
Anguish |

Quick notes: 1} My statblocks are done in Word and have LOTS of superscripts/subscripts and some very minor font changes that don't translate to BBCODE, 2} I won't be screwing around with monster Skills only NPC Skills as so many monsters have almost arbitrary Skill stats via racial bonuses and the like.
KAERISHIEL NEIRENAR CR 8 XP 4,800
Male elf ranger FC 8
LN Medium humanoid (elf)
Source SD:TAE10
Init +8 (+10 in forests, +9 in hills); Senses low-light vision; Perception +15*
Languages Common, Elven, Gnoll
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AC 22 (+4 armor, +2 deflection, +2 natural, +4 Dex), touch 16, flat-footed 18
hp 55 (8d8+16 HD)
Immune sleep
Resist fire 10
Fort +8, Ref +11, Will +7; +2 bonus vs enchantments
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Spd 30ft
M mwk longsword +10/+5 (1d8+1/19-20×2)
R +2 composite Str+1 longbow +14/+9 (1d8+3/×3) or
R +2 composite Str+1 longbow +12/+12/+7 (1d8+3/×3); Rapid Shot or
R +2 composite Str+1 longbow +14 (2 arrows 1d8+3 each/×3) and +2 composite Str+1 longbow +9 (1d8+3/×3); Many Shot
Base Atk +8; CMB +9
Atk Options favored enemy (elf +4, human +2)
Combat Gear antitoxin (2), potion of cure moderate wounds (2)
Ranger Spells Prepared (CL 4th, +2 to overcome SR):
2nd – barkskin†, cure light wounds
1st – alarm, resist energy†
† Already cast
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Abilities Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 8
SQ keen senses (free Perception vs secret doors within 10ft), animal companion (fire pelt “Ashka”), swift tracker, wild empathy +7, woodland stride, favored terrain (forests x2, hills x1)
Feats Iron Will1, Point Blank ShotR2, Improved Initiative3, EnduranceR3, Rapid Shot5, Precise ShotR6, Many Shot7
Skills Heal +13, Knowledge(geography) +12*, Knowledge(nature) +12, Ride +15, Stealth +15*, Survival +13* (+17 following tracks)
* +4 bonus when in forests, +2 bonus when in hills
Possessions combat gear plus +1 studded leather armor, mwk longsword, +2 composite Str+1 longbow, cloak of resistance +1, ring of protection +2

Anguish |

ASHKA
Male fire pelt animal companion
N Medium animal
Source MM274
Init +4; Senses low-light vision, scent; Perception +4
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AC 17 (+3 natural, +4 Dex), touch 14, flat-footed 13
hp 30 (5d6+10 HD)
Fort +6, Ref +8, Will +2; evasion
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Spd 40ft, climb 20ft
M bite +7 (1d6+4/×2) and 2 claws +2 (1d3+2/×2)
Base Atk +3; CMB +7
Atk Options Improved grab
Special Actions pounce, rake
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Abilities Str 18, Dex 19, Con 15, Int 2, Wis 12, Cha 6
SQ link, share spells, 2 bonus tricks
Feats Alertness, Weapon Finesse
Skills Acrobatics +12, Climb +12, Jump +12, Stealth +16
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Improved Grab (Ex) To use this ability, a fire pelt must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex) If a fire pelt charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex) Attack bonus +6 melee, damage 1d3+1.

Anguish |

Elven Scouts
ELVEN SCOUTS (4) CR 5 XP 1,600
Elf rangerFC 2 / rogue 3
NG Medium humanoid (elf)
Source SD:TAE11
Init +8; Senses low-light vision; Perception +11
Languages Common, Elven
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AC 17 (+3 armor, +4 Dex), touch 14, flat-footed 13
hp 33 (2d8+4 plus 3d8+3 HD)
Immune sleep
Fort +5, Ref +10, Will +2; +2 vs enchantments; evasion, trap sense +1
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Spd 35ft
M short sword +5 (1d6+1/19-20×2)
R mwk composite Str+1 longbow +10 (1d8+3/×3) or
R mwk composite Str+1 longbow +8/+8 (1d8+3/×3); Rapid Shot
Base Atk +4; CMB +5
Atk Options favored enemy (elf +2), sneak attack (+2d6), bleeding attack
Combat Gear +1 flaming arrows (5), potion of cure light wounds (2), signal arrows (2)
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Abilities Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 10
SQ trapfinding, wild empathy (+2)
Feats Improved Initiative1, Rapid ShotR2, Weapon Focus(longbow)3, Dash5
Skills Climb +9, Escape Artist +10, Handle Animal +8, Knowledge(geography) +8, Sense Motive +7, Stealth +12, Survival +10
Possessions combat gear plus mwk studded leather armor, short sword, mwk composite Str+1 longbow, 40 arrows, 10gp
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Bleeding Attack (Ex) A rogue with this ability can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (ie. 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself.
Dash [Feat] Complete Warrior pg 97

Anguish |

Drow Skirmisher
DROW SKIRMISHER CR 3 XP 800
Male drow rogue 2
CE Medium humanoid (elf)
Source SD:TAE16
Init +7; Senses darkvision 120ft; Perception +8
Languages Common, Elven, Undercommon
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AC 16 (+3 armor, +3 Dex), touch 13, flat-footed 13
hp 14 (2d8+2 HD)
Immune sleep
SR 13
Fort +1, Ref +6, Will +1 (+3 vs spells and spell-like abilities); +2 vs enchantments, evasion
Weakness light blindness (blind 1 round, dazzled thereafter)
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Spd 30ft
M short sword +4 (1d6+1/19-20×2)
R mwk hand crossbow +5 (1d4/19-20×2 plus poison)
Base Atk +1; CMB +2
Atk Options sneak attack (+1d6), poison (Fort DC13 unconscious / unconscious 2d4 hours)
Combat Gear drow poison bolts (4), potion of cure light wounds, smokestick
Spell-Like Abilities (CL 2nd):
1/day – dancing lights, darkness, faerie fire
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Abilities Str 12, Dex 17, Con 12, Int 10, Wis 13, Cha 12
SQ trapfinding
Feats Improved Initiative1, Weapon FinesseR2
Skills Acrobatics +8, Bluff +6, Climb +6, Disable Device +8, Escape Artist +8, Knowledge(dungeoneering) +5, Stealth +8
Possessions combat gear plus mwk studded leather armor, mwk hand crossbow, 20 bolts, short sword
Drow Soldier
DROW SOLDIER CR 5 XP 1,600
Male drow fighter 4
CE Medium humanoid (elf)
Source SD:TAE16
Init +3; Senses darkvision 120ft; Perception +4
Languages Common, Draconic, Elven, Undercommon
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AC 18 (+4 armor, +1 shield, +3 Dex), touch 13, flat-footed 15
hp 34 (4d10+8 HD)
Immune sleep
SR 15
Fort +6, Ref +4, Will +3 (+5 vs spells and spell-like abilities, +4 vs fear); +2 vs enchantments
Weakness light blindness (blind 1 round, dazzled thereafter)
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Spd 30ft
M mwk rapier +9 (1d6+3/18-20×2)
R mwk hand crossbow +8 (1d4+1/19-20×2)
Base Atk +4; CMB +5
Atk Options poison (Fort DC13 unconscious / unconscious 2d4 hours)
Combat Gear fire bolts (5), acid bolts (5), drow poison bolts (2), potion of cure moderate wounds
Spell-Like Abilities (CL 4th):
1/day – dancing lights, darkness, detect magic, faerie fire, feather fall, levitate
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Abilities Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Feats Dark Adept1, Iron WillF1, Weapon FinesseF2, Weapon Focus(rapier)3, Weapon Specialization(rapier)F4
Skills Acrobatics +7, Climb +8, Stealth +7
Possessions combat gear mithral shirt, plus mwk buckler, mwk hand crossbow, 10 +1 bolts, mwk rapier

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Some questions about converting Drow:
1.) does the drow racial bonus to saves vs. spells/SLA's stack with or overlap the elf's racial bonus to saves vs. enchantment?
2.) does the drow INT bonus (+2) stack with the Pathfinder Elf's new INT bonus (+2)?
3.) should the drow have two favored classes like other races?

