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Author Topic: Pathfinder Adventure Path Conversions  (Read 10278 times)
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« Reply #30 on: February 15, 2011, 08:58:47 PM »

Serpent Skull 1: Souls for Smuggler's Shiv

(Soulbound Doll variant)

Anyone else ever watch Trilogy of Terror? In particular the segment with the freaky little doll:

http://www.youtube.com/watch?v=jb1p9K8R4Iw

Well, I really wanted to pull out all the stops and make the encounter as freaky and unnerving as the zuni fetish doll.

Here's my mod:

Soulbound Dolls (Tiny Construct Undead Walker — 118 XP): Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 10; SZ T (1ื1, Reach 1); Spd 30 ft. ground; Init VII; Atk V; Def V; Resilience VI; Health IV; Comp I; Skills: Acrobatics III, Blend VII, Notice III, Sneak VII, Spellcasting VI, Tactics VI; Spells: , Cause Wounds III, Dancing Lights, Glow I, Levitate, Telekinesis I; Qualities: class ability (Scout: sneak attack 2d6, Soldier: killer instinct, Swashbuckler: tally ho!), damage reduction 2, darkvision II, dread, feat (charging basics, edged master-knives, elusive, lightning reflexes, mobility basics, mobility mastery), monstrous defense I, tough I, unnerving.
Attacks/Weapons: dagger (1d6+1d4+1, tr 19-20, bleed, hurl, weakening poison, fast acting, DC 14.)

I upped their dex, gave them elusive, but actually took their base defense down a notch. They're cunning little bastards, but they aren't brilliant. They are very hard to hit, but feinting makes them much easier to hit (bypasses all their dodge bonuses from mobility and elusive as well as their dex bonus.)

Dread also works nicely with their high defense, making anyone who misses them take a stress point ding.

Tough and monstrous defense helps prevent the one-hit kill. Slippery little buggers!

I added charge basics and tally ho! (free attack on an acrobatics check) so they can go running through the ranks and administer wounds.

To make their knife attack suitably nasty, I gave them sneak attack, tactics skill (ambushes!), edged master, and killer instinct.
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« Reply #31 on: June 20, 2011, 07:56:50 PM »

Wrathspawn (Medium Horror Walker — 109 XP): Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 40 ft. ground; Init VII; Atk IV; Def V; Resilience V; Health IV; Comp II; Skills: Athletics V, Intimidate V, Notice V, Sneak V; Qualities: damage defiance (subdual), damage immunity (stress), darkvision II, fearless II, feat (Lightning Reflexes), frenzy I, interests (Wrath), regeneration 1, spell defense I, tough I, unnerving.
Attacks/Weapons: Bite I, Claw I ื 2, Wrathful Bite (sickening II: linked to attack Bite I), Enraging Bite (enraging I: linked to attack Bite I)
Treasure: 2C, 1L

And a feat conversion from Faiths of Purity - The original:
Butterfly’s Sting (Critical)
You can forgo a critical hit in order to pass it on to an ally.
Prerequisite: Combat Expertise.
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.

The Fantasy Craft version:

Butterfly’s Sting (Chance)
Prerequisite: Special character only.
Benefit: When you activate a critical hit against an enemy, you can choose to forgo the effect of the critical hit and instead grant a critical hit to the next ally who hits the target with a melee attack before the start of your next turn. You spend the requisite action dice and your attack only deals normal damage. The next ally that hits the target automatically activates their hit as a critical regardless of their roll or threat range. You may do this a number of times per combat equal to the number of chance feats you have.

A bit of a first draft, so comments are welcome.
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« Reply #32 on: June 21, 2011, 05:28:19 PM »

I have been churning at creatures for a long time but haven't been updating the thread. I was afraid it would be a deluge of info nobody but me was using. Is anyone interested in seeing it?

