Converting Seven Days to the Grave to PFRPG (SPOILERS)


Curse of the Crimson Throne


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I finaly got the Bestiary pdf so Im converting some of the classed monsters in this adventure and the npcs, I will be posting conversions as I need them, for example today I will be converting two monsters because we run them tonight.

I post them here for anyone that needs them and to proofread them, so if you see an error please let me know.

thanks.

Girrigz (Hybrid Form)

LE Medium humanoid (human, shapechanger)
Init +9; Senses low-light vision, scent; Perception +9
Defense
AC 26, touch 19, flat-footed 20 (+5 armor, +5 Dex, +1
dodge, +2 natural, +3 deflection)
hp 60 (2d8+5d10+23)
Fort +7, Ref 11, Will +6
Defensive Abilities evasion, blur 20% miss chance;
DR 10/silver
Offense
Speed 30 ft.
Melee +1 silver rapier +14/+9 (1d6+4/18–20), bite +6
(1d4+1 plus disease and curse of lycanthropy; DC 15)
Special Attacks sneak attack +1d6
Statistics
Str 15, Dex 20, Con 16, Int 10, Wis 16, Cha 6
Base Atk +6; CMB +8; CMD 23
Feats Dodge, Weapon Finesse, Weapon Focus (rapier),
Weapon Specialization (rapier), Improved Initiative,
Iron Will, Lighting Reflexes, Mobility.
Skills Acrobatics +8, Bluff +6, Climb +6, Intimidate +6,
Knowledge (local) +5, Perception +8, Sense Motive +9,
Stealth +8, Swim +7
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph),
rogue talents (fast stealth), lycanthropic empathy (rats and
dire rats), trapfinding, Weapon Training +1 (Blades, light),
Armor Training +1, Bravery +1
Special Abilities
Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset
1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3
Con damage; cure 2 consecutive saves. The save DC is
Constitution-based.
Curse of Lycanthropy (Su) A natural lycanthrope’s bite
attack in animal or hybrid form infects a humanoid target
with lycanthropy (Fortitude DC 15 negates). If the victim’s
size is not within one size category of the lycanthrope,
this ability has no effect.
Combat Gear potion of blur, potion of shield of faith +3 (already factored)
Other Gear +1 chain shirt, +1 silver rapier, 30 gp

Next Yvicca as soon as I finish her.


Yvicca

CE Medium monstrous humanoid (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +11
Aura horrific appearance (60 ft.)
Defense
AC 20, touch 13, flat-footed 13 (+4 armor,+3 Dex, +3 natural)
hp 78 (4d10+5d8+36)
Fort +11, Ref +8, Will +9
SR 15
Offense
Speed 30 ft., swim 40 ft.
Melee +1 short spear +14/+9 (1d6+7) and claw +11 (1d6+5)
Special Attacks evil eye DC 14 Horrific Appearance DC 14
Spells Known (CL 5 th)
3 rd—cure moderate wounds, grater magic fang
2 nd—barkskin, bull’s strength, resist energy
1 st—charm animal(DC 15) cure light wounds, faerie fire, speak with animals
0—detect magic, detect posison, flare, read magic
Statistics
Str 24, Dex 16, Con 18, Int 8, Wis 18, Cha 14
Base Atk +7; CMB +8; CMD 21
Feats Skill Focus (Bluff, Perception), Alertness, Greater Fortitude, Improved Initiative
Skills Bluff +9, Knowledge (any one) +5,
Perception +11, Stealth +10, Swim +19
Languages Common, Giant
SQ amphibious, nature bond, nature sense, wild empathy,
Woodland stride, trackless step, resist nature lure, wild shape (1/day)
Ecolo gy
Special Abilities
Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mindaffecting fear effect. The save DCs are Charisma-based. Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the effects of the evil eye).
Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. This is a mindaffecting effect. The save DC is Charisma-based.
Combat gear +1 short spear, bracer of armor +2
Other gear death’s head coffer (50 pp, dead rat inside)

