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Andorax
Verrik
(7/24/03 12:04 pm)
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Recovered Temple Conversion [3.5]
Quote:

Ogre Guards: Male ogre War4; CR 5; Large giant; HD 4d8+11 plus 4d10+8; hp varies (see text); Init -1; Spd 30 ft.; AC 20 (touch 8, flat-footed 20); BAB +7; Grapple +16; Atk +13 melee (2d8+7, Large masterwork greatclub) or +5 ranged (d8+5, Large javelin); FAtk +13/+8 melee (greatclub, as above) or +5/+0 ranged (javelin, as above); Space/Reach 10 ft./10 ft.; SQ Darkvision 60’, Low-light vision; AL CE; SV Fort +10, Ref +1, Will +2; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.

Skills and Feats: Climb +1, Hide -12, Listen +3, Spot +3; Power Attack, Toughness, Weapon Focus (greatclub).

Possessions: Large half-plate armor, Large masterwork greatclub, 2 Large javelins, potion of cure serious wounds, potion of bear’s endurance, potion of protection from elements (fire), 200 gp, golden topaz (value 400 gp).

Ogre Guards are typically found in the Recovered Temple, areas 2 and 3 (Page 138, 139).


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

Edited by: Andorax at: 7/28/03 6:37 am
Andorax
Verrik
(7/24/03 12:08 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

Ogre Elite Guards: Male ogre Ftr6; CR 9; Large giant; HD 4d8+11 plus 6d10+12; hp varies (see text); Init -1; Spd 30 ft.; AC 21 (touch 8, flat-footed 21); BAB +9; Grapple +18; Atk +15 melee (2d8+8, +1 Large greatclub) or +7 ranged (d8+5, Large javelin); FAtk +15/+10 melee (greatclub, as above) or +7/+2 ranged (javelin, as above); Space/Reach 10 ft./10 ft.; AL CE; SV Fort +11, Ref +4, Will +3; Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.

Skills and Feats: Climb +2, Hide -12, Listen +4, Spot +3; Alertness, Cleave, Improved Bull Rush, Lightning Reflexes, Power Attack, Toughness, Weapon Focus (greatclub), Weapon Specialization (greatclub).

Possessions: +1 Large half-plate armor, +1 Large greatclub, Large javalin, potion of cure serious wounds, potion of bull's strength, tanglefoot bag, 20 pp, golden topaz (value 400 gp).

Ogre Elite Guards are typically found in the Recovered Temple, area 23 (Page 145).


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

Edited by: Andorax at: 7/28/03 6:37 am
Andorax
Verrik
(7/24/03 12:12 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

Dein: Male half-fiend/half-stone giant; CR 11; Large outsider (earth, native, augmented giant); HD 14d8+70; hp 160; Init +4; Spd 30 ft. , fly 30’ (average); AC 28 (touch 13, flat-footed 24); BAB +10; Grapple +24; Atk +20 melee (2d8+16/19-20, +1 Large greatclub) or +19 melee (1d8+10, bite) or +19 melee (1d6+10, claw) or +13 ranged (2d8+15, rock); FAtk +20/+15 melee (greatclub, as above) or +20 melee (bite, as above) and +15 melee (2 claws, 1d6+5) or +13/+8 ranged (rock, as above); Reach 10 ft.; SA Rock throwing, smite good, spell-like abilities; SQ Acid, cold, electricity and fire resistance 10, damage reduction 10/magic, darkvision 60 ft., immune to poison, natural attacks treated as magic weapons for DR, SR 24, low-light vision, rock catching; Space/Reach 10 ft./10 ft.; AL CE; SV Fort +15, Ref +8, Will +7; Str 31, Dex 19, Con 21, Int 14, Wis 12, Cha 13.

Skills and Feats: Bluff +8, Climb +24, Diplomacy +5, Hide +12 (+20 in rocky terrain), Intimidate +9, Jump +24, Knowledge (religion) +8, Listen +6, Search +8, Sense Motive +6, Spot +17; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot.

Smite Good (Su): Once per day Dein can make a normal melee attack to deal +14 extra damage against a good foe.[/font]

Rock Throwing: Range increment 180 ft. Dein uses both hands when throwing a rock.

Rock Catching (Ex): Can catch Small, Medium-size, or Large rocks with a successful Ref save (DC 15, 20, or 25 respectively) if ready for and aware of the attack. Dein gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Rock Throwing: Range increment 180 ft.

Spell-Like Abilities (Sp): 3/day - darkness, poison (DC 15), unholy aura (DC 18); 1/day - desecrate, unholy blight (DC 15), contagion (DC 14), blasphemy, unhallow (all as Sor14). The save DCs are Charisma based.

Possessions: Large hide armor, +1 Large greatclub, potion of cure serious wounds.

Dein is typically found in the Recovered Temple, area 10 (Page 141).

Dein lost the Evil and Chaotic subtypes, as the Half-Fiend no longer provides it.


