It's a Pathfinder Christmas


Conversions


Happy Holidays, everyone! ^_^

I know this may not be in exactly the right format for monsters and such, but I'm still getting to know my way around the change and new layout.

Enjoy!

Elf, Arctic CR 1/2
A gnome-like creature peers out from behind the evergreen, shielded from the driving snow by its branches. It stands about 3 feet tall, and is clad in a green tunic and red breeches. A white beard reaches almost to its knees, spilling out from under its bulbous nose like an avalanche.
XP 200
CG Small humanoid (elf)
Init +1; Senses low-light vision; Perception +1
Defense
AC 12, touch 12, flat-footed 11 (+1 size, +1 Dex)
hp 4 (1d8 )
Fort +1, Ref +1, Will +1
Offense
Speed 20 ft.
Melee dagger +1 (1d4−1)
Ranged dagger +3 (1d4)
Statistics
Str 8, Dex 12, Con 8, Int 12, Wis 12, Cha 12
Base Atk +1; CMB −1, CMD 10
Feats Skill Focus (any one craft skill)
Skills Craft (any one) +12, Craft (any two) +5, Handle Animal +5, Ride +5, Stealth +5
Languages Elf, Common
Ecology
Environment cold land
Organization solitary, team (2-20), or workshop (20-100)
Treasure standard
Special Abilities
Skills: *An arctic elf receives a +4 racial bonus on any three Craft skills.

Arctic elves, also called “tinker elves,” are a race of diminutive folk that dwell in secluded valleys and underground complexes far to the north. There is some speculation that they may be a rare hybrid race of gnome and elf, but his is strongly disputed by members of both races. They call themselves elves, so there is generally no doubt among sages that arctic elves are an offshoot of that race. Their origin and history unknown, arctic elves are the rarest and most reclusive of all elf races.
Arctic elves rarely have the need for combat, as they are so isolated that potential enemies rarely reach them. They do occasionally have the need to fend off predators, and can do so as fiercely as any other elf tribe.
Most arctic elves encountered outside of their workshops are warriors. The statistics block above is for one of 1st level.

Arctic Elf Society
Arctic elves are industrious and hard working, always busy, and never letting a spare moment go by in which they aren’t working on some plan or craft. They live in a harsh and unforgiving environment, and each elf knows the value of labor—should they stop working and allow themselves to become idle and complacent, their very existence would be threatened by the icy world around them. Because of their ingrained need to remain busy, arctic elf clans have organized themselves into workshops and warehouses, each clan specializing in a different facet of the operation of the community. Their constant labor ensures their survival.

Reindeer, Flying CR 1
Startled, the deer raises its head and sniffs the air. It pauses a moment, stamps once or twice, then suddenly springs into the air and rapidly disappears into the night sky.
XP 400
N Medium magical beast
Init +2; Senses low-light vision; Perception +4
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 30 (4d10+8 )
Fort +6, Ref +6, Will +2
Offense
Speed 40 ft., 60 ft. fly (average)
Melee gore +5 melee (1d6+1)
Statistics
Str 13, Dex 15, Con 14, Int 3, Wis 11, Cha 12
Base Atk +4; CMB +5, CMD 17
Feats Dodge, Mobility
Skills Acrobatics +6, Fly +6, Perception +4, Stealth +6, Survival +0
Ecology
Environment cold land
Organization solitary or team (2-8 )
Treasure none
Special Abilities
Skills: Flying reindeer are natural navigators, and receive a +4 racial bonus on Survival checks to avoid getting lost.

Flying reindeer resemble normal reindeer in all respects. They are small deer, approximately 4 feet tall at the shoulder. They have long fur, tawny in color, to keep out the cold of their arctic habitat.
Flying reindeer are very rare, a magical mutation usually appearing in only 1 out of 1,000 normal reindeer. Two flying reindeer always produce flying offspring. Young flying reindeer can fly soon after they can walk, and it becomes as natural a form of locomotion for them as walking and running.
Certain tribes of arctic-dwelling humans herd reindeer in massive numbers, using them as pack animals and as food in leaner times. When a flying reindeer is discovered in a domesticated reindeer herd, it is released to the wild out of respect and awe for its supernatural abilities. There are rumors of arctic elves keeping great herds of flying reindeer in hidden valleys far to the north.
Flying reindeer are strong enough to act as light pack animals, and are also quite useful as draft animals in pulling sleighs, sledges, carts, and wagons. Flying reindeer can only fly when used as draft animals if the vehicle to which they are hitched has also been magically enchanted to allow flight or levitation—the weight is simply too great for them unless somehow countered. These animals can be ridden by any creature of Small size or smaller.
Flying reindeer are exceptionally smart, capable of understanding speech and directions nearly as well as a small child. They cannot speak, however, regardless of their comprehension of language. The arctic elves usually awaken their reindeer to enhance their usefulness.
Flying reindeer only fight if cornered, or if they are forced to defend their mates or their young. Normally, their first instinct when faced with a potential predator is to take to the air and flee.

