Monster conversion... help!?


Alpha Playtest Feedback General Discussion


I Just downloaded the alpha pdf...
and its pretty frackin' sweet

My group are already converting their characters over
(ALL of them are loving the 'caster revamps (particulary
the sorcerer) and im converting the custom adventer(s)
im running... and all of a sudden the adult topaz dragon
looks a bit less scary than it did... Then a little further
in the story line a lack luster Nalfeshnee jumps out at me.

long story short:
anyone have pointers for converting monsters? (other than
giving extra hp/feats)?


jsnunya wrote:

I Just downloaded the alpha pdf...

and its pretty frackin' sweet

My group are already converting their characters over
(ALL of them are loving the 'caster revamps (particulary
the sorcerer) and im converting the custom adventer(s)
im running... and all of a sudden the adult topaz dragon
looks a bit less scary than it did... Then a little further
in the story line a lack luster Nalfeshnee jumps out at me.

long story short:
anyone have pointers for converting monsters? (other than
giving extra hp/feats)?

Well, Nothing is *required* for conversion, but since you're concerned about them being too weak...

Majuba's Quick Conversion guide, v0.2a:

Type: No change here typically.
HitDice/hp: Class HD may have changed, otherwise none. HP may change if the creature has (or takes) the Toughness feat. If it already has it once, add 1 hp per HD. If more than once, it gets additional feats, and loses 3 hit-points, for each extra Toughness feat.
Init: No change (unless new Imp. Init. feat or Dex changes from Human/Half-elf stat choice)
Speed: No changes
AC: Dodge feat should probably add 1, Dex changes from Human/Half-elf stat choice. Conjurers have permanent armor bonuses, Draconic Sorcerers gain natural armor bonuses at later levels.
Base Attack/Grapple: Base attack does not change. Grapple changes to Combat Manuever Bonus as follows: Fine & Diminutive +8, Tiny +6, Small +3, Medium same, Large -3, Huge -6, Gargantuan & Colossal -8.
Attack/Full Attack: If Power Attack (5, 10, etc.) is included, readjust to be equal to the creature's strength mod, and apply to off-hand attacks as well (e.g. if 25 strength (+7), subtract 2 from all attacks, and add 2 to primary attacks, 7 to off-hand, or 4 to two-handed damage).
Space/Reach: No change.
Special Attacks: Shouldn't be too different. Poison/Diseases check Afflictions, page 148.
Special Qualities: Shouldn't be too different. DR check pg. 153 (but it's changing in the Beta per Jason).
Saves: Few changes. Easy feats to add are the save bonus ones. Also Dwarves and Orcs get +1 to Will saves.
Abilities: Few changes. Dwarves +2 Wis, Elves +2 Int, Gnomes & Halflings +2 Cha, Humans & Half-elves +2 Any, Half-orcs +2 Cha/Wis.
Skills: This can be easy or tricky. Easy = leave it alone. Tricky = back-out bonuses (racial and ability) to skill points, reduce by 3xHD, re-allot if skills have been combined, then add 3 to all skills with points. If the monster has maxed skills - no change unless new skills. If it had spread points, it gains. If it's 1-2 HD with very few spread-out skill points, it may lose a skill having ranks. I suggest leave it alone, or granting +2 to any skill that has been folded into another skill that it has ranks in.
Feats: OK, Simple rule: At 5 HD, and every full 6 HD after, add 1 feat, but subtract one if it is exactly a multiple of 6. E.g. 11 HD gets two more feats, as does 13-16, but 12 gets just one.
Environment,Organization, CR, Treasure, Alignment, Advancement: No changes.
Level Adjustment: None so far.


Specific to adult Topaz Dragon:
Make sure to buy max ranks in Fly and study up on it - dragons can now be masters of maneuverability. Yours gets a -4 for having "poor" maneuverability.

It gets 3 additional feats. I doubt you gave it toughness, that would add 25 hp. Might consider Arcane Strike for +1 damage on all of its many attacks. Combat Expertise would give it 5 more AC (and more importantly Touch AC). Also Careful Targeting + Exact Targeting + Dragon Blindsense = No penalty vs. invisible PC's.

The Dazzling Display chain could be pretty darn frightening. Also Vital Strike/Improved Vital strike could make for a horrific combo, dropping the wing attacks for a 6d8 Bite, and 6d6 Claws and Tail Slaps.

Skills: With 13 skill points per HD (that's a total of 286, plus 22 in Swim) you probably maxed out the skills. Combine any that are gone, and pick new maxed ones. If you added synergies, take them out. Bonuses shouldn't otherwise change.

Combat Maneuver Bonus (assuming 27 strength): +32


Specific to the Nalfeshnee:

Combat Manuever Bonus: +23, +25 to Bull Rush.

Full Attack, using Power Attack: Bite + 13 melee(2d8+14), and 2 claws +10 melee (1d8+10)

Special Qualities: DR bypassable with +4 weapons (currently).

Saves: No change, but don't forget to add 4 if it uses Unholy Aura.

Skills: Going the tricky way...
Bluff +22, Diplomacy +22, Intimidate +22, Knowledge (arcana) +23, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device + 22
+ 56 ranks to play with (4 skills maxed). I suggest Disguise +22 and Survival +23 (mentioned in the entries), Fly +10, and one other.

Feats: Gains 2. Improved Natural Attack (Bite) - 4d6 wouldn't be bad. Toughness would be 17 hp. That + Vital Strike (dropping one claw attack) could be good too. Dodge/Mobility would provide some surprising maneuverability. Has True seeing so no Targeting feats needed. Dodge/Wind Stance wouldn't be bad given the strong primary attack (though doesn't have the Dex 15 technically).

Perhaps just Quicken Spell-like Ability (Call Lightning or Slow), or Empower Spell-like Ability (Summon Tanar'ri) (1d4 * 1.5 Vrocks or Hezrou).

Enjoy!

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Alpha Playtest Feedback / General Discussion / Monster conversion... help!? All Messageboards
Recent threads in General Discussion