WOIN-d20 Conversion Guide (Monsters)

Morrus

Well, that was fun
Staff member
An updated version. I think this is working a little better now.
 

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Morrus

Well, that was fun
Staff member
Now with conversion notes for all feats in the Pathfinder core rulebook (they're brief notes, not fully written out exploits, but that should be enough to go by).

Completely untested! As a side note, I really need to adopt some of those feats as exploits. Things like Lunge and stuff fit WOIN perfectly!
 

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Getting closer!

I will dig into this more later and do some more conversion work, but just a quick thought that popped in. Heavy creatures should get a boost to their Carry.

Magic. An option would be to convert select spells on the list to exploits usable x times a day. MP cost for 3x spells is pretty close to spell level * 2 and some spells can simply be used as is {shifting the targets saving throws to defenses}

Tower Shield: Does this exploit also apply to Aspis shields?
 

Morrus

Well, that was fun
Staff member
Magic. An option would be to convert select spells on the list to exploits usable x times a day. MP cost for 3x spells is pretty close to spell level * 2 and some spells can simply be used as is {shifting the targets saving throws to defenses}

Is that so? If it is, it will be an incredibly convenient tool. WOIN would suddenly have thousands of pre-written spells!
 

Morrus

Well, that was fun
Staff member
Let''s try one. Magic Missile!

Pathfinder spell:

School evocation [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

WOIN Version
Evoke Force
Requires evocation 2 (1d6)

Casting time 2 actions (0 MP)
Components N/A
Range 100' (4 MP) (extra MP gets you the extra range)
Target 1 creature (0 MP) (extra MP gets you the extra missiles/area)
Duration instant (0 MP)

MAG v RANGED DEFENSE. 1d6 damage. (2 MP) (about as close to 1d4+1 as you can get with d6s)

Hmmm. That comes to 6 MP. And it's a first level Pathfinder spell. That's a long way from 2MP. You can get it down to 3MP by making it a really close range spell (10').

That said, a grade 5 (starting ) WOIN character with, say, 6 MAG, has 24 MP. I think a first level 3.x spell is more in the region of 4 MP or so. If you multiple the level by 4 instead of doubling it, it feels much closer. Then again, 5th level spells end up bring 20MP which is really high. Flat vs. expanding scale again!
 
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Let''s try one. Magic Missile!
That said, a grade 5 (starting ) WOIN character with, say, 6 MAG, has 24 MP. I think a first level 3.x spell is more in the region of 4 MP or so. If you multiple the level by 4 instead of doubling it, it feels much closer. Then again, 5th level spells end up bring 20MP which is really high. Flat vs. expanding scale again!

And magic missile is a strong spell to start with. Try fireball...

EDIT: The biggest cost difference comes in the range/area of effect portion.. and to make it worse spell development in 3x is influenced by the 'intended level'. Some effects are higher level {or lower} simply to give the character access to that ability at the 'right time'

IIRC in EoM I converted Magic Missile into an area effect Evoke with Discrimination to be close to the 'auto-hit', extra MP allowed for additional targets.

Maybe level + 2 times 2? 1st level spells would then be 6MP, 5th level spells would be 14MP?
Total SWAG there.
 
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Don't pay any mind my formatting here.. a couple 'quick conversions' using the guidelines..


Living Darkness {Eberron setting}

*edit: capped defenses at MDP * 4

[sblock]
Living Darkness
Large sentient Spirit (Living Spell) (6d6)


STR 9 (3d6) AGI 16 (5d6) END 9 (3d6)
INT 9 (3d6) LOG 2 (1d6) WIL 9 (3d6) CHA 5 (2d6) LUC 0 (0d6) REP 0 (0d6)

HEALTH 29
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 12
Living Spells are immune to physical weapons unless they have been imbued with Evoke enhancements.
SOAK 0; VULN: 10 Evoke Light

