P2 to P1


Conversions


We really need a thread to convert P2 material over to P1 and hopefully the Pathfinder designers can help.

For starters, can we get conversions of the new monsters in P2's Hellknight Hill Adventure Path?

Door Warden
Emperor Bird
Grauladon
Graveshell
Hellcrown
Tixitog

Thanks, much appreciated!


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Pathfinder Adventure Path Subscriber

I did a couple conversions to get you started. The stats aren't too hard; you just convert over what you can (+6 strength modifier in PF2 is equal to 22 strength in PF1), cross-reference with PF1 monster creation guidelines, and recalculate other stats from there. The abilities are a little trickier, but I think I kept with the spirit of the creations.

For the Doorwarden I removed the redundant reactions and changed the others to better comport with PF1. After doing a faithful conversion, I added 2 points of Intelligence so it could be invested in two skills (Intimidate and Perception) to better fit with the abilities of its PF2 counterpart. It's overall above-average for a CR 5 monster, so I decided against adding the SR a construct would normally have (it's still got regular construct immunities, however).

Doorwarden:

Doorwarden - CR 5
XP 2,400
N Large Construct
Init 0; Senses low-light vision, see invisibility; perception +9

AC 20, touch 10, flat-footed 20 (+8 natural, +2 shield)
hp 63 (6d10+30)
Fort +2, Ref +2, Will +5
DR 5/bludgeoning
Immune Construct Traits

Speed 20 ft
Melee Longsword +12/+7 (2d6+6/19-20) or Heavy Steel Shield +12/+7 (1d10+6)
Reach 10 ft

Str 22, Dex 11, Con -, Int 10, Wis 17, Cha[/b] 14
Base Atk +6; CMB +13 (+15 bull rush), CMD 23 (25 vs bull rush)
Feats Power Attack, Improved Bull Rush, Improved Shield Bash
Skills Intimidate +8, Perception +9
Languages Elven
Equipment Large Longsword, Large Heavy Steel Shield

Imitate Door (Ex)
The Door Warden can stand perfectly still and appear to be a mundane door. A successful DC 25 perception check can see through this ruse. A Door Warden can take no actions while pretending to be a door.

Shield Block (Ex)
Whenever an adjacent creature makes a melee attack against the Doorwarden, the Doorwarden can make a bull rush as an immediate action against that creature. The Door Warden must have its shield equipped to perform this.

Slam Doors (Ex)
As a full-round action a Doorwarden can make two attacks with its shield at its full attack bonus against a single creature within its reach. If both attacks hit, it grabs the target.

Emperor Bird was a pretty effortless conversion. The only question was how to handle the degrees of success. In the end, I decided to cut to go with a weaker version of its critical failure effect.

Emperor Bird:

Emperor Bird - CR 2
XP 600
N Medium Animal
Init +3; Senses Perception +1

AC 14, touch 13, flat-footed 11 (+3 dex, +1 natural)
hp 13 (3d8)
Fort +3, Ref +6, Will +2

Speed 20 ft, fly 30 ft (average maneuverability)
Melee Bite +5 (1d6+2), Tail Slap +0 (1d6+1) (reach 10 ft)

Str 14, Dex 17, Con 11, Int 2, Wis 13, Cha[/b] 16
Base Atk +2; CMB +4, CMD 17
Feats Weapon Finesse
Skills Fly +9

Dazzling Display (Su)
As a standard action the Emperor Bird flaps its mesmerizing wings. Each creature within 15 feet that can see the Emperor Bird must make a DC 14 will save or be confused for 1 round. On a successful save, they are merely dazzled for 1 round. This is a mind-affecting effect. The save DC is charisma-based.

Tail Lash (Ex)
As a full-round action the Emperor Bird can make two attacks with its Tail Slap against two different creatures. It treats its tail slap as a primary attack when doing this


One thing I do like in P2E is the rule that cantrips can get MUCH better with levels. They scale accordingly.

Ray of Frost and Produce Flame essentially can deal 1d4/2 levels.

This is something I would have loved to get in P1E. I mean, arcane spellcasters will rarely rely on weapons to fight, so giving them better cantrips would have been a really good alternative.

I could see a feat that allows 1) to pick a cantrip and 2) to increase it a certain way based on your levels. For instance, most damaging cantrips, could increase by 1 die (1d3 to 1d4 to 1d6) per 3 levels.


