be rounds, minutes, or hours; based on the ability. Typically we use the same unit that the spell uses; for example haste lasts for rounds/day so a haste ability on a 3rd level spirit would be usable for rounds/day. These units typically have to be spent in a full-unit (for example, if you can use an ability for minutes per day, you must spent uses of the ability in 1 minute increments) but you do not need to spend the units consecutively. There are a LOT of spirits I could point to for this.
Abilities that are personal can typically last for 24 hours.
With one exception, polymorph effects have very specific bonuses they provide. See Dagon as an example; Fey Barradu is the exception.

2) We can (and often do) power up some spells and abilities. For example, bumping up the time unit (rounds to minutes or minutes to hours) is the most common. You can typically get away by bumping up the spirit level to equal the spell's level +1.

3) When making new abilities, we tend to heavily follow the guidelines for creating new spells that you see in Ultimate Magic. Why? Because most of our granted abilities are balanced around the power of a spell.

4) We give all spirits one major granted ability and four minor granted abilities to balance them out. Unless the spirit itself is skill-focused, we typically make sure to have at least one Minor Granted ability to have a skill-bonus or similar small-time effect. For example, a constant Endure Elements effect granted by a 2nd-level spirit is not game-ending.

5) Sometimes we will take away from the utility of a spell in order to lower the level of a spirit. For example, Water Breating is a 3rd level spell, but it becomes noticeably less useful if your spirit only provides water breathing for yourself (even if its constant).

I'll be more than happy to comment on specific abilities if you have questions, but those are some things I'd keep in mind when converting the Tome of Magic spirits.


I will be reviewing it shortly. Once I finish an in depth read through.


That was my next step. Thanks for some guideline suggestions Alexander. I'll likely start a thread in a day or two.


ARGH! When is the next installment of Horror?


Here is a question, any suggestions (save the obvious, like vestigal companion and such) on converting the ToM vestiges to the scaling used for the vestiges in this book? I could just fly by night, but I'm curious if anyone has already done conversions, aside from one or two by Master Arminas?

More vestiges just expands options, IMO.


Hmm....BUMP!

Add me to the list of people curious to see if this conversion is still around somewhere. Especially since I've been using elements of this module in my current game anyway!


This is still looking like a solid conversion. The hexblade was always an interesting class, its good to see it getting a decent pathfinderization.

I always felt it somewhat filled the gap for those that wanted to play something like an antipaladin, just not requiring the CE alignment. I'm all for more options and this should fill some roles nicely.


One could also assume that the catalyst and other reagents are already in the vial, just layered. Lots of chemicals have entirely different specific gravity and won't mix unless vigorously shaken or mixed. Add that to the alchemist applying the magical "charge" to the vial and voila! Toss and boom.


The real question is whether this will merit spending the money on or not. Alas, my gaming budget is rather small (as evinced by my lack of Pathfinder tags in my name), so a purchase of such a focused sort has to be utterly worth it.


Without a doubt, Pain Taster!

As a matter of fact, the leveled up version of Laori Vaus in my current game has been given levels in this PrC. Appropriate, I say!


I originally posted that long before there ever was a JJ thread. I still like pulling it out once in a while. Hopefully it will help convince Mikaze to finish the story. Glad you folks liked it!


I am curious if there has been any further development with this idea. The Binder fits the character concept of an NPC I'm bringing in so I was looking for a decent conversion to PF rules.

While there have been some in the past, this one is looking the best so far.


3 people marked this as a favorite.

Hey Mikaze, please finish the story, I know I want to hear how it ends.

It should be noted that Laori Vaus is currently an NPC in my current game which has absolutely nothing to do with CotCT, though I assume it went through to completion for her backstory.

An Appeal to Mikaze

Spoiler:

This is the Laori Vaus song I posted around the boards here somewhere. Back in 2008?! I think 0.o

Sung to 'God rest ye merry Gentlemen'

First, I didn't try to compose this, it just popped into my head. It actually took me a little while to realize what song it was I had set it to. I am seriously disturbed. Good thing my wife likes me that way.

Your blood and tears
don't fret my dears
Your pain is for our gain!

Reveal your sins
and flay the skins
Your life we take away!

Your bones we crack
The rod will smack
Your teeth we break away!

For all our sendings are
sufferin' and pain
sufferin' and pain
All our sendings are
sufferin' and pain...

Rip out the nail
the sweat in pails
until your roastings done!

Points pierce the flesh
now eat it fresh
Feast on you just for fun!

We let the pain
drive us insane
until it becomes joy!

Its time to play
Don't scream today
Now that your just my toy!

For all our sendings are
sufferin' and pain
sufferin' and pain
All our sendings are
sufferin' and pain.....


Thirded. If this player (your normal GM/DM) never let you see this Barbarian character's sheet, especially after you voiced your questions about it, there is something extremely fishy.

When I first starting DMing in the halcyon days, my old DM did something much like this. He called it a 'lesson in DMing'. I caught it before play started, so it wasn't very derailing, but it was annoying.

I'd explain to this person again that this is your first time DMing. Everyone in the group is going to need to cooperate to make this campaign successful, most especially the normal DM.


