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Daeinar
Faen
(7/21/03 10:47 am)
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3.5 Conversion. Hommlet and The Moathouse.
This is the place to post and discuss the converted characters.

Daeinar
Faen
(7/21/03 10:53 am)
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Festrath
Quote:
Page 167
Festrath: Human Clr 5; CR 5; Medium humanoid; HD 5d8+5; hp 32 (currently 24); Init -1; Spd 20 ft.; AC 19, touch 9, flat-footed 19; Base Atk +3; Grp +3; Atk +5 melee (1d6+1/x2 +1 short sword) or +2 ranged (1d8/19-20 light crossbow); Full Atk +5 melee (1d6+1/x2 +1 short sword) or +2 ranged (1d8/19-20 light crossbow); SA rebuke undead 3/day; SQ Insanity; AL CE; SV Fort +5, Ref +0, Will +6; Str 10, Dex 9, Con 12, Int 13, Wis 16, Cha 10.

Skills and Feats: Concentration +9, Knowledge (Arcana) +9, Knowledge (Religion) +9, Spellcraft +9; Martial Weapon Proficiency (Short Sword), Weapon Focus (Short Sword), Expertise

Insanity (Ex): Insanity score 2. Wis 18 for bonus spells and DCs; Wis 14 for all other Wis-based checks.

Turn undead: Festrath receives a +2 to turning rolls because he has 5 ranks of knowledge (religion).

Cleric Spells Prepared (5/5/4/3; save DC 14 +spell level): 0- cure minor wounds, detect magic, light, mending, resistance; 1st - bane, command, cure light wounds, lesser confusion*, protection from good; 2nd Ė bullís strength, death knell, hold person, Tharizdunís touch*; 3rd - contagion, summon monster I, rage*† † † †
*Domain spell. Deity: Elder Elemental Eye. Domains: Madness (1/day add insanity score to Wis based roll); Water (turn or destroy fire creatures, rebuke or command water creatures)

Possessions: Full plate, heavy steel shield, curved +1 short sword, light crossbow, 10 bolts, pearl of power (1st level), potion of fly, message (see area 32E in the moathouse), potion of cure moderate wounds, scroll of bless and cure light wounds, 23 gp, 20 gp gem, holy symbol (black iron triangle with an inverted yellow Y)

Festrath is typically found in the Moathouse, area 32E (Page 27).

Random Action has been renamed to Lesser Confusion and exists as a bard spell only in 3.5E. However, it has been incorporated into the revised madness domain, so Festrath can still use it.

Note that bullís strength, fly and hold person changed effects in 3.5E.

Edited by: Daeinar at: 8/18/03 2:00 pm
Daeinar
Faen
(7/21/03 10:54 am)
Reply
Garrik
Quote:
Page 167
Garrik: Gnoll Rgr 2; CR 3; Medium humanoid (Gnoll); HD 4d8+8; hp 26; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +3; Grp +5; Atk +6 melee (1d8+2/x2 masterwork longsword) or +6 melee (1d8+2/x2 masterwork longsword) or + 4 ranged (1d6/x3 shortbow) ; Full Atk +6 melee (1d8+1/x2 masterwork longsword) or +4 melee (1d8+2/x2 masterwork longsword) and +4 melee (1d6+1/x2 masterwork shortsword) or +4 ranged (1d6/x3 shortbow); SA - ; SQ darkvision 60í, favored enemy Humanoid (human) +2; AL NE; SV Fort +7, Ref +4, Will +0; Str 15, Dex 12, Con 12, Int 9, Wis 10, Cha 9.

Skills and Feats: Listen +5, Spot +5, Survival +5; Power Attack, Quick Draw, Track

Combat Style(Ex): Garrik has selected two-weapon combat. He gains the two-weapon fighting feat wihtout the normal prerequisites.

Wild empathy (Ex): Garrik can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being He rolls 1d20+1, or 1d20-3 if attempting to influence a magical beast with an Intelligence score of 1 or 2.


Possessions: +1 studded leather, brooch of shielding, masterwork longsword, masterwork short sword, shortbow, 20 arrows.