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

Edited by: Andorax at: 7/28/03 6:38 am
Andorax
Verrik
(7/24/03 12:14 pm)
Reply
Re: Recovered Temple Conversion [3.5]
Quote:

Dugart: Male half-orc Clr10/Doomdreamer2; CR 12; Medium-size humanoid (half-orc); HD 10d8+40 plus 2d8+8; hp 101; Init +4; Spd 20 ft.; AC 24 (touch 10, flat-footed 24); BAB +8/+3; Grapple +12; Atk +14 melee (1d8+6, +2 morningstar); FAtk +14/+9 (morningstar, as above); SA Dark lore, rebuke undead 2/day; SQ Darkvision 60 ft., doomdreamer secret, insanity; Space/Reach 5 ft./5 ft.AL CE; SV Fort +11, Ref +5, Will +11; Str 19, Dex 10, Con 18, Int 11, Wis 18 (12*), Cha 9.

* Adjusted to take Insanity into account.

Skills and Feats: Concentration +12, Knowledge (arcana) +11, Knowledge (religion) +11; Brew Potion, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (Necromancy).

Rebuke Undead: Dugart gains a +2 synergy bonus on Rebuke Undead checks because he has 5 or more ranks in Knowledge (religion).

If Dugart has two rounds to prep, he will have bull’s strength and bear’s endurance in effect upon himself for their duration (12 minutes). With bull’s strength and bear’s endurance: hp 125; Atk +16 melee (1d8+8), FAtk +16/+11 melee (1d8+8); SV Fort +13; Str 23, Con 22. Concentration +14.

Dark Lore (Su): 1/day speak a creature’s secret. Target must make a Will save (DC 17) or be stunned for 1d3 rounds.

Doomdreamer Secret: Demon’s Name (10 HD demon comes with lesser planar ally)

Insanity (Ex): Insanity score 6. Wis 24 for bonus spells and DCs; Wis 12 for all other Wis-based checks.

Spells Prepared (6/8/7/7/5/5/4; base DC = 17 + spell level): 0—cure minor wounds, detect magic (2), light, mending, resistance; 1st—bane, cause fear~, command (2), doom, protection from good, lesser confusion*, shield of faith; 2nd—bull’s strength (2), bear’s endurance, hold person, silence, spiritual weapon, Tharizdun’s touch*; 3rd—bestow curse, cure serious wounds (2), dispel magic, magic vestment, protection from elements, rage*; 4th—cure critical wounds, freedom of movement, greater magic weapon, neutralize poison, unholy blight*; 5th—bolts of bedevilment*, flame strike, slay living~, summon monster V, true seeing; 6th—blade barrier, harm~, phantasmal killer*, word of recall..
* Domain spell. Deity: Tharizdun. Domains: Evil (cast evil spells at 13th level); Madness (1/day add Insanity score to Wis-based roll).
~ Because of Spell Focus (Necromancy), the base DC against these spells is 18 + spell level.

Possessions: +2 morningstar, +2 full plate armor, +2 light fortification heavy steel shield, helm of comprehending languages and reading magic, divine scroll of harm, heal and raise dead, 2 vials of acid, 54 gp, holy symbol (obex), robes, iron key (opens trunk 3 in area 20 of the Recovered Temple).

Dugart is typically found in the Recovered Temple, area 15 (Page 141).

As a note, Rage (as per the new 3.5 PHB) is to replace the version of Rage found in RttToEE (According to the Deities and Demigods portion of the conversion document). DMs should consider whether or not to substitute this spell for a different one for clerics who are alone, or nearly so.
As well, I had to substitute one of his sixth level spells (etherealness), which is now 8th level. Being defense-minded, I chose Blade Barrier (which is now much more suited for defensive purposes than before).



Edited by: Andorax at: 8/12/03 8:44 am
Andorax
Verrik
(7/24/03 12:17 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

Estalion: Male elf Sor6/Clr6/Doomdreamer1; CR 13; Medium-size humanoid (elf); HD 6d4+3 plus 6d8 plus 1d8; hp 44; Init +8; Spd 30 ft.; AC 17 (touch 17, flat-footed 13); BAB +7/+2; Grapple +7; Atk +8 melee (1d8, masterwork heavy mace); FAtk +8/+3 (masterwork heavy mace, as above); SA rebuke undead 2/day; SQ Doomdreamer secret, immune to sleep, insanity, low-light vision, +2 bonus on saves against enchantment effects; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +7, Ref +8, Will +15; Str 10, Dex 19, Con 11, Int 15, Wis 19 (16*), Cha 13.

* Adjusted to take Insanity into account.

Skills and Feats: Concentration +16, Knowledge (arcana) +15, Knowledge (religion) +13, Listen +6, Scry +4, Search +4, Spellcraft +20, Spot +6; Empower Spell, Improved Initiative, Scribe Scroll, Spell Focus (Necromancy), Toughness.

Rebuke Undead: Estalion gains a +2 synergy bonus on Rebuke Undead checks because he has 5 or more ranks in Knowledge (religion).

