Joshua Goudreau
|
As the title suggests, I am attempting a conversion of the Seeds of Sehan campaign arc presented in Dungeon Magazine in issues 145-147. This seems like it should be a simple task of applying the details presented in the PFRPG Conversion Guide, however, I have heard tell that the guide does not always scale appropriately for the increased power of Pathfinder characters.
I'd hate for the group to sit down to play and steamroll the encounters. I will be applying the conversion guide to the encounters but any help from those of you versed in 3.x to Pathfinder conversions would be greatly appreciated.
--
For a little backstory, about four or five years ago when we were all on the fence about whether 4E was for us or not a member of my college gaming group was snatching up as many 3.5 books as he could get his hands on and would frequently bring them onto campus in milk crates to then pour over. Another member of the group came to us one day with a copy of Monster Manual II open before him and proceeded to tell us about one of the stranger monsters he had found, the Yak Folk. Here was an anthromorphic yak that could control genies and possess people. It seemed so strange to us.
About a week later, while looking at the large number of Dungeon back issues I had obtained I discovered Seeds of Sehan, or as we began calling it 'The Yak Folk Campaign.' I mentioned it to the group and we all sat down to play it. With the interference of classes and other RL issues we never got much past the first installment.
Flash forward 5-ish years and we are the old college gaming group is getting back together. This is the first time many of us have seen each other in quite some time but thanks to the miracle of Facebook we have kept in touch.
After many years, we are returning to Exag...
Joshua Goudreau
|
| 1 person marked this as a favorite. |
The two primary enemies of the campaign are spriggans and yak folk. Spriggans made an appearance in Bestiray 3 (also available free here) so that makes conversion a little easier.
This is my yak folk conversion. The special abilities are really odd so I left them largely unchanged. Any thoughts on the conversion of the strange abilities or incorrect stats would be greatly appreciated.
Yak Folk – CR 4, XP 1,200
NE L Monstrous Humanoid
Init +4; Senses darkvision 60’, Perception +7
--------
Defense
--------
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 37 (5d10+10)
Fort +3, Ref +4, Will +6
--------
Offense
--------
Speed 30’
Melee quarterstaff +10 (1d6+6) or falchion +9 (2d4+6/18-20)
Special Attacks body meld
Space/Reach 10’/10’
--------
Statistics
--------
Str 18, Dex 11, Con 15, Int 14, Wis 15, Cha 15
BAB +5, CMB +9, CMD 14
Feats Improved Initiative, Power Attack, Weapon Focus (quarterstaff)
Skills Bluff +7, Disguise +7, Heal +7, Knowledge (arcana) +7, Perception +7, Use Magic Device +7
Languages Common, Genie, Giant
SQ Command genie, use staff
--------
Ecology
--------
Environment Any mountains.
Organization Solitary, pair, or herd (3-12 plus 1 leader of 1st-5th level and 1-2 humanoid or giant slaves per yak folk), or tribe (11-20 plus 1 leader of 5th-12th level, 1-2 lieutenants of 1st-5th level, 1-2 humanoid or giant slaves per yak folk, and a force of 10-40 fighting slaves).
Treasure Standard plus staff (see below).
--------
Special Abilities
--------
Body Meld (Sp): Once per day a yak folk can merge its body with that of a humanoid or giant of Small to large size. Except where notied here, this power functions like a magic jar spell heightened to 9th level (caster level 20th; Will save DC 21 negates). To use this ability the yak folk must touch the intended target for 20 minutes without interruption (yak folk usually restrain their victims while using this ability). At the end of this period, the target must make a Will save to remain conscious. On a failed save, the host’s mind becomes unconscious, and the yak folk assumes control. There is no magic jar per se – the yak folk physically merges its body with the victim’s body without the use of an intermediate vessel. Body meld lasts until dispelled or dismissed.
The process works only on humans, elves, dwarves, half-orcs, and any creature of the giant type. The yak folk shares all the victim’s knowledge, memories, skills, feats, and extraordinary abilities, but none of its spell-like abilities or supernatural abilities. The yak folk retains all of its own supernatural and spell-like abilities. The merging does not shed a magical aura (so a detect magic spell does not reveal it), but a true seeing spell reveals the victim’s dual nature.
If the host body is slain, the yak folk dies with it. Separating the two bodies takes half as long as melding (10 minutes). The host regains consciousness 1d6 minutes after the separation is complete.
