Faces of Sigil - Planescape NPC Conversions


Conversions


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Crossposting from the Planewalker boards. I'm converting NPCs from Faces of Sigil into Pathfinder. If these are helpful to you, go nuts. If you have advice on how to make these better, I wannnnnnnt it.

First up was Kylie and Dib. I know some people will probably disagree with my decision to give her levels in Horizon Walker instead of making her pure rogue, but as Kylie was unquestionably a "social rogue" whose abilities focused on being informed and staying on top in an urban environment, I felt that the abilities she got from Horizon Walker by selecting the Urban terrain types were really appropriate. However, I did fudge the class for her a little bit and decided that "The Chant" was more appropriate than "Endurance" as a prerequisite. Also, yeah, traits aren't normal for NPCs. Kylie is special.

Kylie & Dib:
KYLIE
Female tiefling rogue 6/horizon walker 2
TN Medium planar outsider (native)
Init +4; Senses darkvision 60ft; Perception +11
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DEFENSE
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AC 20, touch 14, flat-footed 16 (+2 earring, +4 dex, +4 armor)
hp 48 (8d8+8)
Fort +6, Ref +12, Will +4
Resist cold 5, electricity 5, fire 5
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Speed 30ft
Melee +2 short sword of quickness +12 (1d6+2/18-20), tail + 10 (1d6)
Special Attacks sneak attack (3d6)
Spell-Like Abilities
1/day - darkness (CL 8th)
2/day - mage armor (CL 6th)
3/day - detect magic (CL 6th)
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STATISTICS
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Str 14, Dex 18, Con 12, Int 16, Wis 11, Cha 15
Base Attack +6; CMB +8; CMD 22
Feats The Chant, Skill Focus (diplomacy), Weapon Finesse, Extra Rogue Talent; Traits Canter, Extremely Fashionable
Skills Acrobatics +15, Appraise +7, Bluff +16 (+21 for secret messages), Climb +10, Diplomacy +21, Disable Device +12, Escape Artist +15, Intimidate +7, Kn(local) +14, Kn(factions) +12, Kn(the planes) +10, Perception +11, Sense Motive +11 (+16 for secret messages), Sleight of Hand +12, Stealth +14, Use Magic Device +10
Languages Planar Trade, Celestial, Fiendish, Khaasta, Rhebus
Faction Free League; Deity n/a
SQ Follow Up, Favoured Terrain (Sigil, The Outlands), Terrain Mastery (Sigil), Rogue Talents (coax information, follow clues, minor magic, major magic)
Gear +2 short sword of quickness, mwk tail pike, +2 earring of protection, +2 ring of resistance, hillpop's golden quill (writes messages understood by any being)

DIB
Male ethyk HD 2
TN Tiny magical beast (extraplanar)
Init +2; Senses darkvision 10ft, low-light vision, scent; Perception +13
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DEFENSE
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AC 16, touch 14, flat-footed 14 (+2 size, +2 dex, +2 natural)
hp 18 (1d10+6)
Fort +5, Ref +4, Will +1
Defensive Abilities evasion, uncanny dodge
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OFFENSE
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Speed 30ft, climb 30ft
Melee 2 claws +5 (1d2), bite +0 (1d3)
Special Attacks induce anger (dc 15)
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STATISTICS
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Str 3, Dex 15, Con 16, Int 2, Wis 12, Cha 14
Base Attack +1; CMB -3; CMD 1
Feats Ability Focus (induce anger), Weapon Finesse
Skills Acrobatics +2, Climb +10 (take 10), Perception +13, Survival +5
SQ scent
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SPECIAL ABILITIES
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Induce Anger (Su) Six times per day, Dib can induce anger in a single target within 100ft. A victim who fails a will save DC 15 becomes angry and argumentative for 3d4 rounds with another target (never Dib or Kylie) also within 100ft. Each round, the target must make an additional DC 15 will save or attempt to attack the target of its hostility, or anyone trying to restrain him.
If the victim cannot attack its target, it hurls verbal assaults that are so belligerent that the target's attitude toward the victim will turn hostile. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Next I did some Arcanaloths. Everyone loves Arcanaloths. Both were made using the Arcanaloth in Dungeon Magazine issue 149 -- so yeah, all I really did was adjust equipment and spell lists. I'm posting these primarily because I'm iffy about how good their spell lists actually are? A'kin's is not really that stellar (especially for the Dungeon Mag Arcanaloth with that Swift Evoker ability) but his spells are supposed to be nutty for an Arcanaloth so mostly whatever ;-;.

