| Jakonen |
| 7 people marked this as a favorite. |
Every now and again you get a thread that proposes to convert the various Monster Hunter series concepts to Pathfinder. Unfortunately, most of them peter out and die before too many discoveries/conversions are found.
So in an effort to supplement My games and the games of of those whom may be interested, I've taken it upon myself to collect and invent Monster Hunter Conversions and place them in this here thread.
Feel free to comment or suggest additions/changes to what is suggested. I'll have Doc available soon.
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Weapons
Below I'll be detailing what I've gathered for some of the less obvious weapon types. Below are edited versions of stuff I've found online or made up on the spot.
Any character proficient in using a hunting horn treats it like a wind instrument. Bards can initiate Bardic Performance as part of a Standard attack action. A hunting horn can be made masterwork, but both its weapon and instrument components have to be made masterwork at the same time.
A Gunlance, Typically sold in pairs with a shield, Can be loaded with Specialized Shells that do specific effects
Normal: add 2d6 fire damage to melee attack, or in a 5ft square in front of the Gunlance's reach. 2gp
Wide: as above, except range mode is 10ft cone. 5gp
Long: as above, except 10ft line 8gp
This mechanical Oddity can be used two ways, As an axe Functioning as the stat block describes, or in sword mode which is counted as once size category smaller with a crit table of 18-20/x2. You can switch between modes as a standard action.
In addition, A phial can be loaded into the handle as a move action (Rapid Reload may apply.) This phial can contain weapon coatings That grant temporary enchantments. The act of switching from Axe mode to Sword mode automatically coats the blade with the Phial. The coating will stay on the blade for five successful strikes in sword mode, before needing to be reloaded.
As above but with |1d10 |1d12 |x3
This staff like weapon is used in the charming and handling of Kinsects. Tiny Insectoid creatures that are integral to the fighting style of these weapons. Using a ranged touch attack, the wielder can send the Kinsect out and draw "Essence" from a target and inject it into the wielder. Essence will give the wielder a random effect from the below table(1d4) for 1d3+(enhancement bonus) rounds if applicable.
1: +1 to attack and damage rolls
2: +5ft base movement speed
3: +1 enhancement bonus to AC
4: heals 1d6 HP
*The second price includes the Kinsect with the weapon.
%When used as an aid to a running jump (or equivalant) Gain a +2 equipment bonus to acrobatics.
Thats the weapons so far, i've found a few monsters and will share them after i've gauged a response. Let me know what you think!
| Jakonen |
Continuing on through. A few more Monster Hunter staples and a couple monsters.
Food
In the games, food gives you pre mission buffs and helps keep your stamina meter high. I found a house rule that can help represent this in pathfinder.
A nourished character can run as if s/he possessed the Run feat, and is granted a +1 circumstance bonus to Strength and Dexterity based checks, as well as a +4 circumstance bonus vs effects that cause fatigue or exhaustion. Becoming fatigued or doing anything that would cause fatigue removes this condition. Otherwise, it fades after one hour.
Profession (Cooking)
You are skilled at preparing exceptionally nourishing meals.
Check: Preparing a meal has a DC of 10 (for a decent meal), 20 (good meal), 30 (extraordinary meal), or 40 (legendary meal). You need ingredients, and a suitable kitchen or equivalent work space. Without a proper kitchen, you take -4 on your cooking check. Cooking without ingredients is impossible.
Decent Meal: Pretty standard fare. A decent meal grants the nourished condition
Good Meal: A good meal, the kind you could expect to find in a particularly expensive restaurant or luxurious inn. In addition to the effects of the nourished condition, a good meal grants a +1 circumstance bonus on fort saves for the condition's duration.
Extraordinary Meal: An incredible meal, the like of which most people will experience only rarely, unless they are quite wealthy. In addition to the effects of a good meal, an extraordinary meal grants 1d8 temporary hit points.
Legendary Meal: A meal of legendary quality. As word gets around of your skill, kings will fight to have you in their kitchens, and beings from other planes will seek you out to experience your masterful creations. A legendary meal grants the nourished condition, as well as a +2 circumstance bonus to all saves, and d8 + (Cook's HD) temporary hit points. Such a meal is so good that creatures who taste it can't bear the thought of dying without tasting it again.
Action: Preparing a meal takes one hour, although a particularly intricate or important meal may take longer, at the GM's discretion.
Try Again: Yes, but every time you prepare a meal any ingredients used are consumed.
