John Mangrum |
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Howdy all; I just started my group on Legacy of Fire last night, and I thought other GMs might be able to make use of some of my additions and changes. I’m running the AP for five players, using the Pathfinder system and Medium level advancement.
The first addition I’ve made is to stat out the Kelmarane Expedition. (Nice thing about programs like Hero Lab is that statting out minor NPCs becomes a breeze.) Stats for Dashki, Garavel, and the caravan guards already appear in “Howl of the Carrion King” and “The Jackal’s Price,” so I’ll only include conversion notes here. Beyond that, enjoy! If people like this thread I’ll continue to update it as we progress through the AP.
KELMARANE EXPEDITION NPCs
CR 5 (XP 1,600)
Female human expert 4/fighter 1/rogue 1
LN Medium humanoid (human)
Init +1; Senses Perception +8
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 34 (5d8+1d10)
Fort +3, Ref +4, Will +7
OFFENSE
Speed 30 ft.
Melee mwk rapier +7 (1d6–1/18–20) or
mwk dagger +6 (1d4–1/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
TACTICS
During Combat Almah was trained to defend herself with the rapier as part of her upbringing, but she is not a particularly skilled combatant. She primarily relies on her guards to defend her.
Morale Almah is courageous but not foolhardy. She surrenders or attempts to escape if reduced to fewer than 15 hit points or all of her guards are defeated.
STATISTICS
Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 16
Base Atk +4; CMB +5; CMD 14
Feats Agile Maneuvers, Iron Will, Persuasive, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +8, Appraise +12, Bluff +12, Diplomacy +14, Intimidate +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Linguistics +8, Perception +8, Perform (stringed instruments) +10, Profession (merchant) +10, Sense Motive +8
Languages Common, Kelish, Osiriani, Tien, Varisian, Vudrani
SQ trapfinding +1
Gear mwk rapier, mwk dagger, +1 ring of protection, hot weather outfit, noble’s outfit, merchant’s scale
CR 1/2 (XP 200)
Hadrod (m) & Hadrah (f)
Male and female middle aged human commoner 2
LN Medium humanoid (human)
Init –1; Senses Perception +8
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 7 (2d6)
Fort +0, Ref –1, Will +3
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Space 5 ft.; Reach 5 ft.
TACTICS
Morale Hadrod and Hadrah attempt to hide or flee at the first sign of danger.
STATISTICS
Str 9, Dex 8, Con 11, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +0; CMD 9
Feats Animal Affinity, Skill Focus: Handle Animal
Skills Handle Animal +9, Perception +8, Profession (driver) +8, Ride +6
Languages Common, Kelish
Gear dagger
I actually cooked up my own human war2 stat block for these guys, but they’re close enough to the guards presented in “The Jackal’s Price” that I don’t think it’s needed here. The Pactmaster Guards in particular do raise a question for me: where should I look to find more on chitin armor? My quick fix is to treat it as masterwork scale mail.
Part of my approach to converting Legacy of Fire has been to preserve the CR of classed NPC antagonists (and probable antagonists like Dashki). To that end, I’ve given Dashki a 3rd level of ranger. I traded the Track feat for Endurance, and added Two-Weapon Defense to go with that 3rd level. Favored Terrain: Hills (which means he’s in his element during the adventure).
No real conversion work needed here. Don’t forget his Pactmaster’s favor!
CMB +5, CMD 16
Skills Acrobatics +3, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (accountant) +8, Ride +6
Converting Legacy of Fire as-is to Pathfinder creates a plot hole: It comes off as strange that the expedition’s cleric of Nethys healer doesn’t have stabilize handy to save his two patients. To sidestep this issue entirely (and also to organically incorporate more Advanced Player’s Guide material), I’ve changed Zastoran to an alchemist. He’s still a “priest” of Nethys, just not a cleric; alchemy is how he expresses his adoration. (Even as written he’s practically begging for this conversion.) He uses his infusion extracts as healing potions for the rest of the group.
Zastoran’s rationale for being unable to save Kallien in time is that (following his standard policy) all of his prepared extracts are currently in the hands of other expedition members (namely Almah, Dashki, and three of the Pactmaster guards). He has two “free” slots left, and as the PCs come on the scene he’s crouched next to the fallen mercenaries with his alchemy gear out, whipping up a cure light wounds extract. He’s nearly done, and thus can save one NPC, but the other won’t survive the additional minute it will take to brew a second dose. If, for some regrettable reason, the PCs are also hard up for magical healing ability, a non-healer PC who tries to help him could be sent off on an errand to fetch an extract from one of the others (most likely a Pactmaster guard).
Most of the potions in Zastoran’s stash were now purchased in the City of Katapesh. Of those listed, cure light wounds potions are the only ones he can replace, which adds to his reluctance to hand them out to needy PCs. He’s much freer with his extracts, and once the PCs head out to the monastery he’ll be packing them off with one each.
FATHER ZASTORAN
CR 2 (XP 600)
Male old human alchemist 3
N Medium humanoid (human)
Init +0; Senses Perception +8
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 15 (3d8–3)
Fort +2 (+4 vs. poison), Ref +3, Will +5
OFFENSE
Speed 30 ft.
Melee mwk dagger +1 (1d4–2/19–20)
Ranged bomb +3 touch (2d6+4 fire, 6 splash)
Space 5 ft.; Reach 5 ft.
Special Attacks bomb 7/day (2d6+4 fire), poison use
Extracts (4, CL 4th)
1st—comprehend languages, cure light wounds (1d8+4), disguise self, endure elements, enlarge person, identify, reduce person, shield, true strike
TACTICS
Before Combat Father Zastoran mixes about half of his extracts, leaving 2 1st-level slots free. He prefers to use Constitution-enhancing mutagens, which bolster his failing health.
During Combat Zastoran supports his allies with healing extracts and keeps foes at a distance with his bombs.
Morale Although not incapable, Zastoran is old and frail. He surrenders if reduced to fewer than 8 hp or his allies have all been defeated.
STATISTICS
Str 7, Dex 11, Con 9, Int 19, Wis 15, Cha 10
Base Atk +2; CMB +0; CMD 10
Feats Brew Potion, Iron Will, Skill Focus: Craft (alchemy), Skill Focus: Heal, Throw AnythingB
Skills Appraise +10, Craft (alchemy) +13, Heal +11, Knowledge (arcana) +10, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +8, Spellcraft +10, Use Magic Device +6
Languages Common, Draconic, Kelish, Osiriani
SQ discovery (infusion), mutagen (2 Int, Wis, or Cha damage, +2 natural armor, +4 Str, Dex, or Con), swift alchemy
Combat Gear extracts, 7 bombs; Other Gear mwk dagger, mwk studded leather armor, alchemist’s kit, formulae book
SPECIAL ABILITIES
Bomb (Su) 7/day—Thrown splash weapon. Once made, can be stored indefinitely (but can only have 7 total at a time). Inert if used by anyone else.
Discovery (Su) Infusion: Zastoran’s extracts work on other people.
Extracts (Su) Mixing an extract requires 1 minute. Zastoran’s extracts work for anyone who drinks them.
Mutagen (Su) Standard action to drink: 2 Cha damage, +2 natural armor, +4 enhancement to Con, duration 30 min. Can have one dose at a time; 1 hour to brew a new dose. Zastoran’s mutagens only work on hum; any non-alchemist who drinks it must make a DC 15 Fort save or be nauseated for 1 hour.
Swift Alchemy (Ex) Zastoran creates alchemical items in half the time, and applies poison as a swift action.
PC RULES
As mentioned, I’m running this for a party of five PCs, two of whom are somewhat unusual. We came pretty close to having a majority Advanced Player’s Guide party, with cavalier, inquisitor, summoner, and even a witch on the table, but in the end it shook out like this:
Hollistan Tropp (Keleshite human alchemist, Accelerated Drinker & Finding Haleen): The player’s concept for this character is a punk teenager with a copy of the Anarchist’s Cookbook. Chucking bombs is his great passion in life, but he’s on the team to find his missing big sister (which I guess makes Haleen “Haleen Tropp”).
Jaali (Garundi human cleric of Sarenrae, Ambassador & Missionary): Pretty standard fare here, and definitely the “face man” of the group. He’s here to bring the faith of the Dawnflower back to Kelmarane.
Sabaa Sajid al Najir (Keleshite human ranger, Desert Child & Gnoll Killer): Another fairly “normal” character; he’s a badawi from southern Katapesh who sees this expedition as a rite of passage.
Erryou (Gnoll, Freed Slave & Gnoll Killer): This is a new player who was hungry for an unusual PC race. After mulling over tieflings, aasimar, and suli, we settled on gnoll (after breaking the player’s heart by telling him we already had a kobold in the party). I gave the gnoll a quick hairy eyeball and decided that I would treat this 2 HD, largely no-frills humanoid as a 1st-level character. When the rest of the party hits 2nd level, he’ll get his first class level, with his intention to advance as a rogue. Erryou’s backstory is that his band was wiped out—and he was sold into slavery while just a pup—by rival gnoll raiders, who I may reveal as having been Carrion Guards. Raised in chains (and in civilization), eight years later (yes, the PC is 10 years old) he’s gained his freedom and come back looking for payback.
(I should have known that the day after a gnoll was added to the roster that another player would independently swap his character concept from a cavalier to a gnoll-killing ranger.)
Khravachripanoval, nicknamed “Snowflake” (White-scaled kobold sorcerer, Erratic Chest Puffer & Earning Your Freedom): The second “monster” in the party, Snowflake is a generally cold-themed sorcerer (white draconic bloodline). I’ve allowed a few feats and some spells from the WotC Frostfell sourcebook to supplement his spell selection. To help support the player’s concept (and to help boost a kobold to PC race status) I worked with the player to introduce some homebrew rules. We’re using the “exceptional kobold” rules from Classic Monsters Revisited, the “Slight Build” racial trait from the WotC Races of the Dragon web enhancement, and I cooked up a new trait and a new feat to test out. (One sits on top of the other.) Snowflake’s previous masters had primarily used him as a walking refrigeration unit.
Oh yeah: Strength 3. He’s already saving up for a masterwork backpack.
New Social Trait: Erratic Savant
You tend to rely on raw, unpredictable talents rather than on honing your skills. Choose any feat that only provides a bonus to one or more skills (such as Skill Focus or Stealthy). Whenever you make a check using those skills, there is a flat 50% chance that you gain the bonus granted by the selected feat on that check.
New Feat: Chest Puffer
Your displays of aggression and menace are so bombastic that the recipients of your ire tend to forget that you can barely reach their waist.
Prerequisites: Cha 13, Intimidate 1 rank.
Benefit: Whenever you attempt to intimidate a target larger than yourself, you do not incur the standard –4 penalty on your Intimidate check. You still gain the usual +4 bonus when intimidating targets smaller than yourself.
Normal: You suffer a –4 penalty on Intimidate checks when you are smaller than your target.
John Mangrum |
GENERAL CONVERSION NOTES
* First of all, thanks a ton to the board poster who created the map of the Sultan’s Claw campsite; helped quite a lot, particularly since my group meets online via D20Pro. The more visual aids the better!
* Put Out the Fire: I used the catastrophe rules from Pathfinder #30 to make this challenge more interactive. I placed blazing fires in three squares on the map (two for Eloais’s wagon, and one for the overhanging branches) and decided that each fire could be extinguished by 20 gallons of water (with the campsite using 1-gallon buckets). The alchemist immediately found himself in his element, since he’s specialized in throwing splash weapons. Snowflake relied on his ray of frost cantrip, so for the purposes of this encounter I decided that each successful use of his spell would count as one gallon of water. I also quickly decided that since we were using attack rolls and all (and also to speed things along just a touch), that anyone who made a “critical hit” would count as two gallons.
* Heal Wounded Firefighters: See Father Zastoran above for my changes to this challenge. In this case, the cleric stepped in and saved the day with a quick rebuke death.
* Deal with Frightened Animals: The ranger ended up coming at this by himself. He’s also specialized in melee, to the point that he doesn’t actually have any training in Handle Animal. This left him to rely on his wild empathy, and that DC 20 turned out to be quite the challenge indeed. After a round or two I had Hadrod and Hadrah start using aid another to help him out (despite the fact that, really, they’d do better at the checks than he would). Ironically, the gnoll is trained in Handle Animal (and has a trained monkey pet to show for it), but he focused on the Pull Wagon Out of the Way challenge (and did fine there). By the time the fire was put out, the ranger had managed 4 out of 5 successes, so I gave him a pass.
* I pumped the story award up to CR 2 (600 XP).
* Investigating the Fire: I know the adventure says that no one in the expedition, PC or NPC, has ever heard of pugwampis when Dashki brings them up, but A) the ranger had already found odd, tiny little animal tracks all around the burned wagon and campsite, B) the PC alchemist trained in Knowledge (nature) for a reason, doggonnit, and C) he rolled a really successful check, so when Dashki inserted the word “pugwampi” into the discussion Hollistan came back with quite a wealth of third-hand pugwampi lore, so the PCs were quick to believe him. Since Hollistan has a bit more on the ball than Dashki, I was able to elaborate the description of “pugwampi bad luck” with legends claiming that “gremlins fray the fabric of reality with their very presence, unraveling the same threads of fate that genies use to work their wishcraft.”
As the session ended, the PCs had wrapped up their investigation at the campsite and were about to head off into the night in search of Rombard and a pugwampi (dead or alive). They believe Dashki that these pugwampis exist (have you ever known a PC who didn't believe every wild tale they ever heard?) but are still deeply suspicious of him; they think Dashki may have somehow sent the pugwampis to bump off his romantic rival.
Next time: Pugwampi Hunt!
John Mangrum |
Had to cancel the session this week due to computer problems, but here's a tidbit on what I'm planning:
* Since we have a gnoll in the party, I've pondered the matter and decided that in this take on the AP, gnolls are not immune to pugwampi unluck. It's a painless change that has no impact on any future planned encounters (as written, that is). My fear is that otherwise Erryou might turn the major pugwampi battles into cakewalks.
John Mangrum |
After missing two weeks due to a series of computer crashes, we finally got a session in tonight, wrapping up the Perils of Rombard. Here are my tweaks and additions to the scene, including a stat block for Rombard and how I resolved two potential plot holes.
Since the PCs didn't immediately clue in to the pugwampi's presence, they felt no need to put themselves at risk by slithering through the cacti, so they did what all adventurers do best: They started hacking at things with weapons. On the spot I decided that as a full-round action, a PC could make an attack roll with a slashing weapon against the cacti (AC 6). If they did 5 points of damage, they cleared a square and could move into it with a 5-foot step. On a natural 1 (which did come up), the PC's swing is so wild they trip into the cacti and have to make an Acrobatics check as normal.
I also ruled that Tiny creatures could crawl through the cactus patch without having to make Acrobatics checks.
In practice, the PCs spent a round or two trying, and generally failing, to hit the ground with their swords. The player reactions swiftly turned from "comical frustration" to "what the hell is the GM pulling irritation" to "Ding! Pugwampis bring bad luck! Ohhhhhh!" Because we play online, it took a little effort to get the players to understand exactly what was happening; in a tabletop setting, I'd just have the players roll 2d20 right off the bat.
Hollistan the alchemist decided to stop mucking about and hurled a bomb into the cacti, luckily overcoming the unluck (some bad die rolls here could have splattered Rombard).
Now that the PCs had stepped up their destruction, the pugwampi popped out of hiding to shoot Hollistan with a Tiny arrow, mainly to try to provoke the PCs into coming in after him. With a target in view, Erryou the gnoll immediately hauled off with his shortspear. Despite the unluck, the blasted gnoll scored a critical hit! Astoundingly lucky. Skewered the pugwampi and sent it sailing over the cliff edge. Which was good for Erryou, because until he recovers that spear he's basically out of tricks. With the pugwampi dead, the PCs took their precious time hacking a path through the cacti. The whole encounter was over before Snowflake the kobold even had a chance to put his Slight Build to use!
Viewed as just a taste of what's to come in the Old Monastery, I think the encounter went pretty well. Erryou and Dashki are starting to come to an understanding, I think -- Dashki wanted the pugwampi as a trophy, but Erryou insisted on keeping it until he'd presented it to Almah (it was the gnoll's kill, after all), and Dashki respected that.
Pugwampi Hunt!
This encounter is fairly straightforward.
* Search checks/Track feat combo to find tracks becomes Survival checks. Just for flavor, I had the PCs run across signs about halfway to the cactus patch that the pugwampis had tackled Rombard and dragged him farther along into the night, leading to the encounter.
* Balance checks needed to cross the cactus patch become Acrobatics checks. (The PCs are essentially squeezing through a tight space; as noted above, Tiny creatures can slip through without checks.)
* Since this concludes the investigation of the fire, as written Almah offers the PCs a fairly hefty reward. I'm reducing this to a total 100 gp to share among the 5 PCs, since this adventure is seriously overloaded with treasure and I'm looking to pare the loot back a bit. As written, PCs can haggle for more loot with a straight DC 20 Diplomacy check. Since Diplomacy in Pathfinder is a bit more robust, I suggest replacing the fixed DC with "making a request" of Almah, in which case the DC is dependent on her reaction to that PC. (I'll also say that haggling for more significant sums of cash carries a +5 DC modifier.)
If you use my stats for Almah (Cha 16), that makes the DC 23 if Almah is indifferent, DC 18 if she's friendly, or DC 8 if the PCs have somehow made her helpful. (Conversely, if they somehow got on her bad side and made her unfriendly, the DC is 28.)
In my case, if the PCs attempt to haggle and succeed, she'll bump the reward back up to 200 gp.
Pugwampis
Pugwampis require minimal conversion. Here are my updated stats:
CMB –6; CMD 5
Skills Bluff +2, Craft (trapmaking) +6, Disable Device +1, Perception +6 (+2 hearing-based), Ride +2, Stealth +11; Racial Modifiers –4 Perception (hearing-based), +4 Stealth
Gear Tiny dagger, Tiny shortbow with 20 arrows
The Gear line isn't a change, just a clarification. I also give all gremlins (including mites) the (gremlin) subtype, but that's just for my own clarification and not really a change either.
As it happens, I worked up stats for a sheep/ram just for myself a few years ago. (These stats are for a ewe; for a ram, remove the "docile" quality.)
GOAT
CR 1/4 (XP 135)
N Small animal
Init +1; Senses low-light vision, scent; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +1
OFFENSE
Speed 30 ft.
Melee ram –3 (1d3)
Space 5 ft.; Reach 5 ft.
TACTICS
Morale Goats attempt to flee at any sign of danger.
STATISTICS
Str 12, Dex 13, Con 12, Int 1, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Endurance
Skills Acrobatics +5
SQ docile
SPECIAL ABILITIES
Docile (Ex) A goat’s ram is treated as a secondary attack.
...but then at the last minute I added the Young template to make him a kid (explanation below):
ROMBARD THE BABY GOAT
CR 1/6 (XP 65)
Male young goat
N Tiny animal
Init +1; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
OFFENSE
Speed 30 ft.
Melee ram –4 (1d2–1)
Space 2-1.2 ft.; Reach 0 ft.
TACTICS
Morale Rombard attempts to flee at any sign of danger.
STATISTICS
Str 8, Dex 17, Con 8, Int 1, Wis 12, Cha 5
Base Atk +0; CMB –3; CMD 10 (14 vs. trip)
Feats Endurance
Skills Acrobatics +7
SQ docile
SPECIAL ABILITIES
Docile (Ex) A goat’s ram is treated as a secondary attack.
This gray-dappled baby goat issues a steady stream of tiny bleats of terror. It tugs in vain against a hairy, knotted length of rope looped around its neck, which tethers it to an adjacent scrub brush.
As written, the encounter has two elements that can be head-scratchers if you stop to think about them. Only one actually came up in play, but here are both of my solutions:
How Did Rombard Get There?: There's no sign that pugwampis can willingly suppress their unluck auras, which poses a question: If the PCs are putting their lives at risk to reach this goat, how did Rombard survive the cacti in the first place? As written, he has taken serious damage and is unlikely to get back out again, but if he's statted up as a goat rather than a donkey he doesn't have many hp to play around with.
Solution: Inspired by the paper minis, I made Rombard the Goat into Rombard the Baby Goat, as you can see above. By making Rombard a Tiny creature, he can squeeze through the cacti without needing to make those nasty d20 rolls. Go ahead and stick a few quills in him just for show.
The Unlucky Pugwampi: As written, if the pugwampi tries to flee it trips and skewers itself on a cactus. Someone raised the point that the pugwampi's DR should protect it from such an eventuality.
Solution: Here's an easy fix I had in my back pocket: If the pugwampi tries to flee, it slips off the cliff (perhaps while trying to climb down) and skewers itself on a cactus. That bumps the potential damage up from 1 to 1d6+2 points, which is enough to reliably do him in.
Next Time: The Old Monastery!
...But hey, here's a thought. Just for the sake of quick reference, I redid all of the AP's random encounter tables, replacing D20 creatures and source citations with Pathfinder-specific updates where possible (citing the Bestiary rather than the Monster Manual, for example). In a few cases, monster CRs slid up or down slightly in the conversion, so where needed I also reordered the table in keeping with the "low to high CR" format.
I'm on the fence about posting the updated tables -- would that be too infringing? I'm open to suggestions.
John Mangrum |
The PCs swept through the southern half of the monastery tonight, then went downstairs to clean out the undercrypt. I now have my moldspeaker! (Though he doesn't know it yet.)
No heavy conversion work to mention this week, just some basics and adjustments I've made to suit my PCs' party makeup.
Baboons:
I retained the 3.5 version of their stats (with a PF conversion, of course) rather than go with monkeys or young apes. The relevant changes:
Base Atk +0; CMB +2; CMD 14
Feats Skill Focus (Perception)
Skills Acrobatics +6, Climb +10, Perception +4
Giant Wolf Spider
Straight-up giant hunting spider.
Slime Molds
Here's the relevant changes:
Perception –5
hp 7 (1d8+3)
Base Atk +0; CMB –3; CMD 7 (can’t be tripped)
Adjustments
A19: The alchemical instructions become usable formulas for 2 1st-level alchemist extracts (same value). Enough of the equipment remains intact to serve as an alchemist's lab, albeit one that's a permanent fixture of the room.
A20a: I swapped this mace out for a cold iron scimitar (since I have two PCs who use scimitars and none with much interest in maces).
A20b: I swapped the dagger out for a masterwork silver dagger.
A20c: The brooch has used half of its charge.
Altogether, these three "downgrades" lop 4,750 gp off the treasure value and represent most of the pruning I've done from here through the end of Howl of the Carrion King.
Murlynd |
* First of all, thanks a ton to the board poster who created the map of the Sultan’s Claw campsite; helped quite a lot, particularly since my group meets online via D20Pro. The more visual aids the better!
Got a link to this?
I'm prepping this AP in Maptool and would love to see another interpretation of the campsite.
Anyone have the cactus field encounter drawn out?
John Mangrum |
Got a link to this?
Anyone have the cactus field encounter drawn out?
As for my updates -- I'm away from home this week, so no game. The players made some iffy tactical choices last week, so we'll see what happens next time. Real update when I get back.
John Mangrum |
Ah, the woes of the adult gamer -- our session didn't quite come together this week, due to a mix of other obligations and illness. Now it's looking like we'll be finishing up the monastery when we're all together at Gen Con, so I'll go ahead and post my remaining conversions for this section of the adventure before I go.
Expanding the Adventure
As I've mentioned earlier, I'm running Legacy of Fire for 5 players at medium advancement. That means I generally need to boost story rewards and add random encounters to keep the PCs on track. Here's how I handled that here:
A2. I've added another pugwampi to the encounter. Don't want to press my luck here too much, though -- I, unlike my players, am aware of the serious threat this nest of gremlins poses. On the other hand, our 1st-level alchemist is a pugwampi-killing machine; even with unluck taken into account, his bombs are virtually guaranteed to kill any pugwampi he aims at. This will change in the chapel, since most of the pugs are in the rafters -- a miss here will fall back to the floor, rather than simply catching the pug in the bomb's considerable splash damage. On the other other other hand, the pug survivors have forewarned the nest about the danger, so poor Hollistan is going to see a lot of tiny arrows aimed his way. We shall see, we shall see...
A10. Added a fourth stirge.
A14. Added a hyena here. The pugwampis, their adoring advances toward the godly Kulldis constantly rebuffed, have settled on the next best thing -- they've captured one of the gnolls' hyenas and locked it in here. Now well-fed and painted with strange designs, the hyena is treated as an emissary of the gods. But the pugs aren't above shoving it in the direction of killer adventurers, either!
