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Daeinar
Faen
(7/26/03 4:26 pm)
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Elmo
Shouldn't Elmo's new AC be only 20 - +5 armor, +2 shield, +3 dex?

Apart from that, great work!

I'm especially happy that the concept of a Multiclass Monk makes some sense now...:)

iago
Human
(7/26/03 4:30 pm)
Reply
Re: Elmo
Is there a reason that the heavy wooden shield +1 wouldn't give +3 to armor?

And I just churned out a few NPC's in my spare time. I'll work on some more Homlett residents when I have some more free time. :)

Daeinar
Faen
(7/27/03 2:23 am)
Reply
Re: Elmo
Sloppy reading on my part? :rolleyes

iago
Human
(7/27/03 9:24 am)
Reply
Maridosen
Quote:

page 165
Maridosen: Female half-elf Ftr3; CR 3; Medium-size humanoid (half-elf); HD 3d10+6; hp 27; Init +3; Spd. 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk +8 melee (1d6+1/18-20, masterwork rapier) or +8 (1d6/x3 masterwork composite shortbow); Full Atk +8 melee (1d6+1/18-20, masterwork rapier) or +8 (1d6/x3 masterwork composite shortbow); AL CE; SV Fort +5, Ref +4, Will +2; Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 8.

Skills and Feats: Climb +7, Jump +7, Listen +2, Search +1, Spot +1; Dodge, Mobility, Weapon Finesse, Weapon Focus (rapier);

Possessions: Masterwork studded leather armor (black), masterwork rapier, masterwork composite shortbow, 20 masterwork arrows, 2 Quaal's feather tokens (bird), potion of bull's strength, 2 potions of cure moderate wounds (3rd).

Maridosen is typically found at the Inn of the Welcome Wench, area 4 (page 13).

Weapon Finesse now applies to all appropriate weapons, not just one specific one.

Edited by: iago at: 7/27/03 6:43 pm
Admiral Xzar
Faen
(7/27/03 9:37 am)
Reply
Re: Maridosen
Quote:
I'm not sure why Maridosen's feather tokens are referred to as Quaal's feather tokens in the module. They were just called feather tokens in 3e as well.


i don`t think so, in DMG 3.0 on page 224 the name of the feather token is Quaal`s feather token (bird) , the same as in 3.5 on page 264.

Edited by: Admiral Xzar at: 7/27/03 9:38 am
iago
Human
(7/27/03 9:53 am)
Reply
Master Dunrat
Quote:

page 165
Master Dunrat: Male human Clr5/Sor1: CR 6; Medium-size humanoid (human); HD 5d8+10 plus 1d4+2; hp 36; Init +0; Spd. 20 ft.; AC 15, touch 10, flat-footed 15; Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, dagger) or +3 ranged (1d10/19-20, heavy crossbow); Full Atk +3 melee (1d4/19-20, dagger) or +3 ranged (1d10/19-20, heavy crossbow); SQ Insanity, rebuke undead 3/day; AL CE; SV Fort +6, Ref +1, Will +6; Str 10, Dex 10, Con 14, Int 11, Wis 13, Cha 11.

Skills and Feats: Bluff +2, Concentration +11, Diplomacy +6, Heal +4, Knowledge (religion) +6; Combat Casting; Leadership; Silent Spell; Still Spell.

Insanity (Ex): Insanity score 2. Wis 15 for bonus spells and DCs; Wis 11 for all other Wis-based checks.

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

Cleric Spells Prepared(5/4+1/3+1/1+1, base DC = 12 + spell level) 0- detect magic, inflict minor wounds, light, read magic, resistance; 1st- bane, cause fear, command, curse water, protection from good*; 2nd- death knell, hold person, Tarizdun's touch*; 3rd- animate dead, rage*;

*Domain spell. Deity: Tharizdun. Domains: Evil (cast evil spells at 6th level), Madness (1/day add Insanity score to Wis-based roll).