Only characters who know the victim personally have any chance to realize that something is wrong, by making a Sense Motive check (which in this case represents how well the yak folk impersonates its host).
Command Genie (Su): Once per day, a yak folk can summon and command a janni of evil alignment, but it can never have more than one janni under its control at one time. The janni is a slave bound to serve until the second sunrise after its summoning. The yak folk are greatly disliked by all genies, but for reasons lost to antiquity, no genie can attack a yak folk. Genies sometimes work to thwart the yak folk’s plans or disrupt their lives in other, indirect ways, but even this is done catiously because the genies know that if they antagonize the yak folk too much, the lives of enslaved jann will only become worse and their tasks more onerous.
Use Staff (Ex): A yak folk can use any magic staff. This ability is similar to Use Magic Device skill except that it applies to magic staffs and the yak folk does not require a skill check. The chance that any particular yak folk posesses a staff is equal to its Hit Dice x 5%.
| xorial |
Yak Folk appear in the MMII 3e book, page 200.
Large Monstrous Humanoid
Hit Dice: 5d8+10 (32 hp)
Initiative: +4
Speed: 30 ft.
AC: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Attacks: Quarterstaff +9 melee, or falchion +8 melee
Damage: Quarterstaff 1d6+6, falchion 2d4+6/18–20
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Body meld
Special Qualities: Command genie, darkvision 60 ft., use staff
Saves: Fort +3, Ref +4, Will +6
Abilities: Str 18, Dex 11, Con 15, Int 14, Wis 15, Cha 14
Skills: Disguise +10*, Heal +6, Innuendo +8, Knowledge (arcana) +10, Use Magic Device +10
Feats: Improved Initiative, Power Attack, Weapon Focus (quarterstaff )
Climate/Terrain: Any mountains
Organization: Solitary, pair, or herd (3–12 plus 1 leader of 1st–5th level and 1–2 humanoid or giant slaves per yak folk), or tribe (11–20 plus 1 leader of 5th–12th level, 1–2 ieutenants of 1st–5th level, 1–2 humanoid or giant slaves per yak folk, and a force of 10–40 fighting slaves)
Challenge Rating: 4
Treasure: Standard plus staff (see below)
Alignment: Usually neutral evil
Advancement: By character class
Joshua Goudreau
|
I pulled the stat block from MMII for my conversion, updated it using the 3.5 conversion book, then updated it using the PFRPG conversion book, then threw it out and rebuilt it. The PFRPG conversion book is great for on the fly conversions but it ended up being easier just rebuilding it since skills and a few other things were of. I took the special abilities as they were written in MMII however and didn't really change anything.
Joshua Goudreau
|
As promised, here is the Child of Sehan. This conversion has some changes to the special abilities. The DCs were made to be in keeping with the averages suggested in Bestiary and the poison was rebuilt and functions a little differently given the subtle changes in poisons between 3.5 and Pathfinder.
Let me know what you think.
With the primary creatures converted, I will work on the individual encounters in Vile Addiction next.
Child of Sehan – CR 8, XP 4,800
CE Medium plant
Init +1; Senses darkvision 60ft, low-light vision; Perception +13
Aura calming gaze
--------
Defense
--------
AC 26, touch 15, flat-footed 24 (+1 Dex, +4 insight, +11 natural)
hp 82 (11d8+33)
Fort +10, Ref +4, Will +7
Immune acid, plant traits
--------
Offense
--------
Speed 30 feet
Melee 2 claws +14 (1d8+5 plus poison)
Special Attacks rend (2 claws, 1d8+8)
--------
Statistics
--------
Str 20, Dex 12, Con 17, Int 6, Wis 18, Cha 6
Base Atk +8; CMB +13; CMD 16
SQ hive mind, increased natural attack damage (1d8), sympathetic defense
Feats Ability Focus (poison), Ability Focus (calming gaze), Cleave, Lightning Reflexes, Power Attack, Weapon Focus (claw)
Skills Perception +13, Stealth +9
Languages Common (cannot speak)
--------
Ecology
--------
Environment any (always near Sehan)
Organization solitary (if newly transformed) or pack (3-4)
Treasure standard
--------
Special Abilities
--------
Calming Gaze (Su) A Child of Sehan is totally in tune with its surroundings, and exudes a supernatural aura of peace and tranquility, even as it rips apart its foes and transforms them into terrifying monsters. Any creature within 120 feet that meets its gaze must make a DC 21 Will save or be affected as though by a calm emotions spell (CL equals the Child of Sehan’s HD). If the Child of Sehan attacks, it ends this effect for the target of the attack only. This is a mind-affecting compulsion effect, and the save DC is Wisdom-based.