Garrik is typically found in the Moathouse, area 29 (Page 24).

It occurs to me wizards has finally decided to subsume hit dice of the same size (here: Gnoll and Ranger) into one entry.

Skillpoints: I donít know how Monte calculated them back then, but hereís the new breakdown: Gnoll: 5x1 = 5, Ranger 2x5 = 10. Since Spot and Listen were at +5 already, Survival fits in here just fine.

Apart from that: Converting a higher level Ranger will be messy. And these conversions take way to much time.


Edited by: Daeinar at: 8/18/03 2:01 pm
Daeinar
Faen
(7/21/03 10:55 am)
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Geynor Ton
Quote:
Page 167
Geynor Ton: Human Clr 2; Medium humanoid; HD 2d8+4; hp 16; Init +0; Spd 20 ft.; AC 19, touch 10, flat-footed 19; Base Atk +1; Grp +1; Atk +2 melee (1d8/x2 masterwork morningstar) or +1 ranged (1d8/19-20 light crossbow); Full Atk +2 melee (1d8/x2 masterwork morningstar) or +1 ranged (1d8/19-20 light crossbow); SA rebuke undead 3/day; SQ Insanity; AL CE; SV Fort +5, Ref +2, Will +5; Str 10, Dex 11, Con 14, Int 9, Wis 15, Cha 10.

Skills and Feats: Concentration +7, Knowledge (Religion) +4, Listen +4, Spot +4; Alertness, Lightning Reflexes

Insanity (Ex): Insanity score 1. Wis 16 for bonus spells and DCs; Wis 14 for all other Wis-based checks.

Turn undead: Geynor receives a +2 to turning rolls because he has 5 ranks of knowledge (religion).

Cleric Spells Prepared (4/4; save DC 13 +spell level): 0-detect magic, light, read magic, resistance; 1st-bless, command, doom, protection from good*
*Domain spell. Deity: Elder Elemental Eye. Domains: Air (turn or destroy earth creatures, rebuke or command air creatures); Evil (cast Evil spells at 3rd level)

Possessions: Half plate, heavy steel shield, masterwork morningstar, light crossbow, 10 bolts, ochre robes, journal, potion of cure moderate wounds, scroll of bless and cure light wounds, 12 gp, 20 sp, holy symbol (black iron triangle with an inverted yellow Y)

Geynor Ton is typically found in the Moathouse, area 32A (Page 24).

Random Action has been renamed to Lesser Confusion and exists as a bard spell only in 3.5E.


As mentioned in the errata Geynor had 5 skill points left. I gave him 5 ranks in Knowledge (religion), which gives him a +2 bonus on his turning check results. Thought this was a nice opportunity to demonstrate this new aspect of the rules.

I replaced random action with doom, but thatís as good as any other spell.

Edited by: Daeinar at: 8/18/03 2:05 pm
Daeinar
Faen
(7/21/03 10:56 am)
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Ysslansh
Quote:
Page 168
Ysslansh: Troglodyte Clr 2; CR 3; Medium humanoid (Reptilian); HD 4d8+8; hp 28; Init -1; Spd 20 ft.; AC 24, touch 9, flat-footed 24; Base Atk +2; Grp +2; Atk +4 melee (1d8+1/x2 masterwork morningstar) or +1 ranged (1d8/19-20 light crossbow); Full Atk +5 melee (1d8+1/x2 masterwork morningstar) or +1 ranged (1d8/19-20 light crossbow); SA rebuke undead 3/day, stench; SQ Darkvision 90í, Insanity; AL CE; SV Fort +9, Ref 0, Will +4[/font]; Str 12, Dex 9, Con 14, Int 9, Wis 12, Cha 10.

Skills and Feats: Concentration +3, Hide -4*, Listen +4, Knowlegde (Religion) +0, Listen +2; Multiattack, Weapon Focus (Morningstar), Weapon Focus (Javelin)
*+4 bonus on Hide checks in rocky or subterranean settings

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The Save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyteís stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Insanity (Ex): Insanity score 1. Wis 13 for bonus spells and DCs; Wis 11 for all other Wis-based checks.