Anguish |

Some questions about converting Drow:
1.) does the drow racial bonus to saves vs. spells/SLA's stack with or overlap the elf's racial bonus to saves vs. enchantment?
2.) does the drow INT bonus (+2) stack with the Pathfinder Elf's new INT bonus (+2)?
3.) should the drow have two favored classes like other races?
Maybe I'm misunderstanding you but...
1} Drow aren't elves. Drow get drow stats and Elves get elf stats. You don't look at the elf features in the PFRPG book when building a drow. You'd reference (for now) the SRD or 3.5 Monster Manual. Use those stats. As in... there is no change between a 3.5 and a PFRPG drow except those added by class levels.
2} See #1.
3} As per #1 and the MM/SRD, male drow have wizard as their favoured class and female drow have cleric as their favoured class.
If I'm misunderstanding, let me know. Or if I'm not answering your question clearly enough, again let me know.

daemonslye |

1.) does the drow racial bonus to saves vs. spells/SLA's stack with or overlap the elf's racial bonus to saves vs. enchantment?
2.) does the drow INT bonus (+2) stack with the Pathfinder Elf's new INT bonus (+2)?
3.) should the drow have two favored classes like other races?
Hello! I will try answering regarding my conversions:
1. it stacks (MM3.5 p.103: "Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted."; For example, low-light vision is noted to be replaced by darkvision);
2. yes (at least that's how I am doing the conversion)
3. No. It specifies Wizard (male) or Cleric (female); I don't see any reason to change this right now.
Hope this helps (I know I have various discrepancies in my conversions regarding the above, I will work to fix them over time, replacing the existing PDFs; Check back from time to time...);
~D

Anguish |

Unlike daemonslye's conversion, I went the abyssal bloodline route on this. Given Paizo gave these clowns Abyssal as a language, it didn't seem terribly much a stretch.
Also of note, my conversions will (evidently) differ from daemonslye's in that I am making as straightforward a conversion as possible. Mine are meant to be stat conversions. I won't be changing feats or skills for instance, beyond what is required to convert. I also won't be pre-casting spells as he has done in his Drow Arcanist, at least in general.
Finally, of final note, once all is said and done, I can make my Word document available if there's interest, once I've got SD3 done.
Drow Arcanist
DROW ARCANIST CR 7 XP 3,200
Male drow sorcerer 6
CE Medium humanoid (elf)
Source SD:TAE17
Init +3; Senses darkvision 120ft; Perception +1
Languages Abyssal, Common, Elven, Undercommon
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AC 18 (+4 armor, +1 deflection, +3 Dex), touch 14, flat-footed 15
hp 34 (6d6+11 HD)
Immune sleep
SR 17
Fort +3, Ref +6, Will +7 (+9 vs spells and spell-like abilities); +2 vs enchantments
Weakness light blindness (blind 1 round, dazzled thereafter)
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Spd 30ft
M mwk dagger +3 (1d4-1/19-20×2)
R acidic ray +7 (1d6+3/×2 acid)
Base Atk +3; CMB +2
Combat Gear potion of cure moderate wounds, scroll of haste, wand of false life (10 charges)
Sorcerer Spells Known (CL 6th, 10ft reach with melee touch):
3rd (4/day) – fireball (DC17)
2nd (6/day) – acid arrow, blur, see invisibility
1st (7/day, 1 used) – enlarge person, mage armor, magic missile†, ray of enfeeblement, spell
0th (at-will) – acid splash, bleed, ghost sound (DC14), mage hand, read magic, ray of frost, touch of fatigue (DC14)
† Already cast
Spell-Like Abilities (CL 6th):
1/day – dancing lights, darkness, detect magic, faerie fire, feather fall, levitate
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Abilities Str 8, Dex 16, Con 10, Int 12, Wis 13, Cha 18
SQ aberrant bloodline, long limbs
Feats Dark Adept1, Eschew MaterialsS1, Empower Spell3, Weapon Focus(ray)5
Skills Knowledge(arcana) +10, Knowledge(dungeoneering) +10, Spellcraft +10
Possessions combat gear plus cloak of resistance +1, mwk dagger, ring of protection +1
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Acidic Ray (Su) Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess.
Long Limbs (Ex) At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area.

Anguish |

Hello! I will try answering regarding my conversions:
1. it stacks (MM3.5 p.103: "Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted."; For example, low-light vision is noted to be replaced by darkvision);
Fascinating to see a different take on this than mine. I confess I could very easily be wrong but I understood the adjustments to "PC races" were basically done to amp them up and make them competitive to other, later-released races. Same for the classes.
So, in my (current) mind-set, virtually everything outside of the core PHB should be left alone for stat-changes. If we start amping up the other races, it defeats the point of improving the core races. Now, I openly grant that drow are a variant elf and they're further presented in the DMG under the elf entry and finally they're core in the sense of being from the core 3 books. It's possible Paizo intends us to retrofit them as though they were a template.
For now I'm leaving the level-adjusted, CR-adjusted race exactly as it is in the MM so as to know definitively I'm not entering into a cyclic escalating arms race.
Anyway, again thanks for presenting another view on this. I hadn't thought there was another way of looking at the matter.

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@Anguish: Sorry if I was unclear with my questions. I was indeed going off the line in the MM: ("Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted). So with changes to the core elf I assumed the drow stats get altered as well. This is where I hit some stacking questions.
Thanks, and to daemonslye too for your responses.

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Hey Anguish,
There's a template for creating statblocks on the Pathfinder Wiki where we've been compiling conversions of 3.5 Pathfinder material. Check it out here. If you have the time, I'd love to see your conversions added there so that they can be referenced by other GMs and updated when the final rules come out.

Anguish |

Hey Anguish,
There's a template for creating statblocks on the Pathfinder Wiki where we've been compiling conversions of 3.5 Pathfinder material. Check it out here. If you have the time, I'd love to see your conversions added there so that they can be referenced by other GMs and updated when the final rules come out.
I'll definitely take a look at doing so. I peeked at one existing converted statblock quickly (as I'm a player in RotR right now). Looks clean and I can very likely work with them.
Thanks.