STATUS IMMUNITIES - Poison, Bleeding, Intoxication, Mobility

INITIATIVE 3d6
PERCEPTION 3d6 Superior darksight, lifesense 45' (9 squares)
SPEED Fly+ 18 (Hover);
CARRY 324lb

ACTIONS 2
NATURAL DAMAGE 2d6+3
REACH 5'

Slam 6d6 (2d6+5 Radiation damage)
Engulf


Skills Stealth 10 (5d6), Slam 6(3d6), Dodge 3(2d6)
Gear None

Engulf (costs 2d6). The creature grabs its target medium or smaller target and draws it into its space. It can only engulf one Medium target or two Small targets or equivalent, at a time. The Living Darkness deals its Slam damage to any engulfed targets as a free action at the start of its round. The Darkeness' movement is halved and it can chose to eject an engulfed creature as a move action.
The engulfed target is blinded and cannot leave the attacking creature's square or use weapons larger than size small. To escape, it takes a STR or AGI attack action versus the Engulf roll to escape.
Amorphous. The creature is morphic and possesses no vital organs. It is immune to exploits such as Deadly Strike or Achilles Heel which require striking precise locations. It can pass through any barrier as long as there is a crack or fissure.
Aura. The creature has an aura (10', 2D6 Radiation).
All-round sight. The creature is not affected by crossfire or flanking.

=================
Living Spells. Spirits have the following qualities.
Living Spells tend to be incorporeal. This makes them immune to physical weapons unless they do Evoke-enhanced damage; they can pass through physical barriers
Living Spells are un-killable; reducing them to 0 HEALTH simply disperses them for one day. To be destroyed a Living Spell must be Dispelled.
Special: Dispel Magic against a Living Spell deals 1D6 damage per MP spent beyond the range/area of affect. If this damage reduces the Living Spell below zero Health, it is permanently dispelled.
Living Spells tend to have an aura.
Living Spells natural damage is based on their base spell.
Living Spells can freely fly, although many are locked into old habits and do not.
Living Spells have superior darksight and lifesense to a distance of 5' per point of INT.
Living Spells are usually immune to the Bleeding, Intoxication, Mobility, and Poison status tracks.

[/sblock]

Dolgim Warrior
[sblock]
Dolgrim Warriors
Small sentient Humanoid (4d6)

An amalgamation of two goblins, the Dolgim stand on two legs, has 4 arms and two heads.

STR 15 (5d6) AGI 11 (4d6) END 9 (3d6)
INT 9 (3d6) LOG 4 (2d6) WIL 9 (3d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6)

HEALTH 14
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 12
SOAK 4 (leather vest); VULN - 5 Physic
STATUS IMMUNITIES -

INITIATIVE 3d6
PERCEPTION 3d6 low-light vision
SPEED 8; CLIMB+ 4; JUMP 13'/9'
CARRY 264lb

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'

Club 5d6 (2d6+5 blunt damage)
Crossbow: 4d6 (1d6+2 piercing damage)


Skills club 4 (2d6), crossbow 4(2d6), armor 2 (2d6)
Gear two clubs, one crossbow, 20 bolts, tattered leather armor

Aim: Spend an action to gain +1d6 on next ranged attack

Trip: For 2d6, the target is knocked prone. If you are one size smaller than your target, you may use this exploit for only 1d6.

Dual Creature: The Dolgaunt rolls two initiative checks and takes a full set of actions on each turn.

Pack attack. Cultists work together well. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more cultists are adjacent to the victim, the victim becomes overwhelmed, and is pushed one step along the Tiredness status track at the beginning of their turn.



