| Kirihi 'Blackfeather' Goldwind |
Hi, this is my first conversion, and first time playing RQ II. I think it is a better system for my group's playstyle, however one of my players was a monk of the 5th level in PF. I do not accept retcon-ing so he needs to be capable of everything he was previously capable of, but being completely new to RQ, I am not sure how to go about this in a balanced manner. With no levels in the RQ system, the monks fists need to be as strong as the weapons the other players had, but also include equivalencies to the catch arrow feat and such. The abilities like high jump and long jump and such can be substituted with common magic spells so that shouldn't be a problem.
In short, what is a fair conversion for pathfinder monk fists to Runequest.
My current idea, though untested is to give them the stats for a mace (1D8) with a size of medium, and range of touch. For combat maneuvers stun location seems good, and perhaps impale could be included. AP/HP are shared with his respective L/R Arms/Legs.
Does that seem about right or perhaps something better could be suggest from a player with experience. Thanks in advance for help.
| Drejk |
You have to read through legendary abilities (or how they were called, I don't remember at the moment) and you will probably find that you should design a few more abilities that reflect D&D monk's abilities, such as increased unarmed damage, high jumps, etc.
Oh, and there was one kind of magic that would fit the monk theme - draconic enlightnment, draconic illumination, something like that.
| Kirihi 'Blackfeather' Goldwind |
Thank you, the heroic abilities were what they were called, and they were helpful. As for the spells, we aren't too strongly by the book, so I could just make them up, fortunately the monk's Magic Points are about the same level his Ki pool was so it worked out nicely. Thank you for the help, I believe this should work out, and whatever else needs added I can figure something out for.