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| jonroberts |
Posted: Fri Jan 28, 2011 12:00 pm Post subject: 14th level PF help? |
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Joined: 12 Jan 2009 Posts: 174
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So my party hit 14th level and they're rolling around the underdark on a quest to find the place where Torm killed Bane. I need some good challenges for them and the Bestiary and Bestiary 2 are looking a bit light on solid creatures that fit the bill.
I have the gamesmastery guide, Core Rules, Advanced Players and both the Bestiaries - but none of the APs or other books. I do have a whacking great 3.5 library, but I'm nervous about just lifting high level stuff and dropping it in due to game balance.
Ideally I'm looking for angel/deva/devil/demons and high level NPCs. Any ideas of products I should grab that would help out?
Thanks in advance! |
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| ChristinaStiles |
Posted: Fri Jan 28, 2011 12:15 pm Post subject: |
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Joined: 05 Jun 2008 Posts: 2106 Location: South Carolina
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Use the high-level pieces from the end of the Adventure Paths from Paizo.
Of course, I have to say you could use my Stormbringer adventures from Dungeon Crawl Classics if you want to tweak some 3.5 stuff.  |
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| jonroberts |
Posted: Fri Jan 28, 2011 12:52 pm Post subject: |
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I know that there is high level stuff from the APs - but I don't own them. If someone who does can recommend which AP fits a demonic/infernal theme or has anti-paladin/infernal style NPCs then I would be enormously grateful. I'm happy to spend money on APs but I'm not going to buy them all just to find one good 16th level NPC
And for the DCCs - yes, but I really don't have the time for high level stat conversions! Thanks for the suggestion though. |
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| ChristinaStiles |
Posted: Fri Jan 28, 2011 1:22 pm Post subject: |
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| jonroberts |
Posted: Fri Jan 28, 2011 1:34 pm Post subject: |
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| Amy Carrier |
Posted: Fri Jan 28, 2011 1:53 pm Post subject: |
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Yank from 3.5 with no fear!
Really, I mean it.
The first few battles might go a bit catty-wumpas, but I expect you'll quickly get a feel for how 3.5's high-level monsters stack up against a high-level PF group.
Also, here's a tip that I figured out years ago, when I had to run a game with absolutely no prep time: Since you know how much of a challenge the monster is supposed to present, let it live as many rounds as it takes to achieve that goal - then it dies! It helps if you don't explicitly name the monster that they are facing, but simply describe it to them. Then they are never quite sure if it lasted as long as it did because it had an unusual number of hit points, or if it was actually something new.
One group of players used to shudder whenever they went near a particular dugeon, because they learned early-on that the monsters in there were "strangely twisted". Actually, it was just because I didn't have time to look up any monster stats, and I couldn't always remember all the relevant powers and weaknesses, so I made them up on the spot. Later on, when I finally did have some prep time, I took the player's ideas and ran with them: I invented a reason for all the monsters and treasures from that dungeon to be a little warped, and eventually the players were able to "cure" the dungeon and save the world from Cthulhu. (Okay, I admit that Cthlulhu wasn't exactly original even back then, but the players had enough fun that they still sometimes menton that particular adventure arc even today, over a decade later!)
So steal without fear! You will grow as a Dungeon Master, and (if you avoid a total-party-kill) I'll bet your players have great fun! |
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| Zherog |
Posted: Fri Jan 28, 2011 3:20 pm Post subject: |
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Joined: 03 Jan 2008 Posts: 586 Location: Bensalem, PA
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Very rough guide for taking a 3.5 monster and dropping it into PF is to just subtract one for the CR. The only stat you'll need to actually figure out is CMB/CMD. Everything else should work more or less as is. I mean, sure, some skills won't line up -- 3.5 will have Spot and Listen rather than Perception -- but you can just handle that on the fly by using the higher of the two.
Generally speaking, the Pathfinder classes received enough of a boost to warrant the CR reduction. But, of course, you'll want to spot check it because a lot of CRs in 3.5 were wonky.
Another quick one for you is to find CR 13 stuff and apply the fiendish simple template. Now you have an appropriately themed create of the proper CR. And, of course, you can use the half-fiend template as well, but that's a bit more work to build. _________________ John Ling
Freelance Writer
Kobold Fan |
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| jonroberts |
Posted: Fri Jan 28, 2011 7:53 pm Post subject: |
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Thanks - that's solid advice.
How about saving throw DCs for various supernatural abilities? I got the sense that a lot of those changed, but I might be wrong there. |
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| Daigle |
Posted: Fri Jan 28, 2011 7:58 pm Post subject: |
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Joined: 30 Dec 2007 Posts: 562 Location: Redmond, WA
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| DCs stayed as is using the general basis of 10 + 1/2 creature's racial HD + relevant ability bonus. |
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| nmilasich |
Posted: Fri Jan 28, 2011 8:17 pm Post subject: |
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One word: Shoggoth!
It can be worshipped by demented drow and duergar as a god, and spawn hideous hydras, oozes and demons. Perhaps the creature was attracted to the evil energies of the deathplace of the god, and then the cultists came to worship, and feed its evil hunger.
Nick |
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| jonroberts |
Posted: Fri Jan 28, 2011 8:23 pm Post subject: |
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Cheers
And where might I find the stats for a Shoggoth?
So far Fiendish codex and the later Council of Thieves APs are proving fruitful hunting grounds. Now I need to run off a couple of fun underdark/inside frozen waterfall maps. |
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| Daigle |
Posted: Fri Jan 28, 2011 8:28 pm Post subject: |
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Joined: 30 Dec 2007 Posts: 562 Location: Redmond, WA
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| The shoggoth, my friend, is on page 249 of the Bestiary. |
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| James Thomas |
Posted: Tue Feb 08, 2011 7:55 am Post subject: |
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Joined: 19 Feb 2010 Posts: 727 Location: Rocklin, California
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This is totally helpful Gents... and Lady! I've my own 14th level adventure to run and I've been struggling with the same things Jon has. Thanks to all for the helpful tips! |
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| jonroberts |
Posted: Tue Feb 08, 2011 8:11 am Post subject: |
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Joined: 12 Jan 2009 Posts: 174
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| The session went really well, with the surprise that a couple of CR10 advanced remorhaz jumping out of the ice walls really gave the party some trouble. Lots of fun had by all. |
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