Second Darkness - Conversions to Pathfinder RPG


Second Darkness

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Hey Dennis - thanks for the heads up on Zincher. I believe, as a human, Zincher would get one martial weapon prof (of course only in PFRPG so that does not help the v3.5'ers out there). I took your advice and converted his throwing axes to javelins. (he is holding his... wood axe in the picture. yeah, yeah.)

Here is a quick take on the Saboteurs - I included a couple of pop-ups; Would love to hear whether they 1.) technically work with your browser/acrobat combo; and 2.) whether they are helpful (possibly only to those using a computer at the table - I have not seen the print with comments version yet. Does the "normal" version of acrobat reader print with comments? Does it ruin the page?); Anyway:

Saboteurs -> CLICK HERE

Still working (intermittently) on the side trek, should be able to bang through a few pages this weekend; If I'm marginally OK with it, I'll post what I have for comments.

~D


Hmm... forgot about the human martial weapon prof.

I don't have Acrobat on this computer. The PDF looked fine to me. The comments were the text under the picture?

The Acrobatics skill and the word Withdraw in the first paragraph are strangely blotted out by a yellow patch though.


Dennis da Ogre wrote:

Hmm... forgot about the human martial weapon prof.

I don't have Acrobat on this computer. The PDF looked fine to me. The comments were the text under the picture?

The Acrobatics skill and the word Withdraw in the first paragraph are strangely blotted out by a yellow patch though.

The yellow "blotch" should look like a highlight and when moused-over, you get pop-up text. It may only work in Acrobat Reader or Professional. What are you using to view the files?

~D


daemonslye wrote:
What are you using to view the files?

I don't recall. Either XPDF or KPDF.

Here is my Zincher... I'm expirimenting with stuff so would appreciate any comments on layout, etc. I'll plug it into a PDF too:

Zincher Human Expert 2 Rogue 7
Init: +1 Speed: 30 ft.
---------------- Defenses -----------------------
HP: 62
AC: 14 flat-foot: 13 touch: 11 (Leather/ )
Fort +6 Ref +6 Will +4
---------------- Offenses -----------------------
ranged : Masterwork Throwing Axe +8 (1d6+5)
melee : Masterwork Pickaxe +13 (1d8+7)
Combat Reflexes: Take up to 2 Attacks of Opportunity per round
Bleeding Attack: Sneak Attack victim bleeds 4HP/ round until healed (DC 15 heal check or magic).
Sneak Attack: +4d6 dmg (When enemy is denied Dex Bonus to AC or flanked)
Quick Draw: Draw a weapon as a free action and may throw weapons at full rate of attack.
Point Blank Shot: Ranged weapons get +1 on attack and damage at ranges of up to 30 feet.

Tactics-------------------------------------------------
Before Combat Zincher drinks his potion of shield of faith +3 as soon as it becomes apparent that a fight against more than one opponent is about to break out.

During Combat Zincher prefers to fight with his axebeaks at his side, trusting them to prevent his enemies from surrounding him. In battle, he loudly yells profanities and curses at his foes, attempting to intimidate them while attacking them with his pickaxe. Zincher has murdered many with his trusty axe, but only the murders of note warrant notches on its handle.

Morale Normally, Zincher would flee if reduced to less than 15
hit points, but the charm affecting him prevents him from doing so if he fears that would place his drow mistress in peril of being discovered.

Statistics-------------------------------------------------
STR: 20 (+5) DEX: 12 (+1) CON: 14 (+2) INT: 10 (0) WIS: 8 (-1) CHA: 14 (+2)
BAB: +6 CMB: +11
Feats: Combat Reflexes, Quick Draw, Weapon Focus (Pick, heavy), Point Blank Shot, Persuasive, Great Fortitude
Skills: Acrobatics +13, Bluff +14, Linguistics +12, Diplomacy +10, Handle Animal +8, Intimidate +14, Sense Motive +10, Perception +8, Knowledge (Local) +12


Nice - Like the "Offense" section;

Couple of things:

- Should Clegg have 69hp? (8+(4.5*8)+(2*9)+1*7) (Assuming rogue is the favored class)
- How were you going to show the rogue talents (other than BA)?
- An interesting note regarding Bleeding Attack that I saw in one of my games; In PFRPG, our clerics are blasting away with their channel energy ability healing folks mid-fight; Really reduces the power of BA..

Cheers

~D


daemonslye wrote:

Nice - Like the "Offense" section;

Couple of things:

- Should Clegg have 69hp? (8+(4.5*8)+(2*9)+1*7) (Assuming rogue is the favored class)
- How were you going to show the rogue talents (other than BA)?
- An interesting note regarding Bleeding Attack that I saw in one of my games; In PFRPG, our clerics are blasting away with their channel energy ability healing folks mid-fight; Really reduces the power of BA..

Cheers

~D

Thanks, I'm working on the stuff you mentioned, feedback is appreciated HP are definitely Off.

If bleeding attack keeps the cleirc channeling it's doing it's job ;)


Can't edit previous post so repost as spoiler to save space:

Spoiler:
Zincher Human Expert 2 Rogue 7
Init: +1 Speed: 30 ft.
---------------- Defenses -----------------------
HP: 59
AC: 15 flat-foot: 14 touch: 11 (Leather/ )
Fort +6 Ref +6 Will +4
Resiliency: Once/ day as an immediate action when dropped below 0 HP Zincher can gain 7 temporary HP for 1 minute.
Evasion: On a successful Reflex save against an attack that deals half damage take no damage.
Uncanny Dodge: Retain DEX Bonus to AC when Flat Footed
---------------- Offenses -----------------------
ranged : Masterwork Throwing Axe +8 (1d6+5)
melee : Masterwork Pickaxe +13 (1d8+7)
Combat Reflexes: Take up to 2 Attacks of Opportunity per round
Bleeding Attack: Sneak Attack victim bleeds 4HP/ round until healed (DC 15 heal check or magic).
Sneak Attack: +4d6 dmg (When enemy is denied Dex Bonus to AC or flanked)
Quick Draw: Draw a weapon as a free action and may throw weapons at full rate of attack.
Point Blank Shot: Ranged weapons get +1 on attack and damage at ranges of up to 30 feet.
Surprise Attack: All opponents are considered flat footed against any attacks you make during the surprise.