Cleric Spells Prepared (4/4; save DC 11 +spell level): 0-detect magic, light, read magic, resistance; 1st-doom, obscuring mist, protection from good*, summon monster I
*Domain spell. Deity: Elder Elemental Eye. Domains: Chaos (cast Chaos spells at 3rd level); Evil (cast Evil spells at 3rd level)

Possessions: Half plate, heavy steel shield, masterwork morningstar, light crossbow, 10 bolts, curved knife, black robes, journal, potion of cure moderate wounds, potion of levitate, cloak of resistance +1, 8 gp, 12 sp, holy symbol (obex)

Ysslansh is typically found in the Moathouse, area 32A (Page 24).

Random action has been renamed to Lesser Confusion and exists as a bard spell only in 3.5E.


Ysslansh is listed with the Weapon Focus (Javelin) feat, but he does not carry any (but a crossbow). Should one change one or the other?

He also has Fort +9 in the Original Module, and I couldnít find any Errata on that. But AFAIK it should only be +8. (+3 Clr, +3 HD, +2 Con)

I had to rework the skills, they confused me a bit. Ysslansh now gets 5 skill points for being a trog, and 2 for being a cleric. Putting 1 of the cleric sp each into concentration and knowledge (religion), that leaves 5 SP for Hide and Listen as class skills. I opted for 4 in Listen and 1 in Hide, which brings his Hide modifier to -4 (1-7-2+4).
In the end, I found out that everything works out fine if you just subtract 1 SP. Just what happens when you convert from 3.0 to 3.5. :rolleyes

I replaced random action with doom, but thatís as good as any other spell.


Edited by: Daeinar at: 8/18/03 1:54 pm
Daeinar
Faen
(7/21/03 11:27 am)
Reply
Re: Gren
Quote:
Page 167
Gren: Human Clr 2; CR 2; Medium humanoid; HD 2d8+5; hp 18; Init +0; Spd 20 ft.; AC 18, touch 10, flat-footed 18; Base Atk +1; Grp +2; Atk +3 melee (1d8+1/x2 masterwork morningstar) or +1 ranged (1d8/19-20 light crossbow); Full Atk +3 melee (1d8+1/x2 masterwork morningstar) or +1 ranged (1d8/19-20 light crossbow); SA rebuke undead 4/day; SQ Insanity; AL CE; SV Fort +4, Ref +0, Will +4; Str 12, Dex 10, Con 12, Int 13, Wis 14, Cha 13.

Skills and Feats: Concentration +6, Knowledge (Arcana) +2, Knowledge (Religion) +6, Listen +4, Spellcraft +6, Spot +4; Alertness, Toughness

Insanity (Ex): Insanity score 1. Wis 15 for bonus spells and DCs; Wis 13 for all other Wis-based checks.

Turn undead: Gren receives a +2 to turning rolls because she has 5 ranks of knowledge (religion).

Cleric Spells Prepared (4/4; save DC 13 +spell level): 0-detect magic, light, read magic, resistance; 1st-bless, command, doom, protection from good*
*Domain spell. Deity: Elder Elemental Eye. Domains: Chaos (cast Chaos spells at 3rd level); Fire (turn or destroy water creatures, rebuke or command fire creatures)

Possessions: Splint Mail, heavy steel shield, masterwork morningstar, light crossbow, 10 bolts, ochre robes, elixir of sneaking, potion of aid, potions of cure light wounds, scroll of bless and cure light wounds, 12 gp, 20 sp, holy symbol (black iron triangle with an inverted yellow Y)

Gren is typically found in the Moathouse, area 24 (Page 23).

Random action has been renamed to Lesser Confusion and exists as a bard spell only in 3.5E.

I replaced random action with doom, but thatís as good as any other spell.

Edited by: Daeinar at: 8/18/03 2:06 pm
madfox
Verrik
(7/21/03 12:09 pm)
Reply
Re: Gren
Potions of sneaking do exist. It took me some time, but by chance I discovered they are now wondrous items and are called elixirs ;)

Daeinar
Faen
(7/21/03 12:16 pm)
Reply
Re: 3.5 Conversion. Hommlet and The Moathouse.
Oh... and the price went up from 150 to 250, IIRC.

