
Vermilleo |

I was just coming online to post some updates, so I guess I'll use this thread. I don't have complete updates by any means (and you/whoever might not want to use the same encounters) but here is what I have. I'm doing them in batches so I don't have too many yet, but I'll try to remember to post here when I update them.
I already did There Is No Honor without changing too much, to get a feel for how "easy" 3.5 rules are for Pathfinder PCs. Turns out it was a cakewalk, so I'm converting the rest of the campaign to provide a little more challenge.

Vermilleo |

THE BULLYWUG GAMBIT, parts 1 and 2
Note: In some cases (such as most of the ones in this post), I am not updating the exact stat blocks. They are all similar, but I think having all the savage pirates be level 1 rogues is both too easy and kind of boring. So I have made various types of (more powerful) pirates. I'll be doing this in the future too, depending on how my own party is doing. Mourningcloud, if you think I am hijacking your thread too much let me know and I'll go make a new one :) A lot of these encounters should be the same or close enough that it should be OK.
Other note: I'm not including the "afflicted" part of the savage creature template (the PCs don't, uh, have access to greater restoration). I am also interpreting the template to increase existing bite damage by one die size. Since a human gets a 1d8 die bite, it stands to reason that anything that can already bite should just do more damage.
Hopefully I've found all the errors. Making a large number of stat blocks without adding a bunch of errors is hard <<
CR 5
XP 1,600
CE Huge animal (aquatic, chaotic)
Init +6; Senses blindsense 30 ft., darkvision 60 ft., keen scent; Perception +10
Defense
AC 21, touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size)
hp 46 (4d8+28)
Fort +13, Ref +6, Will +4
DR 5/magic; Immune disease, exhaustion, fatigue, mind-affecting, stunning, and pain effects; Resist acid 10
Defensive Abilities ferocity
Offense
Speed 10 ft., swim 60 ft.
Melee bite +11 (2d6+13 plus disease [DC 19])
Space 20 ft.; Reach 10 ft.
Special Attacks death throes, disease
Statistics
Str 29, Dex 14, Con 25, Int 1, Wis 16, Cha 6
Base Atk +3; CMB +14; CMD 26
Feats Great Fortitude, Improved Initiative
Skills Perception +10, Swim +19
Special Abilities
Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
Ferocity (Ex) A savage shark remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches -25.
Death Throes (Su) When a savage shark dies, it can immediately make a bite attack, snapping at any one target in reach just before it succumbs. A savage creature can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage creature's body melts into a puddle of acidic goo, leaving behind only its skeleton. Any living creature within a 5-foot radius of a melting savage creature takes 1d6 points of acid damage (Reflex DC 15 negates) – this acid damage affects only living flesh. A pool of acid remains on the ground, taking up a space equal to the creature's space while living – it deals 1d6 points of damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of 1 minute.
Disease (Su) A creature bitten by a savage great white shark must make a Fortitude save (DC 19) or contract a supernatural disease called savage fever. The incubation time of savage fever is 1 minute, after which point the victim's flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 points of Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 points of Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he transforms into a savage creature. His Intelligence score now heals (up to its new maximum, adjusted by the savage creature template) and he immediately seeks out fresh prey.
For if the party needs some excitement while traveling via water.
CR 4
XP 1,200
CE Large animal (chaotic)
Init +2; Senses darkvision 60 ft.; Perception +12
Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 38 (4d8+20)
Fort +9, Ref +6, Will +4
DR 5/magic; Immune disease, exhaustion, fatigue, mind-affecting, stunning, and pain effects; Resist acid 10
Defensive Abilities ferocity
Offense
Speed 40 ft., climb 30 ft.
Melee bite +8 (1d10+6 plus disease [DC 17]), 2 claws +8 (1d4+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+9), death throes, disease
Statistics
Str 23, Dex 15, Con 20, Int 1, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 22
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +6, Climb +18, Perception +12, Stealth +2
Special Abilities
Ferocity (Ex) A savage dire ape remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches -20.
Death Throes (Su) When a savage dire ape dies, it can immediately make a bite attack, snapping at any one target in reach just before it succumbs. A savage dire ape can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage dire ape's body melts into a puddle of acidic goo, leaving behind only its skeleton. Any living creature within a 5-foot radius of a melting savage dire ape takes 1d6 points of acid damage (Reflex DC 15 negates) – this acid damage affects only living flesh. A pool of acid remains on the ground, taking up a space equal to the creature's space while living – it deals 1d6 points of damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of 1 minute.