Poison of Sehan (Ex) Injury; save Fort DC 19, frequency 1/round for 1 round, effect 1 Int and 3d6 Cha, cure 1 save. Any humanoid creature reduced to 0 Charisma by this effect immediately undergoes a monstrous transformation into a Child of Sehan over the course of the next three rounds, as its sense of self is washed away by the unifying consciousness of Sehan. For the first four hours after its transformation, the creature is ripped by intense agony as the consciousness of Sehan erases all trace of individuality from the former creature. During this time, the new Child of Sehan behaves as if under the effect of a confusion spell, and loses all of its supernatural abilities. Transformation can be halted by remove disease, restoration, neutralize poison, heal, or dispel evil, but once it is complete only miracle or wish can reverse it. The save DC is Constitution-based.
Hive Mind (Su) The Children of Sehan share a unified consciousness with their master Sehan and its other children. The consciousness extends out to a 25-mile radius from Sehan itself. Within that range, if one Child if aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Child of Sehan in a group is considered flanked unless they all are. Beyond the range of the hive mind, individual Children of Sehan can still sense the direction of their master, and are compelled to reach it as soon as possible.
Sympathetic Defense (Su) A Child of Sehan gains an insight bonus to its AC equal to its Wisdom bonus.
Joshua Goudreau
|
This is my conversion of the first stated encounter The Mystic Eye. The CR is 8 and is unchanged from that listed in the adventure. There are a couple of layers to the stat block so I had to convert Arghakot as a yak folk sorcerer then change his stats for his body meld. To run the encounter only the second stat block is needed but I included the first for GMs who wish to use him without the body meld or GMs who may just want the stats for a yak folk sorcerer.
Arghakot ends up changing a bit in the conversion with an increase in the number of abilities and general differences between the two systems but I tried to keep this version as close to the original as possible. I didn't bother to repeat abilities or descriptions that appear in the previous yak folk stat block or are presented in the Core Rulebook.
NE L yak folk sorcerer (arcane) 5
Init +4; Senses darkvision 60’, Perception +16
--------
Defense
--------
AC 18, touch 11, flat-footed 18 (+7 natural, +2 ring of protection, -1 size)
hp 75 (5d10+5d6+30)
Fort +5, Ref +5, Will +11
--------
Offense
--------
Speed 30 feet
Melee staff of charming +11 (1d6+3)
Special Attacks body meld
Space/Reach 10’/10’
Spells Known (CL 5th)
2nd (1/day) – detect thoughts (DC 17), invisibility, minor image (DC 17)
1st (5/day) – charm person (DC 16), identify, magic missile, ray of enfeeblement, shield
0 (at will) – daze (DC 15), detect magic, mage hand, message, read magic, touch of fatigue (DC 15)
--------
Statistics
--------
Str 16, Dex 11, Con 17, Int 19, Wis 17, Cha 20
Base Atk +7, CMB +10, CMD 20
Feats Combat Casting, Extend Spell, Improved Initiative, Persuasive, Power Attack, Weapon Focus (quarterstaff)
Skills Bluff +18, Diplomacy +15, Disguise +15, Intimidate +20, Knowledge (arcana) +18, Perception +16, Use Magic Device +18
Languages Common, Draconic, Genie, Giant
SQ arcane bond (staff), command genie, metamagic adept, use staff
Gear ring of mind shielding, ring of protection +2, staff of charming (31 charges)
NE M body melded yak folk sorcerer (arcane) 5
Init +3; Senses Perception +16
--------
Defense
--------
AC 11, touch 11, flat-footed 12 (+2 ring of protection, -1 Dex)
hp 45 (5d10+5d6)
Fort +2, Ref +4, Will +11
--------
Offense
--------
Speed 30’
Melee staff of charming +8 (1d6)
Special Attacks body meld
Spells Known (CL 5th)
2nd (1/day) – detect thoughts (DC 17), invisibility, minor image (DC 17)
1st (5/day) – charm person (DC 16), identify, magic missile, ray of enfeeblement, shield
0 (at will) – daze (DC 15), detect magic, mage hand, message, read magic, touch of fatigue (DC 15)
--------
Statistics
--------
Str 10, Dex 9, Con 11, Int 19, Wis 17, Cha 20
Bast Atk +7, CMB +7, CMD 16
Feats Combat Casting, Extend Spell, Improved Initiative, Persuasive, Power Attack, Weapon Focus (quarterstaff)
Skills Bluff +18, Diplomacy +15, Disguise +15, Intimidate +20, Knowledge (arcana) +18, Perception +16, Use Magic Device +18
Languages Common, Draconic, Genie, Giant
SQ arcane bond (staff), command genie, metamagic adept, use staff
Gear ring of mind shielding, ring of protection +2, staff of charming (31 charges)
Joshua Goudreau
|
I had a grand weekend, thank you for asking. :D
So this is my conversion of the second stated encounter The Deal. I made some changes here because the conversion started to get wonky. In the original text Kurasi is a spriggan rogue. When I attempted to take the base spriggan and add two levels of rogue (like I did with Arghakot's sorcerer levels in the previous post) it started to look really strange with the alterations to ability scores and ton of skill points that came with the class levels, so I scrapped it and advanced his HD from 4 to 8, bringing his CR to 5.