Tactics-------------------------------------------------
Before Combat Zincher drinks his potion of shield of faith +3 as soon as it becomes apparent that a fight against more than one opponent is about to break out.

During Combat Zincher prefers to fight with his axebeaks at his side, trusting them to prevent his enemies from surrounding him. In battle, he loudly yells profanities and curses at his foes, attempting to intimidate them while attacking them with his pickaxe. Zincher has murdered many with his trusty axe, but only the murders of note warrant notches on its handle.

Morale Normally, Zincher would flee if reduced to less than 15 hit points, but the charm affecting him prevents him from doing so if he fears that would place his drow mistress in peril of being discovered.

Statistics-------------------------------------------------
STR: 20 (+5) DEX: 12 (+1) CON: 14 (+2) INT: 10 (0) WIS: 8 (-1) CHA: 14 (+2)
BAB: +6 CMB: +11
Feats: Combat Reflexes, Quick Draw, Weapon Focus (Pick, heavy), Point Blank Shot, Persuasive, Great Fortitude
Skills: Acrobatics +13, Bluff +14, Linguistics +12, Diplomacy +10, Handle Animal +8, Intimidate +14, Sense Motive +10, Perception +8, Knowledge (Local) +12
Gear: potion of cure moderate wounds (2), potion of shield of faith +3, acid (2), alchemist's fire (20); Other Gear +1 leather armor, masterwork pickaxe, masterwork throwing axes (4), dagger, amulet of natural armor +1, belt of giant strength (+2), lantern, 20 feet of silk rope, collection of goblin ear trophies, key to lockbox in area E5 and the chest in E6, 24 pp


HP are based on NPC getting 5.5 HP/ level which is the calculation in the original instead of MAX HP at first level. I didn't add the Shield of Faith Potion to the AC...


That looks good - BTW: Wouldn't 5.5hp/level = 74hp? Even 4.5/lvl would equal 65hp. Assuming, of course, you add con and favored class.

~D


daemonslye wrote:

That looks good - BTW: Wouldn't 5.5hp/level = 74hp? Even 4.5/lvl would equal 65hp. Assuming, of course, you add con and favored class.

~D

Grr... it's 4.5/ level rounded up which is goofy. Isn't that what I have? Serves me right for posting after bedtime


I'm gonna keep the stat blocks in spoilers to keep post sizes down. There is also an HTML formated version linked which might be a little nicer and printable.

Josper Creesy -> HTML Version or

Spoiler:
Josper Creesy Human Expert 4 Fighter 1
Init: +8 Speed: 30 ft. Perception: -1
---------------- Defenses -----------------------
HP: 28
AC: 18 flat-foot: 14 touch: 14 (Leather/ Buckler)
Fort +4 Ref +5 Will +3
---------------- Offenses -----------------------
Melee: Masterwork Sap +10 (1d6+1)
Melee: Rapier +8 (1d6+1)
Ranged: Light Crossbow +8 (1d8)
---------------- Tactics -----------------------
During Combat Captain Creesy generally doesn't fight to kill, preferring to use his sap in combat against malcontent crewmen, saboteurs, or any other foe he encounters. The one way to ensure his wrath is to damage his ship--in that case, Creesy isn't above using his crossbow or rapier to finish off his enemies.

Morale Captain Creesy flees if reduced to 10 or fewer hit points unless he's fighting to defend his ship, in which case he fights to the death.
---------------- Statistics -----------------------
Str: 12 Dex: 18 Con: 13 Int: 10 Wis: 8 Cha: 14
BAB: +4 CMB: +5
Feats: Improved Initiative, Skill Focus, Skill Focus (Profession 1), Weapon Finesse, Weapon Focus (Sap), Weapon Finesse
Skills: Acrobatics +8, Climb +8, Intimidate +10, Swim +7, Profession 1 +7, Knowledge (Local) +2
Gear

Sovereign Court

Hi all -
Daemonslye, thank you for these conversions. Sure it's mid-November, but I'm just getting started on preparing for the campaign. I'm hoping you'll be working on issue 14, 15 and the next three that come out.
I have never been one to know the rules and conversions like so many others, so even after playing for all these years, I for one appreciate it.
You said you were using MS Publisher to modify the stat blocks. What about the PC sheets? I have full version Adobe CS3, and often either convert a PDF to InDesign or use Foxit Pro to actually edit a PDF. Both are a lot of work and thus I don't do it often (except when as a player I edit my character each time they lvl, but this is a lot of work in Foxit).
Again, I am looking forward to issue 14 and 15 for the conversions. It would be a shame to run this with PF Beta conversions for issue 13 but then revert to 3.5/OGL for 14+.
Thanks,
Theocrat Issak


Theocrat wrote:

Hi all -

Daemonslye, thank you for these conversions. Sure it's mid-November, but I'm just getting started on preparing for the campaign. I'm hoping you'll be working on issue 14, 15 and the next three that come out.
I have never been one to know the rules and conversions like so many others, so even after playing for all these years, I for one appreciate it.
You said you were using MS Publisher to modify the stat blocks. What about the PC sheets? I have full version Adobe CS3, and often either convert a PDF to InDesign or use Foxit Pro to actually edit a PDF. Both are a lot of work and thus I don't do it often (except when as a player I edit my character each time they lvl, but this is a lot of work in Foxit).
Again, I am looking forward to issue 14 and 15 for the conversions. It would be a shame to run this with PF Beta conversions for issue 13 but then revert to 3.5/OGL for 14+.
Thanks,
Theocrat Issak

Theocrat - Been dragged away with Work recently, occasionally updating the sidetrek. I'll upload some conversions today and tomorrow. My plan is to continue converting, so no worries.

