Blue Rose Conversion?


Conversions


I was wondering if anyone has done a Conversion for the Blue Rose RPG(produced by Green Ronin) specifically for the races: Vata-an, Vata-sha, Night-Folk & Rhy Creatures?

I guess you could base the Vata on Half-elfs, and the Night-folk on half-elfs, but i have no idea on how to stat the Rhy-creatures (esp. the Rhy Cats)

Any help would be appreciated.

Grand Lodge

philip nicholls wrote:

I was wondering if anyone has done a Conversion for the Blue Rose RPG(produced by Green Ronin) specifically for the races: Vata-an, Vata-sha, Night-Folk & Rhy Creatures?

I guess you could base the Vata on Half-elfs, and the Night-folk on half-elfs, but i have no idea on how to stat the Rhy-creatures (esp. the Rhy Cats)

Any help would be appreciated.

Its not pathfinder and I am not familar with the setting but the 3.0/3.5 Eberron books may have something for any cat-people


If the Rhy-creatures are what I think them to be, you could assume that the various races were founded by creatures affected by the Awaken spell who then bred true. If necessary, slap on an Advanced and/or Giant template.


Noble Wild will get you animal PCs, and you can go from there if you need more.


philip nicholls wrote:

I was wondering if anyone has done a Conversion for the Blue Rose RPG(produced by Green Ronin) specifically for the races: Vata-an, Vata-sha, Night-Folk & Rhy Creatures?

I guess you could base the Vata on Half-elfs, and the Night-folk on half-elfs, but i have no idea on how to stat the Rhy-creatures (esp. the Rhy Cats)

Any help would be appreciated.

I've played Blue Rose a couple of times (fun setting btw, you can either run it as a very light Disney-esque setting or explore a lot of the corruption that runs through the magic kingdom (tm) )

The Vata-An and Vata-Sha always just struck me as re-skinned elves and dark elves so that would be a good place to start.

The Rhy creatures are a bit tougher since it's usually assumed that PCs in Pathfinder are humanoid instead of intelligent animals. I would suggest looking at either the individual animals from the Druid Animal Companion list or straight from the Bestiary (The druid animals are a little more watered down if I recall). You could let them gain levels like other classes after that point, which would be an interesting experiment.

Hope this helps.


I liked Blue Rose (and the True20 system it spawned).

I have to wonder if it works too well to convert Blue Rose in particular.

There isn't a debate about whether it is a simulation game, it explicitly was designed to simulate a certain kind of fantasy literature. The works of authors like Tamora Pierce, Mercedes Lackey and others. (I can't remember if Andre Norton was an author they were trying for as well, but Blue Rose/True20 fits her much better than any version of d&d ever has.)

The kind of magic you have in a setting that uses this system... d&d magic is just a poor, poor fit for it.

And if you aren't converting a setting, I'm just not sure what you are trying to do.

Liberty's Edge

I believe I have found something that will allow the Arcana system (to be frank, the most complex system in Blue Rose) to work in Pathfinder. Will show you the stats a little later.

Liberty's Edge

Feat: Arcane Talent You can use fatiguing arcane effects related to your chosen arcana-type a number of times per day equal to 3 plus the associated ability modifier.

Feat: Arcane Training You can use fatiguing arcane effects related to the chosen arcana 2 times per day. This stacks with the benefit provided by Arcane Talent.

Feat: Arcanum You can use a single arcanum a number of times per day equal to 1 plus the associated ability modifier.

Spellpoints All adepts (casters) have spellpoints equal to twice the number of arcana available to them, plus their caster level.
Whenever a caster makes a fatiguing use of arcana, her current spellpoints decrease by 1 (or more). When she has half her total spellpoints (rounded down), she becomes fatigued until she can rest for eight hours. When she has spellpoints equal to half her caster level (minimum 1), she becomes exhausted until she can rest for 24 hours. If a caster continues to use fatiguing arcana when she has 0 spellpoints, she takes 1d6 nonlethal damage. When fatigued, a spellcaster suffers a -4 penalty to spellcraft checks to avoid further fatigue. When exhausted, a spellcaster suffers a -8 penalty to spellcraft checks to avoid further fatigue.

In the example below, Qui'alani has access to three arcana (Fire Shaping, Light Shaping, and Move Object) Her total spellpoints are 7 at first level. She becomes fatigued when she has used four fatiguing arcana uses (with 3 spellpoints remaining). If she uses two more fatiguing arcana uses, she will become exhausted (with 1 spellpoint remaining.) She can continue to use fatiguing arcana (to the amount allowed by her ability score modifier). The next one reduces her to 0 spellpoints, so all further fatiguing arcana deal 1d6 nonlethal damage instead.