Monster Crafting
One of the Primary mechanics from the monster hunter games is the harvesting of parts from the monsters you kill into better equipment.
Harvesting monster parts in this fashion yield that's monster's XP reward in crafting "Credit." Of which can be used replace up to 75% of the crafting cost. Diplomacy checks to barter may be made to haggle for the remaining 25%. Restrictions on what can be made from the monster parts harvested in terms of Enchantments/weapon types/ect are solely GMs discretion.
Starting off with the monsters! This one is the "Basic" bosses of the series. This was lifted from a old thread on this forum that died some two years ago.
XP 3,200 xp
N Huge animal
Init +6; Senses low-light vision, scent; Perception +14
Defense
AC 22, touch 16, flat-footed 17 (+2 Dex, +3 natural)
hp 34 (4d8+16)
Fort +10, Ref +8, Will +4
Offense
Speed 60 ft.
Melee 2 talons +5 (1d10+2), bite +5 (1d8+2), foreclaws +0 (1d6+1)
Special Attacks pounce
Statistics
Str 23, Dex 17, Con 27, Int 2, Wis 16, Cha 18
Base Atk +5; CMB +7; CMD 19
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +14,
Racial Modifiers +8 Acrobatics, +8 Perception,
Ecology
Environment: warm forests, deserts
Organization: solitary (with pack of Jaggis/Jaggia)
Treasure none
Special Abilities
Call: If there are less than two Jaggi with a Great Jaggi, the Great Jaggi, as a Swift Action, may call additonal members of his pack that are sleeping nearby, or out hunting. Two Jaggi will arrive 1D3 turns later.
Attack Call: Every four rounds, a Great Jaggi may make a howling call. All Jaggi and Jaggia in the area will attack a single creature of the DM's choice (usually the one the Great Jaggi is attacking, or the last one to attack him). The Jaggi/Jaggia will continue attacking the creature until attacked by another creature, at which point they will turn to attack their attacker.
The Great Jaggi is the Alpha male of a Jaggi pack (for Jaggis, add the Young Simple Template to the Dinosaur,Dienonychus entry in Bestiary 1 (p. 84). Jaggia use the entry straight up).
| Jakonen |
After Posting that last one I discovered two 3.5 Conversion monsters that should be easy enough to switch to Pathfinder. I changed around some of the skills but little else
Without Further ado, The Rath Species.
Hit Dice: 15d12+75 (172)
Speed: 40 ft. (8 squares); fly 150 ft. (poor)
Initiative: +1
Armor Class: 27 (-2 size, +1 Dex, +18 natural); touch 9; flat-footed 26
Base Attack Bonus: +15; Grapple: +32
Attack: Bite +22 melee (2d8+9) or tail slap +22 melee (2d6+9)
Full-Attack: Bite +22 melee (2d8+9) and tail slap +20 melee (2d6+4) and 2 talons +20 melee (1d8+4) and 2 wings +20 melee (1d8+4) or bite +22 melee (2d8+9) and sting +20 melee (1d8+4 plus poison) and 2 talons +20 melee (1d8+4) and 2 wings +20 melee (1d8+4)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Breath weapon, frightful presence, poison, improved grab, wyvern rage
Special Qualities: Darkvision 60 ft., immunity to magic sleep and paralysis, low-light vision, scent, spell resistance 26 (11+HD)
Saves: Fort +14, Ref +10, Will +11
Abilities: Str 29, Dex 12, Con 21, Int 3, Wis 14, Cha 12
Skills: Perception +20, Fly +20
Feats: Ability Focus (breath weapon), Flyby Attack, Hover, Multiattack, Power Attack, Snatch
Environment: Temperate or warm hills or marshes
Organization: Solitary or mated pair (Rathalos and Rathian)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 16-20 HD (Huge); 21 HD (Gargantuan)
Level Adjustment: —
This huge flying wyvern sport a beautiful crimson hide. It has very large, fire patterned leathery wings, powerful jaws, sharp talons and a heavy mace-like appendage at the end of its strong tail, with a vicious-looking stinger at its tip.
The Rathalos is one of the strongest flying wyverns. It is a very large dragon-like, fire-breathing creature.
A Rathalos is usually a rich crimson in color, though legend tells of azure and even silver varieties. It measures some 25 feet from its snout to the base of its tail, and its tail measures as much as the body itself. Its wingspan is about 40 feet. It weighs about 2 tons.