Red-Nosed Flying Reindeer
Approximately 1 in 1,000 flying reindeer are born with an unusually bright, red nose. Such reindeer can cause their nose to illuminate at will as per the light spell as cast by a 4th level cleric.

Snow Man CR 1
Moving through the snow, unimpeded by the drifts and hidden patches of ice is a vaguely humanoid form. Its facial features are comprised of lumps of coal, and its nose appears to be an old button. It wears a battered cap on its round head.
XP 400
N Medium outsider (cold, elemental, native)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 12, touch 12, flat-footed 10 (Dex +2)
hp 15 (2d10+4), limited fast healing 10 (see snow form special ability)
Fort +5, Ref +5, Will +0
DR 10/bludgeoning or slashing; Immune cold, elemental traits
Weaknesses vulnerable to fire
Offense
Speed 30 ft., 50 ft. snow glide
Melee slam +3 (1d4+1)
Special Attacks breath weapon (30 ft. cone, 2d6 cold damage, Reflex DC 15 for half, useable every other round)
Statistics
Str 12, Dex 15, Con 15, Int 7, Wis 10, Cha 8
Base Atk +2; CMB +3, CMD 15
Feats Ability Focus (breath weapon)
Skills Acrobatics +7, Knowledge (nature) +3, Perception +5, Stealth +7
Languages Common
SQ snow form
Ecology
Environment cold land
Organization solitary
Treasure standard
Special Abilities
Snow Form (Su): As a full-round action that provokes an attack of opportunity, a snow-man can pack its wounds with fresh snow, thereby gaining fast healing (10) for that round. It can only do this with fresh snow on the ground around it. When moving across snow or ice, a snow-man adds +20 feet to its speed.
Vulnerabilities (Ex): Being comprised of normal snow, snow-men take 1 hit point of damage per hour per 10 degrees above freezing. Likewise a snow-man can recover from injury at a rate of 1hp per hour per 10 degrees below freezing.

A snow-man is an animated mass of snow that has been infused with life by a lesser elemental spirit of cold. Only one such being has been known to exist, but sages postulate as to the certainty of the existence of other beings of this sort. Snow-men are exceedingly rare, if indeed others exist, and all certainly dwell in the extremely cold regions of the north (and possibly) south poles.
A snow-man can be summoned via a summon nature’s ally I spell; this spell requires the material component of a previously crafted humanoid snow sculpture, however.
Snow-men possess the ability to speak and reason approximately on par with children, but their lack of knowledge of customs and habits leads them to be somewhat naive and gullible.
Due to their inherent weakness and ineffectiveness in combat, most snow-men are used as servants or companions. Snow-men are well aware of their inherent fragility, and are very reluctant to enter combat. They instinctively shy away from all sources of heat.

Summoning A Snow-man
Snow-men are quite easily summoned. Some wizards jest that even a child could summon one! Some wizards suggest that some children have already done so.
To summon a snow-man, one need only create a normal snow sculpture in a rudimentary humanoid form. The summoner need only succeed on a DC 10 Craft (Sculpting) check and then cast summon nature’s ally I. Alternately, one could place a hat of animation on the sculpture’s head.