A'kin:
A'KIN
Arcanaloth yugoloth CR 17
NE Medium planar outsider (evil, extraplanar, yugoloth)
Init +14; Senses Darkvision 60ft, Perception +33
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DEFENCE
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AC 35, touch 20, flat-footed 25 (+10 dex, +15 natural);
hp 270 (18d10+162)
Fort +20, Ref +21, Will +15;
DR 15/good, silver; Immune acid, poison, mind affecting; Resist cold 10, fire 10, electricity 10; SR 26
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OFFENCE
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Speed 30ft, fly 50ft (good maneuverability)
Melee 2 claws +28 (1d6+5 plus 1d6 strength drain), bite +23 (2d6+2)
Special Attacks arcane strike, flyby attack, summon yugoloths
Spell-Like Abilities (CL 17th, concentration +24)
Constant - fly
At will - alter self, darkness, fear (DC 23), greater teleport (self plus 50lbs of items), heat metal, invisibility, magic missile, major image (DC 20), telekinesis, warp wood (DC 19)
1/day - mirage arcana
Spells Known (CL 12th, concentration +19)
6th (4/day) - geas
5th (6/day) - false vision, feeblemind (DC 22)
4th (7/day) - confusion (DC 21), charm monster (DC 21), shout (DC 23)
3rd (8/day) - slow (DC 20), blink, suggestion (DC 20), nondetection (DC 23 / 28)
2nd (8/day) - phantom trap, misdirection (DC 19), hypnotic pattern (DC 19), see invisibility, detect thoughts (DC 19)
1st (8/day) - magic aura, ventriloquism, true strike, identify, memory lapse (DC 18)
0 (at will) - prestidigitation, open/close, message, mage hand, touch of fatigue, ghost sound, detect poison, detect magic, resistance
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STATISTICS
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Str 20, Dex 30, Con 28, Int 23, Wis 18, Cha 24
Base Attack 18; CMB +23; CMD 28
Feats Arcane Strike, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Weapon Finesse
Skills Bluff +28, Diplomacy +30, Intimidate +30, Knowledge (arcana) +27, Knowledge (the planes) +27, Knowledge (local) +27, Linguistics +27, Perception +33, Spellcraft +29, Use Magic Device +28
Languages Read and write all known languages, telepathy 100ft
SQ Flight, Swift Evoker
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SPECIAL ABILITIES
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Strength Drain (Su) A creature hit by an arcanaloth's claw attack must succeed a DC 28 fortitude save or take 1d6 points of Strength drain. On a successful save, the creature takes only 1 point of Strength drain. The save DC is Constitution-based.

Summon Yugoloth (Sp) Once per day, an arcanaloth can summon another arcanaloth. A summoned arcanaloth remains for 1 hour. This ability is the equivalent of a 9th-level spell.

Swift Evoker (Ex) An arcanaloth is particularly adept at quickly casting spells of the school of evocation. Once every 1d4 rounds, an arcanaloth may cast any evocation spell it knows as a free action, as if it were a quickened spell. An arcanaloth may cast evocation spells in this manner even if that spell is cast spontaneously.