Anguish |

Errata: the Dark Adept feat can't be taken at 1st, so my Drow Soldier block is slightly incorrect. Swap the 1st and 3rd level feats shown (Weapon Focus and Dark Adept) and it'll work.
Drow Captain
DROW CAPTAIN CR7 XP 3,200
Female drow fighter 2 / clericFC 4
CE Medium humanoid (elf)
Source SD:TAE18
Init +0; Senses darkvision 120ft; Perception +9
Languages Abyssal, Common, Draconic, Elven, Undercommon
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AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20
hp 43 (2d10+2 plus 4d8+8 HD)
Immune sleep
SR 17
Fort +8, Ref +1, Will +7 (+9 vs spells and spell-like abilities, +8 vs fear); +2 vs enchantments
Weakness light blindness (blind 1 round, dazzled thereafter)
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Spd 20ft
M +1 whip +7 (1d3+2/×2 nonlethal) [15ft reach] or
M mwk flail +7 (1d8+1/×2) or
M touch of evil +6 (sickened, good-aligned)
R mwk hand crossbow +6 (1d4/19-20×2)
Base Atk +5; CMB +6 (+10 to Disarm, +8 to Trip)
Special Actions channel energy (4/day; DC13, 2d6), hand of the acolyte
Combat Gear scroll of cure moderate wounds (3), scroll of web, wand of magic missile (CL 3rd, 10 charges)
Cleric Spells Prepared (CL 4th):
2nd – align weaponD, hold person (DC15), magic mouthD, sound burst (DC15), spiritual weapon
1st – protection from good (2)D, bless, cause fear, cure light wounds, divine favor
0th (at will) – bleed, detect magic, detect poison, guidance, read magic
D: domain spell. Deity: Abraxas. Domains: Evil, Magic
Spell-Like Abilities (CL 6th):
1/day – dancing lights, darkness, detect magic, faerie fire, feather fall, levitate
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Abilities Str 12, Dex 10, Con 12, Int 15, Wis 16, Cha 12
SQ bravery (+1)
Feats Combat Expertise1, Improved Disarm3, Exotic Weapon Proficiency(whip)F2, Dark Adept3, Improved Trip5
Skills Knowledge(arcana) +11, Knowledge(religion) +11, Spellcraft +11
Possessions combat gear plus full plate, heavy steel shield, +1 whip, mwk hand crossbow, 10 acid bolts, mwk flail, silver holy symbol, 20gp
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Touch of Evil (Su) You can cause a creature to become sickened as a melee touch attack. While sickened, the target is treated as good-aligned for the purposes of spells with the evil descriptor. This effect persists for 1 round against evil and neutral creatures. Against good creatures, this effect persists for 3 rounds. Once a creature has been affected by touch of evil, it is immune to its effects for 1 day.
Hand of the Acolyte (Su) As a standard action, you can summon a ghostly hand to do your bidding. This functions like mage hand with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on your person as a free action, so long as you are proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using your base attack bonus, plus your Wisdom modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. You must concentrate on the hand each round or it winks out, returning any item held to you before it disappears.

daemonslye |

Here is another conversion for the Drow Captain -> CLICK HERE
The drow captain was somewhat complicated, as I worked her pre-cast spells into her stats. Given the changes in the domain powers, I changed her wand from magic missile to spiritual weapon and her scroll from web to silence.
Anguish, I really like what you are doing with the "straight" conversions; I will continue to do "conversions with flair", taking some limited discretion where the opportunity presents itself. In certain cases, in the future, I will offer a separate "power-up" conversion with additional rules, meant to increase the challenge for those DMs facing excessive splat-book usage.
Choice is a wonderful thing! Just one reason I enjoy PFRPG/3.5... As always, please point out errors where they are found.
~D

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Thank you for the hard work and I'll be using these in the campaign we are currently running. Are you planning on converting the Side Quest adventures? Specifically, the Teeth of Araska for now.
I've done a strait conversion of the NPCs aboard the Araska. I will fully admit that my conversions are not nearly as cool as Daemonslye's (I use his conversion whenever I can get them thanks) but below is a strait conversion to PRPG for Grudge, Ishiana, Selis, and the generic Araska Pirate:
Araska Pirates (10) CR ½ Male human warrior 1 CE Medium humanoid
Init +1; Perception +0
DEFENSE
AC 14, touch 11, fat-footed 13 (+3 armor, +1 Dex) hp 8 each (1d10+2) Fort +3, Ref +3, Will +0
OFFENSE
Speed 30 f. (6 squares) Melee longsword +3 (1d8+1, 19–20) Ranged dagger +2 (1d4+1, 19–20)
STATISTICS
Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9 Base Atk +1; CMB +2 Feats Lightning Reflexes, Weapon Focus (longsword) Skills Intimidate -1, Swim +5, Perception +0 Languages Common
Gear: longsword, dagger, studded leather, 15 gp
Ishana CR 3 Female human cleric of Calistria 3 CE Medium humanoid
Init +5; Perception +3
DEFENSE
AC 14, touch 11, fat-footed 13 (+2 armor, +1 Dex, +1 natural) hp 26 (3d8+9) Fort +4, Ref +2, Will +6
OFFENSE
Speed 30 ft. (6 squares) Melee mwk whip +4 (1d3–1 nonlethal) or dagger +3 (1d4–1/19–20) Ranged dagger +3 (1d4–1/19–20) Spells Prepared (CL 3rd) (4/3/2) 2nd—shatter (DC 14), summon monster II 1st—bane (DC 13), command x2 (DC 13) 0—create water, mending, stabilize, purify food and drink; Domains Luck, Trickery
STATISTICS
Str 8, Dex 12, Con 13, Int 10, Wis 17, Cha 14 Base Atk +2; CMB –1 SQ Channel energy (5/day, 2d6 dmg 30' burst DC 13), Bit of Luck (Su), True Strike (Sp), Copy Cat (Su), Disguise Self (Sp) Feats Exotic Weapon Profciency (whip), Improved Initiative, Weapon Finesse Skills Bluff +3, Diplomacy +6, Heal +7, Stealth +2, Knowledge (religion) +4, Spellcraft +4 Languages Common
Combat Gear: wand of cure light wounds (22 charges); Other Gear leather armor, masterwork whip, 3 daggers, amulet of natural armor +1, chest key
Bit of Luck (Su): As a standard action, you can touch a creature, giving it a bit of luck. For the next 3 rounds, any time the target rolls a d20, he can roll twice and take the better result. The target must decide to use this ability before rolling the dice. This effect fades after 3 rounds or when the reroll is used. Once a target has been affected by bit of luck, he can gain no further benefit from it for 1 day.
True Strike (Sp): You can cast true strike 1/day per 2 caster levels you possess.
Copy Cat (Su): You can create an illusory double of yourself as a move action. This double functions as a single mirror image and lasts for a number of rounds equal to your caster level (unless dispelled or destroyed). You can have no more than one copy cat at a time. This ability does not stack with mirror image.
Disguise Self (Sp): You can cast disguise self 1/day per 2 caster levels you possess.
Selis CR 2 Male elf ranger 1/sorcerer 1 CE Medium humanoid (elf )
Init +3; Perception +5
DEFENSE
AC 16, touch 13, fat-footed 13 (+3 Dex, +3 armor) hp 15 (1d10+1d6+1) Fort +3, Ref +5, Will +4 (+6 vs enchantments)
OFFENSE
Speed 30 f. (6 squares) Melee longsword +1 (1d8/19–20) Ranged mwk shortbow +5 (1d6/×3) or Elemental Ray +4 touch (1d6 cold) Special Attacks favored enemy (humans +2), Elemental Ray (Cold)
Spells Known (CL 1st, spell failure 15%) 1st (4/day)—shield, true strike 0 (at will)—dancing lights, detect magic, light, message
STATISTICS
Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 14 Base Atk +1; CMB +1 SQ wild empathy +2, Eschew Materials, Water Elemental Bloodline Feats Dodge, Track Skills Bluff +6, Climb +4, Stealth +7, Knowledge (nature) +4, Perception +5, Spellcraft +4, Survival +5, Swim +4 Languages Common, Elven Combat Gear scroll of faming sphere (2), scroll of summon swarm (2), scroll of web, wand of magic missile (1st level; 27 charges); Other Gear masterwork studded leather, masterwork shortbow, 40 arrows, feather token (anchor)
Elemental Ray (Su): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two caster levels you possess.
Captain Elreth “Grudge” Treeg CR 5 Male human ranger 1/bard 4 NE Medium humanoid
Init +3; Perception +3
DEFENSE
AC 17, touch 14, fat-footed 14 (+3 armor, +1 defection, +3 Dex) hp 40 (4d8+1d10+9) Fort +4, Ref +9, Will +3
OFFENSE
Speed 30 ft. (6 squares) Melee +1 rapier +8 (1d6+1/18–20) or mwk whip +8 (1d3 nonlethal) Special Attacks bardic music (4/day–countersong, fascinate, inspire courage +1, inspire competence), favored enemy (humans +2) Spells Known (CL 4th) (6/4/2) 2nd (2/day)—heroism, pyrotechnics (DC 14) 1st (4/day)—animate rope, charm person (DC 13), comprehend languages, hideous laughter (DC 13) 0 (at will)—detect magic, ghost sound (DC 12), know direction, light, message, read magic
STATISTICS
Str 10, Dex 16, Con 12, Int 13, Wis 8, Cha 15 Base Atk +4; CMB +4 Feats Combat Expertise, Improved Trip, Weapon Finesse, Track Skills Acrobatics +10, Bluff +9, Spellcraft +8, Diplomacy +9,
Disguise +9, Intimidate +6, Knowledge (arcana) +7, Knowledge (geography) +10, Knowledge (nature) +7, Perform (oratory) +9, Profession (sailor) +7, Sense Motive +6, Perception +3, Survival +3, Swim +4 Languages Common, Elven SQ bardic knowledge +5, wild empathy +3
Gear +1 rapier, masterwork whip, masterwork studded leather, ring of protection +1, spyglass, keys to area 9 and the brig in area 14