Shark
Statistics: Size Medium; Speed swim 60 ft.; AC 18 (+6
natural armor +2 Dex); HP 40 (5d8+20) Init +6 Attack bite +9 (1d6); Ability Scores Str 18, Dex 14,
Con 18, Int 1, Wis 12, Cha 2; Special Qualities scent. blindsense.
Saves Fort +7 Ref +5 Will +2
Feats Weapon focus (bite), Improved initiative, Improved Natural armor
SQ Link, Share spells, Evasion


GREY MAIDEN CR 2
Female Human Fighter 3
LE Medium Humanoid
Init +1; Perception -1
Languages Common
---------------------
AC 22, touch 11, flat-footed 21
(+1 Dex, +9 armor, +2 shield)
hp 32 (3d10+9)
Fort +6, Ref +2, Will +2
---------------------
Speed 20ft.
Melee weapon Masterwork Longsword +7 (1d8+2) and
Unarmed Strike +5 (1d3+2)
Ranged weapon Longbow, Comp. (Str +0) +4 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +3; CMB +5; CMD 16

Combat Gear Unarmed Strike, Gauntlet (from Armor), Masterwork Longsword, Longbow, Comp. (Str +0), Arrows, Masterwork Full Plate, Shield, Heavy Steel
---------------------
Abilities Str 14 Dex 12 Con 17 Int 10 Wis 8 Cha 13
SQ Armor Training 1 (Ex), Bravery +1 (Ex), Point Blank Shot, Precise Shot, Quick Draw
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Iron Will, Martial Weapon Proficiency - All, Point Blank Shot, Precise Shot, Quick Draw, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency, Weapon Focus: Longsword
Skills Acrobatics -2, Escape Artist -5, Fly -5, Intimidate +7, Stealth -5, Swim -4
Possessions combat gear plus Traveller's Outfit (Free)
---------------------
Armor Training 1 (Ex) Reduce armor check penalty and increase max DEX of armor.
Bravery +1 (Ex) +1 Will save vs. Fear
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.


QUEEN PHYSICIAN CR 2
Male Human Rogue 3
NE Medium Humanoid
Init +7; Perception +6
Languages Common, Varisian
---------------------
AC 15, touch 13, flat-footed 12
(+3 Dex, +2 armor)
hp 21 (3d8+3)
Fort +2, Ref +6, Will +1
---------------------
Speed 30ft.
Melee weapon Masterwork Club +6 (1d6+2) and
Unarmed Strike +4 (1d3+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; CMB +5; CMD 17
Atk Options Sneak Attack +2d6
Combat Gear Unarmed Strike, Masterwork Club, Leather
---------------------
Abilities Str 14 Dex 17 Con 12 Int 13 Wis 10 Cha 8
SQ Agile Maneuvers, Combat Reflexes, Trapfinding +1
Feats Agile Maneuvers, Armor Proficiency (Light), Combat Reflexes, Improved Initiative, Rogue Weapon Proficiencies, Simple Weapon Proficiency - All, Weapon Focus: Club
Skills Acrobatics +7, Bluff +5, Diplomacy +5, Disguise +4, Heal +3, Intimidate +3, Knowledge: History +4, Knowledge: Local +7, Perception +6, Sense Motive +6, Stealth +8
Possessions combat gear plus Healer's kit, Plaguebringer's Mask, Traveller's Outfit (Free)
---------------------
Agile Maneuvers You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Combat Reflexes You can make extra attacks of opportunity.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +2d6 +1d6 to your Sneak Attack damage.
Trap Sense +1 (Ex) Bonus on reflex saves and AC against traps improves by +1.
Trapfinding +1 Bonus to find or disable traps, including magical ones.


