Gold Community Okay -- Your Turn
    > Return to the Temple of Elemental Evil
        > 3.5 Conversion. Hommlet and The Moathouse.
New Topic    Add Reply

Page 1 2 3 4 5 6

<< Prev Topic | Next Topic >>
Author Comment
ZansForCans 
Litorian
(7/28/03 11:26 am)
Reply
Re: Ingrith
Re: skill points

"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?"

Actually, I tried this first last night, thinking that's what the 20 point discrepancy was in the errata. If he started at 17 and then went to 18 and 19 at 4th and 8th (18->19 gives no extra points), you come up with 85 points rather than 91 (no headband included). Maybe this is where Monte got the extra two points from ToEE Burne (although he was already 8th level in ToEE). 85 is pretty darn close to his spent 84, but again doesn't include the headband So if Monte assumed he just got it, the skills in the text are pretty close to what he has to spend if Int was raised twice.

But after I got done with that, I realized that's just way too much assuming ;) And so I think I agree with iago here since we have no idea what really went into the advancement for some of these tricky bits. Fortunately there are way more clerics than mages, so potential Int increases should be on the rare side.

As for the multiclassers, from the few I remember checking for the errata, the points earned for each class seemed to be only spent on class skills pretty closely. I too ignored any potential Int changes.

However, one thing to keep in mind that I did run into is that if an NPC has a non-standard race, make sure you check the Int relative to the base creature and recalculate the racial skill points appropriately. Terrenygit is a good example of this situation.


Group Editing & Authoring Support
flexible campaign management for the web
info :: demo

Infiniti2000
Verrik
(7/28/03 12:05 pm)
Reply
ezSupporter
Re: Ingrith
iago: "I didn't do the conversions on the others, so can't change them."

Ack! I didn't even realize you were a different poster than Daeinar! Where'd you come from, my fine feathered friend? :)

I hope you guys aren't duplicating the work...I didn't see your name on CC's list.

iago
Faen
(7/28/03 2:45 pm)
Reply
Re: Ingrith
I didn't see anyone else volunteer to work on Hommlet, and I was doing a lot of the conversions anyway for my own game, so I thought I'd chip in.

iago
Faen
(7/28/03 3:36 pm)
Reply
Nierethi Poscurian
Quote:

page 165
Nierethi Poscurian: Male gnome Ill4; CR 4; Small humanoid (gnome); HD 4d4+3; hp 13; Init +1; Spd. 20 ft.; AC 14, touch 12, flat-footed 13; Base Atk +3; Grp -1; Atk +3 melee (1d4/19-20, dagger) or +4 ranged (1d4/19-20, dagger); Full Atk +3 melee (1d4/19-20, dagger) or +4 ranged (1d4/19-20, dagger); SQ Spell-like abilities, low light vision, +2 bonus on saves against illusions, +1 bonus on attacks against kobolds and goblinoids, +4 dodge bonus against giants; AL NE; SV Fort +1, Ref +2, Will +5; Str 10, Dex 13, Con 11, Int 14, Wis 12, Cha 10.

Skills and Feats: Concentration +7, Hide +5, Knowledge (arcana) +9, Knowledge (temple history) +9, Listen +3, Spellcrafting +11; Combat Casting, Scribe Scroll, Toughness.

Spell-like Abilities (Sp): 1/day- speak with animals(burrowing animals only, duration 1 minute), dancing lights, ghost sound, prestidigitation. Caster level 1st; Save DC 10.

Spell Prepared (4+1/4+1/3+1; base DC = 12 + spell level; 10% arcane spell failure chance): 0- detect magic, ghost sound*, light, ray of frost, read magic; 1st- disguise self*, color spray*, mage armor, silent image*, ventriloquism*; 2nd- blur*, invisibility*, knock, mirror image*.

* These spells belong the school of Illusion, which is this character's specialty. Prohibited schools: Abjuration, Enchantment. Gnomes add 1 to the save DC of any Illusion spells they cast.

Spellbook: 0- acid splash, arcane mark, dancing lights, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, touch of fatigue; 1st- color spray, disguise self, identify, mage armor, silent image, ventriloquism; 2nd- blur, invisibility, knock, minor image, mirror image, misdirection, spider climb.

Possessions: Leather armor, dagger, wand of magic missile (5th level caster, 37 charges), 46 gp.

Nierethi is typically found at either the Inn of the Welcome Wench, area 4 (page 13) or Terrigan's, area 5 (page 14).