Anguish |

Anguish, I really like what you are doing with the "straight" conversions; I will continue to do "conversions with flair", taking some limited discretion where the opportunity presents itself. In certain cases, in the future, I will offer a separate "power-up" conversion with additional rules, meant to increase the challenge for those DMs facing excessive splat-book usage.
Thanks, agreed, and good idea. I already "have to" do this work myself because of the way I like to run a session. I take my statblocks and print then one per page so I can scribble the encounter on them. Initiative, hit points, stat changes as spells get cast/dispelled. You name it. I then use the book solely for a road-map between encounters, and for any role-play/tactical stuff. So I "need" these things transcribed into Word, and I "need" them consistently in the DMG2 format because I can't be taking time to find stuff.
Having optimized versions is a good choice, especially for DMs with players who are themselves good at optimizing. Makes the baddies a more credible threat, without changing the CR/EL.

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Dark Arioch wrote:Thank you for the hard work and I'll be using these in the campaign we are currently running. Are you planning on converting the Side Quest adventures? Specifically, the Teeth of Araska for now.I've done a strait conversion of the NPCs aboard the Araska. I will fully admit that my conversions are not nearly as cool as Daemonslye's (I use his conversion whenever I can get them thanks) but below is a strait conversion to PRPG for Grudge, Ishiana, Selis, and the generic Araska Pirate:
Thank you very much. You have saved me alot of work.

daemonslye |

Here is the Drider (The Armageddon Echo; p.23) -> CLICK HERE
I added a "drider weapon" because, well, the weapon in the picture was cool, and I couldn't bring myself to give the drider two piddly daggers (not that this one would use anything other than it's spells anyway). It was nice that the pic showed a double weapon given their two-weapon fighting feat.
~D

Anguish |

Ilverae Parastric
IILVERAE PARASTRIC CR8 XP 4,800
Female drow bard 7
CE Medium humanoid (elf)
Source SD:TAE24
Init +4; Senses darkvision 120ft; Perception +9
Languages Abyssal, Common, Draconic, Elven, Undercommon
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AC 18 (+4 armor, +4 Dex), touch 14, flat-footed 14
hp 56 (7d8+21 HD); DR1/–
Immune sleep
SR 18
Fort +5, Ref +9, Will +4 (+6 vs spells and spell-like abilities); +2 vs enchantments, well-versed
Weakness light blindness (blind 1 round, dazzled thereafter)
________________________________________
Spd 30ft
M mwk dagger +6 (1d4/19-20×2)
R acid +9 (1d6/×2 acid) or
R alchemist’s fire +9 (1d6/×2 fire) or
R +1 hand crossbow +10 (1d4+1/19-20×2 plus 1d4 fire)
Base Atk +5; CMB +5
Special Actions bardic music (7/day countersong, fascinate, inspire competence, inspire courage +1, suggestion)
Combat Gear acid (4), alchemist’s fire (6), potion of cure moderate wounds (2), potion of bear’s endurance†
Bard Spells Known (CL 7th):
3rd (2/day) – confusion (DC17), deep slumber (DC17)
2nd (4/day) – cat’s grace†, cure moderate wounds, invisibility, mirror image† (1d4+2 copies)
1st (5/day) – charm person, cure light wounds, expeditious retreat, grease (DC15), hideous laughter (DC15)
0th (at will) – detect magic, ghost sound (DC14), mage hand, mending, prestidigitation, read magic
† Already cast
Spell-Like Abilities (CL 7th):
1/day – dancing lights, darkness, detect magic, faerie fire, feather fall, levitate
________________________________________
Abilities Str 10, Dex 19, Con 16, Int 14, Wis 8, Cha 18
SQ bardic knowledge(arcana)
Feats Brew Potion1, Dark Adept3, Skill Focus(craft[alchemy])5, Feat7
Skills Acrobatics +13, Craft(alchemy) +15, Knowledge(arcana) +15, Knowledge(history) +12, Linguistics +12, Perform(sing) +14, Spellcraft +14
Possessions combat gear plus adamantine chain shirt, mwk dagger, +1 hand crossbow, 20 fire bolts
________________________________________
Inspire Courage (Su) Ilverae can use her performance to inspire courage in her allies (including herself ). To be affected, an ally must be able to percieve her’s performance. The effect lasts for as long as the ally percieves Ilverae’s performance plus 5 rounds. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Inspire Competence (Su) Ilverae can use her performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear her. Ilverae must also be able to see the ally. The ally gets a +2 competence bonus on skill checks as long as she continues to hear Ilverae’s music. The effect lasts as long as Ilverae concentrates, up to 2 minutes. Ilverae can’t inspire competence in herself. Inspire competence is a mind-affecting ability.
Well-Versed (Ex) Ilverae gains a +4 bonus on saves made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex) Ilverae can take 10 on any Knowledge skill check that she has ranks in. She can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.
Base stats:
Init +4
AC 16 (+4 armor, +2 Dex), touch 12, flat-footed 14
hp 34 (7d6+21 HD); DR1/–
Fort +3, Ref +7
R acid +7 (1d6/×2 acid) or
R alchemist’s fire +7 (1d6/×2 fire) or
R +1 hand crossbow +8 (1d4+1/19-20×2 plus 1d4 fire)
Abilities Dex 15, Con 12
Skills Tumble +11

daemonslye |

Here is Ilverae Parastric (The Armageddon Echo p.24) -> CLICK HERE
In PFRPG she got a few extra spells and a feat; I have her throwing larger flasks off the shelves rather than her vials. I also gave her a spell out of Plot and Poison which protects her against attacks vs. her light sensitivity.
Oh, for the Trogs use these -> CLICK HERE
~D

daemonslye |

*Cue Dr. Evil laughter here* Here is one of my favs from way back (The Armegeddon Echo p.30) -> CLICK HERE
Couple of changes here: Old Vulture Boy got a new feat and I changed out Cleave. With the changes to cleave, a multi-attacking creature really wastes its time with the feat. I did have a question regarding how PFRPG handles "the AC of touched items in the possession of another creature" - I ended up going with: The touch AC of the possessing creature with a bonus for size for the item. YMMV. Any comments or suggestions are welcome on this.
~D

