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Author Topic: Pathfinder Adventure Path Conversions  (Read 15622 times)
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« Reply #15 on: December 31, 2010, 09:45:20 PM »

Serpent's Skull Conversion: Souls for Smuggler's Shiv

I had totally forgotten about this thread. Beings as I am running Serpent's Skull (albeit and abbreviated version), I have already done some NPC conversions. Here's the castaways, based on hypothetical 6th level stats:

Aerys Mavato (Medium Folk Walker 54 XP): Str 13, Dex 13, Con 10, Int 10, Wis 10, Cha 12; SZ M (11, Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def III; Resilience III; Health IV; Comp II; Skills: Athletics V, Crafting VI, Impress VI; Qualities: fearless I, feat (all-out attack, elf blood, martial arts) , interests (poetry).
   Attacks/Weapons: Unarmed (1d4+2 lethal, TR 19-20), longbow (1d6+1 lethal, AP 4, upg: superior)
   Gear: Moderate Studded leather armor + lightened, light fittings (DR 4)   

Gelik Aberwhinge (Small Folk Walker 77 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 14; SZ S (11, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def III; Resilience IV; Health III; Comp III; Skills: Haggle IV, Impress VI, Investigate IV, Sense Motive IV, Spellcasting IV, Survival IV; Spells: Cure Wounds I, Detect Magic, Glow I, Identify; Qualities: beguiling, class ability (Explorer: bookworm I, Explorer: notebook 1/session, Sage: assistance I, Sage: best of the best 1/scene, Sage: take heart 1/dramatic scene), expanded spellbook (Animal Speech, Dancing Lights, Telekinesis I), feat (Mobility Basics, Mobility Mastery, Quick Finger Folk), interests (l-Azlant, l-Pech, l-Polyglot, s-Comedy, s-Geography, s-Nature).
   Attacks/Weapons: Short Sword (1d8 lethal, TR 19-20, keen 4), Short bow (1d6+1 lethal, TR 19-20, range 20 ft/x6, AP 2, upg: superior) , Buckler (1d3 subdual, guard +1)
   Gear: Nobles cloths, journal & ink, mages pouch, 20 sp

Ishirou (Medium Folk Walker 66 XP): Str 14, Dex 12, Con 10, Int 12, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def III; Resilience III; Health III; Comp IV; Skills: Acrobatics V, Intimidate V, Prestidigitation V, Ride V, Sneak V; Qualities: class ability (Burglar: evasion I, Scout: sneak attack 1d6, Soldier: armor use I), feat (Elusive, Quick Draw, Snake Strike), interests (l-elven, l-polyglot, l-shou).
   Attacks/Weapons: Katana (1d10+1 lethal, TR 19-20, cavalry, keen 4, upg: superior)
   Gear: Partial Chainmail(DR 2, edged resist 2, no penalty due to Armor Use), treasure maps

Jask Derindi (Medium Folk Walker 51 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Resilience IV; Health III; Comp II; Skills: Investigate III, Medicine V, Spellcasting III, Survival III; Spells: Bless, Cure Wounds I, Restoration I; Qualities: class ability (Explorer: bookworm I), devoted (Knowledge III, Magic III), feat (Devotion Basics, Devotion Mastery, Iron Will), interests (a-Good, l-Azlant, l-Osiriani, l-Polyglot, s-Arcane Lore, s-Freeport, s-Geography, s-Religion, s-Scribe).
   Gear: Ragged clothes, manacles

Sasha Nevah (Medium Folk Walker 70 XP): Str 13, Dex 14, Con 10, Int 10, Wis 10, Cha 12; SZ M (11, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def IV; Resilience IV; Health IV; Comp III; Skills: Acrobatics V, Athletics V, Notice IV, Sneak IV, Survival V; Qualities: class ability (Scout: sneak attack 1d6), favoured foes (Folk), feat (Misdirection Basics, Pathfinder Basics Jungle, Two weapon fighting), tricky (called shot, deft swing).
   Attacks/Weapons: Rapier (1d8+1 lethal, TR 19-20, bleed, finesse, upg: superior quality), Kukri (1d6 lethal, TR 19-20, finesse, keen 4)
   Gear: Chain shirt (DR 2, edged resist 2), 24s   
« Last Edit: February 05, 2011, 12:23:54 PM by Psion » Logged

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« Reply #16 on: February 03, 2011, 07:55:22 PM »

Serpent's Skull Conversion: Souls for Smuggler's Shiv

Starting the first book of Serpent's Skull tomorrow.