Qui'alani Nomestiel
Female vata'an adept 1
CG medium humanoid (vata)
Init +1, Senses low-light vision, Perception +5, sense arcana, sense mind touch
Heroic Calling The Lovers
Natures careful, suspicious
Conviction 3
DEFENSES
AC 11, touch 11, flat-footed 10 (+1 Dexterity)
hp 6 (1d6)
Fort +1, Ref +2, Will +4
Special Defenses psychic shield +6, deathblock
OFFENSE
Move 30 ft.
Melee masterwork cryston-quarterstaff +1 (1d6)
Ranged masterwork cryston-quarterstaff +2 (1d6 nonlethal to living, lethal to darkfiends and unliving, 100 ft range)
Spellpoints 7, Fatigued 3, Exhausted 1
Fire Shaping (Int)
--As a move action, you can create a brilliant point of magical flame that illuminates as a torch.
--As a standard fatiguing action (Spellcraft DC 15 to avoid fatigue) you can cause a flammable object in line of sight to burst into flame. Living creatures take 2d6 fire damage per round (Ref DC 15 to extinguish the fire). The spellcraft and Ref DC increases by +1 every two levels.
--As a full round fatiguing action (Spellcraft DC 15 +1 per 5 feet increase to avoid fatigue) you can increase the size and power of an existing fire by up to 10 feet in diameter, causing it to deal an additional 1d6 fire damage per 5 feet growth. Increased fire is maintained by concentration each round as a move action and cannot be extinguished by a reflex saving throw. The size amount increases by an additional 5 feet every two levels, and by 10 feet with the Arcane Focus (Shaping) feat.
You can use fatiguing fire shaping effects for 8 rounds per day (5 plus intelligence modifier).
Light Shaping (Int)
--As a move action, you can create a brilliant point of magical light that illuminates as a torch. This light can be moved up to 100 feet per round as a move action.
--As a standard fatiguing action (Spellcraft DC 15 to avoid fatigue) you can create illusions within a 10 foot space (Will DC 13 to disbelieve). The spellcraft DC increases by +1 every two levels, the Will save is based on intelligence (10 + 1/2 caster level + Int bonus).
--As a full round fatiguing action, you can blur or bend the light around you: (Spellcraft DC 15 to avoid fatigue) with a 20% miss chance; (Spellcraft DC 20 to avoid fatigue) with a 50% miss chance; (Spellcraft DC 25 to avoid fatigue) to become invisible.
You can use fatiguing light shaping effects for 8 rounds a day (5 plus intelligence modifier) You can maintain more than one light shaping effect at a time, but doing so absorbs rounds per day for each effect.
Move Object (Int)
--As a standard fatiguing action (Spellcraft DC 10 to avoid fatigue), you can move an object within line of sight that is tiny or smaller with the power of your mind. This object can be flung at another creature as a ranged touch attack, inflicting 1d6 points of damage (or 1d4 if smaller).
--As a standard fatiguing action (Spellcraft DC 15 +5 per size category to avoid fatigue), you can move an object within line of sight that is small or larger with the power of your mind. This object can be flung at another creature as a ranged touch attack with a -2 penalty (-2 per size category.
Spellcraft DC 15: Small items (-2 to hit) inflict 1d8 damage.
Spellcraft DC 20: Medium items(-4 to hit) inflict 2d6 damage.
Spellcraft DC 25: Large items (-6 to hit) inflict 2d8 damage.
Spellcraft DC 30: Huge items (-8 to hit) inflict 4d6 damage.
Spellcraft DC 35: Gargantuan items (-10 to hit) inflict 4d8 damage.
--As a full round fatiguing action (Spellcraft DC 15 to avoid fatigue), you can grapple a creature within your line of sight as though you were physically grappling them. A pinned creature can be moved as an object.
You can use move object 6 rounds per day (3 + Intelligence modifier) You can move more than one object at a time, but doing so absorbs rounds per day for each object.
Talents Shaping (3 uses/rounds/minutes per day)
Training Fire Shaping, Light Shaping (additional 2 uses/rounds/minutes per day)
STATISTICS
Str 10, Dex 12, Con 11, Int 16, Wis 12, Cha 13
Base Atk +0, CMB +0, CMD 11
Feats Shaping Talent, Arcane Focus (Shaping), Arcane Training (Fire Shaping, Light Shaping), Familiar (owl), Fortune's Favor
Skills Diplomacy +5, Knowledge (Arcana) +7, Knowledge (History) +7, Perception +5, Spellcraft +7
Favored Skills Acrobatics, Craft (any), Diplomacy, Knowledge (any), Linguistics, Perception, Spellcraft, Survival
Languages Aldin, Jarzoni, Roamer, Vata (dead language)
SQ familiar link, rapid healing, share arcana
Gear masterwork cryston-quarterstaff
SPECIAL ABILITIES
Deathblock (Ex) Once per day, as a full round action, you create a deathblock to prevent psychic arcana from invading your mind. If your psychic shield and willpower saving throws fail to protect you from an interrogation or influence arcanum within the next 24 hours, you will immediately fall unconscious and dying at one hitpoint above death.
Psychic Shield (Ex) Anytime an arcanum targetting you calls for a willpower save, you can put up a psychic shield to resist the
effects, granting you a special psychic shield saving throw (1d20 + 1) to resist. If the psychic shield fails to resist the arcanum, you then make a willpower saving throw as normal.
Sense Arcana (Ex) You add your wisdom bonus to any spellcraft checks made to sense any arcana within sight.
Sense Mind Touch (Ex) Whenever you are the target of a secret Mind Touch attempt, the DM rolls a sense motive check for you secretly to determine if you sense the assault.