~D


Here is Shindiira of House Misraria -> CLICK HERE

She was somewhat difficult (my first cleric in this format) and stetches over two pages given her abilities (I am trying to make these conversions more "complete" and not worrying so much on saving page space);

I hurried through this one so let me know what I missed.

(edit) Oh yes, because she lost the ability to cast charm person, I gave her a scroll of chaos hammer; Also, I recommend you change the charm monster on Clegg to a Geas/Quest. Seems to fit with the description of his condition better anyway (e.g. he knows he is under a spell but cannot "go against" it)

Thanks

~D

Sovereign Court

Daemonslye -
I didn't see a PF Beta modification to the Grick in SD1. Are you figuring that as a Monster Manual monster it doesn't need one or are you only going to modify NPC's?
Thanks,
Theocrat Issak

Dark Archive

Issak,

I've converted the Grick for my game. You're welcome to use the stats if you'd like. They're not as pretty as Daemonslye's but they're plenty functional.

Spoiler:
My group walked through the two groups of four trogs like nobodies business, so I've made my gricks fiendish. It only makes sense seeing as Depora brought them with her and she worships a demon lord...

Fiendish Grick 
Size/Type:
Medium Aberration Extraplanar
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack:+1 Combat Manuver Bonus: +4
Attack: Tentacle +4 melee (1d4+3)
Full Attack: 4 tentacles +4 melee (1d4+3); bite -1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: SR 7, Damage reduction 10/magic,Resistant to Fire 5, Cold 5,  darkvision 60 ft., scent
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 16, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: Climb +11,  Stealth +3*(+11), Perception +5
Feats: Alertness, Track
Environment: Underground
Organization: Solitary or cluster (2-4)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —
An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.
Combat
Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure.
A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.
Smite Good(Su) A grick may smite any good target 1/day dealing an additonal+2 damage
Skills
A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
*Their coloration affords gricks a +8 racial bonus on Stealth checks when in natural rocky areas.

Theocrat wrote:

Daemonslye -

I didn't see a PF Beta modification to the Grick in SD1. Are you figuring that as a Monster Manual monster it doesn't need one or are you only going to modify NPC's?
Thanks,
Theocrat Issak


Here is Xakihn the Druid -> CLICK HERE

I was avoiding him knowing how complex he would be. Nice to have this one (mostly) complete. As always, please point out errors.

I was a little frustrated - at first cackling as I added natural spell (nice that wild shape comes early in PFRPG) to his feats and planning on summoning a fire elemental to burn away the platforms. However, #1 he could not take the feat yet (a timing issue) and #2, he could not communicate with the elemental. So, I did what I could from a tactics point of view. This assumes he somehow notices the intruders before they encounter him and he moves to the sea caves. I went with a raptor (eagle) shape to allow him to hop across the map to safety once rather than try for some melee shape - his melee skills are not worth while. Also, smaller shapes are nerfed without natural spell or a way to use his wand.

I included stats for his "companions" and a quick look at the map for the sea caves battle.

(edit) Argh. Forgot the croc; Will correct that tomorrow.

Enjoy

~D

Sovereign Court

Hi all -

AlKir wrote:

Theocrat Issak,

I've converted the Grick for my game. You're welcome to use the stats if you'd like. They're not as pretty as Daemonslye's but they're plenty functional.

[Spoiler] My group walked through the two groups of four trogs like nobodies business, so I've made my gricks fiendish. It only makes sense seeing as Depora brought them with her and she worships a demon lord...

I like your Fiendish Gricks, however, it was the Dretches which Depora brought with her, while the Gricks have been in the water for a long time. Not saying that what you have here isn't good and all...just in case you feel the need to modify the Dretches to "fiendish!"

Be Well,
Theocrat Issak


daemonslye,

just let me pitch in really quick and tell you that you've done an amazing job. Your work has been an incredible time-saver w.r.t. preparing the campaign, and I hope you will continue the conversions, time permitting.

Cheers,
D.O.R.


Dance of Ruin wrote:

daemonslye,

just let me pitch in really quick and tell you that you've done an amazing job. Your work has been an incredible time-saver w.r.t. preparing the campaign, and I hope you will continue the conversions, time permitting.

Cheers,
D.O.R.

Thanks for the feedback D.O.R.! I updated Xakihn (link above) to include the crocodile. Made a first attempt to get grapple rules into the format (with mixed results I think, ugh);

Here is the Orca -> CLICK HERE

The orca had me scratching my head a bit - I wanted to see the orca hopping about making attacks - but couldn't find any rules regarding large creatures and high jumping (e.g. if you are 30ft tall with 10ft reach and you high jump 5ft, how high can you attack?). I took a shot but would love feedback. Also, not being an expert on orcas, I took a guess at how the Xakihn would have previously taught (speak with animals?) the orca not to attack drow. Given the fact that orcas use (but dont need to rely on) blindsense (color blind), I thought it would be interesting if the orca assumed other elves/half-elves were also not prey.

