Pathfinder NPC Conversions

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Anetra's picture
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Pathfinder NPC Conversions

I'm converting some of the Faces of Sigil NPCs to Pathfinder, so I figured I might as well post them up here as I go. I don't have a heck of a lot of experience doing NPC-building at all, never even mind converting things from 2e all the way to Pathfinder, so we'll see how this goes :S. Feedback super appreciated!

Content primarily from the Pathfinder Core / APG, but I'm also using the Planewalker 3e PDFs, especially the faction feats.

I decided that Kylie was a pretty good place to start. I know some people will probably disagree with my decision to give her levels in Horizon Walker instead of making her pure rogue, but as Kylie was unquestionably a "social rogue" whose abilities focused on being informed and staying on top in an urban environment, I felt that the abilities she got from Horizon Walker were really appropriate. However, I did cheat a tiny, tiny bit and didn't give her the Endurance feat >_>.

KYLIE
Female tiefling rogue 6/horizon walker 2
TN Medium planar outsider (native)
Init +4; Senses darkvision 60ft; Perception +11
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DEFENSE
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AC 20, touch 14, flat-footed 16 (+2 earring, +4 dex, +4 armor)
hp 48 (8d8+8)
Fort +6, Ref +12, Will +4
Resist cold 5, electricity 5, fire 5
Defensive Abilities evasion, trap sense +2, uncanny dodge
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OFFENSE
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Speed 30ft
Melee +2 short sword of quickness +12 (1d6+2/18-20), tail + 10 (1d6)
Special Attacks sneak attack (3d6)
Spell-Like Abilities
1/day - darkness (CL 8th)
2/day - mage armor (CL 6th)
3/day - detect magic (CL 6th)
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STATISTICS
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Str 14, Dex 18, Con 12, Int 16, Wis 11, Cha 15
Base Attack +6; CMB +8; CMD 22
Feats The Chant, Skill Focus (diplomacy), Weapon Finesse, Extra Rogue Talent; Traits Canter, Extremely Fashionable
Skills Acrobatics +15, Appraise +7, Bluff +16 (+21 for secret messages), Climb +10, Diplomacy +21, Disable Device +12, Escape Artist +15, Intimidate +7, Kn(local) +14, Kn(factions) +12, Kn(the planes) +10, Perception +11, Sense Motive +11 (+16 for secret messages), Sleight of Hand +12, Stealth +14, Use Magic Device +10
Languages Planar Trade, Celestial, Fiendish, Khaasta, Rhebus
Faction Free League; Deity n/a
SQ Follow Up, Favoured Terrain (Sigil, The Outlands), Terrain Mastery (Sigil), Rogue Talents (coax information, follow clues, minor magic, major magic)
Gear +2 short sword of quickness, mwk tail pike, +2 earring of protection, +2 ring of resistance, hillpop's golden quill (writes messages understood by any being)


DIB
Male ethyk HD 2
TN Tiny magical beast (extraplanar)
Init +2; Senses darkvision 10ft, low-light vision, scent; Perception +13
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DEFENSE
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AC 16, touch 14, flat-footed 14 (+2 size, +2 dex, +2 natural)
hp 18 (1d10+6)
Fort +5, Ref +4, Will +1
Defensive Abilities evasion, uncanny dodge
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OFFENSE
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Speed 30ft, climb 30ft
Melee 2 claws +5 (1d2), bite +0 (1d3)
Special Attacks induce anger (dc 15)
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STATISTICS
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Str 3, Dex 15, Con 16, Int 2, Wis 12, Cha 14
Base Attack +1; CMB -3; CMD 1
Feats Ability Focus (induce anger), Weapon Finesse
Skills Acrobatics +2, Climb +10 (take 10), Perception +13, Survival +5
SQ scent
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SPECIAL ABILITIES
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Induce Anger (Su) Six times per day, Dib can induce anger in a single target within 100ft. A victim who fails a will save DC 15 becomes angry and argumentative for 3d4 rounds with another target (never Dib or Kylie) also within 100ft. Each round, the target must make an additional DC 15 will save or attempt to attack the target of its hostility, or anyone trying to restrain him.
If the victim cannot attack its target, it hurls verbal assaults that are so belligerent that the target's attitude toward the victim will turn hostile. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

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Re: Pathfinder NPC Conversions

Ah, this is cool. I had done my own takes a lot of the Planescape NPCs from U:FoS and the Factol's Manifesto myself, but Kylie's one I never got around to since she got statted up in the 3.5 Planar Handbook. You can make an arguement for her as a horizon walker. Note that NPCs don't normally get traits tho unless they have the Additional Traits feat. Also, I think Fiendish is actually two languages (Infernal and Abyssal). Since Pathfinder is about merging skills, you might consider folding faction knowledge into either Knowledge planar or knowledge local as well.

