| Jakonen |
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For those of you have played the game from Supergiant Games, then you know the potential for fan made content that you can insert into a regular pathfinder game. If you don't, then i courage you to buy the game and play it yourself.
Creatures like the Anklegator or Squirts. Equipment like the Fang Repeater or the Ceal Hammer. Potions like Were-Whiskey and Fetching Fizz. There is a lot to work with here.
So i made this thread with the intention to keep all the converted materials. I'm mainly going to do some of the items and creatures from the game. But if this picks up speed and support, maybe we can get the some of the setting and even the characters converted.
Here's a link to the Wiki: if you see anything you'd like to convert or have ideas about go ahead and post! I know I will.
| Jakonen |
I’ll start this show then, get some of the weapons out of the way.
WEAPONS:
A good portion of the weapons have direct analogues to the main game so I’ll just get those out of the way. Others are easy conversions with little tweaks here and there.
Cael Hammer: Two handed Martial Weapon (*special) [Earth Breaker with flavor]
2d6 x3
*Counts as having tools for Carpentry, and Black Smiting Craft skills.
--- --- --- Now for some deviation and creation --- --- ---
War Machete: Martial Light Weapon (Thrown)
1d6 19-20x3 20ft
Breaker’s Bow Martial Ranged Weapon(Add strength bonus)
1d10 x3 110ft
Brusher’s Pike: martial two handed Weapon (Reach, Brace, Thrown)
2d4 x3 20ft
Dueling Pistols: 1 handed light advanced firearm (*special)
1d6 x3 20ft
*Specifically designed to be used in pairs, lowers penalty for two weapon fighting by one and uses light weapon in offhand stats.
Scrap Musket: [Ironically a Blunderbuss] (*special, Scatter)
1d8 x2 15ft cone or 10ft
*can use random junk as ammunition in place of regular rounds at -2 damage minimum 1 and -2 to attack rolls.
Bullhead Shield: Tower Shield Variant(*Special)
+3 Shield AC, Max Dex Bonus 3, AS Failure chance 45%, AC Check Penalty -8
*by spending a standard action, gain 15% chance to reflect non magical projectiles back at attacker
-------- Weapons still left to Stat -----
Army Carbine
Fang Repeater
Galleon Mortar
Battering Ram (In this context, Very much a Magic Weapon)
Flame Bellows (Probably magic item)
Calamity Cannon (Probably magic item)
| Jakonen |
Spirits (Alcoholic Potions)
SPIRITS:
Some time ago, alcoholic drinks were banned in Caelondia unless they were in some way beneficial. So the practice of creating magical effect inducing alcohols, called Spirits, was born. Spirits last for 24 hours or until the imbiber has a full nights rest. You can one effect active at level one with an additional effect “Slot” available every fourth level. To a total of 5 slots at level 20.
Additional spirits consumed after the effect(s) have taken place only serve as regular alcohol.
Spirit types:
Dreadrum:
Fetching Fizz:
Werewhiskey:
Falling Malt:
Lunkhead Liqueur:
Mender Mead:
Cinderbrick Stout:
Whale Ale:
Graver Gimlet:
Leechade:
Doomshine:
Cham-Pain:
Squirt Cider:
Hearty Punch:
Bastion Bourbon:
Black Rye:
Bull Brandy:
Stabsinthe:
Lifewine:
Hop-Scotch:
*This will be updated as these items get stat-ed out.*
| Jakonen |
Spirits (Alcoholic Potions)
SPIRITS:
Some time ago, alcoholic drinks were banned in Caelondia unless they were in some way beneficial. So the practice of creating magical effect inducing alcohols, called Spirits, was born. Spirits last for 24 hours or until the imbiber has a full nights rest. You can one effect active at level one with an additional effect “Slot” available every fourth level. To a total of 5 slots at level 20.
Additional spirits consumed after the effect(s) have taken place only serve as regular alcohol.
Spirit types:
Dreadrum:Pungent concoction that calms senses and steadies nerves. Favored by the Breakers and other fighting forces.
"Dreadrum's brewed from Swampweeds, so its effect is as bold as its flavor."
When completely uninjured (Full HP), gain +4 to rolls to confirm Critical Hits.
Fetching Fizz: Started as a bar room prank but evolved to become popular with miners and scrap workers. Metallic aftertaste.