Doomdreamer Secret: Curse of power (treat as 8th level when casting evil spells).

Insanity (Ex): Insanity score 3. Wis 22 for bonus spells and DCs; Wis 16 for all other Wis-based checks.

Cleric Spells Prepared (6/7/6/4/3; base DC = 16 + spell level): 0—cure minor wounds, detect magic, inflict minor wounds~, read magic, resistance, virtue; 1st—bane, cause fear~, command, cure light wounds, doom, lesser confusion*, shield of faith; 2nd—aid, death knell~, bear’s endurance, magic missile*, silence, spiritual weapon; 3rd—blast of force*, blindness/deafness, contagion~, summon monster III; 4th—confusion*, poison~, empowered spiritual weapon.
* Domain spell. Deity: Tharizdun. Domains: Force (1/day reroll any damage roll for a weapon, a spell, or an ability); Madness (1/day add Insanity score to Wis-based roll).
~ Because of Spell Focus (Necromancy), the base DC against these spells is 17 + spell level.

Sorcerer Spells Known (7/7/5/3; base DC = 11 + spell level): 0—arcane mark, dancing lights, daze, flare, ghost sound, mage hand, ray of frost; 1st—burning hands, mage armor, ray of enfeeblement~, shield; 2nd—invisibility, web; 3rd—lightning bolt.
~ Because of Spell Focus (Necromancy), the base DC against these spells is 12 + spell level.

Possessions: Masterwork heavy mace, divine scrolls of bolts of bedevilment (3), +2 periapt of wisdom, ring of protection +3, torch of revealing (and 3 cones of incense of dreaming ; see Appendix 1), potion of protection from elements(electricity) , arcane scroll of displacement, levitate, and darkness , divine scroll of bestow curse, stone shape, obscure object, and find traps , 61 gp, four 200 gp platinum rings, holy symbol (obex), helmet, robes, iron key (opens trunk 1 in area 20 of the Recovered Temple).

Estalion is typically found in the Recovered Temple, area 28 (Page 146).


Estalion had a Wand of Bolts of Bedevilment, which is an illegal item (5th level spell). Rather than try to fudge the rules, substitute some other wand, or come up with additional powers for a Staff of Madness, I think the interpretation that is “truest” to the module was to just give him a “reasonable” number of Scrolls of the same spell…I doubt he’d go through more than 3. Alternately, a different 22-charge wand of a 4th level spell (Otiluke's Resilient Sphere would work as a substitute) could be used in lieu of the Scrolls.



Edited by: Andorax at: 8/12/03 8:46 am
Andorax
Verrik
(7/24/03 12:20 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

Falrinth: Male human Wiz14; CR 14; Medium-size humanoid (human); HD 14d4+28; hp 62; Init +3; Spd 30 ft.; AC 19 (touch 16, flat-footed 16); BAB +7; Grapple +7; Atk +7 melee (1d4/19-20, dagger); FAtk +7/+2 (dagger, as above); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +6, Ref +7, Will +9; Str 10, Dex 17, Con 15, Int 18, Wis 10, Cha 12.

Skills and Feats: Craft (Alchemy) +20, Concentration +19, Diplomacy +9, Hide +11, Knowledge (arcana) +21, Spellcraft +23; Brew Potion, Craft Rod, Craft Wand, Craft Wonderous Item, Dodge, Empower Spell, Forge Ring, Quicken Spell, Scribe Scroll.

If Falrinth has two rounds to prep, he will have cat’s grace and bear’s endurance in effect upon himself for their duration (14 minutes). With cat’s grace and bear’s endurance: hp 90; Init +5; Atk +12 ranged (1d4), FAtk +12/+7 ranged (1d4); SV Fort +8, Ref+9; Dex 21, Con 29. Concentration +21, Hide +13.

Spells Prepared (4/5/5/5/5/3/3/2; base DC = 14 + spell level): 0—detect magic, mage hand, ray of frost, read magic; 1st—hypnotism, magic missile (2), mage armor, shield; 2nd—cat’s grace, bear’s endurance, levitate, protection from arrows, web; 3rd—dispel magic, fireball, haste, lightning bolt, sleet storm; 4th—charm monster, ice storm, greater invisibility; 5th—cone of cold, teleport, wall of force; 6th—chain lightning, disintegrate, true seeing; 7th—finger of death, quickened lightning bolt.

Spellbook: 0—arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st—alarm, animate rope, comprehend languages, detect secret doors, endure elements, hypnotism, identify, mage armor, magic missile, shield, sleep; 2nd—alter self, cat’s grace, bear’s endurance, invisibility, levitate, locate object, protection from arrows, summon monster II, web; 3rd—dispel magic, explosive runes, fireball, flame arrow, fly, haste, lightning bolt, secret page, sepia snake sigil, sleet storm; 4th—charm monster, fire shield, fire trap, ice storm, greater invisibility, Otiluke’s resilient sphere, rainbow pattern, scrying, stoneskin; 5th—cone of cold, lesser planar binding, sending, telekinesis, teleport, wall of force, wall of stone; 6th—chain lightning, circle of death, disintegrate, permanent image, summon monster VI, true seeing; 7th—finger of death, limited wish, phase door, project image, reverse gravity, sequester.