Anguish |

Kardrogas
Notes: I intend to have Kardrogas waiting for the PCs as written in the module, with a twist. I will be describing him to basically look like a member of a KISS tribute band, complete with "white" striped body paint which is visible through fashionable rents in his clothing. To any PC with darkvision (I've got a half-orc ninja 2 / druid 5 amongst my group) the stripes will fluoresce brightly. Kardrogas is NOT a subtle kind of guy and he's entirely happy drawing attention in the underdark with this warpaint, which makes his muscle movement resemble a sprinting zebra. Finally, I will describe that the barbarian appears to be toying with something in his mouth, using his ridiculously lengthy tongue to prod and rotate a thin cylinder which clinks against his teeth with the unmistakable sound of glass. Before he speaks, there comes a sickening crunch as he bites down hard on his potion of bear's endurance. He spits bloody shards of glass at the PCs' feet and speaks his written lines through teeth running red with his own blood. This is not a well person, even by drow standards.
Also, I strongly encourage anyone who's got the time to take this particular encounter and work on Kardrogas. For low-level hardiness, we house-rule 1st-level PCs add their Con SCORE to hit points. Only special foes get this bonus and Kardrogas will definitely be one. I may give him a FLAW to earn him an extra feat, which will be Improved Toughness (which stacks with Toughness). By stacking the deck that way, I can get him up to 138 hit points. I'd love to go higher. Kardrogas is a solo challenge, which makes his CR9 somewhat over-rated. I've designed my PFRPG conversion to maximize his likelihood of doing what he's written for: delay the PCs while the portal starts to destabilize. If he's a one-round wonder, there won't be any tension or suspense. If he JUST WON'T DIE, hopefully the PCs will be under stress and invested in the moment. I've picked his rage powers to hopefully jack up his credibility and reduce the probability of a hold person or calm emotions spell ruining the encounter.
I'm further thinking about giving him a level of psychic warrior and a couple psionic tattoos of vigor to buy him still more survivability in the form of way too many temporary hit points. In an ideal world, I'd love this guy to feign death and get away to become a recurring thorn in the PCs' sides as seemingly unkillable. Still, no matter what I do, my players will pull some move that one-shots Kardrogas. It's what they do.
KARDROGAS CR 9 XP 6,400
Male drow barbarian 8
CE Medium humanoid (elf)
Source SD:TAE32
Init +3; Senses darkvision 120ft; Perception +14
Languages Common, Elven, Undercommon
________________________________________
AC 17 (+6 armor, -2 rage, +3 Dex), touch 11, flat-footed 14; improved uncanny dodge, trap sense +2
hp 100 (8d12+32 HD plus 11); DR 1/–
Immune sleep
SR 19
Fort +10, Ref +5, Will +7 (+9 vs spells and spell-like abilities), +2 vs enchantments; trap sense +2
Weakness light blindness (blind 1 round, dazzled thereafter)
________________________________________
Spd 40ft
M +1 shocking greatsword +14/+9 (2d6+6/19-20×2 plus 1d6 electricity)
R mwk hand crossbow +12 (1d4/19-20×2)
Base Atk +8; CMB +12
Atk Options Power Attack
Special Actions[b] rage (34 rage points/day; rage, surprise accuracySWIFT[4], intimidating gaze, clear mindIMMED[6])
[b]Combat Gear drow poison bolt (2), potion of bear’s endurance
Spell-Like Abilities (CL 8th):
1/day – dancing lights, darkness, faerie fire
________________________________________
Abilities Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 12
SQ fast movement, illiteracy, surprise accuracy, intimidating glare, clear mind
Feats Iron Will1, Power Attack3, Weapon Focus(greatsword)5, Toughness7
Skills Acrobatics +14, Climb +10, Intimidate +12
Possessions combat gear plus +1 shocking greatsword, +2 mithral shirt, mwk hand crossbow, 10 bolts
________________________________________
Surprise Accuracy (Ex) Kardrogas adds his barbarian level on one attack roll. This power is used as a swift action before the roll to hit.
Intimidating Glare (Ex) Kardrogas can make an Intimidate check against one adjacent foe as a free action. If he successfully demoralizes his opponent, the foe is shaken for 2d6 rounds.
Clear Mind (Su) Kardrogas may reroll a failed Will save. This power is used as an immediate action after the save is failed. He must take the second result, even if it is worse.
Base statistics
AC 19, touch 13
hp 73 (8d12+16 plus 11)
Fort +8, Will +5
M +1 shocking greatsword +12/+7 (2d6+3/[smaller]19-20×2[/i] plus 1d6 electricity)
CMB +10
Abilities Str 14, Con 14
Skills Climb +8

Majuba |

Here is a take on the four Cyphermages with a small attempt at making them not immediate fodder
Cyphermages -> CLICK HERE
These worked out *great* - thank you :) All survived btw.

daemonslye |

Here is Kardrogas the Pain Taster -> CLICK HERE
First I want to say I really like Anguish's description, I recommend starting there...
I went ahead and made him a prestige class pain taster (the book even described him this way); This took away a bit of power in terms of feats, so I let him choose a feat from Plot and Poison that helped with damage output. I went ahead and added surprise accuracy to the CMB roll given that it was described as an attack. Would be interested in thoughts on this as it is somewhat of a far reaching ruling;
Majuba - Thanks and I'm glad they made it. I'm sure it was an interesting story! I am just starting Armageddon Echo myself tonight (we are using existing PCs at higher than 1st level so I will miss this encounter).
We played the Sea Caves last weekend and it was a loooong battle. The PC wizard started with a fireball that almost took out everyone. The drow cleric was relegated to countering fireballs for a good part of the battle. Additionally, I added the drow fighter from the previous adventure which retreated to the caves so she was firing her crossbow from the walls. The orca ended up chewing on the flying wizard (some interesting experiences with CMB were had; He ended up using a grease spell on himself).
~D

daemonslye |

Here is Ixilano (The Armageddon Echo p.31) -> CLICK HERE
I changed a few items: 1.) The whole "floating on a leaf" thing, while funny, is just too much. I changed the circumstances a bit. I also had Ix use more of its powers (they are at will ya know). Another thing I changed was the critter's feats. 1st it gets more feats in Pathfinder; Second, it always irked me that super intelligent beings would consciously choose semi-useless feats (hey, nothing against alertness, but c'mon). So... I changed the feats. And there you go.
Oh yeah, one thing I noticed - Veil has no limit on number of creatures affected (that I can determine). It is the same in 3.5. Not sure this has been errata'ed but it is interesting.
~D

daemonslye |

Here is a Babau (The Armageddon Echo p.38)-> CLICK HERE
These guys have the ability to be nasty to a mid-level party if they focus on taking down the arcane caster first and dispelling any weapons that can cause damage. Also, they spell trouble for the fighter's favorite weapons.

daemonslye |

Thanks D.O.R. This one's for you. Here is Arkaxis -> CLICK HERE
I went ahead and "powered up" this one; Part of this was the loss of spells, but bigger was the fact that, in PFRPG, a death attack must be made with a melee weapon. Ouch.
Some things work in the assassin's favor, most notably the shadowy illumination and weakness of light spells. All that said, other, less cruel DMs may choose to switch out ability focus or lose the fox's cunning potions to increase the chances of survival. I trust Anguish will add a "straight" conversion at some point.
Enjoy.
~D

daemonslye |

Here is Nolveniss (The Armageddon Echo p.45) -> CLICK HERE
Here is the main drow wizard. I changed a few things given his spell powers (e.g. he had a few spell slots open; At this level, spell casters should expect a few dispel magics coming their way. Thus he has some redundancy). His defenses are such that he may last a few rounds longer than normal (than a single typical BBEG encounter where the entire group focuses on one hittable opponent). If more than four characters, I would add some in-room support (a soldier or two and an arcanist); In either case, Nolveniss won't shy away from his big attack spells which won't equate to a happy day for his underlings.
Note: He will need about 6 rounds to get off all of the spells he has prepped (not counting the multi-hour spells). If the arcanists don't slow down the party much, you may want to adjust...
I'll have his familiar done soon but wanted to post this as soon as I had it done.
Enjoy.
~D

thelesuit |

Daemonslye you are awesome. I plan on running Second Darkness in the near future using the PFRPG Beta rules and I am thoroughly relieved that I'm not trail-blazing my own path. I especially like your insights into how the various NPCs should be modified (and sometimes beefed) for PF. Undoubtedly the party I am GM'ing will be 4+ PCs so this really helps.
Finally I am impressed by your MS Publisher skills. Are your using a template and is it available anywhere?
Again much kudos to you sir. For my part I will attempt to provide feedback on what works and what doesn't and those areas to which I am adding my own simply, "homey" touches.
Happy New Year,
CJ

