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.
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.