stardust wrote:

Feat: Arcane Talent You can use fatiguing arcane effects related to your chosen arcana-type a number of times per day equal to 3 plus the associated ability modifier.

Feat: Arcane Training You can use fatiguing arcane effects related to the chosen arcana 2 times per day. This stacks with the benefit provided by Arcane Talent.

Feat: Arcanum You can use a single arcanum a number of times per day equal to 1 plus the associated ability modifier.

Spellpoints All adepts (casters) have spellpoints equal to twice the number of arcana available to them, plus their caster level.
Whenever a caster makes a fatiguing use of arcana, her current spellpoints decrease by 1 (or more). When she has half her total spellpoints (rounded down), she becomes fatigued until she can rest for eight hours. When she has spellpoints equal to half her caster level (minimum 1), she becomes exhausted until she can rest for 24 hours. If a caster continues to use fatiguing arcana when she has 0 spellpoints, she takes 1d6 nonlethal damage. When fatigued, a spellcaster suffers a -4 penalty to spellcraft checks to avoid further fatigue. When exhausted, a spellcaster suffers a -8 penalty to spellcraft checks to avoid further fatigue.

Seems like a solid method of laying the groundwork for a Blue Rose conversion. I agree that the magic system would be the most complex to convert, and this seems...clunky so far, but it still maintains the basic feel that magic is physically draining and incredibly versatile which is important.

Have you been working on other Pathfinder conversions of Blue Rose or just the magic system specifically?
Looking good so far keep up the good work! =)


Blue Rose seems like a solid system in itself, I'm wondering why you want to convert it at all? Blue Rose is meant to be much more subtle than the action packed fantasy fest that Pathfinder is.

Liberty's Edge

The Blue Rose system is actually considerably clunky. (I'm not sure what changes they made for True D20, but as I understand it, the wound system for Blue Rose was extremely confusing. I had to sit there with a calculator when we played... lol.) Converting it to Pathfinder will make the game go much faster, though I want to keep the Arcana in tact, since this is one of the unique factors of Blue Rose I actually enjoyed, except the Arcana system was kind of clunky too. I remember having to roll three or four dice just to use one Arcana and figuring out what to add or what the target number was, can sometimes take a long time (relatively). What I am trying to do with this conversion is create an Arcana system that can be used at a glance.

As soon as I'm done converting Arcana Evolved classes.

Liberty's Edge

Well, I did mention above that using arcana could take up more than one spellpoint. For every 5 points that a caster fails the spellcraft check to avoid fatigue, she loses an additional spellpoint to use that arcanum.

Example: Qui-alani uses move object as a full-round fatiguing action to grapple a goblin fighting her companions. She rolls a spellcraft check to avoid fatigue. 1d20 + 7 ⇒ (5) + 7 = 12 and fails to prevent fatigue. She lowers her available spellpoints by one since she did not fail the roll too badly. (If she had rolled a 10 or lower, the arcanum use would have cost 2 spellpoints). Then she can roll a grapple check against the goblin. 1d20 ⇒ 14 vs CMD 12. The goblin is now grappled by an invisible force.

On her next turn, Qui-alani uses move object as a standard fatiguing action to fling the goblin into another goblin harassing her and her companions. She rolls a spellcraft check to avoid fatigue 1d20 + 7 ⇒ (7) + 7 = 14 and fails to prevent fatigue. She lowers her available spellpoints by one. Then she rolls a ranged touch attack with floating goblin as her weapon. 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8. She misses, but the goblin she threw still takes 1d8 damage from the impact after landing.