daemonslye |

Thanks CJ; Since you like the NPC's, here is one for you:
Here is Shalelu Andosana -> CLICK HERE
So I changed her. Sacrilege, perhaps. I simply wanted something a bit more than a ranger that could credibly make the drow quaver a bit. Plus, I would hope that the characters come to care about her a bit given that she is a reason to hustle through the Portal. I gave her a little more than NPC wealth but less than PC wealth. Perhaps she could be run as a shadow to the PCs if they get in trouble before the final assault. Or, she can take the place of a fallen PC (I like her as a foil to the drow).
In terms of format, I attempted a cross between the "standard" and "character sheet"; Not sure I like it too much given the changes apt to happen day-to-day but again, I am for anything that "Stops the Flipping" as it were.
Questions about the footnoted items? Buy the book!! ;^)
{edit} Fixed some stuff; {/edit}
Enjoy!
~D

daemonslye |

I give you Razorhorn (The Armageddon Echo p.43) -> CLICK HERE
I wanted to convert him because 1.) he is cool. and 2.) I had not done a dragon or high BAB creature yet. A few changes: With the change to power attack, casting true strike is really not worth the trouble. So he opted for a (reasonably) high AC. I'm assuming something like +16 or so to combat PCs primary attacks at this level before buffing spells, so not too un-hittable;
Vital strike really seems to help out a creature with many attacks and good damage dice; Really a must have feat for creatures with lots of attacks at BAB+11 or better;
Enjoy.
~D

daemonslye |

Here is the latest compilation; Thanks to Dennis, Anguish and AlKir; ~D
SHADOW IN THE SKY
- Riddleport Thief (Shadow in the Sky p.9) -> CLICK HERE
- Riddleport Thug (Shadow in the Sky p.9) -> CLICK HERE
- Angvar Thestlecrit (Shadow in the Sky p.17) -> CLICK HERE
- Thuvalia Barabbio the One-Eyed (Shadow in the Sky p.18) -> CLICK HERE
- Old Scratch (Shadow in the Sky p.18) -> CLICK HERE
- Angvar's Goons (Riddleport Thief) (Shadow in the Sky p.18) -> CLICK HERE
- Gold Goblin Bouncers (Riddleport Thugs) (Shadow in the Sky p.18) -> CLICK HERE
- Lavendar Lil (Shadow in the Sky p.20) -> CLICK HERE
- Saul Vancaskerkin (Shadow in the Sky p.21) -> CLICK HERE
- Drunken Brawlers (Riddleport Thugs) (Shadow in the Sky p.25) -> CLICK HERE
- Cindersnake (Medium viper) (Shadow in the Sky p.25) -> CLICK HERE
- Samaritha Beldusk (Shadow in the Sky p.26) -> CLICK HERE
- Lymas Smeed / Otsk (Shadow in the Sky p.28) -> CLICK HERE
- Braddikar Faje (Shadow in the Sky p.30) -> CLICK HERE
- Zincher Thug (Shadow in the Sky p.30) -> CLICK HERE
- Jasker Gant and Croat Thugs (Shadow in the Sky p.32) -> CLICK HERE
- Kwava and Ganmeed (Shadow in the Sky p.35) -> CLICK HERE
- Wererats (Shadow in the Sky p.36) -> SEE MODULE
- Swarm (Shadow in the Sky p.37) -> SEE MODULE
- Bojask and Pigsaw (Shadow in the Sky p.39) -> CLICK HERE
- Gold Goblin Bouncers (Riddleport Thugs) (Shadow in the Sky p.40) -> CLICK HERE
- Swamp Barracuda (Shadow in the Sky p.42) -> SEE MODULE
- "One-Legged Louie" (Shadow in the Sky p.42) -> CLICK HERE
- Darkland Sentinels (Shadow in the Sky p.42) -> SEE MODULE
- Trogs (Shadow in the Sky p.43) -> CLICK HERE
- Fungal Crawler (Shadow in the Sky p.43) -> SEE MODULE
- Aquatic Gricks (Shadow in the Sky p.44) -> CLICK HERE
- Depora Azrinae (Shadow in the Sky p.44) -> CLICK HERE
- Demons (Shadow in the Sky p.46) -> CLICK HERE
CHILDREN OF THE VOID
- Captain Josper Creesy (Children of the Void p.14) (courtesy of Dennis da Ogre) -> CLICK HERE
- Saboteurs (Children of the Void p.14) -> CLICK HERE
- Medium Bloodback Centipedes (Children of the Void p.19) -> CLICK HERE
- Centipede Swarm (Children of the Void p.19) -> CLICK HERE
- Yaris Neraken (Children of the Void p.20) -> CLICK HERE
- Void Zombies (Children of the Void p.22) -> SEE MODULE
- Samaritha Beldusk (Level 4) (Children of the Void p.24) -> CLICK HERE
- Cyphermages (Children of the Void p.25) -> CLICK HERE
- Akatas (Children of the Void p.28) -> SEE MODULE
- Clegg Zincher (Children of the Void p.29) -> CLICK HERE
- Akron Erix (Children of the Void p.30) -> CLICK HERE
- Zincher Thugs (Children of the Void p.31) -> SEE MODULE
- Axebeaks (Children of the Void p.35) -> SEE MODULE
- Drow Guards (Children of the Void p.37) -> CLICK HERE
- Virashi (Children of the Void p.39) -> SEE MODULE
- Chmetugo (Children of the Void p.40) -> SEE MODULE
- Xakihn the Druid & Theyardlyn (Children of the Void p.42) -> CLICK HERE
- Shindiira of House Misraria (Children of the Void p.45) -> CLICK HERE
- Orca (Children of the Void p.46) -> CLICK HERE
- Teeth of Araska, SET PIECE (Children of the Void p.64-71) (courtesy of AlKir) -> CLICK HERE
THE ARMAGEDDON ECHO
- Kaerishiel Neirenar (The Armageddon Echo; p.10) and Elven Scouts (courtesy of ANGUISH) -> CLICK HERE
- Shalelu Andosana (The Armageddon Echo; p.15) -> CLICK HERE
- Drow Skirmisher (The Armageddon Echo; p.16) -> CLICK HERE
- Drow Soldier (The Armageddon Echo; p.16) -> CLICK HERE
- Drow Arcanist (The Armageddon Echo; p.17) -> CLICK HERE
- Drow Captain (The Armageddon Echo; p.18) -> CLICK HERE
- Medium Giant Recluse Spiders (The Armageddon Echo; p.20) -> CLICK HERE
- Dretch (The Armageddon Echo; p.21) -> CLICK HERE
- Drider (The Armageddon Echo; p.23) -> CLICK HERE
- Ilverae Parastric (The Armageddon Echo p.24) -> CLICK HERE
- Trogs (The Armageddon Echo p.24) -> CLICK HERE
- Elven Golem (The Armageddon Echo p.29) -> SEE MODULE
- Elven Zombies (The Armageddon Echo p.29) -> CLICK HERE
- Large Water Elementals (The Armageddon Echo p.29) -> CLICK HERE
- Demon (The Armageddon Echo p.30) -> CLICK HERE
- Ixilano (The Armageddon Echo p.31) -> CLICK HERE
- Kardrogas the Pain Taster (The Armageddon Echo p.32) -> CLICK HERE
- Babau (The Armageddon Echo p.38) -> CLICK HERE
- Blast Shadows (The Armageddon Echo p.38) -> SEE MODULE
- Shadow Ghouls (The Armageddon Echo p.39) -> CLICK HERE
- Shadows (The Armageddon Echo p.39) -> CLICK HERE
- Shadow Mastiffs (The Armageddon Echo p.39) -> CLICK HERE
- Arkaxis (The Armageddon Echo p.39) -> CLICK HERE
- Lagrozan, Slave Master (The Armageddon Echo p.41) -> SEE MODULE
- Razorhorn (The Armageddon Echo p.43) -> CLICK HERE
- Nolveniss Azrinae (The Armageddon Echo p.45) -> CLICK HERE

daemonslye |

Starting on Endless Night; Here is Gadak (Endless Night p.13) -> CLICK HERE
I changed him slightly; You may recognize the picture ;^). I wanted him to come across slightly more.... colorful.
Enjoy.
~D

