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Pathfinder Hero Lab Musings

 
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unemployed_bullywug
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Joined: Jun 29, 2010
Posts: 53
Location: Joplin, MO

PostPosted: Thu Mar 13, 2014 3:16 pm    Post subject: Pathfinder Hero Lab Musings Reply with quote

Thought I'd share some of my Hero Lab projects. Doing a lot of Greyhawk monster conversions for my Pathfinder campaign. No, these two are not in it, but they make for excellent practice getting use to the system.

First is the Ogrik, from Oerth Journal 24. He's not spot on, as I wasn't quite sure how to add a natural attack (there were some weird wording issues with the original stat block). Being an elemental in the original he also had a type-change, which changed a LOT of his stats. Not sure if a CR 12 is still appropriate for this version...

Quote:

Ogrik CR 12
XP 19,200
CE Huge outsider (earth, elemental)
Init -1; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 20, touch 7, flat-footed 20 (-1 Dex, -2 size, +13 natural)
hp 172 (15d10+90)
Fort +11, Ref +8, Will +9
DR 10/—; Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +22 (2d6+8/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks trample (2d6+12, DC 25)
--------------------
Statistics
--------------------
Str 27, Dex 9, Con 23, Int 6, Wis 11, Cha 4
Base Atk +15; CMB +25 (+27 bull rush); CMD 34 (36 vs. bull rush)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Mighty Blow, Power Attack, Weapon Focus (slam)
Skills Climb +23, Perception +18, Stealth +9, Survival +15
Languages Terran (can't speak)
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Mighty Blow The creature delivers a devastating hit that sends an opponent flying.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.


Next is the Zhem'Tahl, also from Oerth Journal 24. I had some problems early on adding a skill bonus, but I figured it out. I switched his feat out, as he didn't qualify for the original "Multiattack" feat, so I gave him "Flyby Attack", which suits him just fine in my opinion.

Quote:

Zhem'Tahl CR 1
XP 400
CN Medium monstrous humanoid
Init +3; Senses blindsense 120 ft., darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 9 (2d10)
Fort +0, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (average)
Melee bite -2 (1d4) and
. . spear +3 (1d8+1/×3)
Ranged shortbow +5 (1d6/×3)
Special Attacks shriek (15-ft. cone, stun, 1d4 rounds, Fortitude DC 11 negates)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 11, Int 9, Wis 11, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Flyby Attack
Skills Fly +8, Stealth +12, Survival +5; Racial Modifiers +4 Stealth
Languages Zhem'Tahl
Other Gear arrows (20), shortbow, spear
--------------------
Special Abilities
--------------------
Shriek (Su) Once per day, a Zhem'Tahl can release a piercing shriek. All non-Zhem'Tahl within a 15-foot spread must make a DC 11 Fortitude save or become stunned for 1d4 rounds. This is a sonic effect. The save DC is Constitution-based.


I love this program! It's a pain sometime to add in custom stuff. I've learned a lot just by opening up the other monster files and taking a look inside. Of course I've done a lot more than just these two, but open gaming license... copyrights... just not sure if I'm really "allowed" to post them up.

I haven't tried my hand at custom classes, or kingdoms, or anything of that sort yet. LOVE to take a shot at inputting some of the Canonfire classes in and converting them over to Pathfinder. Maybe someday. ;)
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Last edited by unemployed_bullywug on Fri Mar 14, 2014 6:27 pm; edited 1 time in total
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SirXaris
GreySage


Joined: Jul 26, 2010
Posts: 2421
Location: LG Dyvers

PostPosted: Thu Mar 13, 2014 6:26 pm    Post subject: Reply with quote

That's some great work that I just don't have the time to delve into myself, U_B. I'd love to see more of these stats, if Cebrion thinks there is no copyright issues with doing so.

SirXaris
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unemployed_bullywug
Journeyman Greytalker


Joined: Jun 29, 2010
Posts: 53
Location: Joplin, MO

PostPosted: Sun Mar 23, 2014 9:01 pm    Post subject: Reply with quote

Tough crowd. How about Bookas? Everybody loves hobo-faeries, right?

