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Infiniti2000
Night Beast
(3/9/04 6:28 am)
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ezSupporter
Re: Errata
Ahh....I totally missed that. I didn't realize there was an "Air Element" template separate from half-air elemental.

ZansForCans 
Oathstalker
(3/11/04 8:18 pm)
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Re: Errata
msherman said:

"The amulet does stack."

You guys are absolutely right. I missed that nuance! Cool... still learning more about the game :b


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ZansForCans 
Oathstalker
(3/11/04 10:37 pm)
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Re: More lingering bits...
I finally got around to combing through the remaining appendices and looking back on a few things that had been decided but never put down in the document. Please review these and comment if needed:

Quote:

p. 154Phylactery of Change: “… can invoke a polymorph effect …” Add “Weight: —” to the end of the entry.

p. 155Rod of Force: The force blade effect is only 3', not 30'.

endure elements has been radically changed in v3.5 and no longer protects against energy damage. Instead, use these replacement phrases for the elemental swords:

Sword of Air: “…the wielder gains resistance to electricity 5.”
Sword of Earth: “…the wielder gains resistance to acid 5.”
Sword of Fire: “…the wielder gains resistance to fire 5.”
Sword of Water: “…the wielder gains resistance to cold 5.”

p. 160New Template: Half-elemental

Half-elementals now gain the relevant elemental subtype (Earth, Air, Fire, or Water). They do not gain any additional special qualities with this addition, however. They gain skills and feats as the base creature. They have a level adjustment of +3.

Lines 13–14 and 15–16 of the Earth spell-like abilities table should be reordered (including the abilities).

p. 161The Madness Domain

“Madness Domain Spells

1. Lesser confusion
2. Tharizdun’s touch (see below)
3. Rage (see v3.5 PHB)
4. Confusion
5. Bolts of bedevilment (see below)
6. Phantasmal killer
7. Insanity
8. Tharizdun’s maddening scream (see below)
9. Weird”

random action has changed names in v3.5.

Although rage has not technically changed names, a spell with the same name now appears in the core rules. The v3.5 conversion guide suggests replacing the original spell with the new one (via the Deities and Demigods conversion where the domain also exists), and we follow that recommendation here. However, be aware that although the effect of the spell is roughly the same, its intended use has changed drastically. In v3.5, rage is much more of a support spell than a personal buff: it has Medium range, can be cast on multiple targets, and requires concentration to maintain. This latter difference makes it nearly useless for personal combat enhancement as the version included in the adventure is. Clerics normally traveling alone would likely not find this version of the spell useful. Mechanically, there is no reason you can not use the original rage presented in the adventure, but you should probably be consistent: choose one or the other for the domain spell.

p. 162The Force Domain

Note that wall of force has one major change in v3.5. It can no longer be used to make a sphere or hemisphere of force. The effect must be an actual wall.

pp. 162–163New Prestige Class: Doomdreamer

Under Skills, Alchemy is now Craft (Alchemy). Scry is no longer a skill. Knowledge (arcana) might be a good replacement since it’s on their prerequisite list.

The introductory text suggest non-clerics can become a doomdreamer. It is likely intended that such a character gains a level in whatever base spellcrafting class they have rather than gaining cleric spellcasting.



If there are no further issues with the bits I posted before (and these), I'll try to release a new version this weekend.


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