Yuan-ti and Mycanoids!


Conversions


So as the title says has any one converted these to PFRPG? I just started running a purely PF game and am still learning the rules tweaks. As such I was wondering if anyone has done the work for me before I delve in to figuring it out myself. Thanks!

Dark Archive

Stewart Perkins wrote:
So as the title says has any one converted these to PFRPG? I just started running a purely PF game and am still learning the rules tweaks. As such I was wondering if anyone has done the work for me before I delve in to figuring it out myself. Thanks!

A straight rules conversion would start with the Yuan-Ti out of the MM, a CMB of +4 and CMD 15 for the Pureblood, CMB +7 / CMD 18 for a Halfblood and CMB +14 / CMD 25 for Abominations (+4 CMD vs. trip for Abominations and snake-instead-of-legs Halfbloods).

Monstrous Humanoids in PF have d10s for HD, not d8s, so add +1 hp / HD.

Dump the Concentration skill (Concentration checks should be CL + casting stat, which would be Cha mod, so +5 for Purebloods, +11 for Halfbloods and +14 for Abominations). Replace Listen & Spot with Perception and Hide & Move Silently with Stealth.

Purebloods get 20 skill points (4+ 1(int mod) x4 HD), Halfbloods get 56 (4 + 4 (int mod) x7 HD) and Abominations get 81 skill points (4 + 5 (int mod) x9 HD), counting Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival and Swim as class skills. I'd be inclined to max out Perception and Stealth, and throw the rest around willy-nilly, but definitely maxing out Intimidate for the Abominations and Disguise for the Purebloods (even if it's cross-class for them), and giving them all some cross-class ranks in Knowledge (religion), since they tend to be pretty ritualistic / fanatical. Anything left over I'd ignore, if just using them as combat encounters. It doesn't matter if Bob the Pureblood has 4 ranks in Bluff to maintain his assumed persona and 4 ranks in Craft (alchemy) because he likes to make and sell poisons, when he's gonna get cleaved into kibbles n' bits on round 2.

Adapting Myconids should be equally straightforward, although I don't have a book with their stats within arm's reach, and I'm too lazy to get up. :)

Alternately, you could skip a direct conversion and use the Serpentfolk from one of the Pathfinder APs (in 2nd Darkness, somewhere, IIRC) and tweak them to have some degenerate mutated snake-like abominations, to be more 'Yuan-Ti-ish.'

A similar tweaking could turn the Myconids into evil servants of Cyth-V'sug, the demon lord of fungus. Rough ideas in that vein.


I love myconids. There was a myconid alchemist in an old 2E adventure I played. He was cool. I should convert him, now that there is a true alchemist class.


Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

"Alternately, you could skip a direct conversion and use the Serpentfolk from one of the Pathfinder APs (in 2nd Darkness, somewhere, IIRC) and tweak them to have some degenerate mutated snake-like abominations, to be more 'Yuan-Ti-ish." originally from Set's post

By-the-way Set... the Serpentfolk only appeared in story form in the Second Darkness AP... game stats (albeit 3.5) were from Into the Darklands.

Dean; The_Minstrel_Wyrm

Not sure I did that entirely correct.

Grand Lodge

The Mushroom Folk are one of the neatest ever !!!
Have used them in several encounters where they asked for help against Goblins, provided Potions of Healing, alibit said potions tasted like a cross between dirt and mushrooms. (hehehehehe)

All in all just very fun to run.

Silver Crusade

Pathfinder Adventure Path Subscriber

In Golarion:

Yuan Ti --> Serpentfolk
Myconinds --> Vegepygmies


Gorbacz wrote:

In Golarion:

Yuan Ti --> Serpentfolk
Myconinds --> Vegepygmies

I never even considered Vegepygmies... I lke them too...

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