Possessions: bracers of armor +3, minor cloak of displacement, ring of protection +3, arcane scrolls of Baleful Polymorph (5), rod of cancellation, arcane scroll of spell turning, prismatic spray, arcane scroll of flesh to stone, stone to flesh, project image and antimagic field, potion of cure moderate wounds, potion of fox's cunning, potion of gaseous form, 2 daggers, ring of three keys (these open the coffers in area 4 of the Recovered Temple), 25 gp, 130 gp gold ring.

Falrinth is typically found in the Recovered Temple, area 16 (Page 142).

As with Estallion, Falrinth had a now-illegal wand (Polymorph Other, now Baleful Polymorph, a 5th level spell. Thus, I handled him the same, giving him a reasonable number of scrolls, which seemed the closest equivalent to the wand. Baleful Polymorph is both more useful, and single-use per casting, so the number of scrolls (5) is greater.


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

Edited by: Andorax at: 7/28/03 6:39 am
ThirdWizard 
Faen
(7/24/03 12:25 pm)
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Re: Recovered Temple Conversion [3.5]
Because of the way non-associative levels work, I believe the ogre warriors would be CR 5. CR 3 from being ogres, +(1/2)4 from the NPC class, which are always non-associative.

Everything else looks good though. :)

Andorax
Verrik
(7/24/03 12:27 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

The Second: Aboleth Clr7/Doomdreamer1; CR 11; Huge aberration (aquatic); HD 8d8+40 plus 7d8+35 plus 1d8+5; hp 161; Init +1; Spd 10 ft., swim 60 ft.; AC 20 (touch 9, flat-footed 19); BAB +11; Grapple +27; Atk +17 melee (1d8+6 and slime, tentacle); FAtk +17 (4 tentacles, as above) ; Reach 10 ft.; SA Enslave, psionics, rebuke undead 6/day, slime; SQ Doomdreamer secret, insanity, mucus cloud; Space/Reach 15 ft./10 ft.; AL CE; SV Fort +12, Ref +5, Will +15; Str 26, Dex 13, Con 21, Int 15, Wis 20 (14*), Cha 17.

* Adjusted to take Insanity into account.

Skills and Feats: Concentration +16, Hide –7, Knowledge (arcana) +16, Knowledge (religion) +17, Listen +18, Spot +19, Swim +8; Alertness, Combat Casting, Craft Wand, Heighten Spell, Power Attack, Spell Focus (Necromancy).

Rebuke Undead: The Second gains a +2 synergy bonus on Rebuke Undead checks because it has 5 or more ranks in Knowledge (religion).

Enslave (Su): 3/day, attempt to enslave any one living creature within 30 ft. (as dominate person, but creature won’t fight on The Second’s behalf). As Sor16; Will save (DC 17) to resist. An enslaved creature can attempt a new Will save every 24 hours to break free. The control is also broken if The Second dies or travels more than one mile from its slave.

Psionics (Sp): At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcane (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19) (all as Sor16). The save DCs are Charisma based.

Slime(Ex): A blow from The Second’s tentacle can cause a terrible transformation. Affected creatures must succeed at a Fort save (DC 19) or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. A transformed creature must remain moistened with cool, fresh water or suffer 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution based.
A remove disease spell cast before the transformation is complete restores an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the change.

Doomdreamer Secret: Deeper madness (+2 to Insanity score).

Insanity (Ex): Insanity score 6. Wis 26 for bonus spells and DCs; Wis 14 for all other Wis-based checks.

Mucus Cloud (Ex): The Second surrounds itself with a viscous cloud of mucus roughly 1 ft. thick. Any creature coming into contact with it and inhaling this substance must succeed at a Fort save (DC 19) or lose the ability to breathe air for the next 3 hours. The affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fort save continues the effect for another 3 hours. The save DC is Constitution based.

Spells Prepared (6/7/6/6/5; base DC = 18 + spell level): 0—cure minor wounds, detect magic, light, read magic, resistance; 1st—bane, cause fear~, command, doom, protection from good, lesser confusion*; 2nd—bull’s strength, death knell~, bear’s endurance, silence, spiritual weapon, Tharizdun’s Touch* ; 3rd—bestow curse, cure serious wounds, dispel magic, prayer, protection from elements, rage*; 4th—cure critical wounds, death ward~, poison~ (2), unholy blight*.

*Domain spell. Deity: Tharizdun. Domains: Evil (cast evil spells at 9th level); Madness (1/day add Insanity score to Wis-based roll).

~Because of Spell Focus (Necromancy), the base DC against these spells is 19+ spell level.