~D

Dark Archive

Theocrat wrote:

Hi all -

AlKir wrote:

Theocrat Issak,

I've converted the Grick for my game. You're welcome to use the stats if you'd like. They're not as pretty as Daemonslye's but they're plenty functional.

[Spoiler] My group walked through the two groups of four trogs like nobodies business, so I've made my gricks fiendish. It only makes sense seeing as Depora brought them with her and she worships a demon lord...

I like your Fiendish Gricks, however, it was the Dretches which Depora brought with her, while the Gricks have been in the water for a long time. Not saying that what you have here isn't good and all...just in case you feel the need to modify the Dretches to "fiendish!"

Be Well,
Theocrat Issak

It is true that as written the dretches have been imported by Depora... However Depora also brought along the light reducing shadow crystals in the grick's lair. I don't think it would be too much of a stretch to think she could have brought a pair of gaurd gricks along with her from the island...

Personally I find it a bit silly that the grick is not given improved grapple as a feat even though in their descriptive text it mentions their tendency to drag prey away before eating. Improved grab would work well with the grick's 4 tentacle attacks during a full round action.


daemonslye wrote:


The orca had me scratching my head a bit - I wanted to see the orca hopping about making attacks - but couldn't find any rules regarding large creatures and high jumping (e.g. if you are 30ft tall with 10ft reach and you high jump 5ft, how high can you attack?). I took a shot but would love feedback. Also, not being an expert on orcas, I took a guess at how the Xakihn would have previously taught (speak with animals?) the orca not to attack drow. Given the fact that orcas use (but dont need to rely on) blindsense (color blind), I thought it would be interesting if the orca assumed other elves/half-elves were also not prey.

~D

I agree, the mechanics appear a bit wonky there. I tried to do my own calculation (without having looked at your Orca first), and found myself using the very same approach (dive down into the pool, get a 'running start', then jump out of the water). I think that you could even go all out and say that the same rules apply for sea creatures that they do for beasts with a land speed: the 'jump distance' is the distance the creature clears the surface that it propels itself from. The orca could thus leave the water entirely, enabling it to reach 35ft. with a DC 20 Acrobatics check. That would make it a great deal more fearsome, of course ;).


Dance of Ruin wrote:


I agree, the mechanics appear a bit wonky there. I tried to do my own calculation (without having looked at your Orca first), and found myself using the very same approach (dive down into the pool, get a 'running start', then jump out of the water). I think that you could even go all out and say that the same rules apply for sea creatures that they do for beasts with a land speed: the 'jump distance' is the distance the creature clears the surface that it propels itself from. The orca could thus leave the water entirely, enabling it to reach 35ft. with a DC 20 Acrobatics check. That would make it a great deal more fearsome, of course ;).

I was thinking of treating it as a long jump as well; But everything I found online said orca could clear 5-6ft out of the water on a typical jump - which fit the mechanics perfectly. I did not do any math on a porpoise (dolphin) but with a speed of 80ft, they should get a few bonuses (although they are said to clear 16ft on a normal day).

The question is, when a 20ft giant leaps from the ground, how high can they reach with an attack? Option 1: [high jump]+[reach] or Option 2: [high jump]+[reach]+[height]

~D


daemonslye wrote:

The question is, when a 20ft giant leaps from the ground, how high can they reach with an attack? Option 1: [high jump]+[reach] or Option 2: [high jump]+[reach]+[height]

~D

Another suggestion: If you base the question on what reach is about (measuring the distance in squares you can still attack an enemy while staying in your 'base' square), you might want to measure the jumping distance as [high jump] + [size (5ft. increments)] + [reach]. Thus the maximum jumping distance would be dependant on creature size (in game terms), but not actual 'length' in ft. (seeing how 3.5 did away with non-square bases).

That was a terrible sentence, but I hope you still understand what I'm trying to say ;).

Sovereign Court

Hi all -
I posted this, but somehow it got lost. So hopefully I can remember my keen insight.
I had the opportunity to see Shamu this past Easter week and your notes regarding the height for orca's and dolphin jumps seems to be about right. Sure they are trained to jump and may be able to jump a bit higher, but the orca in the pool would be wild and wouldn't be able to jump much higher than a standard orca.
Using your formula's - I'd have to say that an orca would not be using it's height for jumping, because it is attacking with its mouth and thus its height wouldn't be helping much.
In terms of a giant attacking, I'd look at a different set of circumstances. The NFL Combine has the students make a standing high jump, with the tip of their fingers they knock these little inch markers. Thus I'd say that they would use their height in addition to their reach in an attack. However, if they were wielding a sword, I'd think that you would add in the length of the sword. But that would only be if they were just trying to knock back little markers. As an actual attack, I'd think that you'd have to only use 1/2 or 1/3 of the length of the weapon, because of the attacking motion.
I hope this helps a little bit. Good job on these.

You mention that you fixed Xakhin's crocodile. It's a Geico Gecko- when you were modifying it from Pathfinder issue 1, did you use the crocodile as a template for increasing the gecko or was that just a typo in the post? I only ask to keep ideas in mind if I want to modify something. Which makes me think about Roleplayingtips.com and an article on "skinning" the game system, which says that a race/class/monster are all just stats with fluff text to modify one monster from another. Just a thought.

Be Well,
Theocrat Issak


Theocrat wrote:

Hi all -

You mention that you fixed Xakhin's crocodile. It's a Geico Gecko- when you were modifying it from Pathfinder issue 1, did you use the crocodile as a template for increasing the gecko or was that just a typo in the post? I only ask to keep ideas in mind if I want to modify something. Which makes me think about Roleplayingtips.com and an article on "skinning" the game system, which says that a race/class/monster are all just stats with fluff text to modify one monster from another. Just a thought.