Shemeshka the Marauder:
SHEMESHKA THE MARAUDER
Arcanaloth yugoloth CR 17
NE Medium planar outsider (evil, extraplanar, yugoloth)
Init +14; Senses Darkvision 60ft, Perception +33
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DEFENCE
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AC 35, touch 20, flat-footed 25 (+10 dex, +15 natural);
39 with mage armour, touch 20 flat-footed 29
hp 270 (18d10+162)
Fort +20, Ref +21, Will +15;
Defensive Abilities Nondetection (DC 19); Immune acid, poison, mind affecting, detect thoughts, discern lies, detect alignment;
DR 15/good, silver; Resist cold 10, fire 10, electricity 10; SR 26
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OFFENCE
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Speed 30ft, fly 50ft (good maneuverability)
Melee 2 claws +28 (1d6+5 plus 1d6 strength drain), bite +23 (2d6+2)
Special Attacks arcane strike, flyby attack, summon yugoloths
Spell-Like Abilities (CL 17th, concentration +26)
Constant - fly
At will - alter self, darkness, fear (DC 25), greater teleport (self plus 50lbs of items), heat metal, invisibility, magic missile, major image (DC 22), telekinesis, warp wood (DC 21)
1/day - mirage arcana (DC 26)
Spells Known (CL 12th, concentration +21)
6th (4/day) - chain lightning (DC 27)
5th (7/day) - cloudkill (DC 24), feeblemind (DC 24)
4th (8/day) - bestow curse (DC 23) , ice storm (DC 25), greater invisibility
3rd (8/day) - aqueous orb (DC 24), fireball (DC 24), vampiric touch (DC 22), slow (DC 22)
2nd (8/day) - scorching ray, mirror image, see invisibility, elemental touch (DC 23), hideous laughter (DC 21)
1st (9/day) - mage armour, burning hands (DC 22), reduce person (DC 20), touch of gracelessness (DC 20), ray of enfeeblement (DC 20)
0 (at will) - acid splash, detect magic, detect poison, ray of frost, bleed, touch of fatigue, mage hand, arcane mark, prestidigitation
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STATISTICS
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Str 20, Dex 30, Con 28, Int 23, Wis 18, Cha 28
Base Attack 18; CMB +23; CMD 28
Feats Arcane Strike, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Weapon Finesse
Skills Bluff +28, Diplomacy +30, Intimidate +30, Knowledge (arcana) +27, Knowledge (the planes) +27, Knowledge (local) +27, Linguistics +27, Perception +33, Spellcraft +29, Use Magic Device +28
Languages Read and write all known languages, telepathy 100ft
SQ Flight, Swift Evoker
Combat Gear necklace of fireballs type IV (1 8d6, 2 6d6, 2 4d6, 4 2d6);
Other Gear razorvine headdress, headband of alluring charisma +4, amulet of proof against detection and location, gem of seeing, mirror of mental prowess, ring of mind shielding

Last but not least, Sly Nye. Mucked around with his ioun stones a bit, since not all of them exist as they were outside of 2nd Edition. I chose to make him with the Court Bard Archetype because he spends so much time in the Courts, and that's what it's for, right? ;)

No really, it's so he can antagonize people.