Well, that leaves the question, what would make more sense... I guess I'll change it to the elixir...

Andorax
Verrik
(7/21/03 2:16 pm)
Reply
Re: 3.5 Conversion. Hommlet and The Moathouse.
Daeinar, I think it's "Random Action" that's been changed to Confusion, Lesser...not "Random Favor".

"Whadda ya mean, Orcs get levels too?!?"

Daeinar
Faen
(7/21/03 3:03 pm)
Reply
Re: 3.5 Conversion. Hommlet and The Moathouse.
You're right... of course. Dammit, now you can see how copy'n pasting an error can result in much unwanted work.

ZansForCans 
Faen
(7/24/03 10:01 pm)
Reply
Re: 3.5 Conversion. Hommlet and The Moathouse.
Some minor corrections:

Garrik: favored enemy should be "Humanoid (human)", SQ should include "wild empathy" (and maybe a little description underneath?), his full attack ranged should be +4.

Ysslansh: his Will should be lime as it's a change from the errata.


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msherman
Faen
(7/25/03 7:25 am)
Reply
When you get to Utreshimon
Just a note that when you get around to converting Utreshimon, I'd recommend dropping Hover, because it's much less useful for a medium sized dragon in 3.5. I've added Hover to Vranthis in the CRM, since he's the first Large dragon the party will meet (well, unless they happen to hit the White in the random monster table...)

Andorax
Verrik
(7/25/03 7:36 am)
Reply
Re: When you get to Utreshimon
msherman, do Dragons pick up an extra feat slot in 3.5?

As has been mentioned before, the emphasis is on Consistancy here. If Utreshimon had Hover in the original, and still qualifies for it in 3.5, he's going to have it in 3.5 (and yes, it's still quite useful for the manouverability purposes).

We should not be swapping feats around due to them being "less optimal" tactics, then tacking them on elsewhere. We need to stick to as close to the original as possible here.

Feel free to add a comment in Vranthis' block at the bottom (the orange comment section) that you would "recommend" he have Hover instead of (fill in X)...but the block should stay as Consistant as possible.

Edit: Nevermind...I see that Vranthis DOES get an additional feat...and Hover seems a great call for it. Still, the principle remains in place...Utreshimon should still have it as well.

"Whadda ya mean, Orcs get levels too?!?"

Edited by: Andorax at: 7/25/03 7:37 am
ThirdWizard 
Faen
(7/25/03 9:10 am)
Reply
Re: When you get to Utreshimon
Also note that Utreshimon is now CR 6. :p

iago
Human
(7/25/03 11:00 pm)
Reply
Burne
Back to the town of Hommlet

Quote:

page 164
Burne: Male human Wiz10; CR 10; Medium-sized humanoid (human); HD 10d4+20; hp 46; Init +4; Spd. 30 ft.; AC 14, touch 11, flat-footed 14; Base Atk +5; Grp +7; Atk +7 melee (1d4+2/19-20, dagger) or +7 melee (1d6+3, quarterstaff) or +5 ranged (1d8/19-20, light crossbow); Full Atk +7 melee (1d4+2/19-20, dagger) or +7 melee (1d6+3, quarterstaff) or +5 ranged (1d8/19-20, light crossbow); AL N; SV Fort +7, Ref +7, Will +9; Str 15, Dex 10, Con 15, Int 21, Wis 11, Cha 12.

Skills and Feats: Concentration +15, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (religion) +11, Listen +3, Move Silently +3, Search +8, Sense Motive +2, Spellcraft +20, Spot +3; Brew Potion, Combat Casting, Improved Initiative, Lightning Reflexes, Maximize Spell, Scribe Scroll, Spell Mastery (bull's strength, dispel magic, fly, lightning bolt, sleep), Spell Penetration.

Spells Prepared: (4/6/5/4/4/3; base DC = 15 + spell level): 0- detect magic (2), mage hand, read magic; 1st- charm person, magic missile (3), shield, sleep; 2nd- bull's strength, cat's grace, Melf's acid arrow (2), protection from arrows; 3rd- displacement, fireball, fly, lightning bolt; 4th- greater invisibility, ice storm, polymorph, wall of ice; 5th- cloudkill, dismissal, dominate person.

