Wednesday, March 25, 2015

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.

No comments:

Post a Comment