Sly Nye:
"SLY" NYE
Male tiefling bard 4
CN Medium planar outsider (native)
Init +2; Senses Darkvision 60ft, Perception +9
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DEFENCE
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AC 14, touch 12, flat-footed 12 (+2 armour, +2 dex)
hp 19 (4d8-4)
Fort +0, Ref +6, Will +4; conditional modifiers +4 vs bardic performance, sonic, language-dependant
Immune detect thoughts, discern lies, detect alignment; Resist cold 5, electricity 5, fire 5
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OFFENCE
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Speed 30ft.
Melee mwk dagger +3 (1d4-1/19-20)
Ranged mwk dagger +6 (1d4-1/19-20)
Special Attacks Bardic Performance 14 rounds DC 16 (countersong, distraction, fascinate, satire, mockery)
Spell-Like Abilities
1/day - darkness (CL 6th)
Spells Known (Caster Level 4th, concentration +8)
2nd (4/day) - glitterdust (DC 16), misdirection (DC 16)
1st (5/day) - hideous laughter (DC 15), expeditious retreat, vanish, unseen servant
0 (at will) - sift, unwitting ally (DC 14), detect magic, message, prestidigitation, mage hand
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STATISTICS
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Str 8, Dex 15, Con 9, Int 18, Wis 10, Cha 18
Base Attack 3; CMB +2; CMD 14
Feats Alertness, Skill Focus (perform: oratory)
Skills Appraise +8, Bluff +13, Climb +6, Diplomacy +16, Escape Artist +9, Kn(faction) +10, Kn(history) +7, Kn(local) +12, Kn(nobility) +7, Kn(planes) +10, Linguistics +9, Perception +9, Perform(oratory) +14, Profession(law) +7, Sense Motive +16, Sleight of Hand +6, Spellcraft +10, Stealth +8, Use Magic Device +8
Languages understands all spoken languages (knows Planar Trade, Fiendish, Celestial, Infernal, Eladrin, Rhebus)
Faction Xaositect; Deity n/a
Faction Abilities Scramblespeak
SQ Heraldic Expertise 1/day, Versatile Performance (Oratory), Well-Versed
Gear mwk dagger, bracers of armour +2, ioun stones: bright silver cylinder (become ethereal for 2 hours, 14 charges); cerulean blue rhomboid (functions as a ring of freedom of movement); light blue prism (understand all spoken languages); and orange cube (functions as a ring of mind shielding)


I have no advice or criticism. I would like, however, to say thank you! I would love to see more.


I did the same with NPC's from the Realms. A lot I gave a couple of levels to and re-worked them to make them "fit" better, like you did with Kylie.

And no, I think levels in Horizon Walker are appropriate. The fit for who she IS.

Sly looks GREAT! :D

Biggest thing I missed about 3.5 was no support for Planescape (aside from a few articles). I can't wait to see what else you do.


Haha, thanks! And you're welcome. I have a couple more actually, I just feel self-conscious about spamming them all at once. I also have an almost-completed conversion of Duke Darkwood. I just need to give him his memorized spells, what a chore, he has so many of them.

Here are Black Marian, Jemorille the Exile and Prisine.

Black Marian:
BLACK MARIAN
Female human cleric 5 of Bragi
N Medium planar humanoid (human)
Init +1; Senses Perception +7
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DEFENCE
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AC 16, touch 12, flat-footed 14 (+4 armour, +1 dex)
hp 28 (5d8)
Fort +4, Ref +2, Will +8
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OFFENCE
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Speed 30ft
Melee +1 evil outsider-bane, undead-bane heavy mace +4 (1d8+1)
Special Attacks Channel positive energy 8/day (DC 17, 3d6)
Domain Abilities (CL 5th, concentration +9)
7/day - door sight
7/day - lore keeper (as if 24)
Spells Prepared (CL 5th, concentration +9)
3rd - Helping Hand, Invisibility Purge, Fly(D)
2nd - Augury, Calm Emotions, Enthrall, Locate Object(D)
1st - Protection from Evil, Detect Evil x2, Bless, Comprehend Languages(D)
0th - Detect Magic, Detect Poison, Guidance, Purify Food and Drink
D Domain spell; Domains Exploration, Knowledge
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STATISTICS
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Str 10, Dex 12, Con 11, Int 13, Wis 19, Cha 16
Base Attack 3; CMB +3; CMD 14
Feats Alignment Channel (Evil), Improved Channel, Extra Channeling
Skills Diplomacy +7, Heal +8, Knowledge (planes) +5, Knowledge (religion) +8, Perform (song) +8, Sense Motive +10, Spellcraft +9
Languages (oh, apparently I didn't give her any of these)
Faction Believers of the Source; Deity Bragi
SQ Aura of Good
Gear silver ladle, +1 evil outsider-bane undead-bane heavy mace, chain shirt

Someone please let me know if I formatted Jemorille's million attacks wrong, I'm not totally sure what I did was the right way.

