Converting "famous" video game beasties to PF


Conversions


Or the closest equivalent to what's already in the bestiaries. For example:

-Ultima Weapon (Atma Weapon) from Final Fantasy 6
-Doom Gaze from the same game (FF6)
-the four elemental arch fiends from Final Fantasy 4
-Leviathan from the Final Fantasy series
-Gigalmesh from the Final Fantasy series (Asurendra asura?)
-the Forgotten One from Castlevania: Lament of Innocence (Tzitzimitl)
-Galamoth from Castlevania: Symphony of the Night
-Beelzebub from the SotN
-Death from Castlevania series (Shinigami with Mythic levels? Perhaps skeletal champion template?)

Just some examples off the top of my head. Any ideas? Anyone done anything like this before?


Well i did the first couple evolutions of metroids but no one seemed all that interested so i dropped the project. A long time ago i did a conversion of both dracula and death.

Death as i recall was a 14th level fighter with the ghost template and a crazy artifact scyth, also has animate object via some ghostly powers.

Dracula Was alv 20 vampire sorc. Though now i would imagine i would have to do his as possibly a magus.

Silver Crusade

Personally, i think Gilgamesh may be a Calikang(sp?) with levels in either Samurai, fighter, or Magus. if not magus, then he needs some magic items to allow him to Protect/Haste/Jump like he always does. If he's a Samurai he can have some sort of Dog Creature instead of a Horse.

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FF4 being a personal favorite of mine, I'd be happy to stat those up real quick. I'll start with Milon/Scarmiglione.

Milon a.k.a. "Scarmiglione" CR 10
9,600 XP
LE Medium undead (earth)
Init +5; Senses darkvision 60 ft., tremorsense 100 ft.; Perception +21
-----------------------------------------
Defense
AC 24, touch 15, flat-footed 19 (+5 Dex, +9 natural)
hp 136 (13d8+78)
Immune cold, undead immunities
Weakness vulnerable to fire
Fort +9, Ref +9, Will +13
-----------------------------------------
Offense
Speed 30 ft., burrow 30 ft.
Melee bite +16 (1d6+6 plus poison) and 2 claws +15 (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks touch of opportunity
Spell-Like Abilities (CL 9th)
Constant—deathwatch
At will—darkness, plane shift (self and willing creatures only), poison (DC 19), shocking grasp, silence (DC 17), stone shape
3/day—animate dead, create undead
1/day—create greater undead
-----------------------------------------
Statistics
Str 22, Dex 21, Con —, Int 15, Wis 20, Cha 20
Base Atk +9; CMB +15; CMD 28
Feats Combat Reflexes, Lunge, Power Attack, Step Up, Toughness, Vital Strike, Weapon Focus (bite)
Skills Bluff +21, Intimidate +21, Knowledge (planes) +15, Knowledge (religion) +18, Perception +21, Stealth +21
Languages Common, Infernal, Terran; telepathy 100 ft.
-----------------------------------------
Ecology
Environment desolate mountains
Organization solitary or mob (with 4 advanced ghasts)
Treasure standard
-----------------------------------------
Special Abilities
Poison (Ex) Injury—bite; save Fortitude DC 21; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The DC is Charisma-based.

Touch of Opportunity Any time Milon can make an attack of opportunity against a foe, he can cast a touch spell of 4th level or lower as an immediate action. If he does, he makes the spell's touch attack as his attack of opportunity.

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Kainazzo a.k.a. "Cagnazzo" CR 12
19,200 XP
LE Large outsider (native, water)
Init +3; Senses darkvision 60 ft.; Perception +21
-----------------------------------------
Defense
AC 27, touch 12, flat-footed 24 (+3 Dex, +15 natural, -1 size)
hp 172 (15d10+90)
Fort +17, Ref +8, Will +17
-----------------------------------------
Offense
Speed 40 ft., swim 90 ft.
Melee bite +23 (1d8+8) and 2 claws +23 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks recuperative withdrawal, water barrier
Spell-Like Abilities (CL 11th)
At will—control water, plane shift (self and willing creatures only), hydraulic torrent
-----------------------------------------
Statistics
Str 26, Dex 16, Con 22, Int 17, Wis 23, Cha 22
Base Atk +15; CMB +24; CMD 37
Feats Combat Reflexes, Great Fortitude, Furious Focus, Improved Great Fortitude, Iron Will, Power Attack, Weapon Focus (bite), Weapon Focus (claw)
Skills Bluff +24, Diplomacy +24, Disguise +21, Intimidate +24, Knowledge (arcana) +18, Knowledge (local) +18, Knowledge (nobility) +21, Knowledge (planes) +21, Perception +24
Languages Aquan, Common, Infernal; telepathy 100 ft.
SQ change shape (any humanoid; alter self)
-----------------------------------------
Ecology
Environment dark underbelly of government
Organization solitary or with guards
Treasure standard
-----------------------------------------
Special Abilities
Recuperative Withdrawal (Ex) As a full-round action, Kainazzo can withdraw into his shell. This ability is similar to a total defense action (+4 dodge bonus to AC and cannot make attacks of opportunity). At the beginning of his next turn, he recovers 5d8+30 lost hit points.

Water Barrier (Ex) As a standard action, Kainazzo can surround himself with a barrier of water. This barrier grants him concealment and causes him to gain vulnerability to electricity. If he is dealt electricity damage while the barrier persists, it is dispersed. If Kainazzo already has a barrier, he can unleash it as a minor tsunami (as the tsunami spell, but the duration is only 2 rounds) as a full-round action.