JOLISTINA SUSPERIO CR 8
Male Elf Rogue 6 Sorcerer 3
CE Medium Humanoid
Init +9; Senses Low-Light Vision; Perception +1
Languages Common, Elven
---------------------
AC 19, touch 15, flat-footed 14
(+5 Dex, +4 armor)
hp 69 (6d8+3d6+18)
Elven Immunities - Sleep
Fort +5, Ref +11, Will +4
---------------------
Speed 30ft.
Melee weapon Masterwork Dagger +7 (1d4+1) and
Unarmed Strike +6 (1d3+1)
Ranged weapon +1 Crossbow, Light +10 (1d8+1)
Space 5 ft.; Reach 5 ft.
Base Atk +5; CMB +6; CMD 21
Atk Options Bleeding Attack (Ex), Sneak Attack +3d6
Combat Gear +1 Crossbow, Light, Screaming Bolt (3), +1 Studded Leather glamered, Masterwork Dagger, Bolts 20,
Sorcerer Spells Known (CL 3, +6 melee touch, +10 ranged touch):
1 (DC 13, 6/day) - Identify, Ray of Enfeeblement, Shield, Ventriloquism
0 (DC 12, 99/day) - Acid Splash, Dancing Lights, Ghost Sound, Mage Hand, Open/Close
---------------------
Abilities Str 12 Dex 20 Con 14 Int 10 Wis 8 Cha 14
SQ +2 to Fortitude saves, Arcane, Deliver Touch Spells Through Familiar (Su), Elven Immunities, Elven Magic, Empathic Link with Familiar (Su), Eschew Materials (Eschew Materials (bonus feat)), Fast Stealth (Ex), Metamagic Adept (1/day) (Ex), Point Blank Shot, Precise Shot, Resiliency (Ex), Share Spells with Familiar, Trapfinding +3
Feats Armor Proficiency (Light), Elven Weapon Proficiencies, Eschew Materials (Eschew Materials (bonus feat)), Improved Initiative, Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Focus: Crossbow, Light
Skills Acrobatics +13, Bluff +8, Climb +5, Disable Device +9, Disguise +8, Escape Artist +9, Knowledge: Local +7, Perception +1, Perform: Comedy +7, Sleight of Hand +11, Stealth +13
Possessions combat gear plus Alchemist's fire (flask) (2), Artisan's Outfit (Free), Flint and steel, Manacles, Potion of Invisibility (3), Potion of Remove Disease (2), Sealing wax, Sewing needle (20), Wand of Cat's Grace 11 carges left
---------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bleeding Attack (Ex) Sneak attack causes extra damage over time.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials (Eschew Materials (bonus feat)) Cast without materials, if material cost is <= 1gp.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Resiliency (Ex) 1/day gain temporary HP = your rogue level when brought to 0 HP.
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +3d6 to your Sneak Attack damage.
Trap Sense +2 (Ex) Bonus on reflex saves and AC against traps improves by +1.
Trapfinding +3 Bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


just wanted to say thanks you're saveing me some time and making my encounters just a little tougher than I had them.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber; Pathfinder Battles Case Subscriber

Me too - thanks!

Sovereign Court

Alagard wrote:

I finaly got the Bestiary pdf so Im converting some of the classed monsters in this adventure and the npcs, I will be posting conversions as I need them, for example today I will be converting two monsters because we run them tonight.

I post them here for anyone that needs them and to proofread them, so if you see an error please let me know.

thanks.

Girrigz (Hybrid Form)

I've been working on a conversion of Girrigz and I noticed that you went in a different direction. Since Wererat is basically a template now and switches from having those animal hit dice built in to having two levels of rogue in the Bestiary entry, I just dropped the rogue levels and made him a Fighter 7. I also played around with the feats a bit since he's really not very formidable for a CR 7. By substituting Vital Strike, Power Attack, Spring Attack for some of those save-boosting feats and off-concept rogue levels, he becomes a much more effective fighter.

I do wonder a little bit about whether he should have the +4,+4,+2,+2,+0,-2 ability score adjustments it mentions in the Advancing Monsters section. Technically, Girrigz is an advanced Wererat, but he's also just a Fighter with the Wererat template applied(which doesn't seem to increase the CR of a Rogue 2, per the statblock included in the Wererat entry, so I didn't hold back on Girrigz' levels either).

Now, if I COULD make those ability adjustments, I would have given more intelligence to the brute and changed around a few feats so he could have Combat Expertise and Whirlwind Attack. With a big enough adjustment to Strength, Weapon Finesse and that wimpy little rapier can be replaced by a two-handed weapon.