The Rathalos is a cunning predator, but is not very intelligent. It is incapable of speech.
Combat
The Rathalos is an efficient hunter, very territorial and extremely aggressive. It will usually stay clear of settlements, but might attack stray humanoids. It prefers larger prey, however, and will enter a fight with medium or smaller creatures mostly to defend itself, its mate, its prey or its territory.
A Rathalos prefers to attack from above, flying over its prey and bombarding it with its breath weapon. When the opponent is hurt, it will usually dive, snatching the opponent with its talons.
A Rathalos can slash with its talons only when making a flyby attack. Furthermore, it must choose between making a sting or a tail slap attack when performing a full attack.
Breath Weapon (Su): A Rathalos’ breath weapon is unusual in that it is neither a cone nor a line, but mimicks a fireball spell. The Rathalos spews a spherical mass of flames that detonates on impact or at its maximum range.
The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of fire damage (1d8 for every two racial HD the Rathalos has). The breath weapon allows a Reflex save for half, as usual, and the DC is 24 (10+1/2 the Rathalos’ racial HD+the Rathalos’ Constitution modifier). It is usable only once every 1d4 rounds.
Frightful Presence (Ex): A Rathalos can inspire terror by attacking, charging or even roaring. This ability’s radius is 30 ft. Affected creatures must succeed on a DC 18 (10+1/2 the Rathalos’ racial HD+the Rathalos’ Charisma modifier) Will save or become shaken, remaining in that condition for 2d4 rounds. An opponent that succeeds on the saving throw is immune to that Rathalos’ frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Poison (Ex): When a Rathalos hits with its sting attack, it injects poison. Injury, Fortitude DC 22 (10+1/2 the Rathalos’ racial HD+the Rathalos’ Constitution modifier), initial and secondary damage 2d6 Con.
Improved Grab (Ex): To use this ability, a Rathalos must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Wyvern Rage (Ex): A Rathalos may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage (which means that a Rathalos usually does). At 17 HD, it gains the benefits of Tireless Rage. At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, a Rathalos may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.
Huge Dragon (Fire)
Hit Dice: 14d12+84 (175)
Speed: 40 ft. (8 squares); fly 100 ft. (poor)
Initiative: +1
Armor Class: 27 (-2 size, +1 Dex, +18 natural); touch 9; flat-footed 26
Base Attack Bonus: +14; Grapple: +29
Attack: Bite +19 melee (2d8+7) or sting +19 melee (1d8+7 plus poison)
Full-Attack: Bite +19 melee (2d8+7) and gore +17 melee (2d6+3) and sting +17 melee (1d8+3 plus poison) and 2 talons +17 melee (1d8+3) and 2 wings +17 melee (1d8+3) or bite +19 melee (2d8+7) and gore +17 melee (2d6+3) and tail slap +17 melee (2d6+3) and 2 talons +17 melee (1d8+3) and 2 wings +17 melee (1d8+3)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Breath weapon, frightful presence, poison, improved grab, wyvern rage
Special Qualities: Darkvision 60 ft., immunity to magic sleep and paralysis, low-light vision, scent, spell resistance 25 (11+HD)
Saves: Fort +14, Ref +10, Will +11
Abilities: Str 25, Dex 12, Con 23, Int 3, Wis 14, Cha 12
Skills: Fly +19, Perception +19
Feats: Ability Focus (poison), Flyby Attack, Improved Bull Rush, Multiattack, Power Attack
Environment: Temperate or warm forests or hills
Organization: Solitary, mated pair (Rathalos and Rathian) or clutch (an adult Rathian and 1-3 noncombatant medium Rathalos and Rathian)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 15-20 HD (Huge); 21 HD (Gargantuan)
Level Adjustment: —
This giant flying lizard has a dark green hide and large spotted wings. It is very bulky, sporting powerful jaws, strong talons and a sharp spike at its chin. It also has a very strong tail, with a heavy lump at its end and a vicious stinger at its tip.
The Rathian is the female counterpart to the Rathalos. It is a dangerous, poisonous flying wyvern.
The Rathian is deep green in color, though some hunters tell of pink and golden varieties; if these really exist, they are exceedingly rare. It measures close to 24 feet from its snout to the base of its tail, though it has a very long tail and a somewhat elongated chin that ends in a piercing horn-like structure. Its wingspan is about 40 feet. It weighs about 2 tons.
The Rathian is a caring mother and a powerful predator, though it’s not very intelligent. It is incapable of speech.