"Fetching Fizz is like a mouthful of nails, but the benefits are worth it."
While under the effects of Fetching Fizz, all loose precious metals within a 10ft radius of the imbiber are drawn to the character for easy collection. This included coins. The metals must be "Unsecured" and "Not Owned." What falls under these categories is up to the GM
Werewhiskey: Scentless yet very brisk beverage of boiled Rattle-tail whisker. Used to revive patients in triage centers.
"Werewhisky has no scent but tastes like a peppered boot heel. It's not for everyone."
When an imbiber is reduced to a quarter of their maximum health (Rounded down), They automatically confirm all Critical hits.
Falling Malt: Very dry with flavors of pepper and gravel. First crafted by mountaineers claiming it helped them keep a surer foot.
"Falling Malt is filled with crunchy minerals that'll keep you safe out on them rocks."
While under this Spirit's effects, The first two increments of falling damage are negated. The next increment is dealt non-lethally, The next are dealt normally. Additionally. If a creature breaks their fall. The negated damage is done directly to the creature.
Lunkhead Liqueur: Bitter leathery flavor comes from bits of Lunkhead scales. Believed to improve reflexes.
"A sip of Lunkhead Liqueur will toughen you right up. Too bad it's like drinking a saddlebag."
(Intended Effect [100% reflect of damage on Counter Block])
Mender Mead: Filled with herbs and vitamins that promote wellness. Fragrant herbal bouquet.
"Folks say Mender Mead's good for you. It's like an herb garden in full bloom."
After using total defense to defend against an attack that would have hit the imbiber's normal AC, Roll damage as normal then heal half the result. This healed amount cannot exceed total HP
Cinderbrick Stout: Spicy, nutty flavors and a dry aftertaste. Very heavy and filling.
"Conderbrick Stout sure goes down smooth. Then stays in your gut like a rock."
Total defense can be combined with a Move Action, instead of a Standard Action.
Whale Ale: Mariners concocted this mixture to see them through rough waters. Musky, smoky aroma.
"Now Whale Ale ain't made from real whales. But it'll make you strong like one."
Special Abilities that cause damage do +2 damage.(ex. Sneak attack or Alchemist's Bomb)
Graver Gimlet: Photosensitive beverage with a mild chalky flavor, brewed underground. Potent effects came and go unpredictably.
"Graver Gimlet tastes different the longer you swish it around. Miraculous stuff."
After reducing a foe to negative hit points, roll a d100. if the result is 1-5, the imbiber becomes Zealous for one round. During this state all damage dealt by the imbiber is doubled. This stacks with Critical hits. The Zealous state ends at the end of their next turn.
Leechade: Intense sour flavor known for its invigorating effects. Bitter taste lingers for hours.
"Leechade's so sour, it'll perk you right up when you're feeling low."
After successfully dealing damage to a target, the imbiber heals 1d4 damage. However, all sources of magical healing are reduced in effectiveness by half rounded down. (Cure light wounds 1d8+1/2)
Doomshine: Rancid drink believed to bring fortune in battle. No permanent injury from imbibing but sure feels like it.
"Doomshine's a bit of an acquired taste, like a mouth full of horseradish"
While under the effects of Doomshine, all rolls to confirm critical hits receive a +4. However, the imbiber's total health is reduced by their last received Hit Die.
Cham-Pain: Sickness-inducing mixture brewed from aged Scumbag secretion. Imbibed as a rite of passage.
"Cham-Pain's made with Scumbag extract, hence the barley aroma...and the nausea"
All Damage done by the imbiber receives a +4 bonus. However The imbiber cannot self stabilize if brought into negative HP. Even if the imbiber has Feats such as Diehard that instantly stabilize.
Squirt Cider: Fermented squirt extract with a nose of stale bread and ocean water. Very nutritious.
"Squirt Cider will toughen you right up. Too bad about the musty aftertaste."
The Imbiber receives a bonus to their total health. This bonus is equal to their last gained Hit Die.
Hearty Punch: Aromatic beverage served piping hot. According to folk tales it can almost wake the dead.
"Hearty Punch is so zesty it'll let you carry on even through the worst of times."
If brought down to negative hit points, roll to stabilize as normal. If the imbiber successfully stabilizes, they immediately are brought to 1 hp. Additionally, the amount healed is dealt to all hostile targets in a 10ft radius. Fortitude save equals half. DC11+1/2 character level.