For racing to ruin I have:

Rabid dogs
The Rebels & Umagri
Nkechi
Dream serpent
Kelpie
Stormbird
(I skipped the salt mines and replaced it with ENPub's Fire Forest on Innenotdar)
Shadow Demon possessed dire ape (written up as a single creature)
Zenj spirit dancers
Faction agents
Cheiton (dwarf guide)
Kibi (commoner waif spy)
Jigeke the Exile (necromancer tomb raider)
Fast troll zombie

Charau-Ka (ape man)
Giant Constrictor Snake
Violet mambas
Raogru (Charau-ka priest)
Decapus
Giant wasp
Wasp queen (demonic)
Zilati Idol
Girallon
Issilar (serpentfolk enchanter)
Degenerate serpentfolk warriors & leader

City of Seven Spears I just started conversions, but I have all 5 faction leaders & workers. I filled out some of my NPC worksheets and should have several pivotal NPCs worked up by tonight:
Pteranadons
Advanced Crocodiles
Charau-ka warriors
The Radiant Muse
Boggards
The Green God
Nareem Daress
The Vrykolakas
Yog'Othla

So if there is something you want to see from that list, let me know.


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« Reply #33 on: June 21, 2011, 05:35:32 PM »

Serpent Skull 2: Racing to Ruin

Here's one that has proven successful and fun to play, the Charau-ka: demon worshipping ape-men.

Charau-Ka (Small Folk Walker — 75 XP): Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10; SZ S (1ื1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def V; Resilience IV; Health III; Comp III; Skills: Acrobatics V, Athletics VII, Prestidigitation V, Sneak X; Qualities: class ability (Soldier: killer instinct), feat (Hurled Basics, Hurled Mastery, Hurled Supremacy, Hurling Master-Thrown, Rage Basics, Surge of Speed), frenzy I.
Attacks/Weapons: Bite I, Club (1d8 subdual, TR 20), Rock (1d6+1d4+1)

These have proven to be an effective nuisance to the party. I'm used to having to give creatures toughness to make them stick around long enough to have any significance. But these guys get it done without the toughness. How'd they do that? The secrets in the amazingly high sneak and the ranged attacks. They are REALLY good at throwing rocks.  After you factor in strength, rage, and killer instinct, they are doing 9-17 per rock!

If that's too much overkill for you, just drop the killer instinct and/or the hurling master.
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« Reply #34 on: June 21, 2011, 05:49:05 PM »

I played Pathfinder's "We Be Goblins" Free RPG Day adventure over the weekend.

Man I missed the MC ruleset, and things like AD. Felt like playing basketball with a knee brace
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« Reply #35 on: July 06, 2011, 03:02:44 PM »

Psion, I'm starting the Serpent's Skull AP in a couple of weeks - your conversions look great. Any others you'd want to post up for Racing to Ruin would be greatly appreciated!
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« Reply #36 on: July 06, 2011, 08:26:45 PM »

Happy to oblige.

Part Ia: Eleder

Rabid Dog, nothing that special here. It's been a while since I wrote these up. Bite IV... what was I thinking?

Rabid Dog (Small Animal Walker — 54 XP): Str 12, Dex 10, Con 10, Int 4, Wis 14, Cha 7; SZ S (1ื1, Reach 1); Spd 40 ft. ground; Init IV; Atk V; Def III; Resilience III; Health III; Comp None; Skills: Athletics III, Intimidate IV, Notice V; Qualities: feat (Wolf Pack Basics), improved sense (hearing, scent), light sleeper.
Attacks/Weapons: Bite IV (diseased: rabies, -2 dex -2 wis; grab)

The insurgents, as nasty unarmed as with a club.

Insurgent (Medium Folk Walker — 66 XP): Str 14, Dex 13, Con 12, Int 8, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init IV; Atk VII; Def III; Resilience V; Health IV; Comp III; Skills: Athletics IV, Intimidate IV, Survival IV; Qualities: class ability (Soldier: armor use I), feat (Armor Basics, Club Basics, Combat Instincts, Hurled Basics, Martial Arts-Str, Wrestling Basics), tough I.
Attacks/Weapons: Club (dmg 1d8 subdual; threat 20; qualities: none), Greek Fire (dmg 3d6 fire; threat 20; range 10 ft x 3; qualities: inaccurate), Composite Short Bow (dmg 1d6 lethal; threat 19-20; range 20 ft x 6; qualities: AP2, cavalry, superior-+1 dmg)
Gear: Moderate leather armor w light fittings (DR 3; Resist Fire 5; DP –1; DP -1; ACP –1; Spd —; Disguise +0)
Treasure: 1A, 1C

Umagro, leader of the insurgents.