This conversion was created using the stats for spriggans found here: Spriggan - Pathfinder OGC
If anyone else would like to do their own conversion of Kurasi as a rogue I would be glad to see it, it just didn't look right to me so I took a different approach.
Init +8; Senses low-light vision, Perception +9
--------
Defense
--------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 44 (8d8+8)
Fort +7, Ref +6, Will +2
--------
Offense
--------
Speed 20’
Melee mwk short sword +12/+7 (1d6)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 8 – concentration +4)
At will – flare (DC 10), scare (DC 12), shatter (DC 12)
--------
Statistics
--------
Str 10, Dex 19, Con 12, Int 10, Wis 10, Cha 9
Base Atk +6, CMB +5, CMD 19
Feats Combat Reflexes, Improved Initiative, Power Attack, Weapon Finesse, Weapon Focus (short sword)
Skills Climb +2, Disable Device +13, Perception +9, Sleight of Hand +13, Stealth +17
SQ size alteration, spriggan magic, spriggan skills
Gear chain shirt, masterwork short sword
Init +7; Senses low-light vision, Perception +9
--------
Defense
--------
AC 16, touch 12, flat-footed 13 (+4 armor, +3 Dex, -1 size)
hp 68 (8d8+32)
Fort +10, Ref +5, Will +2
--------
Offense
--------
Speed 30’
Melee mwk greatsword sword +11/+6 (2d6+6)
Space/Reach 10’/10’
--------
Statistics
--------
Str 22, Dex 17, Con 18, Int 10, Wis 10, Cha 9
CMB +13, CMD 26
Skills Climb +7, Disable Device +12, Perception +9, Sleight of Hand +12, Stealth +12
Joshua Goudreau
|
Because every sewer needs an otyugh, here is the lifeleech otyguh from Area 3: Talking Garbage.
Init +3; Senses darkvision 60’, scent; Perception +9
--------
Defense
--------
AC 21, touch 16, flat-footed 18 (+3 Dex, +4 deflection, +5 natural, -1 size)
hp 103 (9d8+63); fast healing 5
Fort +9, Ref +6, Will +12
Immune disease
--------
Offense
--------
Speed 40’
Melee 4 tentacles +14 (1d8+8) and bite +8 (1d6+4)
Space/Reach 10’/10’ (15’, with tentacle)
Special Attacks constrict (tentacle, 1d8+8), improved grab
--------
Statistics
--------
Str 27, Dex 16, Con 23, Int 7, Wis 18, Cha 6
Base Atk +6, CMB +14, CMD 27
Feats Alertness, Combat Reflexes, Toughness, Iron Will, Weapon Focus (tentacle)
Skills Acrobatics +7, Climb +23, Perception +9, Stealth +7 (+15 in its lair); Racial Modifiers +8 Stealth in Lair; +10 on Climb checks and can take 10 even when rushed or threatened
Languages Common
SQ lifeleech aura, spell-strengthened hide
--------
Ecology
--------
Environment underground
Organization solitary, pair, or cluster (3-4)
Treasure standard
--------
Special Abilities
--------
Lifeleech Aura (Su) Whenever a spell or spell-like ability with the healing descriptor is used on a creature within 60’ of a lifeleech otyugh, the otyugh gains the benefit of the healing spell as if it had been one of the spells targets. If a healing spell is cast within 60’ of a lifeleech otyugh would grant it enough hit points to exceed its full normal total, it gains the remaining hit points as temporary hit points. A lifeleech otyugh can’t have more temporary hit points than its full normal hit point total. Temporary hit points gained in this manner last for 1 hour.