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Re: Pathfinder NPC Conversions

Surreal Personae wrote:
Ah, this is cool. I had done my own takes a lot of the Planescape NPCs from U:FoS and the Factol's Manifesto myself, but Kylie's one I never got around to since she got statted up in the 3.5 Planar Handbook. You can make an arguement for her as a horizon walker. Note that NPCs don't normally get traits tho unless they have the Additional Traits feat. Also, I think Fiendish is actually two languages (Infernal and Abyssal). Since Pathfinder is about merging skills, you might consider folding faction knowledge into either Knowledge planar or knowledge local as well.

Hey, thanks. If possible I'd be interested in seeing your versions of these NPCs. I've been whittling away on some others, and I have a Duke Darkwood mostly done, I just haven't assigned him memorized spells yet, because that's just a huge pain to me.

Regarding NPCs and Traits: Yeah, I know, but there's a handful of NPCs who I feel ought to have them (mostly not conversions), and Kylie is one of them. It's a preference thing, makes the NPC seem more fleshed out to me.

Regarding Fiendish: In Planewalker's Planescape Campaign Setting PDFs they actually decided to include Fiendish as its own language, and made individual languages for the upper planar races, so that "Fiendish" became like a lower-planar 'common,' and Celestial the same for the upper planes. Whether one wants to do this in their game or not is totally a preference thing, but I really liked that direction. Especially for Pathfinder, where Linguistics is Forgery and Decipher Script as well, I don't like feeling like I have to dip into prime-specific languages once I hit the 7th or 8th rank.

Regarding Knowledge: Faction, Knowledge: Local, and Knowledge: The Planes. This is something I gave a lot of thought to, but you'll note that Pathfinder didn't eliminate any knowledge skills when they merged things -- everything, including K: nature, K: nobility and K: dungeoneering, is still there. The main reason i chose to keep it was because knowledge skills can be used to learn about monsters. Depending on the type of monster, you can make K: Dungeoneering, K: Religion, K: Nature, or K: Arcana checks to get information on the abilities and weaknesses of a monster. The same can actually be said for K: Factions, the more ranks you have in K: Factions the more likely you are to get information like "You're fighting a Guvner, be careful, some of them can create a loophole in the fabric of the multiverse," "This person is a Doomguard and you can't see any swords on their person; something is wrong here," or even "Something seems really odd to you about this situation. As you're familiar with the Sign of One's abilities to manipulate reality, you feel like they might be involved."

Just like you could use Spellcraft to ID a spell and get an approximate idea of what level /type of caster you're fighting, you could use K: Factions any time a faction ability is used to learn about your enemy.

All in all, I felt like it was totally a different thing from K: Local and K: Planes.

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Re: Pathfinder NPC Conversions

Here are A'kin and Shemeshka the Marauder! Both were made using the Arcanaloth in Dungeon Magazine issue 149 -- so yeah, all I really did was adjust equipment and spell lists. I'm posting these primarily because I'm iffy about how good their spell lists actually are? A'kin's is not really that stellar (especially for the Dungeon Mag Arcanaloth with that Swift Evoker ability) but his spells are supposed to be nutty for an Arcanaloth so mostly whatever ;-;.