Pathfinder Adventure Path Subscriber

Moving on to the Grauladon, this one proved pretty easy. At first I was concerned because a large-sized dragon is going to have pretty solid stats and could be too much for CR 2, but it turned out fine. Sickened doesn't quite work the same way in PF1 as it does in PF2, so I just gave it a flat 1 minute duration.

Grauladon:

Grauladon - CR 2
XP 600
N Large Dragon
Init 0; Senses darkvision 60 ft, scent, perception +1

AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 31 (3d12+12)
Fort +7, Ref +3, Will +4
Immune Paralysis, Sleep

Speed 20 ft, swim 40 ft
Melee Bite +6 (1d8+4), Tail Slap +4 (1d8+2)
Special Attacks Breath Weapon (15 foot cone, sickened for 1 minute, DC 15 fortitude negates, usable once every 1d4 rounds)

Str 18, Dex 11, Con19, Int5, Wis 12, Cha 6
Base Atk +3; CMB +8 (+10 trip), CMD 18 (24 vs trip)
Feats Improved Trip, Multi-attack
Skills Stealth +2, Survival +7, Swim +10
Languages Draconic (can't speak)

Body Slam (Ex)
As a standard action the Grauladon can swing its tail at each adjacent foe and attempt to trip them. It makes only a single combat maneuver check and compares the result against each adjacent foe's CMD.

Deep Breath (Ex)
A Grauladon can hold its breath for up to 22-1/2 minutes before it must begin making constitution checks to avoid suffocation.

Reactive Breath (Ex)
When the Grauladon takes damage from the attack of an adjacent creature, it can use its breath weapon as an immediate action. It must include the attacking creature in the area of effect.

The Gravesshell has too many natural attacks, so I removed its claw. Otherwise it converted surprisingly well for a large-sized CR 1 monster.

Graveshell:

Graveshell - CR 1
XP 400
N Large Magical Beast
Init -1; Senses darkvision 60 ft, blindsense (water only) 30 ft, perception

AC 12, touch 8, flat-footed 12 (-1 dex, +4 natural, -1 size)
hp 17 (2d10+6)
Fort +6, Ref +2, Will +1

Speed 20 ft, swim 20 ft
Melee Bite +4 (1d8+3), Shell Spike -1 (1d4+1)

Str 17, Dex 9, Con16, Int4, Wis 13, Cha 10
Base Atk +2; CMB +6, CMD 15 (19 vs trip)
Feats Skill Focus (Swim)
Skills Stealth -5 (+5 in water), Swim +11 Racial Bonus +10 stealth when in water

Deep Breath (Ex)
A Graveshell can hold its breath for up to 20 minutes before it must begin making constitution checks to avoid suffocation.

Shell Game (Ex)
As a move action, the Graveshell can withdraw into its shell. It gains a +2 shield bonus to AC and allows the use of its Shield Block ability. This lasts until the Graveshell moves or makes an attack with anything other than its shell spike. While withdrawn into its shell, it treats its Shell Spike as a primary natural attack.

If the Graveshell's shell is broken it cannot use this ability, loses its Shell Spike natural attack, and its natural armor bonus is reduced by 2. If the Graveshell's shell is destroyed, it loses its natural armor bonus entirely. The Shell naturally repairs itself in 1 week if the Graveshellis alive.

Shell Block (Ex)
When the Graveshell is attacked while withdrawn into its shell, it can attempt to block the attack as an immediate action. This reduces the damage from the attack by an amount equal to the Shell's hardness. Any damage in excess of the Hardness is dealt to both the Graveshell and its Shell. The shell has a hardness of 6 and 10 hit points. When reduced to 5 hit points or fewer, the Shell is broken.

Corpse Disguise (Ex)
The Graveshell conceals its true nature of the vourse of afew minutes by impaling a courpse (typically humanoid) on its spiky shell before partially submerging itself in water. Spotting the submerged Graveshell requires a successful DC 18 perception check.


Pathfinder Adventure Path Subscriber

Finished the last of the monster conversions

For the Hellcrown, I decided to use its PF2 constitution score as its PF1 charisma (which is a more faithful conversion for undead creatures). Its low PF2 strength score meant its damage output was much too low when converted back to PF1, so I raised its strength and the damage die of the nail attack to compensate, as well as gave it the Rapid Shot feat as a bonus feat so it could make multiple attacks when full attacking.

