Mage VS. Machine Conversions


Conversions


I've begun converting the Mage VS. Machine articles from ADnD to and would love if someone could see if I've done my math right or not, if not could you point me the right way? I'll start with the Sheens to see if I've got them right. I've converted a total of 3 of them so far, still debating on how to deal with the more sentient ones.

SHEEN, Flitter
Medium-Size Construct
Hit Dice: 3d10 (16 hp)
Initiative: +3 (Dex)
Speed: Fly 30 ft (good)
AC: 18 (+3 Dex, +5 natural)
Attacks: Slam +2 melee
Damage: Slam 1d4 plus 2d4 electricity
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Electricity
Special Qualities: Construct, energy field, magic vulnerability
Saves: Fort +1, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con —, Int 5, Wis 11, Cha 1
 
Climate/Terrain:Any land
Organization:Solitary or team (2-5)
Challenge Rating:2
Treasure:None
Alignment:Always neutral
Advancement:3-9 HD (Medium-size)
 
A flitter appears as a 4-foot-long ovoid. A single arm protrudes from the bottom portion of the flitter. Flitters have no legs and move by flying.
 
COMBAT
A flitter attacks using its sampler arm to bash and pound an opponent.
   Electricity (Ex): 3/day—slam attack or line of lightning 5 feet wide, 5 feet tall, and 30 feet long; 2d4 electrical damage; Fortitude save DC 11 for half.
   Alternately, if an attacker strikes a flitter with a metallic weapon and the flitter has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the flitter had struck the attacker. A successful Fortitude save (DC 11) reduces the damage by half.
   Energy Field (Su): Once per day and as a free action, a flitter can generate a protective field in a 5-foot radius around it. This grants it damage reduction 2/— against all attacks (including spells). After 12 points of damage have been absorbed, the field dissipates.
  Magic Vulnerabilities (Ex)Sheens takes half again as much damage (+50%) from all spells, regardless of whether a saving throw is allowed or if the save is a success or failure. Sheens take a –4 penalty on saves against spells and effects that deal damage.
Construct Traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage,ability damage,ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Sheens have darkvision with a range of 60 feet.

SHEEN, Drifter
Medium-Size Construct
Hit Dice: 3d10 (16 hp)
Initiative: +0
Speed: Fly 30 ft (good)
AC: 14 (+4 natural)
Attacks: 3 slams +2 melee
Damage: Slam 1d4 plus 2d4 electricity
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Electricity
Special Qualities: Construct, energy field, magic vulnerability
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 10, Dex 10, Con —, Int 5, Wis 11, Cha 1
 
Climate/Terrain: Any land
Organization: Solitary or team (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-9 HD (Medium-size)
 
A drifter appears as a 4-foot-long ovoid. Three arms protrude from the bottom portion of the drifter. Drifters have no legs and move by flying.
 
COMBAT
A drifter attacks using its three sampler arms to bash and pound an opponent.
   Electricity (Ex): 5/day—slam attack, 2d4 electrical damage; Fortitude save DC 11 for half.
   Alternately, if an attacker strikes a drifter with a metallic weapon and the drifter has not used all of its electricity attacks for the day, the electricity discharges through the weapon dealing electrical damage just as if the drifter had struck the attacker. A successful Fortitude save (DC 11) reduces the damage by half.
   Energy Field (Su): Once per day and as a free action, a drifter can generate a protective field in a 5-foot radius around it. This grants it damage reduction 2/— against all attacks (including spells). After 12 points of damage have been absorbed, the field dissipates.
 Magic Vulnerabilities (Ex)Sheens takes half again as much damage (+50%) from all spells, regardless of whether a saving throw is allowed or if the save is a success or failure. Sheens take a –4 penalty on saves against spells and effects that deal damage.

Construct Traits:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage,ability damage,ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Sheens have darkvision with a range of 60 feet.

SHEEN, Dasher
Medium-Size Construct
Hit Dice: 3d10 (16 hp)
Initiative: +5 (Dex)
Speed: 60 ft
AC: 23 (+5 Dex, +4 natural, +4 haste)
Attacks: Mandible slash +4 melee
Damage: Mandible slash 2d4+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Sonic boom
Special Qualities: Construct, haste, magic vulnerability, meltdown
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 14, Dex 20, Con —, Int 5, Wis 11, Cha 1
 
Climate/Terrain: Any land
Organization: Solitary or team (2-5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-9 HD (Medium-size)
 
A dasher appears as a 6-foot-long ovoid. Six spider-like metallic legs support the dasher.
 
COMBAT
A dasher is always in motion. Each round before it attacks, it will move its full movement rate before attacking, even if this requires it to move away from an opponent and then back toward an opponent before attacking. A dasher attacks using its mandible blade to slash an opponent.
   Sonic Boom (Ex): 1/day—By moving at its top speed for one round, it generates a sonic boom that affects all within a 100-foot spread. Creatures within the area must make a Will save (DC 11) or take 1d4 points of sonic damage and be knocked prone. Creatures that make the save suffer no damage, but are still knocked down.
   Haste (Ex): A dasher acts as if affected by a permanent haste spell. When making a full attack action, a Dasher may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Magic Vulnerability(Ex)Sheens takes half again as much damage (+50%) from all spells, regardless of whether a saving throw is allowed or if the save is a success or failure. Sheens take a –4 penalty on saves against spells and effects that deal damage.

   Meltdown (Ex): If a dasher is ever halted from moving, it will begin glowing cherry-red. If not allowed to move again within 3 rounds, it melts into a pool of molten slag (1d6 points of damage per round of contact if a creature touches it).
Construct Traits:Sheens are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage,ability damage,ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage. Sheens have darkvision with a range of 60 feet.

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