Sorceror Spells Known (5/3; base DC = 10 + spell level; 25% arcane spell failure chance) 0- detect magic, light, mage hand, read magic; 1st- charm person, shield.

Possessions: Bead of force, brooch of shielding, holy symbol (obex), dagger, heavy crossbow with 20 bolts, masterwork breastplate, ring of mind shielding.

Master Dunrat is typically found at the Mill, area 28 (pages 17-18) .

Since scry is no longer a skill, I put those skill points in bluff and knowledge (religion) instead.

Edited by: iago at: 7/28/03 2:55 pm
iago
Human
(7/27/03 9:56 am)
Reply
Re: Maridosen
Quote:
i don`t think so, in DMG 3.0 on page 224 the name of the feather token is Quaal`s feather token (bird) , the same as in 3.5 on page 264.


Ah, I was going off of the SRD's of both books. I forgot that they intentionally leave out some flavor text, including some item names.

ZansForCans 
Litorian
(7/27/03 1:32 pm)
Reply
Re: Ingrith
iago, a minor comment: many (all?) of your blocks are missing CR.


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iago
Faen
(7/27/03 6:43 pm)
Reply
Re: Ingrith
Quote:
iago, a minor comment: many (all?) of your blocks are missing CR.


Yep. I never figured out a good way to calculate them. I suppose I can go back and just copy what the module has for everyone.

ZansForCans 
Litorian
(7/27/03 7:09 pm)
Reply
Re: Ingrith
For most humanoids (and actually about everything with 1HD for a non-classed creature), the CR is the same as their character level. For NPC classes (like expert, etc.), subtract one, with a minimum of one.


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Infiniti2000
Verrik
(7/27/03 8:03 pm)
Reply
ezSupporter
Re: Ingrith
"And these conversions take way to much time."
Only the first twenty or so. ;)

"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?"
As a DM, I would change the WF (javelin) to WF (light crossbow), but for this conversion document, I wouldn't change it.

Ysslansh: "He also has Fort +9 in the Original Module, and I couldn’t find any Errata on that. But AFAIK it should only be +8. (+3 Clr, +3 HD, +2 Con)"
Your change (and the errata thread) are wrong. You forgot that Ysslansh has a cloak of resistance +1, which adds to each of his saves. They are correct in the book (for 3.0 and 3.5) as Fort +9, Ref +0, Will +4.

"Well, that leaves the question, what would make more sense... I guess I'll change it to the elixir..."
I'd suggest you change it back to the elixir (you haven't as of this post).

"Turn undead: Canoness Y'dey receives a +2 to turning rolls because she has 5 ranks of knowledge (religion)."
I like this comment. You should make the same comment for Festrath, Geynor Ton, Gren, and Dunrat.

"...(Pages 9-18 )"
Not that I mind or anything, but just thought I'd point out that you can separately disable just emoticons which causes the annoying sunglasses with an '8' and a ')'. Assuming you don't want emoticons in your stat block anyway. This is what we did with the errata.

Re: Elmo
What do y'all think of giving Elmo a suggested animal companion, noted in the orange section though?

ZansForCans 
Litorian
(7/27/03 8:50 pm)
Reply
Burne
I'm going to do these posts one at a time because I never know where I'm going to stop :)

Just a general note, like Andorax made in one of the other threads, there's no need to list all the name changes in the explanation block. Assume that the reader can figure those out just because we're denoting them changed already in the stat block. Outlining the decisions you made should be enough.

Burne's skills: the errata is slightly wrong (missing 20 skill points). By my calculation, he has 84 points spent in the text (I can break it down, if anyone is interested). Using the headband (and assuming that he had it at 1st level and assuming he never changed his Int at levels 4 & 8... messy ;) ), he has 13 x (2+5) = 91 points, so the deficiency is only 7 points.