Here's my take on the Eurypterids. I converted the bluetip, with the notion I could upsize the opposition to make it tougher for the PCs:

Eurypterid, Ochre (Small Animal Walker/Swimmer 60 XP): Str 8, Dex 12, Con 10, Int 1, Wis 12, Cha 2; SZ S (11, Reach 1); Spd 20 ft. ground, 40 ft. swim; Init VII; Atk IV; Def V; Resilience III; Health II; Comp None; Skills: Athletics VIII; Qualities: aquatic II, blindsight, damage reduction 1, darkvision I, swarm.
Attacks/Weapons: Claw I 2, Tail slap I (venomous: fast acting, disorienting; reach 1)

Eurypterid, Common (Medium Animal Walker/Swimmer 56 XP): Str 10, Dex 10, Con 10, Int 1, Wis 12, Cha 2; SZ M (11, Reach 1); Spd 20 ft. ground, 40 ft. swim; Init VI; Atk IV; Def V; Resilience III; Health III; Comp None; Skills: Athletics VIII; Qualities: aquatic II, blindsight, damage reduction 1, darkvision I.
Attacks/Weapons: Claw I 2, Tail slap I (venomous: fast acting, disorienting, DC 14; reach 1)

Eurypterid, Bluetip (Large Animal Walker/Swimmer 80 XP): Str 14, Dex 14, Con 12, Int 1, Wis 12, Cha 2; SZ L (11, Reach 1); Spd 20 ft. ground, 60 ft. swim; Init VI; Atk IV; Def V; Resilience III; Health III; Comp None; Skills: Acrobatics V, Athletics VII; Qualities: aquatic II, blindsight, damage reduction 2, darkvision I, tough I.
Attacks/Weapons: Claw I 2, Tail slap I (venomous: fast acting, disorienting, DC 14; reach 1)
« Last Edit: February 05, 2011, 12:24:10 PM by Psion » Logged

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« Reply #17 on: February 03, 2011, 08:08:56 PM »

Here's the current list from my Rune Lords game.

Goblin (Small Folk Walker 30 XP): Str 10, Dex 10, Con 10, Int 10, Wis 9, Cha 6; SZ S (11, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def III; Res III; Health III; Comp III; Skills: Blend IV, Sneak V; Qualities: darkvision I, interest (Lamashtu), meek, swarm.
Gear: Dogslicer (Crude Long Knife), Armor (Crude Partial Leather)
Treasure: 1C, 1L
 
Goblin Warchanter (Small Folk Walker 73 XP): Str 10, Dex 13, Con 11, Int 8, Wis 11, Cha 11; SZ S (11, Reach 1); Spd 30 ft. ground; Init V; Atk III; Def II; Res VII; Health III; Comp V; Skills: Acrobatics VI, Impress IV, Sense Motive VI, Sneak VI, Spellcasting II; Spells: Scare I, Flare; Qualities: beguiling, darkvision I, feat (Combat Instincts, Two-Weapon Fighting, Whip Basics, Whip Mastery), interests (Lamashtu), meek, swarm, treacherous,veteran I.
Gear: Whip (Crude Bullwhip), Dogslicer (Crude Long Knife), Armor (Crude Partial Studded Leather)
Treasure: 1C, 1L, 1A
 
Goblin Commando (Small Folk Walker 83 XP): Str 12, Dex 13, Con 12, Int 8, Wis 11, Cha 8; SZ S (11, Reach 1); Spd 30 ft. ground; Init V; Atk V; Def III; Res VII; Health III; Comp III; Skills: Notice IV, Ride X, Sneak VI, Survival IV; Qualities: charge attack, darkvision I, feat (Combat Instincts, Polearm Basics, Polearm Mastery), interests (Lamashtu), swarm, tough I, veteran II, treacherous.
Gear: Horsechopper (Crude Small Halberd), Dogslicer (Crude Long Knife), Crude Partial Studded Leather with Light Fittings
Treasure: 1C, 1L, 1A
 
Goblin Dog (Medium Animal Walker 62 XP): Str 12, Dex 12, Con 12, Int 5, Wis 10, Cha 8; SZ M (11, Reach 1); Spd 60 ft. ground; Init II; Atk IV; Def IV; Res III; Health IV; Comp ; Skills: Acrobatics IV, Athletics III, Search IV, Sneak II, Survival IV; Qualities: darkvision I, feat (Wolf Pack Basics, Wolf Pack Mastery), improved sense (scent),stench, tough I.
Attacks/Weapons: Bite II (trip)
Treasure: 2T
 