Just some meandering thoughts as I rework my own version of Girrigz.

Sovereign Court

Alagard wrote:

GREY MAIDEN

Ranged weapon Longbow, Comp. (Str +0) +4 (1d8)

I think having a composite longbow with the incorrect strength rating actually causes an attack penalty, but I'd have to double check that. Might want to bite the bullet and just give them a +2 str composite longbow.


DR. DAVALUS CR 9
Male Human Bard 5 Expert 3 Rogue 3
NE Medium Humanoid
Init +2; Perception +8
Languages Common, Elven, Halfling, Mwangi
---------------------
AC 19, touch 13, flat-footed 16
(+2 Dex, +5 armor, +1 dodge)
hp 63 (11d8)
Fort +3, Ref +10, Will +9
---------------------
Speed 30ft.
Melee weapon +1 Humane Bane Rapier +11/+6 (1d6) and
Unarmed Strike +9/+4 (1d3-1)
Space 5 ft.; Reach 5 ft.
Base Atk +7/+2; CMB +6; CMD 19
Atk Options Sneak Attack +2d6
Combat Gear Unarmed Strike, +1 Mithral Chain Shirt, +1 Humane Bane Rapier
Bard Spells Known (CL 5, +6 melee touch, +9 ranged touch):
2 (DC 14, 3/day) - Invisibility, Mirror Image, Misdirection
1 (DC 13, 5/day) - Charm Person, Disguise Self, Expeditious Retreat, Hideous Laughter
0 (DC 12, 99/day) - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigitation
---------------------
Abilities Str 8 Dex 14 Con 10 Int 16 Wis 12 Cha 14
SQ Bardic Knowledge +2 (Ex), Bardic Performance (standard action) (14 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 14) (Su), Bardic Performance: Inspire Competence +2 (Su), Bardic Performance: Inspire Courage +2 (Su), Class Skill Selection: -Choose-, Combat Expertise +/-2, Combat Reflexes, Dodge, Fast Stealth (Ex), Improved Feint, Lore Master 1/day (Ex), Quick Draw, Trapfinding +1, Versatile Acting +0 (Ex), Well Versed (Ex)
Feats Armor Proficiency (Light), Armor Proficiency (Light), Armor Proficiency (Light), Bard Weapon Proficiencies, Combat Expertise +/-2, Combat Reflexes, Dodge, Improved Feint, Quick Draw, Rogue Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Simple Weapon Proficiency - All, Weapon Finesse, Weapon Focus: Rapier
Skills Appraise +7, Bluff +16, Diplomacy +16, Disable Device +7, Heal +10, Intimidate +6, Knowledge: Arcana +9, Knowledge: Local +10, Knowledge: Nature +9, Knowledge: Religion +12, Perception +8, Perform: Oratory +13, Profession: Clerk +9, Sense Motive +6, Stealth +12
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Money, Potion of Remove Disease
---------------------
Bardic Knowledge +2 (Ex) You add half your bard level to all knowledge skill checks.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Class Skill Selection: -Choose- The Expert must select 10 skills to be designated as class skills.
Combat Expertise +/-2 You can increase your defense at the expense of your accuracy.

Prerequisite: Int 13.

Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes You can make extra attacks of opportunity.
Dodge +1 to AC vs attacks from one opponent.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Lore Master 1/day (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Sneak Attack +2d6 to your Sneak Attack damage.
Trap Sense +1 (Ex) Bonus on reflex saves and AC against traps improves by +1.
Trapfinding +1 Bonus to find or disable traps, including magical ones.
Versatile Acting +0 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.