Disease (Su) A creature bitten by a savage dire ape must make a Fortitude save (DC 17) or contract a supernatural disease called savage fever. The incubation time of savage fever is 1 minute, after which point the victim's flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 points of Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 points of Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he transforms into a savage creature. His Intelligence score now heals (up to its new maximum, adjusted by the savage creature template) and he immediately seeks out fresh prey.
Because the Mad Monkeys aren't mad enough.
CR 2
XP 600
CE Medium humanoid (chaotic)
Init +1; Senses darkvision 60 ft.; Perception +10
Defense
AC 15, touch 9, flat-footed 14 (+4 armor, +1 Dex, +2 natural, -2 rage)
hp 29 (2d12+16)
Fort +10, Ref +1, Will +3
DR 5/magic; Immune disease, exhaustion, fatigue, mind-affecting, stunning, and pain effects; Resist acid 10
Defensive Abilities ferocity
Offense
Speed 50 ft.
Melee greatclub +8 (1d10+9) and bite +1 (1d10+3 plus disease [DC 17])
Space 5 ft.; Reach 5 ft.
Special Attacks rage (9 rounds/day), rage power (animal fury), death throes, disease
Statistics
Str 23, Dex 13, Con 24, Int 4, Wis 12, Cha 8
Base Atk +2; CMB +8 (+10 grapple); CMD 17 (19 vs. grapple)
Feats Improved Grapple, Improved Unarmed Strike
Skills Climb +8, Perception +10, Swim +8
Ferocity (Ex) A savage pirate remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches -24.
Death Throes (Su) When a savage pirate dies, it can immediately make a bite attack, snapping at any one target in reach just before it succumbs. A savage pirate can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage pirate's body melts into a puddle of acidic goo, leaving behind only its skeleton. Any living creature within a 5-foot radius of a melting savage dire ape takes 1d6 points of acid damage (Reflex DC 15 negates) – this acid damage affects only living flesh. A pool of acid remains on the ground, taking up a space equal to the creature's space while living – it deals 1d6 points of damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of 1 minute.
Disease (Su) A creature bitten by a savage pirate must make a Fortitude save (DC 17) or contract a supernatural disease called savage fever. The incubation time of savage fever is 1 minute, after which point the victim's flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 points of Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 points of Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he transforms into a savage creature. His Intelligence score now heals (up to its new maximum, adjusted by the savage creature template) and he immediately seeks out fresh prey.
One of several savage pirate builds.
CR 3
XP 800
CE Medium humanoid (chaotic)
Init +3; Senses darkvision 60 ft.; Perception +13
Defense
AC 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 natural)
hp 23 (3d8+10)
Fort +4, Ref +6, Will +1
DR 5/magic; Immune disease, exhaustion, fatigue, mind-affecting, stunning, and pain effects; Resist acid 10
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee dagger +5 (1d4+3/19-20) and bite +0 (1d8+1 plus disease [DC 14])
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +2d6, death throes, disease
Statistics
Str 17, Dex 17, Con 16, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Deft Hands, Skill Focus (Perception), Stealthy
Skills Acrobatics +9, Bluff +5, Climb +11, Escape Artist +11, Perception +13, Stealth +11, Swim +9
Ferocity (Ex) A savage pirate remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches -16.
Death Throes (Su) When a savage pirate dies, it can immediately make a bite attack, snapping at any one target in reach just before it succumbs. A savage pirate can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage pirate's body melts into a puddle of acidic goo, leaving behind only its skeleton. Any living creature within a 5-foot radius of a melting savage dire ape takes 1d6 points of acid damage (Reflex DC 15 negates) – this acid damage affects only living flesh. A pool of acid remains on the ground, taking up a space equal to the creature's space while living – it deals 1d6 points of damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of 1 minute.
Disease (Su) A creature bitten by a savage pirate must make a Fortitude save (DC 13) or contract a supernatural disease called savage fever. The incubation time of savage fever is 1 minute, after which point the victim's flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 points of Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 points of Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he transforms into a savage creature. His Intelligence score now heals (up to its new maximum, adjusted by the savage creature template) and he immediately seeks out fresh prey.