Liberty's Edge

Night Folk

+2 Strength, +2 Constitution, -2 Intelligence
Night Folk are shadowspawn created by the Sorcerer Kings as brutally strong, hard workers and warriors. They were not bred for intelligence
or personality.
Medium Night Folk are medium creatures and have no bonuses are penalties due to their size.
Normal Speed Night Folk have a base speed of 30 feet.
Darkvision Night Folk can see in the dark up to 60 ft.
Light Sensitivity Night Folk are dazzled as long as they remain in an area of bright light.
Sturdy Stock Night Folk are built for heavy lifting. They have double the normal carrying capacity for a creature of their size and Strength.
Brutal Appearance Night Folk receive a +2 racial bonus to Intimidate skill checks due to their appearance.

Dolphin

+4 Dexterity, -2 Strength
Medium
Swimmer Dolphins have a swim speed of 80 feet but no land speed. (Full round action to move 5 feet on land.)
Low-Light Vision Dolphins can see twice as far as humans in conditions of low light.
Water Native Dolphins have a +8 racial bonus to Swim skill checks, and a +4 racial bonus to Perception skill checks. Dolphins can always take 10 on Swim skill checks.
Head Butt Dolphins have a primary natural attack that deals 1d6 nonlethal damage.
Speechless Dolphins cannot speak, and thus cannot use arcana that rely on speech.
Sonic Sight Dolphins have blindsight 120 feet.
Hold Breath Dolphins can hold their breath for 40 rounds plus a number of rounds equal to 6 times Constitution score.
Psychic Dolphins have the Psychic Talent feat as a bonus feat at 1st level, and can use Mind Touch, Psychic Shield, and Second Sight arcana untrained.

Rhy-Cat

+2 to One Ability Score
Medium
Fast Rhy-Cats have a base speed of 40 feet.
Low-Light Vision Rhy-Cats can see twice as far as humans in conditions of low light.
Wilderness Prowler Rhy-Cats have a +8 racial bonus on Climb and Acrobatics skill checks, and a +4 racial bonus on Stealth skill checks. Rhy-Cats can always take 10 on Climb skill checks.
Claws Rhy-Cats have a primary natural attack (2 claws) that deal 1d6 damage.
Grab If a Rhy-Cat hits a target with one of its claw attacks, it can attempt to start a grapple as a free action without provoking an attack of opportunity. The Rhy-Cat has the option to conduct the grapple normally, or simply to hold the victim with its claw. If the Rhy-Cat chooses to do the latter, it suffers a -20 penalty to the CMB check to make and maintain the grapple, but it does not gain the grappled condition itself. Each successful grapple check made during successive rounds automatically deals 1d6 damage. Rhy-Cats have a +4 bonus on combat maneuver checks made to start and maintain a grapple.
A Rhy-Cat can only grab opponents of medium size or smaller.
Scent Rhy-Cats have the scent ability.
Speechless Rhy-Cats cannot speak, and thus cannot use arcana that rely on speech.
Psychic Rhy-Cats have the Psychic Talent feat as a bonus feat at 1st level, and can use Mind Touch, Psychic Shield, and Second Sight arcana untrained.

Rhy-Horse

+4 Strength, -2 Dexterity
Large Rhy-Horses are large and suffer a -1 penalty to AC and attack rolls, but also have +1 size modifier to Combat Maneuver Bonus and Combat Maneuver Defense. Rhy-Horses have a -4 penalty on Stealth checks.
Fast Rhy-Horses have a base speed of 40 feet.
Low-Light Vision Rhy-Horses can see twice as far as humans in conditions of low light.
Perceptive Rhy-Horses have a +4 racial bonus to Perception skill checks.
Enduring Rhy-Horses have the Endurance feat as a bonus feat at 1st level.
Hooves Rhy-Horses have a primary natural attack (2 hooves) that deal 1d4 damage.
Scent Rhy-Horses have the scent ability.
Speechless Rhy-Horses cannot speak, and thus cannot use arcana that rely on speech.
Psychic Rhy-Horses have the Psychic Talent feat as a bonus feat at 1st level, and can use Mind Touch, Psychic Shield, and Second Sight arcana untrained.

Rhy-Wolves

+2 to One Ability Score
Medium
Fast Rhy-Wolves have a base speed of 50 feet.
Tracker Rhy-Wolves have a +4 racial bonus on Survival skill checks to track by scent.
Bite Rhy-Wolves have a primary natural attack (bite) that deals 1d6 damage.
Howl Rhy-Wolves can howl as a move action, gaining a +4 circumstance bonus to Intimidate skill checks the same round.
Scent Rhy-Wolves have the scent ability.
Trip Rhy-Wolves have the Improved Trip feat as a bonus feat at 1st level.
Speechless Rhy-Wolves cannot speak, and thus cannot use arcana that rely on speech.
Psychic Rhy-Wolves have the Psychic Talent feat as a bonus feat at 1st level, and can use Mind Touch, Psychic Shield, and Second Sight arcana untrained.