This ability affects spell completion and spell trigger items (such as scrolls, staves, and wands), but not other magic items.
Spell-Strengthened Hide (Su) The sickly green skin of a lifeleech otyugh has been infused with magical energy. This strange energy grants a lifeleech otyugh a +4 deflection bonus to AC.
More to come next week.
| Canadian Bakka |
I like to pass along tips for those of you who are already not familiar with doing conversions.
First, if it has already been converted over officially by Paizo, use that. You will save yourself a lot of time. Second, never assume that the CR used for the creature in 3.5 will carry over admirably. The CR system in 3.5 was broken anyways to begin with for a lot of creatures. With how many of the creature types gone through a fair bit of change, any attempt to do a "straight-as-is" type of conversion will often result in an unbalanced creature.
The way I dealt with the balance issues and to ensure an accurate CR is to use the monster creation rules as listed in the Bestiary (make sure you have the latest errata for it - I cannot stress how important that is). Although the information provided within is actually more like guidelines, they're actually pretty solid guidelines.
Based on what I have seen of the conversion of the yak-folk posted here, for example, it's actually what I would have arrived at (I might have adjusted the feats and skills differently, but that's it).
Now, the tricky part is adding class levels. 90% of the time, I do not use the ability scores as presented in the adventures. Instead, if you got the base creature (whether through an official version or a conversion that you did of the base creature), use those ability scores as a starting point and then add in the modifiers for a monster receiving pc class levels (+4, +4, +2, +2, +0, -2, in any order you like). Trust me, 90% of the time, you will get a robust and balanced critter in the end. So, for example, if you use the stock efreeti from the Bestiary, Jin Niu will have better stats than what is listed in the Dread Pagoda adventure of this campaign arc.
The final challenge with adding class levels is determining monster roles (which will greatly help in determining final CR). For a yak-folk, its key role is combat. I was almost tempted to say "spell" too but it does not quite pass mustard on that one. So adding sorcerer levels should increase CR on a +1 per two levels basis, until the number of sorcerer levels equals or exceeds the original CR of the creature, at which point it becomes a +1 per level basis.
Therefore, in my opinion, the CR for Arghakot Annapuma listed here is correct! :)
One final advice: when doing conversions, 90% of the time, if the 3.5 version received bonus feats, I used the extra feats it receives in PFRPG to purchase those bonus feats instead. Or if it has a feat like Multi-Attack, 95% of the time, you can swap it out for something else because in PFRGP, its listed attacks are actually all primary attacks. The reason why I prefer to spend feats to purchase the "bonus" feats is because most of the time the monster will actually end up with too many feats, and feats tend to be worth their figurative weight in gold.
My only real concern on the conversions posted above is the Child of Sehan. As written, I predict multiple character deaths. The CHA damage from the poison is too high (on average, 10 points of ability damage per failed saving throw will drop a character after two hits). Of course, the poison DC is also off - as written, it should be DC 20 (15 base + 3 Con + 2 Ability Focus). It's too good for a CR 8 critter.
Anyways, cheers and good gaming!
CB out.
Joshua Goudreau
|
Damn good advice Bakka.
I was not familiar with doing conversions before I started this since I usually just swap out a monster that fits the same theme and call it good. That's not a real conversion however and I thought it would be fun to do these. It has been fun but I didn't know what I was doing at first and it took me a bit to figure out the advice you gave above.
Now that you mention it, I agree that the Child's poison is overpowered. Good catch since our first session is tomorrow and the group will likely hit this encounter. Converting poison is a little awkward since it functions differently now. Perhaps if it were altered to this:
Injury; save Fort DC 20, frequency 1/round for 3 round, effect 1 Int and 1d6 Cha, cure 1 save.
Joshua Goudreau
|
This one was pretty simple since there were no skills or feats to convert. The poison is a bit awkward to convert because, as I said above, it works differently and I want to make sure it is still effective while not being too deadly. Hopefully I balanced it out okay this time. I also bumped up the CR to 9 from the original 8 because the attack bonus and special ability save DCs are well above a normal CR 8 creature but everything else is about right.
Feedback is always appreciated and encouraged.
Without further ado...