Nierethi had a mysterious bonus +3 hit points and one missing feat in the original module, so I added the toughness feat.

School specialization now requires two prohibited schools. Nierethi had no abjuration spells, so I chose that one.

He also had no spellbook listed in the module, so I took the liberty of filling one out.




8/9 - Added second prohibited school, adjusted spellbook.

Edited by: iago at: 8/9/03 9:39 pm
iago
Faen
(7/28/03 4:23 pm)
Reply
Questin Himmble
Quote:

page 166
Questin Himmble: Male halfling Rog2/Bar2; CR 4; Small humanoid (halfling); HD 2d6+4 plus 2d12+4; hp 32; Init +4; Spd. 30 ft.; AC 17, touch 15, flat-footed 17; Base Atk +4; Grp +0; Atk +8 melee (1d4/19-20, dagger) or +9 ranged (1d4/19-20, dagger); Full Atk +8 melee (1d4/19-20, dagger) or +9 ranged (1d4/19-20, dagger); SA Sneak attack +1d6; SQ Evasion, rage, trapfinding, uncanny dodge (Dex bonus to AC when flat-footed), +2 morale bonus to saves against fear; AL CN; SV Fort +6, Ref +8, Will +1; Str 11, Dex 19, Con 15, Int 11, Wis 10, Cha 6.

Skills and Feats: Balance +11, Climb +3, Hide +11, Jump +5, Listen +7, Move Silently +10, Open Lock +8, Search +10, Sleight of Hand +5, Spot +4, Survival +6, Tumble +12, Use Rope +6; Dodge, Weapon Finesse.

Rage (Ex): 1/day- hp 40; AC 15, touch 13, flat-footed 15; Atk +8 melee (1d4+2/19-20, dagger) or +9 ranged (1d4+2/19-20, dagger); SV Fort +8, Will +3; Str 15, Con 19, Climb +5, Jump +7. Lasts 7 rounds, then fatigued.

Possessions: 6 daggers, leather armor, lens of detection, 39 gp.

Questin lives outside of town, but can occasionally be found at the Inn of the Welcome Wench, area 4 (pages 13-14) or Terrigan's, area 5 (page 14).

Questin's skills are slightly altered because of the removal of the Intuit Direction skill and added skill synergies.

Weapon Finesse now works with all applicable weapons, not just one specific one.

Also, Questin's lens of detection only grants a +5 search bonus in 3.5, not +10.


Edited by: iago at: 8/3/03 2:51 pm
msherman
Faen
(7/28/03 7:16 pm)
Reply
Re: Nierethi Poscurian
Is anyone interested in an alternate Nierethi as a Bard 4 for the conversion?

iago
Faen
(7/28/03 7:28 pm)
Reply
Redithidoor Halfmoon
Quote:

page 166
Redithidoor Halfmoon: Male human Brd1; CR 1; Medium-size humanoid (human); HD 1d6+2; hp 5; Init +3; Spd. 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +0; Grp +0; Atk +0 melee (1d6/19-20, short sword) or +3 ranged (1d6/x3, shortbow); Full Atk +0 melee (1d6/19-20, short sword) or +3 ranged (1d6/x3, shortbow); SQ Bardic knowledge +1, bardic music (1/day, countersong, fascinate, inspire courage +1); AL NG; SV Fort +0, Ref +5, Will +2; Str 10, Dex 17, Con 11, Int 11, Wis 10, Cha 10.

Skills and Feats: Bluff +4, Diplomacy +4, Escape Artist +6, Gather Information +4, Hide +6, Listen +2, Perform (recorder) +4, Spot +2; Dodge, Run.

Spells Known (2; base DC = 10 + spell level, 15% arcane spell failure chance): 0- ghost sound, mage hand, prestidigitation, read magic.

Possessions: Finely carved recorder (20 gp value), traveling and performing outfits, leather armor, light wooden shield, short sword, shortbow and 20 arrows, 23 gp.

Redithidoor is typically found at the Inn of the Welcome Wench, area 4 (pages 13-14).

Bards do not begin with proficiency in longbow, so I changed it to a shortbow. The changes in skills are due to 3.5 bards having more skill points.

ZansForCans 
Litorian
(7/28/03 8:20 pm)
Reply
Re: Chatrilon
Quote:
I came up with the same numbers. 104 points, 97 spent.


OK. Unless I hear differently, I'll change it in my version. I'll still stick them all into Slight of Hand.

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


Funny thing: as I was doing this with the 3.0 book, I was thinking, man, this would be a ton easier if they had a table of all the synergy bonuses. Then, boom, there it is in 3.5.