While not something expressly in the rules, in my home game if a player ended up covered in molten metal at the very least I'd have it affect them like a Heat Metal spell.


Have you tried Hexographer? It might not do exactly what you're looking for (or maybe it will) but it might move things in the right direction. Especially if you want to have a map you can continue adding objects and locations to. I've used the free version on plenty of occasions and it seems to suit quite well for most of my outdoor mapping needs.

Hexographer


What a fantastic thread to return to the messageboards with. My wife was looking at me oddly as I was reading the post of the "results" of the first session, I couldn't stop laughing. Consider me back and along for the ride!

Allen, your post was the perfect balance to Turin's gleeful slaughter. Sometimes the dice just want you dead...what else can you do but enjoy it! And hope everyone else eats it too.

Here is my ticket....

I present my ticket, rather slimy with mucus, to the dear old friend, Brother Faust.


Thank you for that Belle. I hadn't even realized there were new Vows. Tells you how much I looked at the Monk section in Ultimate Magic. Come on though....it was Ultimate Magic!

I had been wondering how most poster were certain the PC in question was a Monk. I'd been assuming the Exalted Vows from the BoED, not from a more recent product.

Ah! Since I never exactly chimed in on this aspect of the OPs question:

At the very least the Monk will need to atone at earliest opportunity. That the situation was contrived/coerced might allow the PC to keep the benefits of the Vow for the time being, but that is the call of your DM.

I am personally not able to make an actual decision as to what my ruling would be were I DMing, not without knowing more details about the situation and how exactly this scenario played out.


I think we need some background on this scenario before this discussion goes any further.

Exactly what kind of PC is this who is administering the HJ.

Who is this NPC in question and are they some kind of pornomancer?

A Bluff that far-fetched easily garners the -10 bluff penalty...possibly the -20 for it being impossible. I'm curious exactly how this is supposed to save Korvosa.

Spoiler:
And from what?!! Though I'm not sure I want the answer.


This just must be the time for some of my old favorite campaign journalists to be returning to the boards in good form. Already sounds like you've got another amazing story brewing DG! I'll be following this one as well.


Honestly, here I have been, trying not to spend as much time as I used to on all the various forums that I frequent...and you had to go and resurrect the Tomb! Curse thee Killer GM! Now I need to read this thread, consider me along for the ride. Nice to see you guys.


I think the point is that some people don't want it to just be about the numbers and for it to be a "Strength-based class" alone. When creating a character like this, I would want to make something different than a standard cavalier or fighter. That's kinda the point, otherwise I'd just play those base classes instead of this archetype/alternate class.

And there are two finesse weapons, the Elven Curved Blade and the Aldori Dueling Sword (which is physically described to look rather like a katana, btw). The ADS can be used one or two handed (for extra damage).


hunter1828 wrote:


"What? Huh? What'll come out no more?!"

Exactly.


John Kretzer wrote:
Mikaze wrote:

sigh

Here we go...

Go where?

Yeah...I know...

I was trying to diffuse things into humor before it began...

"That is how it always begins...very small." -Egg Shen, Tour Bus, Bus for Tourists, San Francisco Chinatown.


[Snark]

ProfessorCirno wrote:
Does that mean Pathfinder, not 4e, is the WoW of tabletop games? ;p

[/Snark]

Fixed that for you.


Not at all...if the formula is 10 + 1/2 Caster Level (round down) + spellcasting ability bonus the only time it will ever exceed standard spell save DC would be at 20th level.

At 20th level it would be 10 + 10 (0.5*20) + attribute bonus. Otherwise its in line with Spell level DCs.

The big impact, IMO, is that at 20th level 1st level spells have the same DC as 8th or 9th level spells.

How this change impacts the game is up to debate. It will certainly see lower level spells being used more often at higher levels than with the standard system. The Heighten Spell metamagic becomes worthless as well.


I'm not going to worry about long drawn out discussion on this, I'm just chiming in my 2cp here.

Note: "shaku" is a term of measurement that roughly corresponds to 1ft/12 inches. Actual values varied by time and place though.

-Wakizashi: Shortsword, slashing type. You could make the argument that a scimitar is closer statistically. However, the scimitar is a larger weapon and that seems less like a wakizashi to me.

-Katana: Aldori Dueling Sword. The stats aren't perfect, but the size, damage and finesse capability of it seems in line. Wield two-handed for more damage or a traditional two-handed katana grip.

-Odachi/Okatana: Elven Curved Blade. These larger katana fit this size and two-handed style sword perfectly. "O" means "long" in these cases. Bear in mind, in feudal Japan, katana were actually made to match the size of their wielder, so the distinction between the odachi/okatana and katana are different when we think of them today compared to how they were made and thought of then. To qualify as an odachi, the blade much be 3 shaku or more in length.

-Nodachi: Greatsword. A nodachi wasn't really used for dueling, more for dismounting cavalry. They were also typically not as well made as katana due to how much more steel went into their making and issues with the tempering process producing the same quality of steel. A nodachi typically averaged a blade around 4 shaku/4 feet. They weren't very common in use due to length of the blade and the strength required to use one. The naginata and nagimaki were considered more efficient weapons for dismounting an opponent in many cases and didn't require as much strength to wield because of their long shafts.

1 to 50 of 359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>