Author
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Comment
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Andorax
Verrik
(8/12/03 8:51 am)
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Re: Recovered Temple Conversion [3.5]
Edited various Doomdreamer statblocks to include the insanity score modifier.
"Whadda ya mean, Orcs get levels too?!?" |
Cordo Crowfoot
Litorian
(8/13/03 4:54 am)
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Re: Recovered Temple Conversion [3.5]
Smigal's Rogue skills are listed in the old 3.0 way and should be trap finding, trap sense +1
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Andorax
Verrik
(8/15/03 6:47 am)
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Re: Recovered Temple Conversion [3.5]
Well, until someone else speaks up, I'm declaring this done.
"Whadda ya mean, Orcs get levels too?!?" |
ZansForCans 
Bloodied Knife Cultist
(12/11/03 9:23 pm)
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Ogre Guards
The increase of the normal and elite guards to Str 22 looks deliberate to me (both 3.0 and 3.5 ogres have 21). Do you think we should keep Monte's tweak or bring it back down to the base?
The only other change I made was to the skills. The originals look good to me, so the only tweak in 3.5 is to up the Climb of both Guards by one (3.5 ogres get one more skill point; base puts it in Climb).
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ZansForCans 
Bloodied Knife Cultist
(12/11/03 10:52 pm)
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Dein
A few changes for this big guy:
* His AC (& flat-footed) seem to be 1 too high. Perhaps he was supposed to have +1 hide?
* The half-fiend natural attacks are now claw/bite with claw primary. I swapped the attack sequences around.
* I think his Fort save was right at +14: base stone giant +13 plus +1 for his +2 Con.
* Half-fiends get a butt-load of new skill points since they move from HD x (8+Int) to (HD+3) x (8+Int). He seemed to be missing 5 as well. I maxed everything out (he has 10 skills, which is convenient). This leaves the cross-class skills with 17 points each, wasting one, but it's easiest. I left a note that the DM can add another cross-class at +3 instead.
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Cordo Crowfoot
Deathmantle Cultist
(12/12/03 12:54 am)
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Re: Ogre Guards
I say keep Monte's tweak to STR 22.
"They were immediately and absolutely recognizable as adventurers. They were hardy and dangerous, lawless, stripped of allegiance or morality, living off their wits, stealing and killing, hiring themselves out to whoever and whatever came... They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits" China Mieville, Perdido Street Station |
msherman
Crimson Coil Cultist
(12/12/03 6:21 am)
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Re: Ogre Guards
The regular guards are War4, and the elite guards are Ftr6; with the base 4hd Ogres have, that's enough for both to gain a stat bump at 8hd. Presumably that's where the +1 str came from.
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smetzger
Tolling Bell Cultist
(12/12/03 8:06 am)
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Re: Ogre Guards
Another vote for Str 22
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Andorax
Brother of Venom
(12/12/03 8:24 am)
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Re: Ogre Guards
Ditto what msherman said.
"Whadda ya mean, Orcs get levels too?!?" |
ZansForCans 
Bloodied Knife Cultist
(12/12/03 1:07 pm)
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Re: Ogre Guards
Great point msherman. I missed that. Consider it done!
Thanks all for the quick replies...
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ZansForCans 
Bloodied Knife Cultist
(12/12/03 2:52 pm)
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Estalion
Minor tweak for Estalion... Scry is not in 3.5, so he has 2 points to spend. From my attempt to breakdown his skills, it looks like these came from his Clr levels, so I stuck them one each in his Knowledge skills. I couldn't completely decompose them however, and it seemed like he might have an extra point or so to spend. But, it likely depends on what order his classes were taken. It's too minor to worry about, I think.
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ZansForCans 
Bloodied Knife Cultist
(12/12/03 8:48 pm)
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Falrinth
Funny thing... I was checking Falrinth's skills and had decided he was short a whole point per level (thought maybe his human bonus was left out) when I decided to check out what he would have if his Int increased steadily with his levels. Turns out it works out exactly right if he started at Int 15 and raised to 18 by 12th. Then I curiously went and looked up his stats in ToEE. The 8th-level Falrinth has Int 17, which fits this perfectly. I love consistency Thanks for the fun attention to detail, Monte
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ZansForCans 
Bloodied Knife Cultist
(12/12/03 11:36 pm)
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The Second
No problems here except a quick revisit of the CR. I left the nerf down to 11, although I still disagree with it for the most part, even after re-reading all the comments (on page 2 if you're interested). I added a slight bit more to the comment to help other DMs decide if they want to revise it.
However, there is an unrelated bit I wonder if we need to tweak it on. Namely, the 200,000 gp magic ring among his possessions! Now a lot of the benefits toward the Fire type creatures won't typically be applicable in an encounter, but all the fire-based spell-like effects are at his disposal. Think this is worth +1 CR? It looks like Monte might have given one in the original statblock with CR 7 for the aboleth and +8 for the class levels only being 15 (vs. 16 in the block).
Thoughts?
I also think we should list the fire resistance 20 in the SQ...