Spellbook: 0- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st- alarm, burning hands, charm person, enlarge person, erase, expeditious retreat, feather fall, mage armor, magic missile, reduce person, shield, sleep; 2nd- arcane lock, bear's endurance, bull's strength, cat's grace, darkness, darkvision, detect thoughts, Melf's acid arrow, misdirection, protection from arrows, pyrotechnics, see invisibility, shatter; 3rd- displacement, dispel magic, fireball, fly, haste, Leomund's tiny hut, lightning bolt, magic circle against chaos, magic circle against evil, nondetection, suggestion; 4th- greater invisibility, ice storm, illusory wall, lesser globe of invulnerability, polymorph, scrying, summon monster IV, wall of fire, wall of ice; 5th- baleful polymorph, cloudkill, cone of cold, contact other plane, dismissal, dominate person.

Possessions: Ring of protection +1, cloak of resistance +2, bracers of armor +2, amulet of natural armor +1, headband of intellect +2, wand of magic missile (7th, 38 charges), chime of opening (10 charges), potion of haste, arcane scroll of teleport.

Burne is typically found at the Keep, area 27 (Page 27).

Burne's skill points went down a bunch with the new rule that the headband of intellect doesn't add skill points. But as the errata points out, the original Burne had lots of unused skill points. Also, the scry skill was dropped. I punched the numbers and found that with the new changes, Burne had 14 unspent skill point which I put in Knowledge (arcane) and Knowledge (history). The extra bump in knowledge (arcane) gave Burne an extra +2 synergy bonus to Spellcraft.

Polymorph other was changed to baleful polymorph and moved to a different level, so I exchanged it with ice storm in the prepared spells. Shatter is a 2nd level spell and has been moved accordingly in Burne's spellbook.

Chime of Opening in 3.5 can only have a maximum of 10 charges.


Edited by: iago at: 8/9/03 11:49 am
madfox
Verrik
(7/26/03 2:22 am)
Reply
Re: Burne
Polymorph other is actually split up in polymorph and baleful polymorph. It is more that polymorph self is gone. Lets be honest, how many people prefered to use polymorph other on themselves and fellow PCs to polymorph self?

iago
Human
(7/26/03 10:06 am)
Reply
Canoness Y'dey
Quote:

page 164
Canoness Y'dey: Female human Clr10; CR 10; Medium-sized humanoid (human); HD 10d8+30; hp 70; Init +2; Spd. 20 ft.; AC 25, touch 13, flat-footed 24; Base Atk +7; Grp +8; Atk +10 melee (1d8+2, heavy mace +1) or +9 ranged (1d8/19-20, light crossbow); Full Atk +10/+5 melee (1d8+2, heavy mace +1) or +9 ranged (1d8/19-20, light crossbow); SA Turn undead 4/day; AL LG; SV Fort +10, Ref +5, Will +10; Str 13, Dex 15, Con 16, Int 12, Wis 17, Cha 13.

Skills and Feats: Concentration +12, Diplomacy +12, Heal +12, Knowledge (arcana) +9, Knowledge (religion) +9, Spellcraft +12; Brew potion, combat casting, dodge, scribe scroll, weapon focus (heavy mace).

Turn undead: Canoness Y'dey receives a +2 to turning rolls because she has 5 ranks of knowledge (religion).

Spells Prepared: (6/5+1/5+1/4+1/3+1/2+1; base DC 13 + spell level): 0- create water, detect magic, detect poison, light, mending, purify food and drink; 1st- bless, comprehend languages, magic weapon, protection from chaos*, remove fear, sanctuary; 2nd- augury, bear's endurance, calm emotions*, lesser restoration (2), zone of truth; 3rd- dispel magic, locate object, magic circle against chaos*, remove curse, remove disease; 4th- discern lies, divination, order's wrath*, restoration; 5th- commune, dispel chaos*, raise dead.