Init +0; Senses darkvision 60’, low-light vision; Perception +0
--------
Defensive
--------
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 118 (16d10+30); DR 5/adamantine
Fort +5, Ref +5, Will +5
Immune construct traits
--------
Offensive
--------
Speed 30’
Melee 2 slams +22 (1d8+6)
Space/Reach 10’/10’
Special Attacks encapsulate, grab, poison
--------
Statistics
--------
Str 22, Dex 10, Con –, Int –, Wis 11, Cha 1
Base Atk +16, CMB +22, CMD 22
SQ construct traits
--------
Ecology
--------
Environment special
Organization unique
Treasure standard
--------
Special Abilities
--------
Encapsulate (Ex) If the apparatus has grappled an opponent at least 1 size category smaller than it, a metal iris at the top of its cylindrical body opens (a free action) and it places the creature inside this space with a successful grapple check. The metal iris then closes, trapping the creature inside. The apparatus is no longer considered grappled once it has encapsulated an opponent. The trapped creature may escape with a DC 30 Strength check to pry the metal iris open or by dealing 25 points of damage to the inside of its transparent iron hull (which shares the construct’s DR).
Poison (Ex) The foamy substance inside the apotheosis apparatus is a potent poison. Contact; Fort DC 20, frequency 1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves.
| Canadian Bakka |
Damn good advice Bakka.
I was not familiar with doing conversions before I started this since I usually just swap out a monster that fits the same theme and call it good. That's not a real conversion however and I thought it would be fun to do these. It has been fun but I didn't know what I was doing at first and it took me a bit to figure out the advice you gave above.
Now that you mention it, I agree that the Child's poison is overpowered. Good catch since our first session is tomorrow and the group will likely hit this encounter. Converting poison is a little awkward since it functions differently now. Perhaps if it were altered to this:
Injury; save Fort DC 20, frequency 1/round for 3 round, effect 1 Int and 1d6 Cha, cure 1 save.
That's a good conversion of its poison. It is not too heavy for eighth level characters but it is enough to keep them on their toes. Hopefully your players are wise enough to retreat after the first encounter, to take it as a learning experience, and return after they have the proper tools to take it down (boost poison resistance and mind-affecting resistance).
I do not have access to the adventure right now but later on today (probably after I get some sleep, heh), I will take a gander at it.
CB out.
| Canadian Bakka |
This one was pretty simple since there were no skills or feats to convert. The poison is a bit awkward to convert because, as I said above, it works differently and I want to make sure it is still effective while not being too deadly. Hopefully I balanced it out okay this time. I also bumped up the CR to 9 from the original 8 because the attack bonus and special ability save DCs are well above a normal CR 8 creature but everything else is about right.
Feedback is always appreciated and encouraged.
Without further ado...
** spoiler omitted **...
I would drop the HD of the construct to 12 because its attack bonus would be too high (on par of a CR 13 critter). Back in 3.5, constructs had the medium progression rate for BAB. The save DC of the poison for this creature is not actually a poison created by the construct but rather a substance that is inside the apotheosis apparatus.
Because it can be difficult for 8th level characters to escape from its encapsulate, either due to the Strength check or overcoming its DR (how many 8th level characters you know happen to have an adamantine light weapon on hand?), I recommend changing the frequency for the poison to once every minute, and the damage to being 1d6 Con. Because poison is inside the construct, obviously the duration of the poison does not matter. However, if we change the frequency to once every minute, the character has to make a saving throw every minute and he does not make a successful saving throw, the DC goes up based on how many doses he still has. If the character manages to survive for a long time and still be trapped for more than two minutes, then the duration of each dose of the poison should probably be 2 to 6 minutes. It is a slow-acting poison contact poison. The DC should remain at 20 because we are talking about a character essentially being dunked in a vat of poison.
At least, that is my honest opinion. You know your players and what kind of characters they play. If they are playing as a group of spellcasters, they might be hosed once they are trapped inside. Oh, and even with the recommendations above, you're right, it is better ranked as CR 9 encounter.
Ah, for Rakeri, you might want to look at the souldrinker prestige class in Volume Three of The Book of the Damned. It is a good substitute for the souleater prestige class from The Book of Vile Darkness.