PRIEST OF URGATHOA CR 2
Male Human Cleric 3
NE Medium Humanoid
Init +0; Perception +3
Languages Common, Varisian
---------------------
AC 17, touch 10, flat-footed 17
(+7 armor)
hp 27 (3d8+6)
Fort +7, Ref +1, Will +6
---------------------
Speed 20ft.
Melee weapon Masterwork Scythe +5 (2d4+1) and
Unarmed Strike +3 (1d3+1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; CMB +3; CMD 13
Atk Options Battle Rage (Sp), Bleeding Touch 1 rounds, 6/day (Sp)
Combat Gear Unarmed Strike, Masterwork Scythe, +1 Breastplate
Cleric Spells Prepared (CL 3, +3 melee touch, +2 ranged touch):
2 (DC 15, 2/day) - Cure Moderate Wounds, Spiritual Weapon*, Summon Monster II
1 (DC 14, 3/day) - Cure Light Wounds, Divine Favor, Magic Weapon*, Shield of Faith
0 (DC 13, 4/day) - Bleed, Detect Magic, Guidance, Resistance
* Domain Spell
---------------------
Abilities Str 13 Dex 10 Con 14 Int 12 Wis 17 Cha 8
SQ Aura (Ex), Channel Negative Energy 2d6 (DC 10) (Su), Cleric Domain: Death, Cleric Domain: War, Combat Casting, Spontaneous Casting
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Great Fortitude, Shield Proficiency, Simple Weapon Proficiency - All, Weapon Focus: Scythe
Skills Acrobatics -3, Climb -2, Escape Artist -3, Fly -3, Heal +9, Knowledge: Religion +7, Sense Motive +9, Spellcraft +7, Stealth -3, Swim -2
Possessions combat gear plus Potion of Cure Moderate Wounds, Scholar's Outfit (Free)
---------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch 1 rounds, 6/day (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 2d6 (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


ROLTH CR 8
Male Human Wizard Necromancer 9
CE Medium Humanoid
Init +2; Perception +4
Languages Common, Undercommon
---------------------
AC 13, touch 13, flat-footed 11
(+2 Dex, +1 deflection)
hp 74 (9d6+18)
Fort +8, Ref +6, Will +7
---------------------
Speed 30ft.
Melee weapon Masterwork Dagger +4 (1d4-1) and
Unarmed Strike -1 (1d3-1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; CMB +3; CMD 16

Combat Gear Unarmed Strike, Masterwork Dagger
Wizard Spells Prepared (CL 9, +3 melee touch, +6 ranged touch):
5 (DC 20, 2/day) - Cone of Cold, Feeblemind, Waves of Fatigue
4 (DC 19, 3/day) - Animate Dead, Dimension Door, Enervation, Ice Storm
3 (DC 18, 4/day) - Dispel Magic, Hold Person, Lightning Bolt, Ray of Exhaustion, Vampiric Touch
2 (DC 17, 5/day) - Detect Thoughts, False Life, Ghoul Touch, Scorching Ray, Spectral Hand, Spectral Hand
1 (DC 16, 6/day) - Charm Person, Chill Touch, Grease, Mage Armor, Ray of Enfeeblement, Ray of Enfeeblement, Shield
0 (DC 15, 4/day) - Acid Splash, Light, Ray of Frost, Touch of Fatigue
---------------------
Abilities Str 8 Dex 14 Con 14 Int 20 Wis 10 Cha 12
SQ +2 to Fortitude saves, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Grave Touch (8/day) (Sp), Greater Spell Focus: Necromancy, Illusion, Life Sight (9 rounds/day) (Su), Necromancy, Power Over Undead (8/day) (Su), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Spell Focus: Necromancy, Transmutation
Feats Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Greater Spell Focus: Necromancy, Scribe Scroll (Scribe Scroll (bonus feat)), Spell Focus: Necromancy, Toughness +9, Wizard Weapon Proficiencies
Skills Perception +4, Sense Motive +2
Possessions combat gear plus 6 black onyxes, Cloak of Resistance, +1, Headband of Vast Intelligence, +2, Money, Mortician's Tools, Ring of Protection, +1, Scholar's Outfit (Free), Unguent of Timelessness, Wand of Magic Missile
---------------------
+2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Grave Touch (8/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus: Necromancy +1 to the Save DC of spells from one school.
Illusion You may not cast spells from the Illusion school.
Life Sight (9 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power Over Undead (8/day) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Transmutation You may not cast spells from the Transmutation school.