Combat
The Rathian is a vicious predator and a caring mother. It stays away from settlements except for exceptional circumstances, but will promptly attack prey in its territory in order to feed itself and its young. It preys on larger animals, however, and will only attack medium or smaller humanoids if it feels threatened.
The Rathian is not as adept as the Rathalos at flying, and will prefer to fight on land rather than attacking from above. It will promptly charge at its target, attempting to use its stinger thereafter as soon as possible in order to poison its victim. It is not averse to taking to the sky in order to flee or to better position itself against an enemy, however.
A Rathian can slash with its talons only when making a flyby attack. Furthermore, it must choose between making a sting or a tail slap attack when performing a full attack.
Breath Weapon (Su): A Rathian’s breath weapon is unusual in that it is neither a cone nor a line, but mimicks a fireball spell. The Rathian spews a spherical mass of flames that detonates on impact or at its maximum range.
The range of this ability is 100 feet, and the area of detonation is a 20 feet radius spread. The breath weapon deals 7d8 points of fire damage (1d8 for every two racial HD the Rathian has). The breath weapon allows a Reflex save for half, as usual, and the DC is 23 (10+1/2 the Rathian’s racial HD+the Rathian’s Constitution modifier). It is usable only once every 1d4 rounds.
Frightful Presence (Ex): A Rathian can inspire terror by attacking, charging or even roaring. This ability’s radius is 30 ft. Affected creatures must succeed on a DC 18 (10+1/2 the Rathian’s racial HD+the Rathian’s Charisma modifier) Will save or become shaken, remaining in that condition for 2d4 rounds. An opponent that succeeds on the saving throw is immune to that Rathian’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Poison (Ex): When a Rathian hits with its sting attack, it injects poison. Injury, Fortitude DC 25 (10+1/2 the Rathian’s racial HD+the Rathian’s Constitution modifier), initial and secondary damage 2d6 Con.
Improved Grab (Ex): To use this ability, a Rathian must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings.
Wyvern Rage (Ex): A Rathian may rage as a Barbarian of its HD. At 11 HD, it gains the benefits of Greater Rage (which means that a Rathian usually does). At 17 HD, it gains the benefits of Tireless Rage. At 20 HD, it gains the benefits of Mighty Rage. Unlike a Barbarian, however, a Rathian may only fly into a rage if its hit points have been reduced to less than half its total, or if it has just failed a saving throw.
| Jakonen |
Hunting Gear and craftable Items.
The thing that gets you a leg up on the quasi-magical beasts. Each item listed here has ingredients, a craft DC, A craft skill, and an effect. Optionally, You can roll a % to succeed in crafting check due to the relatively simple nature of the crafting.
Blue Mushroom + Herb = Potion (1d8+1 healed)
Stone + Sap Plant = Bomb Casing (component)
Fire Herb + Nitroshroom = Gunpowder
Wyvern Fang + Godbug = Life crystals (Component)
Paintberry + Sap Plant = Paintball (Ranged touch attack, On hit marks target. +4 to checks to track that target for one hour.) Alchemy
Honey + Potion = Mega Potion (2d8+3) D22
Spiderweb + Ivy = Net (as Weapon)
Raw Meat + Toadstool = Poisoned Meat (As Arsenic)
Raw Meat + Sleep Herb = Drugged Meat (As Drow Poison)
Raw Meat + Stunshroom = Tainted Meat (Inflicts Paralyze 2d6 rnds Fort save negates, dc 19)
Small Barrel + Fire Herbs = Small Barrel Bomb (2d6 fire 15' radius reflex half)
Bitterbig + Cactus Flower = Herbal Medicine (Heals 1d8+1, And allows reroll on current poision/disease with +4 bonus.)
Blue Mushroom + Godbug = Nutrients (Grants 1d8+1 Temporary Hitpoints for 10 min. doesn't stack.)
Dung + Bomb Material = Dung grenade (Causes creatures less than 7 Int to flee for 2d4+1 rounds and Causes Sickened condition. Will/Fort Save negates, DC 20)
Bomb Material + Ivy = Smoke Bomb (Obscuring mist spell 90 ft radius)
Flashbug + Bomb Material = Flash Bomb (blinds all in line of sight, reflex save negates DC 20-2 per 20 feet.)
Gunpowder + Large Barrel = Large Barrel Bomb (As 100 gunpowder dose explosive)
Catalyst + Rare Steak = Power Juice (Remove fatigue, and grants immunity to it for three minutes. Only useable once a day.)