The PCs unwittingly locked a pugwampi in the library with the hyena during their initial exploration, piling up tables from the mess hall against the door. An hour later, convinced the coast was clear, the pugwampi shattered its way back out and let the hyena off its leash. The hyena is currently feeding on one of the dead baboons left out in the hall, and will attack the first intruder it sees.
Wandering Encounters: Four pugwampis have been randomly wandering around the monastery in two sets of two. The PCs took out the first pair while fighting the baboons (actually, they killed one, and the other was the fellow who fled into the library and was forgotten about). Shortly after that, two PCs returned to the base camp, leaving the other three camped out in the laboratory. Later in the day, two pugs crept up to the top of the stairs and started beseeching the gnoll PC to let them worship him as a vengeful god -- they even promised to feed him and paint him and kill all the other PCs to impress him. This didn't go too far, and the alchemist sent the pugs running with another bomb.
King Mokknokk
King Mokknokk
CR 3; XP 800
Male pugwampi fighter 3
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 21, touch 15, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 size)
hp 28 (3 HD; 1d6+3d10+8)
Fort +5, Ref +5, Will +4; bravery +1
OFFENSE
Melee Small +1 warhammer +2 (1d6–1/×3)
STATISTICS
Base Atk +3; CMB –1; CMD 11
Skills Bluff +5, Craft (trapmaking) +4, Disable Device +6, Perception +5 (+1 hearing), Ride +3, Stealth +16; Racial Modifiers A pugwampi gains a +4 bonus on Stealth checks, but is somewhat hard of hearing and has a –4 penalty on hearing-based Perception checks (which is why they always scream and yell at the tops of their tiny lungs).
SQ armor training 1
Gear Tiny breastplate, Small +1 warhammer, Tiny longbow with 20 arrows
Maveric28 |
Loving this thread and appreciate all the hard work you've put into conversion. I will likely be running a new LoF campaign once my players finish their current Runelords campaign and all your notes will be treated as valuable treasure!
Having said that, I'm curious what feats you gave Mokknokk? With his extra level of Fighter, he should get at least one more, correct?
John Mangrum |
Oh, good catch, and just in time. As it turns out, he does have the right number of feats (he doesn't get one for fighter 3 or for going from 3 to 4 HD), but your post did make me realize that Mokknokk's stats are all kinds of wonky. When I converted him, I meant to give him an extra level of fighter, but forgot, and forgot that I hadn't, so later "fixes" left him quite messed up.
It's too late to edit the post above, so here's the correct (and generally nastier) King Mokknokk conversion. As before, any lines not copied from the published stat block are unchanged.
King Mokknokk (Corrected)
CR 3; XP 800
Male pugwampi fighter 3 (Pathfinder #19 83)
NE Tiny fey (gremlin)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5 (+1 hearing)
DEFENSE
AC 21, touch 15, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 size)
hp 28 (4 HD; 1d6+3d10+8)
Fort +5, Ref +5, Will +4; +1 vs. fear
OFFENSE
Speed 20 ft. in armor (30 ft. base)
Melee Small +1 warhammer +7 (1d6–1/×3)
Ranged Tiny longbow +7 (1d4/×3)
STATISTICS
Base Atk +3; CMB –1; CMD 11
Skills Bluff +6, Craft (traps) +4, Disable Device +1, Perception +5 (+1 hearing), Ride +1, Stealth +16; Racial Modifiers +4 Stealth, but is somewhat hard of hearing and has a –4 penalty on hearing-based Perception checks
SQ armor training 1
Gear Tiny breastplate, Small +1 warhammer, Tiny longbow with 20 arrows
John Mangrum |
Well, we've played through three sessions since last I posted. Two were at Gen Con, in which the PCs took out King Mokknokk and the pugwampi nest, finally clearing out the monastery. The third was last Thursday, in which I was hoping to kick off Part III. That didn't quite happen, but at least now my players understand that when I say "level up your character before game night" I mean it! (Since we play online with D20Pro, first I had to update everyone's character sheets, THEN update their D20Pro "character sheets." Suffice to say that the night was mostly taken up with PC updates. Next time -- which is to say, later this week, we'll dive into Part III.
Having now run the major battle in the monastery, here are the thoughts I came away with:
* As written in the adventure (I don't know if this will change in Bestiary II), the unluck aura affects all d20 rolls. In play, I made an exception for stabilization checks, but were I to run this again (and in any future pugwampi encounters in this campaign) I'll limit unluck effects strictly to attack rolls, saving throws, and skill checks, as well as *some* ability checks, on a case-by-case basis.
Here's an example of why I'd make that change: Snowflake, the party sorcerer. His offensive spell set going into this battle: lesser orb of cold and ray of frost. That meant that for every attack he attempted, unluck got *two* tries to foul him up (and foul him up it did).
The players didn't figure out the "luck negates unluck" defense, so this wouldn't have helped them anyway, but I'd also rule that the "luck prayer" defense against the ill omen spell also works against pugwampi unluck.
As it stands, A) the players are looking forward to continuing the campaign and B) Hollistan's player loves the alchemist class, but C) to quote the frustrated sigh of one victorious player immediately upon defeating Mokknokk, "I'd be happy to never encounter another pugwampi again."
Lord Pel |
That meant that for every attack he attempted, unluck got *two* tries to foul him up
Hmmm...it sounds like you are treating the unluck aura as if it stacks. I am not sure, but I think that you only get the one extra 'unlucky' d20, not one per aura.
Or am I wrong and have been playing the pugs wrong all this time?
John Mangrum |
John Mangrum wrote:That meant that for every attack he attempted, unluck got *two* tries to foul him upHmmm...it sounds like you are treating the unluck aura as if it stacks. I am not sure, but I think that you only get the one extra 'unlucky' d20, not one per aura.
Or am I wrong and have been playing the pugs wrong all this time?
The problem in this case was that both of our sorcerer's offensive spells are rays. Thus, to hit a pugwampi, he had to roll an attack, then make a caster level check to beat the pugwampi's spell resistance. Two d20 rolls, two shots at unluck.
As for multiple auras, I just used the advice in the adventure that, so long as the pugs are spread around the room, their aura fills the chapel. I didn't bother tracking exactly how many auras might be affecting the PCs at any given time.
eirip |
Howdy all; I just started my group on Legacy of Fire last night, and I thought other GMs might be able to make use of some of my additions and changes. I’m running the AP for five players, using the Pathfinder system and Medium level advancement.
The first addition I’ve made is to stat out the Kelmarane Expedition. (Nice thing about programs like Hero Lab is that statting out minor NPCs becomes a breeze.) Stats for Dashki, Garavel, and the caravan guards already appear in “Howl of the Carrion King” and “The Jackal’s Price,” so I’ll only include conversion notes here. Beyond that, enjoy! If people like this thread I’ll continue to update it as we progress through the AP.
KELMARANE EXPEDITION NPCs
** spoiler omitted **...
I am starting this in two weeks and will use the conversions. Thanks a lot, these really help!
John Mangrum |
Last week we had another light session, with two players having to drop out early, and another two appearing late, so not much to report. This did, however, mark the first introduction of the Kingmaker rules into this campaign, so with this week's post I'll talk about how I've adjusted Legacy of Fire to Kingmaker and vice versa -- and importantly, how these experiments are going so far.
Why Kingmaker rules, you ask? Because when we finally sat down to start the campaign, Kingmaker came in a close second in the player's vote to determine which campaign we actually played. Promising to stir a little Kingmaker into their Legacy of Fire served to prevent "buyer's remorse." :)
Sultanmaker
The first major change I've made to the campaign is to double the scale of the Brazen Peaks, and this was done for a simple reason: Once you apply a hex grid to the Pale Mountain Region map (PF #20 page 52), everything starts looking a little... small. At the original Kingmaker scale (with hexes being 12 miles across), individual hexes on this map would swallow up entire regions (and multiple encounter areas) on the map.
Someone else on the boards already noticed this when they created a hex map for this very purpose. I'm not using their map, but the one I cooked up is very, very similar.
Thus, here's the "Sultanmaker" scale I've decided to use: Double the given scale of Pale Mountain Region map from 10 miles per inch to 20 miles per inch. Each hex, meanwhile, drops to about 5 miles across. At that scale, every location on the map fits into an individual hex, even the ones clustered right next to each other.
I've roughly halved the size of a hex, but I'm not terribly interested in making major overhauls to the Kingmaker rule set. Here are the quick-and-easy changes I made to Kingmaker's exploration and kingdom rules to keep everything on track.
Exploring the Brazen Peaks
The reduced scale results in two changes to the exploration rules given in PF #31 (Stolen Land). First, the party receives 50 XP for exploring a hex. Second, travel and exploration times have also dropped:
Traveling (Time to Cross 1 hex)
Party Speed . . Plains . . . . . .All Other Terrains
15 feet . . . . . 5-1/2 hours . . . 8 hours
20 feet . . . . . 4 hours . . . . . 6 hours
30 feet . . . . . 2-1/2 hours . . . 4 hours
40 feet . . . . . 2 hours . . . . . 3 hours
50 feet . . . . . 1-1/2 hours . . . 2-1/2 hours
Exploring (Time to Fully Explore 1 hex)
Party Speed . . Plains . . . Hills . . . .Mountains
15 feet . . . . . 1-1/2 days . 2 days . . . 2-1/2 days
20 feet . . . . . 1 day . . . .1-1/2 days . 2 days
30 feet . . . . . 12 hours . . 1 day . . . .1-1/2 days
40 feet . . . . . 12 hours . . 12 hours . . 1 day
50 feet . . . . . 12 hours . . 12 hours . . 12 hours
My math may be off, but it's good enough for goblin work. I'm finding that exploration time can get chopped up into a few hours a day during Howl of the Carrion King, so I treat "1 day" as 16 hours when done piecemeal.
Creating Kelmarane
The Kingdom rules presented in PF #32 (Rivers Run Red) will really only come into play during the long interlude (I'm planning on roughly 14 months in my campaign) between Howl of the Carrion King and House of the Beast, so I'm getting ahead of myself here, but here's the effects of Sultanmaker's reduced scale on those rules.
* Double the number of hexes the PCs can claim during the Improvements phase. In the time frame the PCs will have to work with, this means they can claim a flat 2 hexes per month (it's mathematically impossible for Kelmarane to reach a Size of 21+ before Zafiyid appears).
* Kelmarane's Size score equals half the number of its claimed hexes. (This keeps Size roughly in line with the rest of the rules and prevents a cascade of rule adjustments.)
* The reduced scale affects the costs and benefits of developing hexes. Double the number of roads/aqueducts PCs can build each month, and double the number of hexes they can develop each month. (In other words, the PCs can build 2 roads and 2 aqueducts and develop 2 hexes per month.)
-- Build Roads: It costs 1 BP to build a road through 2 hills or plains hexes, 1 BP to build a road through 1 forest hex, or 2 BP to build a road through 1 mountain hex. (And yes, there actually are a handful of forest hexes, though the PCs' Kelmarane will never reach them.) Building a bridge still doubles the cost of that single hex.
I've also incorporated the aqueducts rule others have suggested on the boards. Aqueducts cost the same as roads, and must begin in a hex with water (either Pale River or a lake).
-- Establish Farmlands: Farmland can be created in any hills or plains hex that contains both roads and water (which means farmlands will generally be hugging the Pale River). It costs 1 BP to develop 1 plains hex as farmland, or 2 BP for each hills hex. Each farmland hex reduces Consumption by 1 BP.
I'm also incorporating other options in the "Develop Hexes" phase, including adding a fort or a mine (rules introduced in other threads), or developing pesh fields:
Establish Pesh Fields (2 BP plains, 4 BP hills): Instead of developing a farmland hex, you can develop any plains or hill hex that contains both water (a river or lake) and roads into pesh fields to boost Kelmarane's resources. Pesh is profitable, but unlike farmland does not reduce Consumption. Economy +1; Unrest +1.
Unless people ask for it earlier, I'll finish my "Sultanmaker" changes when I reach the end of Howl of the Carrion King, including my take on a battle market and the effects of having an NPC in the position of Ruler.
Of more immediate note, here's how Sultanmaker has affected Howl of the Carrion King so far:
Last week's session revealed some way in which my initial take on the Sultanmaker changes weren't working. I had initially planned on placing the side-encounter locations around Kelmarane in surrounding hexes to fill out the Brazen Peaks map a bit. (These locations include
the Refuge of the All-Seeing Eye, the Fortress of Ghouls, the Pale Cascade, and a single hex containing both the Sultan's Claw and the Monastery of St. Vardishal.) In fact, I literally just slapped a hex overlay on the Kelmarane Environs map (PF #19 pg. 29), sizing it to more-or-less fit. (I also used Photoshop to create player versions of the map that remove the Ruined Fort and/or the Old Shrine.) I can't post them for obvious reasons, but I may whip up a simple substitute later for demonstration purposes.
Anyway, back on point. This inflated the scale of the Kelmarane region about 500%, and I quickly realized that this would have unwanted repercussions on the adventure. As written, the PCs can probably do a fairly thorough job of scouting out the entire map in about 2 days or so, but at the full Sultanmaker scale my PCs needed 2 days just to find the Refuge of Nethys! Scouting out the entire map (4 mountain hexes, 2 hills hexes, and the plains hex containing Kelmarane and the pesh fields) would take well over a week. More importantly, it would virtually require the PCs to leave the monastery for days at a time, and racing to Kelmarane from the monastery would take hours (too bad for you, Oxvard!). All of the events at the monastery (including the "game clock" silently ticking down to the gnolls' assault on the camp) would most likely take place off stage, with the PCs only being informed of events well after the fact.
With all that in mind, I've decided to drop the Kelmarane Environs map back down to its intended scale. Kelmarane all of the surrounding encounter areas will now be considered part of the same hex on the Brazen Peaks map. I may fudge this later, putting the monastery, fortress, and shrine in their own hexes for possible development. We'll see.
One last note: a new(-ish) encounter area!
The nixie sorcerer Beshvi is mentioned on the map legend on pg. 29, but otherwise she's easy to overlook. Here's the beginnings of an encounter I cooked up for her.
THE HAUNTED FALLS
Just within sight of Kelmarane, the Pale River cascades from the jagged Brazen Peaks down to the Uwaga Highlands in a glorious 80-foot waterfall. A trade road in desperate need of maintenance crosses the Pale River at Kelmarane, then winds along the eastern side of the river as it steadily climbs more than 100 feet into the peaks over the course of a mile-long rise.
A1: The Mountain Gate
As the road reaches the bluffs above the town and slips out of sight, it passes through a ruined postern gate overlooking the lip of the waterfall some 20 feet below. In better times, this gate and tower guarded access to Kelmarane against Brazen Peaks marauders, but now it lies completely abandoned.
This ruined postern gate is the same location as Mission Three during the liberation of Kelmarane in The Final Wish; use the map and details provided in Pathfinder #24, pp. 16-17, for complete details. At the present, however, the gate has not yet been restored from years of neglect. One of the iron gates has been bashed down; the other gapes open, its hinges rusted solid. The iron bars are missing, having long since been scavenged for scrap. All wooden doors have either been bashed in or are swollen shut. A few gnawed human bones are scattered about in the tower. These corpses are all that remain of former members of Xulthos' bloodthirsty cult, cut down by Pactmaster Guards a generation ago and left to be gnawed upon by wandering beasts.
The Kulldis gnolls are aware of this potentially useful fortification, but avoid it. They will pursue fleeing foes or escaped captives here, however hesitantly, but their patrols actively shun this place. It is not the ruined tower that they fear, but rather the waterfall below. PCs who camp here will not be disturbed by the gnolls or their allies.
A2: The Pale Cascade
In its final approach to the falls, Pale River stretches about 60 feet across, with smooth boulders churning the rapids as they poke up here and there. The water runs only a few feet deep most of the year (shallow enough for a Large creature to potentially wade across), but during the runoff following the rainy season its depth can swell to 10 feet or more. Creatures who fall into the river from the gate (or who attempt to cross the rough waters) risk being swept away (see the Core Rulebook pg. 432). Creatures swept over the falls take a full 8d6 points of falling damage as they tumble down the boulder-strewn cascade to the pool below.
On the town-ward side of the gate, just a few paces south of the tower's entrance, a narrow footpath winds down the cliffs alongside the waterfall. One branch gently leads to a small, flat clearing at the edge of the waterfall, 20 feet below the tower. Here, guards would have collected water from the eddies at the river's edge. Past this landing, the trail continues 80 feet down to the pool below. The trail is steep and the rocks slick and smooth, so this descent requires a DC 10 Climb check; anyone who falls takes 1d6 points of damage as they clatter 10 feet down the path before slamming to a stop against a jutting boulder.
All along this path, and surrounding the pool below, stand an irregular series of gruesome totems. Wooden posts have been driven into rocky crevices here and there, with each post topped by the securely lashed skulls and rib cages of gnolls or hyenas, all painted with lurid designs. A dozen or more of these sentries now jut out at strange angles, their empty eye sockets staring away from the pool to glare at anyone who dares approach. A DC 13 Knowledge (local) check reveals that these markers are gnollish warning signs. The Kulldis gnolls erected these totems and will not approach the pool, not even to pursue their foes.
A3: The Drowning Pool [EL 5]
The turbulent pool at the base of the falls is about 80 feet across and surrounded by piles of rounded boulders. Moss and weeds poke up between the boulders, with weedy grasses clinging to life at the bottom of the pool. Direct sunlight reaches the pool only during the late morning hours, with the sun passing behind the cliffs shortly past noon, making the location comfortably cool (if damp) throughout the day. The spray throws off enough mist to create rainbows, but not enough to obscure vision. The roar of the crashing water imposes a -8 circumstance penalty on any hearing-based Perception checks within 60 feet of the falls. The pool quickly drops off to a depth of 20 feet (with a rocky, uneven bottom) and is rough water (DC 15 Swim check to avoid drowning), but the current is slow, so swimmers are not in danger of being swept away. In fact, any creature that drowns in this pool is usually sucked to the bottom, where the churning waters bash their bodies against the rocks for days or weeks before finally spitting them back up to be swept past Kelmarane.
In the weeks following each rainy season, the pool overflows its rocky banks, creating numerous shallow pools, and the swollen waters become rapids nearly as swift and dangerous as those above the falls. Within a few weeks, the waters subside and the castoff pools dry up.
The descent from the postern gate is the most clearly marked approach to the falls, but not the easiest. Characters approaching from the direction of Kelmarane need only clamber over 60 feet of rough terrain (or find an even trail with a DC 15 Survival check) to reach the pool. When the Kulldis gnolls first took control of Kelmarane, some of them came here looking for a place to cool off or do what little washing they needed. Their survivors used their bones to create the small forest of warning totems that now surround the site.
The Kulldis gnolls believe that the pool is haunted, though by what exactly they cannot say. Some have cooked up a story that spirits of the cursed humans who destroyed Kelmarane still seek vengeance against the living. Others tell tales of a gnoll wife whose mind snapped after her litter was devoured by rivals. Endlessly cackling in her mad despair, she threw herself into the Pale River and was swept over the falls. The pool never relinquished her body, and her spiteful laughter still haunts those who ate her children. This much the gnolls do know; those who approach the pool often see tormented, moaning shapes moving through the mists, and anyone foolish enough to draw within a few paces of the pool itself is struck by a strange madness. Ignoring any pleas from their companions, the maddened victims wade into the churning pool. Breaking out into uncontrollable cackling, disturbing even to the ever-giggling gnolls, the victims slip beneath the surface, never to be seen alive again.
Kardswann is aware of the gnolls' superstitions, but they hold little interest for him; as far as he's concerned, the situation was already contained by the time he took control of the tribe and at most now serves as an additional security system for the town. Undrella is morbidly curious about the damned souls trapped in the pool, but she's seen the victims first-hand and has sees little gain in exposing her precious self to any wrathful undead spirits.
Creature: The Pale Cascade is haunted by a spirit, but not that of the dead. For untold generations, the pool has been the home of a reclusive pixie named Beshvi. She seldom strays from her pool, but over the centuries she has seen war and cruelty return time and again to this place, and she feels that she has survived this long by staying out of the struggles of mortals and jinn. Secretive by nature, she was elusive even to the civilized humans who built up Kelmarane over the course of several relatively peaceful centuries. The gnolls, however, are far worse; she has spied upon their cruelty and has come to rethink her position on other mortals. Beshvi has a starting attitude of unfriendly toward most mortals, but she is initially hostile toward gnolls and their allies. As soon as Beshvi notices intruders, she starts using her magic to create an eerie, spectral spookshow.
If the PCs discover Beshvi and make her at least friendly, she can provide them with her long but limited view of Kelmarane's history. Even before Kelmarane existed, she witnessed the final battle between the armies of Nefeshti and Jhavhul, though she knows nothing of the ways of genies and even less about the specific individuals involved. As she peeked out from the waterfall, she saw Jhavhul's army devoured by a terrible vortex of energy and light, lasting only a moment, which she assumes was created by powerful wishcraft. Xotani's rampage predates her presence by two millennia, however, and she is not aware of the legendary creature's existence.
If the PCs make Beshvi helpful and promise to drive out the gnolls, she offers her assistance by lending them her bracers of armor (feel free to tailor her magical gear to the needs of the PCs; she asks only that it be returned when the recipient grows too old to use it) and offering them her pool as a safe haven. After so many centuries, Beshvi barely notices the roar of the Pale Cascade, but other creatures are unlikely to find her pool terribly restful.
BESHVI
CR 5; XP 1,600
Female nixie sorcerer 4 (Bonus Bestiary 15)
N Small fey (aquatic)
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 12 (+1 armor, +3 Dex, +1 dodge, +1 size)
hp 27 (6d6+6)
Fort +2, Ref +7, Will +8
DR 5/cold iron; SR 12
OFFENSE
Speed 20 ft., swim 30 ft.
Melee short sword +7 (1d4–2/19–20); or melee touch +7 (spell)
Ranged light crossbow +7 (1d6/19–20); or ranged touch +7 (spell)
Space 5 ft.; Reach 5 ft.
Special Attacks laughing touch (7/day)
Spell-Like Abilities (CL 12th; concentration +16)
3/day—charm person (DC 15)
1/day—water breathing
Spells Known (CL 4th; concentration +8)
2nd (4/day)—hideous laughter (DC 18)
1st (7/day)—entangle (DC 15), hypnotism (DC 17), obscuring mist, silent image (DC 15)
0 (at will)—acid splash, dancing lights, detect magic, ghost sound, mage hand, read magic
Bloodline fey
TACTICS
Before CombatIf Beshvi notices strangers approaching, she slips into the pool and hides near the falls, staying submerged up to her eyes. While hidden, she casts ghost sound and dancing lights to create ghostly lights and laughter to frighten off cowardly intruders. She steps up to silent image against foes who linger.
During Combat Beshvi seeks to drown any gnolls who near her pool, as well as anyone else who notices her or disrespects her pool. When targeting a lone intruder, she opens with hypnotism and/or charm person, luring the victim into the water. Once the victims are at least waist-deep in the pool, she strikes them with hideous laughter and entangle, letting the currents do the rest. When dealing with multiple foes, Beshvi first casts obscuring mists. Mists rise from the water, unnaturally flowing around the boulder-strewn shoreline, covering her actions. She then closes with individual foes and charms them as above. When Beshvi merely seeks to frighten rather than kill, she uses her laughing touch in place of hideous laughter, hoping the victim will believe it's falling under the haunted pool's curse and flee.
Morale: Beshvi has lived this long by avoiding futile battles. If reduced to 10 hit points or less, she retreats to the bottom of the pool, waiting for intruders to lose patience and leave. If she has been discovered by gnolls, however, she fights to death, knowing that any survivors will report back to the pack and bring the full wrath of the Kulldis down on her. Only in dire straits does she attempt to retreat into the hidden cave.
STATISTICS
Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 19
Base Atk +3; CMB +0; CMD 13
Feats Dodge, Eschew MaterialsB, Stealthy, Weapon Finesse
Skills Bluff +13, Escape Artist +10, Handle Animal +5, Knowledge (nature) +6, Perception +7, Perform (sing) +8, Sense Motive +6, Spellcraft +7, Stealth +18, Swim +10
Languages Aquan, Sylvan
SQ amphibious, wild empathy +12, woodland stride
Gear Small light crossbow with 20 bolts, Small short sword, bracers of armor +1, 503 gp
SPECIAL ABILITIES
Amphibious (Ex) Although nixies are aquatic, they can survive indefinitely on land.
Laughing Touch (Sp) Beshvi can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours.
Wild Empathy (Ex) This ability functions just like the druid ability of the same name. Nixies receive a +6 racial bonus on wild empathy checks.