Liberty's Edge

Constant Ability Arcana.

I guess I should point out here that I converted some of the Arcana into a constant ability, such as Psychic Shield, which I basically made into a pre-saving-throw saving throw. (1d20 plus Wis modifier).

Psychic Shield (Ex)
Anytime an arcanum targetting you calls for a willpower save, you can put up a psychic shield to resist the effects, granting you a special psychic shield saving throw (1d20 plus Wis modifier) to resist. If the psychic shield fails to resist the arcanum, you then make a willpower saving throw as normal.

Second Sight arcanum is divided into these two constant abilities.

Sense Arcana (Ex) You add your wisdom bonus to any spellcraft checks made to sense any arcana within sight.
Sense Mind Touch (Ex) Whenever you are the target of a secret Mind Touch attempt, the DM rolls a sense motive check for you secretly to determine if you sense the assault.

Liberty's Edge

Mind Touch (Wis)
--As a nonfatiguing move action, you can establish a mind touch with a willing creature within 60 feet. The target is allowed a will save (and psychic shield save if applicable) to resist the mind touch. While in mind touch, you can telepathically communicate by words or images. Mind touch used in this way does not require concentration and can be maintained freely.
--As a nonfatiguing standard action, you can aid a creature you are in mind touch with, granting it a +2 circumstance bonus to a Will saving throw made before the end of the next round, or a +2 circumstance bonus to a skill check where your skill rank is equal to or greater than the subject's.
--As a nonfatiguing standard action, you can enter a psychic rapport with another creature that has the Mind Touch arcanum. Until this psychic rapport is broken, both creatures share their experiences and are able to share information immediately without any attempt to communicate. Characters in rapport cannot deliberately lie or deceive each other. Psychic Rapport requires concentration, but otherwise can be maintained freely.

If a person you are in mind touch with dies, you must make a Will save or psychic shield save (DC 10 plus amount of damage from killing blow) to avoid being dazed for one round and staggered for one round after that. If a person you are in psychic rapport with dies, you must make a Fort save (DC 10 plus amount of damage from killing blow) or collapse, unconscious, at -1 hp and dying.

Note that friendly uses of mind touch are not fatiguing, and thus can be used at will.

An unfriendly telepathic contact can be purged from the mind by a successful will save or psychic shield save. Failure to save means the psychic contact is maintained, but the character using the arcanum automatically takes fatigue each round an unfriendly telepathic contact is maintained. The subject is allowed a save each round the contact is maintained.

Secret Mind Touch. With a spellcraft check (DC 15 + target subject's HD), you can use mind touch without the subject knowing who you are. This usually manifests as a telepathic whisper or strange voice that the subject does not recognize and cannot psychically trace back to you. The subject cannot use Psychic Shield save to prevent a secret mind touch unless it is sensed with the Sense Mind Touch ability. Starting a secret touch is a fatiguing move action, and the fatigue cannot be resisted. It can be maintained as a nonfatiguing move action, requiring concentration.

You can maintain fatiguing (unfriendly) mind touch a number of rounds per day equal to 3 + your Wisdom modifier.

Liberty's Edge

Sea Folk

+2 to One Ability Score
Medium
Normal Speed Sea Folk have a base speed of 30 feet and a base swim speed of 30 feet.
Low-Light Vision Sea Folk can see twice as far as humans in conditions of low light.
Natural Swimmer Sea Folk have a +8 racial bonus on Swim skill checks and can always take 10 on Swim skill checks.
Aquatic Empathy Sea Folk have the benefits of Wild Empathy feat, but only with aquatic animals.
Hold Breath Sea Folk can hold their breath for 40 rounds, plus a number of rounds equal to 6 times Constitution score.
Water Dependent Sea Folk must be immersed in water once per day or drink twice the normal human water requirement or suffer from dehydration.

Vata

+2 to One Ability Score
Medium
Normal Speed Vata have a base speed of 30 feet.
Low-Light Vision (Vata'an) Vata'an can see twice as far as humans in conditions of low light.
Darkvision (Vata'sha) Vata'sha can see in the dark up to 60 ft.
Light Sensitivity (Vata'sha) Vata'sha are dazzled as long as they remain in an area of bright light.
Arcane Gifts Vata receive an Arcane Talent feat for free at 1st level and can use Psychic Shield and Second Sight arcana untrained.
Rapid Healing Vata heal at double the normal healing rate from the treatment of deadly injuries, bed rest, and natural healing.

Liberty's Edge

For Rhy-animals, I decided to keep the level bonus to AC that the Blue Rose classes provide as a natural AC bonus.