Be Well,
Theocrat Issak

Thanks for the feedback re leaping attacking orcas. Given a 10ft reach, a 5ft jump and a little space for size, I think an Acrobatics DC20 should net an attack capable of reaching 20ft. Anyone on a walkway could get cover.

Regarding your comment on the Gecko, if you open the PDF link above, you will notice I added the Giant Gecko (animal companion, stats are from a previous Pathfinder issue) as well as a crocodile which Xakihn will summon (using up his flame blade spell). The croc has the opportunity to create some chaos on the walkways and seems a better choice than flame blade. He has a wand of produce flame which will come in handy when he is out of spells. It's too bad he did not memorize speak with animals to direct the orca's attacks.

~D

Dark Archive

Last night at our weekly gaming session we decided to discuss this bit of mechanic to pass the time while one of our players was helping his young son out. This was our take...

If you have a giant who's height is 10 feet tall, with a jump check result that says he jumps 5' and he has a 10' reach being a large creature. We reasoned that he could attack a target 25' directly above him (height+reach+jump result), and targets adjacent to him 20' off the ground and creatures within 10' of him 15' off the ground. This makes sense because the giant is able to jump off the ground, a hard non yielding surface.

Now when swimming that giant would not have a hard non yielding surface to jump off of. He would be able to jump while swimming (check result indicates 5'. Now our swimming giant could "jump" up and attack creatures 15' directly above it (jump result + reach)or an adjacent target 10' in the air or a target within 10' and 5' in the air. In our opinion the presence or absence of a hard surface to jump from determines whether or not you include the creatures height in to the equation.

Thoughts?

daemonslye wrote:
Theocrat wrote:

Hi all -

You mention that you fixed Xakhin's crocodile. It's a Geico Gecko- when you were modifying it from Pathfinder issue 1, did you use the crocodile as a template for increasing the gecko or was that just a typo in the post? I only ask to keep ideas in mind if I want to modify something. Which makes me think about Roleplayingtips.com and an article on "skinning" the game system, which says that a race/class/monster are all just stats with fluff text to modify one monster from another. Just a thought.

Be Well,
Theocrat Issak

Thanks for the feedback re leaping attacking orcas. Given a 10ft reach, a 5ft jump and a little space for size, I think an Acrobatics DC20 should net an attack capable of reaching 20ft. Anyone on a walkway could get cover.

Regarding your comment on the Gecko, if you open the PDF link above, you will notice I added the Giant Gecko (animal companion, stats are from a previous Pathfinder issue) as well as a crocodile which Xakihn will summon (using up his flame blade spell). The croc has the opportunity to create some chaos on the walkways and seems a better choice than flame blade. He has a wand of produce flame which will come in handy when he is out of spells. It's too bad he did not memorize speak with animals to direct the orca's attacks.

~D


AlKir wrote:


If you have a giant who's height is 10 feet tall, with a jump check result that says he jumps 5' and he has a 10' reach being a large creature. We reasoned that he could attack a target 25' directly above him (height+reach+jump result), and targets adjacent to him 20' off the ground and creatures within 10' of him 15' off the ground. This makes sense because the giant is able to jump off the ground, a hard non yielding surface.
Thanks for the feedback re leaping attacking orcas. Given a 10ft reach, a 5ft jump and a little space for size, I think an Acrobatics DC20 should net an attack capable of reaching 20ft. Anyone on a walkway could get cover.

Makes sense to me. Maybe the PFRPG folks can roll clarifications into the system itself; Would certainly be a value add;

The thing about swimming creatures is that they really treat all three dimensions as natural movement (as do flying creatures, which don't worry about jumping so much). In this case, can a swimming creature "long jump" straight up out of the water? And, if it is a long creature with the attacking sharp bits on one end, can it get some consideration for its size after the jump?

Let's move this topic to another thread, as I would like to continue posting the conversions and have them somewhat easy to find. Thanks!

~D


Here is a conversion for the Drow Guards in the Sea Caves -> CLICK HERE

Couple of updates: 1.) I'll be using the "elf" in pathfinder as the base creature going forward adding the drow abilities to that as specified in the monster manual (really only gives a +2 int, +2 appraise/magic and +2 CL vs. dispel); 2.) I updated some of the ability descriptions: will go back and fix the old ones when I have a few min.

Getting a little confused with the following:

PFRPG p.215 Darkness: ...light spells brought inside the area of darkness can brighten the area, allowing a creature to see normally in the light’s radius. ...Darkness can be used to counter or dispel any light spell of equal or lower spell level.

PFRPG p.215 Daylight: Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

So... I guess a lower level light spell, such as Light/1st, will simply illuminate an area under the effects of Darkness/2nd, if the point of origin is brought within the darkness effect. However, if the point of origin of a Daylight/3rd spell is brought within an area of Darkness/2nd, then the Darkness/2nd is dispelled and the Daylight/3rd is not dispelled (e.g. continues to run and can continue to dispel other Darkness/2nd effects). Am I getting the "point of origin/object touched" stuff right? e.g. The object with the Daylight/3rd must be brought inside the Darkness/2nd area to dispel it, not just graze it with a square of it's 60ft radius. Right?

I assume then that a drow can use a Darkness/2nd on an object within the area of a Light/1st spell to dispel it? Or does the drow need to "melee touch" the Light/1st object? By my reading, it is the former (e.g. does not need to melee touch);

Also, can a drow melee touch an attended object (say, an opponents readied shield) and have it emanate darkness with No Save? Just checking.

Just thinking through drow tactics with the new version of darkness.