Gresgurt (Small Folk Walker 88 XP): Str 12, Dex 13, Con 12, Int 8, Wis 11, Cha 8; SZ S (11, Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def IV; Resilience VII; Health III; Comp III; Skills: Notice IV, Sneak VI; Qualities:darkvision I, fearless II, feat (Combat Instincts, Knife Basics, Knife Mastery), feral, ferocity, interests (Lamashtu), swift attack III, tough I, treacherous, unnerving, veteran II.
Attacks/Weapons: Dogslicer (Crude Long Knife)
Gear: Crude Partial Studded Leather with Light Fittings
Treasure: 1A, 1C, 1L

I'll post a few more, one my players get done with them.
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« Reply #18 on: February 03, 2011, 08:44:01 PM »

Cool stuff.  Cool

Serpent's Skull Conversion: Souls for Smuggler's Shiv

Here's the Dimorphodon, a mid-sized pterosaur, that is the object of Sasha's npc-quest.

Dimorphodon (Medium Animal Flyer/Walker 58 XP): Str 12, Dex 14, Con 10, Int 2, Wis 12, Cha 10; SZ M (11, Reach 1); Spd 30 ft. flight, 10 ft. ground; Init V; Atk IV; Def III; Resilience IX; Health III; Comp None; Skills: Acrobatics VI, Notice IV; Qualities: damage reduction 1, darkvision I, feat (Charging Basics, Charging Mastery), improved sense (smell).
Attacks/Weapons: Bite II (venomous: fast-acting, weakening)
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« Reply #19 on: February 03, 2011, 09:15:12 PM »

I also have some alignments done. They're in the wiki, but I should reformat them and add in the avatars when I get a chance and remember to.
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« Reply #20 on: February 03, 2011, 09:17:55 PM »

Serpent's Skull Conversion: Souls for Smuggler's Shiv

Here's the red mountain devil, an enlarged winged chupacabra. I think my PCs are going to wipe the floor with him. I'm thinking of making him large, making snatch-and-grabs more central to his tactics.

Red Mountain Devil (Medium Beast Walker/Flyer 130 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground, 60 ft. flight; Init VIII; Atk VI; Def VI; Resilience IX; Health IV; Comp II; Skills: Acrobatics VI, Athletics VI, Notice IV, Sneak VI; Qualities: damage reduction 4, darkvision II, feat (Charging Basics, Charging Mastery, Lightning Reflexes), frenzy II.
Attacks/Weapons: Bite III, Claw II 2 (grab), chupar (draining, attribute III; linked to attack bite)

Special: The Red Mountain Devil can only Frenzy after performing its Chupar attack.
« Last Edit: February 05, 2011, 12:25:05 PM by Psion » Logged

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« Reply #21 on: February 04, 2011, 07:03:56 AM »

Serpent's Skull Conversion: Souls for Smuggler's Shiv

Here's the Thunefang cannibals:

Cannibals (Medium Folk Walker 76 XP): Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8; SZ M (11, Reach 1); Spd 50 ft. ground; Init IV; Atk V; Def IV; Resilience VII; Health V; Comp III; Skills: Athletics VI, Notice IV, Sneak IV, Survival IV, Tactics IV; Qualities: damage reduction 1, feat (Mobility Basics, Rage Basics, Rage Mastery), ferocity.
Attacks/Weapons: Saber (1d10+1 - TR 19-20, cavalry, finesse, inferior quality), shield, hide (1d3+2 subdual, guard +2)
« Last Edit: February 05, 2011, 12:25:35 PM by Psion » Logged

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« Reply #22 on: February 04, 2011, 09:47:06 AM »

Have anyone played the Kingmaker adventure path? I'm thinking about running it for my group, and have begun work converting it, but it's a long term project as there are months until we finish our current game. Currently working on module one, which has little in the way of unique mechanics, just lots and lots of NPCs to convert, but module two should be interesting, what with its kingdom management system. But I'll cross that bridge when I get to it, I suppose...
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« Reply #23 on: February 04, 2011, 11:49:52 AM »

I've heard a rumor that they're going to collect Kingmaker's kingdom management into its own book at some point.
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« Reply #24 on: February 04, 2011, 12:12:05 PM »

Have anyone played the Kingmaker adventure path? ...but module two should be interesting, what with its kingdom management system.