Group Editing & Authoring Support
flexible campaign management for the web
info :: demo

ZansForCans 
Litorian
(7/28/03 9:35 pm)
Reply
Re: Elmo
I think Elmo still needs to go splurging on more skills. :)

I have (9 x 2) = 18 from the ranger change, 6 from Animal Empathy, and 3 from Intuit Dir (both gone), for a total of 27. Right now it looks like he has (relative to the text) +4 in Knowledge (nature), Listen, Survival (aka Wilderness Lore), and Climb; and +2 in Ride, for a total of 18 spent. Maybe he still needs to spend the 9 from the two lost skills?

Also, bordering on triviality, WF is now only longbow (composite is not separate) and Ride is no longer sub-typed.


Group Editing & Authoring Support
flexible campaign management for the web
info :: demo

ZansForCans 
Litorian
(7/28/03 10:23 pm)
Reply
Re: Ingrith
A quick question first: did you add in a new synergy bonus for her Balance? It's already in the original, so I think you doubled it.

Also, Stunning Fist should be listed in her feats, and she can have Diplomacy and Gather Information +2 listed due to new half-elf bonuses.

Now on to more triviality. The total skill points for her don't matter whether monk or ranger was first level since they both have the same skill points in 3.0. Nonetheless, the 3.0 Ingrith must have had ranger as her first level, not monk. Why? There are 17 points in ranger class/monk cross-class skills (Heal, Intuit, Spot, Wilderness), but only 15 ranger skill points if ranger was not her first level.

So what? Well, that would give her 6 more points to play with going to v3.5 with the ranger change. Suggestion: dump two more into Jump, Move Silently, and Hide.


Group Editing & Authoring Support
flexible campaign management for the web
info :: demo

Daeinar
Faen
(7/29/03 1:15 am)
Reply
Re: Elmo
I'll add skill synergies etc. to the Moathouse NPCs soon.

On the whole skill point issue: Let's just not make to many assumptions. Burne, in particular, won't be interacting much with the PCs anyway.

Gansk
Human
(7/29/03 1:47 am)
Reply
Re: Redithidoor
In the errata, Redithidoor was changed to an elf and his Run feat was taken away. It would be logical IMO to convert him to 3.5 that way instead of as a human. Then he can keep his longbow.

iago
Faen
(7/29/03 4:49 am)
Reply
Re: Redithidoor
Quote:
In the errata, Redithidoor was changed to an elf and his Run feat was taken away. It would be logical IMO to convert him to 3.5 that way instead of as a human. Then he can keep his longbow.


I saw that too, but didn't agree with the suggestion. In making Red human, you only have to remove the longbow. To make him an elf, you have to remove a feat, rework his skills, and add all of the elf abilities. Changing the longbow to shortbow is a lot easier.

Edited by: iago at: 7/29/03 4:52 am
iago
Faen
(7/29/03 9:15 am)
Reply
Re: Redithidoor
Quote:
I think Elmo still needs to go splurging on more skills.

Good catch. I adjusted his skills before I changed his armor, so there were some skills lower than they should have been. I've updated Elmo and run him through my handy-dandy spreadsheet to verify the points work out.
Quote:
Also, bordering on triviality, WF is now only longbow (composite is not separate) and Ride is no longer sub-typed.

Done.
Quote:
Also, Stunning Fist should be listed in her feats, and she can have Diplomacy and Gather Information +2 listed due to new half-elf bonuses.

I've made the suggested changes.
Quote:
Now on to more triviality. The total skill points for her don't matter whether monk or ranger was first level since they both have the same skill points in 3.0. Nonetheless, the 3.0 Ingrith must have had ranger as her first level, not monk. Why? There are 17 points in ranger class/monk cross-class skills (Heal, Intuit, Spot, Wilderness), but only 15 ranger skill points if ranger was not her first level.


Hmmm...I think I'm going to have to rework Ingrith's skills. I've realized that I put too many points into certain class skills, and will need to smooth them out between monk and ranger skills a bit more. I'll update that later tonight.

iago
Faen
(7/29/03 4:16 pm)
Reply
Re: Ingrith
Well, this is interesting. I reworked Ingrith's skills and put ranger as her primary class. And I ended up with 2 extra skill points on the original module writeup. (When I created her with monk as her primary class, spot became cross-class. 2 extra points there.)