Possessions: Ring of fire elemental command (a new wearer must take the ring to the Elemental Plane of Fire itself before accessing its true nature; see the description of the Rings of Elemental Command in the Dungeon Master’s Guide)) wand of hold person, (heightened to 4th level) (32 charges), divine scroll of ethereal jaunt, holy symbol (obex).

The Second is typically found in the Recovered Temple, area 30 (Page 149).

With regards to The Second’s CR, I concluded that Cleric was not considered a “complimentary” class for the Aboleth, and thus only awarded him +4 CR for his 7 Cleric and 1 Doomdreamer levels.


Edited by: Andorax at: 8/12/03 8:46 am
ZansForCans 
Faen
(7/24/03 12:32 pm)
Reply
Re: Recovered Temple Conversion [3.5]
A really minor comment... Even though the lesser/greater spells are listed with commas in the PHB/SRD, can we use parenthesis instead? Reversing the name is an option too, although the reader has to remember they're listed that way in the books. The way they are listed right now is a bit confusing (no pun intended ;) ) when scanning the lists.


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Andorax
Verrik
(7/24/03 12:33 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

Senshock: Male human ghost Wiz9; CR 11; Medium-size undead (incorporeal); HD 9d12; hp 58; Init +3; Spd fly 30 ft.(perfect); AC 14 (touch 12, flat-footed 14); BAB +4; Grapple +4; Atk +3 melee (1d6, incorporeal touch) or +4 melee (1d6, staff), or +5 ranged (1d8/19-20, masterwork light crossbow with masterwork bolt); FAtk all as above; SA Corrupting touch, manifestation, telekinesis; SQ Incorporeal, rejuvenation, undead, +4 turn resistance; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +4, Ref +5, Will +6; Str 11, Dex 8, Con -, Int 18, Wis 9, Cha 17.

Skills and Feats: Craft (Alchemy) +12, Concentration +12, Hide +7, Knowledge (arcana) +16, Knowledge (religion) +12, Listen +7, Scry +16, Search +15, Spellcraft +12, Spot +9; Combat Casting, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Mastery (magic missile, fireball, ice storm, lightning bolt), Toughness.

Against Nonmaterial Opponents: AC 13 (touch 11, flat-footed 13); Atk +4 melee (1d6, incorporeal touch). FAtk as above.

Corrupting Touch (Su): Deals damage with incorporeal touch attack against material or ethereal creatures.

Manifestation (Su): Able to use touch attacks only against material opponents, but remains incorporeal.

Telekinesis (Su): 1/round as a standard action (as Sor12). When a ghost uses this power, it must wait 1d4 rounds before using it again.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Rejuvenation (Su): With a successful level check, cannot be permanently destroyed unless specified conditions are met.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Turn Resistance (Ex): Treat as 13th level for turning purposes.

Spells Prepared (4/5/5/4/3/1; base DC = 14 + spell level): 0—detect magic, light, ray of frost, read magic; 1st—charm person, mage armor, magic missile (3); 2nd—invisibility, melf’s acid arrow (2), see invisibility, web; 3rd—displacement, fireball, haste, lightning bolt; 4th—ice storm (2), phantasmal killer; 5th—summon monster V.

Possessions: (all ethereal): Masterwork light crossbow, 10 masterwork bolts, bracers of armor +2, cloak of resistance +1, ring of protection +2, staff of fire (9 charges).

Senshock is typically found in the Recovered Temple, area 26 (Page 146).


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

Edited by: Andorax at: 7/28/03 6:40 am
Andorax
Verrik
(7/24/03 12:34 pm)
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Re: Recovered Temple Conversion [3.5]
Quote:

Smigmal Redhand: Female half-orc Ftr5/Rog2/Asn7; CR 14; Medium-size humanoid (half-orc); HD 5d10+10 plus 2d6+4 plus 7d6+14; hp 87; Init +7; Spd 30 ft.; AC 21 (touch 14, flat-footed 21); BAB +11; Grapple +15; Atk +17 melee (1d4+6/19-20, assassin’s dagger) or +17 melee (2d6+9/19-20 and poison, +1 greatsword); FAtk +17/+12/+7 melee (assassin’s dagger, as above) or +17/+12/+7 melee (+1 greatsword, as above) ; SA Death attack, sneak attack +5d6, poison; SQ Darkvision 60 ft., evasion, trap finding, trap sense +1, poison use, improved uncanny dodge , +3 bonus on saves against poison; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +8, Ref +12, Will +3; Str 18, Dex 16, Con 14, Int 13, Wis 11, Cha 7.

Skills and Feats: Balance +9, Disguise +5, Hide +19, Jump +20, Listen +10, Move Silently +19, Tumble +12; Combat Reflexes, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword).

Death Attack (Ex): if Smigmal Redhand studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+7 rounds) or kill the victim. Fort save DC 18 to resist (DC 19 with assassin’s dagger).

Poison (Ex): Deathblade poison on greatsword. Fort save DC 20; 1d6 Con/2d6 Con.

