View Full Version : Pathfinder Conversion of 5e Embla the Spire Walker (from Kobold Quarterly) to Pathfinder [PEACH]

2016-02-17, 01:26 AM
Embla can be found here: http://koboldpress.com/prepared-yobbs-speck-of-likely-lightning and spire walkers can be found here: http://koboldpress.com/monarch-of-the-monsters-5-finalist-spire-walker-by-james-l-crawford.

Female Spire Walker CR 3
XP 800
CN Tiny fey
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +6
Defensive Abilities Invisibility
DR 5/piercing Immune electricity

Speed 30 ft.
Melee 2 claws +7 (1d4–1)
Ranged dart +7 (1d2–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Energized Body, Innate Spellcasting

Str 8, Dex 16, Con 15, Int 11, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 12
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +11, Climb +7, Disable Device +8, Knowledge (nature) +8, Perception +10, Stealth +22
Languages Common, Sylvan
SQ Coronal Discharge, Steeple Step

Environment temperate forests
Organization solitary, pair, or gang (3–8)
Treasure standard. Embla has a wand of lightning with 2 charges

When storm clouds gather over cities, harbors, and twisted badlands, electrical energies fill the air. During these times, miniscule fey dance upon church steeples, desolate peaks, and ships’ masts, kicking up a ghostly, sparkling fire as they jostle and jig. These are the spire walkers.

Also known as “corposanti” among scholars, spire walkers stand about 12 inches at the tallest, and have dusky blue-gray skin and shocks of silvery, slate, or pale blue hair. Spire walkers prefer clothing in metallic hues with too many buttons, and often carry a handful of tiny copper darts that they hurl at each other in the incomprehensible games they play among the pinnacles and points that captivate them.

Spire walkers show little regard for good or evil, but are thoroughly impressed by grandiose displays of thunderbolts. They can be found frolicking in a thunderstorm, and are equally likely to keep company with blue dragons or storm giants– assuming they haven’t been chased off for being bothersome.

Spire walkers have boundless esteem for treasure. They prefer jewelry wrought of copper, and keep the pennies in their pockets brilliantly polished. Above all else, they value amber gems. In fact, among a group of spire walkers, the leader is generally not the most clever or ruthless, but the one displaying the most ostentatious amber jewel.

Spire walkers are carefree and live at a frenetic pace. The fey delight in playing rough-and-tumble games among themselves, as well as pranking unwary bystanders. If one should perish during the fun, the others stop long enough to say a kind word about their fallen comrade’s prowess, go through its pockets, and continue with the game.


Coronal Discharge (Ex): Spire walkers are suffused with crackling energies, which define their everyday activities, from frolicking to fighting. When excited (which is most of the time), spire walkers emit a soft, sparking glow from the tips of their noses, eyebrows, ears, and pointy shoes. They take a -2 penalty to Hide checks to be seen during the day and take a -6 penalty to be seen at night.

Energized Body (Ex): A creature that hits the spire walker with a melee attack using a metal weapon takes 1d4+1 points of electricity damage.

Innate Spellcasting (Sp): The spire walker’s innate spellcasting ability is Charisma-based (spell save DC 13, +5 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:

At will: produce spark (as the cantrip produce flame, except that it deals electricity damage)
3/day: dancing lights, feather fall, lightning arrow (as the spell acid arrow, except it deals electricity damage)
1/day: faerie fire, thunderwave*
*See my conversion of this spell in my creations

Invisibility (Su): A spire walker can be magically invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the spire walker wears or carries is invisible with it.

Steeple Step (Su): Once on its turn, a spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker also has a +2 Circumstance bonus on Acrobatics checks and Reflex saving throws while it is standing upon or near a pointed feature.