I've DM'ed Kingmaker using both D&D 4e and Savage Worlds.  The kingdom management rules are very flexible, but I can see where problems with a Fantasy Craft conversion may arrise:

Renown and Prizes
In Kingmaker, all PCs quickly become regents of a fledgling kingdom.  So FCs titles (4.26) won't work.
Likewise, as regents who 'rule' the kingdom, many FC 'prizes' are included in the kingdom management rules (e.g. holdings) and many are assumed (favors, contacts, etc).

Lifestyle
Lifestyle could still work, but you may also have difficulties with this (e.g. why does my baron only earn 10s per month?)
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« Reply #25 on: February 04, 2011, 10:39:48 PM »

Thanks, I haven't really taken a close look at the kingdom rules just yet, as I've focused on the first module for now, it's good to get these things out of the way.

Renown and Prizes: I'll be very generous with reputation, and occasionally reward full ranks of renown, so they'll have plenty to spend. However, I'll up the prices or outright ban options until the kingdom can support it. I,e, restricting holding sizes until buildings of sufficient size has been built in the kingdom, magic items will be double to triple the prize, as everyone can see the writing on the wall and such items are in high demand at the moment, but when they have several magical item crafters in their kingdom they'll be able to purchase at normal price, and so on and so forth.
As for 'we built this castle, why don't we get it as a holding' questions, I'll just rule that there's a difference between holdings etc belonging to the kingdom, and belonging to specific pc's. They may have many buildings, people and favours at their disposal as rulers of a kingdom, but it's not their personal property.

Lifestyle: Hadn't thought about this, so how about this: When they're running the kingdom full-time (f.ex. the path recommends frequent ~1 year 'downtime' periods to build up the kingdom) they get to add their noble renown to their lifestyle, as they get access to official clothing and regalia, and get a monthly stipend.

Magic items: One thing I had noticed reading though is the magic item slots and the rolled random magic items. Far too much of a bother, so I was planning on dropping the whole 'randomly rolled item' thing, give the buildings a small boost to their economy bonus to represent the selling of the magic items, and instead raise the maximum reputation cost of magic items available for purchase in the kingdom.
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« Reply #26 on: February 05, 2011, 12:28:25 PM »

Serpent's Skull Conversion: Souls for Smugglers' Shiv

Here's Malikana, the witch woman of the Thrunefangs, and Klorak, the chieftan:

Malikana (Medium Folk Walker 117 XP): Str 6, Dex 10, Con 10, Int 14, Wis 12, Cha 14; SZ M (11, Reach 1); Spd 30 ft. ground; Init III; Atk III; Def V; Resilience V; Health II; Comp V; Skills: Bluff VI, Intimidate VI, Medicine VI, Notice VI, Sense Motive VI, Spellcasting VII; Spells: Bestow Curse (3), Call from Beyond II (3), Entropic Shield (1), Hold Person (2), Mage Armor (1), Restoration I (2), Scare I (2); Qualities: devoted (Curses IV), expanded spellbook (Dancing Lights 0, Ray of Enfeeblement 1, Tinker I 1, Whispers 0), feat (Alchemy Basics, Casting Basics, Glint of Madness, Great Fortitude, SC: Duration, Spell Power, Tough Luck), interests (A-Evil, S-Arcane Lore, S-Cult Rituals, S-Diabolism), menacing threat, tough I.
Attacks/Weapons: Vampiric Fetish (draining, life III; ray 100ft. range)

Klorak the Red (Medium Folk Walker 106 XP): Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 12; SZ M (11, Reach 1); Spd 50 ft. ground; Init VIII; Atk V; Def IV; Resilience IX; Health V; Comp III; Skills: Athletics VI, Intimidate VI, Notice VI, Survival VI, Tactics IV; Qualities: class ability (Burglar: uncanny dodge II, Soldier: killer instinct), damage reduction 2, feat (Charging Basics, Lightning Reflexes, Mobility Basics, Rage Basics, Rage Mastery, Rage Supremacy), ferocity, frenzy I.
Attacks/Weapons: Saber (1d10+3 - TR 19-20, cavalry, finesse, superior quality), shield, hide (1d3+2 subdual, guard +2)
« Last Edit: February 05, 2011, 12:30:14 PM by Psion » Logged

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« Reply #27 on: February 05, 2011, 01:47:54 PM »

Serpent's Skull: Souls for Smugglers' Shiv

Undead beasties! Here's the festrogs, lacedons (aquatic ghouls, also appear in  the treasure pit), and Nylithati, "Mother Thrunefang", the ghoul priestess.