Jemorille the Exile:
JEMORILLE THE EXILE
Argenach rilmani CR 14
N Medium planar outsider (rilmani)
Init +3; Senses Darkvision 60ft, Perception +15
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DEFENCE
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AC 21, touch 13, flat-footed 18 (+3 dex, +8 natural);
hp 193 (14d10+98)
Fort +15, Ref +12, Will +12; DR 15/good, evil, lawful, chaotic; Immune electricity, poison; Resist acid 10, sonic 10; SR 22
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OFFENCE
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Speed 40ft
Melee +2 short sword of quickness +20/+15/+10 (1d6+10/19-20)
Melee +3 dagger of throwing +21/+16/+11 (1d4+10/19-20)
Melee slam +16 (1d8+7)
Ranged] +3 dagger of throwing +17/+12/+7 (1d4+10/19-20)
Ranged Touch energy rays +18/+13 (1d20 energy)
Spell-Like Abilities (CL 14th, concentration +18)
At will - comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts (DC 16), feather fall, fly, hallucinatory terrain (DC 18), invisibility, mass charm monster (DC 22), mirror image, persistent image (DC 19), sanctuary (DC 15), see invisibility, slow (DC 17), solid fog, suggestion (DC 17), tongues, wall of fire
3/day - cone of cold (DC 19), polymorph
1/day - legend lore, prismatic spray (DC 21)
1/week - geas/quest (DC 20)
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STATISTICS
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Str 24, Dex 17, Con 22, Int 16, Wis 16, Cha 19
Base Attack 14; CMB +21; CMD 24
Feats Negotiator, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (ray)
Skills Bluff +23, Diplomacy +26, Disguise +16, Intimidate +22, Kn (faction) +15, Kn (local) +15, Kn (planes) +19, Perception +15, Sense Motive +17, Spellcraft +15, Survival +3
Languages Planar Trade, Rilmani, Undercommon, telepathy 100 ft
SQ lay on hands, summon rilmani
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SPECIAL ABILITIES
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Energy Rays (Su) Twice per round, an argenach may fire a ray of silvery light projected from its hands. These rays inflict 1d20 points of damage, and always strike as an energy form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. For example, baatezu are immune to fire and resistant to acid and cold, so the argenach's rays might strike a baatezu as electricity or sonic energy. If a creature has vulnerability to a certain energy type, such as vulnerability to cold for creatures with the fire subtype, the argenach's rays will exploit this vulnerability over other energy types. These rays have a range of 180 feet.

Lay on Hands (Su) This works just like the paladin's ability, but the argenach can heal as much damage per day as its own undamaged hit point total.

Summon Rilmani (Sp) Once per day, an argenach can summon 1d4 ferrumachs with a 60% chance of success or another argenach with a 40% chance of success. This ability is the equivalent of a 9th-level spell.

Prisine. First of all, I made her with my own conversion of the Water Genasi -- a sort of hybrid between the Undine of Bestiary 2 and the 3.5 Water Genasi, as I wasn't completely happy with the Undine.

I chose to make her with the Street Performer Archetype from the APG because, when it comes down to it, that is what she was. With the new Ultimate Magic Archetypes, I may consider switching her to Celebrity or Demagogue, but that is a decision for another day -- if you've an opinion on that matter, please weigh in, though.