Honey + Bitterbug = Catalyst (Component)
Bitterbug + Earth Crystal = Antiseptic Stone (Component)
Gunpowder + Screamer = Sonic Bomb (4d6 sonic damage in 15' burst, Forces burrowers within range on the surface. Relfex half damage and negate force surface.)
Dragon Toadstool + Catalyst = Immunizer (Grants Fast healing 1/2 for 10 minutes.)
Honey + Nutrients = Mega Nutrients (Grants 2d8+4 Temporary hit points for 10 minutes. doesn't stack.)
Wyvern Claw + Lifecrystals = Lifepowder (When thown into air, Heals everyone in 10' radius 2d8+3) Alchemy
Dragon Toadstool + Mega Nutrients = Max Potion (4d8+7) Alchemy
Trap Tool + Net = Auto Pitfall Trap (Creates a covered Pit trap 15x15 and 15 feet deep. DC 25 Perception check notices.) Craft Traps
Power Juice + Well-Done Steak = Mega Juice (As power juice, except immunity increases to 10 minutes, however can only gain benefits once per week.) Alchemy
Lifepowder + Flute = Health Flute (Heals all party members in earshot 2d8+3 after succeeding a dc 18 Perform check. Can only be used once.) Alchemy or craft woodworking
Flute + Antiseptic Stone = Antidote Flute (As health flute, except fuctions as the spell Neutralize Poison) Alchemy or craft woodworking
Catalyst + Power Seed = Demondrug (Graints +2 to attack and damage rolls for one hour. Ends if user falls unconscious.) Alchemy
Catalyst + Armor Seed = Armor Skin (Grants DR 5/= for one hour, effect ends if user falls unconscious. ) Alchemy
Pale Extract + Demon Drug = Mega Demondrug (as Demondrug but grants +4) alchemy
Pale Extract + Armor Skin = Mega Armorskin (as Armor Skin but grants DR 10/-) alchemy
Immunizer + Kelbi Horn = Ancient Potion (Revives individuals who have been dead <5rnds to half health, Once. Other wise treat as healing 6d8+10 and removes all adverse conditions.)Alchemy
Medium Monster Bone + Mega Demondrug = Demon Flute (As Healing Flute, but grants Demondrug effects)Alchemy or craft woodworking
Medium Monster Bone + Mega Armorskin = Armor Flute (As Healing Flute, but grants Armor Skin effects)Alchemy or craft woodworking
| HenshinFanatic |
I've got a decent build using the Phalanx Soldier archetype for Fighter that I feel catches the spirit of evade lancing.
Race: Human (racial bonus to strength)
Str: 16 (5 points)
Dex: 15 (7 points)
Con: 12 (2 points)
Int: 14 (5 points)
Wis: 10 (0 points)
Cha: 7 (-4 points)
PS 1: Artful Dodge, Dodge, Fast Learner
PS 2: Weapon Focus (Sarissa), Stand Firm +1
PS 3: Weapon Focus (Heavy Shield), Phalanx Fighting
PS 4: +1 Dexterity, Combat Reflexes
PS 5: Combat Expertise, Ready Pike +1 (1/day)
PS 6: Outslug Style, Stand Firm +2
PS 7: Lunge, Deft Shield 1
PS 8: +1 Strength, Outslug Weave
PS 9: Improved Shield Bash, Ready Pike +2 (2/day), Shield Ally (Partial Cover; all)
PS 10: Power Attack, Stand Firm +3
PS 11: Iron Will, Deft Shield 2
PS 12: +1 Strength, Two-Weapon Fighting
PS 13: Shield Slam, Ready Pike +3 (3/day), Shield Ally (Cover; one)
PS 14: Outslug Sprint, Stand Firm +4
PS 15: Phalanx Formation, Irresistable Advance
PS 16: +1 Strength, Greater Weapon Focus (Sarissa)
PS 17: Greater Weapon Focus (Heavy Shield), Ready Pike +4 (4/day), Shield Ally (Cover; all, or Improved Cover; one)
PS 18: Weapon Specialization (Sarissa), Stand Firm +5
PS 19: Greater Weapon Specialization (Sarissa), Armor Mastery
PS 20: +1 Strength, Weapon Specialization (Heavy Shield), Shielded Fortress
I left the skill choices undefined because a)I probably won't get to play this character ever, and b)someone following this build can tailor the specifics of the skill selection to suit their character.