In this post I continue to write up the Pathfinder iconic characters for use in the Dungeon Fantasy Roleplaying Game. Links to all of them will appear in the project page, which also contains links to the GURPS Dungeon Fantasy versions. Also, I wish the names of the two versions were a bit less similar.

Today’s the template is the Druid, which means today’s subject is Lini. Here she is:

By Wayne Reynolds, Copyright 2008 Paizo Publishing

You can find her full bio here, and her original Pathfinder stats here. From looking at these, we see the following:

  • Lini is a Golarion gnome, which is different from the Dungeon Fantasy gnome.

  • She is a druid and hails from the Land of the Linnorm Kings, home of the Not-Vikings. She was always good with animals, and left the place shortly after meeting her snow leopard animal companion.

  • She wields a sickle and a sling, but prefers to send her animal companion to fight for her. Her magic is more or less even mix of terrain-affecting, support and attack spells. She is also described as having a knack for handling animals, particularly large mammals.

Lini is the first character that presents us with some real difficulties in adaptation. Not because of her “exotic” race, since I’ve statted that one up in its own article, but because the DFRPG boxed set doesn’t have rules for animal companions! In fact, it doesn’t even have the Ally advantage, which they’re based on.

This lines up with their goals of presenting a “streamlined” set of rules, since Allies can bring a surprising amount of complexity to a game. They’re the only NPCs whose points you have to keep track of, and you need to remember to give them points in the correct ratio to keep them at the same percentage as the PC. Still, their lack prevents us from being truly faithful to Lini’s Pathfinder version.

This is what she ended up like:

Lini, 250-point Fey Gnome Druid.

ST 8 {-20}1; DX 12 {40}; IQ 15 {100}1; HT 13 {30}1

Damage 1d-3/1d-2; BL 6.4kg; HP 9 {2} 1; Will 16 {5}; Per 16 {5}; FP 13; Basic Speed 6.00 {-5}; Basic Move 5 {-5}1.

SM -2; Dodge 9; Parry 10 (Sickle).

Advantages

  • Animal Empathy {5}
  • Gnome Magic (Light Jet, Sound and Apportation) {3}1
  • Green Thumb 1 {5}
  • Magery 0 {5}1
  • Night Vision 5 {5}1
  • Power Investiture (Druidic) 4 {40}
  • Resistant to Disease 2 {2}
  • Speak with Animals {23}

Disadvantages

  • Chummy {-5}
  • Curious (12) {-5}
  • Impulsiveness (12) {-10}1
  • Odious Personal Habit (“Dirty Hippy”) {-5}
  • Sense of Duty (Adventuring Companions) {-5}
  • Vow (Never Sleep Indoors) {-10}
  • Weirdness Magnet {-15}

Skills

  • Animal Handling (Big Cats) (A) IQ-1 {1} - 14
  • Axe/Mace (A) DX+2 {8} - 14
  • Camouflage (E) IQ {1} - 15
  • Climbing (A) DX {2} - 12
  • Diagnosis (H) IQ-2 {1} - 13
  • Disguise (Animals) (A) IQ-1 {1} - 14
  • Esoteric Medicine (Druidic) (H) Per {4} - 16
  • Herb Lore (VH) IQ {4}2 - 15
  • Hidden Lore (Faeries) (A) IQ-1 {1} - 14
  • Hidden Lore (Nature Spirits) (A) IQ-1 {1} - 14
  • Hiking (A) HT-1 {1} - 12
  • Innate Attack (Projectile) (E) DX+2 {4} - 14
  • Mimicry (Animal Sounds) (H) IQ-2 {1} - 13
  • Naturalist (H) IQ {2}2 - 15
  • Observation (A) Per-1 {1} - 15
  • Pharmacy (H) IQ-1 {1}2 - 14
  • Religious Ritual (Druidic) (H) IQ-2 {1} - 13
  • Shield (E) DX+2 {4} - 14
  • Stealth (A) DX {2} - 12
  • Survival (Forest) (A) Per-1 {1} - 15
  • Theology (Druidic) (H) IQ-2 {1} - 13
  • Veterinary (H) IQ-2 {1} - 13
  • Weather Sense (A) IQ-1 {1} - 14

Spells

All have +4 from Power Investiture.

  • Air:
    • Lightning (H) IQ+2 {1} - 17
    • Resist Lighning (H) IQ+2 {1} - 17
  • Animal:
    • Beast-Soother (H) IQ+2 {1} - 17
    • Beast-Rouser (H) IQ+2 {1} - 17
    • Beast Link (H) IQ+2 {1} - 17
    • Mammal Control (H) IQ+2 {1} - 17
    • Master (H) IQ+2 {1} - 17
    • Protect Animal (H) IQ+2 {1} - 17
  • Fire:
    • Resist Cold (H) IQ+2 {1} - 17
  • Food:
    • Seek Food (H) IQ+2 {1} - 17
  • Healing:
    • Cure Disease (H) IQ+2 {1} - 17
    • Instant Neutralize Poison (VH) IQ+2 {1} - 16
    • Recover Energy (H) IQ+2 {1} - 17
  • Knowledge:
    • Pathfinder (H) IQ+2 {1} - 17
  • Plant:
    • Create Plant (H) IQ+2 {1} - 17
    • Shape Plant (H) IQ+2 {1} - 17
    • Tangle Growth (H) IQ+2 {1} - 17
    • Walk Through Plants (H) IQ+2 {1} - 17
  • Water:
    • Frostbite (H) IQ+2 {1} - 17
    • Hail (H) IQ+2 {1} - 17

Equipment

$225.0, 9.28kg. Light Encumbrance.

  • Ordinary Clothes [Torso, Limbs]: Free, 1kg.
  • Sickle [Torso]: Damage 1d-2 cut or imp, Reach 1. May get stuck if doing impaling damage. $40, 1kg.
  • Sling [Torso]: Damage 1d-2 pi, Acc 0, Range 48/80. $20, 0.25kg.
  • Small Pouch [Torso]: Holds 1.5kg. $10, 0.1kg.
  • 10 x Sling Bullets [Pouch]: $1, 0.3kg.
  • Backpack, Small [Torso]: Holds 20kg of gear. $60, 3kg.
  • 2 x Glow Vial [Backpack]: Sheds light in a 2m radius for 12 hours. $60, 0.5kg.
  • Wineskin [Backpack]: Holds 4L of liquid. $10, 0.13kg.
  • Blanket [Backpack]: $20, 2kg.
  • 2 x Rations [Backpack]: $4, 1kg.
  • $775 in coin.

Design Notes and What Changed

This version of Lini lacks her snow leopard animal companion, as there are no rules for them in the boxed set. She has the Speak with Animals power instead.

If you have access to the full GURPS rules and to GURPS Dungeon Fantasy 5: Allies, then you can replace the Speak with Animals power with a 18-point Panther natural ally, 1 point in the Beast-Speech spell, and another 4 elsewhere.

If you don’t, a rough approximation is to use the Lion from DF: Monsters. It would cost 12 points to have that beast always be by your side, and it would gain 1 character point to improve itself for every 2 points you gained. Buying it would again involve replacing the Speak with Animals power and redistributing the left-over points as above.

Aside from that, the other big change is once again her gear, which is costlier and heavier. Though her weapons do a bit more damage, Lini is still better off using spells or talking animals into fighting for her.

  1. Part of or modified by Golarion Gnome racial template.  2 3 4 5 6 7 8 9

  2. Includes +1 from Green Thumb.  2 3