Spells Known (4/3/2; base DC = 11 + spell level; 10% arcane spell failure chance): 1st— disguise self, ghost sound, obscuring mist, true strike; 2nd—darkness. spider climb, pass without trace, undetectable alignment; 3rd—misdirection, nondetection, deeper darkness.

Possessions: Ring of invisibility, deathblade poison (1 dose), +2 mithral shirt, ring of protection +1, amulet of natural armor +1, potion of cat’s grace, potion of heroism, potion of nondetection, potion of cure serious wounds, assassin’s dagger, +1 greatsword, arcane scroll of improved invisibility, arcane scroll of dimension door, steel key (opens chest in area 15 of Recovered Temple).

Smigmal Redhand is typically found in the Recovered Temple, area 15 (Page 142).

3.5 Assassins are spontaneous casters now, and therefore Smigmal’s spellbook was removed.

Smigmal Redhand does not posess the intelligence necessary to cast her 3rd level Assassin spells. I have increased her Int to 13, and added skill points in non-maxed skills accordingly. I kept all of her original spells memorized on her spells known chart, and made reasonable guesses to round out the list of spells she knows (from 2/1/1 to 4/4/3).


Edited by: Andorax at: 8/15/03 6:47 am
Andorax
Verrik
(7/24/03 12:35 pm)
Reply
Re: Recovered Temple Conversion [3.5]
Quote:

Susain Carun: Female human Clr8/Rog2/Doomdreamer3; CR 13; Medium-size humanoid (human); HD 8d8+8 plus 2d6+2 plus 3d8+6; hp 70; Init +3; Spd 40 ft.; AC 18 (touch 14, flat-footed 15); BAB +9; Grapple +12; Atk +9 melee (6, tentacle from lesser tentacle rod) or +12 melee (touch spells); FAtk +9 melee (3 tentacles, lesser tentacle rod as above) or +12/+7 (touch spells, as above) ; SA Chill Soul, dark lore, rebuke undead 2/day, sneak attack +1d6; SQ Demonic right leg, doomdreamer secrets, evasion, insanity, locate traps; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +10, Ref +9, Will +10; Str 16, Dex 17, Con 12, Int 10, Wis 17 (12*), Cha 8.

* Adjusted to take Insanity into account.

Skills and Feats: Climb +9, Concentration +16, Hide +7, Jump +9, Knowledge (arcana) +11, Knowledge (religion) +16, Listen +7, Move Silently +8, Search +3, Spot +7; Alertness, Dodge, Great Fortitude, Spell Focus (Necromancy), Mobility, Craft Wonderous Item.

Rebuke Undead: Susain Carun gains a +2 synergy bonus on Rebuke Undead checks because she has 5 or more ranks in Knowledge (religion).

Chill Soul (Su): Can touch a living creature and inflict 3d8 points of damage. This can be used in conjunction with an inflict wounds spell, but is negated if the victim is wearing purple robes of Tharizdun.

Dark Lore (Su): 1/day speak a creature’s secret. Target must make a WIll save (DC 20) or be stunned for 1d3 rounds.

Demonic Right Leg (Ex): A demonic right leg is long and agile. It increases Carun’s speed by +10 (included above) and grants a +5 competence bonus on Climb and Jump checks. (See the sidebar Drawbacks to Demonic Additions, page 115, for more information.)

Doomdreamer Secrets Unnatural vitality (+3 hp), paying fealty to death (+1 to DC of death effects).

Insanity (Ex): Insanity score 5 Wis 22 for bonus spells and DCs; Wis 12 for all other Wis-based checks.

Spells Prepared (6/8/7/6/5/4/3; base DC = 16 + spell level): 0—cure minor wounds (2), detect magic, mending, read magic, virtue; 1st—bane, bless, cause fear~, command, cure light wounds, divine favor, lesser confusion*, shield of faith; 2nd—bull’s strength, cure moderate wounds, death knell~, bear’s endurance, magic missile*, silence, spiritual weapon; 3rd—blast of force*, contagion~, cure serious wounds, dispel magic, magic vestment, protection from elements; 4th—cure critical wounds, divine power, Otiluke’s resilient sphere*, poison~, summon monster IV; 5th—bolts of bedevilment*, dispel good, slay living~~, spell resistance; 6th—harm~, heal, phantasmal killer~~*.
* Domain spell. Deity: Tharizdun. Domains: Force (1/day reroll any damage roll for a weapon, a spell, or an ability); Madness (1/day add Insanity score to Wis-based roll).
~ Because of Spell Focus (Necromancy), the base DC against these spells is 17 + spell level.
~~ Because of the paying fealty to death ability, the base DC against these spells is 18 + spell level.

Possessions: Lesser tentacle rod (see Appendix 1), +2 leather armor, ring of protection +1, ring of the ram (50 charges), torch of revealing (and 3 cones of incense of dreaming)(See Appendix 1), 78 gp, 550 gp gold ring with sapphire, purple robe of Tharizdun, holy symbol (obex), robes, iron key (opens trunk 4 in area 20 of the Recovered Temple).