Woodland Stride (Ex) Beshvi can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrtain) at her normal speed and without taking damage or suffering any other impairment. Magically manipulated briars and impediments still affect her.
A4: The Sodden Cave
Beshvi has not lingered here alone for centuries simply from sheer indolence; the Pale Cascade holds a secret. A partially submerged cave lies hidden behind the falls, carved out by the pool's churning waters. Spotting the shadows of the cave through the falls requires a DC 30 Perception check. To access the cave, characters must either swim under the falls or creep along its edges in waist-deep water. Swimming directly under the falls requires a DC 20 Swim check, and a character who fails by 5 or more takes 1d6 points of bludgeoning damage as the water bashes them against the bottom and washes them out into the pool. If characters creep along the rocks above the surface, they must enter the waterfall's, which is 60 feet wide and 10 feet deep. Each time a character enters a square within the waterfall, the waterfall automatically makes a bull rush attempt against that character with an effective CMB of +15. If the bull rush attempt succeeds, the character is knocked off their feet and washed out into the pool, taking 1d6 points of bludgeoning damage in the process.
Ah, but what's in the cave? This I haven't figured out yet. Some lingering remnant of the Xulthos cult or the genie war perhaps? Was this cave Shirak's hiding place as the rest of the army was sucked out of existence? Is Beshvi keeping people out or keeping something in? What's inside? A trapped fire elemental? The scribbling of a madman? Some useful bit of magic? I am very much open to suggestions.
John Mangrum |
OK, time to knock out this week's post, which might also be my last post for a few weeks. From here through mid-November, my gaming schedule gets mighty spotty as work sails me far from home (and my cable modem).
The heroes have definitely zeroed in on the Refuge of Nethys, and even with some software problems they finished up the upper level this week. I'm running this adventure mostly as is, so here are my limited conversions:
The Refuge of Nethys Conversions
Area 2: The Medium monstrous hunting spiders (giant tarantulas) are now giant hunting spiders (Bestiary 258). No brainer there. My players caught me a little off-guard by coming straight here, so were I to run it all over again, I'd probably drop in a fifth spider vs. my 5 PCs. As it is, they got a little spooked, then rolled right over them. After the frustration of the pugwampi showdown, they deserved a few mooks to push over, plus life is going to get much worse for them downstairs. Erryou's player had a lot of fun tumbling between spiders and then jabbing them with a bleeding sneak attack.
The adventure mentions a choker that hid the treasure, and a choker that the spiders caught; I made them the same choker, and had the PCs find its horribly dessicated corpse cocooned alongside dozens of other small animals on the upper walls, describing it as looking something like a halfling corpse that's so hideously desiccated that its warped limbs don't even look like they have bones, and its face is inhumanly ghastly. Just a little preview of what's waiting below.
Area 5: The Altar of Fangs works the same, but to keep in accordance with Pathfinder rules it now summons two fiendish vipers (1d3, but who's counting?) (Bestiary 133, 294) rather than one fiendish Medium viper.
Area 6: The wooden sphinxes are still Medium animated objects (Bestiary 14), but I've spent their build points on faster (speed 40 ft.) and grab. Note that they can only grab Small and smaller foes, so only Snowflake has to worry in my group.
Area 7: I've added a fourth choker for my 5 PCs. I suspect the PCs will still make fairly quick work of them.
Area 9: I've altered how the Breath of Nethys works in only one small way. As written, characters can make concentration checks to stave off the effects for 1 round, but in Pathfinder, that's only available to spellcasters (as a level + spellcasting stat mod check). For a quick and dirty fix, I'm ruling that characters can either make a Will save or a concentration check, whichever is better, though I'm open to alternatives.
In addition, I've personalized the effects to the PCs. We know that affected characters wildly hallucinate under the effects of a confusion spell, but I've gone ahead and cooked up ideas for specific hallucinations drawn from each character's subconscious (or whatever subconscious the PCs have demonstrated since the campaign started). Inside each set of visions, I've tried to include an image that actually would lead to insight on the future, if they think to suss it out. Try this out:
Inspiring Visions
Roll d% at the start of each target's turn to see what they do that round.
* 01-25: Act normally (no vision).
* 26-50: Do nothing but babble incoherently (inner dialogue).
* 51-75: Deal 1d8 points of damage + Str modifier to self with item in hand (paranoid delusion).
* 76-100: Attack nearest creature (violent delusion).
Erryou (Gnoll Killer trait): Erryou has a pet monkey, Boo (who knows what'll be going through poor Boo's mind). Mokknokk came close to killing him in the chapel showdown, and when Erryou was a pup, he saw the Carrion King (freshly super-sized by the House of the Beast) leading the gnolls who wiped out his pack and sold him into slavery.
* 26-50: Erryou falls into a conversation with Boo, who starts giving him engrossing advice.
* 51-75: Pugwampis climb all over Erryou, stabbing him with their daggers.
* 76-100: Erryou sees the nearest creature as the Carrion King, wiping out his pack.
Hollistan (Finding Haleen trait): Hollistan is a bomb-happy alchemist looking for his missing sister Haleen. He's just apprenticed himself to Zastoran, though not, I suspect, out of any great respect for the old man.
* 26-50: Haleen appears, berating Hollistan for abandoning his apprenticeship in Katapesh; they fall into a sibling argument.
* 51-75: Hollistan's alchemical vials shatter, covering his chest in sizzling chemicals; he desperately cuts his way free.
* 76-100: Hollistan sees the nearest creature as Zastoran, uncontrollably mutating into an amorphous horror.
Jaali (Missionary trait): Jaali is a cleric of Sarenrae from Solku. He's been warned that the old pastor of Kelmarane's temple may have been involved in its downfall, and as it happens, he was a teenager during the Battle of Red Hail.
* 26-50: A vision of Sarenrae hovers before Jaali, compelling him to dance in the face of her glory.
* 51-75: Jaali's flesh melts away from his bones, revealing an undead horror beneath.
* 76-100: Jaali flashes back to the Battle of Red Hail and mistakes the nearest creature for a Sandstalker gnoll.
Sabaa Sajid (Gnoll Killer trait): Sabaa Sajid doesn't have much of a backstory. Which is fine, because he's the moldspeaker, so he has a whole backup set of memories to flash back to.
* 26-50: Vardishal himself appears to Sabaa Sajid, speaking in nonsensical riddles.
* 51-75: Sabaa Sajid tries to scrape off the fungus that starts painfully boiling out through his skin.
* 76-100: The nearest creature flickers in appearance between a bone-gnawing Duenas gnoll and a noble salamander.
Snowflake (Earning Your Freedom trait): The party's resident kobold sorcerer. He's rapidly developing a complex about giant spiders ever since one crawled out of the monastery tower and hopped in bed with him.
* 26-50: The cavern freezes over and Snowflake finds himself in an audience with the white wyrm of his ancestors.
* 51-75: Snowflake suddenly feels a need to molt his scaly skin.
* 76-100: Snowflake sees monstrous spiders crawling all over the nearest creature and tries to "help."
Area 10: Here are my conversions of Haidar the Accursed.
HAIDAR THE ACCURSED (HUMAN FORM)
CR 5; XP 1,600
Male human afflicted Katapeshi wereleopard aristocrat 6 (Bestiary 198)
CE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +13
Aura faint chaotic evil
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 33 (6d8+6)
Fort +2, Ref +5, Will +6
OFFENSE
Speed 30 ft.
Melee +1 vicious punching dagger +8 (1d4+2d6+4/×3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 12, Con 11, Int 8, Wis 12, Cha 7
Base Atk +4; CMB +6; CMD 17
Feats Alertness, Lightning Reflexes, Improved Natural Attack (bite), Toughness
Skills Acrobatics +7, Bluff +7, Perception +13, Sense Motive +3, Stealth +7
Languages Keleshite, Osiriani
SQ change shape (human, hybrid, and Katapeshi leopard; polymorph)
Combat Gear potion of cure light wounds (2); Other Gear +1 chain shirt, En-Nebi (see sidebar), 343 gp
This broken vagabond is wrapped in torn and filthy white robes, though his clothes appear to have once been quite fine. His black hair is long and tangled. A chain shirt hangs loosely over his robes, and a jeweled punching dagger is thrust through the sash at his waist.
HAIDAR THE ACCURSED (HYBRID FORM)
CR 5; XP 1,600
Male human afflicted Katapeshi wereleopard aristocrat 6
CE Large humanoid (human, shapechanger) (Bestiary 196)
Init +4; Senses low-light vision, scent; Perception +13
Aura faint chaotic evil
DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)
hp 45 (6d8+18)
Fort +4, Ref +8, Will +6
DR 5/silver
OFFENSE
Speed 30 ft.
Melee +1 vicious punching dagger +8 (1d4+2d6+5/×3), bite +3 (2d6+2); or
bite +7 (2d6+4), 2 claws +7 (1d3+4)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +6, 1d3+4)
STATISTICS
Str 18, Dex 19, Con 15, Int 8, Wis 13, Cha 7
Base Atk +4; CMB +9; CMD 23
Feats Alertness, Lightning Reflexes, Improved Natural Attack (bite), Toughness
Skills Acrobatics +10, Bluff +7, Perception +13, Sense Motive +3, Stealth +6 (+10 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
Languages Keleshite, Osiriani
SQ change shape (human, hybrid, and Katapeshi leopard; polymorph), lycanthropic empathy (leopards)
Combat Gear potion of cure light wounds (2); Other Gear En-Nebi (see sidebar), 450 gp
SPECIAL ABILITIES
Pounce (Ex) Haidar can make a full attack following a charge, including rake.
Rake (Ex) Haidar gains rake attacks when he pounces or grapples. When grappling, Haidar must already be grappling to rake.
Before your eyes, Haidar the Accursed painfully transforms into a savage beast, a monstrous cross between a man and a hulking, spotted Katapeshi leopard. The beast still clutches the ornate punching dagger in a knobby, clawed hand.
As a note, the rules for lycanthropic transformation have changed under Pathfinder (now it's just a straight DC 15 Constitution check, so about a 25% chance of success per try off the bat), so I'm ruling that so long as he's in possession of El-Nabi, Haidar gains a +5 bonus on Con checks made to assume hybrid form, but a -5 penalty on Con checks made to assume human form, just as if the full moon were out.
Personal Expectations:
However, to give a bit of foreshadowing to what awaits in the final chamber, I had Haidar (out on an evening stroll, perhaps) pick up the PCs' scent and, driven by hunger and bloodlust, he transformed and followed his quarry a few miles back to the monastery. Just as everyone was settling in for the night (and Jaali was discussing the distant lights of the Fortress of the Ghouls with Kallien the mercenary), Haidar arrived -- and attacked the big herd of camels that happened to be tethered outside. The heroes rush out with the plan of flushing the beast toward the ranger Sabaa Sajid, who is circling around behind the creature. Sabaa Sajid, the ranger who I must note, has a gift for neither stealth nor animal husbandry. Sabaa Sajid's plan works, and the huge cat-beast bolts right at him, charging him for a pounce.
And holy moly, nearly kills the party front-liner with the first bite. The player was absent (having given is orders by phone before the session), and I realized that if Haidar went through with the full attack routine Sabaa Sajid would be reduced to bloody ribbons. So after that I had it just knock him prone instead, take a round of attacks from the PCs racing toward it, and then flee into the night.
I think, I fear, that Haidar is going to be a glass cannon for the PCs. There's only one silver weapon in the party, but that won't affect Hollistan's bombs or Snowflake's icy spells. Once the party really gangs up on him, I doubt Haidar will last more than two or three rounds. But lordy, his damage output in hybrid form is gruesome! He has a good chance of dropping a PC per round. This is especially precarious since the PCs are going into this a level lower than the adventure expects. Not to mention the Breath of Nethys... or the lycanthropy! Too many variables to predict! Really, all the PCs will have going for them is one round of free attacks while Haidar transforms, and the fact that he's already used one of his healing potions after waking up moderately wounded following the monastery skirmish. Who knows? Cross your fingers!
John Mangrum |
After an unexpectedly long break, we finally got the band back together tonight, and the PCs duly encountered the fearsome baddie. Here's how it went down...
The PCs did well! Despite some awful die rolls! Fortunately, they (almost inadvertently) made a few crucial decisions. They first entered area 10 (via the pivoting wall in the vestry, and we shortly saw four of the five PCs hallucinating wildly while the cleric looked on. Scratch that; we had three of the five lost in visions, and then Erryou the gnoll rogue decided to get in on the fun and purposefully exposed himself to the vapors as well. The ranger/moldspeaker managed to render himself unconscious in two rounds, while the sorcerer and rogue managed to mostly hold themselves together after zapping a few people. While the party was mostly incapacitated, they came within a few paces of discovering/provoking Haidar, but fortunately, they pulled back and, during moments of clarity, allowed the cleric to tie them up. Had the cleric been a more curious sort and peeked around the next corner at the point, it would have been a nearly inevitable TPK.
Instead, the PCs sat back and recovered. Still highly intrigued by the vapors (which Hollistan the alchemist was specifically there to collect for Zastoran), they decided to have two of the more firm-minded PC press on while the others hung back. The alchemist and Jaali the cleric went back into the House of the All-Seeing Eye, and fortunately both resisted the effects of the vapors this time. This was when they encountered Haidar and brought his wrath down upon themselves.
Now here is where I was actually a bit merciful. While Haidar was transforming, Jaali tossed an ineffective fire bolt at him (a wild miss), then fled back toward the PCs waiting in the vestry. Hollistan "freaked out" and fled into the Gauntlet of the Archmagi. Had I been cruel, I could have had Haidar pursue the alchemist, in which case Hollistan would have probably gotten a good bomb in or two before being mauled. Instead, I decided that the werebeast would follow the fellow who had just attacked him.
The remainder of the battle took place outside the mists, with Haidar pinned at (while squeezing through) the pivoting secret door. The ranger and rogue held him in place while the cleric, sorcerer, and alchemist hung back with ranged attacks.
Here again the PCs got a bit lucky, in that the dice weren't on Haidar's side any more than theirs; the combination of low rolls and squeezing penalties kept Haidar from brutalizing the PCs like he could have. Haidar mauled the ranger (but didn't quite manage to drop him), and never landed a claw on the rogue. If the ranger had gone down (and he spent the whole fight about one solid strike away from just that), Haidar would have plowed forward to take on the lightly-armored cleric and sorcerer. If the rogue had dropped, the alchemist would have soon followed.
It also helps a great deal that we use the Trailblazer action point system; the PCs burned through most of their APs for the level to keep a handle on the fight.
In the end, it took a total team effort, but they finally dropped the beast. Interestingly, since only the cleric and alchemist witnessed the transformation, the other three PCs had no real idea what they were up against until the very end. The players came away with the impression that their fates might have been very different if A) the werebeast had dropped either frontliners, B) it had reached an open area, or C) if they'd confronted it within the vapors.
With the werebeast finally down, the ranger finished it with a coup de grace. When the corpse reverted back to poor ol' Haidar, the ranger finally realized that this was no mere beast, and those two nasty bites he'd taken over the last 12 hours might pose a bit of an ongoing problem...
The ranger's player and I have mutually decided not to make those two Fort saves until the full moon rises, about a week away in game time (and potentially, right around the end of the chapter).
Next week, I expect to finish out the Refuge of Nethys.
John Mangrum |
Well, we didn't quite finish Refuge of Nethys last night...
With it unlikely that my group will return to the main quest until January, due to the holidays, I've realized that there's no real need to hold anyone else to my group's leisurely schedule. So here are my conversions for Part Three of Howl of the Carrion King!
The Dust Digger: We'll be seeing an official dust digger update within a week or two, so no need for my version. However, accept these stats for Oxvard. The CR/XP award represents the story award for saving his life; in the topsy-turvy world where the PCs actually decide to attack him, I'd knock down him down to CR 1 at most, if that. He currently has no spells prepared during the dust digger battle; the selection below represents him as an NPC ally once he's back in fighting form.
OXVARD
CR 3 (XP 800)
Male human cleric 4 (Abadar)
LN Medium humanoid (human)
Init –1; Senses Perception +4
Aura moderate lawful
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 5; 29 base (4d8+8)
Fort +6, Ref +0, Will +8
Special Defenses spontaneous casting (healing)
OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d3+1 nonlethal)
Space 5 ft.; Reach 5 ft.
Special Attacks channel positive energy (4/day, DC 13, 2d6)
Domain Abilities
7/day—inspiring word, touch of law
Cleric Spells Prepared (CL 4th)
2nd—delay poison, enthrallD (DC 16), lesser restoration, resist energy
1st—bless (2), divine favor, protection from evilD, shield of faith
0—create water, detect poison, purify food and drink, stabilize
D domain spell Domains Law, Nobility
STATISTICS
Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Alignment Channel (law), Armor Proficiency (heavy), Combat Casting
Skills Diplomacy +8, Knowledge (nobility) +7, Knowledge (religion) +7, Spellcraft +7
Languages Common
SQ spontaneous casting (healing)
SPECIAL ABILITIES
Inspiring Word (Sp) As a standard action, Oxvard can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for 2 rounds.
Touch of Law (Sp) Oxvard can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.
This bound captive has obviously been at the receiving end of gnoll hospitality. He seems to swim in and out of consciousness.
Kezurkian: Here are my adjustments to the schir's stats:
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural); +2 deflection bonus vs. good
hp 45 (6d10+12)
Fort +4, Ref +8, Will +3 (+2 resistance vs. good)
Speed 60 ft. (300 ft. running) (30 ft. base)
Melee +1 halberd +11/+6 (1d10+5/×3 plus disease), gore +4 (1d6+1)
Special Attacks powerful charge (gore, 3d6+3)
Spell-Like Abilities (CL 6th; concentration +4)
Constant—expeditious retreat, jump, protection from good, see invisibility, tongues
At will—arcane lock
1/day—summon (level 2, 1d3 schirim 20%)
Base Atk +6; CMB +9; CMD 21
Skills Acrobatics +11 (+31 jump), Climb +12, Intimidate +11, Perception +7, Survival +7
This hunched, 7-foot-tall humanoid has the head, hooves, and twisted horns of a malign goat. It attacks without mercy, howling into the sky as it does so. It wields a deadly-looking and gore-splattered halberd in its clawed hands, habitually licking the blade every now and then.
B1: Ruined Slave Market: I'm using an advanced giant venomous snake for the giant mamba. Its poison may well be as deadly as advertised for PCs who just stumble upon the snake. Prepared PCs shouldn't have too much trouble, however, particularly if they're smart enough to maintain their distance. Undrella will certainly warn them that "one bite is death" if she sends them after its head.
B2: Warthog Lair: Old Bonegrinder is beautiful just the way he is.
B4: Stables: Here are my stats for Felliped. As with Oxvard, his XP award represents the reward for saving his life; in battle he's probably more of a CR 1 at the moment.
FELLIPED
CR 2 (XP 600)
Male human bard 3
CG Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 21 (3d8+3)
Fort +2, Ref +4, Will +3 (add +4 bonus vs. bardic performance, sonic, and language-dependent effects)
Defensive Abilities well-versed
OFFENSE
Speed 30 ft.
Melee rusty spear –1 (1d8–3)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance (17 rounds/day): countersong, distraction, fascinate (DC 14), inspire competence +2, inspire courage +1
Bard Spells Known (4, CL 3rd, DC 13 + spell level)
1st—charm person (DC 14), comprehend languages, cure light wounds (1d8+3), identify
0—detect magic, lullaby (DC 13), prestidigitation, read magic, resistance, summon instrument
STATISTICS
Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 17
Base Atk +2; CMB +1; CMD 12
Feats Extra Performance, Magical Aptitude, Weapon Finesse
Skills Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility) +9, Linguistics +7, Perception +5, Perform (wind instruments) +9, Sense Motive +5, Spellcraft +10, Stealth +7, Use Magic Device +11
Languages Common, Halfling, Ignan, Infernal
SQ bardic knowledge +1, versatile wind instruments +9
Gear rusty (broken) spear, leather armor (broken)
SPECIAL ABILITIES
Bardic Performance (17 rounds/day) Starting a performance is a standard action; maintaining it each round is a free action. Changing from one effect to another requires starting over (and a standard action).
Countersong (Su) Counter magic effects that depend on sound. Make a Perform (keyboard, percussion, wind, string, or sing) check. Any creature within 30 feet of the bard that is targeted by a sonic or language-dependent effect may use the bard's Perform check result in place of their own saving throw. Creatures already under such a noninstantaneous effect get a new save.
Distraction (Su) Counter magic effects that depend on sight. The bard makes a Perform (act, comedy, dance, or oratory) check each round; any creature within 30 feet of the bard that is targeted by an illusion (pattern) or illusion (figment) effect may use the bard's Perform check result in place of their own saving throw. Creatures already under such an effect get a new save.
Fascinate (Su) Range 90 ft., must be able to see and hear the bard. One creature within range must make a DC 14 Will save or be fascinated for duration of performance. A fascinated creature sits quietly and observes, takes -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat allows a new saving throw; any obvious threat breaks the effect.
Inspire Competence (Su) Range 30 ft. Give an ally a +2 competence bonus on a particular skill as long as they continue to hear the performance.
Inspire Courage (Su) Affected allies gain a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon rolls.
This ragged, wounded, and terrified man has somehow cobbled together an old helmet, a soiled leather breastplate, and a rusty spear to defend himself.
B6: Mill: The peryton will also be updated in the Bestiary 2.
B7: Tannery: Having Undrella be just a normal harpy at this point in the AP is fine, but as I did with Father Zastoran, I've been looking to spruce up NPCs here and there with occasional dips into the Advanced Player's Guide. To that end, I've made Undrella a 2nd-level witch, which also increases her CR. Of course, this means that in The Final Wish, rather than make her an archer, I'll simply have her gain appropriate levels in witch instead. Now she might actually accomplish something with her bubbling cauldrons!
Oh, and I'm using the suggestion someone made, somewhere, a while back, that Undrella can provide PCs infected with lycanthropy with a dose of wolfsbane or some equivalent concoction. (Our ranger is currently Schroedinger's Werecat...)
UNDRELLA
CR 5 (XP 1,600)
Female harpy witch 2 (Bestiary 172)
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +9 (+listen)
DEFENSE
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 45 (9 HD: 7d10+2d6)
Fort +4, Ref +8, Will +8
OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +10/+5 (1d8+2), 2 talons +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks cackle hex, captivating song (300-ft. spread, DC 17 Will, captivated), evil eye hex (30 ft., Will DC 13 partial)
Witch Spells Prepared (Endurance patron, CL 2nd)
1st—cause fear[i] (DC 13), [i]cure light wounds, mage armor
0—detect magic, mending, stabilize, touch of fatigue
STATISTICS
Str[b] 14, [b]Dex 16, Con 10, Int 14, Wis 10, Cha 18
Base Atk +8; CMB +10; CMD 24
Feats Brew Potion, Dodge, Extra Hex, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +12, Craft (alchemy) +15, Fly +15, Intimidate +12, Knowledge (nature) +10, Perception +9 (+12 listen), Perform (sing) +9, Spellcraft +11, Survival +5
Languages Common, Draconic, Gnoll
Gear morningstar, ring of the ram (37 charges), battle market key
SQ Alertness, cauldron hex, witch’s familiar (bustard)
SPECIAL ABILITIES
Alertness (Ex) Undrella gains Alertness (+2 Perception, +2 Sense Motive) when her familiar is within arm’s reach.
Captivating Song (Su) (As harpy)
Cackle Hex (Su) Undrella can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of her evil eye hex has the duration of that hex extended by 1 round.
Evil Eye Hex (Su) Undrella can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (Undrella’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. The hex lasts for 5 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.
This creature resembles a cross between a feral woman and a monstrous bird. A large pair of tattered wings sprouts from her back, and her hands and feet are scaly claws ending in curving talons. A head of hair is replaced by a scalp of greasy, tangled feathers. Her teeth are long and sharp, and each eye is filled by a glittering black iris.
She wears a tight bodice and skirt of cured leather and has adorned herself with a golden necklace. A wickedly spiked morningstar dangles from one clawed hand.
BUSTARD FAMILIAR
CR — (XP —)
N Tiny animal (Bestiary 133)
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 22 (9 HD; 1d8–1)
Fort +1, Ref +4, Will +2; improved evasion
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +12 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +8; CMB +2; CMD 14
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +5, Perception +6
SQ empathic link
Stored Spells
1st—beguiling gift, cause fear, charm person, cure light wounds, ill omen, mage armor, ray of enfeeblement, sleep
0—all
The bustard is a gangly, long-legged desert-dwelling bird renowned for its alertness and stupidity.
