Thursday, March 26, 2015

PF to SWSE - Dragons

Everybody knows about dragons and fantasy. I rarely see any kind of fantasy without some form of dragon in it. Even Star Wars has Krayt Dragons, so it's not uncommon for them to exsist. While this variation might seem odd, the universe is a big place and I think there could be a spot for a mysterious race of Dragons and even Half-Dragons. Dragons are, well, dragons and I don't think I'll need to go into too much depth with them. I will get into the ecology and those kinds of details, maybe even a bit on culture, but I don't think I need to go too deep on that. I want to write up a few Half-Dragon species. Human is the obvious candidate, but wookie, rodian, twi'lek, and maybe a couple more could be written up as options for players.

This is all just preliminary ideas, not set in stone. But I have the cool idea of dropping these onto my players and allowing them to go at it. I'll need to alter some things form PF to SWSE, but I think even a number of abilities and special qualities could be ported over.

So next time I'll try delivering a dragon or two.

Wednesday, March 25, 2015

More PF to SWSE

I should probably add that I have an affinity for fire, or fire themed, creature as a whole. So, I'll probably add a bunch of them. I will, however, endeavor to get more that are not fire or are not a specific element.

Gelatinous Ooze
Bits of broken weapons, coins, and a partially digested skeleton are visible inside this quivering cube of slime.

Gelatinous Ooze  CL2
Medium beast 3
Init +4; Senses tremorsense; Perception -4
Defenses Ref 7 (flat-footed 7), Fort 18, Will5
hp 29; Threshold 23
Speed  3 squares
Melee  slam +2 (1d6+1+1d6 acid)
Fighting Space 2x2 squares; Reach 0 squares
Base Atk +2; Grp +7
Abilities Str 10, Dex 1, Con 26, Int 2, Wis 12, Cha 10
Feats 
Skills

Tremorsense- Automatically know the location of any object or creature touching the ground within 100 squares.


Acid
A gelatinous cube's acid does not harm metal or stone.

Engulf
Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to an acrobatics check. Those who do not attempt attacks of opportunity can attempt a DC 12 Acrobatics check to avoid being engulfed—on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned.


Paralysis
A gelatinous cube secretes an anesthetizing slime. A target successfully hit by a cube's melee or engulf attack (d20+15 vs Fortitude) is paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.


Transparent
Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.



Fire Fish

Fire Fish  CL1
Small beast 1
Init +2; Senses low-light vision; Perception +1
Defenses Ref 15 (flat-footed 13), Fort 10, Will 11
hp 4; Threshold 10
Immune Drowning, fire
Vulnurable Cold
Speed  8 squares
Melee  Slam -1 (1d3-4+heat)
Fighting Space 1 square; Reach 0 squares
Base Atk +0Grp -3
Abilities Str 3, Dex 14, Con 10, Int 1, Wis 12, Cha 5
Feats  Dodge
Skills Stealth +7, Swim +1

Low-light vision- Ignore concealment (but not total concealment) from darkness
Aquatic- Can't drown and doesn't need to make swim checks; low-light vision.
Heat- Deal 1d4 fire damage

Aquatic firefish can swim and breathe in molten lava as easily as a regular fish in water. They are ‘aquatic' only in the sense that their natural environment is lava instead of water

Fire Whale

Fire Whale  CL9
Huge beast 10
Init +6; Senses low-light vision; tremorsense; Perception +6
Defenses Ref 20 (flat-footed 19), Fort 17, Will 12
hp 120; Threshold 32
Immune fire
Vulnurable Cold
Speed  8 squares
Melee  bite +19 (1d3-4+heat)
Melee  tail slap +19 (1d3-4+heat)
Fighting Space [/b]3x3 squares[b]Reach [/b]0 squares
Base Atk +7Grp +29
Atk Options Power Attack
Abilities Str 35, Dex 13, Con 23, Int 2, Wis 12, Cha 6
Feats  Dodge, Improved Damage Threshhold, Improved Defenses, Power Attack
Skills Stealth -4, Swim +22

Hold Breath- A fire whale can hold its breath for 8 x its Constitution score before it risks drowning.
Scalding Blast- As a full round action, a fire whale can release a blast of superheated air from its blowhole that scalds or burns those contacting it. The cone-shaped blast has a range of 12 squares and deals 12d6 points of damage on a successful attack, half on a miss.

