Rise of the Runelords conversion (creatures / encounters)


Conversions


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So with some time on my hands I thought I would look through my pdf of Rise and see what creatures made it across / could be converted quite easily and what couldn’t .

I will outline the exceptions in case anyone has any suggestions

I have no plans to play this any time soon but assume others might and also want to think about this as early as possible

Caveat: I don’t know what the rules will be to build levelled “PC race” foes quickly but have excluded those that can seemingly be made using what is in the core rulebook

I have also excluded the potential fisticuffs with the shop keep as it is more of a flavour encounter (it sounds like plaguestone has drunk farmer that could work for this)

Book 1:

Creature exceptions (let me know if I have somehow missed anything) :

Vargouille
Tentamort
Giant Hermit Crab
Yeth Hound (biggest miss as they play a potentially important role in the end)

Everything else seemed to make it in. Any suggestions on swaps or how to maybe build them? The biggest challenge is balancing the power of creature unique actions (and creating them in the first place)

“NPC” exceptions:

> There is no clear way to advance / add levels to the quasit. I don’t know how simply adding 4 levels of sorcerer or wizard would work.

> The 3 armed goblin probably needs some kind of unique action like the other multi limbed things apparently have (haven’t read the bestiary in detail) . Or perhaps just add in one of the double slice style feats for free to represent this?

> No Aasimar heritage for a year . I imagine the baseline will now be low light vision and access to aasimar heritage feats. No view on those. One is likely to be getting a divine cantrip similar to how gnomes get a cantrip but I haven’t thought anymore

> probably minor but there isn’t a simulation for Nualia’s claw directly. I guess this could be borrowed from the sorcerer bloodline ability in terms of strength but just be permanent

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I had a bit of a look at book 2 as well. The haunts will potentially require a lot of work but I haven’t read them in detail and don’t know how they work in 2E. Get the feeling they might be easier to overcome for clericless parties

Skinsaw cultists will no longer be compete clowns using the new multiclass system!

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I will use this thread to try and post up any actual conversions I make if/when I get round to them (such as for people like Tsuto).

If anyone has ideas or has already done any then that would also be great (I am sure there was a playtest conversion out there. Not sure how applicable that is now)


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I converted the Tentamort and Yeth Hound to 2E Playtest. Not sure how they stand up to final version of 2E but feel free to adapt as needed if useful. In retrospect the Yeth Hound's sinister bite should probably be an action but these were very quick conversions based on similar level creatures in the Playtestiary.

Spoiler:

TENTAMORT (UNCOMMON CREATURE 4)
Aberration ¦ Perception +11; darkvision, scent 30 feet
Medium ¦ Languages -
Skills +3; Athletics +11, Stealth +9
Str +4, Dex +0, Con +3, Int –2, Wis +1, Cha –2
AC 19, TAC 16; Fort +10, Ref +5, Will +8
HP 65
Speed 20 feet
[A] Melee grasping tentacle +11, Damage 2d6+2 bludgeoning and Grab
[A] Melee sting +11 (agile), Damage 2d8+4 piercing plus poison
[A] Constrict 7 bludgeoning
[A] Reposition
Requirement The tentamort has a creature grabbed in its grasping tentacle.
Effect The tentamort attempts to reposition the grabbed creatures to other spaces within reach, rolling an Athletics check against their Fortitude DC. On a failure, the creature doesn’t move but remains in place, and on a critical failure, the creature is no longer grabbed.
Poison Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 As stage 1; Stage 3 1d6 poison, and enfeebled 2 (1 round) .

YETH HOUND CREATURE 3
Perception +8; darkvision, scent
Languages Abyssal or Infernal (can’t speak)
Skills +3; Athletics +7, Acrobatics +7, Stealth +9
Str +3, Dex +2, Con +2, Int –2, Wis +2, Cha +0
AC 18, TAC 17; Fort +7, Ref +6, Will +5
HP 50; Weaknesses silver 5
Speed 40 feet; fly 60 feet
[A] Melee jaws +9, Damage 2d6+4 piercing plus sinister bite
[A] Bay (fear) When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become Frightened 1 for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is bolstered against the same hound’s bay for 24 hours.
Sinister Bite (fear) A good-aligned creature bitten by a yeth hound must make a DC 14 Will save or be Frightened 1 for 1 round. If the victim is already suffering from a fear effect (such as the hound’s bay attack), the victim is instead completely overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect.


Pathfinder Rulebook Subscriber

I've considered trying to do the same, but it's the treasure values that throw me off more than anything. Especially since I would be switching halfway through the campaign...


Treasure looks the hardest . If i get the inclination I think my approach would be to total all treasure for the book and compare it to WBL in proportion

Then apply that proportion to the new WBL and try and reapportion

It will take a bunch of work but step 1 is something I did for the first 3 books of Hells Rebels anyway as one of my players was remarking on how loot seemed low AND we were using ABP so I wanted to see how things stack up

If I manage it I will share findings

An excel will be involved I am sure :-P


Pathfinder Roleplaying Game Superscriber

My group was about to storm Fort Rannick before we broke so I could go to Gen Con, so if we're converting, I have to figure out how to present a couple of ogres with class levels (and hack some shocker lizards).


Some problems I have encountered in my initial conversion attempts:

- it seems like making, for example, a level 4 NPC foe would be a level 4 creature . In the past it was CR3. I believe the gap was mainly due to character wealth? Perhaps partially the more limited stat array. I don’t know if just doing this is game breaking or not

Perhaps the idea is that they don’t have a full stat block and all the class feats this time round. Someone with plaguestone might have an idea how a non standard humanoid foe is set out now. As I am sure they can be built from the ground up but I doubt they will be

- the treasure conversion is all over to place. There are loads of masterwork items that seemingly just need removing that add to WBL. And defensive items were cheaper and appeared earlier in 1E. They are valued more highly in 2E presumably due to protection against crit chances

- my current calculation of 1E wbl for comparative purposes is using full price. I think I need to change this as some items are guaranteed to be sold. Again this applies to masterwork weapons - some which may be kept but lots won’t be

- magical enhancements arguably have more relative valuable than before as they can be transferred (such as the returning dagger). Of course in the case of that item it means it might be kept

- it is not clear what the sihedron medallion could do beyond its spell effects. Permanent +1 to saves is an armour ability in this edition and considered very strong. Perhaps make it like divine grace - reaction to get +1 rather than static

- i have currently left out skill DCs at the moment as i can’t quite establish how “hard” they are supposed to be in 1E. Some are easy as they are supposed to be almost impossible (the mid to high 20s ones). But perhaps that also now means they need to be “expert” only as well

- as mentioned class level monsters is tough. Do I start adding abilities and class feats or is their base “class” and associated proficiencies whatever monster they are and therefore they need dedications etc (this seems underpowered)

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Incidentally it seems like using 2E core races may be tricky for at least book 1 because of the goblin attack. But it would seem to be a big spoiler to tell people not to play Goblins. One for session zero and the background to the setting


Based on tqomins' Bestiary Stats Spreadsheet, I made up this table for myself, based on the trend of the average stats.

Damage, Perception, Skills, and Abilities aren't included in the original spreadsheet, and so are mostly made up - the abilities in particular I rarely follow too closely.

Damage is based on a single non-agile attack.

If I was making, say, a rogue with this, I would just give them approximately the stats of their level plus some rogue-ish abilities until it looks right. Unless a particular ability is incredibly powerful, it's hard to drift too far from the target strength.

The final rules are probably a bit more structured, like Starfinder or Pathfinder Unchained, but I've found this usable for now.

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