Umagro (Medium Folk Walker — 91 XP): Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 50 ft. ground; Init IV; Atk VIII; Def IV; Resilience VI; Health V; Comp III; Skills: Acrobatics IV, Athletics IV, Intimidate IV, Survival IV; Qualities: class ability (Burglar: Uncanny Dodge II), damage reduction 2, feat (All-out attack, Fluid Style, Iron Will, Knife Basics, Knife Mastery, Lightning Reflexes, Rage Basics, Rage Mastery, Rage Supremacy, Two-weapon fighting), menacing threat, tough I.
Attacks/Weapons: Kukri x2 (1d6+1 lethal, TR 19-20, qualities: finesse, keen 4, superior)
Gear: Breastplate (Partial Hardened Leather w/Light Fittings, DR 4, Fire Resist 3, fitted, -1 ACP) Note: Total DR = 6; Damage with Kurki in rage = 1d6+5 (+ any all out attack)
Treasure: 1A, 1C, 1L, 1T
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« Reply #37 on: July 06, 2011, 08:39:25 PM »

Racing to Ruin Part Ib

In this part, the PCs must seek a favor from the hermit Nkechi the Tempest, who gives them a task. He's a lot of fun played with classic "cantankerous mentor" tropes.

Nkechi the Tempest (Medium Folk Walker — 82 XP): Str 10, Dex 12, Con 10, Int 12, Wis 14, Cha 10; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init V; Atk III; Def IV; Resilience VI; Health V; Comp III; Skills: Athletics V, Medicine IV, Sense Motive V, Spellcasting VI, Survival VII; Spells: Obscuring Mist, Deadly Draft I, Divination, Gust of Wind, Neutralize Poison, Touch of Light; Qualities: devoted (Air IV, Life II, Wilderness III), feat (Spell Power, Survivalist), interests (align-good-the winds, cosmology, fantastic creatures, nature lore, visions).
Attacks/Weapons: Trident (1d8+1 lethal, TR 19-20, qualities: hook, hurl, upg:superior), Shield, Hide (1d3 subdual, TR 20, qualities: guard +2)
Gear: Doctors Bag

I was going to skip this part entirely. But the player of the group's Force of Nature is Scottish and just got back from her trip to Scotland, and brought back some Kelpie ale, so I just had to run this

Kelpie (Medium Fey Plant Walker/Swimmer — 118 XP): Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 14; SZ M (1ื1, Reach 1); Spd 40 ft. ground, 40 ft. swim; Init V; Atk III; Def IV; Resilience IX; Health IV; Comp V; Skills: Athletics VI, Blend VIII, Bluff VIII, Disguise VIII, Sense Motive VIII; Qualities: beguiling, class ability (Assassin: quick on your feet, Soldier: killer instinct), damage reduction 1, devoted (Beauty II), feat (BSM-Spy, Lightning Reflexes), telepathic,tough I.
Attacks/Weapons: Slam II ื 2 (grab)

The stormbird, and the Ijo Warriors that show up after you raid its nest...

Stormbird (Large Beast Flyer/Walker — 123 XP): Str 12, Dex 14, Con 12, Int 8, Wis 12, Cha 10; SZ L (2ื2, Reach 2); Spd 80 ft. flight, 10 ft. ground; Init V; Atk V; Def IV; Resilience IX; Health IV; Comp V; Skills: Acrobatics IX, Bluff IV, Notice IX, Spellcasting IV; Spells: dancing lights, glow, insanity II, searing ray; Qualities: feat (Charge Basics, Charge Mastery, Mobility Basics), grueling combatant, tough I.
Attacks/Weapons: Talon II ื 2, Bite III, Unstable screech (damage IV: damage type: stress), Searing ray (damage III: beam 50ft. range)