Hat of Animation
Aura faint conjuration; CL 5th
Slot head; Price 5,000 gp
Description
A hat of animation is a magical article of clothing that infuses any humanoid snow sculpture it is placed upon with life by summoning a minor elemental spirit of cold. A hat of animation can be fashioned as any form of clothing or worn gear, such as a scarf or an old silk hat. The exact nature of the article of clothing is left to the desires of the creator and the nature of the snow-man they wish to create. Once made, the creator need simply affix the hat to the previously prepared snow-man in order to bring it to life.
A snow-man can animated by such a hat can be de-animated by simply removing the hat from all contact with the snow from which it is made with a successful disarm attack. A snow-man that has lost its hat returns to a simple snow sculpture where it stands.
Construction
Requirements: Craft Wondrous Item, summon nature’s ally I; Cost 2,500 gp

Dark Archive

The party has finally fought its way past the deadly reindeer to the lair of the terrible Sandy Claws. You open the door to a scene of terrible madness. Hundreds of shrunken elves in shackles are being forced to create all manner of toys using nothing but wooden mallet.

And then you see him, in all of his evil. Sandy Claws, with his long dwarven beard flowing down over his plump figure. He puts down a long list of names, a wicked smile flashing across his face. "Ho ho ho... you all have been VERY naughty children. But, I still have a special present for you...." He begins to reach deep into the giant bag of holding beside him.

What do you do?

Liberty's Edge Contributor, RPG Superstar 2012

Thank you for the awesome Christmas gift, Molly!

I will be using these in July. :)


I've become a bit more familiar with the rules, so here's the updated Arctic Elf stat block with proper NPC-class stats and such.

Elf, Arctic CR 1/2
A gnome-like creature peers out from behind the evergreen, shielded from the driving snow by its branches. It stands about 3 feet tall, and is clad in a green tunic and red breeches. A white beard reaches almost to its knees, spilling out from under its bulbous nose like an avalanche.
XP 200
Arctic elf expert 1
CG Small humanoid (elf)
Init +1; Senses low-light vision; Perception +0
Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 4 (1d8)
Fort +0, Ref +1, Will +2
Offense
Speed 20 ft.
Melee dagger +1 (1d4)
Ranged dagger +3 (1d4)
Statistics
Str 10, Dex 13, Con 11, Int 12, Wis 11, Cha 8
Base Atk +0; CMB -1, CMD 10
Feats Skill Focus (woodworking)
Skills Craft (shoes) +5, Craft (leatherworking) +9, Craft (woodworking) +12, Handle Animal +3, Ride +5, Stealth +9, Survival +4; Racial Modifiers +4 to Craft (any two)
Languages Elf, Common
Ecology
Environment cold land
Organization solitary, team (2-20), or workshop (20-100)
Treasure standard

Arctic elves, also called “tinker elves,” are a race of diminutive folk that dwell in secluded valleys and underground complexes far to the north. There is some speculation that they may be a rare hybrid race of gnome and elf, but his is strongly disputed by members of both races. They call themselves elves, so there is generally no doubt among sages that arctic elves are an offshoot of that race. Their origin and history unknown, arctic elves are the rarest and most reclusive of all elf races.
Arctic elves rarely have the need for combat, as they are so isolated that potential enemies rarely reach them. They do occasionally have the need to fend off predators, and can do so as fiercely as any other elf tribe.
Arctic elves are industrious and hard working, always busy, and never letting a spare moment go by in which they aren’t working on some plan or craft. They live in a harsh and unforgiving environment, and each elf knows the value of labor—should they stop working and allow themselves to become idle and complacent, their very existence would be threatened by the icy world around them. Because of their ingrained need to remain busy, arctic elf clans have organized themselves into workshops and warehouses, each clan specializing in a different facet of the operation of the community. Their constant labor ensures their survival. Arctic elves stand about 3 feet tall and weigh 30 pounds.

Arctic Elf Characters
Arctic elves are defined by their class levels — they do not possess racial Hit Dice. An arctic elf’s CR is equal to his class level. All arctic elves have the following racial traits.
—-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom: Arctic elves are weaker than other races, but are agile and very clever and cunning.
—Small: Arctic elves are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a −1 penalty to their CMB and CMD, and a +4 bonus on Stealth checks.
—Low-Light Vision: All arctic elves have low-light vision.
—Skilled: All arctic elves have a +4 racial bonus on any three Craft skills.
—Languages: An arctic elf begins play speaking Elf and Common. Those with high Int scores can choose from the following bonus languages: Aklo, Dwarven, Gnome, Goblin, and Sylvan.


I suppose this should go in Homebrews instead of Conversions.

Mods, please move this if need be, and accept my apologies! :)

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