LADY ANDAISIN CR 9
Male Human Cleric 10
NE Medium Humanoid
Init -1; Perception +5
Languages Common
---------------------
AC 16, touch 9, flat-footed 16
(-1 Dex, +7 armor)
hp 102 (10d8+40)
Fort +13, Ref +4, Will +13
---------------------
Speed 20ft.
Melee weapon +1 Vicious Scythe +10/+5 (2d4+2) and
Unarmed Strike +8/+3 (1d3+1)
Space 5 ft.; Reach 5 ft.
Base Atk +7/+2; CMB +8; CMD 17
Atk Options Battle Rage (Sp), Bleeding Touch 5 rounds, 7/day (Sp)
Combat Gear Unarmed Strike, +1 Vicious Scythe, +1 Breastplate
Cleric Spells Prepared (CL 10, +8 melee touch, +6 ranged touch):
5 (DC 19, 2/day) - Command Greater, Flame Strike, Slay Living*
4 (DC 18, 4/day) - Air Walk, Cure Critical Wounds, Divine Power*, Magic Weapon Greater, Summon Monster IV
3 (DC 17, 4/day) - Status (Extend), Blindness/Deafness, Contagion, Dispel Magic, Magic Vestment*
2 (DC 16, 5/day) - Shield of Faith (Extend), Aid, Bear's Endurance, Cure Moderate Wounds, Cure Moderate Wounds, Spiritual Weapon*
1 (DC 15, 5/day) - Cause Fear*, Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Obscuring Mist, Sanctuary
0 (DC 14, 4/day) - Detect Magic, Guidance, Light, Read Magic
* Domain Spell
---------------------
Abilities Str 12 Dex 8 Con 18 Int 10 Wis 19 Cha 13
SQ Aura (Ex), Channel Negative Energy 5d6 (DC 16) (Su), Cleric Domain: Death, Cleric Domain: War, Combat Casting, Extend Spell, Spell Focus: Necromancy, Spontaneous Casting, Weapon Master (Su)
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, Martial Weapon Proficiency - All, Shield Proficiency, Simple Weapon Proficiency - All, Spell Focus: Necromancy, Weapon Focus: Scythe
Skills Acrobatics -4, Climb -2, Escape Artist -4, Fly -4, Knowledge: Religion +13, Perception +5, Spellcraft +13, Stealth -4, Swim -2
Possessions combat gear plus Artisan's Outfit (Free), Cloak of Resistance, +2, Headband of Inspired Wisdom, +2
---------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch 5 rounds, 7/day (Sp) Melee touch attack deals 1d6 bleeding damage.
Channel Negative Energy 5d6 (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Death Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain: War Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Death's Embrace (Ex) Heal damage from channeled negative energy,
Extend Spell Spell duration lasts twice as normal. +1 Level.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon Master (Su) Gain the temporary use of a combat feat.


Thats it for Seven Days to the Grave, I see that someone already did Escape from old Korvosa that'll save me alot of time. I didnt did Arkimos because I wasnt planing on using him to fight my pcs we roleplayed that encounter.


Thanks a ton Alagard!

Liberty's Edge

Warforged Gardener wrote:
Alagard wrote:

GREY MAIDEN

Ranged weapon Longbow, Comp. (Str +0) +4 (1d8)
I think having a composite longbow with the incorrect strength rating actually causes an attack penalty, but I'd have to double check that. Might want to bite the bullet and just give them a +2 str composite longbow.
PFRPG p147 wrote:
If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it.

So no they will not be penalized.

Graywulfe

P.S. I pulled this using my recently downloaded pdf.


Alagard,

I am curious to know how you worked the door trap on the doors at the entrance to the temple. This is how I worked it out last night during my planning session.

The RAW version says a turning check vs a 6hd creature will supress the trap for 1 round (no book handy).

Since we channel positive energy now, I chose to give the trap a Will Save of +5 (cleric of 6th lvl base) and Channel Resistance +2. Thus should the party cleric attempt to channel energy the trap will roll vs his DC and if it fails be surpressed for 1 round.

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