Ijo Warriors (Medium Folk Walker — 65 XP): Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init IV; Atk VII; Def III; Resilience V; Health IV; Comp III; Skills: Athletics IV, Intimidate IV, Notice IV, Survival IV; Qualities: feat (Martial Arts Str, Quick Draw, Shield Basics, Sword and Fist, Wrestling Basics), tough I.
Attacks/Weapons: Throwing Spear (1d8 lethal, TR 19-20, qualities: hurl, reach +1), Hide shield (1d3 subdual, TR 20, qualities: guard +2), Unarmed (1d4+2 lethal, TR 19-20)
Treasure: 1A, 1C

The dream serpent isn't that special, but the scene that it requires a few special rules... the players take on the form of animal totems. I simply give them the appropriate natural attack and DR, but let them pick their totem animal if they spend an action dice.

Dream Serpent (Large Folk Walker/Flyer/Swimmer — 113 XP): Str 14, Dex 14, Con 16, Int 12, Wis 12, Cha 8; SZ L (2ื2, Reach 2); Spd 40 ft. ground, 20 ft. flight, 10 ft. swim; Init VI; Atk VII; Def VI; Resilience V; Health VI; Comp I; Skills: Athletics VII, Athletics VII, Notice VII, Sneak VI; Qualities: aquatic I, damage reduction 4, feat (Great Fortitude, Lightning Reflexes), ferocity, frenzy I, superior climber I, superior swimmer I, tough I.
Attacks/Weapons: Bite III (venomous: dex -2, str -2)
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« Reply #38 on: July 06, 2011, 08:53:12 PM »

Racing to Ruin Part 2:

2a: Kalabuto.

I skipped the Fuzumi Salt mines, so not too much help there.

After my spliced-in interlude, I picked things up at Kalabuto. Note that in my game, I have guns, so most instances of crossbows are replaced with guns, unless the NPC is meant to attack with stealth.

First is Kibi, a small urchin of a commoner hired to spy on the party.

Kibi, human commoner girl (Small Folk Walker — 24 XP): Str 8, Dex 12, Con 8, Int 10, Wis 10, Cha 10; SZ S (1ื1, Reach 1); Spd 30 ft. ground; Init III; Atk I; Def IV; Resilience II; Health II; Comp II; Skills: Bluff IV, Notice III, Sneak III; Qualities: meek.

Cheiton, the expedition's prospective guide and possible host for the evening:

Cheiton, dwarf contact (Medium Folk Walker — 64 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def V; Resilience V; Health III; Comp II; Skills: Acrobatics IV, Haggle IV, Prestidigitation V, Search V, Survival V; Qualities: class ability (Burglar: evasion I, Explorer: tomb raider, Explorer: uncanny dodge III), damage reduction 2, darkvision I, improved stability.
Attacks/Weapons: Pick (dmg 1d6 lethal; threat 19-20; q: AP 4)
Mounts and Vehicles: Mule (Spd 30 ft. ground (Run 150 ft.); Travel 5; SZ/Def M/III) or none
Gear: Backpack, grappling hook, hemp rope (50 ft.), shovel, thieves’ tools, torches (5)
Treasure: 1A, 1L, 1T

Ye old nasty faction agents. I used my old Cagey/Parry combo that I use on creatures I don't want to give tough.

Faction Agent (Medium Folk Walker — 101 XP): Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init V; Atk VI; Def V; Resilience V; Health V; Comp IV; Skills: Acrobatics VI, Athletics V, Intimidate V, Prestidigitation VI, Sneak VI; Qualities: cagey I, class ability (Burglar: evasion III, Scout: sneak attack 2d6, Soldier: killer instinct), feat (BSM: Robber, BSM: Spy, Ghost Basics, Ghost Mastery, Knife basics, Lightning Reflexes, Quick Draw, Two-Weapon Fighting), treacherous, tricky (Parry, Venom master).
Attacks/Weapons: Short Sword (dmg 1d8+3 lethal, TR 19-20, q: keen 4), Punching dagger (dmg 1d6+3 lethal, TR 19-20, finesse, grip), Light crossbow (dmg 1d6+2 lethal, TR 19-20, q: AP2, load 5), concussion bomb (3d6 bang, TR 20, 10'x3, inaccurate, blast 1)
Gear: Spider vine poison (cocktail: paralysis, lethal), oil of Glyph of Protection I, grappling hook, silk rope, thieves' tools
Treasure: 1A, 1G, 1L
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« Reply #39 on: July 06, 2011, 09:03:09 PM »