* Domain spell. Deity: St. Cuthbert. Domains: Law (cast law spells at 11th level); Protection (1/day grant one target a +10 resistance bonus on one save).

Possessions: +1 heavy mace, +1 full plate, +1 heavy steel shield, ring of protection +2, potion of fire breath, potion of heroism, light crossbow, 20 bolts, 31 gp.

Canoness Y'dey is typically found at the Church of St. Cuthbert, area 3 (Pages 13-14).

In my copy of RttToEE, Canoness Y'dey has the spell remove cause fear , which I'm pretty sure was a typo. I replaced it with remove fear .

Edited by: iago at: 7/28/03 6:30 am
iago
Human
(7/26/03 12:32 pm)
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Chenashi
Quote:

page 164-165
Chenashi: Female human Clr2; CR 2; Medium-sized humanoid (human); HD 2d8; hp 11; Init -1; Spd. 20 ft.; AC 18, touch 9, flat-footed 18; Base Atk +1; Grp +2; Atk +3 melee (1d8+1, masterwork morningstar) or +0 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d8+1, masterwork morningstar) or +0 ranged (1d8/19-20, light crossbow); SA Rebuke undead 5/day; SQ Insanity; AL CE; SV Fort +3, Ref -1, Will +5; Str 13, Dex 8, Con 10, Int 12, Wis 15, Cha 14.

Skills and Feats: Concentration +5, Knowledge (arcana) +6, Knowledge (religion) +6, Spellcraft +8, Combat casting, scribe scroll.

Rebuke undead: Chenashi receives a +2 to turning rolls because she has 5 ranks of knowledge (religion).

Insanity (Ex): Insanity score 1. Wis 16 for bonus spells and DC's; Wis 14 for all other Wis-based checks.

Spells Prepared: (4/3+1; base DC 13 + spell level): 0- detect magic, light, resistance (2) 1st- bane, cause fear, inflict light wounds*, shield of faith.

* Domain spell: Deity: Tharizdun. Domains: Destruction (1/day smite, +4 attack, +2 damage); Force (1/day reroll any damage roll for a weapon, a spell, or an ability).

Possessions: Half-plate, heavy wooden shield, light crossbow with 20 bolts, masterwork morningstar, divine scroll of protection from elements (fire), 3 divine scrolls of cure light wounds, lesser strand of prayer beads (only has bead of blessing).

Chenashi is typically found at the Mill, area 28 (Pages 17-18) .

In RttToEE, Chenashi is listed as a cleric of the Elder Elemental Eye, but she has destruction and force as her domains, neither of which are domains of the Elder Elemental Eye. Her master, Dunrat, is a cleric of Tharizdun, who does have the Destruction and Force domains, so I switched Chenashi to a cleric of Tharizdun as well.

In addition the necklace of prayer beads was changed to a strand of prayer beads.


Edited by: iago at: 7/28/03 6:40 am
iago
Human
(7/26/03 1:24 pm)
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Elmo
Quote:

page 165
Elmo: Male human Rgr6; CR 6; Medium-sized humanoid (human); HD 6d8+18; hp 44; Init +3; Spd. 30 ft.; AC 21, touch 13, flat-footed 18; Base Atk +6; Grp +10; Atk +12 melee (1d8+5/x3, +1 battleaxe) or +11 ranged (1d8+4/x3, masterwork mighty composite longbow [+4 str bonus]); Full Atk +12/+7 melee (1d8+5/x3, +1 battleaxe) or +11/+6 ranged (1d8+4/x3, masterwork mighty composite longbow [+4 str bonus]); SA Favored enemy (goblinoids +4, undead +2); AL NG; SV Fort +8, Ref +8, Will +5; Str 19, Dex 16, Con 17, Int 15, Wis 16, Cha 11.

Skills and Feats: Climb +11, Concentration +6, Handle Animal +6, Hide +7, Knowledge (nature) +13, Listen +12, Move Silently +7, Ride +12, Search +5, Survival +12, Swim +9, Use Rope +8; Endurance, Point Blank Shot, Power Attack, Track, Weapon Focus (battleaxe), Weapon Focus (longbow).