Prisine:
PRISINE
Female water genasi bard 9
N Medium planar outsider (native)
Init +6; Senses Darkvision 60ft, Perception +15
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DEFENCE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 39 (9d8-9)
Fort +4, Ref +9, Will +13; conditional modifiers +2 vs water spells and effects, +4 vs bard perform, sonic, language-dependant, +4 vs illusions
Defensive Abilities water breathing
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OFFENCE
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Speed land 30ft, swim 30ft
Melee +3 buckle knife +9/+4 (1d4/19-20)
Special Attacks Bardic Performance 24 rounds DC 20 (distraction, fascinate, disappearing act, harmless performer, suggestion, dirge of doom, madcap prank)
Spell-Like Abilities
2/day - create water (CL 5th)
Spells Known (Caster Level 9th, concentration +15)
3nd (4/day) - dispel magic, gaseous form, see invisibility, seek thoughts (DC 20)
2nd (6/day) - blood biography, blur, daze monster (DC 18), mirror image
1st (7/day) - borrow skill, expeditious retreat, grease, memory lapse (DC 17), vanish
0 (at will) - prestidigitation, open/close, message, sift, unwitting ally, detect magic
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STATISTICS
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Str 10, Dex 14, Con 9, Int 16, Wis 16, Cha 22
Base Attack 6; CMB +6; CMD 18
Feats Iron Will, Illusion Perception, Spell Focus: Divination, Improved Initiative, Skill Focus (perform: oration)
Skills Bluff +22, Diplomacy +21 (+25 influence crowd, gather information), Disguise +10, Escape Artist +20, Intimidate +17, Kn (arcana) +15, Kn (faction) +14, Kn (local) +14, Kn (religion) +15, Kn (planes) +9, Perception +15, Perform (oratory) +21, Sense Motive +21, Sleight of Hand +10, Spellcraft +15, Use Magic Device +13
Languages Planar Trade, Aquan, Celestial, Fiendish, Elven
Faction Sign of One; Deity Aoskar
Faction Abilities Power of Imagination (1d20+7)
SQ Gladhanding, Versatile Performance: Oratory, Well-Versed, Quick Change 1/day
Gear +3 buckle knife, vest of escape, bracers of armour +4, cloak of resistance +2, headband of mental prowess (wisdom, charisma) +4

And here is what I gave her as a Water Genasi. If you'd prefer to use the Undine, you can quickly strip off what the Undine doesn't get, and add what they do.

Water Genasi Amaglamation:
+2 Dexterity, +2 Wisdom, -2 Strength: Water genasi are both perceptive and agile, but tend to adapt rather than match force with force.
Speed: Water genasi have a swim speed of 30 feet.
Darkvision: Water genasi can see in the dark up to 60 feet.
Create Water (Sp): Water genasi can use create water once per day, and one additional time for every 5 class levels the genasi attains (as a 5th-level druid).
Elemental Resistance: +1 racial bonus on saving throws against water spells and effects. This bonus increases by +1 for every 5 class levels the genasi attains.
Water Breathing: Water genasi breathe water as an extraordinary ability.
Outsider: Water genasi are native outsiders.


I'm not running a Planescape game but I just wanted to pop in a say, these are awesome. :)


I did a similar write-up for all the Genasi, before the Bestiary 2 came out. Jemorille could work as a Demagogue and Prisine looks good.

Ahh...Duke Darkwood...can't wait to see him.

Liberty's Edge

Most berks just rattle their boneboxes about making Planescape stats. But you are a real blood, these stats are the best I've seen in the Cage are any other burg in the outer ring.


You're all awesome <3. Also, I forgot to specify sources. In addition to Pathfinder Core, the Advanced Player's Guide, and Ultimate Magic, content has come from the Planewalker Planescape Campaign Setting 3.5 PDFs and, possibly, the 3e books Manual of the Planes and Planar Handbook.

Let's play a game! It's called prepare Duke Darkwood's spell list oh my god how does he get anything done starting his morning like this.