Quote:

This homely creature resembles a tiny, slender elf, with a long, pointy nose and broad ears. It has a pair of delicate wings, colored like those of a butterfly.
--------------------
Booka CR 1/2
XP 200
CG Tiny fey
Init +5; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 12 (+5 Dex, +2 size, +1 dodge)
hp 4 (1d6+1)
Fort +1, Ref +7, Will +4
Defensive Abilities invisibility; DR 5/cold iron; SR 13
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (perfect)
Melee bite -1 (1d3-3)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 4, Dex 20, Con 12, Int 12, Wis 15, Cha 13
Base Atk +0; CMB +3; CMD 11
Feats Dodge
Skills Craft (traps) +7, Escape Artist +9, Fly +21, Handle Animal +2, Perception +8, Sense Motive +6, Stealth +17; Racial Modifiers +2 Craft (traps), +2 Perception
Languages Common, Sylvan
--------------------
ECOLOGY
--------------------
Environment Temperate land
Organization Solitary or family (2-4)
Treasure No coins; 50% goods; 50% items
--------------------
Special Abilities
--------------------
Invisibility (Su) A booka can become invisible (as the invisibility spell), resuming or ending its invisibility as a swift action.


Conversion stats were taken from Enworld's Creature Catalog, I simply plugged the whole thing into Hero Lab.

And of course, there's always bullywugs. True to the Monsters of Faerun stats, though I added the amphibious trait that Paizo added in the Savage Tides campaign. Makes sense to me.

Quote:

Bullywug CR 1
XP 400
Bullywug Warrior 1
CE Medium humanoid (aquatic, bullywug)
Init +0; Senses Perception -2
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+2 armor, +3 natural)
hp 9 (1d10+4)
Fort +6, Ref +0, Will -3
--------------------
Offense
--------------------
Speed 20 ft., marsh move, swim 30 ft.
Melee shortspear +2 (1d6+1)
--------------------
Statistics
--------------------
Str 13, Dex 11, Con 18, Int 6, Wis 5, Cha 4
Base Atk +1; CMB +2; CMD 12
Feats Endurance
Skills Perception -2, Stealth +1 (+7 in marshes), Swim +9; Racial Modifiers +6 Stealth in marshes
Languages Bullywug
SQ amphibious, summoning
Other Gear leather armor, shortspear
--------------------
ECOLOGY
--------------------
Environment Temperate and warm aquatic and marsh
Organization Solitary (1), pad (4), float (8), or pond (16–48)
Treasure Standard
--------------------
Special Abilities
--------------------
Marsh Move (Ex) Bullywugs can move at their normal movement speed through mud, marshes, and swamps with no penalty.
Summoning (Sp) When a bullywug cleric uses a summon monster spell, there is a 50% chance that one more monster than the spell would ordinarily summon will appear. There is a 25% chance that the summoned monsters will not be under the bullywug’s control.


Still trying to work out the conditional "summoning" ability, having the program apply it ONLY when the cleric class is selected. Rome wasn't built in a day, I suppose.
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Dark_Lord_Galen
Paladin
Paladin


Joined: Sep 07, 2011
Posts: 827
Location: Houston Texas

PostPosted: Mon Mar 24, 2014 11:43 am    Post subject: Reply with quote

Interesting Bully.....
I would be very intersted in a file exchange... you say you have created these for Herolab?? As a POR, Template, or evan better... a *.User file?

I have been utilizing Herolab since Anna pointed it out to me several years ago... great program.. abit cumbersome to write code in for a "custom feel" but there is none out there better..
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unemployed_bullywug
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Joined: Jun 29, 2010
Posts: 53
Location: Joplin, MO

PostPosted: Tue Mar 25, 2014 7:07 am    Post subject: Reply with quote

Dark_Lord_Galen wrote:
I would be very intersted in a file exchange... you say you have created these for Herolab?? As a POR, Template, or evan better... a *.User file?