Festrogs (Medium Undead Walker 101 XP): Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 12; SZ M (11, Reach 1); Spd 50 ft. ground; Init V; Atk V; Def IV; Resilience IV; Health IV; Comp I; Skills: Acrobatics IV, Notice V, Sneak V, Survival III; Qualities: charge attack, feat (Lightning Reflexes, Mobility Basics, Mobility Mastery), feral, ferocity.
Attacks/Weapons: Claw II 2 (diseased: yellow fever: 1d6 days, -2 con/dex), Bite II (trip), feed (draining, life III; linked to attack bite), bursting pustules (sickening III; aura 10ft. radius)
Treasure: 1T

Special: Festrogs use the bursting pustules attack after being hit.


Aquatic Ghoul (Medium Undead Walker/Swimmer 56 XP): Str 10, Dex 12, Con 10, Int 10, Wis 12, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground, 30 ft. swim; Init IV; Atk III; Def III; Resilience V; Health VI; Comp I; Skills: Athletics IV, Sneak IV; Qualities: aquatic II, feral, improved sense (scent), stench, superior swimmer I, swarm.
Attacks/Weapons: Bite I, Ghoul Fever (sickening attack II: Will DC 15 or become sickened for 2d6 rounds; upgrades: supernatural attack (bite)), Claw I, Paralyzing Claw (paralyzing attack I: Will DC 10 or become paralyzed 1d6 rounds; upgrades: supernatural attack (claw))
Treasure: 1G, 1T

Nylithati (Medium Undead Walker/Swimmer 126 XP): Str 14, Dex 12, Con 10, Int 14, Wis 12, Cha 14; SZ M (11, Reach 1); Spd 30 ft. ground, 30 ft. swim; Init V; Atk IV; Def V; Resilience IX; Health VI; Comp IV; Skills: Athletics V, Bluff V, Intimidate V, Notice V, Sneak V, Spellcasting VI; Spells: Bless (1), Blur (2), Charm Person II (3), Darkness II (3), Dominate Undead I (2), Scare (2); Qualities: aquatic II, darkvision II, devoted (Evil III), expanded spellbook (Call from Beyond I 1, Detect Magic 0, Shield 1, Tinker I 1), feat (hidden spells, sc-casting time, spell power), feral, improved sense (scent), stench, superior swimmer I, swarm, tough I.
Attacks/Weapons: Bite I, Ghoul Fever (sickening attack II: Will DC 15 or become sickened for 2d6 rounds; upgrades: supernatural attack (bite)), Claw I, Paralyzing Claw (paralyzing attack I: Will DC 10 or become paralyzed 1d6 rounds; upgrades: supernatural attack (claw))
Treasure: 1G, 1T
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« Reply #28 on: February 06, 2011, 04:53:41 PM »

Since my players have seen all the tricks he has:

Tsuto Kaijutsu (Medium Fey Folk Walker 118 XP): Str 11, Dex 12, Con 8, Int 11, Wis 12, Cha 10; SZ M (11, Reach 1); Spd 30 ft. ground; Init IV; Atk IV; Def V; Resilience VII; Health III; Comp III; Skills: Acrobatics V, Athletics V, Bluff III, Notice III, Resolve V; Qualities: charge attack, class ability (Burglar: evasion I), darkvision I, dramatic entrance, feat (Ambush Basics, Angry Hornet, Bow Basics, Bow Master, Bow Supremacy, Two-Hit Combo), story-critical, swift attack I, tough I, veteran II.
Attacks/Weapons: Stunning Fist (stunning II; linked to attack Slam II), Superior Longbow with Barbed Arrows (1d6+1, 19-20, AP 2 bleed, 40 ft x 6), Slam III (finesse; grab)
Gear: Long Bow, Barbed Arrows
Treasure: 1A, 1C, 1G, 1L, 1M, 1T
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« Reply #29 on: February 09, 2011, 01:47:10 AM »

Some alignments and associated stuff. Just as a note, I basically see the entire Golarion pantheon opposed to Rovagug, including Rovagug itself, with the exception of Zon-Kuthon. Also, I would probably allow a PC to define his own avatar that fits with the theme and heralds and servants listed in the diety's write up. I'd also be a little easy handed on opposing alignments when appropriate. Cayden's the god of liberation, but there are times he's worked with Asmodeus to a common end. Heck, one of the short stores discussed an Andorian working with a Hellknight.