Thanks

~D

Silver Crusade

daemonslye wrote:

Just a thread to post some conversions for those using PFRPG;

Questions about format: See -> THIS THREAD

I've tried using your link, but I didn't get anywhere. After searching on the board, I finally came across the Blasphemy...using some ideas from 4E thread and tried using the link there, but got the old 404 error. Can you hook a brother up so that i can see the particulars of this format? I'm really curious on seeing it laid out and explained.


Blayde MacRonan wrote:


I've tried using your link, but I didn't get anywhere. After searching on the board, I finally came across the Blasphemy...using some ideas from 4E thread and tried using the link there, but got the old 404 error. Can you hook a brother up so that i can see the particulars of this format? I'm really curious on seeing it laid out and explained.

The thread was inexplicably erased by The Matrix. Please don't mention the thread again. (just kidding, I have no idea what happened to it. It was simply "not there" one day.)

The comments went something like this: I think the bane of 3E/3.5E/PFRPG is "flipping" through the book to look up rules (all the time). 4E tries to simplify this, but does so by creating "ad-hoc" abilities that don't have a rules base for their existence, limiting options, and creating similar abilities across all classes losing individual flavor in the name of balance. So, assuming that PFRPG is a reasonable take on our game (OGL 3.5E base), I thought we could simply modify the stat write up to keep all of the necessary rules in the description to limit wasted time looking for (moderately) arcane rules. Thus, I decided to convert SD, not only to PFRPG rules, but also to this "new" format. In the previous thread, most responses were generally positive with the caveat that it would consume more (print) space.

In terms of the spell/effect you seek, I give you Nihil from Curse of the Crimson Throne -> CLICK HERE;

I did this early on and have started to change formats somewhat, but you can see what I did with the "B" spell.

~D


daemonslye wrote:

Getting a little confused with the following:

(...) I assume then that a drow can use a Darkness/2nd on an object within the area of a Light/1st spell to dispel it? Or does the drow need to "melee touch" the Light/1st object? By my reading, it is the former (e.g. does not need to melee touch);

Also, can a drow melee touch an attended object (say, an opponents...

My reading is that [Light] and [Darkness] cancel each other out only if the spells overlap exactly, e.g. emanate from the same point of origin. If a drow casts Darkness on an object that is inside the radius of a Light spell, Darkness wouldn't dispel the Light spell, but rather provide magical darkness in the space where the spell effects intersect with each other.

I fully agree that the wording is confusing, though - a lot seems to rest on the fact which spell is cast first (or 'is prevalent in a certain location'). IMHO, what the rules should be like is: higher-level-spells cancel out lower-level spells, no matter in which order they were cast or how much their effects overlap.

(edit) oops, missed one of your questions. Maybe the rules for sundering worn or attended objects might help out there? E.g., have the drow roll a melee touch attack vs the item's AC, and if it hits, then the darkness effect kicks in.


Here is Akron Erix -> CLICK HERE

Looking at his stats, he would not be able to have two weapon spec. feats; Additionally, the decription mentioned him "stunning" his opponents, so I switched out weapon spec. warhammer with stunning fist; (argh. got his AC wrong, will fix later);

D.O.R. - So you are saying that in order for a drow to dispel a Light cantrip, they must somehow melee touch the object, in hostile hands, with a 2nd level darkness spell? Ugh. On the other hand, the way I read the darkness spell: The object emitting the light must be brought inside the darkness area (20ft radius) - e.g. no overlapping effects unless the object is within the darkness and even then it only illuminates things normally (perhaps without the area of shadow outside of the main lit area...);

~D

Dark Archive

Sorry for the threadjack, and i want to say good job to everyone doing conversions. I just wanted to know what character sheet you used for Akron, it doesn't look like any i've seen before.


Jason Beardsley wrote:
Sorry for the threadjack, and i want to say good job to everyone doing conversions. I just wanted to know what character sheet you used for Akron, it doesn't look like any i've seen before.

Jason, It's a home built character sheet, done in ms publisher, let me know if you want it, it will look bad without fonts tho.

Here is Yaris -> CLICK HERE

I took some minor license in making him a templated creature rather than the straight creature. It actually makes him a little weaker (losing combat reflexes and blindfighting) given the typical tactics of the type of creature he is. I used the base stats for NPCs in PFRPG using the "skill" set but trading int and cha (I thought he should be more charismatic given the storyline). This was my second undead but first incorporeal which sucks up some room in the stat block;

Enjoy

~D


Here is a take on the four Cyphermages with a small attempt at making them not immediate fodder

Cyphermages -> CLICK HERE

My plan is to finish Samaritha then move on to Armageddon Echo; I don't see much use in updating the void zombies or akata; e.g. there is really nothing to change when moving to PFRPG (and their complexity is low);

~D

Dark Archive

Oh, yes, i'd be very interested in it, which fonts do you use that i may not have?


Jason Beardsley wrote:
Oh, yes, i'd be very interested in it, which fonts do you use that i may not have?

just open the adobe pdf and select properties and click the fonts tab - tyhat should show you the fonts I'm using so you can check

~D


Here are the compiled links for CHILDREN OF THE VOID:
(Samaritha is a new link not found elsewhere)


  • Captain Josper Creesy (courtesy of Dennis da Ogre) -> CLICK HERE
  • Saboteurs -> CLICK HERE
  • Bloodback Centipedes (use as is; no conversion necessary)
  • Centipede Swarm (use as is; no conversion necessary)
  • Yaris Neraken -> CLICK HERE
  • Void Zombies (use as is; no conversion necessary)
  • Samaritha Beldusk (Level 4) -> CLICK HERE
  • Cyphermages -> CLICK HERE
  • Akatas (use as is; no conversion necessary)
  • Clegg Zincher -> CLICK HERE
  • Akron Erix -> CLICK HERE
  • Zincher Thugs (use as is; no conversion necessary)
  • Axebeaks (use as is; no conversion necessary)
  • Drow Guards -> CLICK HERE
  • Virashi (use as is; no conversion necessary)
  • Chmetugo (use as is; no conversion necessary)
  • Xakihn the Druid & Theyardlyn -> CLICK HERE
  • Shindiira of House Misraria -> CLICK HERE
  • Orca -> CLICK HERE

Now - On to Armageddon Echo; I also am gearing up to tackle Endless Night, it reminds me of D3 which was one of the greats.