B10: Palace: Although I haven't statted them up yet, I'm thinking about adding an encounter here. It seems to me that the Kulldis tribe is suffering from a dire lack of female companionship, which doesn't really bode well for their future. I've decided to add several female gnolls here (unarmored gnolls using bones for improvised clubs), perhaps up to half a dozen under the watchful eye of their "den mother," so to speak, a female gnoll cleric of Lamashtu. I've decided that unlike the Carrion Tribes, the Kulldis tribe still worships the Demon Queen, but that Kardswann is pushing them toward Rovagug to "get in good" with the Carrion King. Kardswann has claimed the tribe's females as his "harem" and keeps them here in the palace under lock and key, perhaps along with a few whelps (unarmed gnolls with the young template); he withholds/grants access to the male warriors as a means of tightening his grip on them.
The cleric is more-or-less under house arrest; she was a spiritual leader (and possibly the former leader's mate) until Kardswann came along, and still respected by the tribe, so Kardswann dares not kill her yet, despite her growing anger over the tribe's current conversion.
In my campaign, this also provides a specific reason for the Three Jaws Tribe to want the Kulldis wiped out, despite both groups answering to the Howl of the Carrion King; Narg views the Kulldis as false converts and heretics, and doesn't want their Lamashtu-worshipping filth anywhere near Pale Mountain. And hey, if the Three Jaws Tribe wins Kelmarane in the deal, even better.
B13: Church Cemetery: Here are the needed conversions for Halruun:
Male advanced elite huecuva (Bonus Bestiary 12)
Init +6; Senses darkvision 60 ft.; Perception +8
Aura faithless (30 ft.); moderate chaotic evil
hp 39 (6d8+12)
DR 5/magic or silver; Immune undead traits
Melee 2 claws +9 (1d6+6 plus disease)
Spell-Like Abilities (CL 6th)
Base Atk +4; CMB +8; CMD 22
Skills Disguise +2 (+12 with disguise self), Perception +8, Sense Motive +4, Stealth +12
Alizor |
Just saw this thread. Wanted to put a small plug out there for Karui Kage's Archives of Nethys site where the large majority of the LoF AP is converted. His original conversions for the first book had some CR discrepancies, so I decided to redo it with my own flair. My own conversions are in a document here.
I also have the entirety of the second book finished, and I started taking some liberties with the conversions, like starting to use APG material such as antipaladin for some BBEGs. When I get the last page updated to include the copyright information etc. I'll post a link for it here. Since we're getting close to book three I've been working on conversions for that one as well and am almost finished.
Dire Mongoose |
I also have the entirety of the second book finished, and I started taking some liberties with the conversions, like starting to use APG material such as antipaladin for some BBEGs.
I'd be interested in seeing that and probably would use it in the near future. I don't know when my group will be able to get together again but they just have the final section of book 1 to go before it's on to book 2.
Alizor |
Here's my PDF file for my House of the Beast Conversions. The Bestiary 2 wasn't out in time for my conversions, so the Rast and Ogrekin are my own "personal" conversions. The Rast you could use straight out of the Bestiary 2, but I think the Ogrekin is close enough to use just "as is." Hope this helps!
Dire Mongoose |
Here's my PDF file for my House of the Beast Conversions. The Bestiary 2 wasn't out in time for my conversions, so the Rast and Ogrekin are my own "personal" conversions. The Rast you could use straight out of the Bestiary 2, but I think the Ogrekin is close enough to use just "as is." Hope this helps!
Nice! I'll definitely make use of that.
I had roughly similar thoughts to what you did in terms of converting the Carrion King -- would you mind sharing your thought process there and how you think he's more or less effective this way?
John Mangrum |
Well, my campaign's crawling along at a leisurely pace, which is fine for my group, but I must admit doesn't do much good for anyone waiting for my conversions. Also, Bestiary 2 has rendered a few conversions unnecessary or outdated, and I've also used the Advanced Players Guide to incorporate more of that Pathfinder flavor (which means in some cases these aren't straight conversions). Also, another reminder, I maintained allies and non-combat NPCs as described, but (with a few exceptions) maintained the CR of enemies, which sometimes means adding a class level. I also include a touch more info in my stat blocks than Paizo does officially (such as alignment auras in case of magical detection, or the DC to intimidate the NPC), since I tend to be forgetful in the heat of play and like to have all that info in front of me. "I would have written a shorter stat block, but I did not have the time."
My conversions are actually complete through The End of Eternity (with a few genies to go past that), so at the risk of repetition, I'm just going to put all my conversions right here, in one place, and more-or-less wrap up the thread. Obviously, whopper spoilers follow. Players out! :)
Legacy of Fire, Chapter One, Part One
Individual NPCs
LADY ALMAH ROVESHKI
CR 5 (XP 1,600)
Female human expert 4/fighter 1/rogue 1
LN Medium humanoid (human)
Init +1; Senses Perception +8 (+9 locate traps)
Aura faint lawful
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 34 (6 HD; 5d8+1d10)
Fort +3, Ref +4, Will +7
OFFENSE
Speed 30 ft.
Melee mwk rapier +7 (1d6–1/18–20) or mwk dagger +6 (1d4–1/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
TACTICS
During Combat Almah was trained to defend herself with the rapier as part of her upbringing, but she is not a skilled combatant. She primarily relies on her guards to defend her.
Morale Almah is courageous but not foolhardy. She surrenders or attempts to escape if reduced to fewer than 15 hit points or all of her guards are defeated.
STATISTICS
Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 16
Base Atk +4; CMB +5; CMD 14
Feats Agile Maneuvers, Iron Will, Persuasive, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +8, Appraise +12, Bluff +12, Diplomacy +14, Intimidate +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Linguistics +8, Perception +8 (+9 locate traps), Perform (stringed instruments) +10, Profession (merchant) +10, Sense Motive +8
Languages Common, Kelish, Osiriani, Tien, Varisian, Vudrani
SQ trapfinding +1
Gear masterwork rapier, masterwork dagger, +1 ring of protection, hot weather outfit, noble’s outfit, merchant’s scale
DASHKI
CR 2 (XP 600)
Male human ranger 3
CN Medium humanoid (human)
Init +6 (+8 in mountains); Senses Perception +7 (+9 in mountains or vs. gnolls, +11 vs. gnolls in mountains)
DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex; +1 shield when dual-wielding)
hp 24 (3d10+6)
Fort +4, Ref +5, Will +1
Resist Intimidation DC 14
OFFENSE
Speed 30 ft.
Melee mwk scimitar +4 (1d6+2/18–20), mwk dagger +4 (1d4+1/19–20) or
vs. gnolls: mwk scimitar +6 (1d6+4/18–20), mwk dagger +6 (1d4+3/19–20)
Ranged longbow +5 (1d8/×3); or
vs. gnolls: longbow +7 (1d8+2/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (gnoll +2)
STATISTICS
Str 14, Dex 15, Con 12, Int 13, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16
Feats Endurance, Improved Initiative, Stealthy, Two-Weapon Defense, Two-Weapon Fighting
Skills Bluff +0 (+2 vs. gnolls), Handle Animal +6, Heal +7, Intimidate +6, Knowledge (geography) +7 (+9 in mountains), Knowledge (local) +4 (+6 gnoll lore), Knowledge (nature) +7, Perception +7 (+9 in mountains or vs. gnolls, +11 vs. gnolls in mountains), Sense Motive +1 (+3 vs. gnolls), Stealth +10 (+12 in mountains), Survival +7 (+9 in mountains or track gnolls, +11 track gnolls in mountains)
Languages Common, Gnoll, Kelish
SQ favored terrain (mountains), track +1, wild empathy +3
Combat Gear potion of cure light wounds (3); Other Gear mwk scimitar, mwk dagger, longbow with 20 arrows, +1 leather armor
GARAVEL
CR 2 (XP 600)
Male human fighter 3
LN Medium humanoid (human)
Init +1; Senses Perception +0
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
Combat Expertise: 18, touch 13, flat-footed 15 (+5 armor, +1 Dex, +2 dodge)
hp 30 (3d10+9)
Fort +6, Ref +3, Will +2 (+6 vs. mind-affecting effects, +7 vs. fear)
Defensive Abilities bravery +1, Pactmaster's favor
OFFENSE
Speed 30 ft.
Melee mwk falchion +7 (2d4+3/18–20); or
Combat Expertise: mwk falchion +6 (2d4+3/18–20)
Ranged composite longbow +4 (1d8+2/×3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 15, Dex 13, Con 15, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Combat Expertise, Dodge, Mobility, Quick Draw, Weapon Focus (falchion)
Skills Acrobatics +3, Handle Animal +5, Knowledge (local) +4, Linguistics +3, Profession (accountant) +8, Ride +6
Languages Common, Gnoll, Kelish, Osiriani, Varisian
SQ armor training 1
Gear mwk falchion, composite longbow (+2 Str) with 20 arrows, +1 chain shirt, cloak of resistance +1, Pactmaster’s favor
FATHER ZASTORAN
CR 2 (XP 600)
Male old human alchemist 3
N Medium humanoid (human)
Init +0; Senses Perception +8
DEFENSE
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 15 (3d8–3)
Fort +2 (+4 vs. poison), Ref +3, Will +5
OFFENSE
Speed 30 ft.
Melee mwk dagger +1 (1d4–2/19–20)
Ranged bomb +3 touch (2d6+4 fire, 6 splash)
Space 5 ft.; Reach 5 ft.
Special Attacks bomb 7/day (2d6+4 fire), poison use
Extracts (CL 4th)
1st (4/day)—comprehend languages, cure light wounds (1d8+3), disguise self, endure elements, enlarge person, identify, reduce person, shield, true strike
TACTICS
Before Combat Father Zastoran mixes about half of his extracts, leaving 2 1st-level slots free.
During Combat Zastoran supports his allies with healing extracts and keeps foes at a distance with his bombs.
Morale Although not incapable, Zastoran is old and frail. He surrenders if reduced to fewer than 8 hp or his allies have all been defeated.
STATISTICS
Str 7, Dex 11, Con 9, Int 19, Wis 15, Cha 10
Base Atk +2; CMB +0; CMD 10
Feats Brew Potion, Iron Will, Skill Focus (Craft [alchemy], Heal), Throw AnythingB
Skills Appraise +10, Craft (alchemy) +13, Heal +11, Knowledge (arcana) +10, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Perception +8, Spellcraft +10, Use Magic Device +6
Languages Common, Draconic, Kelish, Osiriani
SQ discovery (infusion), mutagen (2 Int, Wis, or Cha damage, +2 natural armor, +4 Str, Dex, or Con), swift alchemy
Combat Gear extracts, 7 bombs; Other Gear mwk dagger, mwk studded leather armor, alchemist’s kit, spellbook
Supporting Cast
CAMEL DRIVER
CR 1/2 (XP 200)
Hadrod (m) & Hadrah (f)
Male and female middle aged human commoner 2
LN Medium humanoid (human)
Init –1; Senses Perception +8
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 7 (2d6)
Fort +0, Ref –1, Will +3
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4–1/19–20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 9, Dex 8, Con 11, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +0; CMD 9
Feats Animal Affinity, Skill Focus (Handle Animal)
Skills Handle Animal +9, Perception +8, Profession (driver) +8, Ride +6
Languages Common, Kelish
Gear dagger
EXPEDITION GUARD
CR 1/2 (XP 135)
Pactmaster guards: Fixx (m), Keldon (m), Podarn (m), & Vodrave (m); mercenaries: Brotis (f), Dullen (m), Kallien (f), Trevvis (m, nominal leader), Utarchus (m), & Yesper (f)
Male and female human warrior 2
LN Medium humanoid (human)
Init +4; Senses Perception +0
DEFENSE
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 15 (2d10+4)
Fort +5, Ref +0, Will +0
OFFENSE
[b]Speed 20 ft. (30 ft. base)
Melee scimitar +4 (1d6+1/18–20)
Ranged longbow +2 (1d8/×3)
Space 5 ft.; Reach 5 ft.
TACTICS
During Combat These guards act as directed, usually to defend Almah.
Morale Guards fight to the death if defending Almah; otherwise they attempt to flee if reduced to 5 hit points.
STATISTICS
Str 12, Dex 11, Con 15, Int 9, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
Feats Improved Initiative, Weapon Focus (scimitar)
Skills Intimidate +4, Ride +5
Languages Common, Kelish
Gear scimitar, longbow with 20 arrows, masterwork scale mail, heavy steel shield, hot weather outfit
John Mangrum |
One note I forgot to mention earlier; even though I know Paizo doesn't necessarily do it, but during my conversions I used 15-point-buy to create all NPCs.
Legacy of Fire, Chapter One, Part Two
Baboon: Bestiary 2 212 (primate, baboon)
Geier: Pathfinder #38 30
Giant Wolf Spider: Bestiary 258 (giant spider)
Medium Slime Mold: Bestiary 2 249, 293 (young slime mold)
Pugwampi: Bestiary 2 144
Stirge: Bestiary 260
Individual NPCs
KING MOKKNOKK
CR 3 (XP 800)
Male pugwampi fighter 3 (Bestiary 2 144)
NE Tiny fey (gremlin)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +5 (+1 hearing)
Aura unluck (20 ft.)
DEFENSE
AC 21, touch 15, flat-footed 18 (+6 armor, +2 Dex, +1 dodge, +2 size)
hp 32 (4 HD; 1d6+3d10+12)
Fort +5, Ref +5, Will +4 (+5 vs. fear)
Defensive Abilities bravery +1; DR 2/cold iron; SR 7
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 warhammer +7 (1d6–1/×3)
Ranged longbow +7 (1d4/×3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration +0)
At will—prestidigitation, speak with animals
1/day—shatter (DC 10)
STATISTICS
Str 7, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB –1; CMD 11
Feats Dodge, Improved Initiative, Mobility, ToughnessB, Weapon FinesseB, Weapon Focus (warhammer)
Skills Bluff +6, Craft (traps) +4, Disable Device +1, Perception +5 (+1 hearing), Ride +1, Stealth +16; Racial Modifiers –4 Perception when listening, +4 Stealth
Languages Gnoll, Undercommon
SQ armor training 1
Gear Tiny breastplate, Small +1 warhammer, Tiny longbow with 20 arrows
SPECIAL ABILITIES
Unluck Aura (Su) A pugwampi radiates an aura of unluck to a radius of 20 feet. Any creature in this area must roll two d20s whenever a situation calls for a d20 roll (such as an attack roll, a skill check, or a saving throw) and must use the lower of the two results generated. This is a mind-affecting effect that does not work on animals, other gremlins, or gnolls. Any character who gains any sort of luck bonus (such as that granted by a luckstone or divine favor) is immune to the pugwampi unluck aura.
John Mangrum |
Legacy of Fire, Chapter One, Part Three
Creature Conversions
Dire Boar: Bestiary 36
Dust Digger: Bestiary 2 112
Giant Mamba: Bestiary 255, 294, 295 (advanced giant venomous snake)
This serpent's body must be 20 feet long and a foot thick. Its slick scales are the pale color of steel, fading to a dusty yellow along its underbelly. The snake rears its head to the height of a man; as it hisses, it reveals that the inside of its mouth is dead black.
Gnoll: Bestiary 155
Hyena: Bestiary 179
Peryton: Bestiary 2 207
DEMON, SCHIR
CR 5 (XP 1,600)
CE Medium outsider (chaotic, demon, evil, extraplanar) (Book of Fiends 67)
Init +2; Senses darkvision, see invisibility; Perception +7
Aura strong chaotic evil
DEFENSE
AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural); +2 deflection bonus vs. good
hp 45 (6d10+12)
Fort +4, Ref +8, Will +3 (+2 resistance vs. good)
DR 5/cold iron or good; Immune disease, electricity, poison; Resist acid 10, cold 10, fire 10; SR 14
OFFENSE
Speed 60 ft. (30 ft. base) (run ×5)
Melee +1 halberd +11/+6 (1d10+5/×3 plus disease), gore +4 (1d6+1) or
Power Attack: +1 halberd +9/+4 (1d10+11/×3 plus disease), gore +2 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 3d6+3)
Spell-Like Abilities (CL 6th; concentration +4)
Constant—expeditious retreat, jump, protection from good, see invisibility, tongues
At will—arcane lock
1/day—summon (level 2, 1d3 schirim 20%)
STATISTICS
Str 17, Dex 14, Con 14, Int 8, Wis 6, Cha 6
Base Atk +6; CMB +9; CMD 21
Feats Power Attack, Run, Weapon Focus (halberd)
Skills Acrobatics +11 (+31 jump), Climb +12, Intimidate +11, Perception +7, Survival +7
Languages Abyssal; tongues; telepathy 100 ft.
Gear +1 halberd
SPECIAL ABILITIES
Disease (Su) Demon Fever: Halberd—injury; save Fort DC 18; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.
New Creature
Gnoll Whelp (in case anyone takes my route of adding some women & children to the tribe)
GNOLL WHELP
CR 1/2 (XP 200)
Young gnoll (Bestiary 155, 295)
CE Small humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (2d8–2)
Fort +1, Ref +2, Will +0
OFFENSE
Speed 30 ft.
Melee club +4 (1d3)
Space 5 ft.; Reach 5 ft.
TACTICS
Before Combat The gnoll whelps hang back until they or their mothers are threatened.
During Combat Once provoked, the gnoll whelps attempt to grapple their foes to assist the gnoll wives.
STATISTICS
Str 11, Dex 14, Con 9, Int 8, Wis 11, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Weapon Finesse
Skills Perception +2
Languages Gnoll
Hunched and feral, this furred, hyena-headed humanoid stands about four feet tall; if it stood upright, it might reach the shoulders of a human. Despite its size, it has the gawky proportions of a pup.
Individual NPCs
BESHVI
CR 5 (XP 1,600)
Female nixie sorcerer 4 (Bonus Bestiary 15)
N Small fey (aquatic)
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 12 (+1 armor, +3 Dex, +1 dodge, +1 size)
hp 27 (6d6+6)
Fort +2, Ref +7, Will +8
DR 5/cold iron; SR 12
OFFENSE
Speed 20 ft., swim 30 ft.
Melee short sword +7 (1d4–2/19–20) or melee touch +7 (spell)
Ranged light crossbow +7 (1d6/19–20)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 12th; concentration +16)
7/day—laughing touch
3/day—charm person (DC 15)
1/day—water breathing
Spells Known (CL 4th; concentration +8; ranged touch +7)
2nd (4/day)—hideous laughter (DC 18)
1st (7/day)—entangle (DC 15), hypnotism (DC 17), obscuring mist, silent image (DC 15)
0 (at will)—acid splash, dancing lights, detect magic, ghost sound[, mage hand, read magic
Bloodline fey
STATISTICS
Str 7, Dex 16, Con 13, Int 12, Wis 13, Cha 19
Base Atk +3; CMB +0; CMD 13
Feats Dodge, Eschew MaterialsB, Stealthy, Weapon Finesse
Skills Bluff +13, Escape Artist +10, Handle Animal +5, Knowledge (nature) +6, Perception +7, Perform (sing) +8, Sense Motive +6, Spellcraft +7, Stealth +18, Swim +10
Languages Aquan, Sylvan
SQ amphibious, wild empathy +12, woodland stride
Gear Small light crossbow with 20 bolts, Small short sword, bracers of armor +1, 503 gp
SPECIAL ABILITIES
Laughing Touch (Sp) Beshvi can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours.
FELLIPED
CR 2 (XP 600)
Male human bard 3
CG Medium humanoid (human)
Init +1; Senses Perception +5
DEFENSE
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 21 (3d8+3)
Fort +2, Ref +4, Will +3 (+4 bonus vs. bardic performance, sonic, and language-dependent effects)
Defensive Abilities well-versed
OFFENSE
Speed 30 ft.
Melee rusty spear –1 (1d8–3)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance (17 rounds/day): countersong, distraction, fascinate (DC 14), inspire competence +2, inspire courage +1
Spells Known (CL 3rd, concentration +6)
1st (4/day)—charm person (DC 14), comprehend languages, cure light wounds (1d8+3), identify
0 (at will)—detect magic, lullaby (DC 13), prestidigitation, read magic, resistance, summon instrument
STATISTICS
Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 17
Base Atk +2; CMB +1; CMD 12
Feats Extra Performance, Magical Aptitude, Weapon Finesse
Skills Diplomacy +9*, Handle Animal +9*, Knowledge (geography, history, local) +9, Knowledge (other) +3, Linguistics +7, Perception +5, Perform (oratory, wind) +9, Sense Motive +5, Spellcraft +10, Stealth +7, Use Magic Device +11
* versatile performance
Languages Common, Halfling, Ignan, Infernal
SQ bardic knowledge +1, versatile (oratory, wind +9)
Gear rusty spear (broken spear), leather breastplate, old helmet (broken leather armor)
HALRUUN
CR 4 (XP 1,200)
Male advanced elite huecuva (Bonus Bestiary 12)
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +8
Aura faithless (30 ft.); moderate chaotic evil
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 39 (6d8+12)
Fort +4, Ref +6, Will +7
DR 5/magic or silver; Immune undead traits
OFFENSE
Speed 30 ft.
Melee 2 claws +9 (1d6+6 plus disease)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 6th; concentration +8)
3/day—disguise self
STATISTICS
Str 18, Dex 18, Con —, Int 4, Wis 14, Cha 15
Base Atk +4; CMB +8; CMD 22
Feats Alertness, Improved Initiative, Weapon Focus (claw)
Skills Disguise +2 (+12 with disguise self), Perception +8, Sense Motive +4, Stealth +12
Languages Common, Kelish
SPECIAL ABILITIES
Disease (Ex) Filth Fever: Claw—injury; save Fort DC 15; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
Faithless Aura (Su) Halruun and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based off that ability. This bonus stacks with channel resistance.
Narg (coming later)
Oxvard's spell list represents what he's likely to prepare after he's been rescued and had time to recover.
OXVARD
CR 3 (XP 800)
Male human cleric 4 (Abadar)
LN Medium humanoid (human)
Init –1; Senses Perception +4
Aura moderate lawful
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 5; 29 base (4d8+8)
Fort +6, Ref +0, Will +8
OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d3+1 nonlethal)
Space 5 ft.; Reach 5 ft.
Special Attacks channel positive energy (4/day, DC 13, 2d6)
Domain Powers (CL 4th; concentration +8, +12 defensive)
7/day—inspiring word, touch of law
Spells Prepared (CL 4th; concentration +8, +12 defensive)
2nd—delay poison, enthrallD (DC 16), lesser restoration, resist energy
1st—bless (2), divine favor, protection from evilD, shield of faith
0 (at will)—create water, detect poison, purify food and drink, stabilize
D domain spell; Domains Law, Nobility
STATISTICS
Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Alignment Channel (law), Armor Proficiency (heavy), Combat Casting
Skills Diplomacy +8, Knowledge (nobility) +7, Knowledge (religion) +7, Spellcraft +7
Languages Common
SQ spontaneous casting (healing)
My rationale for this change to Undrella is provided earlier in the thread.
UNDRELLA
CR 5 (XP 1,600)
Female harpy witch 2 (Bestiary 172, APG)
CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +9 (+listen)
Aura faint chaotic evil
DEFENSE
AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
hp 45 (9 HD: 7d10+2d6)
Fort +4, Ref +8, Will +8
OFFENSE
Speed 20 ft., fly 80 ft. (average)
Melee morningstar +10/+5 (1d8+2), 2 talons +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks cackle hex, captivating song (300-ft. spread, captivated, Will DC 17), evil eye hex (30 ft., Will DC 13 partial)
Spells Prepared (CL 2nd; concentration +4)
1st—cause fear (DC 13), cure light wounds (1d8+2), mage armor
0 (at will)—detect magic, mending, stabilize, touch of fatigue
Patron Endurance
STATISTICS
Str 14, Dex 16, Con 10, Int 14, Wis 10, Cha 18
Base Atk +8; CMB +10; CMD 24
Feats Brew Potion, Dodge, Extra Hex, Flyby Attack, Great Fortitude, Skill Focus (Bluff)
Skills Bluff +12, Craft (alchemy) +14, Fly +15, Intimidate +12, Knowledge (nature) +12, Perception +9 (+12 listen), Perform (sing) +9, Sense Motive +2, Spellcraft +11, Survival +5
Languages Common, Draconic, Gnoll
Gear morningstar, ring of the ram (37 charges), battle market key
SQ Alertness, cauldron hex, witch’s familiar (bustard)
Never the sentimental sort, Undrella has never named her familiar, addressing it simply as "Bird." A bustard familiar grants its master a +3 bonus on listening-based and opposed Perception checks.