Anyway, as you point out, he can't use it anymore for skills so, without the headband he has only 13 x (2+4) = 78 points to use. With scry gone, it drops him down to 84 - 13 = 71 points spent, or 7 unspent. I'd drop them all into K(arcana) for a total of 7 + 5 = +12.

A random tidbit... although stats are generally the same for the NPCs that cross over from ToEE, Burne's Int went up 2 points from 17 to 19 and he increased from 8th to 10th level (so no stat boosting levels to explain). Odd! :)


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iago
Faen
(7/27/03 9:22 pm)
Reply
Re: Ingrith
A bunch of replies to a bunch of comments:

iago, a minor comment: many (all?) of your blocks are missing CR.

I've gone back and updated everyone with CR's.

"Turn undead: Canoness Y'dey receives a +2 to turning rolls because she has 5 ranks of knowledge (religion)."
I like this comment. You should make the same comment for Festrath, Geynor Ton, Gren, and Dunrat.


Oops. Forgot this on Dunrat. (Actually forgot all of his special qualities.) I didn't do the conversions on the others, so can't change them.

"...(Pages 9-18 )"
Not that I mind or anything, but just thought I'd point out that you can separately disable just emoticons which causes the annoying sunglasses with an '8' and a ')'. Assuming you don't want emoticons in your stat block anyway. This is what we did with the errata.


Thanks. I must have missed that option my first time through.

Re: Elmo
What do y'all think of giving Elmo a suggested animal companion, noted in the orange section though?


Will do. I'll flip through the animal companion rules and update Elmo the next time I add any new NPC's.

...Anyway, as you point out, he can't use it anymore for skills so, without the headband he has only 13 x (2+4) = 78 points to use. With scry gone, it drops him down to 84 - 13 = 71 points spent, or 7 unspent. I'd drop them all into K(arcana) for a total of 7 + 5 = +12.

Actually, I think Burne's skills were all messed up to begin with, so I redid them from scratch. Without the headband of intellect, Burne should still get 13 x (2+4+1) = 91 skill points. 2 for his class, 4 for his natural 19 intelligence, and 1 for being human. I recalculated the skills that I have for him, and I'm pretty sure they add up. I think whoever wrote the errata on Burne overlooked that a lot of his skills are cross-class.

Thanks for all of the feedback.

Edited by: iago at: 7/27/03 9:31 pm
ZansForCans 
Litorian
(7/27/03 10:00 pm)
Reply
Re: Ingrith
Quote:
Re: Elmo
What do y'all think of giving Elmo a suggested animal companion, noted in the orange section though?

Will do. I'll flip through the animal companion rules and update Elmo the next time I add any new NPC's.


I'm not as hip on doing this, personally. There are many NPCs with potential familiars or companions who don't (Burne and Kella come to mind). Historically (i.e. ToEE), Elmo hasn't had a companion (whether he could have one or not). Adding a companion is a pretty big change, imho.

Quote:
Actually, I think Burne's skills were all messed up to begin with, so I redid them from scratch. Without the headband of intellect, Burne should still get 13 x (2+4+1) = 91 skill points. 2 for his class, 4 for his natural 19 intelligence, and 1 for being human. I recalculated the skills that I have for him, and I'm pretty sure they add up. I think whoever wrote the errata on Burne overlooked that a lot of his skills are cross-class.


Ah, crap. I forgot the human bonus. You're right he has 91 to spend. And he had 7, not 13 points in Scry--I've got it written down right here! So 14 extra points. Sigh. Looks good. :)

Carry on... nothing to see here...


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ZansForCans 
Litorian
(7/27/03 10:11 pm)
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Chatrilon
Now at the risk of embarrassing myself twice in a night...

The original block for Chat is here, about 2/3 down:

pub102.ezboard.com/fokayy...61&stop=80

From the text, I've got Chat with 8 x (8+3+1) + 1 x (4+3+1) = 104 skill points to spend and 106 sunk into skills (there's a total of +10 synergy bonuses). Less a potential 9 for Innuendo, that's 97, so he's got 104-97=7 points to spend in v3.5. CC mentions 4 in the post following the stat block.