Bastion Bourbon: Soothing hot herbal brew with restorative properties. Hints of citrus and berry flavors.
"If you're feeling low, count on the buttery flavor of our own Bastion Bourbon."
Under the effects of Bastion Bourbon, all magical healing receives a bonus in effectiveness by the number of die used. (Ex. +3 for 3d8)
Black Rye: Has the fullness and texture of hearty stew. Said to improve short-term memory.
"Black Rye's like hot vineapple chowder on a cold day. Brings back memories."
Causes the imbiber to regenerate special points (Grit, Ki, Arcana, Ect), by one point every 4 hours.
Bull Brandy: Vicious beverage brewed as an offering to Pyth. Known for promoting longevity and resistance to pain.
"Bull Brandy's thicker than paint. Makes your skin feel as tough as knifebark."
The Imbiber gains DR 1/-
Stabsinthe: Waxy, thirst-quenching drink refined from ground Stabweed needles. Spitting up the needles is considered rude, but effective.
"Stabsinthe's like drinkin' a cool breeze. Just don't go spittin' needles everywhere."
May spit up needles as a ranged attack. (1d4 x2 15ft). You can spit 1d4+1 needles every 10 minutes.
Lifewine: Creamy, nutty flavors said to bring about courage and confidence. Favorite drink of Slingers and other risk-taking sorts.
"Lifewine's so rich, they say it's brought men back from the brink for one last taste."
If killed, the imbiber will spontaneously be brought back to life as per the Resurrect spell at half health. This is effect can only be work once a year.
Hop-Scotch:
"A sharp tasting drink, guaranteed to leave you bouncy."
The imbiber receives a +10 to all jump checks.
*If you see any obvious issues, or have anything to suggest, Please comment below.*
| Jakonen |
More Weapons:
Caelondian Army Carbine: Two handed Advanced Firearm (*Special)
1d10 x4 100ft misfire 1
*The revolutionary chamber design of the Caelondian Army Carbine allows it to be loaded with Black-powder and Bullets, Alchemical Charges, or Metal Cartridges. Ranged touch attack increments vary depending on ammo used. (Early Ammo 1 increment, Advanced 5 increments)
Fang Repeater: Exotic Ranged Weapon (*Special)
1d8 19-20/x2 90ft Capacity 10
*The Fang Repeater uses simple yet clever clockwork mechanisms to redraw the crossbow string automatically. This allows for it to achieve nearly full automatic fire. If proficient in its use, the user can add an additional attack at -2 to all attack rolls.
Galleon Mortar: Small Siege Weapon/Firearm (*Special)
1d12 5ft radius x3 200ft.
*Firing a Galleon Mortar requires a full round action. It requires at least 20 feet of overhead clearance or the munitions will strike the ceiling. Variant Payloads Such as “Greek” Fire, Explosive, Holy Water munitions are available.
Flame Bellows: Alchemical Tool.
*A marvel of Engineering and Alchemy, it’s the envy of forges everywhere. As a standard action the flame bellows can expel a 10ft cone or 20ft line of flame (Can adjust nozzle to do so as a free action.) This deals 1d8+1 fire damage, Reflex save for half damage (DC 17). It has 6 uses and recharges those uses by one use every 10 minutes.
Weapons still left to stat:
Calamity Cannon: (Magical Rocket Launcher)
Battering Ram: (Huge weapon that breaks through most everything, but slows you down to a crawl.)
More to come;
Caelondia: The Richest City in the World
The Service: The martial guilds of Caelondia
Skyways: The new way to travel
The Ura: The Subterranean Natives.
The Pantheon: The Gods of the Caels
The Cores and Shards: The Energy source with memories.
The Calamity: The Physics of the World Torn Asunder
The Beasts: Windbags, Scumbags, and Squirts oh my!
| Jakonen |
Updates: Added some Flavor to the weapons and fleshed out the Setting. Can be found in the GDOC.
Still need to work on:
The Calamity Cannon: (Magical Rocket Launcher)]{video of its use}.
The Martial Guilds
The Ura: Culture, flavor text, Ect
The Pantheon: {List of the Idols}
The Calamity: Physics of the broken world, Skyways, and other important features.
The Beasts: The bestiary of The Bastion.
You guys can comment on the GDOC or on here if you have suggestions or inquiries.