In any case, I've redone the skills as if Ingrith were a ranger first, then a monk. She's going to look a little different because I spent more points on ranger skills, but at a lower cap (max ranks 6). So her high skills (from my previous incarnation) are a little lower, but many of her other skills got bumped up.

Edited by: iago at: 7/29/03 4:30 pm
ZansForCans 
Litorian
(7/29/03 8:07 pm)
Reply
Re: Redithidoor
Quote:
I saw that too, but didn't agree with the suggestion. In making Red human, you only have to remove the longbow. To make him an elf, you have to remove a feat, rework his skills, and add all of the elf abilities. Changing the longbow to shortbow is a lot easier.


I never noticed the skill issue. It's pretty obvious because he doesn't have Listen or Search with the racial +2 listed. I agree with you that he's more human than elf in the text stat block. Good catch!


Group Editing & Authoring Support
flexible campaign management for the web
info :: demo

iago
Faen
(7/31/03 10:21 pm)
Reply
Rufus
Work sucks, which is why it's taking me so long to finish off Hommlet.
Quote:

page 166
Rufus: Male human Fig8; CR 8; Medium-size humanoid (human); HD 8d10+8; hp 69; Init +1; Spd. 20 ft.; AC 22, touch 12, flat-footed 21; Base Atk +8; Grp +11; Atk +14 melee (1d8+7/x3, +2 battleaxe) or +10 ranged (1d8+3/x3, masterwork mighty composite longbow (+3 str bonus)); Full Atk +14/+9 melee (1d8+7/x3, +2 battleaxe) or +10/+5 ranged (1d8+3/x3, masterwork mighty composite longbow (+3 str bonus)); AL LG; SV Fort +8, Ref +4, Will +3; Str 16, Dex 13, Con 12, Int 15, Wis 10, Cha 14.

Skills and Feats: Bluff +4, Climb +4, Gather Information +4, Handle Animal +8, Intimidate +4, Jump +5, Listen +2, Ride +9, Sense Motive +2, Spot +2, Swim +1; Blind-Fight, Cleave, Dodge, Improved Critical (battleaxe), Mobility, Power Attack, Spring Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe).

Possessions: +2 chainmail, +1 heavy steel shield, +2 battleaxe, masterwork mighty composite longbow (+3 str bonus), 21 +1 arrows, potion of cure moderate wounds, potion of endurance, cloak of resistance +1, ring of protection +1, periapt of proof against poison, dust of disappearance (12 pinches).

Rufus is typically found at the Keep, area 27 (pages 16-17).

It didn't seem like the original version of Rufus included his armor penalty in his Swim skill, which explains the much lower skill total here.

Note: Rufus's bow attack bonus and damage does not include his magic arrows.


Edited by: iago at: 7/31/03 10:26 pm
iago
Faen
(8/2/03 2:44 pm)
Reply
Spugnoir
Quote:

page 166
Spugnoir: Male human Wiz7; CR 7; Medium-sized humanoid (human); HD 7d4+17; hp 33; Init +6; Spd. 30 ft.; AC 14, touch 13, flat-footed 12; Base Atk +3; Grp +3; Atk +3 melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d4/19-20, dagger) or +5 ranged (1d8/19-20, light crossbow); SQ Familiar benefits; AL NG; SV Fort +4, Ref +6, Will +5; Str 11, Dex 15, Con 14, Int 19, Wis 11, Cha 7.

Skills and Feats: Appraise +7, Concentration +12, Craft (alchemy) +14, Gather Information +0, Knowledge (arcana) +14, Knowledge (local) +14, Listen +3, Move Silently +5, Spellcraft +14, Spot +3; Brew Potion, Combat Casting, Improved Initiative, Lightning Reflexes, Scribe Scroll, Toughness.

Familiar Benefits: Alertness when familiar is within reach, +3 bonus on Move Silently checks when within one mile of familiar, empathic link, share spells with familiar, deliver touch spells via familiar.

Spell Prepared (4/5/4/3/2; base DC = 14 + spell level): 0- daze, detect poison, flare, resistance; 1st- detect secret doors, mage armor (2), magic missile, unseen servant; 2nd- cat's grace, flaming sphere, invisibility, web; 3rd- dispel magic, lightning bolt, nondetection; 4th- fire shield, scrying.

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- detect secret doors, enlarge person, jump, mage armor, magic missile, reduce person, unseen servant; 2nd- alter self, bear's endurance, blur, bull's strength, cat's grace, darkvision, detect thoughts, flaming sphere, invisibility, levitate, spider climb, web; 3rd- daylight, dispel magic, fly, gaseous form, haste, lightning bolt, nondetection, protection from energy, tongues, water breathing; 4th- dimension door, fire shield, scrying.