Part 2b: The Screaming Jungle

I didn't actually use any of these, so can't say how they went in play.

The possessed dire ape I statted out by giving it the lifeline ability and handwaved the possession mechanic: it can't become incoproreal until it uses the lifeline ability, whereupon it loses the ape abilities.

Possessed Dire Ape/Shadow Demon (Large Beast Outsider Spirit Walker — 134 XP): Str 14, Dex 12, Con 14, Int 12, Wis 12, Cha 14; SZ L (2ื2, Reach 2); Spd 30 ft. ground; Init VI; Atk VI; Def IV; Resilience VII; Health IV; Comp V; Skills: Acrobatics VII, Athletics VII, Notice VIII, Sense Motive VII, Spellcasting VI; Spells: Call From Beyond, Darkness, Fireball I, Summon Nature's Ally, Telekinesis II, Teleport I; Qualities: class ability (Explorer: lifeline), darkvision I, fearsome, feat (Combat Instincts, Lightning Reflexes, Night Fighting), improved sense (smell), light-sensitive, rend, superior climber II, tough I.
Attacks/Weapons: Claw II ื 2 (aligned: evil; armour piercing 2), Bite III (aligned: evil)

Other creatures:

For the succubus, I just planned on using the FC temptress demon.

Jigeke the Exile (Medium Folk Walker — 89 XP): Str 10, Dex 12, Con 10, Int 14, Wis 12, Cha 12; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def III; Resilience VIII; Health III; Comp V; Skills: Crafting VII, Intimidate VI, Resolve VII, Spellcasting VIII; Spells: Animate Dead III, Bestow Curse, Brawn III, Cause Wounds II, Mass, Fly I, Mage Armor, Shield, True I; Qualities: class ability (Mage: arcane wellspring I), condition immunity (frightened), expanded spellbook (Blindness/Deafness, Detect Magic, Dominate Undead I, Ray of Enfeeblement, Read Magic), feat (Double Cast, Ghost Basics, Glint of Madness, Great Fortitude, Scroll Casting, Spell Power).
Attacks/Weapons: spear (1d8 lethal, TR 19-20, q: hurl, reach +1), dagger (1d6 lethal, TR 19-20, bleed, hurl)
Gear: Mask (magic item, scare II 3/scene)
Treasure: 1A, 1L, 1M, 1T

Fast Troll Zombie (Large Folk Undead Walker — 92 XP): Str 16, Dex 12, Con 18, Int 6, Wis 9, Cha 6; SZ L (2ื2, Reach 2); Spd 40 ft. ground; Init II; Atk IV; Def III; Resilience VII; Health X; Comp I; Skills: Athletics III, Notice III, Survival V; Qualities: damage reduction 2, darkvision I, devour, fearless I, improved sense (scent), monsterous defense I, rend, swift attack I, tough I.
Attacks/Weapons: Large mace (dmg 1d10+3 lethal; threat 20; qualities: AP 4), Claw II
Treasure: 2G

Zenj Spirit Dancers (Medium Folk Walker — 100 XP): Str 10, Dex 12, Con 10, Int 10, Wis 12, Cha 14; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def V; Resilience VI; Health II; Comp V; Skills: Acrobatics IX, Bluff VI, Crafting VI, Disguise VI, Impress IX, Spellcasting V; Spells: Bless - 1, Calm Emotions - 2, Cure Wounds I - 1, Disguise Self - 1, Insanity I - 2; Qualities: beguiling, class ability (Burglar: slippery), damage defiance (sonic), expanded spellbook (Dancing Lights-0, Speak with Animals-1, Touch of Light-0, Whispers-0), feat (Charm Binding Basics, Essence Binding Basics, Hidden Spells, Mobility Basics, Mobility Mastery, Spell Power), interests (Dance), tricky (Dextrous Blow, Dextrous Grab).