Susain Carun is typically found in the Recovered Temple, area 29 (Page 147).

Susain Carun’s Forge Ring feat was changed to Craft Wonderous Item, as she does not fulfill the Caster Level 12+ requirement for Forge Ring.




Edited by: Andorax at: 8/12/03 8:47 am
Andorax
Verrik
(7/24/03 12:36 pm)
Reply
Re: Recovered Temple Conversion [3.5]
Quote:

Thuchos Nalred: Male human Clr9/Doomdreamer3; CR 12; Medium-size humanoid (human); HD 9d8+18 plus 3d8+9; hp 93; Init +1; Spd 20 ft.; AC 25 (touch 11, flat-footed 24); BAB +8; Grapple +10; Atk +12 melee (1d8+3, +1 heavy mace); FAtk +12/+7 melee (+1 heavy mace, as above) ; SA Chill Soul, dark lore, rebuke undead 4/day; SQ Doomdreamer secrets, insanity; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +9, Ref +5, Will +11; Str 15, Dex 12, Con 14, Int 14, Wis 20 (14*), Cha 12.

* Adjusted to take Insanity into account.

Skills and Feats: Concentration +17, Diplomacy +16, Knowledge (arcana) +17, Knowledge (religion) +17, Spellcraft +19; Power Attack, Cleave, Combat Reflexes, Spell Focus (Necromancy), Weapon Focus (heavy mace).

Rebuke Undead: Thuchos Nalred gains a +2 synergy bonus on Rebuke Undead checks because he has 5 or more ranks in Knowledge (religion).

Chill Soul (Su): Can touch a living creature and inflict 3d8 points of damage. This can be used in conjunction with an inflict wounds spell, but is negated if the victim is wearing purple robes of Tharizdun.

Dark Lore (Su): 1/day speak a creature’s secret. Target must make a WIll save (DC 20) or be stunned for 1d3 rounds.

Doomdreamer Secrets Unnatural vitality (+3 hp), curse of power (treat as 13th level when casting evil spells), paying fealty to death (+1 to DC of death effects).

Insanity (Ex): Insanity score 6 Wis 26 for bonus spells and DCs; Wis 14 for all other Wis-based checks.

Spells Prepared (6/8/7/7/6/5/4; base DC = 18 + spell level): 0—cure minor wounds (2), detect magic, inflict minor wounds~, resistance, virtue; 1st—bane, cause fear~, cure light wounds, divine favor, protection from good, lesser confusion*, shield of faith (2); 2nd—aid, bull’s strength, cure moderate wounds, death knell~, bear’s endurance, magic missile*, spiritual weapon; 3rd—contagion~, cure serious wounds, dispel magic (2), magic vestment, protection from elements, rage*; 4th—confusion*, cure critical wounds, divine power, greater magic weapon, poison~, spell immunity; 5th—bolts of bedevilment*, righteous might, slay living~~, spell resistance, true seeing; 6th—greater dispelling, harm~, heal, repulsion*.
* Domain spell. Deity: Tharizdun. Domains: Force (1/day reroll any damage roll for a weapon, a spell, or an ability); Madness (1/day add Insanity score to Wis-based roll).
~ Because of Spell Focus (Necromancy), the base DC against these spells is 19 + spell level.
~~ Because of the paying fealty to death ability, the base DC against these spells is 20 + spell level.

Possessions: +1 heavy mace, +2 full plate armor, masterwork heavy steel shield, amulet of natural armor +2, helmet of flying (as wings), torch of revealing (and 2 cones of incense of dreaming)(See Appendix 1), potion of gaseous form, divine scroll of word of recall, summon monster VI, 232 gp, 4 100 gp gems, holy symbol (obex), robes, iron key (opens trunk 2 in area 20 of the Recovered Temple).

Thuchos Nalred is typically found in the Recovered Temple, area 28 (Page 146).

6 ranks of Scry were redistributed to other skills (Diplomacy and Knowledge, Arcana). Negative Plane Protection doesn’t exist anymore, so I tacked on an extra Dispel Magic.


Edited by: Andorax at: 8/12/03 8:48 am
Andorax
Verrik
(7/24/03 12:37 pm)
Reply
Re: Recovered Temple Conversion [3.5]
Quote:

Trond: Male ogre Bbn6; CR 9; Large giant; HD 4d8+11 plus 6d12+12; hp 93; Init +0; Spd 40 ft.; AC 19 (touch 9, flat-footed 19); BAB +9; Grapple +19; Atk +16 melee (2d8+10/19-20, +1 Large heavy flail) or +9 ranged (1d8+6, Large javelin); FAtk +17/+12 melee (+1 Large heavy flail, as above) or +9/+4 ranged (javelin, as above) ; SA Rage; SQ Improved Uncanny dodge, Trap Sense +2; Space/Reach 10 ft./10 ft.; AL CE; SV Fort +11, Ref +3, Will +3; Str 22, Dex 10, Con 15, Int 7, Wis 10, Cha 9.