~D


Armeggedon Echo Conversions:

Drow Skirmishers -> CLICK HERE

Still somewhat confused about the daylight spell - Seems like this will play a big part in any battle with the drow; e.g. it will automatically blind all the drow within 60ft for 1r when it is first uncovered; It says it will also "counter or dispel" the drow's darkness but its not clear on conditions to make this happen (i.e. does it need to be cast on the darkness? does the point of origin need to be in the darkness radius? Does the overlapping areas dispel or counter? etc.). The way this spell is ruled makes a big difference to the campaign once the characters have access to 3rd level spells.

~D


Armageddon Echo Conversions:

Drow Soldiers-> CLICK HERE

~D


daemonslye wrote:

Armeggedon Echo Conversions:

Still somewhat confused about the daylight spell - Seems like this will play a big part in any battle with the drow; e.g. it will automatically blind all the drow within 60ft for 1r when it is first uncovered; It says it will also "counter or dispel" the drow's darkness but its not clear on conditions to make this happen (i.e. does it need to be cast on the darkness? does the point of origin need to be in the darkness radius? Does the overlapping areas dispel or counter? etc.). The way this spell is ruled makes a big difference to the campaign once the characters have access to 3rd level spells.

~D

No matter how you adjucate the spell, as long as you treat Darkness and Daylight the same (e.g, use the same mechanisms for one spell dispelling the other), I think you will be fine.

Thank you for keeping up the conversion work - it's very much appreciated!

Sovereign Court

D -
I'm wondering about utilizing WotC's Drow of the Underdark book. I realize that it is not OGL and thus Paizo can't use it, but we can.
For a couple of AE's Drow Captains maybe utilizing a feat or two, a magical item or some other modified aspect. Esp. some of their special drow spells. I'd love to see some of these in use for at least the big bad guy Noveliss.
Any thoughts as to adding some of this to the Drow?
I love the Drwo Guard picture from AD&D - awesome throwback!

Theocrat Issak
---
We Defend Her Glory and Righteousness,
Theocrat Issak the Ardent Herald of the Blessed Crusades
Church of the Holy Crusaders of Iomedae

Sovereign Court

Good thing I copied this first...must have a time limit on being able to make changes to a post or even a post, since this isn't the first time a post as been lost.

Here's my ideas (again)
/EDIT: Having just taken the Girlie Dogs outside for a walk, and thus a beer and book reading for me..I reviewed (quickly, it's cold) Drow of the Underdark for a couple thoughts. I'll have to check to see if where I considered an option - if it is legal or not.
Drow Barbarian - he already attacks one particular combatant at a time, thus the feat Chosen Foe may be appropriate. You get a +1 to hit and +1 to AC vs opponent. -2 to attack other opponents and -2 to AC vs others as well.
Drow Soldiers - Hand Crossbow Focus - +1 attack with hand crossbow
Drow Soldiers - Fighter Class Ability lvl 1: Hit & Run - lose Hvy Armor & Tower Shield prof, gain +2 initiative (since the drow aren't using either of these, this seems like a free +2 init!).
Drow Skirmishers - versatile combatant feat (atk with rapier and hxb as two weapon fighting) (not sure if they qualify, may have to adjust short sword for rapier).
Drow Skirmishers - sickening strike feat - cause someone to be sickened with a sneak attack
Drow Wizards - poison spell (add poison to a touch based spell)
Drow Wizards - lvl 3 spell - Engulfing Terror create a Gelatinous Cube! SWEET!
Drow Wizards - Shadow Double (create a shadow version of yourself) I think this would be very well for Noveliss esp. in the final battle.
Drow Clerics - Lolth's Caress - quicken poison to react faster
Drow Clerics - Yochlol Blessing - infuse target with 8 tendrils and ability to attack each dealing 1d4 (thus clerics would cast on their soldiers)
These are just a couple of the quick ones that I looked at and thought that might be interesting to add. There's also a section about how Drow use their faerie fire, dancing lights and darkness. I'll read it again and see what I can understand for it, because I too believe that they'll be using it in almost every circumstance. One note was that they cast Darkness on a crossbow bolt and fire it at the ground. I would think that they'd use this tactic when surrounding the tower with the two elves. They'd keep the tower in total darkness (not the tower itself, but the surrounding area, so that they could see the elves, but so that outsiders would see a black fog).

There are also a few additional items such as Bile Droppings (poison with sticky acid damage and stench - might really fit with the female poisoner). She may also have the Toxic wpn property (+1) (contact/injury poison lasts an additional two rounds).
I could also see adding an encounter for the Draegloth instead of another random encounter.

I can realize that if you don't have the Drow of the Underdark book, maybe you won't be able to modify the drow. But if you do, what do you think about these options? What would be the down side to making these changes (if someone doesn't have the book, you provide enough info in the stat block to provide any stats and changes.)
/edit

Theocrat Issak
---
We Defend Her Glory and Righteousness,
Theocrat Issak the Ardent Herald of the Blessed Crusades
Church of the Holy Crusaders of Iomedae

Sovereign Court

Another tactic from reading Drow of Underdark and utilizing it with the drow attacking the tower with the two main npc elves, would be to cast faerie fire on the elves, cast darkness all around the tower while also having dancing lights cast on the other empty tower in a person-like shape to throw off the advancing rescuers.
Just a thought for doing up the other drow.