One of several savage pirate builds.
CR 4
XP 1,200
CE Medium humanoid (chaotic)
Init +2; Senses darkvision 60 ft.; Perception +12
Defense
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 38 (4d10+16)
Fort +8, Ref +5, Will +1; +1 vs. fear
DR 5/magic; Immune disease, exhaustion, fatigue, mind-affecting, stunning, and pain effects; Resist acid 10
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee mwk guisarme +11 (2d4+7) and bite +4 (1d8+2 plus disease [DC 14])
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (humans +2), death throes, disease
Statistics
Str 21, Dex 14, Con 18, Int 4, Wis 12, Cha 8
Base Atk +4; CMB +9; CMD 21
Feats Combat Reflexes, [some stuff with bolas s/he will never use], Step Up, Weapon Focus (guisarme)
Skills Climb +14, Perception +12, Stealth +9, Swim +12
Ferocity (Ex) A savage pirate remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches -18.
Death Throes (Su) When a savage pirate dies, it can immediately make a bite attack, snapping at any one target in reach just before it succumbs. A savage pirate can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, the savage pirate's body melts into a puddle of acidic goo, leaving behind only its skeleton. Any living creature within a 5-foot radius of a melting savage dire ape takes 1d6 points of acid damage (Reflex DC 15 negates) – this acid damage affects only living flesh. A pool of acid remains on the ground, taking up a space equal to the creature's space while living – it deals 1d6 points of damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of 1 minute.
Disease (Su) A creature bitten by a savage pirate must make a Fortitude save (DC 14) or contract a supernatural disease called savage fever. The incubation time of savage fever is 1 minute, after which point the victim's flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 points of Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 points of Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he transforms into a savage creature. His Intelligence score now heals (up to its new maximum, adjusted by the savage creature template) and he immediately seeks out fresh prey.
One of several savage pirate builds. This is the one I'm using for Brissa, and will toss another one into the encounter with Harliss.
Violet Fungus
See Bestiary entry.
CR 4
XP 1,200
CE Medium animal (chaotic)
Init +6; Senses darkvision 60 ft.; Perception +18
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 42 (4d8+24)
Fort +10, Ref +6, Will +2
DR 5/magic; Immune disease, exhaustion, fatigue, mind-affecting, stunning, and pain effects; Resist acid 10
Defensive Abilities ferocity
Offense
Speed 60 ft.
Melee 2 talons +7 (1d8+4), bite +7 (1d10+4 plus disease [DC 18]), foreclaws +2 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks pounce, death throes, disease
Statistics
Str 19, Dex 15, Con 23, Int 1, Wis 12, Cha 14
Base Atk +3; CMB +7; CMD 19
Feats Improved Initiative, Run
Skills Acrobatics +10 (+22 jump), Perception +18, Stealth +15
Pounce (Ex) When Ripclaw makes a charge, it can make a full attack.
Ferocity (Ex) Ripclaw remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. It still dies when its hit point total reaches -23.
Death Throes (Su) When ripclaw dies, it can immediately make a bite attack, snapping at any one target in reach just before it succumbs. Ripclaw can make this free bite attack only after an attack kills it outright. Once this bite attack is resolved, Ripclaw's body melts into a puddle of acidic goo, leaving behind only its skeleton. Any living creature within a 5-foot radius of a melting savage creature takes 1d6 points of acid damage (Reflex DC 15 negates) – this acid damage affects only living flesh. A pool of acid remains on the ground, taking up a space equal to the creature's space while living – it deals 1d6 points of damage to any creature that moves through the area. The acid dries to a harmless green powder over the course of 1 minute.
Disease (Su) A creature bitten by Ripclaw must make a Fortitude save (DC 18) or contract a supernatural disease called savage fever. The incubation time of savage fever is 1 minute, after which point the victim's flesh breaks out into a terrible black rash that causes short bony protrusions to extrude from the affected area; the victim also takes 1d6 points of Intelligence damage. Every day thereafter, the victim must save again or take another 1d6 points of Intelligence damage as the terrible rash spreads and his mind grows more and more bestial. Once a victim reaches an Intelligence score of 0, he transforms into a savage creature. His Intelligence score now heals (up to its new maximum, adjusted by the savage creature template) and he immediately seeks out fresh prey.
Next time...part 3, the Wormfall Festival.