Skills and Feats: Climb +12, Listen +4, Spot +3; Improved Bull Rush, Power Attack, Toughness, Weapon Focus (heavy flail)

Rage (Ex): 2/day—hp 114, AC 17 (touch 7, flat-footed 17); Atk +19 melee (2d8+13/19-20, +1 Large heavy flail) or +9 ranged (d8+8, Large javelin). FAtk +19/+14 (Large heavy flail, as above) or +9/+4 (Large javelin, as above); SV Fort +13, Will +5; Str 26, Con 19. Climb +14. Lasts 7 rounds, then fatigued.

Possessions: +1 Large heavy flail, 2 Large masterwork javelins, +1 large chain shirt, eyes of the eagle, potion of cure serious wounds.

Trond is typically found in the Recovered Temple, area 2 (Page 139).

Trond’s Strength is listed as 19 in the book, but his damage bonuses are consistent with a +6 Str bonus, thus the change to 22. It makes very little sense that the Ogre Barbarian named character would have LESS strength than an average Ogre).


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

Edited by: Andorax at: 7/28/03 6:43 am
Andorax
Verrik
(7/24/03 12:45 pm)
Reply
Responses
Whew...

ThirdWizard: Change noted. Ironically, that puts their CR back to the 5 it was originally.

ZansForCans: I'll toss that around in the general discussion thread and see what people think. I'd love to see how it's dealt with in an actual WotC sample list. Until we get concensus on it, though, I'll leave it as-is.

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

Taxman66
Giant
(7/24/03 1:21 pm)
Reply
Re: Responses
What about changing the illegal wands into staffs? That would fit more in line.

I also have a side concern that all the now sized large equipment (weapons, armor, shields) is unusable by the PCs and is only usefull to trade into cash. Granted by the time they reach the recovered temple it shouldn't matter too much but there are other earlier incidents.

Taxman
"It takes an uncommon mind to think of these things, Hobbes." - Calvin

Andorax
Verrik
(7/24/03 2:04 pm)
Reply
Re: Responses
An equivalent side concern is that there are no "special material" items anywhere in the adventure to overcome item DR, nor aligned weapons to overcome alignment DR (although that's rectified with the Align Weapon Cleric spell).

However, these aren't accountable for in a direct-line conversion. Perhaps we could include it in a "summary/appendix 5" section (suggestions that the original module was never designed to take into account).


My opinion is that a staff with only one spell is munchy at best, and quite possably illegal by the rules. That's why I'm avoiding converting illegal wands into staves (that, and I don't want to hand them a bunch of extra powers to make a proper staff).

Other thoughts on this?

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

ZansForCans 
Litorian
(7/25/03 7:38 am)
Reply
Re: Responses
Here's one more comment about the wand change.

The difference in value of a hypothetical 22 charge wand with a 5th level spell in it and 3 5th level scrolls is quite large: 14850 vs. 3375 (3.0 pricing). What about changing it to some kind of charged wondrous item instead, which gets around the 4th-level limit? I haven't looked at the 3.5 item creation & pricing rules yet, so I don't know if this hits some other new restriction...


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Andorax
Verrik
(7/25/03 7:45 am)
Reply
Re: Responses
Again, something I'm leery to do. Bearing in mind that Bolts are a unique 4th level domain spell for Madness, they *should* have a virtually nil fair market value anyways...who can they sell them to that can use them?

If the majority is against me on this, I will alter accordingly...but as it stands, it still seems to me to be the most consistant manner in which to convert the illegal items over. Besides, at this stage in the game there isn't going to be much looting and selling goes on...it's the downhill ride.

It was mentioned before that in 3.5 some items are worth more, and some worth less...values have fluxuated. Losing two wands' worth of cash value isn't going to make a huge difference either way.

...but again, if the majority seems to be for an improper staff or a munchy "wand that isn't a wand", I will adjust accordingly.

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

ZansForCans 
Litorian
(7/25/03 8:06 am)
Reply
Re: Responses
Quote:
Again, something I'm leery to do. Bearing in mind that Bolts are a unique 4th level domain spell for Madness, they *should* have a virtually nil fair market value anyways...who can they sell them to that can use them?


Hah! I didn't even think of that. But don't count out those eBay folks. They buy anything. ;) I guess my comment was based on the taking out something that the party could potentially use. I forgot about the exclusivity of this particular item.

Quote:
Besides, at this stage in the game there isn't going to be much looting and selling goes on...it's the downhill ride.


What!? Big-T will rise again! Don't count him out yet! ;)


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madfox
Verrik
(7/25/03 10:18 am)
Reply
Re: Responses
PCs with a decent use magic device can use them and they will do so. The 9th level rogue at my group has more wands and an equal amount of arcane scrolls as the wizard. He lacks the wisdom for the use of divine scrolls, which makes the DC for divine scrolls a bit on the hight site for the moment. Still, I would not just assume the PCs would not use something just because they do not have a particular spell on their spelllist.

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