A'KIN
Arcanaloth yugoloth CR 17
NE Medium planar outsider (evil, extraplanar, yugoloth)
Init +14; Senses Darkvision 60ft, Perception +33
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DEFENCE
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AC 35, touch 20, flat-footed 25 (+10 dex, +15 natural);
hp 270 (18d10+162)
Fort +20, Ref +21, Will +15;
DR 15/good, silver; Immune acid, poison, mind affecting; Resist cold 10, fire 10, electricity 10; SR 26
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OFFENCE
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Speed 30ft, fly 50ft (good maneuverability)
Melee 2 claws +28 (1d6+5 plus 1d6 strength drain), bite +23 (2d6+2)
Special Attacks arcane strike, flyby attack, summon yugoloths
Spell-Like Abilities (CL 17th, concentration +24)
Constant - fly
At will - alter self, darkness, fear (DC 23), greater teleport (self plus 50lbs of items), heat metal, invisibility, magic missile, major image (DC 20), telekinesis, warp wood (DC 19)
1/day - mirage arcana
Spells Known (CL 12th, concentration +19)
6th (4/day) - geas
5th (6/day) - false vision, feeblemind (DC 22)
4th (7/day) - confusion (DC 21), charm monster (DC 21), shout (DC 23)
3rd (8/day) - slow (DC 20), blink, suggestion (DC 20), nondetection (DC 23 / 28)
2nd (8/day) - phantom trap, misdirection (DC 19), hypnotic pattern (DC 19), see invisibility, detect thoughts (DC 19)
1st (8/day) - magic aura, ventriloquism, true strike, identify, memory lapse (DC 18)
0 (at will) - prestidigitation, open/close, message, mage hand, touch of fatigue, ghost sound, detect poison, detect magic, resistance
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STATISTICS
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Str 20, Dex 30, Con 28, Int 23, Wis 18, Cha 24
Base Attack 18; CMB +23; CMD 28
Feats Arcane Strike, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Weapon Finesse
Skills Bluff +28, Diplomacy +30, Intimidate +30, Knowledge (arcana) +27, Knowledge (the planes) +27, Knowledge (local) +27, Linguistics +27, Perception +33, Spellcraft +29, Use Magic Device +28
Languages Read and write all known languages, telepathy 100ft
SQ Flight, Swift Evoker
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SPECIAL ABILITIES
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Strength Drain (Su) A creature hit by an arcanaloth's claw attack must succeed a DC 28 fortitude save or take 1d6 points of Strength drain. On a successful save, the creature takes only 1 point of Strength drain. The save DC is Constitution-based.

Summon Yugoloth (Sp) Once per day, an arcanaloth can summon another arcanaloth. A summoned arcanaloth remains for 1 hour. This ability is the equivalent of a 9th-level spell.

Swift Evoker (Ex) An arcanaloth is particularly adept at quickly casting spells of the school of evocation. Once every 1d4 rounds, an arcanaloth may cast any evocation spell it knows as a free action, as if it were a quickened spell. An arcanaloth may cast evocation spells in this manner even if that spell is cast spontaneously.

- - -

SHEMESHKA THE MARAUDER
Arcanaloth yugoloth CR 17
NE Medium planar outsider (evil, extraplanar, yugoloth)
Init +14; Senses Darkvision 60ft, Perception +33
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DEFENCE
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AC 35, touch 20, flat-footed 25 (+10 dex, +15 natural);
39 with mage armour, touch 20 flat-footed 29
hp 270 (18d10+162)
Fort +20, Ref +21, Will +15;
Defensive Abilities Nondetection (DC 19); Immune acid, poison, mind affecting, detect thoughts, discern lies, detect alignment;
DR 15/good, silver; Resist cold 10, fire 10, electricity 10; SR 26
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OFFENCE
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Speed 30ft, fly 50ft (good maneuverability)
Melee 2 claws +28 (1d6+5 plus 1d6 strength drain), bite +23 (2d6+2)
Special Attacks arcane strike, flyby attack, summon yugoloths
Spell-Like Abilities (CL 17th, concentration +26)
Constant - fly
At will - alter self, darkness, fear (DC 25), greater teleport (self plus 50lbs of items), heat metal, invisibility, magic missile, major image (DC 22), telekinesis, warp wood (DC 21)
1/day - mirage arcana (DC 26)
Spells Known (CL 12th, concentration +21)
6th (4/day) - chain lightning (DC 27)
5th (7/day) - cloudkill (DC 24), feeblemind (DC 24)
4th (8/day) - bestow curse (DC 23) , ice storm (DC 25), greater invisibility
3rd (8/day) - aqueous orb (DC 24), fireball (DC 24), vampiric touch (DC 22), slow (DC 22)
2nd (8/day) - scorching ray, mirror image, see invisibility, elemental touch (DC 23), hideous laughter (DC 21)
1st (9/day) - mage armour, burning hands (DC 22), reduce person (DC 20), touch of gracelessness (DC 20), ray of enfeeblement (DC 20)
0 (at will) - acid splash, detect magic, detect poison, ray of frost, bleed, touch of fatigue, mage hand, arcane mark, prestidigitation
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STATISTICS
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Str 20, Dex 30, Con 28, Int 23, Wis 18, Cha 28
Base Attack 18; CMB +23; CMD 28
Feats Arcane Strike, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Weapon Finesse
Skills Bluff +28, Diplomacy +30, Intimidate +30, Knowledge (arcana) +27, Knowledge (the planes) +27, Knowledge (local) +27, Linguistics +27, Perception +33, Spellcraft +29, Use Magic Device +28
Languages Read and write all known languages, telepathy 100ft
SQ Flight, Swift Evoker
Combat Gear necklace of fireballs type IV (1 8d6, 2 6d6, 2 4d6, 4 2d6);
Other Gear razorvine headdress, headband of alluring charisma +4, amulet of proof against detection and location, gem of seeing, mirror of mental prowess, ring of mind shielding

