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Here's my conversions of WFF#0's monsters to True20:
PISSED LIZARD KOBOLD (1ST-LEVEL WARRIOR)
Type: 1st-level Humanoid (Reptilian)
Size: Small
Speed: 20 ft. (base 30 ft.)
Abilities: Str +1 (+3 raging), Dex +0, Con +1, Int +0, Wis -1, Cha -1
Skills: Bluff 0 (-3), Diplomacy 0 (-3), Gather Information 0 (-3), Intimidate 4 (+5), Notice 4 (+4), Search 4 (+4), Stealth 4 (+9, +6 in armor)
Feats: Armor Training (Heavy, Light), Rage, Weapon Training
Traits: Darkvision (60 ft.), Light Sensitivity
Combat: Attack +3 (+1 size, +1 base, +1 Dex), Damage +2 (spear, 19-20/+4) or +4 raging, Defense Dodge/Parry +2/+3 (+1 size, +1 base, +0 Dex/+1 Str) or +0/+3 raging (+1 size, +1 base, +0 Dex/+3 Str, -2 raging), Initiative +0
Saving Throws: Toughness +3 (-1 size, +1 Con, +3 hide), Fortitude +3 (+2 base, +1 Con) or +5 raging, Reflex +0 (+0 base), Will -1 (+0 base, -1 Wis) or +1 raging
Light Sensitivity: Kobolds are dazzled in bright sunlight or the equivalent.
Skills: Pissed Lizard kobolds have a +2 racial bonus on Intimidate checks but a -2 penalty on Bluff, Diplomacy, and Gather Information checks.
Notes: See the True20 Bestiary, page 116, for more on (normal) kobolds. The racial skill bonuses here reflect those of the Pissed Lizard variety, but the racial rage ability was changed to the Rage feat for simplicity's sake. If Narrators choose to use the Lizard Rage trait as written, replace the adventure text's +2 Str and -2 Dex with +1 and -1 modifiers respectively.
KRALNAK THE ALWAYS-MAD
Pissed Lizard Kobold (1st-Level Warrior)
Type: 1st-level Humanoid (Reptilian)
Size: Small
Speed: 30 ft.
Abilities: Str +2 (+5 raging), Dex +0, Con +1, Int +0, Wis -1, Cha +0
Skills: Bluff 0 (-2), Climb 4 (+0, or +2 raging), Diplomacy 0 (-2), Gather Information 0 (-2), Intimidate 4 (+6), Jump 4 (+0, or +3 raging), Stealth 0 (+4, +2 in armor), Swim 4 (+2, or +5 raging)
Feats: Armor Training (Light), Rage (x2), Weapon Training
Traits: Darkvision (60 ft.), Light Sensitivity
Combat: Attack +2 (+1 size, +1 base), Damage +5 (greatsword, 19-20/+3) or +8 raging, Defense Dodge/Parry +2/+4 (+1 size, +1 base, +0 Dex/+2 Str) or +0/+5 raging (+1 size, +1 base, +0 Dex/+5 Str, -2 raging), Initiative +0
Saving Throws: Toughness +2 (-1 size, +0 Con, +3 studded leather), Fortitude +3 (+2 base, +1 Con) or +5 raging, Reflex +0 (+0 base), Will -1 (+0 base, -1 Wis) or +1 raging
SMALL MONSTROUS CENTIPEDE: See the True20 Bestiary, page 43. (Narrators without that book may substitute the tiny viper in the core rulebook's Adversaries chapter.)
BLOOD SPIRIT (1ST-LEVEL HUMAN GHOST ADEPT)
Type: 1st-level Undead (Incorporeal)
Size: Medium
Speed: fly 30 ft. (perfect)
Abilities: Str +0, Dex +1, Con --, Int +1, Wis +2, Cha +4
Skills: Concentration 4 (+6), Knowledge (supernatural) 4 (+5), Knowledge (theology) 4 (+5), Notice 0 (+10), Search 0 (+9), Sense Motive 4 (+6), Stealth 0 (+9), and two more skills at 4 ranks each
Feats: Attack Focus (touch), Dedicated (protect the temple), Dodge Focus, Powers (Charisma, rank 4, save Difficulty 14; Drain Vitality[B], Harm, Ward)
Traits: Corrupting Touch, Drain Vitality, Darkvision (60 ft.), Manifestation, Rejuvenation, Unnatural Aura
Combat: Attack +2 (+0 base, +1 Dex, +1 Attack Focus), Damage by power, Defense Dodge/Parry +2/-- (+0 base, +1 Dex/--, +1 Dodge), Initiative +1
Saving Throws: Toughness +0, Fortitude +0 (+0 base), Reflex +1 (+0 base, +1 Dex), Will +4 (+2 base, +2 Wis)
Notes: See True20 Adventure Roleplaying, page 135, or the True20 Bestiary, page 166, for more on ghosts and apparitions (including full trait descriptions). The Harm power was bought normally, allowing this ghost to heal itself (which Corrupting Touch alone cannot do).
BELZIN DARR (2ND-LEVEL HUMAN WALKING WORMLING ADEPT)
Type: 2nd-level Undead
Size: Medium
Speed: 20 ft. (base 30 ft.)
Abilities: Str +3, Dex +1, Con --, Int +0, Wis +3, Cha +1
Skills: Bluff 5 (+6), Concentration 5 (+8), Intimidate 4 (+5), Knowledge (supernatural) 5 (+13), Knowledge (theology) 5 (+13)
Feats: Armor Training (Heavy, Light), Powers (Wisdom, rank 5, save Difficulty 14; Corrupting Shadows, Harm, Second Sight)
Traits: Damage reduction 2/bludgeoning, Darkvision (60 ft.), Fast Healing
Combat: Attack +2 (+1 base, +1 Dex), Damage +6 (heavy mace) or +2 (bowl of blood; +0 splash damage) or by power, Defense Dodge/Parry +2/+4 (+1 base, +1 Dex/+3 Str), Initiative +1
Saving Throws: Toughness +2 (+1 undead, +3 chainmail), Fortitude +0 (+0 base), Reflex +1 (+0 base, +1 Dex), Will +6 (+3 base, +3 Wis)
Fast Healing: A walking wormling gains another recovery check every minute (10 rounds).
Belzin's bowl of blood does +2 fire damage on a direct hit, or +0 fire damage on a splash to anyone within 5 feet. A successful Difficulty 13 Reflex save will reduce splash damage to -1.
_________________ Tim Emrick, Keeper of the Freeport Errata
http://www.geocities.com/thastygliax/d20errata/
Last edited by timemrick on Fri Aug 31, 2007 12:14 pm, edited 2 times in total.
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