Here's a complete conversion to Pathfinder stats, with just a few things kept over from Blue Rose.
-----

Aklanon
Male Rhy-wolf evoker* 4
Medium Rhy-wolf
Init +2, Senses low-light vision, scent, sense arcana, sense mind touch, track, Perception +6
DEFENSES
AC 19, flat-footed 17, touch 12 (+2 dexterity, +3 natural, +4 mage armor)
hp 22 (4d6+4*)
Fort +1, Ref +3, Will +6
Defensive Abilities psychic shield +2, deathblock
OFFENSE
Speed 50 ft.
Melee bite +2 (1d6)
Special Attacks howl, intense spells +2, power attack, trip
Arcane School Spell-Like Abilities (CL 4th; concentration +8)
7/day - force missile (1d4+2)
Spell-Like Abilities (CL 4th; concentration +8)
at will - telepathy
Wizard Spells Prepared (CL 4th; concentration +8)
2nd - admonishing ray, fire breath (DC 16), flaming sphere (DC 16), fog cloud
1st - burning hands (DC 15), detect secret doors, mage armor, magic missile, true strike
0 (at will) - dancing lights, flare, light, mage hand
Prohibited Schools illusion, necromancy
STATISTICS
Str 10, Dex 14, Con 10, Int 18, Wis 14, Cha 10
Base Atk +2, CMB +2, CMD 14
Feats Improved Trip, Natural Spell, Psychic Talent, Scribe Scroll, Power Attack
Skills Perception +6, Spellcraft +11, Stealth +6, Survival +6 (+4 to track)
Languages Aldin, Arcane, Jarzoni, Kernish, Rezean - cannot speak aloud, but can understand and use with telepathy ability.
SQ arcane bond (bark necklace)
Combat Gear bark scroll of magic missile, bark scroll of shield

Instead of a spellbook, Aklanon has scratched the arcane sigils of the spells he knows onto his bark necklace. Any scrolls he makes are all made using bark.

Note also, that Rhy-animals would not normally be able to cast spells, (except for the at will telepathy which is a generalized translation of the mind touch ability). Rhy-animals that take a caster level, usually take the Natural Spell feat to allow them to cast spells.

Liberty's Edge

Rhy-animals AC bonuses per class level.

Adept (caster)
+2,+3,+3,+3,+4,+4,+5,+5,+5 natural (lvls 1-9)
+1,+1,+2,+2,+2,+3,+3,+4,+4,+4,+5 deflection (lvls 10-20)

Expert (rogue, bard)
+2,+2,+3,+3,+4,+4,+5,+5,+6,+6 natural (lvls 1-10)
+1,+1,+2,+2,+3,+3,+4,+4,+5,+5 dodge (lvls 11-20)

Warrior (fighter, barbarian)
+3,+3,+4,+4,+5,+5,+6,+6,+7,+7 natural (lvls 1-10)
+1,+1,+2,+2,+3,+3,+4,+4,+5,+5 insight (lvls 11-20)

Liberty's Edge

Aklanon should have two more skills. Oops. :)

Skills Knowledge (arcane) +11, Knowledge (nature) +11, Perception +6, Spellcraft +11, Stealth +6, Survival +6 (+4 to track)

Liberty's Edge

To demonstrate how "clunky" the original Blue Rose is. Here is Qui'Alani again, presented in the original character sheet format I typed up for her. It basically follows the same statistics block information as the 3.5/Pathfinder edition, but the rules are according to the original Blue Rose. I think you'll see what I mean when I say how clunky Blue Rose is to begin with. :)