BIRD
CR —
Female variant raven familiar (Bestiary 133)
N Tiny magical beast
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 22 (9 HD)
Fort +1, Ref +4, Will +2
Defensive Abilities improved evasion
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +12 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +8; CMB +2; CMD 14
Feats Skill Focus (Perception), Weapon Finesse
Skills Bluff +3, Fly +14, Intimidate +3, Knowledge (nature) +5, Perception +9, Spellcraft +4, Survival +4
SQ empathic link
Stored Spells
1st—beguiling gift, cause fear, charm person, cure light wounds, ill omen, mage armor, ray of enfeeblement, sleep
0—all
The bustard is a gangly, long-legged desert-dwelling bird renowned for its alertness and stupidity.
John Mangrum |
Legacy of Fire, Chapter One, Part Four
On second thought, I've decided not to post complete stat blocks for creatures that had them presented in the adventure (too late to go back to the post above, though). I want to present conversions, but get antsy about giving too much away, y'know? From here on out, "unchanged" means that entire line of the stat block is as published; if anything changed, I'll reproduce the entire line.
Creature Conversions
Bugbear: Bestiary 38
Gnoll: Bestiary 155
Goblin: Bestiary 156
Smuggler: Gamemastery Guide 284 (CN shopkeep)
Individual NPCs
HALEEN
CR 3 (XP 800)
Female human fighter (Dawnflower dervish) 4 (Inner Sea Primer)
CN Medium humanoid (human)
Init +3; Senses Perception –1
DEFENSE
AC 22, touch 16, flat-footed 16 (+4 armor, +3 Dex, +3 dodge, +2 shield)
Without Combat Expertise: 20, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +2 shield)
hp unchanged
Fort +6, Ref +4, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1, burst of speed
OFFENSE
Speed unchanged
Melee +1 rapier +7 (1d6+4/18–20) or
Without Combat Expertise: +1 rapier +9 (1d6+4/18–20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 16, Con 14, Int 13, Wis 9, Cha 12
Base Atk +4; CMB +5; CMD 21
Feats unchanged
Skills Acrobatics +6, Climb +7, Intimidate +8, Perform (dance) +5, Survival +6
Languages unchanged
Gear unchanged
SPECIAL ABILITIES
Burst of Speed (Ex) Haleen takes only a –1 penalty to AC after charging.
HURVANK THE STRANGLER
CR 3 (XP 800)
Male ogre (Bestiary 220)
CE Large humanoid (giant)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 19, touch 10, flat-footed 18 (+4 armor, +1 Dex, +5 natural, –1 size)
hp 26 (4d8+8)
Fort +6, Ref +0, Will +1
OFFENSE
Speed 30 ft. (40 ft. base)
Melee unarmed strike +7 (1d4+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 13, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9 (+11 grapple); CMD 19 (21 vs. grapple)
Feats Improved Grapple, Toughness
Skills Climb +7, Perception +2
Languages Giant
Gear Large hide armor
KARDSWANN
CR 6 (XP 2,400)
Male janni fighter 2 (Bestiary 141)
CE Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +12
Aura strong chaotic evil
DEFENSE
AC 20, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 dodge, +1 natural)
hp 70 (8d10+24)
Fort +11, Ref +8, Will +4 (+5 vs. fear)
Defensive Abilities bravery +1; Resist fire 10
OFFENSE
Speed 30 ft., fly 20 ft. (perfect); (20 ft., fly 15 ft. in armor)
Melee +1 lawful outsider bane greataxe +15/+10 (1d12+8/×3) or
Power Attack: +1 lawful outsider bane greataxe +12/+7 (1d12+17/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks change size (2/day)
Spell-Like Abilities (CL 8th; concentration +10)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
STATISTICS
Str 20, Dex 17, Con 16, Int 14, Wis 14, Cha 15
Base Atk +8; CMB +13 (+15 bull rush); CMD 27 (29 vs. bull rush)
Feats Combat Reflexes, Dodge, Improved Bull Rush, Improved InitiaitveB, Mobility, Power Attack, Weapon Focus (greataxe)
Skills Appraise +12, Craft (armor) +12, Craft (weapons) +12, Escape Artist +10, Intimidate +13, Perception +12, Ride +13, Sense Motive +12, Stealth +10
Languages unchanged
SQ elemental endurance
Gear unchanged
Ugruk can also be used for Narg, but I'll also be posting my conversions of Fortress of the Ghouls, which includes a different take.
As a note, I was never able to find a flind recipe that could quite replicate Ugruk's stats; I don't remember what version I went with now.
UGRUK
CR 3 (XP 800)
Flind fighter 2
CE Medium humanoid (gnoll)
Init +1; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural); or
Combat Expertise: 20, touch 12, flat-footed 18 (+6 armor, +1 Dex, +1 dodge, +2 natural)
hp 38 (4 HD; 2d8+2d10+18)
Fort +10, Ref +1, Will –1 (+0 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee flindbar +9 (1d6+5/19–20) or
Combat Expertise: flindbar +8 (1d6+5/19–20)
Ranged unchanged
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 12, Con 19, Int 13, Wis 8, Cha 12
Base Atk +3; CMB +8 (+12 disarm); CMD 19 (21 vs. disarm)
Feats unchanged
Skills Intimidate +5 (+7 vs. gnolls), Perception +3, Survival +6; Racial Modifiers +2 Intimidate vs. gnolls
Languages Common, Gnoll, Kelish
Gear unchanged
Undrella (see above)
John Mangrum |
Last post for tonight; next time I'll move on to Refuge of the All-Seeing Eye, Fortress of the Ghouls, and Coils of Flame.
Legacy of Fire, Chapter One, Part Five
Creature Conversions
Fire Elemental, Medium: Bestiary 124
COFFER CORPSE
CR 3 (XP 800)
CE Medium undead (Tome of Horrors Revised 69)
Init +1; Senses darkvision 60 ft.; Perception +6
Aura faint chaotic evil
DEFENSE
AC unchanged
hp 16 (2d8+7)
Fort +2, Ref +1, Will +4
Defensive Abilities channel resistance +2, deceiving death; DR 5/magic and bludgeoning; Immune undead traits
OFFENSE
Speed unchanged
Melee slam +4 (1d4+4 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (1d4+4), fear, strangle
STATISTICS
Str 16, Dex 12, Con —, Int 6, Wis 13, Cha 14
Base Atk +1; CMB +4 (+8 grapple); CMD 15
Feats unchanged
Skills Intimidate +6, Perception +6, Stealth +5
Languages unchanged
Gear unchanged
SPECIAL ABILITIES
Deceiving Death (Ex) In any round in which a coffer corpse is struck for 6 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it has fastened its death grip on a victim, it releases its hold when it falls. A DC 20 Sense Motive check sees through the ruse (necromancers gain a +2 competence bonus on this check). On its next turn, the coffer corpse rises again as if reanimated, triggering its fear ability.
Fear (Su) unchanged
Grab (Ex) Only works against Small and smaller opponents.
Strangle (Ex) A coffer corpse has an unerring talent for seizing victims by the neck. A creature grappled by a coffer corpse cannot speak or cast spells with verbal components.
Individual NPCs
Arguably, Xulthos should gain a summon ability as part of the Pathfinder update. On the same tack, however, it's just as arguable that he probably shouldn't be able to use it until after he exits his prison, so it's a moot point. I didn't bother whipping one up for him.
XULTHOS
CR 7 (XP 3,200)
Male advanced unique glomeray (Book of Fiends 103)
NE Large outsider (daemon, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +14
Aura drone (50 ft., DC 18); strong evil
DEFENSE
AC 19, touch 14, flat-footed 16 (+2 deflection, +3 Dex, +5 natural, –1 size)
hp 105 (10d10+50)
Fort +8, Ref +10, Will +8
Defensive Abilities dazzling colors; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10
OFFENSE
Speed unchanged
Melee bite +15 (2d6+6/19–20), 2 claws +15 (1d6+6), tail +13 (2d6+3)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 12th; concentration +15)
abilities are unchanged
STATISTICS
Str 21, Dex 16, Con 20, Int 18, Wis 13, Cha 16
Base Atk +10; CMB +16; CMD 21 (41 vs. trip)
Feats Flyby Attack, Hover, Improved Initiative, Improved Natural Armor, Multiattack
Skills Appraise +14, Bluff +16, Diplomacy +13, Escape Artist +13, Intimidate +16, Knowledge (arcane) +17, Knowledge (history) +17, Knowledge (religion) +17, Knowledge (planes) +17, Perception +14
Languages unchanged
Gear unchanged
SPECIAL ABILITIES
Dazzling Colors (Ex) unchanged
Drone (Su) unchanged
Treasure Conversions
Some magic items in this Adventure Path no longer exist in the Pathfinder ruleset. Here are the replacements for Howl of the Carrion King.
Battle Market, C7
* cloak of charisma +2 = headband of alluring charisma +2
John Mangrum |
Forgot something! The updated Random Encounters Around Kelmarane table. Of these creatures, only the div, jackalwere, and shedu have yet to make an appearance in Pathfinder; if folks want, I can post my conversions for them as well. (I'm not going to kill myself getting this to look pretty in a forum post.)
d% Encounter Avg. EL Source
01–03 1 fire beetle 1/3 Bestiary 33
04–05 1 human skeleton 1/3 Bestiary 250
06–09 1 pugwampi 1/2 Bestiary 2 144
10–13 1d4 baboons 1 Bestiary 2 212
14–15 1 camel 1 Bestiary 2 154
16–17 1d2 eagles 1 Bestiary 118
18–20 1 venomous snake 1 Bestiary 255
21–23 1 choker 2 Bestiary 45
24–26 1 dire bat 2 Bestiary 30
27–30 1 div, doru 2 Pathfinder #19 80
31–34 2d4 goblins 2 Bestiary 156
35–37 1 jackalwere 2 ToHR 403
38–42 1d4 krenshars 2 Bestiary 2 174
43–45 1 ankheg 3 Bestiary 15
46–47 1d4 blink dogs 3 Bestiary 2 47
48–51 1 chupacabra 3 Bestiary 2 57
52–54 1 giant eagle 3 Bestiary 118
55–58 1d2 hippogriffs 3 Bestiary 2 156
59–61 1 giant scorpion 3 Bestiary 242
62–64 1d2 lions 3 Bestiary 193
65–66 1d4 giant venom. snakes 3 Bestiary 255
67–68 1 centipede swarm 4 Bestiary 43
69–71 2d6 stirges 4 Bestiary 260
72–74 1d2 griffons 4 Bestiary 168
75–77 1d4 giant eagles 5 Bestiary 118
78–80 1 dire lion 5 Bestiary 193
81–85 2d6 gnolls 6 Bestiary 155
86–87 1d4 harpies 6 Bestiary 172
88–91 2d8 hyenas 6 Bestiary 178
92–93 1 lamia 6 Bestiary 186
94–95 1 dragonne 7 Bonus Bestiary 10
96–97 1d6 gargoyles 7 Bestiary 137
98–99 1 shedu 7 ToHR 312
100 1 young blue dragon 9 Bestiary 92
John Mangrum |
OK, I'm back! Tonight's I'll run through the "bridge" adventures between Howl of the Carrion King and House of the Beast: Refuge of Nethys, the fan-created Fortress of the Ghouls, and the "director's cut" of Coils of Flame.
Refuge of Nethys
Creature Conversions
Choker: Bestiary 45
Giant Tarantula: Bestiary 258 (giant spider, hunting)
Wooden Sphinx: Bestiary 14 (Medium animated object; I gave them the faster and grab abilities [speed 40 ft.])
Individual NPCs
Haidar requires a complete rebuild for conversion. The end result is slightly weaker on defense, slightly tougher on offense than the original. In other words, beware! He'll go down fast but out in the open could potentially tear through a PC each round.
HAIDAR THE ACCURSED (HUMAN FORM)
CR 5 (XP 1,600)
Male human variant afflicted Katapeshi wereleopard (weretiger) aristocrat 6 (Bestiary 2 183)
CE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +13
Aura faint chaotic evil
DEFENSE
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 33 (6d8+6)
Fort +2, Ref +5, Will +6
OFFENSE
Speed 30 ft.
Melee +1 vicious punching dagger +8 (1d4+2d6+4/×3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 12, Con 11, Int 8, Wis 12, Cha 7
Base Atk +4; CMB +6; CMD 17
Feats Alertness, Lightning Reflexes, Improved Natural Attack (bite), Toughness
Skills Acrobatics +7, Bluff +7, Perception +13, Sense Motive +3, Stealth +7
Languages Keleshite, Osiriani
SQ change shape (human, hybrid, and Katapeshi leopard; polymorph)
Gear unchanged
SPECIAL ABILITIES
Change Shape (Su) Haidar must make a successful DC 15 Constitution check (as a full-round action) to assume hybrid form. However, until he succeeds, what he's attempting isn't outwardly obvious to the PCs.
HAIDAR THE ACCURSED (HYBRID FORM)
CR 5 (XP 1,600)
Male human variant afflicted Katapeshi wereleopard aristocrat 6 (Bestiary 2 186)
CE Large humanoid (human, shapechanger)
Init +4; Senses low-light vision, scent; Perception +13
Aura faint chaotic evil
DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)
hp 45 (6d8+18)
Fort +4, Ref +8, Will +6
DR 5/silver
OFFENSE
Speed 30 ft.
Melee +1 vicious punching dagger +8 (1d4+2d6+5/×3), bite +3 (2d6+2); or
bite +7 (2d6+4), 2 claws +7 (1d3+4)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +6, 1d3+4)
STATISTICS
Str 18, Dex 19, Con 15, Int 8, Wis 13, Cha 7
Base Atk +4; CMB +9; CMD 23
Feats Alertness, Lightning Reflexes, Improved Natural Attack (bite), Toughness
Skills Acrobatics +10, Bluff +7, Perception +13, Sense Motive +3, Stealth +6 (+10 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
Languages Keleshite, Osiriani
SQ change shape (human, hybrid, and Katapeshi leopard; polymorph), lycanthropic empathy (leopards)
Gear unchanged
Other Conversion Notes
Traps
Altar of Fangs (area 5): This trap summons 1d3 fiendish vipers.
The Breath of Nethys (area 9): Concentration checks work slightly differently in Pathfinder. For spellcasters it's fine, but I was left pondering how to handle concentration checks for the non-spellcasters in the party. In my run-through, I went with Will saves (with spellcasters given the option of using either), but were I to do it again I'd go back to the original concept of concentration checks all around. Non-spellcasters simply don't have a primary spellcasting attribute, which means it's a straight level check for them. This puts spellcasters at an advantage, and considering the circumstances, that feels right.
John Mangrum |
The Fortress of Ghouls
by Nick Herold
Find the Set Piece adventure here!
Creature Conversions
Ghast: Bestiary 146
Ghoul: Bestiary 146
Gnoll: Bestiary 155
Leucrotta: Bestiary 2 178
Shrieking Violet Fungus: Bestiary 274, Core Rulebook 416
FEAR GUARD
CR 5 (XP 1,600)
CE Medium undead (incorporeal) (Tome of Horrors II 63)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +7
Aura fear (20 ft., DC 16 Will); moderate chaotic evil
DEFENSE
AC 15, touch 15, flat-footed 13; incorporeal (+2 Dex, +3 deflection)
hp 36 (6d8+18)
Fort +5, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses daylight vulnerability
OFFENSE
Speed fly 30 ft. (good)
Melee incorporeal touch +7 (1d4 Wis)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 8th; concentration +11; +6 ranged touch)
At will—darkness, ray of enfeeblement (DC 14)
2/day—deeper darkness
STATISTICS
Str —, Dex 15, Con —, Int 10, Wis 12, Cha 16
Base Atk +4; CMB —; CMD —
Feats Blind-Fight, Improved Initiative, Weapon Focus (incorporeal touch)
Skills Fly +12, Intimidate +12, Perception +7, Stealth +8; Racial Modifiers +8 Stealth in shadows
SQ create spawn
SPECIAL ABILITIES
Create Spawn (Su) Any living creature reduced to Wisdom 0 by a fear guard dies and becomes a fear guard under control of its killer within 2d6 hours. Casting a bless spell on the corpse before this time prevents the transformation.
Daylight Vulnerability (Ex) A fear guard exposed to natural sunlight (not merely a daylight spell) suffers 2d6 points of damage and immediately flees from the source of light. A fear guard caught in sunlight cannot attack and staggered.
Fear Aura (Su) A fear guard can radiate a 20 foot radius of fear as a free action. A creature in the area must succeed at a DC 16 Will save or be affected as though by a fear spell (CL 8th). A creature that successfully saves cannot be affected again by the same fear guard’s aura for the next 24 hours. The save DC is Charisma-based.
Wisdom Damage (Su) the touch of a fear guard deals 1d4 points of Wisdom damage to a living foe if it fails a DC 16 Fortitude save. A creature reduced to 0 Wisdom dies. The save DC is Charisma-based.
HYENA, FATIGUED AND DRAINED
CR 1/2 (XP 200)
N Medium animal (Bestiary 179)
Init +2; Senses low-light vision, scent; Perception +7
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 9 (2d8)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 50 ft. (can’t run or charge)
Melee bite +2 (1d6+1 plus trip)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 13, Con 10, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 12 (16 vs. trip)
Feats Alertness
Skills Perception +7, Stealth +5 (+9 in tall grass); Racial Modifiers +4 Stealth in tall grass
This hyena is covered in shaggy, tan-colored fur with black and brown stripes. It looks ill and half-starved.
Individual NPCs
My take on Narg isn't a straight conversion, being more traditional. Still, here's an alternative Narg for those who don't want to reuse Ugruk.
THE DRINKER
CR 4 (XP 1,200)
Advanced fiendish ghoul-stirge (Tome of Horrors Revised 213)
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +12
Aura moderate chaotic evil
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 26 (4d8+8)
Fort +3, Ref +5, Will +7
Immune undead traits; Resist cold 5, fire 5; SR 9
OFFENSE
Speed 20 ft., fly 50 ft. (average)
Melee bite +7 (1d6+1 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain (1d4 Con), paralysis (1d6+2 rounds, Fort DC 14 negates), smite good 1/day (+2 attack, +4 damage)
STATISTICS
Str 12, Dex 19, Con —, Int 8, Wis 16, Cha 14
Base Atk +3; CMB +4; CMD 18
Feats Alertness, Weapon Finesse
Skills Fly +11, Perception +12, Sense Motive +5, Stealth +11
Languages Common (cannot speak)
SPECIAL ABILITIES
Blood Drain (Ex) The Drinker drains blood at the end of its turn if it grapples a foe, inflicting 1d4 points of Constitution damage. The Drinker heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. Once the Drinker has dealt 4 points of Constitution damage, it flies off to digest its meal. If its victim dies before the Drinker’s appetite has been sated, the Drinker detaches and seeks a new target. The Drinker uses this attack against paralyzed foes; rarely does it grapple a non-paralyzed creature.
This human-sized creature looks like a cross between a large bat and a giant mosquito. Its wings are leathery and gray and its skin is drawn tight across its bones. The creature has pincer-like legs and a long needle-like snout. Its eyes glow pale blue.
NARG
CR 3 (XP 800)
Male flind fighter 2
CE Medium humanoid (gnoll)
Init +1; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 natural)
hp 38 (4 HD; 2d8+2d10+18)
Fort +10, Ref +1, Will –1 (+0 vs. fear)
Defensive Abilities +1 bravery
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee flindbar +9 (1d6+5/19–20) or
Power Attack: flindbar +8 (1d6+7/19–20)
Ranged dagger +4 (1d4+5/19–20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 12, Con 19, Int 13, Wis 8, Cha 12
Base Atk +3; CMB +8 (+10 bull rush or disarm); CMD 19 (21 vs. bull rush)
Feats Improved Bull Rush, Power Attack, Quick Draw, Weapon Focus (flindbar)
Skills Intimidate +5 (+7 vs. gnolls), Perception +3, Survival +6
Languages Common, Gnoll, Kelish
Combat Gear potion of cure moderate wounds; Other Gear masterwork flindbar, masterwork breastplate, 5 daggers
This stocky, powerfully built gnoll seems to have been ravaged by mange, giving it a diseased, almost leprous appearance. However, despite the angry red blotches on its exposed skin, the gnoll carries itself with notable confidence. The creature wears several strands of assorted teeth around its thick throat as necklaces, and a variety of talons and bony spikes pierce its ears.
The gnoll has girded itself with protective armor plates on its shoulders and torso, but your attention is drawn to the unsual weapon it carries: a pair of spiked rods, linked by a short length of chain.
ZAKHAN, GREAT GHUL
CR 6 (XP 2,400)
CE Medium undead (shapechanger) (Dark Markets 62)
Init +6; Senses darkvision 60 ft.; Perception +13
Aura moderate chaotic evil
DEFENSE
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 78 (8d8+42)
Fort +9, Ref +5, Will +9
DR 10/cold iron and good; Immune undead traits; Resist fire 10
OFFENSE
Speed 50 ft., climb 20 ft.
Melee bite +12 (1d6+6 plus burn), 2 claws +13 (1d4+6 plus bleed & burn)
Space 5 ft.; Reach 5 ft.
Special Attacks bleed (1), burn (DC 18, 1d6), cursed claws, rend (2 claws +13, 1d4+6)
Spell-Like Abilities (CL 11th; concentration +15)
3/day—greater invisibility (self only, duration 11 rounds)
STATISTICS
Str 22, Dex 15, Con —, Int 14, Wis 15, Cha 18
Base Atk +6; CMB +12; CMD 24
Feats Great Fortitude, Improved Initiative, Toughness, Weapon Focus (claws)
Skills Bluff +12, Climb +17, Diplomacy +8, Disguise +11, Intimidate +11, Knowledge (planes) +4, Perception +13, Sense Motive +9, Stealth +13, Survival +8
Languages Common, Ignan, Infernal
SQ change shape, create spawn, genie-kin
Gear cloak of resistance +1, necklace of fireballs (type II)
John Mangrum |
Last Set Piece for the night; next time brings House of the Beast.
Note that this the "Director's Cut" version of the adventure, which bumps up the challenge to reflect the expected party level.
Creature Conversions
Belker: Bestiary 2 45
Earth mephit: Bestiary 202
Salamander, flamebrother: I elected to convert the d20 version directly rather than reverse engineer something from the Pathfinder salamander; see below. Note that the flamebrothers' grab ability only works against Tiny and smaller opponents, and so isn't much to worry about.
FIRE SNAKE
CR 1 (XP 400)
N Small outsider (extraplanar, fire) (Tome of Horrors Revised 196)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC unchanged
hp 13 (2d10+2)
Fort +4, Ref +6, Will +1
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 20 ft., climb 20 ft.
Melee unchanged
Space 5 ft.; Reach 5 ft.
Special Attacks paralysis (1d6 rounds, Fort DC 12)
STATISTICS
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 14 (can’t be tripped)
Feats unchanged
Skills Acrobatics +3 (+11 balance), Climb +11, Perception +9, Stealth +15; Racial Modifiers +8 Acrobatics to balance, +4 Perception, +4 Stealth; uses Strength or Dexterity to modify Climb, whichever is higher
These fiery-scaled serpents seem to glow from within, as if just removed from a blacksmith’s forge. They spread cobra-like hoods as they hiss at your approach.
FLAMEBROTHER SALAMANDER
CR 3 (XP 800)
CE Small outsider (extraplanar, fire) (Bestiary 240, d20SRD)
Init +2; Senses darkvision 60 ft.; Perception +9
Aura moderate chaotic evil
DEFENSE
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +5
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 20 ft.
Melee small spear +7 (1d6+3/×3 plus 1d6 fire), tail slap +2 (1d8+1 plus 1d6 fire and grab) or
Power Attack: small spear +5 (1d8+9/×3 plus 1d6 fire), tail slap +0 (1d8+3 plus 1d6 fire and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (1d8+2 plus 1d6 fire), heat
STATISTICS
[b]Str 14, Dex 15, Con 16, Int 14, Wis 15, Cha 13
Base Atk +4; CMB +5 (+9 grapple); CMD 21 (can't be tripped)
Feats Iron Will, Power Attack
Skills Acrobatics +9, Bluff +8, Craft (weapons) +13, Intimidate +8, Knowledge (planes) +9, Perception +9, Sense Motive +9, Stealth +13; Racial Modifiers +4 Craft (armor, blacksmithing, and weapons)
Languages Common, Ignan
Gear spear
SPECIAL ABILITIES
Heat (Ex) Same as Pathfinder salamander.