I'm exhausted. Will post part 3 later.
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« Reply #40 on: July 07, 2011, 08:50:09 PM »

Racing to Ruin Part 3: Ruins of Tazion

Snakes for the snake pit and animal companions/familiars:

Giant Constrictor Snake (Large Animal Walker — 103 XP): Str 16, Dex 12, Con 14, Int 1, Wis 10, Cha 2; SZ L (2ื2, Reach 2); Spd 30 ft. ground; Init IV; Atk VII; Def IV; Resilience VII; Health V; Comp None; Skills: Acrobatics VII, Athletics VIII, Notice VII, Sneak V, Survival III; Qualities: condition immunity (sprawled), devour, feat (Great Fortitude), grappler, improved sense (smell), superior climber II, superior swimmer II, tough I.
Attacks/Weapons: Bite II (grab), Squeeze III

Violet Mamba (Medium Animal Walker — 69 XP): Str 10, Dex 12, Con 2, Int 1, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 20 ft. ground; Init VII; Atk VI; Def VI; Resilience V; Health III; Comp None; Skills: Acrobatics V, Athletics V, Notice V, Sneak VI; Qualities: aquatic I, condition immunity (sprawled), darkvision I, feat (lightning reflexes), improved sense (smell), superior climber II, superior swimmer II.
Attacks/Weapons: Bite I (venomous: virulent lethal; finesse)

The decapus is an aberration from the Tome of Horrors II that turns up to surprise the pcs at one point:

Decapus (Medium Horror Walker — 119 XP): Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (1ื1, Reach 1); Spd 10 ft. ground; Init III; Atk V; Def V; Resilience IV; Health IV; Comp II; Skills: Athletics VIII, Notice V, Sneak VII; Qualities: darkvision II, feat (All-out attack), grappler, natural spell (Illusionary Image III 3), superior climber IV, tough I.
Attacks/Weapons: Tentacle slap II ื 9 (grab; reach 1), Squeeze III
« Last Edit: July 09, 2011, 11:14:54 AM by Psion » Logged

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« Reply #41 on: July 07, 2011, 08:52:29 PM »

Racing to Ruin Part 3: The Ruins of Tazion

Temple of the Snake:

Raogru is a Charau-Ka priest. I made his venomous stare into an exceptional ability attack, which in essence becomes his main attack form. I also mapped his channel ability as a mass cause wounds spell.

Raogru, Fang of Ydersius (Small Folk Walker — 127 XP): Str 14, Dex 12, Con 12, Int 12, Wis 12, Cha 12; SZ S (1ื1, Reach 1); Spd 30 ft. ground; Init III; Atk V; Def V; Resilience IX; Health IV; Comp IV; Skills: Acrobatics V, Athletics VII, Intimidate V, Resolve V, Sneak X, Spellcasting VII; Spells: , Blindness, Brawn I, Call Lightning I, Cause wounds I, mass, Darkness I, Resist Energy; Qualities: class ability (Soldier: killer instinct), devoted (Beasts III, Curses IV), feat (Hurled Basics, Hurled Mastery, Hurled Supremacy, Hurling Master-Thrown, Rage Basics, Surge of Speed), frenzy I, veteran I.
Attacks/Weapons: Bite I, Mace (1d8+1 lethal, TR 20, AP4, upg: superior), Rock (1d6+1d4+3), Venomous stare (damage II: gaze; venomous: fascinating)
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« Reply #42 on: July 07, 2011, 08:57:45 PM »

Racing to Ruin: Ruins of Tazion part 3

Stuff I didn't use from the Ziggurat

I cut out the wasps, basidrond and the azlanti idols because I uses a more puzzle oriented variant of the ziggurat. Here they are if you want to use them:

Giant Wasp (Large Animal Outsider Flyer/Walker — 83 XP): Str 14, Dex 12, Con 14, Int 1, Wis 12, Cha 10; SZ L (2ื2, Reach 1); Spd 60 ft. flight, 20 ft. ground; Init III; Atk V; Def V; Resilience V; Health IV; Comp None; Skills: Acrobatics IV, Notice VI; Qualities: condition immunity (baffled, fixated, shaken), damage reduction 2, darkvision II, monsterous defense I, tricky (venom master).
Attacks/Weapons: Tail slap III (venomous: virulent disorienting)

The Queen Wasp (Large Animal Outsider Flyer/Walker — 127 XP): Str 16, Dex 12, Con 16, Int 1, Wis 14, Cha 12; SZ L (2ื2, Reach 1); Spd 60 ft. flight, 20 ft. ground; Init III; Atk V; Def V; Resilience V; Health V; Comp None; Skills: Acrobatics IV, Notice VI; Qualities: class ability (Paladin: smite the indifferent), condition immunity (baffled, fixated, shaken), damage defiance (cold, fire, heat), damage reduction 7, darkvision II, interests (a-evil), monsterous defense I, spell defense IV, tricky (venom master), veteran I.
Attacks/Weapons: Tail slap III (aligned: evil; venomous: virulent disorienting)

Zilati Idol (Small Construct Flyer/Walker — 109 XP): Str 10, Dex 10, Con 10, Int 8, Wis 12, Cha 12; SZ S (1ื1, Reach 1); Spd 30 ft. flight, 10 ft. ground; Init I; Atk IV; Def VI; Resilience I; Health IV; Comp I; Skills: Acrobatics IV, Blend VIII, Notice V, Sense Motive VI, Spellcasting V; Spells: bestow curse, brawn I, command II, hold person, magic stone; Qualities: beguiling, chameleon (caverns/mountains I, indoors/settled I), damage defiance (bows), damage immunity (electrical, fire, sonic), damage reduction 8, devoted (curses III), everlasting, natural spell (misdirection 2), tough I.
Attacks/Weapons: Slam III

Basidirond (Medium Plant Walker — 80 XP): Str 14, Dex 12, Con 12, Int 1, Wis 10, Cha 1; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init III; Atk VI; Def IV; Resilience V; Health V; Comp None; Qualities: critical hesitation, damage immunity (cold), damage reduction 2, natural spell (Insanity II 5), tough I.
Attacks/Weapons: Hallucination cloud (baffling III: aura 20ft. radius), Slam III (venomous: spores-lethal; armour piercing 2)
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« Reply #43 on: July 07, 2011, 09:04:22 PM »

Racing to Ruin: Ruins of Tazion part 3

Standard Ziggurat Stuff

Here is some Ziggurat stuff I did use, including the "BBEG" of the lair.

Mithril Cobra (Small Construct Walker — 90 XP): Str 12, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ S (1ื1, Reach 1); Spd 70 ft. ground; Init IV; Atk V; Def V; Resilience II; Health V; Comp I; Skills: Sneak VII, Survival VII; Qualities: damage reduction 5, darkvision II, spell defense IV, swift attack I, tricky (venom master).
Attacks/Weapons: Bite III (venomous: virulent lethal)
Treasure: 3L

As a side note, when I saw that they had a White Ape entry that had 20 strength, I think my Girallon and Dire Ape versions will follow suit, so a future version of this one will be stronger.

Paleflesh, Girallon (Large Animal Walker — 110 XP): Str 14, Dex 14, Con 14, Int 2, Wis 10, Cha 7; SZ L (2ื2, Reach 1); Spd 40 ft. ground; Init VIII; Atk VII; Def III; Resilience V; Health IV; Comp I; Skills: Athletics VII, Notice V, Sneak III; Qualities: class ability (Soldier: killer instinct), damage reduction 2, darkvision II, feat (Iron Will, Lightning Reflexes), improved sense (smell), rend, superior climber IV, tough II.
Attacks/Weapons: Bite III, Claw II ื 4

Issilar is a serpentfolk enchanter -- his charms and command proved pretty useless in play, but lightning bolt nearly caused a rout!