Possessions: Wand of shield (18 charges), headband of intellect +2, ring of protection +1, amulet of natural armor +1, goggles of minute seeing, dagger, light crossbow with 20 bolts, 125 gp.

At the beginning of Return to the Temple of Elemental Evil, Spugnoir is trapped in the Old Armory in the Moathouse dungeon, Moathouse area 20 (pages 22-23). If he escapes or is rescued, he is typically found at Potions and Elixirs, area 25 in Hommlet (page 16).

Spugnoir's listen, move silently, and spot skills all contain the familiar benefits. Subtract two from spot and listen and three from move silently if the familiar is not close by. Appraise was added after adjusting some skill points and removing the Scry skill.

Daylight was moved from 2nd level to 3rd level, but Spugnoir had too many second level spells prepared anyway, so I just dropped it. Flaming sphere was added to his spellbook, since it's a prepared spell of his.


Edited by: iago at: 8/9/03 11:47 am
iago
Faen
(8/2/03 3:11 pm)
Reply
Sebbekai
Quote:

page 166
Sebbekai: Male cat familiar of Spugnoir; CR --; Tiny magical beast; HD 1/2d8(7 HD); hp 16; Init +2; Spd. 30 ft.; AC 18, touch 14, flat-footed 16; Base Atk +3; Grp -9; Atk +7 melee (1d2-4, claw); Full Atk +7 melee (1d2-4, 2 claws) and +3 melee (1d3-4 bite); Face 2-1/2 ft. by 2-1/2 ft.; SQ Improved evasion, speak with Spugnoir, speak with cats; AL NG; SV Fort +2, Ref +4, Will +6; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 7.

Skills and Feats: Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +3, (+4 on Hide checks in tall grass or heavy undergrowth); Weapon Finesse.

Sebbekai can always be found with Spugnoir (see above).

Sebbekai's skills changed so much because the base skills of housecats changed a bunch from 3e to 3.5e.

iago
Faen
(8/3/03 3:27 pm)
Reply
Terjon
Quote:

page 166
Terjon: Male human Clr6; CR 6; Medium-sized humanoid (human); HD 6d8+18; hp 49; Init +1; Spd. 20 ft.; AC 19, touch 12, flat-footed 18; Base Atk +4; Grp +4; Atk +6 melee (1d8+1, +1 heavy mace) or +5 ranged (1d8/19-20, light crossbow); Full Atk +6 melee (1d8+1, +1 heavy mace) or +5 ranged (1d8/19-20, light crossbow); SA Turn undead 2/day; AL LG; SV Fort +8, Ref +3, Will +8; Str 11, Dex 13, Con 16, Int 10, Wis 16, Cha 8.

Skills and Feats: Concentration +9, Heal +10, Knowledge (arcana) +5, Knowledge (religion) +5, Spellcraft +6; Brew Potion, Combat Casting, Dodge, Weapon Focus (heavy mace).

Spells Prepared: (5/4+1/4+1/3+1; base DC 13 + spell level): 0- cure minor wounds, detect magic (2), light, read magic; 1st- command, detect chaos, magic weapon, sanctuary*, shield of faith; 2nd- bear's endurance, bull's strength, hold person, remove paralysis, shield other*; 3rd- daylight, magic circle against chaos*, prayer, searing light.

* Domain spell: Deity: St. Cuthbert. Domains: Law (cast law spells at 7th level); Protection (1/day grant one target a +6 resistance bonus on one save).

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

Possessions: Chainmail, heavy wooden shield, ring of protection +1, +1 heavy mace, light crossbow, 20 crossbow bolts, potion of cure light wounds, potion of delay poison, potion of lesser restoration, divine scroll of dispel magic, 69 gp.

Terjon is typically found at the Church of St. Cuthbert, area 3 (pages 12-13).

I bumped up Terjon's DEX so that he'd have the minimum amount needed for his Dodge feat.

Page 1 2 3 4 5 6 << Prev Topic | Next Topic >>

Add Reply

Email This To a Friend Email This To a Friend
Topic Control Image Topic Commands
Click to receive email notification of replies Click to receive email notification of replies
Click to stop receiving email notification of replies Click to stop receiving email notification of replies
jump to:

- Okay -- Your Turn - Return to the Temple of Elemental Evil - Home -



Powered By ezboard® Ver. 7.32
Copyright ©1999-2005 ezboard, Inc.