Qui'alani Nomestiel
Female Vata'an (Aldin) adept 1
Light-aligned medium humanoid (vata)
Init +0, Senses low-light vision, Notice +1
___________________________________
Defense
Def 13 (+1 dexterity, +2 role)
Toughness 11
Fort 11 (+1), Ref 12 (+2), Will 14 (+4)
Psychic Shield 16
___________________________________
Offense
Melee
masterwork cryston-quarterstaff +1 vs defense
lethal damage +2 vs toughness (+4 vs toughness)
Lethal damage: 0-4/ hurt (-1 toughness), 5-9/ wounded and dazed (-1 toughness, stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} -2 to all checks, attack rolls, and saves), 10-14/ disabled and staggered (stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} and can only take move actions), 15+/ unconscious and dying (Constitution check each round to remain alive (DC 10) or stabilize (DC 20)).
Ranged
concentration +4 vs DC 10 to ready
masterwork cryston-quarterstaff +2 vs defense - 200 ft range
lethal damage +1 vs toughness (+2 vs toughness) to darkfiends and unliving
nonlethal damage +1 vs toughness (+2 vs toughness) to living
As a move action, ready the cryston with a DC 10 concentration check.
Lethal damage: 0-4/ hurt (-1 toughness), 5-9/ wounded and dazed (-1 toughness, stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} -2 to all checks, attack rolls, and saves), 10-14/ disabled and staggered (stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} and can only take move actions), 15+/ unconscious and dying (Constitution check each round to remain alive (DC 10) or stabilize (DC 20)).
Nonlethal damage: 0-4/ bruised (-1 toughness), 5-9/ dazed (-1 toughness, stunned for one round {no actions, retain normal Defense}, 10-14/ staggered (stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} can only take a standard or move action per round, 15+/ unconscious.
Arcana
Fire Shaping (Ignite) +8 vs Reflex or +8 vs DC 15 for nonliving targets
lethal fire damage +2 vs toughness (+4 vs toughness) each round fire maintained as move action.
As a fatiguing standard action, set any flammable object within line of sight on fire.
Lethal fire damage: 0-4/ hurt (-1 toughness), 5-9/ wounded and dazed (-1 toughness, stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} -2 to all checks, attack rolls, and saves), 10-14/ disabled and staggered (stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} and can only take move actions), 15+/ unconscious and dying (Constitution check each round to remain alive (DC 10) or stabilize (DC 20)).
A burning character can attempt a DC 15 reflex save to put the fire out.
Fire Shaping (Increase Fire) +8 vs {DC 10 +1 per square foot of increase}
As a fatiguing standard action, increase the size and damage potential of a fire by +1 for every two square feet increased. You can maintain the increased fire size with concentration as a move action.
A burning character inside an increased fire cannot attempt a reflex save to put the fire out.
Fire Shaping (Light) +8 vs {DC 5 +5 per increased radius of 10 feet}
As a move action, you create and maintain a glowing arcane flame that gives off light but no heat to illuminate a 20-foot radius.
As a move action, you can direct the light to any point within your line of sight.
Light Shaping (Illuminate) +8 vs {DC 5 +5 per increased radius of 10 feet}
As a standard action, you create and maintain a glowing arcane light to illuminate a 20-foot radius.
As a move action, you can direct the light to any point within your line of sight.
If illumination is enhanced beyond the 20-foot radius, this is a fatiguing action.
Light Shaping (Visual Illusion) +8 vs Willpower
As a fatiguing standard action, you create and maintain three-dimensional images in a 10-foot cube.
Light Shaping (Blur) +8 vs {DC 15 or 20}
As a fatiguing standard action, you create and maintain a shimmering field of light around your body that makes it difficult for others to hit you. 20% or 50% of the time physical attacks will miss you.
Light Shaping (Invisibility) +8 vs (DC 25)
As a fatiguing standard action, you create and maintain a field of energy around you that bends all light waves around so you are invisible.
Move Object (Telekinesis) +4 vs weight-based DC
As a move action you can begin moving an object of up to 200 pounds (or 2000 pounds as a fatiguing move action), and can move the object 5 feet per move action over 10 rounds. 10/ 2 lb, 15/ 5lb, 20/ 10lb, 25/ 25lb, 30/ 50lb, 35/ 100lb, 40/ 200lb
As a fatiguing move action, you can begin moving an object of up to 2000 pounds and can move the object 5 feet per move action over 10 rounds. 10/ 20lb, 15/ 50lb, 20/ 100lb, 25/ 250lb, 30/ 500lb, 35/ 1000lb, 40/ 2000lb
Move Object (Grapple) +4 vs opposed grapple check
As a standard action you can grapple a creature and maintain a grapple with it for the next 10 rounds. If you successfully pin the target, you can move it as an object with the telekinesis arcanum.
Move Object (Strike With Objects) +1 vs defense
lethal damage + {(move object result-5) divided by 5} vs toughness for nonfatiguing move object use
lethal damage + double {(move object result-5) divided by 5} vs toughness for fatiguing move object use
As a standard action, you can hurl an object you have telekinetic control of.
Lethal damage: 0-4/ hurt (-1 toughness), 5-9/ wounded and dazed (-1 toughness, stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} -2 to all checks, attack rolls, and saves), 10-14/ disabled and staggered (stunned for one round {no actions, lose dodge bonus to Defense, and -2 Defense} and can only take move actions), 15+/ unconscious and dying (Constitution check each round to remain alive (DC 10) or stabilize (DC 20)).
Psychic Shield +1
Anytime an arcanum targetting you calls for a willpower save, you may use your psychic shield instead to resist the effects. The opposing caster can take one level of fatigue to push past the psychic defenses. As a full round action, create a deathblock to prevent psychic arcanum in the case of psychic shield and will save failure: instead of being influenced or interrogated by psychic means, you die.
Second Sight (Sense Arcana) +1 vs {Psychic Shield (or 10) +1 for every 10 feet distance}.
As an automatic response to an arcanum use, the DM rolls secretly to determine if you notice arcana being used and the talent of the arcana. +5/ Know exact arcana used. +10/ Recognize caster.
Second Sight (Sense Mind Touch) +1 vs. Mind Touch.
As an automatic response to a secret Mind Touch attempt, the DM rolls secretly to determine if you notice the assault.
___________________________________
Statistics
Str +0, Dex +1, Con +0, Int +3, Wis +1, Cha +1
Base Atk +0
Feats: Shaping Talent, Arcane Focus (Shaping), Arcane Training (Fire Shaping, Light Shaping), Familiar (owl), Fortune's Favor
Skills: Concentration +4, Diplomacy +5, Knowledge (arcana) +7, Knowledge (history) +7, Search +7
Favored Skills: Acrobatics, Concentration, Craft (any), Diplomacy, Knowledge (any), Language, Search, Survival
Languages: Aldin, Jarzoni, Roamer, Vata (dead language)
Special Abilities: low-light vision, +2 to recovery checks, link, share arcana
Heroic Calling: The Lovers (true love, romance)
Natures: careful, suspicious
Having escaped from Jarzon just as she was about to be burned as a sorceress, Qui'alani fled to Aldis. Exotic in appearance even by Aldean standards, Qui'alani attracted many young suitors eager to win her affections.
She chose an attractive young man as her romantic partner but learned belatedly that he did not truly love her. Since then, she has been very suspicious about who she spends time with and is careful about her companions, though she still yearns for a romantic involvement.
Conviction Points: 3
Wealth +4
Reputation +1
Gear masterwork cryston-quarterstaff