FLAMEBROTHER SALAMANDER GUARD
CR 5 (XP 1,600)
Flamebrother salamander fighter 2 (Bestiary 240, d20SRD)
CE Small outsider (extraplanar, fire)
Init +2; Senses darkvision 60 ft.; Perception +11
Aura strong chaotic evil
DEFENSE
AC 21, touch 13, flat-footed 19 (+2 armor, +2 Dex, +6 natural, +1 size)
hp 51 (6d10+18)
Fort +10, Ref +6, Will +5 (+6 vs. fear)
Defensive Abilities bravery +1; Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 20 ft.
Melee small spear +10/+5 (1d6+3/×3 plus 1d6 fire), tail slap +4 (1d8+1 plus 1d6 fire and grab) or
Power Attack: small spear +8/+3 (1d8+9/×3 plus 1d6 fire), tail slap +2 (1d8+3 plus 1d6 fire and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks constrict (1d8+2 plus 1d6 fire), heat
STATISTICS
Str 14, Dex 15, Con 16, Int 14, Wis 15, Cha 13
Base Atk +6; CMB +7 (+11 grapple); CMD 23 (can't be tripped)
Feats Combat Expertise, Improved Feint, Iron Will, Power Attack, Weapon Focus (spear)
Skills Acrobatics +11, Bluff +10, Craft (weapons) +13, Intimidate +8, Knowledge (planes) +9, Perception +11, Sense Motive +9, Stealth +13; Racial Modifiers +4 Craft (armor, blacksmithing, and weapons)
Languages Common, Ignan
Gear spear, bracers of armor +2
Individual NPCs
Isik: I think I ended up saving myself some effort and just plunking Thratnias in as a straight salamander rather than a flamebrother salamander barbarian 4. At any rate, I don't have stats for him, but I could whip them up if there's interest.
Lesaar: After much going back and forth over whether to make Lesaar a sorcerer, I opted to convert him as-is.
LESAAR
CR 6 (XP 2,400)
Male flamebrother salamander cleric 5 (Bestiary 240, d20SRD)
CE Small outsider (extraplanar, fire)
Init +2; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 13, flat-footed 19 (+2 armor, +2 Dex, +6 natural, +1 size)
hp 69 (9 HD; 4d10+5d8+27)
Fort +11, Ref +7, Will +9
Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 20 ft.
Melee quarterstaff +10 (1d6+3 plus 1d6 fire), tail slap +5 (2d6+1 plus 1d6 fire and grab)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy (3d6, DC 15 half), constrict (1d8+2 plus 1d6 fire), heat
Domain Powers (CL 5th; +10 ranged touch)
6/day—destructive smite (+2 damage), fire bolt (1d6+2 fire)
Spells (CL 5th; concentration +8, defensive +12)
3rd—fireballD, stone shape, summon monster III
2nd—enthrall, produce flameD, resist energy, spiritual weapon
1st—burning handsD, cure light wounds, divine favor, obscuring mist, shield of faith
0 (at will)—detect magic, guidance, resistance, stabilize
D domain spell; Domains Destruction, Fire
STATISTICS
Str 14, Dex 15, Con 16, Int 14, Wis 16, Cha 13
Base Atk +7; CMB +8 (+12 grapple); CMD 20 (can't be tripped)
Feats Alertness, Combat Casting, Command Undead, Improved Natural Weapon (tail), Iron Will
Skills Bluff +9, Diplomacy +13, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (religion) +13, Perception +14, Sense Motive +11, Spellcraft +13, Stealth +6; Racial Modifiers +4 Craft (armor, blacksmithing, and weapons)
Languages Common, Ignan
Combat Gear unchanged; Other Gear bracers of armor +2, robe of bones (1 of each patch); Small iron quarterstaff, masterwork silk robe (40 gp)
THRATNIAS
CR 8 (XP 4,800)
Female salamander fighter 2 (Bestiary 240)
CE Medium outsider (extraplanar, fire)
Init +1; Senses[/b] darkvision 60 ft.; Perception +17
Aura strong chaotic evil
DEFENSE
AC 19, touch 12, flat-footed 17 (+1 Dex, +1 dodge, +7 natural)
hp 115 (10d10+60)
Fort +15, Ref +7, Will +7 (+8 vs. fear)
Defensive Abilities bravery +1; DR 10/magic; Immune fire
Weaknesses vulnerability to cold
OFFENSE
Speed 20 ft.
Melee +2 shocking shortspear +16/+11 (1d6+8 plus 1d6 electricity plus 1d6 fire), tail slap +9 (2d6+2 plus 1d6 fire and grab) or
Power Attack: +2 shocking shortspear +16/+8 (1d6+17 plus 1d6 electricity plus 1d6 fire), tail slap +6 (2d6+5 plus 1d6 fire and grab) or
Vital Strike: +2 shocking shortspear +16 (2d6+8 plus 1d6 electricity plus 1d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks constrict (2d6+4 plus 1d6 fire), heat, javelin of lightning (5d6 electricity, Reflex DC 14 half)
STATISTICS
Str 19, Dex 13, Con 23, Int 12, Wis 17, Cha 17
Base Atk +10; CMB +14; CMD 25 (can't be tripped)
Feats Alertness, Dodge, Furious Focus, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills Acrobatics +14, Bluff +14, Craft (weapons) +17, Intimidate +14, Knowledge (planes) +13, Perception +17, Sense Motive +14, Stealth +12; Racial Modifiers +4 Craft (armor, blacksmithing, and weapons)
Languages Common, Ignan
Combat Gear javelins of lightning (2) Other Gear +2 shocking shortspear
John Mangrum |
On to House of the Beast!
Legacy of Fire, Chapter Two, Part One
Individual NPCs
ZAYIFID
CR 7 (XP 3,200)
Male janni rogue 6 (Bestiary 141)
NE Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +17 (+20 locate traps)
Aura moderate evil
DEFENSE
AC 22, touch 17, flat-footed 16 (+4 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural; +2 dodge vs. traps)
hp 82 (12 HD; 6d10+6d8+22)
Fort +9, Ref +17 (+19 vs. traps), Will +6
Defensive Abilities [/i]unchanged[/i]
OFFENSE
Speed 20 ft., fly 20 ft. (perfect)
Melee +1 fire outsider bane frost scimitar +17/+12 (1d6+3/18–20 plus 1d6 cold)
Vs. Fire Outsiders: +1 fire outsider bane frost scimitar +19/+14 (3d6+5/18–20 plus 1d6 cold)
Ranged dagger +15/+10 (1d4+2/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks change size, sneak attack +3d6
Spell-Like Abilities (CL 8th; concentration +11)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only), speak with animals
1/day—create food and water, ethereal jaunt (for 1 hour)
STATISTICS
Str 14, Dex 20, Con 15, Int 16, Wis 14, Cha 16
Base Atk +10; CMB +12 (+14 disarm); CMD 27 (29 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Feint, Improved InitiativeB, Lightning Reflexes, Weapon FinesseB, Weapon Focus (scimitar)B
Skills Acrobatics +20, Appraise +18, Bluff +18, Craft (gemcutting) +18, Diplomacy +18, Disguise +18, Escape Artist +20, Fly +22, Ride +20, Perception +17 (+20 locate traps), Sense Motive +11
Languages Auran, Common, Infernal, Terran; telepathy 100 ft.
SQ elemental endurance, rogue talents (finesse rogue, weapon training), trapfinding +3
Gear I swapped his chain shirt for studded leather, but otherwise his gear is unchanged
John Mangrum |
Legacy of Fire, Chapter Two, Part Two
Creature Conversions
Gargoyle: Bestiary 137
Hyaenodon: Bestiary 179 (dire hyena)
GNOLL, CARRION GUARD
CR 2 (XP 600)
Male gnoll ranger 1 (Bestiary 155)
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +7 (+9 vs. humans)
DEFENSE
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 25 (3 HD; 2d8+1d10+6)
Fort +6, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee unchanged
Ranged unchanged
Space 5 ft.; Reach 5 ft.
Special Attacks unchanged
STATISTICS
Ability Scores unchanged
Base Atk +2; CMB +6; CMD 18
Feats Mounted Combat, Weapon Focus (longbow)
Skills Bluff –2 (+0 vs. humans), Knowledge (local) +1 (human lore only), Perception +7 (+9 vs. humans), Ride +8, Sense Motive +1 (+3 vs. humans), Survival +6 (+7 track, +9 track humans)
Languages Gnoll
SQ track +1, wild empathy –1
Combat Gear unchanged; Other Gear +1 studded leather armor, masterwork scimitar, masterwork composite longbow (+4 Str) with 20 arrows (poisoned with deadfall scorpion venom), stingchuck
SPECIAL ABILITIES
Deadfall Scorpion Venom (Ex) Arrow—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Stingchuck Stingchucks have been converted in a few places, including Adventurer's Armory, if I recall correctly. That said, I don't remember the update making any changes.
ROCK PYTHON
CR 5 (XP 1,600)
Advanced HD constrictor snake (Bestiary 255)
N Large animal
Init +2; Senses low-light vision, scent; Perception +17
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 52 (7d8+21)
Fort +10, Ref +7, Will +3
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +12 (1d6+10 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (1d6+10)
STATISTICS
Str 25, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Base Atk +5; CMB +13 (+17 grapple); CMD 25 (can’t be tripped)
Feats Great Fortitude, Skill Focus (Perception), Toughness, Weapon Focus (bite)
Skills Acrobatics +15, Climb +15, Perception +17, Stealth +8, Swim +15; Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth
Supporting Cast
ESCAPED SLAVE
CR 1/2 (XP 200)
Male human warrior 2
LN Medium humanoid (human)
Init +0; Senses Perception +3
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 dodge)
hp 15 each (2d10+4)
Saves unchanged
OFFENSE
Speed 30 ft.
Melee club –1 (1d6+1)
Space 5 ft.; Reach 5 ft.
STATISTICS
Ability Scores unchanged
Base Atk +2; CMB +3; CMD 13
Feats unchanged
Skills Acrobatics +2, Climb +6, Handle Animal +4, Perception +3, Sense Motive +1
Languages unchanged
Gear unchanged
SPECIAL ABILITIES
Fighting Defensively The modifiers for fighting defensively are already included in the slaves' statistics.
John Mangrum |
Legacy of Fire, Chapter Two, Part Three
Creature Conversions
Gibbering Mouther: Bestiary 153
Monitor lizard: Bestiary 194
Hissing scorpion: This is identical to the Bestiary's greensting scorpion; see below.
Troglodyte: Bestiary 267
HISSING SCORPION
CR 1/4 (XP 100)
Advanced HD giant scorpion (Bestiary 242)
N Tiny vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +2, Will +0
Immune mind-affecting effects
OFFENSE
Speed 40 ft.
Melee 2 claws +4 (1d2–4 plus grab), sting +4 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
[b]Special Attacks constrict (1d2–4)
STATISTICS
Str 3, Dex 15, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB –6 (–2 grapple); CMD 6 (18 vs. trip)
Feats Weapon FinesseB
Skills Climb +0, Perception +4, Stealth +18; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
TROGLODYTE SHAMAN
CR 2 (XP 600)
Male troglodyte cleric 1 (Rovagug) (Bestiary 267)
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +3
Aura stench (30 ft., DC 14, 10 rounds); faint chaotic evil
DEFENSE
AC unchanged
hp unchanged
Fort +10, Ref +1, Will +4
OFFENSE
Speed 30 ft.
Melee mwk greataxe +4 (1d12+3/×3), bite +1 (1d4+1) or
2 claws +3 (1d4+2), bite +3 (1d4+2)
Ranged javelin +2 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy 2/day (DC 9, 1d6)
Domain Powers (CL 1st; concentration +3)
5/day—battle rage (+1 damage), destructive smite (+1 damage)
Spells Prepared (CL 1st; concentration +3)
1st—cure light wounds (DC 13), divine favor, magic weaponD
0—create water, mending, stabilize
D Domain spell; Domains Destruction, War
STATISTICS
Str 15, Dex 12, Con 16, Int 8, Wis 15, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Great Fortitude, Martial Weapon Proficiency (greataxe)B, Multiattack
Skills Knowledge (religion) +3, Perception +3, Stealth +5 (+9 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
SQ unchanged
Gear unchanged
Individual NPCs
Unlike the published version, I have not included shield of faith in Grundmoch's statistics.
GRUNDMOCH
CR 6 (XP 2,400)
Male troglodyte cleric 6 (Rovagug) (Bestiary 267)
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 60 ft.; Perception +7
Aura stench (30 ft., DC 15, 10 rounds); strong chaotic evil
DEFENSE
AC 23, touch 10, flat-footed 23 (+7 armor, +6 natural)
hp 84 (8d8+48)
Saves unchanged
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +9 (1d12+4/×3), bite +2 (1d4+1) or
2 claws +7 (1d4+2), bite +7 (1d4+2) or
Power Attack: +1 greataxe +7 (1d12+10/×3), bite +0 (1d4+3) or
Power Attack: 2 claws +5 (1d4+6), bite +5 (1d4+6)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy 2/day (3d6, Will DC 12 half)
Domain Powers (CL 6th; concentration +9)
6/day—battle rage (+3 damage), destructive smite (+3 damage)
Spells Prepared (CL 6th; concentration +9)
3rd—blindness/deafness (DC 16), cure serious wounds, dispel magic, rageD
2nd—cure moderate wounds (2), hold person (DC 15), resist energy, shatterD
1st—command (DC 14), cure light wounds, divine favor, shield of faith, true strikeD
0—create water, guidance, mending, stabilize
D Domain spell; Domains Destruction, War
STATISTICS
Ability Scores unchanged
Base Atk +5; CMB +7; CMD 17
Feats unchanged
Skills Knowledge (religion) +6, Linguistics +3, Perception +7, Stealth +6 (+10 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Common, Draconic
SQ unchanged
Gear unchanged
John Mangrum |
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Legacy of Fire, Chapter Two, Part Four
Creature Conversions
Air Elemental, Large: Bestiary 120
Carrion Guard: see above
Centipede Swarm: Bestiary 43
Giant funnel web spider: Bestiary 258 (ogre spider; see below)
Gnoll: Bestiary 155
Gnoll wife: Bestiary 155 (unarmored gnoll with sickened condition)
Hyaenodon: Bestiary 179 (dire hyena)
DEATHSTALKER (DEADFALL) SCORPION
CR 8 (XP 4,800)
Advanced HD giant scorpion (Bestiary 242)
N Huge vermin
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 7, flat-footed 17 (–1 Dex, +10 natural, –2 size)
hp 95 (10d8+50)
Fort +12, Ref +2, Will +3
Immune mind-affecting effects
OFFENSE
Speed 50 ft.
Melee 2 claws +13 (1d8+8 plus grab), sting +13 (1d8+8 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (1d8+8)
STATISTICS
Str 27, Dex 8, Con 20, Int —, Wis 10, Cha 2
Base Atk +7; CMB +17 (+21 grapple); CMD 26 (38 vs. trip)
Skills Climb +12, Perception +4, Stealth –5; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
GNOLL, CARRION INITIATE
CR 2 (XP 600)
Male gnoll cleric 1 (Rovagug) (Bestiary 155)
CE Medium humanoid (gnoll)
Init +4; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC unchanged
hp 23 (3d8+10)
Saves unchanged
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee mwk greataxe +5 (1d12+4/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy 3/day (1d6, DC 10 half)
Domain Powers (CL 1st)
5/day—battle rage (+1 damage), destructive smite (+1 damage)
Spells Prepared (CL 1st; concentration +7, +11 defensive)
1st—divine favor, magic weaponD, shield of faith
0—guidance, resistance, stabilize
D domain spell; Domains Destruction, War
STATISTICS
Ability Scores unchanged
Base Atk +1; CMB +4; CMD 14
Feats Combat Casting, Improved Initiative, Martial Weapon Proficiency (greataxe)B
Skills Perception +5
Languages Gnoll
SQ unchanged
Combat Gear unchanged; Other Gear breastplate, masterwork greataxe
Main change for the unchosen is that I gave them a greatclub to match the illustration.
UNCHOSEN GNOLL
CR 4 (XP 1,200)
CE Large humanoid (gnoll) (Pathfinder #20 88)
Init +2; Senses darkvision 60 ft., deathwatch, scent; Perception +4
Aura faint chaotic evil
DEFENSE
AC unchanged
hp 47 (5d8+25)
Saves unchanged
Defensive Abilities unchanged
OFFENSE
Speed 40 ft.
Melee 2 claws +8 (1d6+6), bite +8 (1d8+6) or
large greatclub +8 (2d8+9), bite +3 (1d8+3) or
Power Attack: 2 claws +7 (1d6+8), bite +7 (1d8+8) or
Power Attack: large greatclub +7 (2d8+12), bite +2 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks unchanged
STATISTICS
Ability Scores unchanged
Base Atk +3; CMB +10 (+12 bull rush); CMD 20 (22 vs. bull rush)
Feats Improved Bull Rush, Power Attack, Toughness
Skills Acrobatics +4, Climb +10, Perception +4; Racial Modifiers +4 Perception
Languages Gnoll
Gear Large greatclub
SPECIAL ABILITIES
Deathwatch (Ex) unchanged
Ferocity (Ex) An unchosen becomes enraged if mortally wounded. It continues to fight without penalty while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 morale bonus on attack rolls and all damage rolls. While dying, it still loses 1 hp per round, and still dies when its negative hit points equal its Constitution score.
Foresighted (Su) unchanged
GIANT FUNNEL-WEB SPIDER
CR 5 (XP 1,600)
Web-spinning ogre spider (Bestiary 258)
Advanced HD giant spider
N Huge vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size)
hp 66 (7d8+35)
Fort +9 (+11 vs. poison), Ref +3, Will +2
Immune mind-affecting effects
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +11 (2d6+12 plus poison)
Special Attacks web (+6 ranged, DC 21, 7 hp)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 27, Dex 13, Con 20, Int —, Wis 10, Cha 2
Base Atk +5; CMB +15; CMD 26 (38 vs. trip)
Skills Climb +24, Perception +4 (+8 in webs), Stealth –3 (+1 in webs); Racial Modifiers +4 Perception (+8 in webs), +4 Stealth (+8 in webs), +16 Climb
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Supporting Cast
Slaves & Escaped Slaves: see Escaped Slaves above
Individual NPCs
AMWYR YUSEIFAH
CR 2 (XP 600)
Leprous male old human expert 5
LE Medium humanoid (human)
Init –2; Senses Perception +8
Aura faint evil
DEFENSE
AC 8, touch 8, flat-footed 8 (–2 Dex)
hp 17 (5d8–5)
Fort +0, Ref –1, Will +4
OFFENSE
Speed 30 ft.
Melee improvised dagger –3 (1d4–2)
Space 5 ft.; Reach 5 ft.
Special Attacks disease
TACTICS
Base Scores: Cha 15; Bluff +13, Diplomacy +13, Intimidate +10
STATISTICS
Str 7, Dex 7, Con 8, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +1; CMD 9
Feats Skill Focus (Bluff, Diplomacy, Profession [merchant], Sense Motive)
Skills Appraise +10, Bluff +10, Diplomacy +10, Intimidate +7, Knowledge (geography) +10, Knowledge (local) +10, Perception +8, Profession (merchant) +11, Sense Motive +11
Languages Common, Gnoll, Kelish, Qadiran
SPECIAL ABILITIES
Disease (Ex) Leprosy—contact, inhaled, or injury; save Fort DC 12 negates, Fort DC 20 to avoid effects; onset 2d4 weeks; frequency 1/week; effect 1d2 Cha damage; cure 2 consecutive saves. Amwyr has already suffered 7 points of Charisma damage.
BLOBOG
CR 6 (XP 2,400)
Male goblin cleric 4 (Lamashtu)/rogue 4 (Bestiary 156)
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +15 (+17 locate traps)
Aura strong evil
DEFENSE
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size; +1 dodge vs, traps)
hp 48 (8d8+12)
Fort +7, Ref +10 (+11 vs. traps), Will +9
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee mwk kukri +11/+6 (1d3/18–20), mwk kukri +11 (1d3/18–20)
Ranged light crossbow +11 (1d6 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy 1/day (2d6, DC 10), sneak attack +2d6
Domain Powers (CL 4th; concentration +7; melee touch +11)
6/day—copycat (4 rounds), vision of madness
Spells Prepared (CL 4th; concentration +7)
2nd—cure moderate wounds, hold person (DC 15), invisibilityD, sound burst (DC 15)
1st—cause fear (DC 14), cure light wounds, divine favor, lesser confusionD (DC 14), obscuring mist
0 (at will)—create water, detect magic, guidance, stabilize
D domain spells; Domains Madness, Trickery
STATISTICS
Str 10, Dex 18, Con 13, Int 12, Wis 16, Cha 7
Base Atk +6; CMB +5; CMD 19
Feats Martial Weapon Proficiency (kukri), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Skills Bluff +9, Climb +10, Knowledge (religion) +12, Perception +14 (+16 locate traps), Ride +15, Stealth +22; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ spontaneous casting (inflict spells), trapfinding +2
Gear unchanged
SPECIAL ABILITIES
Blue Whinnis Poison (Ex)[/b] Bolt—injury; save Fort 14; frequency 1/round for 2 rounds; initial effect 1 Con damage; secondary effect unconsciousness for 1d3 hours; cure 1 save.
Unfortunately, I don't own the Book of Fiends, so I can't examine the original unholy warrior class to see where and how it might need sprucing up to operate at the Pathfinder level. I continue to waver between keeping Ghatok as-is and making him an an anti-paladin (simply because I can see what I'm doing with the latter).
GHARTOK, THE CARRION KING
CR 8 (XP 4,800)
Male unchosen unholy warrior 4 (Book of Fiends 205)
CE Large humanoid (gnoll)
Init +5; Senses darkvision 60 ft., deathwatch, scent; Perception +5
Aura strong chaotic evil
DEFENSE
AC 22, touch 9, flat-footed 22 (+7 armor, +1 deflection, –1 Dex, +2 insight, +6 natural, –2 rage, –1 size)
hp unchanged
Saves unchanged
Defensive Abilities unchanged
OFFENSE
Speed 35 ft.
Melee Goreshred +18/+13 (1d12+16/×3), bite +11 (2d6+6) or
Power Attack: Goreshred +16/+11 (1d12+22/×3), bite +9 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks ferocity, loathsome strike 1/day, rage 16 rounds/day, roaring fury 1/day
Spells Prepared (CL 2nd; concentration +3)
1st—divine favor
TACTICS
The Carrion King's rage is included in these statistics.
Base Statistics: AC 24, touch 11, flat-footed 24; hp 98; Fort +14, Will +3; Melee Goreshred +16/+11 (1d12+13×3), bite +9 (2d6+4); Str 26, Con 22; Skills Climb +14
STATISTICS
Ability Scores unchanged
Base Atk +7; CMB +18 (+20 bull rush); CMD 27 (29 vs. bull rush)
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Power Attack, Weapon Focus (greataxe)
Skills Acrobatics +2, Climb +16, Intimidate +7, Perception +5, Stealth –5; Racial Modifiers +4 Perception
Languages Common, Gnoll
SQ unchanged
Gear Large +1 breastplate, Goreshred (Medium +1 human bane greataxe), belt of mighty constitution +2, ring of protection +1
SPECIAL ABILITIES
Ferocity (Ex) The Carrion King becomes enraged if mortally wounded. He continues to fight without penalty while disabled or dying, and as long as he has less than 0 hit points, he gains a +2 morale bonus on attack rolls and all damage rolls. While dying, he still loses 1 hp per round, and still dies when his negative hit points equal his Constitution score (–26 hp while raging). (This supersedes the frenzy ability he gains as an unholy warrior.)
Rage (Ex) The Carrion King can enter a rage (as a barbarian) for up to 16 rounds per day.
LAZRUL
CR 5 (XP 1,600)
Male human ogrekin fighter 5 (Bestiary 2 204)
CE Medium humanoid (giant)
Init +1; Senses low-light vision; Perception +0
DEFENSE
AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 natural)
hp 57 (5d10+25)
Fort +8, Ref +2, Will +3 (+4 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 20 ft.
Melee Large greatclub +15 (2d8+15) or
Power Attack: Large greatclub +13 (2d8+21)
Space 5 ft.; Reach 5 ft.
TACTICS
During Combat Lazrul's Power Attack pattern is a simple on/off arrangement now.
STATISTICS
Str 28, Dex 13, Con 19, Int 6, Wis 10, Cha 10
Base Atk +5; CMB +14 (+16 bull rush); CMD 25 (27 vs. bull rush)
Feats Cleave, Improved Bull Rush, Iron Will, Power Attack, Step Up, Weapon Focus (greatclub), Weapon Specialization (greatclub)
Skills Intimidate +8
Languages Common
SQ armor training 1, deformities (oversized limb, stunted legs), weapon training (hammers) 1
Gear unchanged
In my campaign, Madfang is this adventure's token Advanced Player's Guide representative; thus, I've made him an alchemist. As a note, I initially removed his mad alchemist ability, since I tend to be a good-for-the-goose sort of GM who doesn't like by-fiat NPC abilities, but I added it back in when I realized it's a plot-supporting structure.