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Re: Pathfinder NPC Conversions

BLACK MARIAN
Female human cleric 5 of Bragi
N Medium planar humanoid (human)
Init +1; Senses Perception +4
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DEFENCE
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AC 15, touch 11, flat-footed 14 (+4 armour, +1 dex)
hp 28 (5d8)
Fort +4, Ref +2, Will +8
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OFFENCE
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Speed 30ft.
Melee +1 evil outsider-bane, undead-bane heavy mace +4 (1d8+1)
Special Attacks Channel positive energy 8/day (DC 17, 3d6)
Domain Abilities (CL 5th, concentration +9)
7/day - door sight
7/day - lore keeper (as if 24)
Spells Prepared (CL 5th, concentration +9)
3rd - Helping Hand, Invisibility Purge, Fly(D)
2nd - Augury, Calm Emotions, Enthrall, Locate Object(D)
1st - Protection from Evil, Detect Evil x2, Bless, Comprehend Languages(D)
0th - Detect Magic, Detect Poison, Guidance, Purify Food and Drink
D Domain spell; Domains Exploration, Knowledge
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STATISTICS
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Str 10, Dex 12, Con 11, Int 13, Wis 19, Cha 16
Base Attack 3; CMB +3; CMD 14
Feats Alignment Channel (Evil), Improved Channel, Extra Channeling
Skills Diplomacy +7, Heal +8, Knowledge (planes) +5, Knowledge (religion) +8, Perform (song) +8, Sense Motive +10, Spellcraft +9
Faction Believers of the Source; Deity Bragi
SQ Aura of Good
Gear silver ladle, +1 evil outsider-bane undead-bane heavy mace, chain shirt

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Re: Pathfinder NPC Conversions

"SLY" NYE
Male tiefling bard 4
CN Medium planar outsider (native)
Init +2; Senses Darkvision 60ft, Perception +9
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DEFENCE
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AC 14, touch 12, flat-footed 12 (+2 armour, +2 dex)
hp 19 (4d8-4)
Fort +0, Ref +6, Will +4; conditional modifiers +4 vs bardic performance, sonic, language-dependant
Immune detect thoughts, discern lies, detect alignment; Resist cold 5, electricity 5, fire 5
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OFFENCE
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Speed 30ft.
Melee mwk dagger +3 (1d4-1/19-20)
Ranged mwk dagger +6 (1d4-1/19-20)
Special Attacks Bardic Performance 14 rounds DC 16 (countersong, distraction, fascinate, satire, mockery)
Spell-Like Abilities
1/day - darkness (CL 6th)
Spells Known (Caster Level 4th, concentration +8)
2nd (4/day) - glitterdust (DC 16), misdirection (DC 16)
1st (5/day) - hideous laughter (DC 15), expeditious retreat, vanish, unseen servant
0 (at will) - sift, unwitting ally (DC 14), detect magic, message, prestidigitation, mage hand
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STATISTICS
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Str 8, Dex 15, Con 9, Int 18, Wis 10, Cha 18
Base Attack 3; CMB +2; CMD 14
Feats Alertness, Skill Focus (perform: oratory)
Skills Appraise +8, Bluff +13, Climb +6, Diplomacy +16, Escape Artist +9, Kn(faction) +10, Kn(history) +7, Kn(local) +12, Kn(nobility) +7, Kn(planes) +10, Linguistics +9, Perception +9, Perform(oratory) +14, Profession(law) +7, Sense Motive +16, Sleight of Hand +6, Spellcraft +10, Stealth +8, Use Magic Device +8
Languages understands all spoken languages (knows Planar Trade, Fiendish, Celestial, Infernal, Eladrin, Rhebus)
Faction Xaositect; Deity n/a
Faction Abilities Scramblespeak
SQ Heraldic Expertise 1/day, Versatile Performance (Oratory), Well-Versed
Gear mwk dagger, bracers of armour +2, ioun stones: bright silver cylinder (become ethereal for 2 hours, 14 charges); cerulean blue rhomboid (functions as a ring of freedom of movement); light blue prism (understand all spoken languages); and orange cube (functions as a ring of mind shielding)

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