Liberty's Edge

For players who want to run the adventure in the back of the Blue Rose book, I thought I might as well go ahead and convert the feats (at least) of the characters involved.

Visionary Talent
Allows fatiguing uses of known visionary arcana 3 + Wis modifier times per day.
Allows use of Psychic Shield, Second Sight abilities, and Visions arcana. Also allows Sense Historical Arcana ability. (Arcane Signature).

Wild Talent (Shaping)
Allows fatiguing uses of all shaping arcana 3 + Int modifier times per day. However, an arcana will randomly trigger under extreme distress. Any time you are subjected to an arcanum or injured by a weapon or fall, make a Will saving throw (DC 10 + amount of damage inflicted or the caster level of the affecting arcanum). If you fail to save, one of your shaping arcana manifests automatically, and automatically fatigues. This can be triggered by other distressing events at the GM's discretion. Arcane Training feat prevents trained arcana from manifesting automatically, allows Psychic Shield saves in addition to will saves, and allows a Spellcraft check to gain control of other arcana that manifest automatically.

Visions (Wis)
You have a 50% chance of receiving dreams about the future in your sleep. If you do, you receive a +4 insight bonus to initiative checks and can always act in the surprise round for the next day after you've awoken. This benefit occurs automatically and requires no actions. The chance of dreaming increases by a further 5% for each level of adept you possess.

As a fatiguing full round action (Spellcraft DC 15 to avoid fatigue), you can meditate and receive a vision of a future event within the next round. You gain a +2 bonus to one roll of your choice within the next round. You can increase the Spellcraft DC by +5 to gain this ability for a further round. (Spellcraft DC 20 to make one roll a round for the next two rounds at +2, 25 for three rounds, 30 for four rounds, and so on.)

As a fatiguing full round action (Spellcraft DC 15 to avoid fatigue), you can have visions about anything. This acts as an appropriate Knowledge skill check with a +5 insight bonus about that subject. You can increase the Spellcraft DC by +5 to add a further +5 insight bonus to the Knowledge skill check.

Sense Historical Arcana If you have successfully sensed arcana within your range of sight, you apply your Wisdom bonus to Knowledge (History) checks made to determine further information about the arcana.

Liberty's Edge

stardust wrote:


Wild Talent (Shaping)
Allows fatiguing uses of all shaping arcana 3 + Int modifier times per day, although Spellcraft checks to prevent fatigue suffer a -5 penalty with the exception of Move Object. However, an arcana will randomly trigger under extreme distress. Any time you are subjected to an arcanum or injured by a weapon or fall, make a Will saving throw (DC 10 + amount of damage inflicted or the caster level of the affecting arcanum). If you fail to save, one of your shaping arcana manifests automatically, and automatically fatigues. This can be triggered by other distressing events at the GM's discretion. Arcane Training feat prevents trained arcana from manifesting automatically, allows Psychic Shield saves in addition to will saves, and allows a Spellcraft check to gain control of other arcana that manifest automatically.

Edited

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