MADFANG THE HOLY ASCENSIONER
CR 4 (XP 1,200)
Male human alchemist 3/ranger 1/ex-cleric 2 (Lamashtu)
NE Medium humanoid (human)
Init +5; Senses Perception +9 (+11 vs. humans)
Aura faint evil
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex); or
Feral Mutation: 17, touch 11, flat-footed 16 (+4 armor, +2 natural, +1 Dex)
hp 48 (6 HD; 5d8+1d10+20)
Fort +13 (+15 vs. poison), Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee mwk dagger +3 (1d4/19–20) or
Feral Mutation: bite +3 (1d8), 2 claws +3 (1d6) (includes mutagen modifiers)
Ranged bomb +5 ranged splash (2d6+2 fire/4 splash, Ref DC 13 half)
Space 5 ft.; Reach 5 ft.
Special Attacks bomb 4/day, favored enemy (humans +2), feral mutagen
Prepared Extracts (CL 3rd; concentration +5)
1st—cure light wounds, expeditious retreat, shield
TACTICS
During Combat Desperate to defend his works, Madfang howls at opponents and lashes at them with his dagger. He drinks his mutagen if threatened, and hurls bombs only if he can avoid targeting his own equipment.
STATISTICS
Str 10, Dex 13, Con 16, Int 14, Wis 12, Cha 8
Base Atk +4; CMB +4; CMD 15
Feats Brew PotionB, Diehard, Endurance, Improved Initiative, Skill Focus (Heal), Throw AnythingB
Skills Bluff –1 (+1 vs. humans), Craft (alchemy) +13 (+16 craft alchemical items), Handle Animal +6, Heal +11, Knowledge (local) +4 (human lore only), Knowledge (nature) +9, Knowledge (religion) +6, Perception +9 (+11 vs. humans), Sense Motive +1 (+3 vs. humans), Stealth +8, Survival +8 (+9 track, +10 track humans)
Languages Abyssal, Common, Gnoll
SQ discovery (feral mutagen), mad alchemist, poison use, track +1, wild empathy +0
Gear +2 leather armor, masterwork dagger, alchemist's kit, masterwork surgical tools
SPECIAL ABILITIES
Feral Mutagen (Su) When Madfang drinks his mutagen, he appears to partially mutate into a gnoll-like bestial form. This grants him +2 natural armor, +4 Constitution, –2 Charisma, +2 Intimidate, a bite attack, and two claw attacks. The effects last for 30 minutes.
THKOT TAL
CR 8 (XP 4,8000
Advanced HD stegocentipede (Tome of Horrors Revised 330)
N Gargantuan vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC unchanged
hp unchanged
Saves unchanged
Defensive Abilities unchanged
OFFENSE
Speed 40 ft., climb 40 ft.
Melee unchanged
Space 20 ft.; Reach 20 ft.
STATISTICS
Ability Scores unchanged
Base Atk +9; CMB +21; CMD 34 (can’t be tripped)
Skills Climb +16, Perception +4, Stealth –1; Racial Modifiers +4 Perception, +8 Stealth
SQ compression
SPECIAL ABILITIES
Compression (Ex) Thkot Tal’s compact and slender frame allows it to move through an area as small as one-quarter its space (5 ft.) without squeezing or one-eighth (2-1/2 ft.) its space when squeezing.
Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. Save DC is Constitution-based and includes a +2 racial bonus.
Other Conversions
TOXIC STAIR SPIKES
CR 2 (600 XP)
Type mechanical; Perception DC 15; Disable Device DC 15
Trigger touch; Reset manual
Effect caltrop spikes (Atk +10 melee, 1 point of damage [as caltrop, see Pathfinder Core Rulebook 155] plus poison); poison (deathstalker scorpion venom, save Fort DC 20, frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save)
John Mangrum |
Phew! That was a long one. Time to wrap up.
Legacy of Fire, Chapter Two, Part Five
Creature Conversions
Rast: Bestiary 2 229
EDIMMU
CR 3 (XP 800)
CE Medium undead (incorporeal) (Pathfinder #20 82)
Init +7; Senses darkvision 60 ft.; Perception +10
Aura moderate chaotic evil
DEFENSE
AC unchanged
hp 32 (5d8+10)
Fort +3, Ref +3, Will +6
Weaknesses susceptibility to dismissal
OFFENSE
Speed fly 60 ft. (perfect)
Melee unchanged
Space 5 ft.; Reach 5 ft.
Special Attacks life implosion, moan, storm mastery
Spell-Like Abilities (CL 6th; concentration +8)
At will—unchanged
STATISTICS
Ability Scores unchanged
Base Atk +3; CMB +6; CMD 19
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Knowledge [history])
Skills Fly +19, Intimidate +10, Knowledge (history) +9, Perception +10, Stealth +11
Languages Auran, Qadiran
SQ unchanged
SPECIAL ABILITIES
Storm Mastery (Su) Wind effects are on pg. 429 of the Pathfinder Core Rulebook.
Susceptibility to Dismissal (Ex) If dismissal is cast upon an edimmu, it is immediately destroyed without its life implosion ability taking effect.
Individual NPCs
I modified the Waiting Beast's camouflage ability, but it's a moot point; it never gets to use that ability in the encounter.
THE WAITING BEAST
CR 8 (XP 4,800)
Elite variant sand kraken (Tome of Horrors 2 136)
CE Large aberration
Init +6; Senses tremorsense 60 ft.; Perception +12
Aura faint chaotic evil
DEFENSE
AC unchanged
hp unchanged
Saves unchanged
OFFENSE
Speed 20 ft., burrow 20 ft.
Melee 10 tentacles +10 (1d6+4 plus grab), bite +9 (2d6+4)
Space 10 ft.; Reach 10 ft. (30 ft. with tentacles)
Special Attacks constrict (1d6+4)
STATISTICS
Ability Scores unchanged
Base Atk +6; CMB +11 (+15 grapple); CMD 23 (can’t be tripped)
Feats Improved Initiative, Improved Natural Armor, Iron Will, Weapon Focus (tentacle)
Skills Perception +12, Stealth +9 (+25 when buried); Racial Modifiers +16 Stealth when buried
Languages Terran
SQ sandy camouflage, tentacle regeneration
SPECIAL ABILITIES
Sandy Camouflage (Ex) A sand kraken can bury itself with great skill in sand or loose soil, lurking just beneath the surface. The sand kraken can take 20 on its Stealth check to hide in plain sight in sandy terrain.
John Mangrum |
To conclude House of the Beast, here are the reconfigured random encounter tables. They've been reordered to account for the creatures' new CR, and I replaced the ziz with the rukh, in part because I don't own Testament. BB = Bonus Bestiary, ToHR = Tome of Horrors Revised. For those looking to minimize d20 conversions, I suggest replacing the boalisk with the amphisbaena (Bestiary 2 25) and the criosphinx with a young sphinx.
I leave making this pretty in a forum post to braver men than I.
Random Encounters in the Katapesh Highlands
Desert Hills/Valley Lake/River Mountains Savannah Encounter Avg. EL Source
01–07 01–06 01–04 01–08 01–10 1d2 eagles 1 Bestiary 118
08–11 07–09 05–08 09–12 — 1 venomous snake 1 Bestiary 255
12–16 10–12 — 13–14 — 2d6 blink dogs 2 Bestiary 2 47
17–18 13 — 15–17 — 1 dire bat 2 Bestiary 30
— 14–15 — 18–20 — 1 div, doru 2 Pathfinder #19
19–21 — — — 11–15 1 ankheg 3 Bestiary 15
— 16 — 21–22 — 1d6 gremlins, jinkin 3 Bestiary 2 142
22–25 17–18 — 23–28 — 1 endimmu 3 Pathfinder #20
26–29 19 — 29–31 16–20 1 giant scorpion 3 Bestiary 242
— 20–21 — 32–33 — 1 unicorn 3 Bestiary 269
— — 09–14 — — 1 boalisk 4 ToHR 40
30–32 22–24 — 34–35 21–30 1d2 lions 5 Bestiary 193
33–34 25 — 36 — 1 buraq 5 Pathfinder #20
— 26 — 37–40 — 1d4 chupacabras 5 Bestiary 2 57
35–39 27–30 15–22 41–42 31–39 1d2 giant eagles 5 Bestiary 118
40–43 — — 43–44 — 1d4 derro 5 Bestiary 70
44–50 31–37 23–28 45–49 — 2d6 gnolls 5 Bestiary 155
— 38–39 — 50–52 — 1 troll 5 Bestiary 268
— 40–41 29–38 53–56 — 1d4 gargoyles 6 Bestiary 137
51–55 42–47 39–44 57–59 — 1d2 grifffons 6 Bestiary 168
56–57 48–51 45–53 60–61 40–42 1d4 harpies 6 Bestiary 172
58–60 — — 62 43–47 1 lamia 6 Bestiary 186
61–63 52–57 — 63–65 48–50 2d6 worgs 6 Bestiary 280
— — 54–58 66 — 1 will-o’wisp 6 Bestiary 277
64–67 58–62 — 67–70 51–61 2d8 hyenas 7 Bestiary 179
68–70 63–68 — 71–73 — 2d8 wolves 7 Bestiary 278
71–73 — — — 62–64 1 bulette 7 Bestiary 39
74–75 — — 74 — 1 criosphinx 7 SRD
76–77 69–71 — 75 65–70 1 dragonne 7 BB 10
— — 59–64 — — 1 nymph 7 Bestiary 217
78–80 — — 76–78 — 1 div, pairaka 7 Pathfinder #20
— — 65–71 — — 1d4 trolls, scrag 7 Bestiary 268
— 72 — 79–80 — 1d2 shedu 7 ToHR 312
81–82 73–79 — 81–85 — 1 behir 8 Bestiary 34
83–84 — — 86–88 71–75 1d6 dire lions 8 Bestiary 193
85–86 — — 89 — 1 sphinx 8 Bestiary 257
87–91 80–83 72–80 90–91 76–87 1d4 wyverns 8 Bestiary 282
— — 81–89 — — 1 aurumvorax 9 Bestiary 2 35
92–95 84–88 90–100 92–93 88–97 1 roc 9 Bestiary 236
96–97 89–93 — — — 1d4 lammasu 10 BB 132
— 94–97 — 94–97 — 1 rukh 10 Pathfinder #21
98 — — — 98–100 1 purple worm 12 Bestiary 230
99 98 — 98 — 1 phoenix 15 Bestiary 227
100 99–100 — 99–100 — 1 dragon Variable Bestiary 90
John Mangrum |
And one last random encounter conversion.
Random Encounters in the House of the Beast
d% Encounter Avg. EL Source
01–05 1d2 eagles 1 Bestiary 118
06–08 1d4 escaped slaves 2 Pathfinder #20
09–18 Centipedes 2 Bestiary 43
19–21 1d6 gremlins, pugwampi 2 Bestiary 2 144
22–26 1 dire bat 2 Bestiary 30
27–32 1d6 troglodytes 3 Bestiary 267
33–42 1d6 gnolls 3 Bestiary 155
43–47 1d6 venomous snakes 3 Bestiary 255
48–52 1d4 monitor lizards 4 Bestiary 194
53–55 1 gibbering mouther 5 Bestiary 153
56–60 Carrion patrol 5 Pathfinder #20
61–65 2d6 baboons 5 Bestiary 2 212
66–72 Spiders 5 Bestiary 258
73–77 1d4 gargoyles 6 Bestiary 137
78–82 1d6 dire hyenas 6 Bestiary 179
83–85 Unchosen patrol 6 Pathfinder #20
86–90 2d6 hyenas 6 Bestiary 179
91–95 Scorpions 7 Bestiary 242
96–100 Pale Mountain encounter Varies Pathfinder #20
Centipedes: 1d8 giant centipedes, 1d4 hissing centipedes, or 1 giant whiptail centipede
Carrion patrol" 1 Carrion Guard riding 1 dire hyena
Spiders: 1d6+6 giant spiders, 1d8 giant black widow spiders, or 1 ogre spider
Unchosen patrol; 1d4 gnolls, 1 Carrion Initiate, 1 unchosen
Scorpions: 1d8 cave scorpions, 1d4 giant scorpions, or 1 deadfall scorpion
Pale Mountain encounter: Roll on the Mountains column on the Katapesh highlands encounter table instead. (See previous post.)
John Mangrum |
And now for The Jackal's Price!
Legacy of Fire, Chapter Three, Part Two
Creature Conversions
Gnoll: Bestiary 130
Gnoll: Bestiary 155
Hyena: Bestiary 179
Advanced Death Worm: I suspect that the published death worm is intended to be a CR 10 creature that's been reduced to CR 9 by its current, poisoned state. However, the explanation for its status flies out the window in the conversion (see the end of this post), so for now, here's a nice, simple CR 9 death worm.
ADVANCED DEATH WORM
CR 9 (XP 6,400)
Advanced HD deathworm (Bestiary 2 76)
N Huge magical beast
Init +4; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +15
DEFENSE
AC 20, touch 8, flat-footed 20 (+12 natural, –2 size)
hp 126 (12d10+60)
Fort +13, Ref +8, Will +6
Defensive Abilities corrosive blood, venomous skin; Immune acid, electricity, poison
OFFENSE
Speed 20 ft., burrow 10 ft.
Melee bite +19 (4d6+16 plus poison) or
Power Attack: bite +15 (4d6+28 plus poison)
Ranged electrical jolt +10 ranged touch (4d8 electricity)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (30-ft. line, 12d6 acid damage, Reflex DC 21 half, usable every 1d4 rounds)
STATISTICS
Str 27, Dex 11, Con 20, Int 3, Wis 11, Cha 5
Base Atk +12; CMB +22 (+24 overrun); CMD 32 (34 vs. overrun, can’t be tripped)
Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power Attack, Weapon Focus (bite)
Skills Perception +15, Stealth –5 (+11 in deserts); Racial Modifiers +16 Stealth in deserts or rocky areas
Languages Terran
SPECIAL ABILITIES
Corrosive Blood (Ex) The Reflex DC is now 21.
Poison (Ex) The Fort DC is now 21.
Supporting Cast
CARAVAN GUARD
CR 1 (XP 400)
Male human warrior 3
LN Medium humanoid (human)
Init +0; Senses Perception +1
DEFENSE
AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield; +2 shield bonus when adjacent to other guards)
hp 19 (3d10+3)
Fort +4, Ref +1, Will +0
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee scimitar +4 (1d6+1/18–20) or
kukri +4 (1d4+1/18–20)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft.
TACTICS
During Combat As published, plus: They try to form shield walls in melee.
STATISTICS
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 13
Feats Alertness, Animal Affinity, Shield Wall (APG)
Skills Handle Animal +7, Intimidate +5, Perception +1, Ride +2, Sense Motive +1
Languages Common
Gear banded mail, heavy steel shield, scimitar, longbow with 20 arrows, kukri, hot weather outfit
This rugged caravan guard is wearing banded mail under his desert robes. He wields a scimitar and a heavy steel shield, and he has a kukri tucked in his belt. A longbow and quiver of arrows is at the ready on his back.
Desert Raider: I created separate desert raider stats just for some added spice. It uses a barbarian archetype from the APG.
DESERT RAIDER
CR 1 (XP 400)
Male human barbarian (invulnerable rager) 2
CE Medium humanoid (human)
Init +1; Senses Perception +6
DEFENSE
AC 19, touch 13, flat-footed 16 (+6 armor, +1 Dex, +1 dodge, +1 shield); –2 while raging
hp 22 (2d12+9); +4 temp hp while raging
Fort +5, Ref +1, Will +1
Defensive Abilities DR 1/— while raging
OFFENSE
Speed 40 (30 ft. in armor)
Melee scimitar +5 (1d6+3/18–20) or
While Raging: scimitar +7 (1d6+5/18–20)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks intimidating glare, rage (6 rounds/day)
STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Dodge, Toughness
Skills Acrobatics +1, Intimidate +4, Knowledge (nature) +5, Perception +6, Survival +6
Languages Kelish
Gear scimitar, longbow with 20 arrows, buckler, scale mail, hot weather outfit
This desert raider is a savage human wearing dark, tattered desert robes over a stained breastplate. His desperate face is lined with ritual scars. He wields a scimitar and buckler, and a longbow is slung over his back. The brigand screeches like a wild thing as he races to the attack.
Individual NPCs
Some notes on Garavel. First, I've discovered an error in the stat block I posted above. Here are the correct hit points, skills, and languages for Garavel during Howl of the Carrion King:
hp 27 (3d10+6)
Skills Acrobatics +4, Handle Animal +5, Knowledge (local) +5, Linguistics +5, Profession (accountant) +6, Ride +7
Languages Common, Gnoll, Kelish, Osiriani, Qadiran, Varisian
For The Jackal's Price, I've advanced him a level for two reasons: to fully justify the CR 3 story award for keeping him alive, and to show that "a year and a day" has passed for him as well. He's starting to work toward the Bodyguard feat; there's no harm in swapping out Quick Draw to make room for it, in fact.
GARAVEL
CR 3 (XP 800)
Male human fighter 4
LN Medium humanoid (human)
Init +1; Senses Perception +0
DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
Combat Expertise: 19, touch 14, flat-footed 15 (+5 armor, +1 Dex, +3 dodge)
hp 34 (4d10+8)
Fort +7, Ref +3, Will +2 (+6 vs. mind-affecting effects, +7 vs. fear)
Defensive Abilities bravery +1, Pactmaster’s favor
OFFENSE
Speed 30 ft.
Melee mwk falchion +7 (2d4+3/18–20); or
Combat Expertise: mwk falchion +5 (2d4+3/18–20)
Ranged composite longbow +5 (1d8+2/×3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 15, Dex 13, Con 15, Int 15, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Combat Expertise, Combat Reflexes, Dodge, Mobility, Quick Draw, Weapon Focus (falchion)
Skills Acrobatics +5, Handle Animal +6, Knowledge (geography) +3, Knowledge (local) +6, Linguistics +5, Profession (accountant) +7, Ride +8
Languages Common, Gnoll, Kelish, Osiriani, Qadiran, Varisian
SQ armor training 1
Gear +1 chain shirt, masterwork falchion, composite longbow (+2 Str) with 20 arrows, cloak of resistance +1, Pactmaster’s favor
RADI HAMDI
CR 6 (XP 2,400)
Male human rogue 7
NE Medium humanoid (human)
Init +8; Senses Perception +9 (+12 locate traps)
Aura faint evil
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex; +2 dodge vs. traps)
hp 49 (7d8+14)
Fort +4, Ref +11 (+13 vs. traps), Will +1
Defensive Abilities unchanged
OFFENSE
Speed 30 ft.
Melee shortspear +9 (1d6) or
unarmed strike +9 (1d3)
Ranged shortspear +9 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack (+4d6 plus slow reactions)
Morale Arguably, Radi might surrender once he hits 20 hp or so now.
STATISTICS
Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 12
Base Atk +5; CMB +5; CMD 19
Feats Deflect Arrows, Endurance, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Weapon Finesse
Skills Bluff +11, Diplomacy +11, Disable Device +17, Escape Artist +14, Intimidate +11, Knowledge (geography) +8, Knowledge (local) +11, Perception +9 (+12 locate traps), Sense Motive +9, Sleight of Hand +14, Stealth +14
Languages Common, Kelish, Gnoll
SQ rogue talents (quick disable, slow reactions), trapfinding +3
Gear unchanged
Shiz is my opportunity this adventure to include another Advanced Player's Guide class. Note that changing Shiz from a sorcerer to an inquisitor does affect her tactics.
SHIZ
CR 5 (XP 1,600)
Female gnoll inquisitor 4/rogue 2 (Bestiary 155)
CE Medium humanoid (gnoll)
Init +4; Senses darkvision 60 ft.; Perception +9 (+10 vs. traps)
Aura strong chaotic evil
DEFENSE
AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 deflection)
hp 52 (8d8+16)
Fort +10, Ref +7, Will +9
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk greataxe +9 (1d12+4)
Ranged mwk light crossbow +6 (1d8/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack (+1d6 plus bleed)
Spells Known (CL 4th; touch +8; ranged touch +7; concentration +6)
2nd (2/day)—death knell (DC 14), flames of the faithful
1st (4/day)—cure light wounds, magic weapon, protection from good, shield of faith
0 (at will)—acid splash, brand (DC 12), create water, daze (DC 12), detect magic, resistance
Domain Evil
TACTICS
Before Combat During wave one, Shiz uses the judgment of protection. During wave two, she casts shield of faith and magic weapon. Finally, she casts flames of the faithful on her crossbow before stepping onto the field of battle. (None of these effects are included in her statistics.) If she passes a dying ally while closing into melee, she pauses to cast death knell on their fallen body.
During Combat Shiz lets her ettin engage foes while she surrounds herself with her three gnoll allies. She orders surviving gnolls to flank foes, setting her up for sneak attacks. She attempts to keep one gnoll at her side so as to utilize her Outflank feat.
Morale Shiz fights to the death.
STATISTICS
Str 16, Dex 15, Con 15, Int 8, Wis 14, Cha 8
Base Atk +5; CMB +8; CMD 21
Feats Alertness, Combat Casting, Combat Reflexes, Iron Will, Outflank
Skills Acrobatics +12, Intimidate +7, Knowledge (geography, religion) +4 (+6 undead lore), Linguistics +3, Perception +9 (+10 vs. traps), Sense Motive +12, Spellcraft +9, Survival +10 (+12 track)
Languages Common, Gnoll
SQ detect alignment, judgment (2/day), monster lore +2, solo tactics, stern gaze, track, trapfinding +1
Gear +1 chain shirt, masterwork greataxe, masterwork light crossbow, cloak of resistance +1, ring of protection +1, obsidian unholy symbol of Rovagug worth 200 gp, 45 gp
Rifts in the Time-Space Continuum
Sometimes, converting adventures from d20 to Pathfinder can tear open new plot holes due simply to changes in the rules themselves. We encountered one of those right at the beginning of Howl of the Carrion King (see early in the thread), most easily fixed by making Father Zastoran an alchemist. We create another plot hole here - one for which I don't have a good solution.
During this section of the adventure, the Sons of Carrion attempt (and royally foul up) an ambush by drugging a death worm with poisoned meat. When the worm recovers unexpectedly early, it lays some serious hurting on the Sons of Carrion before encountering the PCs. In fact, it's still suffering the effects of the poison when they end up having to deal with it.
Here's the problem: It's no wonder that the gnolls' plan failed, because (as of Bestiary 2) death worms are immune to poison entirely! Here's how their plan is supposed to play out:
1. The Sons use Dex-damaging poison to paralyze the worm.
2. They tie up the worm and drag it two miles into position.
3. Their clerics cast two lesser restorations, expecting to need several more before the worm can start moving again, and expecting to have time to run while the worm breaks free of the ropes.
4. Death worm turns out to be unexpectedly perky and slaughters a goodly chunk of the Sons while the rest scatter.
This raises a big poser: How would the Sons of Carrion even begin to hope to temporarily incapacitate a Huge magical beast with their available resources? And without poison, how could they possibly manage to tie it up and drag it two miles?
We're basically left with magic, but that still leaves two problems: Any magic that can temporarily incapacitate a creature (such as hold spells) generally only lasts a few rounds, and even then, the sort of magic that could affect a death worm is, realistically, well beyond the Sons' means to produce.
I'd rather not entirely hand-wave the logic of this encounter, so if anyone has any ideas I'm all ears.
John Mangrum |
Legacy of Fire, Chapter Three, Part Three
Supporting Cast
This version of the thugs uses a rather appropriate APG archetype.
ONE SOURCE THUG
CR 2 (XP 600)
Human rogue (thug) 3
CE Medium humanoid (human)
Init +3; Senses Perception +7
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 20 (3d8+6)
Fort +3, Ref +6, Will +2
Defensive Abilities unchanged
OFFENSE
Speed 30 ft.
Melee mwk sap +6 (1d6+1 nonlethal) or
mwk short sword +6 (1d6+1/19–20)
Ranged mwk hand crossbow +6 (1d4/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks brutal beating, sneak attack +2d6
STATISTICS
Str 13, Dex 16, Con 15, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 17
Feats Combat Reflexes, Dodge, Stealthy, Weapon Finesse
Skills Acrobatics +9, Bluff +5, Climb +7, Disable Device +10, Escape Artist +11, Intimidate +5, Knowledge (local) +6, Perception +7, Sleight of Hand +9, Stealth +11
Languages Kelish, Osiriani
Gear unchanged
SQ frightening
Individual NPCs
Note that the party guests aren't actually so rude as to show up armed and armored, save perhaps whatever could pass for a ceremonial weapon.