![]() |

Here are the Drow Soldiers (Endless Night p.14) -> CLICK HERE
~D
Is there a way to get your template for your stat block? Your work is awesome.

daemonslye |

daemonslye wrote:Is there a way to get your template for your stat block? Your work is awesome.Here are the Drow Soldiers (Endless Night p.14) -> CLICK HERE
~D
Flattery will get you everywhere... -> CLICK HERE
Good luck with it (its really just a simple table in a .pub, nothing special). As I mentioned previously, I've been collecting the descriptions in a datafile so they may be used again - this has started to help with speeding up conversions as I grow out the converted data. I use the Scala Sans font family (from Linotype if I remember correctly);
Funny, the biggest issue I had previously, was the performance of my computer (the big PDFs were thrashing VISTA on 2GB of RAM). So, back in November, I upgraded to a Falcon Northwest Mach V VISTA-64bit Core i7 965 with 12GB RAM and two 4870x2's with 2GB each. Much better now! Also, 22Mb/s from comcast sure helps to speed the files along their way.
I mentioned I was working on a "set piece" set in Riddleport (not exactly up to the quality we get from our resident Paizonians mind you); It's getting close, but since I work on it on the in-between-times, its slow going and I decided not to post it halfway finished.
Cheers and Happy New Year.
~D

![]() |

Thank you so much. I will enjoy playing around with it and if I come up with anything I will shoot it out to you.
Besides just starting Second Darkness I am finishing up Runelords in the next few weeks and I might use it to recreate our favorite Runelord in PRPG. I have done some work in that direction but it will be fun to use this to finish the job. I will let you know how it goes.

daemonslye |

Besides just starting Second Darkness I am finishing up Runelords in the next few weeks and I might use it to recreate our favorite Runelord in PRPG. I have done some work in that direction but it will be fun to use this to finish the job. I will let you know how it goes.
A long time ago (OK sometime last year), I was working on an early version of the formatting stuff you see now; I tried fitting the Runelord on one page. It did not go well...
KARZOUG THE CLAIMER -> CLICK HERE
~D

daemonslye |

Here is Tiryin Vonnarc (Endless Night p.46) -> CLICK HERE
I'm not going in any particular order with Endless Night... I made a couple of minor changes; Changing out rogue for the other classes. Seemed to make sense given the new rules; One thing that had me scratching my head - the drow double weapon from plot and poison seems to go against the duelist abilities. That said, I was imagining it being used in a single hand spinning about like Darth Maul (I think it's supposed to be a two handed weapon?). So I kept with it rather than go rapier. Hey, perhaps the PCs can learn this nifty weapon for themselves.
~D

Anguish |

Arkaxis
Male drow rogue 5 / assassin 3
CE Medium humanoid (elf)
Source SD:TAE39
Init +8; Senses darkvision 120ft; Perception +13
Languages Abyssal, Common, Draconic, Elven, Undercommon
________________________________________
AC 20 (+5 armor, +1 deflection, +4 Dex), touch 15, flat-footed 16; improved uncanny dodge, trap sense +1
hp 47 (8d8+8 HD)
Immune sleep
SR 19
Fort +4, Ref +12, Will +3; (+5 vs spells and spell-like abilities), +2 vs enchantments, +1 vs poison; evasion, trap sense +1
Weakness light blindness (blind 1 round, dazzled thereafter)
________________________________________
Spd 30ft
M +1 rapier +11 (1d6+2/18-20×2)
R hand crossbow +9 (1d4/19-20×2)
Base Atk +5; CMB +6
Atk Options sneak attack (+5d6), slow reactions
Special Actions death attack (DC16)
Combat Gear drow poison (4), drow poison bolts (4), potion of cure moderate wounds (2)
Assassin Spells Known (CL 3rd):
2nd (1/day) – invisibility, spider climb
1st (3/day) – disguise self, obscuring mist, true strike
Spell-Like Abilities (CL 8th):
1/day – dancing lights, darkness, faerie fire
________________________________________
Abilities Str 12, Dex 18, Con 12, Int 16, Wis 10, Cha 10
SQ poison use, trapfinding
Feats Dodge, Mobility, Weapon Finesse, Weapon Focus(rapier)B, Improved Initiative
Skills Acrobatics +15, Disable Device +11, Disguise +11, Gather Information +8, Sleight of Hand +10, Stealth +15
Possessions combat gear plus +2 glamered studded leather armor, +1 rapier, hand crossbow, 20 bolts, cloak of resistance +1, ring of protection +1, disguise kit
________________________________________
Slow Reactions (Ex) Opponents damaged by this rogue’s sneak attack cannot make attacks of opportunity for 1 round.
Weapon Training A rogue may gain the Weapon Focus feat in place of a rogue talent.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

daemonslye |

S
P
A
C
E
[/GEEK]
________Unique____MB______PDFs
________Visitors__Dwnld___Dwnld
Jul_____225_______104_____255
Aug_____258_______359_____681
Sep_____75________241_____360
Oct_____78________222_____255
Nov_____172_______534_____617
Dec_____126_______647_____639
Jan_____58________268_____264 <-Jan01-Jan16
In case you were interested, here are some stats on usage; I first posted on a Pathfinder thread discussing the format of the stat blocks (and put up Vreeg, Nihil and a few others to demonstrate); When that post was removed, I decided to convert Second Darkness to PFRPG using the same format and post in this forum. Usage took a hit but is climbing back - Probably as more people get interested in the Adventure Path.
Like all webstats, the numbers are directional (although my stats viewer can pull out spiders and search engines).
The headings are: Unique Visitors (to this website which hosts no other content at this time), Megabytes Downloaded (should tie closely to the PDF numbers) and Number of PDF's downloaded. One interesting stat I did not include is "Partial Content" accessed - I assume this may be caused by a click to a PDF and then exiting the page before it completely downloads; With these large PDF's it may happen (for example the stat in Dec is 2,058 partial content accesses);
[/GEEK] <- OK, maybe using this tag here is redundant ;^)
~D

daemonslye |

Here is Orvignato and Faithless (Endless Night p.43) -> CLICK HERE
I changed him somewhat - There seemed to be enough rogue adversaries to date and I wanted to try out an Arcane Archer. Also tried a few of the new archer-based feats. He may give the party a harder time in this guise (esp. given that they are elves).
I also fixed the Nolveniss pdf above. The image was killing the size so I did a quick fix and reposted it.
Enjoy
~D

