To make up for no new conversions (Bokken and the fey are percolating in my mind), here's a preview of Kressle from Part 3.
Kressle
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8 Guts d6, Intimidation d6, Notice d8, Throwing d8 Tracking d6, Survival d6, Stealth d6
Hindrances: Greedy, Loyal, Vengeful (Major)
Edges: Ambidextrous, Dodge, Two-Fisted, Woodsman
Pace: 6
Parry: 6
Charisma: 0
Toughness: 8 (2/1)
Gear: Axes (2), Daggers (4), Reinforced Leather, 85gp
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Hi Fabian,
ReplyDeleteI am working on converting the wandering monster list on pg 75, since those could be some of the first encounters the PCs face upon exploring a hex.
Do you have an e-mail I can send them to you (you can post them on this blog if you like them)?
Sent you a message (should have my email to reply to.)
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteDid not get your email ( ? ).
ReplyDeleteYou can reach me directly using:
nphilis (at) gmail (dot) com
Another general question about conversions (relating to Bokken):
ReplyDeleteMagic Items (e.g. potions): Are you using the guidelines for Alchemy in F.C. (pg. 23)?
My problem with the Alchemy rules, is that an alchemist doesn't get his power-points back until the potion is used (FC, pg 24). This would make Bokken somewhat ineffective.
Apologies for the delay; how odd! I'll drop you a line.
ReplyDeleteRe: Alchemy, I am using the guidelines in FC. I see what you mean about the limited effectiveness of Bokken compared to the standard D&D/Pathfinder crafter, but I'm finding that the PCs are more resilient in some ways than low-level D&D characters. Bokken would only need to provide them with one or two potions, if my current play experience is anything to go by.