BADRA
CR 5 (XP 1,600)
Female human aristocrat 4/fighter 2
LN Medium humanoid (human)
Init +4; Senses Perception +3
Aura faint lawful
DEFENSE
AC 10, touch 10, flat-footed 10
hp 39 (6 HD; 2d10+4d8+6)
Fort +5, Ref +1, Will +5 (+6 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 ranseur +8 (2d4+4/×3) or
Power Attack: +1 ranseur +6 (2d4+10/×3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 10, Con 13, Int 15, Wis 12, Cha 11
Base Atk +5; CMB +7; CMD 17
Feats Alertness, Eclectic, Improved Initiative, Persuasive, Power Attack, Shield of Swings (APG)
Skills Appraise +11, Bluff +9, Diplomacy +11, Intimidate +11, Profession (merchant) +10, Ride +5, Sense Motive +12, Survival +10
Languages Common, Kelish, Vudruan
Gear +1 ranseur
KAZIM
CR 5 (XP 1,600)
Female human cleric 6 (Abadar)
LN Medium humanoid (human)
Init +0; Senses Perception +8
Aura strong lawful
DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 36 (6d8+6)
Fort +7, Ref +3, Will +10
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee mwk heavy mace +4 (1d8)
Ranged mwk repeating light crossbow +5 (1d8/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks channel positive energy 7/day (3d6, Will DC 15 half)
Domain Powers (CL 6th)
7/day—inspiring word, touch of law
Spells Prepared (CL 6th; concentration +10)
3rd—invisibility purge, magic circle against evil, magic vestmentD, protection from energy
2nd—calm emotions (DC 16), enthrallD (DC 16), lesser restoration, make whole, spiritual weapon
1st—comprehend languages, divine favorD (2), endure elements, shield of faith
0 (at will)—detect magic, mending, read magic, stabilize
D domain spell; Domains Law, Nobility
STATISTICS
Str 8, Dex 10, Con 12, Int 13, Wis 18, Cha 14
Base Atk +4; CMB +3; CMD 13
Feats Cosmopolitan (Knowledge [local], Perception), Exotic Weapon Proficiency (repeating light crossbow), Extra Channel, Persuasive
Skills Diplomacy +13, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +9, Knowledge (religion) +9, Perception +8, Sense Motive +13, Spellcraft +7
Languages Common, Kelish, Osiriani, Vudrani
SQ spontaneous casting (cure wounds)
Combat Gear potion of cure light wounds (2), potion of heroism, potion of lesser restoration; Other Gear masterwork heavy mace, masterwork repeating light crossbow with 10 bolts and 25 +1 bolts, masterwork chain shirt, cloak of resistance +1, gold holy symbol of Abadar worth 100 gp, courtier’s outfit, gold jewelry worth 200 gp
MARZUK
CR 6 (XP 2,400)
Male human expert 2/aristocrat 6
NG Medium humanoid (human)
Init +3; Senses Perception +15
Aura faint good
DEFENSE
AC 10, touch 10, flat-footed 10 (–1 Dex, +1 deflection)
hp 36 (8d8)
Fort +2, Ref +1, Will +10
OFFENSE
Speed 30 ft.
Melee +1 scimitar +7 (1d6+2/18–20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 8, Con 10, Int 15, Wis 14, Cha 17
Base Atk +5; CMB +6; CMD 18
Feats Alertness, Combat Expertise, Defensive Combat Training, Improved Initiative, Persuasive
Skills Appraise +13, Bluff +14, Diplomacy +16, Knowledge (history, local, nobility) +11, Perception +15, Ride +10, Sense Motive +15
Languages Common, Kelish, Osiriani
Gear +1 scimitar, ring of protection +1, courtier's outfit
Like his thugs, Tamir utilizes an Advanced Player's Guide archetype. Unlike his published stat block, this does not include the effects of his spells.
TAMIR
CR 8 (XP 4,800)
Male rogue (burglar) 2/wizard 7
NE Small humanoid (halfling)
Init +3; Senses Perception +19 (+20 locate traps)
Aura faint evil
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +1 deflection, +1 size)
hp 55 (9 HD; 2d8+7d6+18)
Fort +5, Ref +9, Will +7 (+9 vs. fear)
Defensive Abilities evasion, fearless
OFFENSE
Speed 20 ft.
Melee mwk dagger +9 (1d3–1/19–20)
Ranged mwk dagger +9 (1d3–1/19–20) or
hand of the apprentice (mwk dagger) +9 (1d3–1/19–20)
Space 5 ft.; Reach 5 ft.
Special Attacks unchanged
School Powers (CL 7th; concentration +10)
6/day—hand of the apprentice
Spells Prepared (CL 7th; concentration +10; +8 ranged touch)
4th—unchanged
3rd—fly, hold person (DC 17) (2)
2nd—invisibility, knock (3)
1st—charm person (DC 15), hold portal, mage armor, ray of enfeeblement (DC 14), shield
0 (at will)—dancing lights, ghost sound (DC 13), message, open/close (DC 13)
STATISTICS
Str 9, Dex 16, Con 14, Int 16, Wis 13, Cha 9
Base Atk +4; CMB +2; CMD 16
Feats AlertnessB, Craft Wand, Persuasive, Scribe ScrollB, Spell Focus (enchantment), Spell Mastery, Step Up, Weapon FinesseB
Skills Acrobatics +18, Appraise +10, Bluff +14, Climb +1, Diplomacy +7, Knowledge (local) +10, Linguistics +8, Perception +19 (+20 locate traps), Sense Motive +14, Sleight of Hand +15, Spellcraft +12, Stealth +17; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Draconic, Halfling, Kelish, Osiriani, Sahuagin, Terran
SQ arcane bond (viper familiar), rogue talents (finesse rogue), trapfinding +1
Gear unchanged
INEPHEES (VIPER FAMILIAR)
CR —
Male viper familiar (Bestiary 133)
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +20
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 27 (9 HD)
Fort +2, Ref +9, Will +7
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d2–3 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2
Base Atk +4; CMB +0; CMD 12 (can’t be tripped)
Feats Weapon Finesse
Skills Acrobatics +11, Appraise +3, Bluff +5, Climb +14, Diplomacy –1, Knowledge (local) +3, Linguistics +1, Perception +20, Sense Motive +7, Sleight of Hand +12, Spellcraft +5, Stealth +25, Swim +14; Racial Modifiers +4 Perception, +4 Stealth, use Dex for Climb and Swim checks
SQ deliver touch spells, empathic link, share spells, speak with master, speak with snakes
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
ERAMIN VENSHAW
CR 1/2 (XP 200)
Male middle-aged human expert 2
LN Medium humanoid (human)
Init +0; Senses Perception +5
DEFENSE
AC 10, touch 10, flat-footed 10
hp 9 (2d8)
Fort +0, Ref +0, Will +3
OFFENSE
Speed 30 ft.
Melee mwk dagger +0 (1d4–1/19–20)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 9, Dex 11, Con 10, Int 14, Wis 10, Cha 9
Base Atk +1; CMB +0; CMD 10
Feats Skill Focus (Profession [gardener, herbalist])
Skills Craft (calligraphy) +7, Knowledge (local) +7, Perception +5, Profession (cook, groundskeeper) +5, Profession (gardener, herbalist) +8
Languages Common, Kelish, Osiriani (can’t speak)
Gear masterwork dagger
Note that although his published statistics say he's old, the math actually indicate he's middle-aged. His description backs this up, though he's probably just a year or two away from ticking over to "old."
RAYHAN XOBHADI
CR 7 (XP 3,200)
Male middle-aged human diviner 8
N Medium humanoid (human)
Init +5; Senses Perception +4
DEFENSE
AC unchanged
hp 30 (8d6)
Saves unchanged
Defensive Abilities forewarned
OFFENSE
Speed 30 ft.
Melee unchanged
Space 5 ft.; Reach 5 ft.
Diviner Powers (CL 8th)
9/day—diviner’s fortune (+4)
Spells Prepared (CL 8th; concentration +14)
4th—unchanged
3rd—unchanged
2nd—detect thoughts (DC 18), gust of wind (DC 18), locate object, minor image (DC 18), levitate, obscure object
1st—unchanged
0 (at will)—unchanged
Opposition Schools enchantment, necromancy
STATISTICS
Str 7, Dex 12, Con 11, Int 22, Wis 15, Cha 11
Base Atk +4; CMB +2; CMD 14
Feats unchanged
Skills Appraise +17, Craft (calligraphy) +11, Craft (jewelry) +11, Diplomacy +11, Knowledge (arcana) +20, Knowledge (history) +17, Knowledge (planes) +17, Perception +4, Profession (astronomer) +13, Sense Motive +4, Spellcraft +17
Languages Ancient Osiriani, Auran, Common, Draconic, Ignan, Kelish, Osiriani, Thassilonian, Vudrani
SQ arcane bond (raven familiar), scrying adept
Combat Gear unchanged; Other Gear masterwork dagger, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, pouch of five 100 gp pearls
ABENESHI (RAVEN FAMILIAR)
CR —
Male raven familiar (Bestiary 133)
N Tiny magical beast
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
hp 15 (8 HD)
Fort +1, Ref +4, Will +8
Defensive Abilities improved evasion
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +4; CMB –2; CMD 10
Feats Skill Focus (Perception), Weapon Finesse
Skills Appraise +7, Craft (calligraphy) +3, Craft (jewelry) +3, Diplomacy +6, Fly +6, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (planes) +7, Perception +9, Profession (astronomer) +10, Spellcraft +7
Languages Draconic
SQ deliver touch spells, empathic link, share spells, speak, speak with birds, speak with master
drunken_nomad |
Last Set Piece for the night; next time brings House of the Beast.
Note that this the "Director's Cut" version of the adventure, which bumps up the challenge to reflect the expected party level.
Creature Conversions
** spoiler omitted **...
Thanks John for doing all these conversions...especially the directors cut :D
You are awesome!
John Mangrum |
Time to wrap up Pathfinder #21.
Legacy of Fire, Chapter Three, Part Four
(Note that my "parts" don't match the adventure's -- that's a typo in the book, which has two Part Twos and is off by one thereafter.
Creature Conversions
Cockatrice: Bestiary 48
Gargoyles: Bestiary 137
Ghouls: Bestiary 146
Mummy (Nubkaura Inyotep VII): Bestiary 210
Sahuagin: Bestiary 239. Check out Rhun-Gha below for a conversion quirk that effects these guys as well.
EMKRAH
CR 9 (XP 6,400)
CE Large aberration (Pathfinder #21 80)
Init +7; Senses darkvision 60 ft.; Perception +18
Aura moderate chaotic evil
DEFENSE
AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, –1 size)
hp unchanged
Saves +unchanged
Defensive Abilities amorphous; Immune acid, cold, critical hits
OFFENSE
Speed 30 ft.
Melee bite +15 (1d8+7 plus 1d8 acid), 4 tentacles +13 (1d6+3 plus grab)
Ranged unchanged
Space 10 ft.; Reach 10 ft.
Special Attacks acid spittle, doom gaze (30 ft., 1d6 damage, Will DC 20 negates), swallow whole (8 acid damage, AC 15, 12 hp)
STATISTICS
Ability Scores unchanged
Base Atk +9; CMB +17 (+21 grapple); CMD 30 (can’t be tripped)
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Multiattack
Skills Climb +22, Perception +18, Swim +22
SQ acidic (1d8 acid)
Supporting Cast
One Source Thugs: see my previous post
Individual NPCs
Sticking to strict 15-point buy, the Captain's stats actually get a touch less fearsome in the conversion.
CAPTAIN OF THE SUNSET SHIP
CR 10 (XP 9,600)
Male denizen of Leng rogue 2 (Bestiary 2 82)
CE Medium outsider (chaotic, evil, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +16 (+17 locate traps)
Aura overwhelming chaotic evil
DEFENSE
AC 24, touch 18, flat-footed 16 (+7 Dex, +1 dodge, +6 natural)
hp 124 (12 HD; 10d10+2d8+60); planar fast healing 5
Fort +12, Ref +17, Will +6
Defensive Abilities evasion, no breath, unusual anatomy; Immune poison; Resist cold 30, electricity 30; SR 19
OFFENSE
Speed 40 ft.
Melee bite +13 (1d6+2 plus 1d6 Dexterity drain), 2 claws +13 (1d4+2) or
dagger of venom +12/+7 (1d4+2/17–20), bite +8 (1d6+1 plus 1d6 Dexterity drain)
Space 5 ft.; Reach 5 ft.
Special Attacks dagger of venom 1/day, sneak attack +6d6
Spell-Like Abilities (CL 10th; concentration +16)
Constant—tongues
3/day—detect thoughts (DC 18), hypnotic pattern (DC 18), levitate, minor image (DC 18)
1/day—locate object, plane shift (self only)
STATISTICS
Str 12, Dex 24, Con 21, Int 22, Wis 16, Cha 22
Base Atk +11; CMB +12; CMD 29
Feats Deceitful, Improved Critical (dagger), Dodge, Mobility, Persuasive, Quick Draw, Weapon FinesseB
Skills Bluff +23, Diplomacy +23, Disable Device +21, Disguise +23 (+27 as humanoid), Intimidate +23, Knowledge (arcana) +19, Knowledge (planes) +19, Perception +16 (+17 locate traps), Profession (sailor) +16, Sense Motive +16, Sleight of Hand +20, Spellcraft +19, Stealth +20, Use Magic Device +19; Racial Modifiers +4 Disguise when disguised as a Medium humanoid
Languages Aklo; tongues
SQ rogue talents (finesse rogue), trapfinding +1
Gear unchanged
For better or worse, I used the WotC version of the eye of the deep for the basis of this conversion.
EMABIER
CR 8 (XP 4,800)
Variant eye of the deep (Lords of Madness 138)
CE Large aberration (aquatic)
Init +5; Senses all-around vision, darkvision 60 ft.; Perception +21
Aura moderate chaotic evil
DEFENSE
AC 20, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +9 natural, –1 size)
hp 102 (12d8+48)
Fort +10, Ref +5, Will +10
OFFENSE
Speed 5 ft., fly 20 ft. (good), swim 30 ft.
Melee 2 claws +12 (1d6+3 plus grab), bite +11 (1d8+3)
Ranged 2 eye rays +9 touch (spell)
Space 10 ft.; Reach 5 ft.
Special Attacks baleful flash (60-ft. cone, Fort DC 22 negates), constrict (1d6+3), eye rays, persistent image
STATISTICS
Str 17, Dex 13, Con 18, Int 12, Wis 14, Cha 15
Base Atk +9; CMB +15; CMD 25
Feats Ability Focus (baleful flash), Dodge, Great Fortitude, Improved Initiative, Mobility, Weapon Focus (claw)
Skills Fly +18, Perception +21, Sense Motive +14, Stealth +12, Swim +26; Racial Modifiers +4 Perception
Languages Aquan, Common
SPECIAL ABILITIES
Baleful Flash (Su) As a free action, an eye of the deep can generate a flash of terrible white light from its central eye once per round. This flash affects all creatures in a 60-foot cone. The baleful flash blinds creatures for 2d6 rounds and stuns them for half the duration of the blindness. A DC 22 Fortitude save negates the stun and reduces the blindness to dazzled. Sightless creatures are immune to this attack. The save DC is Constitution-based.
Eye Rays (Su) Each of an eye of the deep’s two small eyes can produce a magical ray once per round as a free action. Each ray has a range of 150 feet and a save DC of 18 (CL 12th). The save DCs are Charisma-based. The two eye rays include:
Hold Monster: The target must succeed on a Will save or be affected as though by the spell.
Cone of Cold: This works like the spell, but affects only the creature touched by the ray (Reflex half).
Persistent Image (Su) As a standard action, an eye of the deep can create a persistent image (as the spell, CL 12th). The eye of the deep cannot use its eye rays in the same round that it uses persistent image.
These statistics don't include shield of faith effects. Father Jackal gets a little tougher on offense, a touch weaker on defense in the conversion. Of course, an official Pathfinder conversion of jackalweres (or for that matter, jackals; I used a dog) could further affect his stats.
FATHER JACKAL (HYBRID FORM)
CR 9 (XP 6,400)
Male jackalwere fighter 4/rogue 4 (Tome of Horrors Revised 403)
CE Medium magical beast (shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception +10 (+12 locate traps)
Aura faint chaotic evil
DEFENSE
AC 24, touch 14, flat-footed 19 (+6 armor, +4 Dex, +1 dodge, +3 natural; +1 dodge bonus vs. traps) or
Combat Expertise: 27, touch 17, flat-footed 19 (+6 armor, +4 Dex, +4 dodge, +3 natural; +1 dodge bonus vs. traps)
hp 111 (11 HD; 7d10+4d8+55)
Fort +13, Ref +10 (+11 vs. traps), Will +5
Defensive Abilities bravery +1, evasion, trap sense +1, uncanny dodge; DR 5/cold iron
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 battleaxe +15/+10 (1d8+6/×3), bite +8 (1d6+1 plus trip) or
bite +13 (1d6+3 plus trip) or
Combat Expertise: +1 battleaxe +12/+7 (1d8+6/×3), bite +5 (1d6+1 plus trip) or
Combat Expertise: bite +10 (1d6+3 plus trip)
Ranged throwing axe +14/+9 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks sleep gaze (30 ft., sleep 3 minutes, Will DC 17), sneak attack +2d6
TACTICS
During Combat Note that Father Jackal only gets one extra chance to pull a rabbit out of his hat (bag of tricks) if he accidentally puts the first to sleep; two animals expends the bag for the week.
STATISTICS
Str 16, Dex 18, Con 20, Int 16, Wis 10, Cha 14
Base Atk +10; CMB +13; CMD 27
Feats Combat Expertise, DodgeB, Greater Feint, Improved Feint, Iron Will, Improved Initiative, Mobility, Quick Draw, Weapon FinesseB, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Acrobatics +15 (+19 jump), Bluff +16, Disable Device +8, Disguise +14, Intimidate +12, Linguistics +8, Perception +10 (+12 locate traps), Sense Motive +3, Stealth +11, Survival +3 (+4 scent tracking), Swim +5; Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Languages unchanged
SQ armor training 1, change shape (jackal, hybrid, and human; polymorph), rogue talents (combat trick, finesse rogue), trapfinding +2
Combat Gear potion of shield of faith (3), tan bag of tricks; Other Gear +1 breastplate, +1 battleaxe, throwing axes (6), belt of giant strength +2, key to area B15 and the prison cells within
SPECIAL ABILITIES
Sleep Gaze (Su) Any creature within 30 feet that meets Father Jackal’s gaze falls asleep for 3 minutes if it fails a DC 17 Will save. This ability functions as the sleep spell (caster level 3rd), but there is no HD limit to the number of creatures it can affect. The save DC is Charisma-based.
This version of Khair al Din does not include his spell effects.
KHAIR AL DIN
CR 6 (XP 2,400)
Male human fighter 3/cleric 6 (Rovagug)
CE Medium humanoid (human)
Init +4; Senses Perception +3
Aura strong chaotic evil
DEFENSE
AC 21, touch 10, flat-footed 21 (+11 armor)
hp 66 (9 HD; 3d10+6d8+18)
Fort +10, Ref +5, Will +9 (+10 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +11/+6 (1d12+4/×3) or
Power Attack: +1 greataxe +9/+4 (1d12+10/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy 4/day (3d6, Will DC 16 half)
Domain Powers (CL 6th)
6/day—battle rage (+3 damage), destructive smite (+3 damage)
Spells Prepared (CL 6th; concentration +9. +13 defensive; melee touch +9)
3rd—cure serious wounds, dispel magic, rageD, water breathing
2nd—bull’s strength, death knell (DC 15), hold person (DC 15), lesser restoration, spiritual weaponD (+10/+5, 1d8+2/×3 force)
1st—command (DC 14), divine favor, sanctuary (DC 14), shield of faith, true strikeD
0 (at will)—guidance, light, resistance, stabilize
D domain spell; Domains Destruction, War
STATISTICS
Str 14, Dex 10, Con 15, Int 8, Wis 16, Cha 13
Base Atk +7; CMB +9 (+11 bull rush); CMD 19 (21 vs. bull rush)
Feats Combat Casting, Craft Wand, Improved Bull Rush, Improved Channel, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (greataxe)
Skills Intimidate +13, Knowledge (local) +6, Knowledge (religion) +11, Sense Motive +3
Languages unchanged
SQ armor training 1, spontaneous casting (inflict spells)
Gear unchanged
MAYSAM FAJR
CR 7 (XP 3,200)
Female half-elf bard 8
CE Medium humanoid (human)
Init +6; Senses low-light vision; Perception +1
Aura faint chaotic evil (currently undetectable)
DEFENSE
AC unchanged
hp 47 (8d8+8)
Fort +3, Ref +8, Will +5 (+7 vs. enchantment; +4 bonus vs. bardic performance, sonic, and language-dependent effects)
Defensive Abilities well-versed; Immune sleep
OFFENSE
Speed 30 ft.
Melee +1 rapier +9/+4 (1d6+1/18–20)
Ranged shortbow +8/+3 (1d6/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks bardic performance (29 rounds/day): countersong, dirge of doom, distraction, fascinate (DC 19), inspire competence +3, inspire courage +2, suggestion (DC 19)
Spells Known (CL 8th; concentration +13, +17 defensive)
3rd (3/day)—charm monster (DC 18), gaseous form, glibness
2nd (5/day)—blindness/deafness (DC 17), invisibility, suggestion (DC 17), tongues
1st (5/day)—charm person (DC 16), cure light wounds, disguise self, hideous laughter (DC 16), undetectable alignment (already cast)
0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation
STATISTICS
Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 20
Base Atk +6; CMB +6; CMD 18
Feats Combat Casting, Extra Performance, Improved Initiative, Skill Focus (Diplomacy)B, Weapon Finesse
Skills Acrobatics +16, Appraise +13, Bluff +16, Diplomacy +19, Fly +16, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (local) +17, Knowledge (other) +6, Perception +1, Perform (dance) +16, Perform (sing) +16, Profession (merchant) +10, Sense Motive +16; Racial Modifiers +2 Perception
Languages unchanged
SQ bardic knowledge, lore master 1/day, versatile performance (dance, singing)
Combat Gear unchanged; Other Gear masterwork chain shirt, +1 rapier, shortbow with 20 arrows, headband of alluring charisma +2
Note: I strongly suspect that sahuagin are intended to have the amphibious quality, but as presented in Pathfinder they don't and thus can't breathe air. No wonder Rhun-Gha and his sahuagin wait for PCs to enter the water! I think I'll actually post about this in the Bestiary errata thread and see what shakes loose.
RHUN-GHA
CR 7 (XP 3,200)
Male sahuagin rogue 6 (Bestiary 239)
NE Medium monstrous humanoid (aquatic)
Init +8; Senses blindsense 30 ft., darkvision 60 ft.; Perception +13 (+16 locate traps)
Aura faint evil
DEFENSE
AC 22, touch 14, flat-footed 18 (+3 armor, +4 Dex, +5 natural; +2 dodge vs. traps)
hp 68 (8 HD; 2d10+6d8+30)
Fort +5, Ref +12 (+14 traps), Will +7
Defensive Abilities unchanged
Weaknesses light blindness
OFFENSE
Speed 30 ft., swim 60 ft.
Melee +1 short sword +12/+7 (1d6+5+1/19–20), bite +8-2 (1d4+2) or
2 claws +10 (1d4+4), bite +10 (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks blood frenzy (+1 attacks and damage, +2 hp, +1 Fort, –2 AC, +1 Swim), sneak attack +3d6
STATISTICS
Str 18, Dex 18, Con 16, Int 15, Wis 14, Cha 6
Base Atk +6; CMB +10 (+12 steal); CMD 24 (vs. steal)
Feats Combat Reflexes, Improved Initiative, Improved StealB, Multiattack, Weapon Focus (short sword)
Skills Acrobatics +15, Bluff +9, Disable Device +7, Handle Animal +6, Intimidate +9, Perception +13 (+16 locate traps), Sense Motive +13, Sleight of Hand +15, Stealth +15, Swim +23
Languages Aquan, Common; speak with sharks 150 ft.
SQ rogue talents (assault leader, bleeding attack, combat swipe), trapfinding +3
Gear unchanged