Issilar (Medium Folk Walker — 183 XP): Str 8, Dex 16, Con 14, Int 16, Wis 14, Cha 16; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def V; Resilience VIII; Health IV; Comp V; Skills: Bluff IX, Disguise VII, Intimidate IX, Notice VII, Sneak VIII, Spellcasting IX; Spells: Blur-2, Brawn I-2, Charm Person III*-4, Hold Person-3, Illusionary Image III-3, Lightning Bolt* I-3, Mirror Images-2, Resist Energy-2, Scorching Ray-2; Qualities: class ability (Assassin: convincing, Assassin: quick on your feet, Mage: arcane wellspring I, Mage: spell secret 2 spells), condition immunity (baffled, frightened, paralyzed), contagion immunity, darkvision II, expanded spellbook (Burning Hands-sb-1, Charm Person I-1, Command I-1, Detect Magic-1, Disguise Self-1, Entropic Shield-1, Magic Missile-1, Polar Ray I-0, Read Magic-0, Shield-1), feat (BSM-Athlete, Charm Binding Basics, Double Cast*, Hidden Spells*, SC-Area*, SC-Casting Time*, SC-Effect*, Scribing Basics, Spell Power*), shapeshifter I, spell defense IV.
Attacks/Weapons: Dagger (1d6+3 lethal; TR 19-20; q: bleed, hurl; upg: finesse), Bite I (venomous: weakening; finesse)
Gear: Wand-Charm/Entangle, 3 Gems for Pillars room
Treasure: 2A, 2M
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« Reply #44 on: July 07, 2011, 09:08:14 PM »

Racing to Ruin part 3: Ruins of Tazion

Variant ziggurat stuff.

I added serpentfolk warriors for a variant of the ziggurat that makes the serpentfolk effort to find Savinth-Yhi more obviously organized. These degenerate serpentfolk are charmed thralls of the enchanter.

Serpentfolk Warrior (Medium Folk Walker — 109 XP): Str 14, Dex 10, Con 14, Int 6, Wis 10, Cha 8; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init III; Atk VII; Def IV; Resilience VI; Health IV; Comp II; Skills: Athletics IV, Intimidate IV, Notice IV, Survival III; Qualities: achilles heel (cold), class ability (Soldier: killer instinct), cold-blooded, condition immunity (baffled, enraged, frightened, paralyzed), contagion immunity, damage reduction 2, darkvision II, feat (All-out attack, Edged Master-Greatsword, Greatsword Basics, Greatsword Mastery), ferocity, frenzy I, improved sense (smell), spell defense IV, swift attack I, telepathic, tricky (venom master).
Attacks/Weapons: Shamshir (1d12+1d4+4, TR 19-20, q: AP4, cavalry), Bite I (venomous: weakening, virulent)
Treasure: 1C, 1G

Serpentfolk Lieutenant (Medium Folk Walker — 123 XP): Str 18, Dex 10, Con 16, Int 6, Wis 10, Cha 8; SZ M (1ื1, Reach 1); Spd 30 ft. ground; Init III; Atk VII; Def IV; Resilience VI; Health IV; Comp II; Skills: Athletics IV, Intimidate IV, Notice IV, Survival III; Qualities: achilles heel (cold), class ability (Soldier: killer instinct), cold-blooded, condition immunity (baffled, enraged, frightened, paralyzed), contagion immunity, damage reduction 2, darkvision II, fearless I, feat (All-out attack, Armor Basics, Edged Master-Greatsword, Greatsword Basics, Greatsword Mastery, Hammer Basics, Hammer Mastery), ferocity, frenzy I, improved sense (smell), spell defense IV, swift attack I, telepathic, tricky (venom master).
Attacks/Weapons: Shamshir (1d12+1d4+6, TR 19-20, q: AP4, cavalry), Bite I (venomous: weakening, virulent)
Treasure: 1C, 1G
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