Alignment: Cayden Cailean
Skills: Acrobatics, Athletics, Bluff, Prestidigitation
Paths: Good, Heroism, Liberation, Strength, Travel
Ritual Weapon: Rapier
Avatar: Cayhound
Opposed Alignments: Asmodeus, Rovagug

Path of Liberation
I: You gain the Iron Will feat.
II: You may cast Bravery and Knock once per scene.
III: You may cast Freedom of Movement and Remove Curse II once per scene.
IV: Your teammates who can see and hear you benefit from your Iron Will feat.
V: You may cast Mind Blank and Protection form Spells once per scene.

Bravery
Level: 2 Blessing
Casting Time: 1 full action
Distance: Personal
Area: 20 ft. penetrating sphere
Duration: 1 minute per casting level
Effect: All creatures within the area of effect are immune to the effects of the frightened, paralyzed, and shaken conditions until the spell ends or they leave the area.

Cayhound (Medium Beast Outsider Walker — 120 XP): Str 14, Dex 16, Con 12, Int 12, Wis 16, Cha 14; SZ M (1×1, Reach 2); Spd 60 ft. ground; Init VI; Atk VII; Def VI; Res IV; Health IV; Comp V; Skills: Athletics VII, Impress VII, Intimidate VI, Search VI, Tactics VI; Qualities: darkvision II, devoted (Liberation II), fearless II, feat (Wolf Pack Basics), improved sense (scent), interests (Cayden Caileen), natural spell (Bless 1, Bravery 2, Divine Favor 1).
Attacks/Weapons: Bite IV (grab)



Alignment: Calistria
Skills: Acrobatics, Athletics, Bluff, Blend
Paths: Chaos, Beauty, Fortune, Knowledge, Secrets
Ritual Weapon: Whip
Avatar: Velvet Wing
Opposed Alignments: Rovagug, Nocticula

Velvet Wing (Medium Outsider Walker/Flyer — 120 XP): Str 12, Dex 12, Con 10, Int 14, Wis 12, Cha 18; SZ M (1×1, Reach 1); Spd 30 ft. ground, 60 ft. flight; Init III; Atk II; Def IV; Res VI; Health IV; Comp IV; Skills: Bluff VII, Impress VII, Intimidate VI, Sense Motive VI, Spellcasting V; Spells: Calm Emotions, Command II, Detect Emotion, Teleport I, Tongues I; Qualities: attractive II, beguiling, class ability (Assassin: bald-faced lie, Assassin: offer they can’t refuse), contagion immunity, darkvision II, feat (Repartee Basics, Repartee Mastery, Whip Basics), shapeshifter II.
Attacks/Weapons: Vengeful Kiss (draining, soul II)
Gear: Superior Elven Bull-whip, Superior Elven Ceremonial Discreet Fitted Partial Hardened Leather Armor with heavy fittings.



Alignment: Desna
Skills: Acrobatics, Athletics, Ride, Survival
Paths: Chaos, Fortune, Good, Liberation, Travel
Ritual Weapon: Starknife (Chakram)
Avatar: Lyrakien
Opposed Alignments: Ghlaunder, Great Old Ones, Lamashtu, Rovagug, Zon-Kuthon



Alignment: Irori
Skills: Acrobatics, Athletics, Investigate, Search
Paths: Order, Life, Knowledge, Protection, Strength
Ritual Weapon: Quarter Staff
Avatar: The Old Man (120 XP of Martial Artist/Monk nastiness)
Opposed Alignments: Asmodeus, Rovagug



Alignment: Iomedae
Skills: Athletics, Investigate, Search, Tactics
Paths: Good, Heroism, Light, Order, War
Ritual Weapon: Longsword
Avatar: Guardian Angel
Opposed Alignments: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa, Zon-Kuthon



Alignment: Shelyn
Skills: Acrobatics, Athletics, Bluff, Crafting
Paths: Air, Beauty, Fortune, Good, Protection
Ritual Weapon: Glaive
Avatar: Heavenly Alpha Sidhe
Opposed Alignments: Lamashtu, Rovagug, Zon-Kuthon (sometimes)



Alignment: Sarenrae
Skills: Athletics, Crafting, Survival, Tactics
Paths: Fire, Good, Heroism, Life, Light
Ritual Weapon: Sabre (Scimitar)
Avatar: (An angel of some sort)
Opposed Alignments: Rovagug
« Last Edit: February 09, 2011, 02:04:42 AM by Krensky » Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von Braun
Right now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.
There's no upside in screwing with things you can't explain. - Captain Roy Montgomery
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