daemonslye |

Here is the latest compilation; Thanks to Dennis, Anguish and AlKir; ~D
For Endless Night, I decided not to convert (at this time) all of the non-combatant NPCs or those not likely to fight the PCs (assuming they are not suicidal). The Razor Crown Mercenaries are new on this list (I decided to make them a little different than the drow guards and gave them a little "power-up" in terms of equipment given the level of the party at this point). The next module has high-level elves, wizards, and demons; Oh my!
SHADOW IN THE SKY
- Riddleport Thief (Shadow in the Sky p.9) -> CLICK HERE
- Riddleport Thug (Shadow in the Sky p.9) -> CLICK HERE
- Angvar Thestlecrit (Shadow in the Sky p.17) -> CLICK HERE
- Thuvalia Barabbio the One-Eyed (Shadow in the Sky p.18) -> CLICK HERE
- Old Scratch (Shadow in the Sky p.18) -> CLICK HERE
- Angvar's Goons (Riddleport Thief) (Shadow in the Sky p.18) -> CLICK HERE
- Gold Goblin Bouncers (Riddleport Thugs) (Shadow in the Sky p.18) -> CLICK HERE
- Lavendar Lil (Shadow in the Sky p.20) -> CLICK HERE
- Saul Vancaskerkin (Shadow in the Sky p.21) -> CLICK HERE
- Drunken Brawlers (Riddleport Thugs) (Shadow in the Sky p.25) -> CLICK HERE
- Cindersnake (Medium viper) (Shadow in the Sky p.25) -> CLICK HERE
- Samaritha Beldusk (Shadow in the Sky p.26) -> CLICK HERE
- Lymas Smeed / Otsk (Shadow in the Sky p.28) -> CLICK HERE
- Braddikar Faje (Shadow in the Sky p.30) -> CLICK HERE
- Zincher Thug (Shadow in the Sky p.30) -> CLICK HERE
- Jasker Gant and Croat Thugs (Shadow in the Sky p.32) -> CLICK HERE
- Kwava and Ganmeed (Shadow in the Sky p.35) -> CLICK HERE
- Wererats (Shadow in the Sky p.36) -> SEE MODULE
- Swarm (Shadow in the Sky p.37) -> SEE MODULE
- Bojask and Pigsaw (Shadow in the Sky p.39) -> CLICK HERE
- Gold Goblin Bouncers (Riddleport Thugs) (Shadow in the Sky p.40) -> CLICK HERE
- Swamp Barracuda (Shadow in the Sky p.42) -> SEE MODULE
- "One-Legged Louie" (Shadow in the Sky p.42) -> CLICK HERE
- Darkland Sentinels (Shadow in the Sky p.42) -> SEE MODULE
- Trogs (Shadow in the Sky p.43) -> CLICK HERE
- Fungal Crawler (Shadow in the Sky p.43) -> SEE MODULE
- Aquatic Gricks (Shadow in the Sky p.44) -> CLICK HERE
- Depora Azrinae (Shadow in the Sky p.44) -> CLICK HERE
- Demons (Shadow in the Sky p.46) -> CLICK HERE
CHILDREN OF THE VOID
- Captain Josper Creesy (Children of the Void p.14) (courtesy of Dennis da Ogre) -> CLICK HERE
- Saboteurs (Children of the Void p.14) -> CLICK HERE
- Medium Bloodback Centipedes (Children of the Void p.19) -> CLICK HERE
- Centipede Swarm (Children of the Void p.19) -> CLICK HERE
- Yaris Neraken (Children of the Void p.20) -> CLICK HERE
- Void Zombies (Children of the Void p.22) -> SEE MODULE
- Samaritha Beldusk (Level 4) (Children of the Void p.24) -> CLICK HERE
- Cyphermages (Children of the Void p.25) -> CLICK HERE
- Akatas (Children of the Void p.28) -> SEE MODULE
- Clegg Zincher (Children of the Void p.29) -> CLICK HERE
- Akron Erix (Children of the Void p.30) -> CLICK HERE
- Zincher Thugs (Children of the Void p.31) -> SEE MODULE
- Axebeaks (Children of the Void p.35) -> SEE MODULE
- Drow Guards (Children of the Void p.37) -> CLICK HERE
- Virashi (Children of the Void p.39) -> SEE MODULE
- Chmetugo (Children of the Void p.40) -> SEE MODULE
- Xakihn the Druid & Theyardlyn (Children of the Void p.42) -> CLICK HERE
- Shindiira of House Misraria (Children of the Void p.45) -> CLICK HERE
- Orca (Children of the Void p.46) -> CLICK HERE
- Teeth of Araska, SET PIECE (Children of the Void p.64-71) (courtesy of AlKir) -> CLICK HERE
THE ARMAGEDDON ECHO
- Kaerishiel Neirenar (The Armageddon Echo; p.10) and Elven Scouts (courtesy of ANGUISH) -> CLICK HERE
- Shalelu Andosana (The Armageddon Echo; p.15) -> CLICK HERE
- Drow Skirmisher (The Armageddon Echo; p.16) -> CLICK HERE
- Drow Soldier (The Armageddon Echo; p.16) -> CLICK HERE
- Drow Arcanist (The Armageddon Echo; p.17) -> CLICK HERE
- Drow Captain (The Armageddon Echo; p.18) -> CLICK HERE
- Medium Giant Recluse Spiders (The Armageddon Echo; p.20) -> CLICK HERE
- Dretch (The Armageddon Echo; p.21) -> CLICK HERE
- Drider (The Armageddon Echo; p.23) -> CLICK HERE
- Ilverae Parastric (The Armageddon Echo p.24) -> CLICK HERE
- Trogs (The Armageddon Echo p.24) -> CLICK HERE
- Elven Golem (The Armageddon Echo p.29) -> SEE MODULE
- Elven Zombies (The Armageddon Echo p.29) -> CLICK HERE
- Large Water Elementals (The Armageddon Echo p.29) -> CLICK HERE
- Demon (The Armageddon Echo p.30) -> CLICK HERE
- Ixilano (The Armageddon Echo p.31) -> CLICK HERE
- Kardrogas the Pain Taster (The Armageddon Echo p.32) -> CLICK HERE
- Babau (The Armageddon Echo p.38) -> CLICK HERE
- Blast Shadows (The Armageddon Echo p.38) -> SEE MODULE
- Shadow Ghouls (The Armageddon Echo p.39) -> CLICK HERE
- Shadows (The Armageddon Echo p.39) -> CLICK HERE
- Shadow Mastiffs (The Armageddon Echo p.39) -> CLICK HERE
- Arkaxis (The Armageddon Echo p.39) -> CLICK HERE
- Lagrozan, Slave Master (The Armageddon Echo p.41) -> SEE MODULE
- Razorhorn (The Armageddon Echo p.43) -> CLICK HERE
- Nolveniss Azrinae (The Armageddon Echo p.45) -> CLICK HERE
ENDLESS NIGHT
- Gadak Simiryin (Endless Night p.13) -> CLICK HERE
- Drow Soldiers (Endless Night p.14) -> CLICK HERE
- Slavemother Undamesta (Endless Night p.17) -> SEE MODULE
- Matron Pravora Vonnarc (Endless Night p.18) -> SEE MODULE
- Second Daughter Faidaeva Vonnarc (Endless Night p.18) -> SEE MODULE
- Lesser Nobles, Guards, and Servants (Endless Night p.19) -> SEE MODULE
- Verez (Endless Night p.22) -> SEE MODULE
- Driders (Endless Night p.27) -> CLICK HERE
- Safan Domvesia (Endless Night p.29) -> SEE MODULE
- Drow Soldiers (Endless Night p.29) -> CLICK HERE
- Cave Geckos (Endless Night p.30) -> SEE MODULE
- Second Son Erdrinneir Vonnarc (Endless Night p.31) -> SEE MODULE
- Jivakhnaka (Endless Night p.32) -> SEE MODULE
- Incomplete Iron Golem (Endless Night p.35) -> CLICK HERE
- Vonnarc Mage (Endless Night p.35) -> SEE MODULE
- Loyal Guardian (Endless Night p.37) -> CLICK HERE
- First Daughter Alicavniss Vonnarc (Endless Night p.37) -> SEE MODULE
- Guards (Endless Night p.37) -> CLICK HERE
- Razor Crown Mercenaries (Endless Night p.41) -> CLICK HERE
- Orvignato and Faithless (Endless Night p.43) -> CLICK HERE
- Drider (Endless Night p.43) -> CLICK HERE
- First Son Tiryin Vonnarc (Endless Night p.46) -> CLICK HERE
- The Thing at the Gate (Endless Night p.47) -> CLICK HERE
- Vonnarc Guards (Endless Night p.47) -> CLICK HERE
A MEMORY OF DARKNESS
....work in progress....