Anyone else want to grind through this one?


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iago
Faen
(7/28/03 6:03 am)
Reply
Re: Ingrith
Quote:
I'm not as hip on doing this, personally. There are many NPCs with potential familiars or companions who don't (Burne and Kella come to mind). Historically (i.e. ToEE), Elmo hasn't had a companion (whether he could have one or not). Adding a companion is a pretty big change, imho.


This is a good point. Just off the top of my head, 3 of the 8 or so characters I've converted could have a companion or familiar of some kind. And I'd just be picking an animal out of the dark. It'd probably be better to leave this kind of thing alone for now and let GM's decide on their own if these NPC's should have animal companions and what kind they are.

iago
Faen
(7/28/03 6:25 am)
Reply
Re: Chatrilon
Quote:
From the text, I've got Chat with 8 x (8+3+1) + 1 x (4+3+1) = 104 skill points to spend and 106 sunk into skills (there's a total of +10 synergy bonuses). Less a potential 9 for Innuendo, that's 97, so he's got 104-97=7 points to spend in v3.5. CC mentions 4 in the post following the stat block.

Anyone else want to grind through this one?


I came up with the same numbers. 104 points, 97 spent.

And dang it, this reminded me that I haven't been checking for synergy skills. No wonder people are always arguing about skill points. :)

Infiniti2000
Verrik
(7/28/03 6:27 am)
Reply
ezSupporter
Re: Ingrith
"I'm not as hip on doing this, personally. There are many NPCs with potential familiars or companions who don't (Burne and Kella come to mind). Historically (i.e. ToEE), Elmo hasn't had a companion (whether he could have one or not). Adding a companion is a pretty big change, imho."

True, but rangers in 1e (indeed in 3e) did not get animal companions. Anyway, I merely offered it as a suggestion, and to put it in orange would let DM's know that a change in 3.5 allows Elmo to potentially have a familiar. Maybe you shouldn't pick one, but perhaps a statement to the effect of the change would be in order. The same thing goes for Mereclar, I suppose, though maybe DM's should just houserule the howler as his animal companion. Imagine that beast with evasion and sharing spells? Nasty!

IMO, the biggest problem with Elmo having a companion is that it strains the believability of Jaroo lasting so long undetected (without the druid advancements by ZFC or myself).

Re: skill points
The worst thing about skill points is that they change upon level increases. In particular, Burne probably went from a 17 Int to an 18 Int at 4th level. Would his skill points be correct if you calculated it that way? If so, you should do it similarly for this revision (without the headband). Who knows when he got the headband, so I'd give Monte the benefit of the doubt and say he did it right.

madfox
Verrik
(7/28/03 6:30 am)
Reply
Re: Ingrith
Quote:
True, but rangers in 1e (indeed in 3e) did not get animal companions.


Actually, rangers DID get animal companions in 3.0. The fact is that those 1/2 level rule makes it rather impractical for an active adventuring ranger to have an animal companion. This true in 3.5 as well. For Elmo though a horse animal companion might not be such a bad idea.

iago
Faen
(7/28/03 6:46 am)
Reply
Re: Ingrith
Quote:
Re: skill points
The worst thing about skill points is that they change upon level increases. In particular, Burne probably went from a 17 Int to an 18 Int at 4th level. Would his skill points be correct if you calculated it that way? If so, you should do it similarly for this revision (without the headband). Who knows when he got the headband, so I'd give Monte the benefit of the doubt and say he did it right.


There's all kinds of badness when it comes to converting NPC skills, and this is just one of them. Another is multiclassed characters -- when did they raise which class? For my NPC's, I've just been calculating them with their current INT and classes in order of them being listed. I don't think it makes a difference more than a handful of skill points, and will save confusion later.

Of course, all conversions here are just a suggestion, right? :)

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