Vermilleo |

Hello again, here are some more conversions. OK, only one because I don't have time to format the other ones I have prepared. Maybe later today :<
Harliss Javell, Crimson Fleet Captain (human swashbuckler 5/rogue [swashbuckler archetype] 2/duelist 6)
CR 12
XP 19,200
Init +8; Senses Perception +12
Defense
AC 24, touch 18, flat-footed 18 (+4 Dex, +5 armor, +1 shield, +2 dodge, +2 deflection, +8 vs. AoO from movement) (normally +2 Int)
hp 83 (currently 57) (5d10+2d8+6d10+13)
Fort +6, Ref +18 (plus evasion), Will +6 (+7 vs. fear)
Offense
Speed 40 ft.
Melee +2 rapier +19/+14/+9 (1d6+11/15-20 plus Staggering Critical plus sneak attack +1d6)
or
+2 rapier +17/+12/+7 (1d6+5/15-20 plus Staggering Critical plus sneak attack +1d6) and mwk dagger +16/+11 (1d4+2/19-20 plus Staggering Critical plus sneak attack +1d6)
Ranged mwk dagger +17/+12/+7 (1d6+11/15-20 plus Staggering Critical plus sneak attack +1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Quick Draw, Staggering Critical
Statistics
Str 14, Dex 19, Con 13, Int 14 (currently 8), Wis 8, Cha 12
Base Atk +12; CMB +14; CMD 28
Feats Combat Reflexes (duelist), Critical Focus (combat trick), Dodge, Improved Two-Weapon Fighting, Iron Will, Mobility, Quick Draw, Staggering Critical, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +18, Appraise +8, Bluff +14, Escape Artist +17, Intimate +14, Perception +12, Perform (bladework) +3, Profession (sailor) +12, Swim +14
Special Abilities
Quick Draw, Staggering Critical, Deeds (derring-do, dodging panache, opportune parry and riposte, kip-up, menacing swordplay, precise strike, swashbuckler initiative
Possessions
+3 leather armor, +2 rapier, mwk dagger x4, ring of protection +2, cloak of restistance +2, rope of climbing, boots of striding and springing, marilith earrings, jade-and-shark-tooth necklace.

Vermilleo |

Hello, today we have Diamondback and her stiltwalkers, some dogs, the basic Trub Glorp hunters, and Drevoraz from TBG. I used boggards (from the Bestiary). If your PCs ask you why the adventure is called "The Bullywug Gambit" when they're clearly fighting boggards, applaud their observation skills and award them a negative level apiece for their effrontry.
For details on the boggards' Sticky Tongue and Terrifying Croak abilities, see the Bestiary. As usual I'm not troubling to put in skill modifiers that can't possibly be used in the encounters, like Swim, because I am too lazy to do that.
Next time are the named bullyboggard mini-bosses and Lavinia Mk I. Possibly the Jade Ravens too, depending. They aren't really worth updating until the next time they show up, IMO.
Diamondback (Paizo.com battle monk)
Diamondback's stiltwalkers (Paizo.com street thug)
Mastiffs (Bestiary riding dog)
Trub Glorp Hunter
CR 3
XP 800
CE male and female Medium humanoid (boggard) ranger 1
Init -1; Senses darkvision 60 ft., low-light vision, Perception +4
Defense
AC 14, touch 9, flat-footed 14 (+2 armor, -1 Dex, +3 natural)
hp 31 (3d8+1d10+12) [NOTE: I am not ]
Fort +7, Ref +2, Will +1
Offense
Speed 20 ft., swim 30 ft.
Melee morningstar +6 (1d8+3) and tongue +0 touch (sticky tongue)
or (vs. humans)
morningstar +8 (1d8+5) and tongue +2 touch (sticky tongue)
Space 5 ft.; Reach 5 ft.
Special Attacks terrifying croak (DC 13)
Statistics
Str 15, Dex 9, Con 14, Int 8, Wis 11, Cha 10
Base Atk +3; CMB +5; CMD 14
Feats Toughness, Weapon Focus (morningstar)
Skills Acrobatics +3, Stealth +0
Possessions
leather armor, morningstar
Drevoraz Kabran, Harliss's First Mate
CR 5
XP 1,600
CE male Medium humanoid (orc) fighter 6
Init +2; Senses darkvision 60 ft.; Perception +0
Defense
AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 armor)
hp 57 (6d10+6+6) [NOTE: since he's "the final boss" of this adventure I gave him an extra 12 hp not listed in the parentheses. If you don't want to give him extra hp his total should be 45]
Fort +6, Ref +6, Will +4 (+6 vs. fear)
Offense
Speed 30 ft.
Melee +1 falchion +14/+9 (2d4+12)
Space 5 ft.; Reach 5 ft.
Special Attacks Step Up
Statistics
Str 20 (including +2 from belt), Dex 14, Con 13, Int 10, Wis 10, Cha 6
Base Atk +6; CMB +11; CMD 23
Feats Dodge, Iron Will, Lightning Reflexes, Step Up, Toughness, Weapon Focus (falchion), Weapon Specialization (falchion)
Skills Acrobatics +8
Special Abilities Armor Training 1, Weapon Training 1 (heavy blades)
Possessions
Mwk studded leather, belt of giant strength +2, +1 falchion, 17 gp