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Valvalis a.k.a. "Barbariccia" CR 13
25,600 XP
LE Large outsider (air, native)
Init +3; Senses darkvision 60 ft.; Perception +24
-----------------------------------------
Defense
AC 29, touch 18, flat-footed 24 (+9 Dex, +11 natural, -1 size)
hp 189 (18d10+90)
Defensive Abilities vortex of hair; Immune death effects, mind-affecting effects, paralysis, petrification, poison, polymorph effects
Fort +16, Ref +15, Will +17
-----------------------------------------
Offense
Speed 40 ft., fly 90 ft. (perfect)
Melee 2 slams +25 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks whirlwind (3/day, 10-60 ft. high, 2d6+8 damage, DC 26)
Spell-Like Abilities (CL 12th)
At will—calcific touch (DC 20), control winds (DC 21), plane shift (self and willing creatures only), suffocation (while in whirlwind form only; DC 23)
-----------------------------------------
Statistics
Str 26, Dex 29, Con 21, Int 16, Wis 22, Cha 23
Base Atk +18; CMB +27; CMD 46
Feats Ability Focus (suffocation), Flyby Attack, Furious Focus, Greater Vital Strike, Improved Vital Strike, Power Attack, Vital Strike, Weapon Finesse, Weapon Focus (slam)
Skills Acrobatics +30, Fly +38, Knowledge (arcana) +24, Knowledge (geography) +21, Knowledge (nature) +24, Knowledge (planes) +24, Perception +24, Sense Motive +24, Stealth +30
Languages Auran, Common, Infernal; telepathy 100 ft.
-----------------------------------------
Ecology
Environment magical towers
Organization solitary or with Sandy, Cindy, and Mindy
Treasure standard
-----------------------------------------
Special Abilities
Vortex of Hair (Su) Valvalis's hair shields her from harm and deflects hostile air effects. This ability grants her a +4 resistance bonus on saving throws against air spells and abilities that manipulate air or wind. In addition, so long as she is in her whirlwind form, she gains DR 15/— and can use suffocation as a spell-like ability.


There is a Gilgamesh Build somewhere on here.


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Someone needs to stat up the Gilgamesh from Fate Stay Night.


Icyshadow wrote:
Someone needs to stat up the Gilgamesh from Fate Stay Night.

If we're going to go that route, might as well do all of them. I'd like to see the stats on the Unlimited Blade Works myself :)


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I assume you mean the one Archer uses.


Aren't those weapons though?


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True, but I assume they are included in the stat-blocks themselves.

Gilgamesh's Gate of Babylon is going to be one hell of an attack, that's for sure.


This is the Gilgamesh they are wanting.

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Phooey. Valvalis's Initiative should be +9, her flat-footed AC should be 20, and Kainazzo's Swim modifier should be given. (It's +16.)

Rubicant a.k.a. "Rubicante" CR 15
51,200 XP
LE Medium outsider (fire, native)
Init +10; Senses darkvision 60 ft.; Perception +30
-----------------------------------------
Defense
AC 31, touch 17, flat-footed 24 (+6 Dex, +1 dodge, +14 natural)
hp 241 (20d10+120)
Defensive Abilities burning blood, cloak of flame; Immune fire; SR 28
Weakness vulnerable to cold
Fort +18, Ref +14, Will +19
-----------------------------------------
Offense
Speed 60 ft.
Melee 2 slams +28 (2d6+8 plus burn)
Special Attacks burn (4d6, DC 26), glare
Spell-Like Abilities (CL 15th)
At will—fireball (DC 21), mass cure critical wounds, plane shift (self and willing creatures only)
5/day—fire storm (DC 24), raise dead
3/day—quickened fireball (DC 21)
1/day—greater teleport (self only)
-----------------------------------------
Statistics
Str 26, Dex 22, Con 23, Int 16, Wis 25, Cha 23
Base Atk +20; CMB +28; CMD 45
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (rays), Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Quicken Spell-Like Ability (fireball), Spell Penetration
Skills Acrobatics +29, Diplomacy +29, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (nature) +26, Knowledge (planes) +26, Perception +30, Sense Motive +30, Stealth +29
Languages Common, Ignan, Infernal; telepathy 100 ft.
-----------------------------------------
Ecology
Environment magical towers
Organization solitary or with the King and Queen of Eblan
Treasure standard
-----------------------------------------
Special Abilities
Burning Blood (Ex) Elemental fire of amazing intensity flows through Rubicant's veins. Whenever he suffers damage from a piercing or slashing weapon, this fire explodes out for a moment, subjecting all creatures within 30 feet to his burn ability (Reflex DC 26 negates).

Cloak of Flame (Su) As a standard action, Rubicant can cover himself with his magical cloak and activate it with a command word. For the next 3 rounds, the cloak grants him immunity to all acid, cold, electricity, fire, and sonic damage so long as he wears it, but prevents him from using any of his other supernatural abilities or spell-like abilities of 5th level or higher.

Glare (Su) As a standard action every 1d4 rounds, Rubicant can focus his gaze with burning intensity upon one target within 30 feet. A ray of heat strikes the victim, dealing 15d6 damage if Rubicant hits with a ranged touch attack (+26 attack modifier; critical threat range 19-20).

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