Duke Rowan Darkwood:
DUKE ROWAN DARKWOOD
Male human ranger 6/cleric 16/divine agent 4 of Heimdall
CG Medium prime humanoid (human)
Init +4; Senses Perception +30; can see up to 300ft day or night, & hear any sound wthin 1500ft
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DEFENCE
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AC 28, touch 13, flat-footed 25 (+8 armor, +3 dex, +2 natural, +5 deflection)
hp 300 (6d10+20d8+130)
Fort +5, Ref +5, Will +3; conditional modifiers +1 vs mind effects
Defensive Abilities does not breathe; Immune fear, charm, compulsion
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OFFENCE
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Speed 20ft
Melee +2 giantsbane longsword +27/22/17/12 (1d8+26/19-20), +4 kukri +29/24/19/14 (1d4+22/18-20)
Special Attacks channel positive energy 10/day (DC 27, 8d6), Ranger's Focus +4 2/day, Skill Sage 10/day
Spell-Like Abilities
10/day - Strength Surge
10/day - Elysium's Call
10/day - Battle Rage
4/day - Bestow Resolve
10 rounds - Holy Lance
20 rounds - Weapon Master
Cleric Spells Prepared (CL 18th, concentration +23)
9th - one, two, crushing hand(D)
8th - one, two, three, power word stun(D)
7th - one, two, three, four, power word blind(D)
6th - one, two, three, four, five, planar ally (azata)(D)
5th - one, two, three, four, five, righteous might(D)
4th - one, two, three, four, five, divine power(D)
3rd - one, two, three, four, five, six, fly(D)
2nd - one, two,three, four, five, six, spiritual weapon(D)
1st - one, two, three, four, five, six, expeditious retreat(D)
0th - one, two, three, four
D Domain spell; Domains Good (Azata), Strength (Resolve), War
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STATISTICS
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Str 34, Dex 17, Con 24, Int 17, Wis 24, Cha 24
Base Attack +21; CMB +33; CMD 41
Feats Eclectic, Self Reliance, Two-Weapon Fighting, Improved Two-Weapon Fighting, Double Slice, Power Attack, Combat Reflexes, Critical Focus, Staggering Critical, Selective Channel, Improved Channel, Channel Smite, Alignment Channel, Extend Spell, Heighten Spell, Preferred Spell Heal
Skills Climb +29, Diplomacy +30, Disable Device +20, Heal +14, Intimidate +20, K(arcana) +8, K(dungeon) +8, K(faction) +8, K(geography) +8, K(history) +8, K(local) +8, K(planes) +11, K(religion) +11, Linguistics +7, Perception +30, Sense Motive +31, Spellcraft +19, Stealth +24, Survival +35, Swim +24
Languages Planar Trade, common or something, four others
Faction The Fated; Deity Heimdall
SQ Track, Wild Empathy, Two-Weapon Combat Style, Trapfinding, Favored Community Clerk's Ward, Terrain Bond, Good Aura
Combat Gear potion of growth, potion of hill giant control; Other Gear +2 giantsbane longsword, +4 kukri, splintmail +3, brooch of shielding, belt of physical prowess +4 (str, con), headband of mental prowess +4 (wis, cha), amulet of natural armor +2, ring of protection +5, ring of teleportation, red ioun stone, portable hole

Seriously, if anyone wants to pick spells for him, post them here.

Okay, that's all the conversions I have lying around (finally). Will post more after I convert them.


I'll have to come back after I get sleep. It's been a long time since I've looked at the Duke and I'll need to look at him before I can start picking spells that would make sense for him.

@Nodnarb: That is purely epic! Here's some jink for your troubles; may the Lady's gaze not meet your own.


I approve of this :D


Anetra! Thanks for the conversion info. I am running a Planescape game on this board, and Sly Nye has already pled a case for a PC in front of Judge Gabberslug. I am very weak in rules-fu so this is a godssend. Thanks for taking the time, it is appreciated! =D

I also would direct you if you like planar stuff to the new patron project brewing over at Open Design >here<. I am trying to help get this thing funded because I want to see what those krazy kobolds come up with.

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