Wild Empathy (Ex): Elmo can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being He rolls 1d20+8, or 1d20+4 if attempting to influence a magical beast with an Intelligence score of 1 or 2.

Combat Style (Ex): Elmo has chosen the archery combat style, which grants him the Rapid Shot and Manyshot feats when he wears light or no armor.

Spells Prepared: (2; base DC 13 + spell level): 1st- delay poison, speak with animals.

Possessions: +1 chain shirt, +1 heavy wooden shield, +1 battleaxe, masterwork mighty composite longbow (+4 Str bonus), 40 arrows, 31 gp.

Elmo can be found just about anywhere in the town of Hommlet. (Pages 9-18) .

Most of the skill and ability changes are due to the 3.5 ranger modifications. All final skill totals are with armor penalty and skill synergies taken into account.

Elmo didn't use dual weapons in the original, so I chose the archery combat style.

Rangers no longer get medium armor proficiency, so I changed Elmo's chainmail +1 to a chain shirt+1.


Edited by: iago at: 7/29/03 8:43 am
iago
Human
(7/26/03 1:40 pm)
Reply
Grune
Quote:

page 165
Grune: Male human War1; CR 1; Medium-sized humanoid (human); HD 1d8+1; hp 8; Init +2; Spd. 20 ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; Grp +3; Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +3 ranged(1d8/x3, composite longbow); Full Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +3 ranged(1d8/x3, composite longbow); AL LE; SV Fort +3, Ref +2, Will -1; Str 15, Dex 14, Con 13, Int 10, Wis 8, Cha 12.

Skills and Feats: Climb +0, Intimidate+5, Jump +0; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword).

Possessions: Breastplate, masterwork bastard sword, heavy wooden shield, composite longbow and 20 arrows, 3 potions of cure light wounds.

Grune is typically found at the Mill, area 28 (Pages 17-18).

Edited by: iago at: 7/27/03 9:12 pm
iago
Human
(7/26/03 2:23 pm)
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Ingrith
Quote:

page 165
Ingrith: Female half-elf Mnk4/Rgr3; CR 7; Medium-sized humanoid (half-elf); HD 4d8+4 plus 3d8+3; hp 39; Init +1; Spd. 40 ft.; AC 17, touch 17, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee (1d8+2, unarmed strike) or +7 ranged (1d8/x3, longbow); Full Atk +8/+3 melee (1d8+2, unarmed strike) or +6/+6/+1 melee (1d8+2, flurry of blows) or +7/+2 ranged (1d8/x3, longbow); SA Favored enemy (goblinoids +2), stunning fist; SQ Immune to sleep, low-light vision, monk abilities, +2 bonus on saves against enchantment effects; AL LG; SV Fort +8, Ref +8, Will +9; Str 14, Dex 13, Con 13, Int 12, Wis 18, Cha 11.

Skills and Feats: Balance +8, Climb +8, Diplomacy +2, Escape Artist +6, Gather Information +2, Heal +10, Hide +7, Jump +9, Listen +11, Move Silently +7, Search +2, Spot +11, Survival +10, Tumble +8; Blind-Fight, Deflect Arrows, Dodge, Endurance, Power Attack, Stunning Fist, Track.

Wild Empathy (Ex): Ingrith can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. She rolls 1d20+3, or 1d20-1 if attempting to influence a magical beast with an Intelligence score of 1 or 2.

Combat Style (Ex): Ingrith has chosen the archery combat style, which grants her the Rapid Shot feat when she wears light or no armor.

Stunning fist (Ex): 4/day; DC 17.

Monk Abilities: Evasion, still mind, slow fall 20 ft, Ki strike (magic).

Possessions: Dust of disappearance (one use remaining), ring of protection +2, longbow with 20 arrows, travelling gear.

Ingrith only passes through Hommlet occasionally, usually to pay respects at the temple of Elhonna, area 1 (page 12).

The change in skill points is because of the changes in 3.5 ranger, the removal of the Intuit Direction skill, and skill synergies.

Ingrith wasn't using any two-weapon attack style, so I chose the archery combat style and switched her heavy crossbow to a longbow.


Edited by: iago at: 7/29/03 4:29 pm
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