Hellcrown:

Hellcrown - CR 1
XP 400
LE Tiny Undead
Init +4; Senses darkvision 60 ft, Perception +6

AC 16, touch 16, flat-footed 12 (+4 dex, +2 size)
HP 15 (2d8+6)
Fort +3, Ref +4, Will +4
Immune Undead Traits

Speed fly 30 ft
Ranged[b] Nail +7 (1d6-1 plus bleeding nail)

[b]Str 9, Dex 18, Con -, Int 9, Wis 12, Cha 17
Base Atk +1; CMB -1, CMD 13
Feats Rapid ShotB, Flyby Attack
Skills Fly +13, Intimidate +8, Perception +6, Stealth +12
Languages Common, Infernal

Bleeding Nail (Ex)
A Hellcrown attacks by throwing nails. These nails are ranged attacks with a 20 ft range increment. If a Hellcrown hits with a nail, the target takes 1 point of bleed damage and 1 point of strength damage unless it succeeds on a DC 14 fortitude save. Multiple nail strikes stack. As a move action, a creature can remove the nail to end the bleed damage and remove the strength damage.

Terrifying Stare (Su)
As a swift action the Hellcrown can terrifying nearby foes. All foes that can see the Hellcrown that are currently suffering from its bleeding nail must attempt a DC 14 will save or become frightened for 1 round. Once a creature has been subjected to this ability, it cannot be subjected again for at least 10 minutes. This is a mind-affecting fear effect.

The Tixitog converted surprisingly well. It gets more attacks per round from PF1's more generous rule for natural attacks, but the attacks deal less damage due to PF1 having lower damage dice for natural attacks. When converting over the tongue, I decided to just make it grab the target. Overall the Tixitog is a little on the fragile side so a little bit more offensive punch was merited.

Tixitog:

Tixitog - CR 3
XP 800
NE medium aberration
Init +3; Senses darkvision 60 ft, blindsense 60 ft (webs only), Perception +8

AC 15, touch 13, flat-footed 12 (+3 dex, natural +2)
HP 26 (4d8+8)
Fort +3, Ref +4, Will +4

Speed 30 ft, climb 30 ft
Melee Bite +6 (1d6+3), 2 Legs +4 (1d4+1) and Tongue +6 (10 ft reach, grab)
Special Attacks Swallow Whole (1d6+2, AC 10, hp 5)

Str 17, Dex 16, Con 15, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +6 (+8 grapple), CMD 19 (21 vs grapple, 23 vs trip)
Feats Multi-Attack, Improved Grapple
Skills Acrobatics +9, Knowledge (Dungeoneering) +6, Perception +8, Stealth +9
Languages Common, Aklo

RPG Superstar 2009 Top 32

Did you look at converting the Campaign background into traits?


Pathfinder Adventure Path Subscriber
Lord Fyre wrote:
Did you look at converting the Campaign background into traits?

More generally, I've been thinking of how to best convert the skill feats. This is a bit tricky since we don't have proficiency grades or degrees of success so many of them don't convert back cleanly. I'm very interested in doing it right.

If you just want quick-and-dirty conversions, I think I can whip something out for you:

Campaign Backgrounds:

Dragon Scholar
You can demoralize opponents even if they cannot hear you, although they must still be able to see you. You always treat Intimidate as a class skill.

Emancipated
Select one kind of terrain from the ranger's favored terrain list. When in that kind of terrain can take 20 on stealth checks, provided the creatures you're attempting to hide from are unaware of your presence and you remain at least 15 feet away from them. You always treat stealth as a class skill.

Haunting Vision
If you roll less than 10 on a knowledge (religion) check, you can choose to take 10 instead. You can take 20 on knowledge (religion) checks relating to your own religious faith. You always treat knowledge (religion) as a class skill.

Hellknight Historian
You may make a Knowledge (History) check instead of a Diplomacy check to influence a Hellknight, or in the place of a Bluff or Disguise check to pretend to be a Hellknight. If you are pretending to be a specific Hellknight, you must make bluff or disguise checks as normal. You always treat Knowledge (History) as a class skill.

Local Scion
Select one type of craft skill; when creating this type of item, you make progress in gold pieces rather than silver pieces. You gain a +1 trait bonus to all craft skills.

Out-of-Towner
When using Diplomacy to gather information it takes you half as long as usual. You always treat Diplomacy as a class skill.