DOLGRIM LORE
First formed by the merging of two goblins into a single body,
the dolgrims are twisted, wretched creatures spawned by
the daelkyr. They wear armor of ragged leather, beneath
which their skin is covered in a variety of repulsive, corpse-white
tattoos. A dolgrim’s stunted body boasts four arms
and a pair of twisted mouths that gibber and slather at the
front of its headless torso. On occasion, a dolgrim’s mouths
carry on demented conversations and arguments with one
another. Despite this, however, dolgrims possess only a
single sadistic and bloodthirsty personality.
A character knows the following information with a successful
skill check.
Dungeoneering DC 20: The daelkyr first created the
repulsive dolgrims by combining two tortured goblins into
a single body. The two brains of the dolgrim allow it to act
with astonishing speed and to resist charm effects, though
its shattered consciousness leaves it vulnerable to psychic
damage.
[/sblock]

Dolgaunt Acolyte
[sblock]
Daulgaunt Acolyte (blind)

Once an orc, this Delkyr twisted creature is full of hate and madness


STR 9 (3d6) AGI 9 (3d6) END 10 (4d6)
INT 9 (3d6) LOG 9 (3d6) WIL 9 (3d6) CHA 16 (5d6) LUC 0 (0d6) REP 0 (0d6)

HEALTH 24
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 17
SOAK 0 ; VULN -
STATUS IMMUNITIES - Gaze

INITIATIVE 3d6
PERCEPTION 3d6 ; blindsight 20
SPEED 6; CLIMB+ 3; JUMP 16'/8'
CARRY 266

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'

Leaching Tentacle Melee: 3d6 (1d6+5, the Acolyte gains 5 Health) Reach 2

Warp Flesh: 5d6 Ranged (1d6+6 and the target moves one step on the Mobility track

Maddening Whispers (recharge 4): Evoke Madness, close blast 5, targets non-cultist creatures. 5d6 vs MENTAL 1d6+4 and the target moves one step on the Cognizance Track

Skills Acrobatics 2 (1d6) Athletics 2(1d6)





-1
-2
-3
-4

Cognizance Track (INT)
Normal
Dazed. The target becomes slightly
disoriented. No additional effect..
Disoriented. The target stumbles 5’ in a
randomly determined direction.
Addled. The target can take only one
action per round.
Stunned. The target can take no actions.
Shake it off; WIL
Mobility (AGI)
Normal
Hindered: The target suffers a -2 SPEED
penalty.
Slow: The target moves at half SPEED.
Immobilized: The target cannot voluntarily leave
its current location, but can otherwise act
normally.
Paralyzed: The target cannot take any
physical action..
Shake it off; END


[/sblock]

Cultist Warden
[sblock]
Cult Warden
Medium sentient Humanoid {orc, human, or half-orc) (5d6)

Carries holy symbol

STR 16 (5d6) AGI 9 (3d6) END 11 (4d6)
INT 4 (2d6) LOG 10 (4d6) WIL 10 (4d6) CHA 4 (2d6) LUC 0 (0d6) REP 0 (0d6)

HEALTH 49
MELEE DEFENSE 20; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 3 (hide armor); VULN -
STATUS IMMUNITIES -

INITIATIVE 3d6
PERCEPTION 3d6 ; dark sight
SPEED 10; CLIMB+ 5; JUMP 27'/27'
CARRY 540lb (max lift 150lb)

ACTIONS 2
NATURAL DAMAGE 1d6+2
REACH 5'

Great-Ax 5d6 (3d6+5 slashing damage)

Skills dagger 1 (1d6), appraisal 3 (2d6), stealth 3 (2d6), thievery 1 (1d6), scent 3 (2d6), climbing 4 (2d6), dodging 4 (2d6), brawling 2 (1d6)
Gear Glass Dagger, leather vests
Hardy

Deadly Strike: Drop 1 attack die to gain 1 damage die

Deep Cut: Sacrifice an action, if your target is damages by your ax attack, move them one step along the wounded track



-1
-2
-3
-4

Wounded
Normal
Bloodied: Visibly injured
Wounded;
Take 1 damage if you take 2 actions in a turn
Bleeding: Take 1 damage at the start of your turn
Hemorrhage: Take 1D6 damage at the start of your turn
Shake it off; END


[/sblock]
 
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