Theocrat Issak
---
We Defend Her Glory and Righteousness,
Theocrat Issak the Ardent Herald of the Blessed Crusades
Church of the Holy Crusaders of Iomedae


Here is the drow arcanist -> CLICK HERE

Couple of things re the arcanist; Their 1st level spells must have been "chopped off" at the bottom of the page; Which is fine, I took the liberty of giving them a shield spell to pump up the AC a bit (archers you know); I went for Earth Elemental Bloodline, because, uh, they live in the earth... and.. Alright, because the bloodline powers kinda rock. Next time, I'll do abyssal. Really.

Theo - Nice posts! I may try to do a "battlemat" type of layout for Celwynvian with troop movements and specific tactics; I like the ones you've posted and I'll peruse my copy of the WOTC book.

Principally, I am going to do "straight" conversions and, hopefully, we will hear back from those playing regarding the power-level on those. I may, depending on time, do a "power-up" conversion on select opponents for those still using WOTC splat-books, or the (arggh - we hates it my precious) spell compendium. I won't use any WOTC material though - I will use Green Ronin's Plot and Poison, other select OGL material (as blessed by Paizo by inclusion in their works), as well as PFRPG (perhaps changing out feats, spells, and powers more liberally than I have been doing);

~D

Sovereign Court

I'm going to modify the Drow Soldier utilizing some of the Drow of the Underdark options.
But I don't see where the feat Dark Adept comes from. I see it in the original stat block, but I don't see it in PFBeta or even in the Second Darkness Players Companion.
Where does it come from and what are the benefits (so that if I remove that feat, I know what to remove).
Theocrat Issak

We Defend Her Glory and Righteousness,
Theocrat Issak the Ardent Herald of the Blessed Crusades
Church of the Holy Crusaders of Iomedae


Theocrat wrote:

But I don't see where the feat Dark Adept comes from. I see it in the original stat block, but I don't see it in PFBeta or even in the Second Darkness Players Companion.

Where does it come from and what are the benefits (so that if I remove that feat, I know what to remove).

Pathfinder 14, Second Darkness #2: Children of the Void, p.46:

Dark Adept
You gain additional spell-like abilities from your heritage.
Prerequisites: Drow, character level 3rd
Benefit: You gain three new spell-like abilities, each
usable once per day. These spell-like abilities are detect
magic, feather fall, and levitate
. Your caster level for these
spell-like abilities equals your total character level.

~D

Sovereign Court

EDITED - realized my mistake in Wpn Fin and Wpn Focus.
You also list Rogue abilities in the Soldiers listing for the Hand Crossbow in regards to helpless targets. Wondering if this is left over from Drow Skirmishers?
I'll upload my modified Drow Soldiers to my site in a couple minutes for you to review and let me know what you think. It's your page and all, but you'll see my modifications (I changed the picture to the one from Versatile Combatant so that if someone downloads mine, they know it's different).
Theocrat Issak

We Defend Her Glory and Righteousness,
Theocrat Issak the Ardent Herald of the Blessed Crusades
Church of the Holy Crusaders of Iomedae


Theocrat wrote:
You also list Rogue abilities in the Soldiers listing for the Hand Crossbow in regards to helpless targets. Wondering if this is left over from Drow Skirmishers?

Each Drow Soldier has two poisoned bolts. I usually use the same generic description for the same condition (e.g. the helpless condition renders the afflicted open to rogue sneak attacks; Even if shot from a bow wielded by a fighter; This should jog the memory of the DM, in case one of the skirmishers wants to menace a downed foe to save their skin).

Looking forward to your Soldier - My recommendation is to post it in a spoiler tag or hosted on another site. In line conversions on other threads are hard to read (and people get tired of scrolling).

Cheers

~D

Sovereign Court

Hi all -
My modified Drow utilizing Drow of the Underdark are here:
Drow Soldiers keeping Dark Adept Feat, adding Versatile Combatant Feat: Click Here

Drow Soldiers replacing Dark Adept for Hand Crossbow Focus (all else is same as above): Click Here

Let me know what you think about the options I've presented. I made the changes in RED (the higher inititative, lower Will score, higher + to hit (higher with HCF), and feats.
This was kinda fun, but not something that I'd want to do a whole lot. I might change the Drow Soldiers again - for the tower when the elves are pinned down to another feat with Intensify Darkness (makes it Deeper Darkness plus one extra darkness use). For them, I'd replace that with the Versatile Combatant, since I feel they'd keep the crossbow focus.
Because the Skirmishers are just level 2 Rogues, I don't think there is a whole lot that they could change (maybe the HCF feat).
I'll look at the Arcanist and see what would work there. When you do the Bard/Poison Brewer, I'll look at her in regards to some poison abilities. When you do the Drow Barbarian, I certainly think he'd take that Chosen One feat. So those I'll work on.

Opps, WifeFIEND is telling me to look at the movies, so I'll post more later.
Theocrat Issak

EDIT: looking at tactics, I'd keep Dark Adept and lose Iron Will to give them Hand Crossbow Focus. This way they can levitate and fire the hcb's with a +1 to attack as well as reload as a free action. Because they'd rather not get into melee combat. However, the Versatile Combatant does give an awesome advantage should they finally enter melee. What are your thoughts?

We Defend Her Glory and Righteousness,
Theocrat Issak the Ardent Herald of the Blessed Crusades
Church of the Holy Crusaders of Iomedae

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