Reputation Seeker
You gain a +1 trait bonus to Survival and Survival is always a class skill for you.

Returning Descendant
You gain a +1 trait bonus to sleight of hand and always treat sleight of hand as a class skill. If you take the Improved Steal feat, you can make a Sleight of Hand check in place of a combat maneuver check on Steal maneuvers.

Truth Seeker
You may make a Bluff check in place of a Sense Motive check opposed to someone's Bluff check when they attempt to lie to you. You always treat Bluff as a class skill.

RPG Superstar 2009 Top 32

Dasrak wrote:
Lord Fyre wrote:
Did you look at converting the Campaign background into traits?

More generally, I've been thinking of how to best convert the skill feats. This is a bit tricky since we don't have proficiency grades or degrees of success so many of them don't convert back cleanly. I'm very interested in doing it right.

If you just want quick-and-dirty conversions, I think I can whip something out for you:

** spoiler omitted **...

I would add Draconic as an automatic language to the Dragon Scholar trait. It needs strengthened a bit, and that would be thematic. I might also add Knowledge (Arcane), but that I am not as certain about.


Pathfinder Adventure Path Subscriber
Lord Fyre wrote:
I would add Draconic as an automatic language to the Dragon Scholar trait. It needs strengthened a bit, and that would be thematic. I might also add Knowledge (Arcane), but that I am not as certain about.

Adding Draconic as a language known makes perfect sense and completely agree.

I concur that the effect is weak, but short of just coming up with a completely original effect I don't think there's anything that can be done. The Intimidating Glare feat simply doesn't backport well; PF1 Demoralize isn't language-based to begin with so that effect is meaningless, and the Dazzling Display feat (which any character build making use of Demoralize will take) already covers the "visual only" aspect, making Intimidating Glare completely redundant.

Shadow Lodge

For skill feats, the Pf1 prerequisites would be x number of ranks in the skill. It should just be a matter of looking at when expert, master, etc kick in for Pf2 and assigning them to a similar level. For any of the scaling ones that say when you reach master, just change it to when you have 8 ranks in the skill, or whatever level you deem appropriate.

RPG Superstar 2009 Top 32

Dasrak wrote:
Lord Fyre wrote:
I would add Draconic as an automatic language to the Dragon Scholar trait. It needs strengthened a bit, and that would be thematic. I might also add Knowledge (Arcane), but that I am not as certain about.

Adding Draconic as a language known makes perfect sense and completely agree.

I concur that the effect is weak, but short of just coming up with a completely original effect I don't think there's anything that can be done. The Intimidating Glare feat simply doesn't backport well; PF1 Demoralize isn't language-based to begin with so that effect is meaningless, and the Dazzling Display feat (which any character build making use of Demoralize will take) already covers the "visual only" aspect, making Intimidating Glare completely redundant.

Actually, coming up with a completely original effect might be the best way to go. Having done this kind of thing in the other direction (PF1 to PF2), focus on the flavor text, not the rules.


Pathfinder Adventure Path Subscriber
gnoams wrote:
For skill feats, the Pf1 prerequisites would be x number of ranks in the skill. It should just be a matter of looking at when expert, master, etc kick in for Pf2 and assigning them to a similar level.

That's not quite the case, though; in PF2 the proficiency bumps don't apply automatically when you reach that level, and you must increase each skill individually when you get skill increases every second level. With the exception of rogues (who get more skill proficiency advancements) most characters only get 3 skills with higher proficiency than trained over the course of their career. This is a significant build consideration, and I feel simply tying proficiency grades to skill ranks loses this nuance.

Lord Fyre wrote:
Actually, coming up with a completely original effect might be the best way to go.

Fair enough; it's not so much a conversion as a new take, but I'll bite. I decided to make it a half-powered version of the Eldritch Heritage feat. It limits you to selecting only active-use powers (which are inferior to the passive ones) and reduces the number of uses per day.

Dragon Scholar
You gain Draconic as a bonus language. Select one Sorcerer bloodline that has a 1st level power that can be used 3+Cha times per day (or 3+Cha rounds per day). You can use this power 3 times per day, using your character level as your Sorcerer class level. This counts as having the Eldritch Heritage feat in this bloodline for the purposes of meeting prerequisites. If you are a Sorcerer or later take class levels in Sorcerer, you instead treat your Sorcerer level as 2 levels higher when determining the effects of your bloodline powers.

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