CB out.
| Canadian Bakka |
I just realised something in regards to Spriggans. According to the Bestiary 2 (where they are identified), the key role for Spriggans is Skill. So that means the rogue class is a key role. So adding two levels of rogue would make Kurasi a CR 5 encounter (which is what is needed). I would not worry as much about the differences in skill points because the PF version of Kurasi will actually have higher ability scores overall (in fact, they made an error with the original version of Kurasi since his ability scores are exactly the same as the stock Spriggan listed in Fiend Folio, when it should have been adjusted as an elite npc). If it were up to me, Kurasi's ability scores, after adjustment for being a heroic npc, would be Str 11, Dex 23, Con 12, Int 14, Wis 8, Cha 11. That way, Kurasi will gain more skill points (to make up for the fact that they changed the type of Spriggans to humanoids instead of the original fey type) and if you make rogues his favoured class, that is an additional 2 skill points (or hit points, your choice).
CB out.
| Canadian Bakka |
So, for Rakeri, in order to keep him as a CR 11 encounter, his class levels should be either druid 7/souldrinker 3 or druid 4/souldrinker 6. Or you can make him a druid 4/souldrinker3/rogue 3. The last option will let him use sneak attacks against opponents he flanks with the aid of his animal companion and familiar (from the souldrinker prestige class). Remember, for Spriggans, only classes in the Skill role are key.
CB out.
Joshua Goudreau
|
I kind of copped out when it came to Kursai and just added hit dice to bring him up to a CR 5 monster. Since the party last night didn't get into a scuffle with him and won't until they are in the sewers I may take the time to build him correctly.
I took a look at the Souleater and that seems like an appropriate substitute for Rakeri. Thank you for pointing that one out. Because it is closer to the original I will probably not go with levels in rogue despite the fact that the tactics you gave would be great.
You make great points about the Apparatus. I didn't realize the BAB progression was different and was very surprised at the difference between the rebuild and the original. I thought 16HD seemed like a lot but the hp ended up being in keeping with the suggested amount in the Bestiary. However, the DR would more than compensate. I'll take everything into consideration and redo the build on Monday.
I ran the Child encounter yesterday but moved it so Bertram turned into the beast. It gave the encounter more emotional impact when the guy they came to see was suddenly a drug fueled monster. Anyway, on the fly I decided to experiment with a tweak of the monster. Instead of a gaze attack I gave it an aura, using the logic that it was a plant and it released spores that caused the calm emotions effect. Because of this change I upped the CR to 9. the fight ended up going pretty well and didn't deplete the party resources as much as it could have. They pulled through okay but most of the fight was just the paladin engaging the child and the inquisitor healing him. The druid's tiger companion came within 1 Cha point of dying and rising as another child. I'll put up the alteration on Monday since I thought it was a superior ability and worked quite well in application.
Joshua Goudreau
|
This is the new version of the Apparatus. With the exception of the poison, very little changed overall. According to the Bestiary the suggested HD for a CR 9 monster is 12, so good thought there Bakka.
N L construct
Init +0; Senses darkvision 60’, low-light vision; Perception +0
--------
Defense
--------
AC 21, touch 9, flat-footed 21 (+12 natural, -1 size)
hp 96 (12d10+30); DR 5/adamantine
Fort +4, Ref +4, Will +4
Immune construct traits
--------
Offense
--------
Speed 30’
Melee 2 slams +18 (1d8+6)
Space/Reach 10’/10’
Special Attacks encapsulate, grab, poison
--------
Statistics
--------
Str 22, Dex 10, Con –, Int –, Wis 11, Cha 1
Base Atk +12, CMB +18, CMD 18
SQ construct traits
--------
Ecology
--------
Environment special
Organization unique
Treasure standard
--------
Special Abilities
--------
Encapsulate (Ex) If the apparatus has grappled an opponent at least 1 size category smaller than it, a metal iris at the top of its cylindrical body opens (a swift action) and it places the creature inside this space with a successful grapple check. The metal iris then closes, trapping the creature inside. The apparatus is no longer considered grappled once it has encapsulated an opponent. The trapped creature may escape with a DC 30 Strength check to pry the metal iris open or by dealing 25 points of damage to the inside of its transparent iron hull (which shares the construct’s DR).
Poison (Ex) The foamy substance inside the apotheosis apparatus is a potent yet slow acting contact poison. Contact; Fort DC 20, frequency 1/minute, effect 1d6 Con, each failed save increases the subsequent save DC by +2.
Joshua Goudreau
|
We return to this game today after an extended leave due to extensive overtime at work. The party should be descending into the spriggan caverns today and get into the meat of the adventure.