The basics are in a .user file, but the creatures with equipment and descriptions are in a .por file. I think we can arrange a file exchange. Give me a little while to get my file cleaned up and arranged. ;)
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Dark_Lord_Galen
Paladin
Paladin


Joined: Sep 07, 2011
Posts: 827
Location: Houston Texas

PostPosted: Tue Mar 25, 2014 11:20 am    Post subject: Reply with quote

unemployed_bullywug wrote:
Dark_Lord_Galen wrote:
I would be very intersted in a file exchange... you say you have created these for Herolab?? As a POR, Template, or evan better... a *.User file?


I think we can arrange a file exchange. Give me a little while to get my file cleaned up and arranged. ;)


Sounds good, PM me when you are ready...

If it would save you time (and interest) I have already created user files for sub race types within GH.... Meaning instead of just utilizing the "human" in race selection, it would give you Human, Baklunish or Human, Rhennee etc

I did this simply because the guidlines (hate the word "rules") have ability modifiers for other races, but not humans.... and to me there is a difference in cultural aspects as well.

The code sets up default skills and crafts for sub-race types as well... ie the Suel were famous weavers (who knew lol) so it adds that to their skill set as a racial bonus.

The down side... all these are set up in the D20 version... but based on what I have read in the HL Forum, they are about 90% compatible with the Pathfinder version of HL, you may have to tweak it in the editor.
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unemployed_bullywug
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Posts: 53
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PostPosted: Sat Mar 29, 2014 8:21 pm    Post subject: Reply with quote

Aarakocras...

Quote:

Aarakocra CR 1/2
XP 200
NG Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 5 (1d10)
Fort +0, Ref +4, Will +2
Weakness claustrophobic
--------------------
Offense
--------------------
Speed 20 ft., fly 90 ft. (average)
Melee bite +0 (1d3-1) and
. . 2 talons +0 (1d4-1)
Ranged javelin +3 (1d6-1)
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Flyby Attack
Skills Craft (weapons) +2, Fly +6, Perception +4, Survival +4
Languages Auran, Common
Other Gear javelin (6)
--------------------
ECOLOGY
--------------------
Environment Warm and temperate mountains
Organization Solitary, flight (3–6), or tribe (11–30 plus 1 cleric of 3rd–5th level)
Treasure Standard
--------------------
Special Abilities
--------------------
Claustrophobic Aarakocras become shaken when in an enclosed area and suffer a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.


and Xvarts...

Quote:

This short large-headed humanoid is mostly bald, with bright blue skin and vivid orange eyes.
--------------------
Xvart CR 1/3
XP 135
Xvart Warrior 1
CE Small humanoid (xvart)
Init +1; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 shield, +1 Dex, +1 size)
hp 10 (1d10+5)
Fort +3, Ref +1, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d3/19-20) and
. . net +2 (entangle) and
. . shortsword +2 (1d4/19-20)
Xvart Spell-Like Abilities (CL 1st; concentration -1)
. . 1/day—speak with animals (bats and rats only)
--------------------
Statistics
--------------------
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 11
Feats Toughness
Skills Handle Animal +2, Stealth +7; Racial Modifiers +2 Stealth
Languages Common, Goblin
Other Gear light wooden shield, dagger, net, shortsword
--------------------
ECOLOGY
--------------------
Environment Any forest and underground
Organization Gang (4-9), band (10-100, plus 1 leader of 4th to 6th level and 1 3rd-level net-using sergeant per 20 adults), or tribe (40-400, plus 1 leader of 6th to 8th level, 1-2 lieutenants of 4th to 5th level, 1-4 clerics of 1st to 5th level, 1 3rd-level net-using sergeant per 20 adults, and 3-30 giant rat guards)
Treasure Standard


I might save the rest for the Canonfire/Oerth Journal bestiary compilation I've been working on. ;)
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