Once a fire whale uses this ability, it must wait 1d4 rounds before using its scalding blast again. After using this ability four times, the fire whale must submerge for at least two full rounds before it can use it again.


Pathfinder Conversion to Star Wars Saga Edition

I've been converting things from Pathfinder and D&D3.5 to Star Wars Saga Edition. There is a lot of things that are difficult and almost impossible convert, and I'm trying to stay away from such things. There are plenty of equipment, mundane and magical, and creatures that can be converted though. It's never perfect, but I like to think these can add a nice touch to a campaign, even if they only get used once and regardless of whether or not the players interact with them in anyway. One idea I have is that there is a large "animal preserve" type of deal,except it's an entire planet. Kind of like Coruscant and how it's pretty much just one big city covering the entire planet, that's what this will be - just that it's a type of zoo or game preserve. People can come look at the exotic creatures and plant life and all that. Different sections of the planet are built for different types of critters, all that jazz. Maybe a few critters get loose, or we have a Star Wars versions of Jurassic Park going on. Obviously, these creatures can make appearances on other planets and locations - maybe some rich dude got the wild notion that a cool idea was to have a pond of Fire Fish, but he didn't consider the ramifications of them getting loose into the plumbing and into town and now the town has lava for water and fire fish everywhere. How will the players handle this? I dunno, but it sounds like a good side quest. Really, there is almost no end to the things you can do with these. I've got the idea to not just do this for Saga Edition, but (possibly) for Savage Worlds and (less likely) FFG Star Wars. I don't know FFG Star Wars very well, so I probably won't be touching that one for some time.

So without further adieu, I give to you:



Cinderwolf
This wolf-like beast has a charred and blackened hide, its flesh split in places and seeping a fiery red ooze. The slaving creature stalks closer, snarling gutturally as cinders flicker from its maw.

Cinderwolf  CL2
Medium beast 3
Init +2; Senses low-light vision; Perception +7
Defenses Ref 14 (flat-footed 13), Fort 12, Will 11
hp 33; Threshold 12
Speed  10 squares
Melee  Bite +5 (1d6+4+1d6 fire)
Fighting Space 1 square; Reach 0 squares
Base Atk +2; Grp +5
Abilities Str 17, Dex 13, Con 14, Int 2, Wis 12, Cha 10
Feats Skill Training, Toughness
Skills Perception +7, Survival +7



Low-light vision- Ignore concealment (but not total concealment) from darkness
Desert- May reroll Survival checks to endure extreme heat, keeping the better result
Firey Body- A cinderwolf inflicts 1d6 points of fire damage when it bites a foe in addition to the normal bite damage. Due to increased metabolism, a cinder wolf gains fast healing 3.

 



The hides of cinder wolves prove exceptionally useful in the creation of heat resilient armors. By making a DC 18 Survival check, one can successfully skin a cinder wolf, leaving its coarse pelt in
quality good enough to work into clothing or other goods. Should this pelt be used later in the creation of a cloak or jumpsuit, the wearer becomes immune to cold effects and gains a +5 to Fortitude checks regarding extreme cold. A cinder wolf pelt is an uncommon commodity and can rarely be found for sale, the bristly fur being uncomfortable and hard to work with and the demand - despite their usefulness - is limited. Even when found in markets, the cost is typically upwards of 6,000 credits. Thus, most who desire a cinder wolf pelt are forced to either find and skin a cinder wolf himself, or trade with natives.