I have converted Rakeri but I took a liberty with the conversion and stepped outside the rules a bit. Krrgle in the adventure is a dire weasel but I built him as a wolverine. As a Souldrinker, Rakei gains a familiar at first level. This cacodaemon familiar, according to the description, will devour any other familiar already in play. However, since Rakeri doesn't have a familiar and the inclusion of another stat block would grow cumbersome, so I took the liberty to add the fiendish template to Krrgle in an attempt to reflect the feel of the class ability without making the encounter more complicated.
male spriggan druid 5/souleater 5
NE S humanoid (gnome)
Init +7; Senses low-light vision; Perception +19
----------
Defense
----------
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 86 (9d8+5d6+28)
Fort +9, Ref +10, Will +11
Immune disease
----------
Offense
----------
Speed 20’
Melee +1 keen short sword +13 (1d6/17-20)
Ranged light crossbow +11 (1d6/19-20)
Special Attacks sneak attack +2d6, energy drain
----------
Statistics
----------
Str 11, Dex 17, Con 14, Int 14, Wis 16, Cha 9
Base Atk +8, CMB +8, CMD 21
Feats Alertness, Combat Casting, Improved Initiative, Iron Will, Natural Spell, Weapon Finesse, Weapon Focus (claw), Weapon Focus (short sword)
Skills Bluff +5, Climb +11, Disable Device +12, Handle Animal +7, Intimidate +7, Knowledge (geography) +7, Knowledge (nature) +12, Knowledge (planes) +10, Perception +19, Ride +8, Sense Motive +6, Sleight of Hand +5, Spellcraft +12, Stealth +12, Survival +13, Swim +5
Languages Aklo, Druidic, Gnome
SQ size alteration, spriggan magic, spriggan skills
----------
Special Abilities
----------
Spell-Like Abilities (CL 4, concentration +4); At will – flare (DC 10), scare (DC 12), shatter (DC 12)
Druid Spells (CL 9, concentration +12); 0 – (DC 13) detect poison, flare, guidance, read magic; 1 – (DC 14) cure light wounds (2), entangle, longstrider, produce flame; 2 – (DC 15) barkskin, cat’s grace, gust of wind, heat metal, resist energy; 3 – (DC 16) cure moderate wounds, neutralize poison, poison, water breathing; 4 – (DC 17) blight, dispel magic; 5 – (DC 18) stoneskin
Size Alteration (Su) At will as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +12 Strength, –2 Dexterity, and +6 Constitution, and he takes a –2 size penalty to his AC. While Large, a spriggan cannot use his sneak attack or his racial spell-like abilities (although if he possesses either from class levels or templates, he retains their use in both sizes).
Spriggan Magic (Ex) A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities.
Spriggan Skills (Ex) Climb, Disable Device, Perception, Sleight of Hand, and Stealth are class skills for spriggans.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape 1/day
Energy Drain (Su) At 2nd level, a souleater gains the energy drain ability. By making a touch attack as a standard action, she bestows one negative level on the target (two levels on a critical hit). The souleater gains 5 temporary hit points for each negative level she bestows on an opponent. These temporary hit points last for a maximum of 1 hour. The DC to remove this negative level is 10 + the souleater’s class level + her spellcaster ability modifier. Each level drained in this manner adds one point to the souleater’s soul pool.
Recover Spell Slot (Su) As a full-round action, a souleater can expend soul points equal to twice the spell level of a cast spell or used spell slot in order to regain that spell or slot as if it had not been cast (similar to using a pearl of power, except it also works for spontaneous casters).
Summon Cacodaemon (Sp) At 3rd level, once per day, a souleater can summon 1d3 cacodaemons, which serve her for 1 minute per souleater class level. This ability otherwise counts as greater summon cacodaemon.
Lesser Oblivion (Su) At 4th level, a souleater’s patron invests her with a specific ability. Apollyon—Immunity to diseases, including supernatural and magical diseases.
N M animal
Init +7; Senses darkvision 60’, low-light vision, scent; Perception +10
----------
Defense
----------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 42 (5d8+20); DR 5/good
[b]Fort +7, Ref +7, Will +2
Resist cold 10, fire 10; SR 10
----------
Offense
----------
Speed 30’, climb 20’, burrow 20’
Melee bite +6 (1d6+3), or 2 claws +6 (1d4+3)
Special Attacks rage (6 rounds/day), smite good 1/day
----------
Statistics
----------
Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3, CMB +5, CMD 18
Feats Skill Focus (perception), Toughness, Improved Initiative
Skills Climb +7, Perception +10
Tricks Attack, Down
----------
Special Abilities
----------
Rage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.