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ZansForCans 
Bloodied Knife Cultist
(12/13/03 10:50 pm)
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Senshock
Here is a copy/paste of the comment block for him, which summarizes the additional changes I made pretty well (I hope):
Quote: The ghost's corrupting touch attack does slightly more damage in v3.5. I moved his weapon attacks down to the segment about ethereal opponents since they can’t harm material foes even when he manifests. The staff acts as a +2 quarterstaff when used as a weapon (this was left out in the original text). The masterwork attack bonus from the bolts and crossbow don’t stack in v3.5.
Senshock seemed to be missing at 4 skill points, assuming he took an Int raise at 4th and 8th level (and it could be up to 14 if not). In addition, Scry is no longer a skill in v3.5. His class skills have been maxed out with 2 points going into Hide and Listen cross-class.
He is also missing a feat: 4 for levels + 1 for humanity + 1 bonus Wiz + Scribe Scroll. Since we’re assuming he took the Int raises, the Spell Mastery with 4 spells could only have been taken for his 9th level feat. He’s missing his Wiz bonus feat then. I gave him Craft Wondrous Item to avoid much change, but Empower or Heighten Spell would be more effective in an encounter.
Note that Monte suggests that he can’t re-memorize spells as a ghost (see the main text of RT26 and no spellbook is given here), so you’d have to adjust his ‘permanent’ memory above if you want to use metamagics. However, without a book, we wonder if he can technically re-memorize at all. The issue of material components and their replenishment by a ghost spellcaster is also a problem without much guidance from the core rules. He becomes a much less interesting and potent NPC with these technical limitations, however. In this case, taking Spell Mastery for the missing feat (limit of three spells) would be the best option.
I did the right thing with his weapon attacks right? I'm worried I'm missing something obvious, but I haven't come up with a reason why they'd work against material foes yet.
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info :: demoEdited by: ZansForCans at: 12/15/03 11:21 pm
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Infiniti2000
Brother of Venom
(12/14/03 8:44 am)
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ezSupporter
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Re: The Second
"Think this is worth +1 CR?"
That's entirely possible, and a comment to that effect might be appropriate.
"The staff acts as a +2 quarterstaff when used as a weapon (this was left out in the original text)."
A staff of fire does not act as a +2 quarterstaff. At least not per my DMG.
"I moved his weapon attacks down to the segment about ethereal opponents since they can’t harm material foes even when he manifests."
I would leave them where they were and merely comment that they cannot harm material foes.
As for his spells, it seems like another Spell Mastery would be preferable since he cannot rememorize spells without his spellbook. I'd suggest read magic, charm person, and see invisibility (pre-Int bonus).
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ZansForCans 
Bloodied Knife Cultist
(12/14/03 8:18 pm)
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Re: The Second
"A staff of fire does not act as a +2 quarterstaff. At least not per my DMG."
Whoops, my bad. I skimmed down to the end of the staffs entry and accidentally misread the staff of the woodlands description as being generic. I even looked in the 3.0 DMG too! Funny. I was kind of looking for some generic statement that they could be used as a weapon at all, but it seems to only give the object stats for them. *shrug*
"I would leave them where they were and merely comment that they cannot harm material foes."
OK.
I initially went for the clearer separation since the touch attack listed in the primary Atk line is only for material foes as it changes which bonus it uses (Dex vs. Str) depending on the foe. I thought it would be best to group the ethereal touch attack with the weapon attacks.
"As for his spells, it seems like another Spell Mastery would be preferable since he cannot rememorize spells without his spellbook."
Monte's comments seem to suggest he can't change his selection, not that he can't re-memorize them. Otherwise, would he really have all those spells left? But I couldn't find a core reference for that statement anyway. Know of one?
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Infiniti2000
Brother of Venom
(12/15/03 7:26 am)
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ezSupporter
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Re: The Second
Nope. Technically, a ghost maintains an ethereal version of all items, as long as those items are not taken/destroyed in the material world. Assuming they were taken, technically he would not be able to prepare any spells once cast, except for the spell mastery spells. But, I guess Monte changed that slightly, so maybe you are right. He gets those spells each day, no changes allowed. However, he still needs components. I'm guessing the bookkeeping effort to make Senshock still interesting was not worth it.
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ZansForCans 
Bloodied Knife Cultist
(12/15/03 11:20 pm)
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Smigmal Redhand
Just some minor tweaks:
* She doesn't get the trap sense +1 as a Rog2.
* Due to cross-class and max rank maneuvering for her Ftr/Rog skill points, I had to skim of 1 off her Disguise and 2 off her Jump. All of those except for one level of fighter have to be taken before her Asn levels, limiting her max skill rank for a few of the skills.
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ZansForCans 
Bloodied Knife Cultist
(12/15/03 11:22 pm)
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Re: Senshock
OK, I edited the comments to try to incorporate all this. Check up above and see how it reads.
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ZansForCans 
Bloodied Knife Cultist
(12/15/03 11:48 pm)
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Susain Carun
Her insanity didn't look to be taken into account in her skills. Spot & Listen drop by 2.
I don't think phantasmal killer qualifies for either necro or death effect, does it?
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